# Packaging error!

**URL:** <https://forums.unrealengine.com/t/packaging-error/277776>\
**Category:** World Creation\
**Tags:** package, error, unreal-engine, packaging-projects, question\
**Created:** [March 21, 2014, 9:24pm UTC](https://forums.unrealengine.com/t/packaging-error/277776 "2014-03-21T21:24:38Z")\
**Posts on this page:** 10\
**Page:** 1

<div class="post-metadata">

**Author:** ![Shinyonok](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shinyonok](https://forums.unrealengine.com/u/Shinyonok)\
**Post date:** [March 21, 2014, 9:24pm UTC](https://forums.unrealengine.com/t/packaging-error/277776/1 "2014-03-21T21:24:38Z")

</div>

Packaging error!

I build my project for windows.

Log:  
…  
MainFrameActions: Packaging (Windows): UE4Editor-Cmd: [2014.03.21-17.08.43:702][0]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2861) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.  
MainFrameActions: Packaging (Windows): CommandUtils.Run: Run: Took 10,2955888s to run UE4Editor-Cmd.exe  
MainFrameActions: Packaging (Windows): Project.Cook: Cook failed. Deleting cooked data.  
MainFrameActions: Packaging (Windows): BuildCommand.Execute: ERROR: BUILD FAILED  
MainFrameActions: Packaging (Windows): Program.Main: ERROR: AutomationTool terminated with exception:  
MainFrameActions: Packaging (Windows): Program.Main: ERROR: Exception in AutomationScripts.Automation: BUILD FAILED: Failed while running Cook for C:\Users\Shinyonok\Documents\Unreal Projects\MyDemo\_1\MyDemo\_1.uproject; see log C:\Users\Shinyonok\Documents\Unreal Engine\AutomationTool\Logs\C+Pr  
MainFrameActions: Packaging (Windows): ogram+Files+Unreal+Engine+4.0\Cook.txt  
MainFrameActions: Packaging (Windows): Stacktrace: at Project.Cook(ProjectParams Params)  
MainFrameActions: Packaging (Windows): at BuildCookRun.DoBuildCookRun(ProjectParams Params)  
MainFrameActions: Packaging (Windows): at BuildCommand.Execute()  
MainFrameActions: Packaging (Windows): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)  
MainFrameActions: Packaging (Windows): at AutomationTool.Automation.Process(String[] CommandLine)  
MainFrameActions: Packaging (Windows): at AutomationTool.Program.MainProc(Object Param)  
MainFrameActions: Packaging (Windows): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)  
MainFrameActions: Packaging (Windows): at AutomationTool.Program.Main()  
MainFrameActions: Packaging (Windows): Program.Main: ERROR: BUILD FAILED: Failed while running Cook for C:\Users\Shinyonok\Documents\Unreal Projects\MyDemo\_1\MyDemo\_1.uproject; see log C:\Users\Shinyonok\Documents\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine+4.0\Cook.txt  
MainFrameActions: Packaging (Windows): copying UAT log files…  
MainFrameActions: Packaging (Windows): RunUAT.bat ERROR: AutomationTool was unable to run successfully.  
MainFrameActions: Packaging (Windows): BUILD FAILED

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<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [March 21, 2014, 10:14pm UTC](https://forums.unrealengine.com/t/packaging-error/277776/2 "2014-03-21T22:14:30Z")

</div>

#Log off and Log Back in Dont Open VS

Try logging off your computer, log back in

* * *

and do NOT open Visual Studio

* * *

Sometimes VS hangs onto files that the packaging system needs write access to

Rama

PS: although your error does not seem particularly related to my solution, its worth a shot

```
LogPhysics:Warning: PHYSX: ....\PhysX\src\NpScene.cpp (2861) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined
```

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<div class="post-metadata">

**Author:** ![Shinyonok](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shinyonok](https://forums.unrealengine.com/u/Shinyonok)\
**Post date:** [March 22, 2014, 6:54am UTC](https://forums.unrealengine.com/t/packaging-error/277776/3 "2014-03-22T06:54:50Z")

</div>

Don’t work(

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<div class="post-metadata">

**Author:** ![Cymatic\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Cymatic\_1](https://forums.unrealengine.com/u/Cymatic_1)\
**Post date:** [March 30, 2014, 3:57am UTC](https://forums.unrealengine.com/t/packaging-error/277776/4 "2014-03-30T03:57:06Z")

</div>

I received the same error. I solved it with a fresh install of VSExpress 2013:

- Download and install Visual Studio  
Express 2013 from here:  
[http://www.microsoft.com/en-us/download/details.aspx?id=40787](http://www.microsoft.com/en-us/download/details.aspx?id=40787)
- Close and restart UE4
- Open and Build Project
- Package Project for Windows

This resulted in a successful build for me, hopefully it works for you.

