Packaging error unknown error with advanced sessions plugin

Hello everyone,

When i try to package my project, i get an unknown error. I don’t understand what i have to do to package my project when i’m using plugin like “advanced sessions”.

Thx in advance for ur help and have a nice day !

This is my OutputLog:
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 47 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.052838
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, Platform Override: ‘’
LogPluginManager: Mounting plugin Paper2D
LogPluginManager: Mounting plugin AdvancedSessions
LogPluginManager: Mounting plugin AISupport
LogPluginManager: Mounting plugin LightPropagationVolume
LogPluginManager: Mounting plugin ActorLayerUtilities
LogPluginManager: Mounting plugin AnimationSharing
LogPluginManager: Mounting plugin CLionSourceCodeAccess
LogPluginManager: Mounting plugin CodeLiteSourceCodeAccess
LogPluginManager: Mounting plugin GitSourceControl
LogPluginManager: Mounting plugin KDevelopSourceCodeAccess
LogPluginManager: Mounting plugin NullSourceCodeAccess
LogPluginManager: Mounting plugin PerforceSourceControl
LogPluginManager: Mounting plugin SubversionSourceControl
LogPluginManager: Mounting plugin UObjectPlugin
LogPluginManager: Mounting plugin VisualStudioCodeSourceCodeAccess
LogPluginManager: Mounting plugin VisualStudioSourceCodeAccess
LogPluginManager: Mounting plugin XCodeSourceCodeAccess
LogPluginManager: Mounting plugin AssetManagerEditor
LogPluginManager: Mounting plugin CryptoKeys
LogPluginManager: Mounting plugin CurveEditorTools
LogPluginManager: Mounting plugin DataValidation
LogPluginManager: Mounting plugin FacialAnimation
LogPluginManager: Mounting plugin GameplayTagsEditor
LogPluginManager: Mounting plugin MacGraphicsSwitching
LogPluginManager: Mounting plugin MaterialAnalyzer
LogPluginManager: Mounting plugin MobileLauncherProfileWizard
LogPluginManager: Mounting plugin PluginBrowser
LogPluginManager: Mounting plugin SpeedTreeImporter
LogPluginManager: Mounting plugin DatasmithContent
LogPluginManager: Mounting plugin VariantManagerContent
LogPluginManager: Mounting plugin AlembicImporter
LogPluginManager: Mounting plugin AutomationUtils
LogPluginManager: Mounting plugin BackChannel
LogPluginManager: Mounting plugin CharacterAI
LogPluginManager: Mounting plugin GeometryCache
LogPluginManager: Mounting plugin HTML5Networking
LogPluginManager: Mounting plugin PlatformCrypto
LogPluginManager: Mounting plugin ProxyLODPlugin
LogPluginManager: Mounting plugin SkeletalReduction
LogPluginManager: Mounting plugin MagicLeap
LogPluginManager: Mounting plugin MagicLeapMedia
LogPluginManager: Mounting plugin AndroidMedia
LogPluginManager: Mounting plugin AvfMedia
LogPluginManager: Mounting plugin ImgMedia
LogPluginManager: Mounting plugin MediaCompositing
LogPluginManager: Mounting plugin MediaPlayerEditor
LogPluginManager: Mounting plugin WebMMedia
LogPluginManager: Mounting plugin WmfMedia
LogPluginManager: Mounting plugin TcpMessaging
LogPluginManager: Mounting plugin UdpMessaging
LogPluginManager: Mounting plugin ActorSequence
LogPluginManager: Mounting plugin LevelSequenceEditor
LogPluginManager: Mounting plugin MatineeToLevelSequence
LogPluginManager: Mounting plugin NetcodeUnitTest
LogPluginManager: Mounting plugin NUTUnrealEngine4
LogPluginManager: Mounting plugin OnlineSubsystemGooglePlay
LogPluginManager: Mounting plugin OnlineSubsystemIOS
LogPluginManager: Mounting plugin OnlineSubsystem
LogPluginManager: Mounting plugin OnlineSubsystemNull
LogPluginManager: Mounting plugin OnlineSubsystemUtils
LogPluginManager: Mounting plugin LauncherChunkInstaller
LogPluginManager: Mounting plugin AndroidDeviceProfileSelector
LogPluginManager: Mounting plugin AndroidMoviePlayer
LogPluginManager: Mounting plugin AndroidPermission
LogPluginManager: Mounting plugin AppleImageUtils
LogPluginManager: Mounting plugin AppleMoviePlayer
LogPluginManager: Mounting plugin ArchVisCharacter
LogPluginManager: Mounting plugin AudioCapture
LogPluginManager: Mounting plugin CableComponent
LogPluginManager: Mounting plugin CustomMeshComponent
LogPluginManager: Mounting plugin EditableMesh
LogPluginManager: Mounting plugin ExampleDeviceProfileSelector
LogPluginManager: Mounting plugin GoogleCloudMessaging
LogPluginManager: Mounting plugin IOSDeviceProfileSelector
