Packaging problem for Android x86_64 with UE5 from git source

I work with UE5 from git sources and trying to package project for android x86_64. For some reasons it crashes close to finish. There may be problems with SDK and NDK, I assume. But I have no idea to solve it.
When I switching to arm64 everything done successfuly.

Log.txt:

Log started at 12.01.2022 14:00:13 (2022-01-12T11:00:13Z)
Parsing command line: -ScriptsForProject="C:/Users/Admin/Documents/Unreal Projects/HotelG/HotelG.uproject" Turnkey -command=VerifySdk -platform=Android -UpdateIfNeeded -EditorIO -EditorIOPort=63799 -project="C:/Users/Admin/Documents/Unreal Projects/HotelG/HotelG.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="C:/Users/Admin/Documents/Unreal Projects/HotelG/HotelG.uproject" -unrealexe=F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealEditor-Cmd.exe -platform=Android -cookflavor=ASTC -ddc=DerivedDataBackendGraph -stage -archive -package -build -clean -compressed -iostore -pak -prereqs -archivedirectory=C:/Users/Admin/Desktop/ap -distribution -nodebuginfo -clientconfig=Shipping -nocompile
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\Android.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\AutomationScripts.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\AutomationUtils.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\BuildGraph.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\CookedEditor.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\CrowdinLocalization.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\EpicGames.Build.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\EpicGames.BuildGraph.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\EpicGames.Core.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\EpicGames.Jupiter.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\EpicGames.Perforce.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\Gauntlet.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\HoloLens.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\IOS.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\Linux.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\Localization.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\LowLevelTests.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\Mac.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\OneSkyLocalization.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\Turnkey.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\TVOS.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\UnrealBuildTool.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\Win.Automation.json
Loaded script module build record F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\ScriptModules\XLocLocalization.Automation.json
Setting up command environment.
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationTool.exe=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationTool.exe=True
GetEnvironmentVariable uebp_LOCAL_ROOT=
GetEnvironmentVariable uebp_LOCAL_ROOT=
GetEnvironmentVariable uebp_EngineSavedFolder=
SetEnvVar uebp_EngineSavedFolder=F:/UnrealEngine-5.0.0-early-access-2/Engine/Programs/AutomationTool/Saved
GetEnvironmentVariable uebp_EngineSavedFolder=F:/UnrealEngine-5.0.0-early-access-2/Engine/Programs/AutomationTool/Saved
GetEnvironmentVariable uebp_CSVFile=
GetEnvironmentVariable uebp_LogFolder=
SetEnvVar uebp_LogFolder=F:/UnrealEngine-5.0.0-early-access-2/Engine/Programs/AutomationTool/Saved/Logs
SafeDeleteFile F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\Log.txt
GetEnvironmentVariable uebp_FinalLogFolder=
SetEnvVar uebp_FinalLogFolder=F:/UnrealEngine-5.0.0-early-access-2/Engine/Programs/AutomationTool/Saved/Logs
SafeFileExists C:\Windows\system32\robocopy.exe=True
SafeFileExists C:\Windows\system32\mount.exe=False
SafeFileExists C:\Windows\Sysnative\mount.exe=False
SafeFileExists C:\Windows\system32\cmd.exe=True
SetEnvVar MallocNanoZone=0
GetEnvironmentVariable uebp_UATChildInstance=0
Found Visual Studio installation: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community (Product=Microsoft.VisualStudio.Product.Community, Version=16.11.31911.196)

