RunUAT.bat ERROR: AutomationTool was unable to run successfully

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!

Hello,

You’ll need to install the option C++ content as well as the Common Tools.

According to this error message, it was not properly installed:

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.

Have a great day

Thanks, going to give that a shot right away.

Updated VS2015, now getting error code…

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

I’m thinking it has to do with the project previously being named “Eventide_04-10” and that dash throwing everything off, so I’ve gone in to VS2015, taken out the dash, but now need to know how to tell Unreal to access this new Eventide_0410.Target.cs file.

Edit: Also, I’ve now tried migrating project stuff (maps, namely) into a new project, which - when attempting to package - is giving me this error…

MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in mscorlib: The process cannot access the file 'C:\Users\brandon\Desktop\packageBuild\WindowsNoEditor\Eventide_Package.exe' because it is being used by another process.

RESOLVED. Migrated assets into new project and set it up. Restarted PC to make sure nothing was accessing the file location I was attempting to write to. Worked.

When you migrated your assets did you use a special option or just copy the content folder over? I’m having the same issue and I created a new project and just copied the content folder over with no dice.