LogPluginManager: Mounting plugin LinuxDeviceProfileSelector
LogPluginManager: Mounting plugin LocationServicesBPLibrary
LogPluginManager: Mounting plugin MobilePatchingUtils
LogPluginManager: Mounting plugin OculusVR
LogPluginManager: Mounting plugin PhysXVehicles
LogPluginManager: Mounting plugin ProceduralMeshComponent
LogPluginManager: Mounting plugin RuntimePhysXCooking
LogPluginManager: Mounting plugin SignificanceManager
LogPluginManager: Mounting plugin SteamVR
LogPluginManager: Mounting plugin WebMMoviePlayer
LogPluginManager: Mounting plugin WindowsMoviePlayer
LogPluginManager: Mounting plugin ScreenshotTools
LogInit: Using libcurl 7.55.1-DEV
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with OpenSSL/1.1.1
LogInit: - supports HTTP deflate (compression) using libz 1.2.8
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_LIBZ
LogInit: CURL_VERSION_IPV6
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: CurlRequestOptions (configurable via config and command line):
LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
LogInit: - MaxHostConnections = 16 - Libcurl will limit the number of connections to a host
LogInit: - LocalHostAddr = Default
LogInit: - BufferSize = 65536
LogOnline: OSS: Creating online subsystem instance for: NULL
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogInit: Build: ++UE4+Release-4.23-CL-8386587
LogInit: Engine Version: 4.23.0-8386587+++UE4+Release-4.23
LogInit: Compatible Engine Version: 4.23.0-8386587+++UE4+Release-4.23
LogInit: Net CL: 8386587
LogInit: OS: Windows 10 (Release 1903) (), CPU: Intel(R) Core™ i9-9900KF CPU @ 3.60GHz, GPU: NVIDIA GeForce RTX 2080 Ti
LogInit: Compiled (64-bit): Aug 31 2019 02:04:44
LogInit: Compiled with Visual C++: 19.16.27030.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.23
LogInit: Command Line:
LogInit: Base Directory: C:/Program Files/Epic Games/UE_4.23/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogDevObjectVersion: Number of dev versions registered: 23
LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 10
LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 3
LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 34
LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 35
LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 2
LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 31
LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 11
LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 2
LogDevObjectVersion: Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
LogDevObjectVersion: Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 3
LogDevObjectVersion: Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 17
LogDevObjectVersion: Dev-Anim (AF43A65D-7FD3-4947-9873-3E8ED9C1BB05): 2
LogDevObjectVersion: Dev-ReflectionCapture (6B266CEC-1EC7-4B8F-A30B-E4D90942FC07): 1
LogDevObjectVersion: Dev-Automation (0DF73D61-A23F-47EA-B727-89E90C41499A): 1
LogDevObjectVersion: FortniteMain (601D1886-AC64-4F84-AA16-D3DE0DEAC7D6): 27
LogDevObjectVersion: Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 6
LogDevObjectVersion: Dev-Niagara (F2AED0AC-9AFE-416F-8664-AA7FFA26D6FC): 1
LogDevObjectVersion: Dev-Destruction (174F1F0B-B4C6-45A5-B13F-2EE8D0FB917D): 9
LogInit: Presizing for max 16777216 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogConfig: Setting CVar [[con.DebugEarlyDefault:1]]
LogConfig: Setting CVar [[r.setres:1280x720]]
LogConfig: Setting CVar [[r.VSync:0]]
LogConfig: Setting CVar [[r.RHICmdBypass:0]]
LogConfig: Applying CVar settings from Section [/Script/Engine.RendererSettings] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Engine.ini]
LogConfig: Setting CVar [[r.GPUCrashDebugging:0]]
LogConfig: Setting CVar [[r.GenerateMeshDistanceFields:1]]
LogConfig: Setting CVar [[r.DistanceFieldBuild.EightBit:0]]
LogConfig: Setting CVar [[r.GenerateLandscapeGIData:0]]
LogConfig: Setting CVar [[r.CustomDepth:3]]
LogConfig: Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Engine.ini]
LogConfig: Setting CVar [[s.MinBulkDataSizeForAsyncLoading:131072]]
LogConfig: Setting CVar [[s.AsyncLoadingThreadEnabled:0]]
LogConfig: Setting CVar [[s.EventDrivenLoaderEnabled:1]]
LogConfig: Setting CVar [[s.WarnIfTimeLimitExceeded:0]]
LogConfig: Setting CVar [[s.TimeLimitExceededMultiplier:1.5]]
LogConfig: Setting CVar [[s.TimeLimitExceededMinTime:0.005]]