Log location: F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\Log.txt
No config file at F:\UnrealEngine-5.0.0-early-access-2\Engine\Restricted\NotForLicensees\Programs\UnrealBuildTool\BuildConfiguration.xml
No config file at C:\Users\Admin\Documents\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Configuration will be read from:
  F:\UnrealEngine-5.0.0-early-access-2\Engine\Saved\UnrealBuildTool\BuildConfiguration.xml
  C:\Users\Admin\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Android using Manual SDK r21d
Note: Android toolchain NDK r21b recommended
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
Found Windows 10 SDK version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10
HoloLens using Manual SDK 10.0.17763.0
Win64 using Manual SDK 10.0.17763.0
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Scripts\AutomationScripts.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationUtils\AutomationUtils.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\BuildGraph\BuildGraph.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CrowdinLocalization\CrowdinLocalization.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\Shared\EpicGames.Build\bin\Development\netcoreapp3.1\EpicGames.Build.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\Shared\EpicGames.BuildGraph\bin\Development\netcoreapp3.1\EpicGames.BuildGraph.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\Shared\EpicGames.Core\bin\Development\netcoreapp3.1\EpicGames.Core.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\Shared\EpicGames.Jupiter\bin\Development\netcoreapp3.1\EpicGames.Jupiter.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\Shared\EpicGames.Perforce\bin\Development\netcoreapp3.1\EpicGames.Perforce.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Gauntlet\Gauntlet.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\HoloLens\HoloLens.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\IOS\IOS.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Linux\Linux.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Localization\Localization.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\LowLevelTests\LowLevelTests.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Mac\Mac.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\OneSkyLocalization\OneSkyLocalization.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Turnkey\Turnkey.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\TVOS\TVOS.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Windows\Win.Automation.dll
Loading script DLL: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\XLocLocalization\XLocLocalization.Automation.dll
BUILD SUCCESSFUL
SafeFileExists C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject=True
SafeFileExists C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject=True
Setting up ProjectParams for C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject
bBuildForArm64 is not set to default. (Base: True vs. HotelG: False)
HotelG.uproject requires a temporary target.cs to be generated (project has non-default build configuration)
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Rules\UATRules-5c2b5647447b368db85654b620fc65e6.dll=False
Compiling F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Rules\UATRules-5c2b5647447b368db85654b620fc65e6.dll: Assembly does not exist
Project Params **************
AdditionalServerMapParams=
Archive=True
ArchiveMetaData=False
CreateAppBundle=True
BaseArchiveDirectory=C:\Users\Admin\Desktop\ap
BaseStageDirectory=C:\Users\Admin\Documents\Unreal Projects\HotelG\Saved\StagedBuilds
Build=True
SkipBuildClient=False
SkipBuildEditor=True
Cook=True
Clean=True
Client=False
ClientConfigsToBuild=Shipping
ClientCookedTargets=HotelG
ClientTargetPlatform=Android
Compressed=True
ForceUncompressed=False
AdditionalPakOptions=
AdditionalIoStoreOptions=
CookOnTheFly=False
CookOnTheFlyStreaming=False
UnversionedCookedContent=True
SkipCookingEditorContent=False
NumCookersToSpawn=0
GeneratePatch=False
AddPatchLevel=False
StageBaseReleasePaks=False
DiscVersion=
CreateReleaseVersion=
BasedOnReleaseVersion=
OriginalReleaseVersion=
DLCFile=
DLCIncludeEngineContent=False
DLCPakPluginFile=False
DLCOverrideCookedSubDir=
DLCOverrideStagedSubDir=
DiffCookedContentPath=
AdditionalCookerOptions=
DedicatedServer=False
DirectoriesToCook=
DDCGraph=DerivedDataBackendGraph
CulturesToCook=<Not Specified> (Use Defaults)
EditorTargets=UnrealEditor
Foreign=False
IsCodeBasedProject=True
IsProgramTarget=False
IterativeCooking=False
IterateSharedCookedBuild=
IterateSharedBuildUsePrecompiledExe=False
CookAll=False
CookPartialGC=False
CookInEditor=False
CookMapsOnly=False
Deploy=False
IterativeDeploy=False
FastCook=False
LogWindow=False
Manifests=False
MapToRun=
NoClient=False
NumClients=0
NoDebugInfo=True
SeparateDebugInfo=False
MapFile=False
NoCleanStage=False
NoXGE=False
MapsToCook=
MapIniSectionsToCook=
Pak=True
IgnorePaksFromDifferentCookSource=False
IoStore=True
SkipIoStore=False
Cook4IoStore=False
ZenStore=False
SkipEncryption=False
GenerateOptimizationData=False
SkipPackage=False
Package=True
ForcePackageData=False
NullRHI=False
FakeClient=False
EditorTest=False
RunAutomationTests=False
RunAutomationTest=
RunTimeoutSeconds=0
CrashIndex=0
ProgramTargets=
ProjectPlatformBinariesPaths=[Android, C:\Users\Admin\Documents\Unreal Projects\HotelG\Binaries\Android]
ProjectExePaths=[Android, C:\Users\Admin\Documents\Unreal Projects\HotelG\Binaries\Android\HotelG]
Distribution=True
PackageEncryptionKeyFile=
Prebuilt=False
Prereqs=True
AppLocalDirectory=
NoBootstrapExe=False
RawProjectPath=C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject
Run=False
ServerConfigsToBuild=Development
ServerCookedTargets=
ServerTargetPlatform=Android
ShortProjectName=HotelG
SignedPak=False
SignPak=
SkipCook=False
SkipCookOnTheFly=False
SkipPak=False
PrePak=False
SkipStage=False
Stage=True
bTreatNonShippingBinariesAsDebugFiles=False
bUseExtraFlavor=False
StageDirectoryParam=
AdditionalPackageOptions=
Project Params **************
SafeFileExists C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject=True
SafeFileExists C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject=True
SafeFileExists C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject=True
********** BUILD COMMAND STARTED **********
************************* UnrealBuild:
************************* UseXGE: False
************************* UseParallelExecutor: False
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe=True
Running: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe UnrealPak Win64 Development -Project="C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject" -Clean -NoHotReload "C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject" -NoUBTMakefiles  -nobuilduht -log="F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealPak-Win64-Development.txt"
Log file: F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealPak-Win64-Development.txt
Cleaning UnrealPak binaries...
Took 2,6450713s to run UnrealBuildTool.exe, ExitCode=0
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe=True
Running: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe HotelG Android Shipping -Project="C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject" -Clean -NoHotReload "C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject" -NoUBTMakefiles  -remoteini="C:\Users\Admin\Documents\Unreal Projects\HotelG" -skipdeploy -distribution -nobuilduht -log="F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\UBT-HotelG-Android-Shipping.txt"
Log file: F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\UBT-HotelG-Android-Shipping.txt
Cleaning HotelG binaries...
Took 3,6438174s to run UnrealBuildTool.exe, ExitCode=0
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe=True
SafeDeleteFile F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Manifest.xml
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe=True
Running: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe UnrealPak Win64 Development -Project="C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject"  "C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject" -NoUBTMakefiles  -Manifest=F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Manifest.xml -NoHotReload -log="F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealPak-Win64-Development_2.txt"
Log file: F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealPak-Win64-Development_2.txt
Win64 using Manual SDK 10.0.17763.0
Parsing headers for UnrealPak
  Running UnrealHeaderTool "C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject" "C:\Users\Admin\Documents\Unreal Projects\HotelG\Intermediate\Build\Win64\UnrealPak\Development\UnrealPak.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\UHT-UnrealPak-Win64-Development_2.txt"
Reflection code generated for UnrealPak in 2,8497109 seconds
Writing manifest to F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Manifest.xml
Building UnrealPak...
Using Visual Studio 2019 14.29.30137 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[Adaptive Build] Excluded from UnrealPak unity file: UnrealPak.cpp
[Adaptive Build] Excluded from PlatformCrypto unity file: PlatformCrypto.cpp
[Adaptive Build] Excluded from PlatformCryptoTypes unity file: PlatformCryptoTypes.cpp
[Adaptive Build] Excluded from BuildSettings unity file: BuildSettings.cpp
[Adaptive Build] Excluded from RSA unity file: RSA.cpp
[Adaptive Build] Excluded from NetCommon unity file: NetCommonModule.cpp
Determining max actions to execute in parallel (4 physical cores, 8 logical cores)
  Executing up to 4 processes, one per physical core
Building 112 actions with 4 processes...
[1/112] Resource Default.rc2
[2/112] Compile MiMalloc.c
[3/112] Compile SharedPCH.Core.ShadowErrors.cpp
[4/112] Compile SharedPCH.Core.ShadowErrors.TypeCastWarnings.cpp
[5/112] Compile RSA.cpp
[6/112] Compile PCH.Core.cpp