---

<div class="post-metadata">

**Author:** ![Omar\_Vector](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Omar\_Vector](https://forums.unrealengine.com/u/Omar_Vector)\
**Post date:** [April 15, 2014, 6:29pm UTC](https://forums.unrealengine.com/t/packaging-error/277776/5 "2014-04-15T18:29:33Z")

</div>

follow this steps It works fine for me

> **[Failed Packing](https://forums.unrealengine.com/questions/30188/failed-packing.html)**
>
> I can not pack =(

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<div class="post-metadata">

**Author:** ![\_Epic\_Maximusdb3\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@\_Epic\_Maximusdb3\_1](https://forums.unrealengine.com/u/_Epic_Maximusdb3_1)\
**Post date:** [April 22, 2014, 8:26pm UTC](https://forums.unrealengine.com/t/packaging-error/277776/6 "2014-04-22T20:26:02Z")

</div>

Hello Shinyyonok,

Sorry for the delay in response. Can you provide us with the full log file? It’s found in your “Project Name”/Saved/Logs folder. This should help us figure out what exactly is going on.

-Max B.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_e5b50d7b1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e5b50d7b1](https://forums.unrealengine.com/u/anonymous_user_e5b50d7b1)\
**Post date:** [April 25, 2014, 3:01am UTC](https://forums.unrealengine.com/t/packaging-error/277776/7 "2014-04-25T03:01:06Z")

</div>

Use this guide to package and distribute your project:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

---

<div class="post-metadata">

**Author:** ![\_Epic\_Maximusdb3\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@\_Epic\_Maximusdb3\_1](https://forums.unrealengine.com/u/_Epic_Maximusdb3_1)\
**Post date:** [April 28, 2014, 1:53pm UTC](https://forums.unrealengine.com/t/packaging-error/277776/8 "2014-04-28T13:53:18Z")

</div>

@shinyonok

We haven’t heard from you in a while about this issue. For tracking purposes we’re going to go ahead and mark this question answered. If you are still having issues, just let us know!

-Max B.

---

<div class="post-metadata">

**Author:** ![Dalgaard.Alex](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dalgaard.Alex](https://forums.unrealengine.com/u/Dalgaard.Alex)\
**Post date:** [April 25, 2016, 12:24am UTC](https://forums.unrealengine.com/t/packaging-error/277776/9 "2016-04-25T00:24:53Z")