LogConfig: Setting CVar [[s.UseBackgroundLevelStreaming:1]]
LogConfig: Setting CVar [[s.PriorityAsyncLoadingExtraTime:15.0]]
LogConfig: Setting CVar [[s.LevelStreamingActorsUpdateTimeLimit:5.0]]
LogConfig: Setting CVar [[s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]]
LogConfig: Setting CVar [[s.LevelStreamingComponentsRegistrationGranularity:10]]
LogConfig: Setting CVar [[s.UnregisterComponentsTimeLimit:1.0]]
LogConfig: Setting CVar [[s.LevelStreamingComponentsUnregistrationGranularity:5]]
LogConfig: Applying CVar settings from Section [/Script/Engine.GarbageCollectionSettings] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Engine.ini]
LogConfig: Setting CVar [[gc.MaxObjectsNotConsideredByGC:1]]
LogConfig: Setting CVar [[gc.SizeOfPermanentObjectPool:0]]
LogConfig: Setting CVar [[gc.FlushStreamingOnGC:0]]
LogConfig: Setting CVar [[gc.NumRetriesBeforeForcingGC:10]]
LogConfig: Setting CVar [[gc.AllowParallelGC:1]]
LogConfig: Setting CVar [[gc.TimeBetweenPurgingPendingKillObjects:61.1]]
LogConfig: Setting CVar [[gc.MaxObjectsInEditor:16777216]]
LogConfig: Setting CVar [[gc.IncrementalBeginDestroyEnabled:1]]
LogConfig: Setting CVar [[gc.CreateGCClusters:1]]
LogConfig: Setting CVar [[gc.MinGCClusterSize:5]]
LogConfig: Setting CVar [[gc.ActorClusteringEnabled:0]]
LogConfig: Setting CVar [[gc.BlueprintClusteringEnabled:0]]
LogConfig: Setting CVar [[gc.UseDisregardForGCOnDedicatedServers:0]]
LogConfig: Applying CVar settings from Section [/Script/Engine.NetworkSettings] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.SkeletalMeshLODBias:0]]
LogConfig: Setting CVar [[r.ViewDistanceScale:1.0]]
LogConfig: Applying CVar settings from Section [AntiAliasingQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.PostProcessAAQuality:4]]
LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.LightFunctionQuality:1]]
LogConfig: Setting CVar [[r.ShadowQuality:5]]
LogConfig: Setting CVar [[r.Shadow.CSM.MaxCascades:10]]
LogConfig: Setting CVar [[r.Shadow.MaxResolution:2048]]
LogConfig: Setting CVar [[r.Shadow.MaxCSMResolution:2048]]
LogConfig: Setting CVar [[r.Shadow.RadiusThreshold:0.01]]
LogConfig: Setting CVar [[r.Shadow.DistanceScale:1.0]]
LogConfig: Setting CVar [[r.Shadow.CSM.TransitionScale:1.0]]
LogConfig: Setting CVar [[r.Shadow.PreShadowResolutionFactor:1.0]]
LogConfig: Setting CVar [[r.DistanceFieldShadowing:1]]
LogConfig: Setting CVar [[r.DistanceFieldAO:1]]
LogConfig: Setting CVar [[r.AOQuality:2]]
LogConfig: Setting CVar [[r.VolumetricFog:1]]
LogConfig: Setting CVar [[r.VolumetricFog.GridPixelSize:8]]
LogConfig: Setting CVar [[r.VolumetricFog.GridSizeZ:128]]
LogConfig: Setting CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]]
LogConfig: Setting CVar [[r.LightMaxDrawDistanceScale:1]]
LogConfig: Setting CVar [[r.CapsuleShadows:1]]
LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.MotionBlurQuality:4]]
LogConfig: Setting CVar [[r.AmbientOcclusionMipLevelFactor:0.4]]
LogConfig: Setting CVar [[r.AmbientOcclusionMaxQuality:100]]
LogConfig: Setting CVar [[r.AmbientOcclusionLevels:-1]]
LogConfig: Setting CVar [[r.AmbientOcclusionRadiusScale:1.0]]
LogConfig: Setting CVar [[r.DepthOfFieldQuality:2]]
LogConfig: Setting CVar [[r.RenderTargetPoolMin:400]]
LogConfig: Setting CVar [[r.LensFlareQuality:2]]
LogConfig: Setting CVar [[r.SceneColorFringeQuality:1]]
LogConfig: Setting CVar [[r.EyeAdaptationQuality:2]]
LogConfig: Setting CVar [[r.BloomQuality:5]]
LogConfig: Setting CVar [[r.FastBlurThreshold:100]]
LogConfig: Setting CVar [[r.Upscale.Quality:3]]
LogConfig: Setting CVar [[r.Tonemapper.GrainQuantization:1]]
LogConfig: Setting CVar [[r.LightShaftQuality:1]]
LogConfig: Setting CVar [[r.Filter.SizeScale:1]]
LogConfig: Setting CVar [[r.Tonemapper.Quality:5]]
LogConfig: Setting CVar [[r.DOF.Gather.AccumulatorQuality:1 ; higher gathering accumulator quality]]
LogConfig: Setting CVar [[r.DOF.Gather.PostfilterMethod:1 ; Median3x3 postfilering method]]
LogConfig: Setting CVar [[r.DOF.Gather.EnableBokehSettings:0 ; no bokeh simulation when gathering]]
LogConfig: Setting CVar [[r.DOF.Gather.RingCount:4 ; medium number of samples when gathering]]
LogConfig: Setting CVar [[r.DOF.Scatter.ForegroundCompositing:1 ; additive foreground scattering]]
LogConfig: Setting CVar [[r.DOF.Scatter.BackgroundCompositing:2 ; additive background scattering]]