...
Some successful tasks
...

[111/112] UnrealBuildTool UnrealPak.version
[112/112] UnrealBuildTool UnrealPak.target
Total time in Parallel executor: 302,64 seconds
Total execution time: 314,86 seconds
Took 314,94023580000004s to run UnrealBuildTool.exe, ExitCode=0
SafeFileExists C:\Users\Admin\Documents\Unreal Projects\HotelG\Binaries\Win64\UnrealPak.target=True
SafeFileExists C:\Users\Admin\Documents\Unreal Projects\HotelG\Binaries\Win64\UnrealPak.target=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\tbb.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\tbb.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak.exe=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak.exe=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak.modules=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak.modules=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak.version=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak.version=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-ApplicationCore.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-ApplicationCore.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-ApplicationCore.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-ApplicationCore.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-AssetRegistry.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-AssetRegistry.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-AssetRegistry.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-AssetRegistry.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-BuildSettings.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-BuildSettings.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-BuildSettings.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-BuildSettings.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-CookOnTheFly.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-CookOnTheFly.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-CookOnTheFly.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-CookOnTheFly.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Core.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Core.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Core.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Core.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-CoreUObject.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-CoreUObject.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-CoreUObject.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-CoreUObject.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-DerivedDataCache.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-DerivedDataCache.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-DerivedDataCache.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-DerivedDataCache.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-IoStoreUtilities.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-IoStoreUtilities.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-IoStoreUtilities.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-IoStoreUtilities.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Json.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Json.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Json.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Json.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-NetCommon.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-NetCommon.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-NetCommon.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-NetCommon.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-PakFile.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-PakFile.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-PakFile.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-PakFile.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-PakFileUtilities.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-PakFileUtilities.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-PakFileUtilities.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-PakFileUtilities.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Projects.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Projects.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Projects.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Projects.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-RenderCore.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-RenderCore.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-RenderCore.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-RenderCore.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-RHI.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-RHI.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-RHI.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-RHI.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-RSA.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-RSA.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-RSA.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-RSA.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Sockets.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Sockets.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Sockets.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Sockets.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-SSL.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-SSL.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-SSL.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-SSL.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-TraceLog.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-TraceLog.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-TraceLog.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-TraceLog.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Zen.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Zen.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Zen.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\Win64\UnrealPak-Zen.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\ApplicationCore\UnrealPak-ApplicationCore.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\ApplicationCore\UnrealPak-ApplicationCore.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\AssetRegistry\UnrealPak-AssetRegistry.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\AssetRegistry\UnrealPak-AssetRegistry.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\BuildSettings\UnrealPak-BuildSettings.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\BuildSettings\UnrealPak-BuildSettings.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\CookOnTheFly\UnrealPak-CookOnTheFly.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\CookOnTheFly\UnrealPak-CookOnTheFly.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\Core\UnrealPak-Core.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\Core\UnrealPak-Core.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\CoreUObject\UnrealPak-CoreUObject.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\CoreUObject\UnrealPak-CoreUObject.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\DerivedDataCache\UnrealPak-DerivedDataCache.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\DerivedDataCache\UnrealPak-DerivedDataCache.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\IoStoreUtilities\UnrealPak-IoStoreUtilities.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\IoStoreUtilities\UnrealPak-IoStoreUtilities.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\Json\UnrealPak-Json.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\Json\UnrealPak-Json.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\NetCommon\UnrealPak-NetCommon.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\NetCommon\UnrealPak-NetCommon.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\PakFile\UnrealPak-PakFile.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\PakFile\UnrealPak-PakFile.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\PakFileUtilities\UnrealPak-PakFileUtilities.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\PakFileUtilities\UnrealPak-PakFileUtilities.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\Projects\UnrealPak-Projects.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\Projects\UnrealPak-Projects.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\RenderCore\UnrealPak-RenderCore.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\RenderCore\UnrealPak-RenderCore.