PackagingResults:Error: Error Unknown Error

I have tried to package with and without starter content , always getting errors .

even if its a blank level

I also have visual studio installed 2013 and 2015, and C++ is enable

So I just reinstall visual studio…and re install unreal engine , and notice when I started a black project everything package , but when I added the plugin substance, got the same error again ???

LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.05s 48MB C:/Users/Daniel/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Daniel/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/…/…/MyProject2/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 …/…/…/…/…/…/MyProject2/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/Daniel/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.00 MB
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogMeshUtilities: No distributed automatic mesh merging module available
LogAssetRegistry: FAssetRegistry took 0.0217 seconds to start up
LogPackageLocalizationCache: Processed 3 localized package path(s) for 2 prioritized culture(s) in 0.014508 seconds
LogUObjectArray: 28739 objects as part of root set at end of initial load.
LogUObjectAllocator: 5855632 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
LogSubstanceCoreModule: Substance CPU Engine Loaded, Max Texture Size 2048
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogEngine: Initializing Engine…
LogHMD: SteamVR initialized. Driver: lighthouse Display: LHR-A3285F1B
LogHMD: SteamVR failed to initialize. Err: 301
LogAIModule: Creating AISystem for world NewWorld
LogInit: XAudio2 using ‘Speakers (10- USB Audio Device)’ : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.03s 48MB C:/Users/Daniel/AppData/Local/UnrealEngine/4.12/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
LogFileCache: Scanning file cache for directory ‘F:/MyProject2/Content/’ took 0.01s
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="…/…/…/Engine/Content/Maps/Templates/Template_Default.umap" TEMPLATE=1 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogAIModule: Creating AISystem for world Untitled_1
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 22.921ms to complete.
LogFileHelpers: Loading map ‘Template_Default’ took 0.282
LogCollectionManager: Loaded 0 collections in 0.000608 seconds
LogFileCache: Scanning file cache for directory ‘F:/MyProject2/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘F:/MyProject2/Content/Developers/Daniel/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘F:/MyProject2/Content/Collections/’ took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000002 seconds
LogContentBrowser: Native class hierarchy populated in 0.0055 seconds. Added 2062 classes and 375 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 0.0002 seconds. Added 0 classes and 0 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 0.0003 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: 15.33 seconds (BP compile: 0.03 seconds)
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
LogOcInput: OculusInput pre-init called
LogContentStreaming: Texture pool size now 1000 MB
LogRenderer: Reallocating scene render targets to support 1564x816 (Frame:2).
LogAssetRegistry: Asset discovery search completed in 10.7156 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000014 seconds (updated 0 objects)
Cmd: OBJ SAVEPACKAGE PACKAGE="/Temp/Untitled_1" FILE="…/…/…/…/…/…/MyProject2/Saved/Autosaves/Temp/UEDPCUntitled_1.umap" SILENT=true AUTOSAVING=true KEEPDIRTY=true
LogSavePackage: Save=16.17ms
LogSavePackage: Moving ‘…/…/…/…/…/…/MyProject2/Saved/UEDPCUntitled_128BD5C054828F8A4870B09B6927A29D9.tmp’ to ‘…/…/…/…/…/…/MyProject2/Saved/Autosaves/Temp/UEDPCUntitled_1.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/MyProject2/Saved/Autosaves/Temp/UEDPCUntitled_1.umap
LogEditorTransaction: Undo Spawn Play From Here Start
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=F:/MyProject2/MyProject2.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=F:/MyProject2/MyProject2.uproject -cook -stage -archive -archivedirectory=F:/testrrr
MainFrameActions: Packaging (Windows (64-bit)): -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for F:\MyProject2\MyProject2.uproject
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\unreal engine\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=F:\MyProject2\MyProject2.uproject F:\MyProject2\MyProject2.uproject -remoteini=“F:\MyProject2” -noxge -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target)
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.7730235s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\unreal engine\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=F:\MyProject2\MyProject2.uproject F:\MyProject2\MyProject2.uproject -remoteini=“F:\MyProject2” -noxge -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for MyProject2 (changes to target files)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 1 actions (9 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: [1/1] Link MyProject2.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file ‘wininet.lib’
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: F:\MyProject2\Binaries\Win64\MyProject2.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 10.62 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 10.7441064s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): F:\unreal engine\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=F:\MyProject2\My
MainFrameActions: Packaging (Windows (64-bit)): Project2.uproject F:\MyProject2\MyProject2.uproject -remoteini=“F:\MyProject2” -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.06.10-23.38.18.txt’
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvV ars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride,
Dictionary2 InTargetToManifest) 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(List1 CommandsToExecute, CaselessDictionary1 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(Func2 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
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
Cmd: OBJ SAVEPACKAGE PACKAGE="/Temp/Untitled_1" FILE="…/…/…/…/…/…/MyProject2/Saved/Autosaves/Temp/UEDPCUntitled_1.umap" SILENT=true AUTOSAVING=true KEEPDIRTY=true
LogSavePackage: Save=15.69ms
LogSavePackage: Moving ‘…/…/…/…/…/…/MyProject2/Saved/UEDPCUntitled_1A19C257741D18F7C9CD515BC6B7050C0.tmp’ to ‘…/…/…/…/…/…/MyProject2/Saved/Autosaves/Temp/UEDPCUntitled_1.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/MyProject2/Saved/Autosaves/Temp/UEDPCUntitled_1.umap
LogEditorTransaction: Undo Spawn Play From Here Start
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=F:/MyProject2/MyProject2.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=F:/MyProject2/MyProject2.uproject -cook -stage -archive -archivedirectory=F:/testrrr -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.ex
e -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for F:\MyProject2\MyProject2.uproject
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\unreal engine\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Shipping -Project=F:\MyProject2\MyProject2.uproject F:\MyProject2\MyProject2.uproject -remoteini=“F:\MyProject2” -noxge -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target)