LogConfig: Setting CVar [[r.DOF.Scatter.EnableBokehSettings:1 ; bokeh simulation when scattering]]
LogConfig: Setting CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1 ; only a maximum of 10% of scattered bokeh]]
LogConfig: Setting CVar [[r.DOF.Recombine.Quality:1 ; cheap slight out of focus]]
LogConfig: Setting CVar [[r.DOF.Recombine.EnableBokehSettings:0 ; no bokeh simulation on slight out of focus]]
LogConfig: Setting CVar [[r.DOF.TemporalAAQuality:1 ; more stable temporal accumulation]]
LogConfig: Setting CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]]
LogConfig: Setting CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]]
LogConfig: Applying CVar settings from Section [TextureQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.Streaming.MipBias:0]]
LogConfig: Setting CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
LogConfig: Setting CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
LogConfig: Setting CVar [[r.Streaming.Boost:1]]
LogConfig: Setting CVar [[r.MaxAnisotropy:8]]
LogConfig: Setting CVar [[r.Streaming.LimitPoolSizeToVRAM:0]]
LogConfig: Setting CVar [[r.Streaming.PoolSize:1000]]
LogConfig: Setting CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.TranslucencyLightingVolumeDim:64]]
LogConfig: Setting CVar [[r.RefractionQuality:2]]
LogConfig: Setting CVar [[r.SSR.Quality:3]]
LogConfig: Setting CVar [[r.SceneColorFormat:4]]
LogConfig: Setting CVar [[r.DetailMode:2]]
LogConfig: Setting CVar [[r.TranslucencyVolumeBlur:1]]
LogConfig: Setting CVar [[r.MaterialQualityLevel:1 ; High quality]]
LogConfig: Setting CVar [[r.SSS.Scale:1]]
LogConfig: Setting CVar [[r.SSS.SampleSet:2]]
LogConfig: Setting CVar [[r.SSS.Quality:1]]
LogConfig: Setting CVar [[r.SSS.HalfRes:1]]
LogConfig: Setting CVar [[r.EmitterSpawnRateScale:1.0]]
LogConfig: Setting CVar [[r.ParticleLightQuality:2]]
LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[foliage.DensityScale:1.0]]
LogConfig: Setting CVar [[grass.DensityScale:1.0]]
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogHAL: Display: Platform has ~ 32 GB [34287697920 / 34359738368 / 32], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
LogInit: Going up to parent DeviceProfile []
LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.SkeletalMeshLODBias:0]]
LogConfig: Setting CVar [[r.ViewDistanceScale:1.0]]
LogConfig: Applying CVar settings from Section [AntiAliasingQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.PostProcessAAQuality:4]]
LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.LightFunctionQuality:1]]
LogConfig: Setting CVar [[r.ShadowQuality:5]]
LogConfig: Setting CVar [[r.Shadow.CSM.MaxCascades:10]]
LogConfig: Setting CVar [[r.Shadow.MaxResolution:2048]]
LogConfig: Setting CVar [[r.Shadow.MaxCSMResolution:2048]]
LogConfig: Setting CVar [[r.Shadow.RadiusThreshold:0.01]]
LogConfig: Setting CVar [[r.Shadow.DistanceScale:1.0]]
LogConfig: Setting CVar [[r.Shadow.CSM.TransitionScale:1.0]]
LogConfig: Setting CVar [[r.Shadow.PreShadowResolutionFactor:1.0]]
LogConfig: Setting CVar [[r.DistanceFieldShadowing:1]]
LogConfig: Setting CVar [[r.DistanceFieldAO:1]]
LogConfig: Setting CVar [[r.AOQuality:2]]
LogConfig: Setting CVar [[r.VolumetricFog:1]]
LogConfig: Setting CVar [[r.VolumetricFog.GridPixelSize:8]]
LogConfig: Setting CVar [[r.VolumetricFog.GridSizeZ:128]]
LogConfig: Setting CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]]
LogConfig: Setting CVar [[r.LightMaxDrawDistanceScale:1]]
LogConfig: Setting CVar [[r.CapsuleShadows:1]]
LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.MotionBlurQuality:4]]
LogConfig: Setting CVar [[r.AmbientOcclusionMipLevelFactor:0.4]]
LogConfig: Setting CVar [[r.AmbientOcclusionMaxQuality:100]]
LogConfig: Setting CVar [[r.AmbientOcclusionLevels:-1]]
LogConfig: Setting CVar [[r.AmbientOcclusionRadiusScale:1.0]]
LogConfig: Setting CVar [[r.DepthOfFieldQuality:2]]
LogConfig: Setting CVar [[r.RenderTargetPoolMin:400]]
LogConfig: Setting CVar [[r.LensFlareQuality:2]]
LogConfig: Setting CVar [[r.SceneColorFringeQuality:1]]
LogConfig: Setting CVar [[r.EyeAdaptationQuality:2]]
LogConfig: Setting CVar [[r.BloomQuality:5]]
LogConfig: Setting CVar [[r.FastBlurThreshold:100]]
LogConfig: Setting CVar [[r.Upscale.Quality:3]]
LogConfig: Setting CVar [[r.Tonemapper.GrainQuantization:1]]
LogConfig: Setting CVar [[r.LightShaftQuality:1]]
LogConfig: Setting CVar [[r.Filter.SizeScale:1]]