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\RHI\UnrealPak-RHI.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\RHI\UnrealPak-RHI.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\RSA\UnrealPak-RSA.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\RSA\UnrealPak-RSA.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\Sockets\UnrealPak-Sockets.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\Sockets\UnrealPak-Sockets.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\SSL\UnrealPak-SSL.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\SSL\UnrealPak-SSL.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\TraceLog\UnrealPak-TraceLog.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\TraceLog\UnrealPak-TraceLog.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\Zen\UnrealPak-Zen.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Win64\UnrealPak\Development\Zen\UnrealPak-Zen.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak.modules=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak.modules=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak-PlatformCrypto.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak-PlatformCrypto.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak-PlatformCrypto.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak-PlatformCrypto.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak-PlatformCryptoOpenSSL.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak-PlatformCryptoOpenSSL.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak-PlatformCryptoOpenSSL.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak-PlatformCryptoOpenSSL.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak-PlatformCryptoTypes.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak-PlatformCryptoTypes.dll=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak-PlatformCryptoTypes.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealPak-PlatformCryptoTypes.pdb=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Intermediate\Build\Win64\UnrealPak\Development\PlatformCrypto\UnrealPak-PlatformCrypto.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Intermediate\Build\Win64\UnrealPak\Development\PlatformCrypto\UnrealPak-PlatformCrypto.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Intermediate\Build\Win64\UnrealPak\Development\PlatformCryptoOpenSSL\UnrealPak-PlatformCryptoOpenSSL.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Intermediate\Build\Win64\UnrealPak\Development\PlatformCryptoOpenSSL\UnrealPak-PlatformCryptoOpenSSL.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Intermediate\Build\Win64\UnrealPak\Development\PlatformCryptoTypes\UnrealPak-PlatformCryptoTypes.lib=True
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Plugins\Experimental\PlatformCrypto\Intermediate\Build\Win64\UnrealPak\Development\PlatformCryptoTypes\UnrealPak-PlatformCryptoTypes.lib=True
SafeDeleteFile F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Manifest.xml
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe=True
SafeDeleteFile F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Manifest.xml
SafeFileExists F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe=True
Running: F:\UnrealEngine-5.0.0-early-access-2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe HotelG Android Shipping -Project="C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject"  "C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject" -NoUBTMakefiles  -remoteini="C:\Users\Admin\Documents\Unreal Projects\HotelG" -skipdeploy -distribution -Manifest=F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Manifest.xml -NoHotReload -log="F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\UBT-HotelG-Android-Shipping_2.txt"
Log file: F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\UBT-HotelG-Android-Shipping_2.txt
Android using Manual SDK r21d
Note: Android toolchain NDK r21b recommended
NDK toolchain: r21d, NDK version: 210400, ClangVersion: 9.0.8
Parsing headers for HotelG
  Running UnrealHeaderTool "C:\Users\Admin\Documents\Unreal Projects\HotelG\HotelG.uproject" "C:\Users\Admin\Documents\Unreal Projects\HotelG\Intermediate\Build\Android\HotelG\Shipping\HotelG.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\UHT-HotelG-Android-Shipping_2.txt"
Reflection code generated for HotelG in 4,9065149 seconds
Compiling Native 64-bit code with NDK API 'android-21'
Writing manifest to F:\UnrealEngine-5.0.0-early-access-2\Engine\Intermediate\Build\Manifest.xml
Building HotelG...
[Adaptive Build] Excluded from AISupportModule unity file: AISupportModule.cpp
[Adaptive Build] Excluded from PythonScriptPluginPreload unity file: PythonScriptPluginPreload.cpp
[Adaptive Build] Excluded from SignificanceManager unity file: SignificanceManager.cpp
[Adaptive Build] Excluded from CharacterAI unity file: CharacterAIModule.cpp
[Adaptive Build] Excluded from PlatformCrypto unity file: PlatformCrypto.cpp
[Adaptive Build] Excluded from PlatformCryptoTypes unity file: PlatformCryptoTypes.cpp
[Adaptive Build] Excluded from ActorLayerUtilities unity file: ActorLayerUtilities.cpp
[Adaptive Build] Excluded from AndroidDeviceProfileSelectorRuntime unity file: AndroidDeviceProfileSelectorRuntimeModule.cpp
[Adaptive Build] Excluded from ExampleDeviceProfileSelector unity file: ExampleDeviceProfileSelectorModule.cpp
[Adaptive Build] Excluded from OculusOpenXRHMD unity file: OculusOpenXRHMD.cpp
[Adaptive Build] Excluded from OpenXRInput unity file: OpenXRInput.cpp
[Adaptive Build] Excluded from OpenXREyeTracker unity file: OpenXREyeTracker.cpp
[Adaptive Build] Excluded from SQLiteCore unity file: SQLiteTest.cpp, SQLiteCore.cpp, SQLiteDatabase.cpp, SQLiteEmbeddedPlatform.cpp, SQLitePreparedStatement.cpp
[Adaptive Build] Excluded from RuntimePhysXCooking unity file: RuntimePhysXCooking.cpp
[Adaptive Build] Excluded from HotelG unity file: HotelG.cpp
[Adaptive Build] Excluded from BuildSettings unity file: BuildSettings.cpp
[Adaptive Build] Excluded from NetCommon unity file: NetCommonModule.cpp
[Adaptive Build] Excluded from EngineSettings unity file: EngineSettingsModule.cpp
[Adaptive Build] Excluded from ChaosCore unity file: ChaosCoreModule.cpp
[Adaptive Build] Excluded from MoviePlayerProxy unity file: MoviePlayerProxy.cpp
[Adaptive Build] Excluded from CrunchCompression unity file: CrunchCompression.cpp
[Adaptive Build] Excluded from MessagingCommon unity file: MessagingCommonModule.cpp
[Adaptive Build] Excluded from EngineMessages unity file: EngineMessagesModule.cpp
[Adaptive Build] Excluded from ReliabilityHandlerComponent unity file: ReliabilityHandlerComponent.cpp
[Adaptive Build] Excluded from RawMesh unity file: RawMesh.cpp
[Adaptive Build] Excluded from RSA unity file: RSA.cpp
[Adaptive Build] Excluded from NetworkReplayStreaming unity file: NetworkReplayStreaming.cpp
[Adaptive Build] Excluded from StreamingPauseRendering unity file: StreamingPauseRendering.cpp
[Adaptive Build] Excluded from NullNetworkReplayStreaming unity file: NullNetworkReplayStreaming.cpp
[Adaptive Build] Excluded from LocalFileNetworkReplayStreaming unity file: LocalFileNetworkReplayStreaming.cpp
[Adaptive Build] Excluded from HttpNetworkReplayStreaming unity file: HttpNetworkReplayStreaming.cpp
[Adaptive Build] Excluded from Advertising unity file: Advertising.cpp
[Adaptive Build] Excluded from SandboxFile unity file: IPlatformFileSandboxWrapper.cpp
[Adaptive Build] Excluded from BinkAudioDecoder unity file: BinkAudioInfo.cpp
[Adaptive Build] Excluded from SessionMessages unity file: SessionMessagesModule.cpp
[Adaptive Build] Excluded from AndroidLocalNotification unity file: AndroidLocalNotification.cpp
[Adaptive Build] Excluded from ImageCore unity file: ImageCore.cpp
[Adaptive Build] Excluded from InputDevice unity file: InputDeviceModule.cpp
[Adaptive Build] Excluded from PhysXCooking unity file: PhysXCooking.cpp
Determining max actions to execute in parallel (4 physical cores, 8 logical cores)
  Executing up to 4 processes, one per physical core
Building 798 actions with 4 processes...
[1/798] clang++ SharedPCH.CoreUObject.ShadowErrors.h [x64]
[2/798] clang++ SharedPCH.Core.ShadowErrors.h [x64]
[3/798] clang++ PCH.Core.h [x64]
[4/798] clang++ PCH.CoreUObject.h [x64]
[5/798] clang++ SharedPCH.CoreUObject.ShadowErrors.TypeCastErrors.h [x64]
[6/798] clang++ PCH.Engine.h [x64]
[7/798] clang++ SharedPCH.Engine.ShadowErrors.h [x64]
[8/798] clang++ SharedPCH.Engine.NoShadow.h [x64]
[9/798] clang++ SharedPCH.Core.ShadowErrors.NoUndef.h [x64]
[10/798] clang++ SharedPCH.Core.ShadowErrors.TypeCastWarnings.h [x64]

