I’ve been working on a blueprint-only project for a couple months now, and we’re getting ready to deploy our Alpha build for an upcoming event, but I cannot package our project for Windows without encountering the RunUAT.bat ERROR. I had some other errors previously, but seem to have resolved (most of) those. I am running UE 4.10.2, Windows 10, Visual Studio 2015 Community. Having flipped through some of the forum topics on this, I reinstalled VS 2015 with the Common Tools enabled, and this didn’t help. Here is my error log (followed by images):
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(1175204691) SRandInit(1175204692).
LogTaskGraph: Started task graph with 4 named threads and 7 total threads.
LogStats: Stats thread started at 0.088765
LogInit: Version: 4.10.2-2818068+++depot+UE4-Releases+4.10
LogInit: API Version: 2758231
LogInit: Compiled (64-bit): Jan 6 2016 17:36:42
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.10
LogInit: Command line:
LogInit: Base directory: C:/Program Files/Epic Games/4.10/Engine/Binaries/Win64/
LogInit: Rocket: 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.
LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: ELI
LogInit: User: brandon
LogInit: CPU Page size=4096, Cores=4
LogInit: High frequency timer resolution =2.338343 MHz
LogMemory: Memory total: Physical=15.9GB (16GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 58.84 MB used, 58.84 MB peak
LogMemory: Process Virtual Memory: 57.80 MB used, 57.80 MB peak
LogMemory: Physical Memory: 5318.29 MB used, 16304.71 MB total
LogMemory: Virtual Memory: 383.86 MB used, 134217728.00 MB total
LogTextLocalizationManager: No specific translations for ('en-US') exist, so ('en') translations will be used.
LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 765M (Feature Level 11_0)
LogD3D11RHI: Adapter has 1992MB of dedicated video memory, 0MB of dedicated system memory, and 8152MB of shared system memory, 3 output[s]
LogD3D11RHI: Found D3D11 adapter 1: Intel(R) HD Graphics 4600 (Feature Level 11_0)
LogD3D11RHI: Adapter has 112MB of dedicated video memory, 0MB of dedicated system memory, and 8152MB of shared system memory, 0 output[s]
LogD3D11RHI: Found D3D11 adapter 2: Microsoft Basic Render Driver (Feature Level 11_0)
LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 8152MB of shared system memory, 0 output[s]
LogD3D11RHI: Chosen D3D11 Adapter Id = 0
LogD3D11RHI: !Direct3DDevice
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogShaderCompilers: Guid format shader working directory is -6 characters bigger than the processId version (../../../../../../Users/brandon/Desktop/Eventide_0410/Intermediate/Shaders/WorkingDirectory/10776/).
LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/brandon/AppData/Local/Temp/UnrealShaderWorkingDir/E12220594A38B9433B78BBA0BC9A7FE3/'.
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 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 0.04s 41MB C:/Users/brandon/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/brandon/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Users/brandon/Desktop/Eventide_0410/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 ../../../../../../Users/brandon/Desktop/Eventide_0410/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/brandon/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.000000MB
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogAssetRegistry: FAssetRegistry took 0.0111 seconds to start up
UdpMessaging: 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
LogObj: 28802 objects as part of root set at end of initial load.
LogUObjectAllocator: 6129776 out of 0 bytes used by permanent object pool.
LogEngine: Initializing Engine...
LogHMD: Can't find Oculus library dev build: is proper Runtime installed? Version: 0.8.0.0
LogHMD: SteamVR failed to initialize. Err: 108
LogAIModule: Creating AISystem for world NewWorld
LogInit: XAudio2 using 'Headset Earphone (2- Razer Kraken 7.1 Chroma)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.02s 41MB C:/Users/brandon/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogAnalytics: Creating configured Analytics provider AnalyticsET
LogAnalytics: [UEEditor.Rocket.Release] APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.10.2-2818068+++depot+UE4-Releases+4.10
LogAnalytics: [UEEditor.Rocket.Release] SetUserId b1d0a68c43bc22018e1601874f19ea61|64a808c6e7424034902e1640bd84b7d9|5c4d3847-b8d8-4f6f-890d-8a1289d55824
LogAnalytics: [UEEditor.Rocket.Release] AnalyticsET::StartSession
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogCook:Display: Done creating registry. It took 0.00s.
LogFileCache: Scanning file cache for directory 'C:/Users/brandon/Desktop/Eventide_0410/Content/' took 0.02s
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="../../../../../../Users/brandon/Desktop/Eventide_0410/Content/RyanSims/RCS_Maps/RCS_MainMenu.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000027BB12CAAC0
LogAIModule: Creating AISystem for world RCS_MainMenu
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 50.009ms to complete.