LogConfig: Setting CVar [[r.Tonemapper.Quality:5]]
LogConfig: Setting CVar [[r.DOF.Gather.AccumulatorQuality:1 ; higher gathering accumulator quality]]
LogConfig: Setting CVar [[r.DOF.Gather.PostfilterMethod:1 ; Median3x3 postfilering method]]
LogConfig: Setting CVar [[r.DOF.Gather.EnableBokehSettings:0 ; no bokeh simulation when gathering]]
LogConfig: Setting CVar [[r.DOF.Gather.RingCount:4 ; medium number of samples when gathering]]
LogConfig: Setting CVar [[r.DOF.Scatter.ForegroundCompositing:1 ; additive foreground scattering]]
LogConfig: Setting CVar [[r.DOF.Scatter.BackgroundCompositing:2 ; additive background scattering]]
LogConfig: Setting CVar [[r.DOF.Scatter.EnableBokehSettings:1 ; bokeh simulation when scattering]]
LogConfig: Setting CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1 ; only a maximum of 10% of scattered bokeh]]
LogConfig: Setting CVar [[r.DOF.Recombine.Quality:1 ; cheap slight out of focus]]
LogConfig: Setting CVar [[r.DOF.Recombine.EnableBokehSettings:0 ; no bokeh simulation on slight out of focus]]
LogConfig: Setting CVar [[r.DOF.TemporalAAQuality:1 ; more stable temporal accumulation]]
LogConfig: Setting CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]]
LogConfig: Setting CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]]
LogConfig: Applying CVar settings from Section [TextureQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.Streaming.MipBias:0]]
LogConfig: Setting CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
LogConfig: Setting CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
LogConfig: Setting CVar [[r.Streaming.Boost:1]]
LogConfig: Setting CVar [[r.MaxAnisotropy:8]]
LogConfig: Setting CVar [[r.Streaming.LimitPoolSizeToVRAM:0]]
LogConfig: Setting CVar [[r.Streaming.PoolSize:1000]]
LogConfig: Setting CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.TranslucencyLightingVolumeDim:64]]
LogConfig: Setting CVar [[r.RefractionQuality:2]]
LogConfig: Setting CVar [[r.SSR.Quality:3]]
LogConfig: Setting CVar [[r.SceneColorFormat:4]]
LogConfig: Setting CVar [[r.DetailMode:2]]
LogConfig: Setting CVar [[r.TranslucencyVolumeBlur:1]]
LogConfig: Setting CVar [[r.MaterialQualityLevel:1 ; High quality]]
LogConfig: Setting CVar [[r.SSS.Scale:1]]
LogConfig: Setting CVar [[r.SSS.SampleSet:2]]
LogConfig: Setting CVar [[r.SSS.Quality:1]]
LogConfig: Setting CVar [[r.SSS.HalfRes:1]]
LogConfig: Setting CVar [[r.EmitterSpawnRateScale:1.0]]
LogConfig: Setting CVar [[r.ParticleLightQuality:2]]
LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[foliage.DensityScale:1.0]]
LogConfig: Setting CVar [[grass.DensityScale:1.0]]
LogConfig: Applying CVar settings from Section [Startup] File […/…/…/Engine/Config/ConsoleVariables.ini]
LogConfig: Setting CVar [[net.UseAdaptiveNetUpdateFrequency:0]]
LogConfig: Setting CVar [[p.chaos.AllowCreatePhysxBodies:1]]
LogConfig: Applying CVar settings from Section [ConsoleVariables] File [C:/UnrealProjects/Commander/Saved/Config/Windows/Engine.ini]
LogInit: Computer: DESKTOP-5UDB6H6
LogInit: User: Utilisateur
LogInit: CPU Page size=4096, Cores=8
LogInit: High frequency timer resolution =10.000000 MHz
LogMemory: Memory total: Physical=31.9GB (32GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 101.44 MB used, 101.44 MB peak
LogMemory: Process Virtual Memory: 90.22 MB used, 90.22 MB peak
LogMemory: Physical Memory: 5388.48 MB used, 27310.81 MB free, 32699.30 MB total
LogMemory: Virtual Memory: 4691.05 MB used, 134213040.00 MB free, 134217728.00 MB total
LogWindows: WindowsPlatformFeatures enabled
LogInit: Using OS detected language (fr-FR).
LogInit: Using OS detected locale (fr-FR).
LogTextLocalizationManager: No specific localization for ‘fr-FR’ exists, so the ‘fr’ localization will be used.
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/Editor/fr/Editor.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/EditorTutorials/fr/EditorTutorials.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/Keywords/fr/Keywords.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/Category/fr/Category.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/ToolTips/fr/ToolTips.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/PropertyNames/fr/PropertyNames.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/Engine/fr/Engine.locres’ could not be opened for reading!