...
Some successful tasks
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[168/798] clang++ Module.Renderer.14_of_21.cpp [x64]
[169/798] clang++ ReliabilityHandlerComponent.cpp [x64]
[170/798] clang++ Module.Renderer.5_of_21.cpp [x64]
[171/798] clang++ Module.DynamicMesh.3_of_4.cpp [x64]
[172/798] clang++ Module.DatasmithContent.cpp [x64]
[173/798] clang++ Module.EyeTracker.cpp [x64]
[174/798] clang++ Module.OnlineSubsystemUtils.gen.2_of_3.cpp [x64]
[175/798] clang++ Module.ImgMediaFactory.cpp [x64]
[176/798] clang++ Module.JsonUtilities.cpp [x64]
[177/798] clang++ sh_hrir_creator.cc [x64]
[178/798] clang++ Module.AppleImageUtils.cpp [x64]
[179/798] clang++ Module.SlateCore.4_of_4.cpp [x64]
[180/798] clang++ Module.ImageWriteQueue.gen.cpp [x64]
[181/798] clang++ Module.ChaosSolverEngine.cpp [x64]
[182/798] clang++ Module.HTTP.cpp [x64]
[183/798] clang++ Module.OculusInput.gen.cpp [x64]
[184/798] clang++ Module.SlateNullRenderer.cpp [x64]
[185/798] clang++ Module.Slate.1_of_6.cpp [x64]
[186/798] clang++ Module.AIModule.1_of_4.cpp [x64]
[187/798] clang++ Module.ClothSysRuntimeIntrfc.cpp [x64]
[188/798] clang++ ogg_vorbis_recorder.cc [x64]
[189/798] clang++ Module.GeometryCollectionEngine.gen.cpp [x64]
[190/798] clang++ Module.Voice.cpp [x64]
[191/798] clang++ SessionServiceMessages.gen.cpp [x64]
[192/798] clang++ graph_manager.cc [x64]
[193/798] clang++ Module.MSQS.cpp [x64]
[194/798] clang++ planar_interleaved_conversion.cc [x64]
[195/798] clang++ Module.TimeManagement.cpp [x64]
[196/798] clang++ OculusOpenXRHMD.cpp [x64]
[197/798] clang++ ImageCore.cpp [x64]
[198/798] clang++ SessionMessages.init.gen.cpp [x64]
[199/798] clang++ Module.AIModule.3_of_4.cpp [x64]
[200/798] clang++ Module.AIModule.2_of_4.cpp [x64]
[201/798] clang++ Module.CableComponent.cpp [x64]
[202/798] clang++ Module.MoviePlayer.gen.cpp [x64]
[203/798] clang++ buffer_partitioner.cc [x64]
[204/798] clang++ Module.AudioCapture.gen.cpp [x64]
[205/798] clang++ gain_mixer_node.cc [x64]
[206/798] clang++ Module.NetCore.gen.cpp [x64]
[207/798] clang++ SessionMessagesModule.cpp [x64]
[208/798] clang++ AudioLinkSettingsAbstract.gen.cpp [x64]
[209/798] clang++ Module.VectorVM.gen.cpp [x64]
[210/798] clang++ Module.AudioCapture.cpp [x64]
[211/798] clang++ Module.VectorVM.cpp [x64]
[212/798] clang++ Module.SSL.cpp [x64]
[213/798] clang++ buffer_unpartitioner.cc [x64]
[214/798] clang++ Module.GameplayTasks.gen.cpp [x64]
[215/798] clang++ Module.Slate.gen.cpp [x64]
[216/798] clang++ Module.OculusInput.cpp [x64]
In file included from C:/Users/Admin/Documents/Unreal Projects/HotelG/Intermediate/Build/Android/HotelG/Shipping/OculusInput/Module.OculusInput.cpp:3:
In file included from F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp:3:
F:/UnrealEngine-5.0.0-early-access-2/Engine/Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.h(27,126): error: unknown type name 'EOculusHandAxes'; did you mean 'EOculusHandType'?
        static ETrackingConfidence GetFingerTrackingConfidence(const int32 ControllerIndex, const EOculusHandType DeviceHand, const EOculusHandAxes Finger); // OCULUS STRIKE
                                                                                                                                    ^~~~~~~~~~~~~~~
                                                                                                                                    EOculusHandType
F:/UnrealEngine-5.0.0-early-access-2/Engine/Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Public\OculusInputFunctionLibrary.h(12,12): note: 'EOculusHandType' declared here
enum class EOculusHandType : uint8
           ^
In file included from C:/Users/Admin/Documents/Unreal Projects/HotelG/Intermediate/Build/Android/HotelG/Shipping/OculusInput/Module.OculusInput.cpp:3:
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(101,139): error: unknown type name 'EOculusHandAxes'; did you mean 'EOculusHandType'?
ETrackingConfidence FOculusHandTracking::GetFingerTrackingConfidence(const int32 ControllerIndex, const EOculusHandType DeviceHand, const EOculusHandAxes Finger)
                                                                                                                                          ^~~~~~~~~~~~~~~
                                                                                                                                          EOculusHandType
F:/UnrealEngine-5.0.0-early-access-2/Engine/Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Public\OculusInputFunctionLibrary.h(12,12): note: 'EOculusHandType' declared here
enum class EOculusHandType : uint8
           ^
In file included from C:/Users/Admin/Documents/Unreal Projects/HotelG/Intermediate/Build/Android/HotelG/Shipping/OculusInput/Module.OculusInput.cpp:3:
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(103,13): error: use of undeclared identifier 'FOculusInput'; did you mean 'OculusInput'?
        TSharedPtr<FOculusInput> OculusInputModule = StaticCastSharedPtr<FOculusInput>(IOculusInputModule::Get().GetInputDevice());
                   ^~~~~~~~~~~~
                   OculusInput