LogFileHelpers: Loading map 'RCS_MainMenu' took 0.686
LogCollectionManager: Loaded 0 collections in 0.002289 seconds
LogFileCache: Scanning file cache for directory 'C:/Users/brandon/Desktop/Eventide_0410/Saved/Collections/' took 0.01s
LogFileCache: Scanning file cache for directory 'C:/Users/brandon/Desktop/Eventide_0410/Content/Developers/brandon/Collections/' took 0.01s
LogFileCache: Scanning file cache for directory 'C:/Users/brandon/Desktop/Eventide_0410/Content/Collections/' took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000001 seconds
LogContentBrowser: Native class hierarchy populated in 0.0068 seconds. Added 1908 classes and 344 folders.
LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0003 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.'
LogLoad: Full Startup: 5.38 seconds (BP compile: 0.15 seconds)
LogOcInput: Can't find Oculus library dev build: is proper Runtime installed? Version: 0.8.0.0
LogContentStreaming: Texture pool size now 700 MB
LogRenderer: Reallocating scene render targets to support 1188x464 (Frame:2).
LogAssetRegistry: Asset discovery search completed in 2.7457 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000027 seconds (updated 0 objects)
MainFrameActions: Packaging (Windows (32-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: CWD=C:\Program Files\Epic Games\4.10\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/brandon/Desktop/Eventide_0410/Eventide_0410.uproject -cook -stage -archive -archivedirectory=C:/Users/brandon/Desktop/New folder -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win32 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.10/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/brandon/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.10)
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (32-bit)): 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: Packaging (Windows (32-bit)): WindowsPlatform.get_Compiler: WARNING: Using Visual Studio 2013 toolchain instead of Visual Studio 2015 toolchain.
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\brandon\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.10\Rules)
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\brandon\Desktop\Eventide_0410\Eventide_0410.uproject
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\brandon\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.10\Rules\UATRules-2137849167.dll
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: Errors detected while compiling C:\Users\brandon\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.10\Rules\UATRules-2137849167.dll:
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\brandon\Desktop\Eventide_0410\Intermediate\Source\Eventide_4-10.Target.cs(6,24) : error CS1514: { expected
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\brandon\Desktop\Eventide_0410\Intermediate\Source\Eventide_4-10.Target.cs(6,24) : error CS1519: Invalid token '-' in class, struct, or interface member declaration
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\brandon\Desktop\Eventide_0410\Intermediate\Source\Eventide_4-10.Target.cs(6,34) : error CS1519: Invalid token ':' in class, struct, or interface member declaration
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\brandon\Desktop\Eventide_0410\Intermediate\Source\Eventide_4-10.Target.cs(7,1) : error CS1519: Invalid token '{' in class, struct, or interface member declaration
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\brandon\Desktop\Eventide_0410\Intermediate\Source\Eventide_4-10.Target.cs(8,22) : error CS1519: Invalid token '-' in class, struct, or interface member declaration
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\brandon\Desktop\Eventide_0410\Intermediate\Source\Eventide_4-10.Target.cs(8,25) : error CS1520: Method must have a return type
MainFrameActions: Packaging (Windows (32-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in UnrealBuildTool: ERROR: UnrealBuildTool encountered an error while compiling source files
MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at UnrealBuildTool.DynamicCompilation.CompileAssembly(String OutputAssemblyPath, List`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean TreatWarningsAsErrors)
MainFrameActions: Packaging (Windows (32-bit)): at UnrealBuildTool.DynamicCompilation.CompileAndLoadAssembly(String OutputAssemblyPath, List`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean DoNotCompile, Boolean TreatWarningsAsErrors)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.CompileAndLoadTargetsAssembly(ProjectProperties Properties, String TargetsDllFilename, Boolean DoNotCompile, List`1 TargetScripts)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.DetectTargetsForProject(ProjectProperties Properties, List`1 ExtraSearchPaths)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.DetectProjectProperties(String RawProjectPath, List`1 ClientTargetPlatforms)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.GetProjectProperties(String RawProjectPa
MainFrameActions: Packaging (Windows (32-bit)): th, List`1 ClientTargetPlatforms)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable`1 StageNonMonolithic, String UE4Exe, String SignPak, List`1 ClientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 DirectoriesToCook, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatformMap, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 Cook, String CookFlavor, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 UseDebugParamForEditorExe, Nullable`1 IterativeCooking, Nullable`1 CookAll, Nullable`1 CookMapsOnly, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, Nullable`1 UnversionedCookedContent, Nullable`1 SkipCookingEditorContent, Nullable`1 NumCookersToSpawn, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, Nullable`1 GeneratePatch, String DLCName, Nullable`1 DLCIncludeEngineContent, Nullable`1 NewCook, Nullable`1 OldCook, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 Prereqs, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 Rocket, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, Nullable`1 CreateAppBundle, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String SpecifiedArchitecture, Nullable`1 IterativeDeploy, Nullable`1 FastCook, Nullable`1 IgnoreCookErrors, Nullable`1 CodeSign, String Provision, String Certificate)
MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.SetupParams()
MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.ExecuteBuild()
MainFrameActions: Packaging (Windows (32-bit)): at BuildCommand.Execute()
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown
MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (32-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
MainFrameActions: Packaging (Windows (32-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: CWD=C:\Program Files\Epic Games\4.10\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/brandon/Desktop/Eventide_0410/Eventide_0410.uproject -cook -stage -archive -archivedirectory=C:/Users/brandon/Desktop/New folder -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win32 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.10/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/brandon/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.10)
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (32-bit)): 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: Packaging (Windows (32-bit)): WindowsPlatform.get_Compiler: WARNING: Using Visual Studio 2013 toolchain instead of Visual Studio 2015 toolchain.