LogInit: Setting process to per monitor DPI aware
LogSlate: New Slate User Created. User Index 0, Is Virtual User: 0
LogSlate: Slate User Registered. User Index 0, Is Virtual User: 0
LogHMD: Failed to initialize OpenVR with code 110
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. ‘NVIDIA GeForce RTX 2080 Ti’ (Feature Level 11_0)
LogD3D11RHI: 11048/0/16349 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:2, VendorId:0x10de
LogD3D11RHI: 1. ‘Microsoft Basic Render Driver’ (Feature Level 11_0)
LogD3D11RHI: 0/0/16349 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: GPU DeviceId: 0x1e04 (for the marketing name, search the web for “GPU Device Id”)
LogWindows: EnumDisplayDevices:
LogWindows: 0. ‘NVIDIA GeForce RTX 2080 Ti’ (P:1 D:1)
LogWindows: 1. ‘NVIDIA GeForce RTX 2080 Ti’ (P:0 D:1)
LogWindows: 2. ‘NVIDIA GeForce RTX 2080 Ti’ (P:0 D:0)
LogWindows: 3. ‘NVIDIA GeForce RTX 2080 Ti’ (P:0 D:0)
LogWindows: DebugString: FoundDriverCount:4
LogD3D11RHI: Adapter Name: NVIDIA GeForce RTX 2080 Ti
LogD3D11RHI: Driver Version: 436.30 (internal:26.21.14.3630, unified:436.30)
LogD3D11RHI: Driver Date: 9-5-2019
LogRHI: Texture pool is 7733 MB (70% of 11048 MB)
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
LogTemp: Display: Module ‘AllDesktopTargetPlatform’ loaded TargetPlatform ‘AllDesktop’
LogTemp: Display: Module ‘MacClientTargetPlatform’ loaded TargetPlatform ‘MacClient’
LogTemp: Display: Module ‘MacNoEditorTargetPlatform’ loaded TargetPlatform ‘MacNoEditor’
LogTemp: Display: Module ‘MacServerTargetPlatform’ loaded TargetPlatform ‘MacServer’
LogTemp: Display: Module ‘MacTargetPlatform’ loaded TargetPlatform ‘Mac’
LogTemp: Display: Module ‘WindowsClientTargetPlatform’ loaded TargetPlatform ‘WindowsClient’
LogTemp: Display: Module ‘WindowsNoEditorTargetPlatform’ loaded TargetPlatform ‘WindowsNoEditor’
LogTemp: Display: Module ‘WindowsServerTargetPlatform’ loaded TargetPlatform ‘WindowsServer’
LogTemp: Display: Module ‘WindowsTargetPlatform’ loaded TargetPlatform ‘Windows’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_ASTC’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_ATC’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_DXT’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_ETC1’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_ETC1a’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_ETC2’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_PVRTC’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘AndroidClient’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_ASTCClient’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_ATCClient’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_DXTClient’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_ETC1Client’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_ETC1aClient’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_ETC2Client’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_PVRTCClient’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_Multi’
LogTemp: Display: Module ‘AndroidTargetPlatform’ loaded TargetPlatform ‘Android_MultiClient’
LogTemp: Display: Module ‘HTML5TargetPlatform’ loaded TargetPlatform ‘HTML5’
LogTemp: Display: Module ‘IOSTargetPlatform’ loaded TargetPlatform ‘IOSClient’
LogTemp: Display: Module ‘IOSTargetPlatform’ loaded TargetPlatform ‘IOS’
LogTemp: Display: Module ‘TVOSTargetPlatform’ loaded TargetPlatform ‘TVOSClient’
LogTemp: Display: Module ‘TVOSTargetPlatform’ loaded TargetPlatform ‘TVOS’
LogTemp: Display: Module ‘LinuxClientTargetPlatform’ loaded TargetPlatform ‘LinuxClient’
LogTemp: Display: Module ‘LinuxNoEditorTargetPlatform’ loaded TargetPlatform ‘LinuxNoEditor’
LogTemp: Display: Module ‘LinuxServerTargetPlatform’ loaded TargetPlatform ‘LinuxServer’
LogTemp: Display: Module ‘LinuxTargetPlatform’ loaded TargetPlatform ‘Linux’
LogTemp: Display: Module ‘LuminTargetPlatform’ loaded TargetPlatform ‘Lumin’
LogTemp: Display: Module ‘LuminTargetPlatform’ loaded TargetPlatform ‘LuminClient’
LogTargetPlatformManager: Display: Building Assets For Windows
LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
LogShaderCompilers: Guid format shader working directory is 10 characters bigger than the processId version (…/…/…/…/…/…/UnrealProjects/Commander/Intermediate/Shaders/WorkingDirectory/9592/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/Utilisateur/AppData/Local/Temp/UnrealShaderWorkingDir/D32AC22F4652758AA6BD6B86F2471489/’.
LogXGEController: Cannot use XGE Controller as Incredibuild is not installed on this machine.
LogShaderCompilers: Cannot use XGE Shader Compiler as Incredibuild is not installed on this machine.
LogShaderCompilers: Display: Using Local Shader Compiler.
LogDerivedDataCache: Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.04s 74MB C:/Users/Utilisateur/AppData/Local/UnrealEngine/4.23/DerivedDataCache/Boot.ddc.
LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/Utilisateur/AppData/Local/UnrealEngine/4.23/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/…/…/UnrealProjects/Commander/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file …/…/…/…/…/…/UnrealProjects/Commander/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache: Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: FDerivedDataBackendGraph: EnterprisePak pak cache file …/…/…/Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node EnterprisePak for hierarchical cache Hierarchy.