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(19,11): note: 'OculusInput' declared here
namespace OculusInput
          ^
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(103,13): error: unexpected namespace name 'OculusInput': expected expression
        TSharedPtr<FOculusInput> OculusInputModule = StaticCastSharedPtr<FOculusInput>(IOculusInputModule::Get().GetInputDevice());
                   ^
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(104,6): error: use of undeclared identifier 'OculusInputModule'
        if (OculusInputModule.IsValid())
            ^
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(106,10): error: use of undeclared identifier 'FOculusControllerPair'
                TArray<FOculusControllerPair> ControllerPairs = OculusInputModule.Get()->ControllerPairs;
                       ^
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(107,14): error: unknown type name 'FOculusControllerPair'
                for (const FOculusControllerPair& HandPair : ControllerPairs)
                           ^
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(107,48): error: use of undeclared identifier 'ControllerPairs'; did you mean 'ControllerIndex'?
                for (const FOculusControllerPair& HandPair : ControllerPairs)
                                                             ^~~~~~~~~~~~~~~
                                                             ControllerIndex
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(101,82): note: 'ControllerIndex' declared here
ETrackingConfidence FOculusHandTracking::GetFingerTrackingConfidence(const int32 ControllerIndex, const EOculusHandType DeviceHand, const EOculusHandAxes Finger)
                                                                                 ^
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(206,13): error: use of undeclared identifier 'FOculusInput'; did you mean 'OculusInput'?
        TSharedPtr<FOculusInput> OculusInputModule = StaticCastSharedPtr<FOculusInput>(IOculusInputModule::Get().GetInputDevice());
                   ^~~~~~~~~~~~
                   OculusInput
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(19,11): note: 'OculusInput' declared here
namespace OculusInput
          ^
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(206,13): error: unexpected namespace name 'OculusInput': expected expression
        TSharedPtr<FOculusInput> OculusInputModule = StaticCastSharedPtr<FOculusInput>(IOculusInputModule::Get().GetInputDevice());
                   ^
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(207,6): error: use of undeclared identifier 'OculusInputModule'
        if (OculusInputModule.IsValid())
            ^
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(209,10): error: use of undeclared identifier 'FOculusControllerPair'
                TArray<FOculusControllerPair> ControllerPairs = OculusInputModule.Get()->ControllerPairs;
                       ^
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(210,14): error: unknown type name 'FOculusControllerPair'
                for (const FOculusControllerPair& HandPair : ControllerPairs)
                           ^
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(210,48): error: use of undeclared identifier 'ControllerPairs'; did you mean 'ControllerIndex'?
                for (const FOculusControllerPair& HandPair : ControllerPairs)
                                                             ^~~~~~~~~~~~~~~
                                                             ControllerIndex
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusHandTracking.cpp(204,53): note: 'ControllerIndex' declared here
bool FOculusHandTracking::IsHandPositionValid(int32 ControllerIndex, EOculusHandType DeviceHand)
                                                    ^
In file included from C:/Users/Admin/Documents/Unreal Projects/HotelG/Intermediate/Build/Android/HotelG/Shipping/OculusInput/Module.OculusInput.cpp:5:
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusInputFunctionLibrary.cpp(55,131): error: unexpected type name 'uint8': expected expression
        return OculusInput::FOculusHandTracking::GetFingerTrackingConfidence(ControllerIndex, DeviceHand, (OculusInput::EOculusHandAxes)(uint8)Finger);
                                                                                                                                         ^
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusInputFunctionLibrary.cpp(55,114): error: no member named 'EOculusHandAxes' in namespace 'OculusInput'
        return OculusInput::FOculusHandTracking::GetFingerTrackingConfidence(ControllerIndex, DeviceHand, (OculusInput::EOculusHandAxes)(uint8)Finger);
                                                                                                           ~~~~~~~~~~~~~^
16 errors generated.
[217/798] clang++ StreamingPauseRendering.cpp [x64]
[218/798] clang++ gain_node.cc [x64]
[219/798] clang++ lockless_task_queue.cc [x64]
[220/798] clang++ Module.ClothSysRuntimeIntrfc.gen.cpp [x64]
[221/798] clang++ Module.ImageWriteQueue.cpp [x64]
[222/798] clang++ Module.SessionServices.cpp [x64]

