Packing error

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 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: : 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//Documents/Unreal Projects/ShooterGame4/Intermediate/Shaders/WorkingDirectory/1512/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/~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: Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.86s 76MB C:/Users//AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users//AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/…/…/Users//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//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//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//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//Documents/Unreal Projects/ShooterGame4/Content/’ took 0.28s
LogCook:Display: memory allowance for cook 8192mb
LogCook:Display: Mobile HDR setting 1
SourceControl: Informações Controle de origem desativado
Cmd: MAP LOAD FILE=“…/…/…/…/…/…/Users//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//Documents/Unreal Projects/ShooterGame4/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Users//Documents/Unreal Projects/ShooterGame4/Content/Developers/Kamil000/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Users//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//Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighriseC99B930E418B90EC345D74AC5DB718A6.tmp’ to ‘…/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise.umap
LogSavePackage: Save=455.82ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Audio0E1AFA824328F1618D7BBA8093B8DC93.tmp’ to ‘…/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Audio.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Audio.umap
LogSavePackage: Save=550.58ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Collisions_TempA38E51C743C79B2745DE4DA0C431504B.tmp’ to ‘…/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Collisions_Temp.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Collisions_Temp.umap
LogSavePackage: Save=122.32ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Gameplay01BD73C24446F8BA52C50782A1D4E2C4.tmp’ to ‘…/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Gameplay.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Gameplay.umap
LogSavePackage: Save=281.35ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Lights6B5AED864A2835209C5D78AB6EDC7125.tmp’ to ‘…/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Lights.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Lights.umap
LogSavePackage: Save=7583.85ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Vista3EDE6F024CF8A76815708C962730703D.tmp’ to ‘…/…/…/…/…/…/Users//Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Vista.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users//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//Documents/Unreal Projects/ShooterGame4/ShooterGame4.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/Users//Documents/Unreal Pro
MainFrameActions: Empacotamento (Windows (32 bits)): jects/ShooterGame4/ShooterGame4.uproject -cook -stage -archive -archivedirectory=C:/Users//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\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\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject” “C:\Users\Documents
MainFrameActions: Empacotamento (Windows (32 bits)): \Unreal Projects\ShooterGame4\ShooterGame4.uproject” -remoteini=“C:\Users\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\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject” “C:\Users\Documents
MainFrameActions: Empacotamento (Windows (32 bits)): \Unreal Projects\ShooterGame4\ShooterGame4.uproject” -remoteini=“C:\Users\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)): \Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject” “C:\Users\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject” -remoteini=“C:\Users\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, Dictionary2 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, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 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(List1 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(Func2 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

KamiDarko,

If you run the VS2015 installer again, it’ll prompt you to either “Repair”, “Modify” or “Uninstall”. Please select “Modify”. Once you’re in the next screen, you’ll see ‘Common Tools’ near the bottom of the list. Please check that box and continue through the modify process. Once this completely finishes, you should be able to package without any trouble.

Thanks!