LogDerivedDataCache: Using Local data cache path C:/Users/Utilisateur/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
LogMaterial: Verifying Global Shaders for PCD3D_SM5
LogSlate: Using FreeType 2.6.0
LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogAssetRegistry: FAssetRegistry took 0.0018 seconds to start up
LogInit: Selected Device Profile: [Windows]
LogMeshReduction: Using QuadricMeshReduction for automatic static mesh reduction
LogMeshReduction: Using SimplygonMeshReduction for automatic skeletal mesh reduction
LogMeshReduction: Using ProxyLODMeshReduction for automatic mesh merging
LogMeshReduction: No distributed automatic mesh merging module available
LogMeshMerging: No distributed automatic mesh merging module available
LogNetVersion: Commander 1.0.0, NetCL: 8386587, EngineNetVer: 11, GameNetVer: 0 (Checksum: 1320740392)
LogPackageLocalizationCache: Processed 12 localized package path(s) for 1 prioritized culture(s) in 0.023472 seconds
LogUObjectArray: 43444 objects as part of root set at end of initial load.
LogUObjectAllocator: 7548648 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogTcpMessaging: Initializing TcpMessaging bridge
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
SourceControl: Source control is disabled
SourceControl: Source control is disabled
SourceControl: Source control is disabled
SourceControl: Source control is disabled
LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
LogOcInput: OculusInput pre-init called
LogWindows: Failed to load ‘OVRPlugin.dll’ (GetLastError=126)
LogWindows: File ‘OVRPlugin.dll’ does not exist
LogEngine: Initializing Engine…
LogHMD: Failed to initialize OpenVR with code 110
LogStats: UGameplayTagsManager::InitializeManager - 0.000 s
LogInit: Initializing FReadOnlyCVARCache
LogAIModule: Creating AISystem for world Untitled
LogInit: XAudio2 using ‘Haut-parleurs (Realtek(R) Audio)’ : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogNetVersion: Set ProjectVersion to 1.0.0.0. Version Checksum will be recalculated on next use.
LogDerivedDataCache: Saved boot cache 0.04s 74MB C:/Users/Utilisateur/AppData/Local/UnrealEngine/4.23/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogEngineSessionManager: EngineSessionManager initialized
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Localization service is disabled
LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb
LogCook: Display: Mobile HDR setting 1
LogFileCache: Scanning file cache for directory ‘C:/UnrealProjects/Commander/Content/’ took 0.01s
SourceControl: Source control is disabled
Cmd: MAP LOAD FILE="…/…/…/…/…/…/UnrealProjects/Commander/Content/My_TBTS_Project/Maps/TBTS_Test_Map.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogUObjectHash: Compacting FUObjectHashTables data took 1.14ms
LogAIModule: Creating AISystem for world TBTS_Test_Map
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogUObjectHash: Compacting FUObjectHashTables data took 1.61ms
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0,094ms to complete.
LogFileHelpers: Loading map ‘TBTS_Test_Map’ took 0.481
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogCollectionManager: Loaded 0 collections in 0.001265 seconds
LogFileCache: Scanning file cache for directory ‘C:/UnrealProjects/Commander/Saved/Collections/’ took 0.00s
LogFileCache: Scanning file cache for directory ‘C:/UnrealProjects/Commander/Content/Developers/Utilisateur/Collections/’ took 0.00s
LogFileCache: Scanning file cache for directory ‘C:/UnrealProjects/Commander/Content/Collections/’ took 0.00s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000001 seconds
LogContentBrowser: Native class hierarchy populated in 0.0059 seconds. Added 2882 classes and 683 folders.
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0001 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0001 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0001 seconds. Added 1 classes and 2 folders.
LogSlate: Took 0.000080 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Regular.ttf’ (155K)
LogSlate: Took 0.000068 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Bold.ttf’ (160K)
LogSlate: Took 0.000072 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf’ (139K)
LogRenderer: Reallocating scene render targets to support 1728x604 Format 10 NumSamples 1 (Frame:1).
LogContentBrowser: Native class hierarchy updated for ‘HierarchicalLODOutliner’ in 0.0001 seconds. Added 0 classes and 0 folders.
LogLoad: (Engine Initialization) Total time: 4.69 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
LogAssetRegistry: Asset discovery search completed in 2.8704 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000004 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000031 seconds (updated 0 objects)
LogContentStreaming: Texture pool size now 1000 MB
LogSlate: Took 0.000084 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (167K)
LogSlate: FSceneViewport::OnFocusLost() reason 0
LogSlate: Window ‘Plugins’ being destroyed
LogSlate: Window ‘Plugins’ being destroyed
LogDirectoryWatcher: A directory notification for ‘…/…/…/Engine/Plugins/’ was aborted.
