Packaging - Game target not found

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Hi, I am following this YouTube tutorial

I think this is where the packaging fails, I am able to package other projects without problem
Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Game target not found. Game target is required with -cook or -cookonthefly

If someone knows how to fix it, I’d appreciate the help :slight_smile:

Hi ccrumpet,

I’ve run through this tutorial myself and also have a version I was helping another user with and both package without any issues. My first thought is to make sure you have the code pages set up exactly as demonstrated in the earlier parts of the tutorial.

Secondly, make sure your project settings are set like these:

Please check these two areas of concern and let me know if they setting them the same way resolves the issue.

Finally, the following documentation explains Target File Naming and Location and may shed some light on where it’s going wrong in your project:

[Unreal Build System Target Files][2]

-.

Hi
I had to create my base character using blueprint instead of C++, could that be causing the issue?
I still get the same error with your solution :frowning:

Are you using any code at all in this project -or is it all blueprints at this point? Also, are you using the Launcher version of the engine or did you build it from source?

It’s all blueprint. I started off with the C++ code but deleted it. I am using the launcher version of the engine. Is there a way I could send you the game to have a look at? Thanks for the help.

You can send me a link to your game from Dropbox, Google Drive, etc in a private message on our

I found the answer to your specific issue here:

Missing Game Binary, cant pack a game on Win64 shipping mode

I had to add a C++ Character class and recompile to get your packaged project to work (C++ None did not work.) Before this, I regenerated VS files by right-clicking on the uproject, but I’m not sure if that was necessary.

This is a workaround. Typically all Blueprint projects are expected to package without having to do this.

Thanks so much ! That might be because I started it with the base character as a C++ class but then changed it to blueprint haha.

Project Configuration / Platforms / android / project sdk override / Leave the SDK field and NDK blank.