</div>

LogPlatformFile: Not using cached read wrapper  
LogInit:Display: RandInit(2070647399) SRandInit(2070647400).  
LogTaskGraph: Started task graph with 4 named threads and 7 total threads.  
LogStats: Stats thread started at 0.067231  
LogInit: Version: 4.11.2-2946394+++UE4+Release-4.11  
LogInit: API Version: 2927265  
LogInit: Compiled (64-bit): Apr 18 2016 02:18:46  
LogInit: Compiled with Visual C++: 19.00.23026.00  
LogInit: Build Configuration: Development  
LogInit: Branch Name: ++UE4+Release-4.11  
LogInit: Command line:  
LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.11/Engine/Binaries/Win64/  
LogInit: Installed Engine Build: 1  
LogInit: Using libcurl 7.41.0  
LogInit: - built for x86\_64-pc-win32  
LogInit: - supports SSL with WinSSL  
LogInit: - other features:  
LogInit: CURL\_VERSION\_SSL  
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: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.  
LogInit: Presizing for max 16777216 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.  
LogInit: Object subsystem initialized  
LogInit: Selected Device Profile: [Windows]  
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]  
LogInit: Computer: DESKTOP-3CVRHET  
LogInit: User: Xander  
LogInit: CPU Page size=65536, Cores=4  
LogInit: High frequency timer resolution =3.234377 MHz  
LogMemory: Memory total: Physical=15.9GB (16GB approx)  
LogMemory: Platform Memory Stats for Windows  
LogMemory: Process Physical Memory: 312.68 MB used, 312.68 MB peak  
LogMemory: Process Virtual Memory: 314.70 MB used, 314.70 MB peak  
LogMemory: Physical Memory: 4097.30 MB used, 16301.40 MB total  
LogMemory: Virtual Memory: 647.57 MB used, 134217728.00 MB total  
LogTextLocalizationManager: No specific translations for (‘en-GB’) exist, so (‘en’) translations will be used.  
LogD3D11RHI: D3D11 adapters:  
LogD3D11RHI: 0. ‘NVIDIA GeForce GTX 970’ (Feature Level 11\_0)  
LogD3D11RHI: 4007MB of dedicated video memory, 0MB of dedicated system memory, and 8150MB of shared system memory, 1 output[s]  
LogD3D11RHI: 1. ‘Microsoft Basic Render Driver’ (Feature Level 11\_0)  
LogD3D11RHI: 0MB of dedicated video memory, 0MB of dedicated system memory, and 8150MB of shared system memory, 0 output[s]  
LogD3D11RHI: Chosen D3D11 Adapter: 0  
LogD3D11RHI: Creating new Direct3DDevice  
LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 970  
LogD3D11RHI: Driver Version: 10.18.13.6451 (internal 10.18.13.6451)  
LogD3D11RHI: Driver Date: 3-7-2016  
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)  
LogD3D11RHI: Async texture creation enabled  
LogShaderCompilers: Guid format shader working directory is 6 characters bigger than the processId version (D:/Unreal Projects/ThirdPersonLandscape/Intermediate/Shaders/WorkingDirectory/25364/).  
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/Dalga/AppData/Local/Temp/UnrealShaderWorkingDir/FD80E17C408BEBA512FD7CB535AAD7F4/’.  
LogShaderCompilers:Display: Using Local Shader Compiler.  
LogTemp:Display: Loaded TP AllDesktopTargetPlatform  
LogTemp:Display: Loaded TP WindowsClientTargetPlatform  
LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform  
LogTemp:Display: Loaded TP WindowsServerTargetPlatform  
LogTemp:Display: Loaded TP WindowsTargetPlatform  
LogTemp:Display: Loaded TP AndroidTargetPlatform  
LogTemp:Display: Loaded TP Android\_ASTCTargetPlatform  
LogTemp:Display: Loaded TP Android\_ATCTargetPlatform  
LogTemp:Display: Loaded TP Android\_DXTTargetPlatform  
LogTemp:Display: Loaded TP Android\_ETC1TargetPlatform  
LogTemp:Display: Loaded TP Android\_ETC2TargetPlatform  
LogTemp:Display: Loaded TP Android\_MultiTargetPlatform  
LogTemp:Display: Loaded TP Android\_PVRTCTargetPlatform  
LogTemp:Display: Loaded TP HTML5TargetPlatform  
LogTemp:Display: Loaded TP IOSTargetPlatform  
LogTemp:Display: Loaded TP TVOSTargetPlatform  
LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform  
LogTemp:Display: Loaded TP LinuxServerTargetPlatform  
LogTemp:Display: Loaded TP LinuxTargetPlatform  
LogTargetPlatformManager:Display: Building Assets For Windows  
LogDerivedDataCache:Display: Max Cache Size: 512 MB  
LogDerivedDataCache: Loaded boot cache 0.18s 46MB C:/Users/Dalga/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc.  
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Dalga/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc  
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file D:/Unreal Projects/ThirdPersonLandscape/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 D:/Unreal Projects/ThirdPersonLandscape/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: Using Local data cache path C:/Users/Dalga/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable  
LogInit: Selected Device Profile: [Windows]  
LogContentStreaming: Texture pool size is 0.00 MB  
LogMaterial: Uniform references updated for custom material expression Custom.  
LogMeshUtilities: No automatic mesh reduction module available  
LogMeshUtilities: No automatic mesh merging module available  
LogMeshUtilities: No distributed automatic mesh merging module available  
LogUObjectArray: 27679 objects as part of root set at end of initial load.  
LogUObjectAllocator: 5591592 out of 0 bytes used by permanent object pool.  