...
Some successful tasks
...

[377/798] clang++ Module.FullBodyIK.cpp [x64]
[378/798] clang++ stereo_from_soundfield_converter.cc [x64]
[379/798] clang++ Module.GeometryCollectionTracks.cpp [x64]
[380/798] clang++ Module.ResonanceAudio.cpp [x64]
In file included from C:/Users/Admin/Documents/Unreal Projects/HotelG/Intermediate/Build/Android/HotelG/Shipping/ResonanceAudio/Module.ResonanceAudio.cpp:8:
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(217,15): error: typedef redefinition with different types ('float' vs '__m128' (vector of 4 'float' values))
typedef float v4sf;
              ^
F:/UnrealEngine-5.0.0-early-access-2\Engine\Source\Runtime\Core\Public\Math\sse_mathfun.h(49,16): note: previous definition is here
typedef __m128 v4sf;  // vector of 4 float (sse1)
               ^
In file included from C:/Users/Admin/Documents/Unreal Projects/HotelG/Intermediate/Build/Android/HotelG/Shipping/ResonanceAudio/Module.ResonanceAudio.cpp:8:
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(319,14): error: cannot initialize a variable of type 'v4sf' (aka '__m128') with an lvalue of type 'const float'
        v4sf wr = LD_PS1(wa1[i]), wi = VMUL(LD_PS1(fsign), LD_PS1(wa1[i+1]));
             ^    ~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(319,35): error: cannot initialize a variable of type 'v4sf' (aka '__m128') with an rvalue of type 'float'
        v4sf wr = LD_PS1(wa1[i]), wi = VMUL(LD_PS1(fsign), LD_PS1(wa1[i+1]));
                                  ^    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(584,13): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
      wr1 = LD_PS1(wa1[i - 2]); wi1 = LD_PS1(wa1[i - 1]);
            ^~~~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(584,39): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
      wr1 = LD_PS1(wa1[i - 2]); wi1 = LD_PS1(wa1[i - 1]);
                                      ^~~~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(588,13): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
      wr2 = LD_PS1(wa2[i - 2]); wi2 = LD_PS1(wa2[i - 1]);
            ^~~~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(588,39): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
      wr2 = LD_PS1(wa2[i - 2]); wi2 = LD_PS1(wa2[i - 1]);
                                      ^~~~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(684,12): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
        wr=LD_PS1(wa1[i - 2]);
           ^~~~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(685,12): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
        wi=LD_PS1(wa1[i - 1]);
           ^~~~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(690,14): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
        wr = LD_PS1(wa2[i-2]);
             ^~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(691,14): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
        wi = LD_PS1(wa2[i-1]);
             ^~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(696,14): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
        wr = LD_PS1(wa3[i-2]);
             ^~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(697,14): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
        wi = LD_PS1(wa3[i-1]);
             ^~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(862,13): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
      dr2 = LD_PS1(wa1[i-3]); di2 = LD_PS1(wa1[i-2]);
            ^~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(862,37): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
      dr2 = LD_PS1(wa1[i-3]); di2 = LD_PS1(wa1[i-2]);
                                    ^~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(863,13): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
      dr3 = LD_PS1(wa2[i-3]); di3 = LD_PS1(wa2[i-2]);
            ^~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(863,37): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
      dr3 = LD_PS1(wa2[i-3]); di3 = LD_PS1(wa2[i-2]);
                                    ^~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(864,13): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
      dr4 = LD_PS1(wa3[i-3]); di4 = LD_PS1(wa3[i-2]);
            ^~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(864,37): error: assigning to 'v4sf' (aka '__m128') from incompatible type 'const float'
      dr4 = LD_PS1(wa3[i-3]); di4 = LD_PS1(wa3[i-2]);
                                    ^~~~~~~~~~~~~~~~
F:/UnrealEngine-5.0.0-early-access-2/Engine/Source\../Plugins/Runtime/ResonanceAudio/Source/ResonanceAudio/Private/ResonanceAudioLibrary/third_party/pfft/pffft.cpp(224,21): note: expanded from macro 'LD_PS1'
#  define LD_PS1(p) (p)
                    ^~~
fatal error: too many errors emitted, stopping now [-ferror-limit=]
20 errors generated.
[381/798] clang++ Module.ControlRig.gen.16_of_17.cpp [x64]
[382/798] clang++ Module.SequencerScripting.gen.1_of_4.cpp [x64]
[383/798] clang++ Module.Chaos.4_of_6.cpp [x64]
[384/798] clang++ Module.UMG.gen.11_of_11.cpp [x64]