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\brandon\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.10\Rules)
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\brandon\Desktop\Eventide_0410\Eventide_0410.uproject
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\brandon\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.10\Rules\UATRules-2137849167.dll
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: Errors detected while compiling C:\Users\brandon\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.10\Rules\UATRules-2137849167.dll:
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\brandon\Desktop\Eventide_0410\Intermediate\Source\Eventide_4-10.Target.cs(6,24) : error CS1514: { expected
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\brandon\Desktop\Eventide_0410\Intermediate\Source\Eventide_4-10.Target.cs(6,24) : error CS1519: Invalid token '-' in class, struct, or interface member declaration
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\brandon\Desktop\Eventide_0410\Intermediate\Source\Eventide_4-10.Target.cs(6,34) : error CS1519: Invalid token ':' in class, struct, or interface member declaration
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\brandon\Desktop\Eventide_0410\Intermediate\Source\Eventide_4-10.Target.cs(7,1) : error CS1519: Invalid token '{' in class, struct, or interface member declaration
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\brandon\Desktop\Eventide_0410\Intermediate\Source\Eventide_4-10.Target.cs(8,22) : error CS1519: Invalid token '-' in class, struct, or interface member declaration
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\brandon\Desktop\Eventide_0410\Intermediate\Source\Eventide_4-10.Target.cs(8,25) : error CS1520: Method must have a return type
MainFrameActions: Packaging (Windows (32-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in UnrealBuildTool: ERROR: UnrealBuildTool encountered an error while compiling source files
MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at UnrealBuildTool.DynamicCompilation.CompileAssembly(String OutputAssemblyPath, List`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean TreatWarningsAsErrors)
MainFrameActions: Packaging (Windows (32-bit)): at UnrealBuildTool.DynamicCompilation.CompileAndLoadAssembly(String OutputAssemblyPath, List`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean DoNotCompile, Boolean TreatWarningsAsErrors)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.CompileAndLoadTargetsAssembly(ProjectProperties Properties, String TargetsDllFilename, Boolean DoNotCompile, List`1 TargetScripts)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.DetectTargetsForProject(ProjectProperties Properties, List`1 ExtraSearchPaths)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.DetectProjectProperties(String RawProjectPath, List`1 ClientTargetPlatforms)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.GetProjectProperties(String RawProjectPa
MainFrameActions: Packaging (Windows (32-bit)): th, List`1 ClientTargetPlatforms)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable`1 StageNonMonolithic, String UE4Exe, String SignPak, List`1 ClientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 DirectoriesToCook, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatformMap, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 Cook, String CookFlavor, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 UseDebugParamForEditorExe, Nullable`1 IterativeCooking, Nullable`1 CookAll, Nullable`1 CookMapsOnly, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, Nullable`1 UnversionedCookedContent, Nullable`1 SkipCookingEditorContent, Nullable`1 NumCookersToSpawn, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, Nullable`1 GeneratePatch, String DLCName, Nullable`1 DLCIncludeEngineContent, Nullable`1 NewCook, Nullable`1 OldCook, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 Prereqs, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 Rocket, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, Nullable`1 CreateAppBundle, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String SpecifiedArchitecture, Nullable`1 IterativeDeploy, Nullable`1 FastCook, Nullable`1 IgnoreCookErrors, Nullable`1 CodeSign, String Provision, String Certificate)
MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.SetupParams()
MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.ExecuteBuild()
MainFrameActions: Packaging (Windows (32-bit)): at BuildCommand.Execute()
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown
MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (32-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
Furthermore, I have attempted to start and package an empty First Person Shooter template project, and am getting similar errors (can post those logs if necessary). Please help!