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool  
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467  
LogSlate: SlateFontCache - WITH\_FREETYPE: 1, WITH\_HARFBUZZ: 1  
LogSlate: SlateFontCache - WITH\_FREETYPE: 1, WITH\_HARFBUZZ: 1  
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection\_16x.png’ error.  
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection\_16x.png  
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection\_16x.png’ error.  
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection\_16x.png  
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection\_16x.png’ error.  
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection\_16x.png  
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.  
LogAssetRegistry: FAssetRegistry took 0.0213 seconds to start up  
SourceControl: Info Source control is disabled  
SourceControl: Info Source control is disabled  
SourceControl: Info Source control is disabled  
SourceControl: Info Source control is disabled  
LogHMD: Failed to initialize OpenVR with code 110  
LogEngine: Initializing Engine…  
LogAIModule: Creating AISystem for world NewWorld  
LogInit: XAudio2 using ‘Headset Earphone (HyperX 7.1 Audio)’ : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)  
LogInit: FAudioDevice initialized.  
LogDerivedDataCache: Saved boot cache 0.02s 46MB C:/Users/Dalga/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc.  
LogInit: Texture streaming: Enabled  
LogInit: Transaction tracking system initialized  
BlueprintLog: New page: Editor Load  
LocalizationService: Info Localization service is disabled  
LogCook:Display: Max memory allowance for cook 8192mb  
LogCook:Display: Mobile HDR setting 1  
LogCook:Display: Done creating registry. It took 0.00s.  
LogFileCache: Scanning file cache for directory ‘D:/Unreal Projects/ThirdPersonLandscape/Content/’ took 0.02s  
SourceControl: Info Source control is disabled  
Cmd: MAP LOAD FILE=“D:/Unreal Projects/ThirdPersonLandscape/Content/MaterialLandscapeTest.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3  
LightingResults: New page: Lighting Build  
MapCheck: New page: Map Check  
LightingResults: New page: Lighting Build  
LogBlueprint:Warning: [compiler Ue4ASP\_Character] Warning InputAction Event references unknown Action ‘Crouch’ for InputAction Crouch  
LogBlueprint:Warning: [compiler Ue4ASP\_Character] Warning [0010.80] Compile of Ue4ASP\_Character successful, but with 1 Warning(s) [in 5 ms]  
LogBlueprint:Warning: [compiler Ue4ASP\_Character] Warning [0010.80] Compile of Ue4ASP\_Character successful, but with 2 Warning(s) [in 0 ms]  
LogBlueprint:Warning: [compiler Ue4ASP\_Character] Warning [0010.80] Compile of Ue4ASP\_Character successful, but with 3 Warning(s) [in 0 ms]  
LogBlueprint:Warning: [compiler Ue4ASP\_Character] Warning InputAction Event references unknown Action ‘Crouch’ for InputAction Crouch  
LogBlueprint:Warning: [compiler Ue4ASP\_Character] Warning [0010.82] Compile of Ue4ASP\_Character successful, but with 1 Warning(s) [in 5 ms]  
LogBlueprint:Warning: [compiler Ue4ASP\_Character] Warning [0010.82] Compile of Ue4ASP\_Character successful, but with 2 Warning(s) [in 0 ms]  
LogBlueprint:Warning: [compiler Ue4ASP\_Character] Warning [0010.82] Compile of Ue4ASP\_Character successful, but with 3 Warning(s) [in 0 ms]  
LogMaterial: Uniform references updated for custom material expression TemporalAA SampleID.  
LogMaterial: Uniform references updated for custom material expression Custom.  
LogAIModule: Creating AISystem for world MaterialLandscapeTest  
LogMaterial:Warning: Material /Game/InfinityBladeGrassLands/Environments/Plains/Env\_Plains\_Flora/Materials/M\_PLains\_Fern01.M\_PLains\_Fern01 needed to have new flag set bUsedWithInstancedStaticMeshes !  
LogMaterial: Missing cached shader map for material M\_PLains\_Fern01, compiling.  
MapCheck:Warning: Warning M\_PLains\_Fern01 Material /Game/InfinityBladeGrassLands/Environments/Plains/Env\_Plains\_Flora/Materials/M\_PLains\_Fern01.M\_PLains\_Fern01 was missing the usage flag bUsedWithInstancedStaticMeshes. If the material asset is not re-saved, it may not render correctly when run outside the editor. Fix  
LogMaterial: 0.00 seconds spent updating 1 materials, 1 interfaces, 0 instances, 0 with static permutations.  
LogPhysics:Warning: AddConvexElemsToRigidActor: ConvexElem is missing ConvexMesh (0: /Game/MaterialLandscapeTest.MaterialLandscapeTest:PersistentLevel.BlockingVolume\_0.BrushComponent0.BodySetup\_50)  
LogEditorServer: Finished looking for orphan Actors (0.000 secs)  
Cmd: MAP CHECKDEP NOCLEARLOG  
MapCheck: Info Map check complete: 0 Error(s), 1 Warning(s), took 55.639ms to complete.  
LogFileHelpers: Loading map ‘MaterialLandscapeTest’ took 27.346  
LogCollectionManager: Loaded 1 collections in 0.067363 seconds  
LogFileCache: Scanning file cache for directory ‘D:/Unreal Projects/ThirdPersonLandscape/Saved/Collections/’ took 0.01s  
LogFileCache: Scanning file cache for directory ‘D:/Unreal Projects/ThirdPersonLandscape/Content/Developers/Xander/Collections/’ took 0.01s  
LogFileCache: Scanning file cache for directory ‘D:/Unreal Projects/ThirdPersonLandscape/Content/Collections/’ took 0.01s  
