does anyone know how to fix this??
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(-518333267) SRandInit(-518333265).
LogTaskGraph: Started task graph with 4 named threads and 5 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.204683
LogInit: Version: 4.12.5-3039270+++UE4+Release-4.12
LogInit: API Version: 2992821
LogInit: Net Version: 3039270
LogDevObjectVersion: Number of dev versions registered: 13
LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 3
LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 1
LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 2
LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 6
LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 2
LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 0
LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogInit: Compiled (64-bit): Jul 6 2016 09:09:46
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.12
LogInit: Command line:
LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Using libcurl 7.41.0
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with WinSSL
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_IPV6
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: CurlRequestOptions (configurable via config and command line):
LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
LogOnline:Display: STEAM: Loading Steam SDK 1.32
LogOnline:Warning: STEAM: Steam API disabled!
LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: Unable to create OnlineSubsystem module Steam
LogOnline: Unable to load default OnlineSubsystem module Steam, using NULL interface
LogOnline:Verbose: NULL: Created thread (ID:11540).
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogVoice:Warning: Failed to initialize voice interface
LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: HOST
LogInit: User: Kamil000
LogInit: CPU Page size=65536, Cores=2
LogInit: High frequency timer resolution =2.825624 MHz
LogMemory: Memory total: Physical=7.9GB (8GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 190.46 MB used, 190.46 MB peak
LogMemory: Process Virtual Memory: 195.54 MB used, 195.54 MB peak
LogMemory: Physical Memory: 3794.73 MB used, 8047.52 MB total
LogMemory: Virtual Memory: 534.56 MB used, 134217728.00 MB total
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. 'NVIDIA GeForce GT 635M ’ (Feature Level 11_0)
LogD3D11RHI: 1995/0/2047 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
LogD3D11RHI: 1. 'NVIDIA GeForce GT 635M ’ (Feature Level 11_0)
LogD3D11RHI: 1995/0/2047 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x10de
LogD3D11RHI: 2. ‘Microsoft Basic Render Driver’ (Feature Level 11_0)
LogD3D11RHI: 1995/0/2047 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: GPU DeviceId: 0xde3 (for the marketing name, search the web for “GPU Device Id”)
LogWindows: EnumDisplayDevices:
LogWindows: 0. ‘Intel(R) HD Graphics 4000’ (P:1 D:1)
LogWindows: 1. ‘Intel(R) HD Graphics 4000’ (P:0 D:0)
LogWindows: 2. ‘Intel(R) HD Graphics 4000’ (P:0 D:0)
LogWindows: 3. 'NVIDIA GeForce GT 635M ’ (P:0 D:0)
LogWindows: DebugString: PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter
LogD3D11RHI: Adapter Name: NVIDIA GeForce GT 635M
LogD3D11RHI: Driver Version: 361.75 (internal:10.18.13.6175, unified:361.75)
LogD3D11RHI: Driver Date: 1-22-2016
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 2)
LogShaderCompilers: Guid format shader working directory is -23 characters bigger than the processId version (…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Intermediate/Shaders/WorkingDirectory/1512/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/KAMIL_~1/AppData/Local/Temp/UnrealShaderWorkingDir/8035CAD1468EA3F8B3638088F6A4AC4D/’.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
LogTemp:Display: Loaded TP WindowsClientTargetPlatform
LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp:Display: Loaded TP WindowsServerTargetPlatform
LogTemp:Display: Loaded TP WindowsTargetPlatform
LogTemp:Display: Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP Android_MultiTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTemp:Display: Loaded TP TVOSTargetPlatform
LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
LogTemp:Display: Loaded TP LinuxServerTargetPlatform
LogTemp:Display: Loaded TP LinuxTargetPlatform
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.86s 76MB C:/Users/Kamil_000/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Kamil_000/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/Kamil_000/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 0.0244 seconds to start up
LogPackageLocalizationCache: Processed 3 localized package path(s) for 2 prioritized culture(s) in 0.512021 seconds
LogUObjectArray: 28746 objects as part of root set at end of initial load.