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.7475131s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\unreal engine\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Shipping -Project=F:\MyProject2\MyProject2.uproject F:\MyProject2\MyProject2.uproject -remoteini=“F:\MyProject2” -noxge -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for MyProject2 (no existing makefile)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 3 actions (9 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UELinkerFixups.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: [3/3] Link MyProject2-Win64-Shipping.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file ‘wininet.lib’
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: F:\MyProject2\Binaries\Win64\MyProject2-Win64-Shipping.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 4.44 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 4.5661014s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): F:\unreal engine\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Shipping -Project=F:\MyProject2\MyPro
MainFrameActions: Packaging (Windows (64-bit)): ject2.uproject F:\MyProject2\MyProject2.uproject -remoteini=“F:\MyProject2” -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.06.10-23.40.35.txt’
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvV ars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride,
Dictionary2 InTargetToManifest) 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(List1 CommandsToExecute, CaselessDictionary1 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(Func2 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
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
Cmd: OBJ SAVEPACKAGE PACKAGE="/Temp/Untitled_1" FILE="…/…/…/…/…/…/MyProject2/Saved/Autosaves/Temp/UEDPCUntitled_1.umap" SILENT=true AUTOSAVING=true KEEPDIRTY=true
LogSavePackage: Save=15.04ms
LogSavePackage: Moving ‘…/…/…/…/…/…/MyProject2/Saved/UEDPCUntitled_14DB99A1640F757B15172FFACE2816375.tmp’ to ‘…/…/…/…/…/…/MyProject2/Saved/Autosaves/Temp/UEDPCUntitled_1.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/MyProject2/Saved/Autosaves/Temp/UEDPCUntitled_1.umap
LogEditorTransaction: Undo Spawn Play From Here Start
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=F:/MyProject2/MyProject2.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=F:/MyProject2/MyProject2.uproject -cook -stage -archive -archivedirectory=F:/testrrr
MainFrameActions: Packaging (Windows (64-bit)): -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for F:\MyProject2\MyProject2.uproject
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\unreal engine\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=F:\MyProject2\MyProject2.uproject F:\MyProject2\MyProject2.uproject -remoteini=“F:\MyProject2” -noxge -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target)
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.7691862s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\unreal engine\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=F:\MyProject2\MyProject2.uproject F:\MyProject2\MyProject2.uproject -remoteini=“F:\MyProject2” -noxge -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for MyProject2 (changes to target files)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 1 actions (9 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: [1/1] Link MyProject2.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file ‘wininet.lib’
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: F:\MyProject2\Binaries\Win64\MyProject2.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 4.18 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 4.311438s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): F:\unreal engine\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=F:\MyProject2\My
MainFrameActions: Packaging (Windows (64-bit)): Project2.uproject F:\MyProject2\MyProject2.uproject -remoteini=“F:\MyProject2” -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.06.10-23.53.24.txt’
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvV ars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride,
Dictionary2 InTargetToManifest) 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(List1 CommandsToExecute, CaselessDictionary1 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(Func2 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
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
Cmd: OBJ SAVEPACKAGE PACKAGE="/Temp/Untitled_1" FILE="…/…/…/…/…/…/MyProject2/Saved/Autosaves/Temp/UEDPCUntitled_1.umap" SILENT=true AUTOSAVING=true KEEPDIRTY=true
LogSavePackage: Save=15.60ms
LogSavePackage: Moving ‘…/…/…/…/…/…/MyProject2/Saved/UEDPCUntitled_138E542F746D58F801B4489973A820683.tmp’ to ‘…/…/…/…/…/…/MyProject2/Saved/Autosaves/Temp/UEDPCUntitled_1.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/MyProject2/Saved/Autosaves/Temp/UEDPCUntitled_1.umap
LogEditorTransaction: Undo Spawn Play From Here Start
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=F:/MyProject2/MyProject2.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=F:/MyProject2/MyProject2.uproject -cook -stage -archive -archivedirectory=F:/testrrr -package -clientconfig=Development -ue4exe=UE4Editor-Cmd
.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for F:\MyProject2\MyProject2.uproject
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\unreal engine\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=F:\MyProject2\MyProject2.uproject F:\MyProject2\MyProject2.uproject -remoteini=“F:\MyProject2” -noxge -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.8682848s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\unreal engine\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=F:\MyProject2\MyProject2.uproject F:\MyProject2\MyProject2.uproject -remoteini=“F:\MyProject2” -noxge -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for MyProject2 (changes to target files)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 1 actions (9 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: [1/1] Link MyProject2.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file ‘wininet.lib’
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: F:\MyProject2\Binaries\Win64\MyProject2.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 4.11 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 4.2341798s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): F:\unreal engine\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=F:\MyProject2\My
MainFrameActions: Packaging (Windows (64-bit)): Project2.uproject F:\MyProject2\MyProject2.uproject -remoteini=“F:\MyProject2” -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.06.10-23.53.59.txt’
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvV ars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride,
Dictionary2 InTargetToManifest) 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(List1 CommandsToExecute, CaselessDictionary1 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(Func2 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
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

can anyone help

Probably has something to do with this :

UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file ‘wininet.lib’ MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: F:\MyProject2\Binaries\Win64\MyProject2.exe

Try taking a look at the post linked below and seeing if it any of the suggestions there help resolve your issue:

Hello,

I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.

Have a great day