LogEditorViewport: Clicking on Actor (LMB): Landscape (Landscape)
LogSlate: FSceneViewport::OnFocusLost() reason 0
LogUObjectHash: Compacting FUObjectHashTables data took 0.53ms
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool…
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject=C:/UnrealProjects/Commander/Commander.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/UnrealProjects/Commander/Commander.uproject -cook -stage -archive -archivedirectory=C:/Users/Utilisateur/Documents/PackagedProjects -package -clientconfig=Develo
pment -ue4exe=“C:\Program Files\Epic Games\UE_4.23\Engine\Binaries\Win64\UE4Editor-Cmd.exe” -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for C:\UnrealProjects\Commander\Commander.uproject
UATHelper: Packaging (Windows (64-bit)): Commander.uproject requires a temporary target.cs to be generated (AdvancedSessions plugin is enabled)
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.23\Engine\Binaries\DotNET\UnrealBuildTool.exe Commander Win64 Development -Project=C:\UnrealProjects\Commander\Commander.uproject C:\UnrealProjects\Commander\Commander.uproject -NoUBTMakefiles -remoteini=“C:\UnrealProjects\Commander” -skipdeploy -Manifest=C:\UnrealProjects\C
ommander\Intermediate\Build\Manifest.xml -NoHotReload -log=“C:\Users\Utilisateur\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.23\UBT-Commander-Win64-Development.txt”
UATHelper: Packaging (Windows (64-bit)): Parsing headers for Commander
UATHelper: Packaging (Windows (64-bit)): Running UnrealHeaderTool “C:\UnrealProjects\Commander\Commander.uproject” “C:\UnrealProjects\Commander\Intermediate\Build\Win64\Commander\Development\Commander.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -installed
UATHelper: Packaging (Windows (64-bit)): Reflection code generated for Commander in 3,7068541 seconds
UATHelper: Packaging (Windows (64-bit)): Writing manifest to C:\UnrealProjects\Commander\Intermediate\Build\Manifest.xml
UATHelper: Packaging (Windows (64-bit)): Using Visual Studio 2019 14.23.28105 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.23.28105) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
UATHelper: Packaging (Windows (64-bit)): Building 3 actions with 16 processes…
UATHelper: Packaging (Windows (64-bit)): [1/3] Module.Commander.cpp
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2374: 'GInternalProjectName’�: red�finition�; initialisation multiple
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�claration de ‘GInternalProjectName’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2374: 'GIsGameAgnosticExe’�: red�finition�; initialisation multiple
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�claration de ‘GIsGameAgnosticExe’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2374: 'GForeignEngineDir’�: red�finition�; initialisation multiple
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�claration de ‘GForeignEngineDir’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2374: 'GLiveCodingEngineDir’�: red�finition�; initialisation multiple
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�claration de ‘GLiveCodingEngineDir’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2374: 'GLiveCodingProject’�: red�finition�; initialisation multiple
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�claration de ‘GLiveCodingProject’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2374: 'GNameBlocksDebug’�: red�finition�; initialisation multiple
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�claration de ‘GNameBlocksDebug’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2374: 'GObjectArrayForDebugVisualizers’�: red�finition�; initialisation multiple
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�claration de ‘GObjectArrayForDebugVisualizers’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2084: la fonction ‘void *operator new(size_t)’ a d�j� un corps
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�finition pr�c�dente de ‘new’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2084: la fonction ‘void *operator new’ a d�j� un corps
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�finition pr�c�dente de ‘new[]’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2084: la fonction ‘void *operator new(size_t,const std::nothrow_t &) throw()’ a d�j� un corps
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�finition pr�c�dente de ‘new’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2084: la fonction ‘void *operator new[](size_t,const std::nothrow_t &) throw()’ a d�j� un corps
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�finition pr�c�dente de ‘new[]’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2084: la fonction ‘void operator delete(void *)’ a d�j� un corps
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�finition pr�c�dente de ‘delete’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2084: la fonction ‘void operator delete[](void *)’ a d�j� un corps
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�finition pr�c�dente de ‘delete[]’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2084: la fonction ‘void operator delete(void *,const std::nothrow_t &) throw()’ a d�j� un corps
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�finition pr�c�dente de ‘delete’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2084: la fonction ‘void operator delete[](void *,const std::nothrow_t &) throw()’ a d�j� un corps
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�finition pr�c�dente de ‘delete[]’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2084: la fonction ‘void operator delete(void *,size_t)’ a d�j� un corps
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�finition pr�c�dente de ‘delete’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2084: la fonction ‘void operator delete[](void *,size_t)’ a d�j� un corps
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�finition pr�c�dente de ‘delete[]’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2084: la fonction ‘void operator delete(void *,size_t,const std::nothrow_t &) throw()’ a d�j� un corps
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�finition pr�c�dente de ‘delete’
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/CommanderMindGame.cpp(4): error C2084: la fonction ‘void operator delete[](void *,size_t,const std::nothrow_t &) throw()’ a d�j� un corps
UATHelper: Packaging (Windows (64-bit)): C:/UnrealProjects/Commander/Intermediate/Source/Commander.cpp(4): note: voir la d�finition pr�c�dente de ‘delete[]’
UATHelper: Packaging (Windows (64-bit)): Took 4,9309233s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Utilisateur\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.23\UBT-Commander-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
LogSlate: Took 0.000109 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/DroidSansMono.ttf’ (77K)