LogUObjectAllocator: 6069104 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
SourceControl: Informações Controle de origem desativado
SourceControl: Informações Controle de origem desativado
SourceControl: Informações Controle de origem desativado
SourceControl: Informações Controle de origem desativado
LogEngine: Initializing Engine…
LogHMD: SteamVR failed to initialize. Err: 110
LogHMD: SteamVR failed to initialize. Err: 110
LogAIModule: Creating AISystem for world NewWorld
LogInit: XAudio2 using ‘Alto-falantes (Realtek High Definition Audio)’ : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.07s 76MB C:/Users/Kamil_000/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogAnalytics: Creating configured Analytics provider AnalyticsET
LogAnalytics: [UEEditor.Rocket.Release] APIServer = https://datarouter.ol.epicgames.com/. AppVersion = 4.12.5-3039270+++UE4+Release-4.12
LogAnalytics: [UEEditor.Rocket.Release] SetUserId ba175bbc40382720410f278edd73e638|6af3e9c8c28e4fe08dbfe280a355a1e7|5cad7d86-6fe5-4592-8dea-37762b440453
LogAnalytics: [UEEditor.Rocket.Release] AnalyticsET::StartSession
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Carregar Editor
LocalizationService: Informações Localization service is disabled
LogFileCache: Scanning file cache for directory ‘C:/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Content/’ took 0.28s
LogCook:Display: Max memory allowance for cook 8192mb
LogCook:Display: Mobile HDR setting 1
SourceControl: Informações Controle de origem desativado
Cmd: MAP LOAD FILE="…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Content/Maps/Highrise.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Compilação de Iluminação
MapCheck: New page: Verificação de Mapa
LightingResults: New page: Compilação de Iluminação
LogPackageName:Warning: String asset reference “UDK_ProceduralSky.Mesh.SM_SkySphere_4UVChannels” is in short form, which is unsupported and – even if valid – resolving it will be really slow. Please consider resaving package in order to speed-up loading.
LogPackageName: SearchForPackageOnDisk took 0.165s, but failed to resolve UDK_ProceduralSky.
LogPackageName:Warning: String asset reference “UDK_ProceduralSky.Mesh.SM_SkySphere_4UVChannels” could not be resolved.
LogAIModule: Creating AISystem for world Highrise
LogEditorServer: Finished looking for orphan Actors (0.001 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Informações Map check complete: 0 Error(s), 0 Warning(s), took 403,989ms to complete.
LogFileHelpers: Loading map ‘Highrise’ took 164.887
LogCollectionManager: Loaded 0 collections in 0.005974 seconds
LogFileCache: Scanning file cache for directory ‘C:/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Content/Developers/Kamil000/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Content/Collections/’ took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000010 seconds
LogContentBrowser: Native class hierarchy populated in 0.2151 seconds. Added 2094 classes and 385 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 0.0344 seconds. Added 12 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0443 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0492 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0307 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Falha ao encontrar objeto “Class Nenhum.”
LogContentBrowser: Native class hierarchy updated for ‘HierarchicalLODOutliner’ in 0.0392 seconds. Added 1 classes and 2 folders.
LogLoad: Full Startup: 343.89 seconds (BP compile: 1.55 seconds)
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogOcInput: OculusInput pre-init called
LogContentStreaming: Texture pool size now 200 MB
LogRenderer: Reallocating scene render targets to support 640x372 (Frame:2).