LogCollectionManager: Rebuilt the GUID cache for 1 collections in 0.000004 seconds  
LogCollectionManager: Rebuilt the hierarchy cache for 1 collections in 0.000001 seconds  
LogContentBrowser: Native class hierarchy populated in 0.0067 seconds. Added 1979 classes and 343 folders.  
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s  
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s  
LogContentBrowser: Native class hierarchy updated for ‘GameplayTags’ in 0.0003 seconds. Added 12 classes and 0 folders.  
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0003 seconds. Added 0 classes and 0 folders.  
LogContentBrowser: Native class hierarchy updated for ‘SuperSearch’ in 0.0003 seconds. Added 1 classes and 2 folders.  
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0003 seconds. Added 0 classes and 0 folders.  
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0004 seconds. Added 1 classes and 2 folders.  
LogCrashTracker: Crashtracker disabled due to settings.  
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’  
LogContentBrowser: Native class hierarchy updated for ‘HierarchicalLODOutliner’ in 0.0003 seconds. Added 1 classes and 2 folders.  
LogLoad: Full Startup: 38.02 seconds (BP compile: 0.09 seconds)  
LogExternalProfiler:Warning: No registered external profiler was matched with a command-line switch (or the DLL could not be loaded). External profiling features will not be available.  
LogOcInput: OculusInput pre-init called  
LogContentStreaming: Texture pool size now 1000 MB  
LogRenderer: Reallocating scene render targets to support 884x436 (Frame:2).  
Cmd: UpdateLandscapeEditorData -warnings  
LogAssetRegistry: Asset discovery search completed in 50.6426 seconds  
LogCollectionManager: Rebuilt the object cache for 1 collections in 0.000001 seconds (found 0 objects)  
LogCollectionManager: Fixed up redirectors for 1 collections in 0.000017 seconds (updated 0 objects)  
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool…  
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: 2016-04-25T00:15:24.8014658Z: Running on WindowsHostPlatform as a 64-bit process.  
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=D:/Unreal Projects/ThirdPersonLandscape/ThirdPersonLandscape.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=D:/Unreal Projects/ThirdPersonLandscape/ThirdPersonLandscape.uproject -cook -stage -archive -archivedirec  
tory=D:/Games/Ue4 Packing Folder/MyLandscape -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -pak -nodebuginfo -nativizeAssets -targetplatform=Win64 -build -CrashReporter -utf8output  
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.  
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: ERROR: NOTE: Please ensure that 64bit Tools are installed with DevStudio - there is usually an option to install these during install  
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: Assuming no compilation capability.  
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.  
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\Unreal Projects\ThirdPersonLandscape\ThirdPersonLandscape.uproject  
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: \*\*\*\*\*\*\*\*\*\* BUILD COMMAND STARTED \*\*\*\*\*\*\*\*\*\*  
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: You are attempting to compile on a machine that does not have a supported compiler!  
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)  
MainFrameActions: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)  
MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)  
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.BuildCommand.Execute()  
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)  
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine)  
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)  
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)  
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()  
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=1 (Error\_Unknown)  
MainFrameActions: Packaging (Windows (64-bit)): Domain\_ProcessExit  
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files…  
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED  
PackagingResults:Error: Error Unknown Error

Is this the same issue?  
I can’t build this level. And last build on the project was not the level i wanted to build for testing.  
Could my issue be related to having more than one level in the project? or that a level is deleted/imported?

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**Author:** ![Dalgaard.Alex](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dalgaard.Alex](https://forums.unrealengine.com/u/Dalgaard.Alex)\
**Post date:** [April 25, 2016, 1:09am UTC](https://forums.unrealengine.com/t/packaging-error/277776/10 "2016-04-25T01:09:34Z")

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I had a issue that took me days to find out. I found out just now!  
The problem for me was that some StaticMeshes/foliage was “not on the disk”  
So i had to delete all the trees and grass etc. And paint it all again…

So if something is missing from the folder it was in when you put it in the level, it could crash on packing i guess.