...
Some successful tasks
...

[777/798] clang++ Module.Engine.gen.67_of_82.cpp [x64]
[778/798] clang++ Module.Navmesh.2_of_3.cpp [x64]
[779/798] clang++ Module.SlateCore.gen.1_of_2.cpp [x64]
[780/798] clang++ Module.OpenXRHandTracking.gen.cpp [x64]
[781/798] clang++ task_thread_pool.cc [x64]
[782/798] clang++ Module.Engine.20_of_56.cpp [x64]
[783/798] clang++ Module.Chaos.gen.cpp [x64]
[784/798] clang++ SQLitePreparedStatement.cpp [x64]
[785/798] clang++ Module.AssetRegistry.cpp [x64]
[786/798] clang++ Module.Json.cpp [x64]
[787/798] clang++ Module.ControlRigSpline.cpp [x64]
[788/798] clang++ Module.AppFramework.cpp [x64]
[789/798] clang++ Module.SoundFields.gen.cpp [x64]
[790/798] clang++ SQLiteEmbedded.c [x64]
[791/798] clang++ Module.OodleNetworkPlugin.cpp [x64]
[792/798] clang++ Module.Core.13_of_18.cpp [x64]
[793/798] clang++ Module.CoreUObject.3_of_9.cpp [x64]
[794/798] clang++ Module.Engine.9_of_56.cpp [x64]
[795/798] clang++ Module.ImageWrapper.cpp [x64]
[796/798] clang++ Module.InstallBundleManager.cpp [x64]
Took 3933,2912533999997s to run UnrealBuildTool.exe, ExitCode=6
UnrealBuildTool failed. See log for more details. (F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\UBT-HotelG-Android-Shipping_2.txt)
AutomationException: UnrealBuildTool failed. See log for more details. (F:\UnrealEngine-5.0.0-early-access-2\Engine\Programs\AutomationTool\Saved\Logs\UBT-HotelG-Android-Shipping_2.txt)
   at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 51
   at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, UnrealTargetPlatform Platform, UnrealTargetConfiguration Config, String AdditionalArgs) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 91
   at AutomationTool.UnrealBuild.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, UnrealTargetConfiguration Config, FileReference UprojectPath, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\AutomationTool\AutomationUtils\UnrealBuild.cs:line 228
   at AutomationTool.UnrealBuild.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InShowProgress, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\AutomationTool\AutomationUtils\UnrealBuild.cs:line 1074
   at AutomationScripts.Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 222
   at BuildCookRun.DoBuildCookRun(ProjectParams Params) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 205
   at BuildCookRun.ExecuteBuild() in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 41
   at AutomationTool.BuildCommand.Execute() in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 345
   at AutomationTool.BuildCommand.ExecuteAsync() in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 353
   at AutomationTool.Automation.ExecuteAsync(List`1 CommandsToExecute, Dictionary`2 Commands) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 254
   at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 154
AutomationTool executed for 1h 10m 57s
AutomationTool exiting with ExitCode=6 (6)

End of UBT log:

[793/798] clang++ Module.CoreUObject.3_of_9.cpp [x64]
[794/798] clang++ Module.Engine.9_of_56.cpp [x64]
[795/798] clang++ Module.ImageWrapper.cpp [x64]
[796/798] clang++ Module.InstallBundleManager.cpp [x64]
CompilationResultException: Error: OtherCompilationError
   at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 375
   at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 607
   at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, Boolean bSkipPreBuildTargets) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 282
   at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 237
   at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in F:\UnrealEngine-5.0.0-early-access-2\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 593
WriteFileIfChanged() wrote 1662 changed files of 1774 requested writes.
Timeline:

[ 0.000]
[ 0.000](+3933.116) <unknown>
[3933.116]

I also have the same problem, I hope you can solve it, tell me

Disable Resonance Audio on Plugin.

Hi, once you download the github source do you have to do anything special to enable the x86_64 option? Or do you just compile and launch?