LogAssetRegistry: Asset discovery search completed in 295.4877 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000043 seconds (updated 0 objects)
LogSavePackage: Save=32204.99ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighriseC99B930E418B90EC345D74AC5DB718A6.tmp’ to ‘…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise.umap
LogSavePackage: Save=455.82ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Audio0E1AFA824328F1618D7BBA8093B8DC93.tmp’ to ‘…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Audio.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Audio.umap
LogSavePackage: Save=550.58ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Collisions_TempA38E51C743C79B2745DE4DA0C431504B.tmp’ to ‘…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Collisions_Temp.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Collisions_Temp.umap
LogSavePackage: Save=122.32ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Gameplay01BD73C24446F8BA52C50782A1D4E2C4.tmp’ to ‘…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Gameplay.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Gameplay.umap
LogSavePackage: Save=281.35ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Lights6B5AED864A2835209C5D78AB6EDC7125.tmp’ to ‘…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Lights.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Lights.umap
LogSavePackage: Save=7583.85ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Vista3EDE6F024CF8A76815708C962730703D.tmp’ to ‘…/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Vista.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Vista.umap
LogEditorTransaction: Undo Spawn Play From Here Start
MainFrameActions: Empacotamento (Windows (32 bits)): Running AutomationTool…
MainFrameActions: Empacotamento (Windows (32 bits)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/ShooterGame4.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/Kamil_000/Documents/Unreal Pro
MainFrameActions: Empacotamento (Windows (32 bits)): jects/ShooterGame4/ShooterGame4.uproject -cook -stage -archive -archivedirectory=C:/Users/Kamil_000/Desktop -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win32 -build -CrashReporter -utf8output
MainFrameActions: Empacotamento (Windows (32 bits)): Automation.Process: Setting up command environment.
MainFrameActions: Empacotamento (Windows (32 bits)): WindowsPlatform.get_Compiler: WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
MainFrameActions: Empacotamento (Windows (32 bits)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject
MainFrameActions: Empacotamento (Windows (32 bits)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Empacotamento (Windows (32 bits)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win32 Development -Project=“C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject” “C:\Users\Kamil_000\Documents
MainFrameActions: Empacotamento (Windows (32 bits)): \Unreal Projects\ShooterGame4\ShooterGame4.uproject” -remoteini=“C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4” -noxge -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Empacotamento (Windows (32 bits)): UnrealBuildTool: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
MainFrameActions: Empacotamento (Windows (32 bits)): CommandUtils.Run: Run: Took 7,1797638s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Empacotamento (Windows (32 bits)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win32 Development -Project=“C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject” “C:\Users\Kamil_000\Documents
MainFrameActions: Empacotamento (Windows (32 bits)): \Unreal Projects\ShooterGame4\ShooterGame4.uproject” -remoteini=“C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4” -noxge -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Empacotamento (Windows (32 bits)): UnrealBuildTool: Creating makefile for ShooterGame (no existing makefile)
MainFrameActions: Empacotamento (Windows (32 bits)): UnrealBuildTool: Performing full C++ include scan (no include cache file)
MainFrameActions: Empacotamento (Windows (32 bits)): UnrealBuildTool: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
MainFrameActions: Empacotamento (Windows (32 bits)): UnrealBuildTool: ERROR: Failed to find cl.exe in the default toolchain directory C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools…/…/VC/bin\cl.exe. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visua
MainFrameActions: Empacotamento (Windows (32 bits)): l Studio 2015.
MainFrameActions: Empacotamento (Windows (32 bits)): CommandUtils.Run: Run: Took 86,2041959s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Empacotamento (Windows (32 bits)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win32 Development -Project=“C:\Users
MainFrameActions: Empacotamento (Windows (32 bits)): \Kamil_000\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject” “C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject” -remoteini=“C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4” -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTo
ol-2016.10.19-17.18.45.txt’
MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary
2 EnvVars)
MainFrameActions: Empacotamento (Windows (32 bits)): em 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 EnvVars) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable
1 InChangelistNumberOver
ride, Dictionary2 InTargetToManifest) MainFrameActions: Empacotamento (Windows (32 bits)): em Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) MainFrameActions: Empacotamento (Windows (32 bits)): em BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.BuildCommand.Execute() MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary1 Commands) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.Program.MainProc(Object Param) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.InternalUtils.RunSingleInstance(Func
2 Main, Object Param)
MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.Program.Main()
MainFrameActions: Empacotamento (Windows (32 bits)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
MainFrameActions: Empacotamento (Windows (32 bits)): Domain_ProcessExit
MainFrameActions: Empacotamento (Windows (32 bits)): copying UAT log files…
MainFrameActions: Empacotamento (Windows (32 bits)): BUILD FAILED
PackagingResults:Error: Erro Unknown Error