I get the following log when attempting to package my game based on ShooterGame.
LogInit: Version: 4.5.1-2336687+++depot+UE4-Releases+4.5
LogInit: API Version: 2326478
LogInit: Compiled (64-bit): Oct 21 2014 22:32:40
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.5
LogInit: Command line:
LogInit: Base directory: C:/Program Files/Unreal Engine/4.5/Engine/Binaries/Win64/
LogInit: Rocket: 1
LogTaskGraph: Started task graph with 3 named threads and 6 total threads.
LogOnline:Display: STEAM: Loading Steam SDK 1.30
LogOnline:Warning: STEAM: Steam SDK 1.30 libraries not present at ../../../Engine/Binaries/ThirdParty/Steamworks/Steamv130/Win64/ or failed to load!
LogOnline:Warning: Unable to load default OnlineSubsystem module Steam, using NULL interface
LogOnline:Verbose: NULL: Created thread (ID:9296).
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogVoice:Warning: Failed to initialize voice interface
LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
LogInit: Object subsystem initialized
LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide'
LogConsoleResponse:Warning: Found in ini file 'C:/Users/Matt/Documents/Unreal Projects/Makeshift/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=1.000000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000))),ExternalCurve=None)'
LogConsoleResponse:Warning: Found in ini file 'C:/Users/Matt/Documents/Unreal Projects/Makeshift/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: MATT_LEVEL10-PC
LogInit: User: Matt
LogInit: CPU Page size=4096, Cores=6
LogInit: High frequency timer resolution =3.125156 MHz
LogMemory: Memory total: Physical=15.9GB (16GB approx) Virtual=8192.0GB
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 72.43 MB used, 72.43 MB peak
LogMemory: Process Virtual Memory: 46.71 MB used, 46.71 MB peak
LogMemory: Physical Memory: 6368.68 MB used, 16325.84 MB total
LogMemory: Virtual Memory: 288.50 MB used, 8388608.00 MB total
LogD3D11RHI: Found D3D11 adapter 0: AMD Radeon R9 200 Series (Feature Level 11_0)
LogD3D11RHI: Adapter has 2030MB of dedicated video memory, 0MB of dedicated system memory, and 3840MB of shared system memory, 2 output[s]
LogD3D11RHI: Chosen D3D11 Adapter Id = 0
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation disabled: no driver support
LogTextLocalizationManager: The requested culture ('en_US') has no localization data; parent culture's ('en') localization data will be used.
LogContentStreaming: Texture pool size is 0.000000MB
LogTargetPlatformManager:Display: Building Assets For Windows
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.40s 449MB C:/Users/Matt/AppData/Local/UnrealEngine/4.5/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Matt/AppData/Local/UnrealEngine/4.5/DerivedDataCache/Boot.ddc
LogDerivedDataCache:Display: Pak cache opened for reading ../../../../../../Users/Matt/Documents/Unreal Projects/Makeshift/DerivedDataCache/DDC.ddp.
LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/DDC.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/Matt/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogLinker:Warning: Asset '../../../Engine/Content/Functions/Engine_MaterialFunctions02/Texturing/FlipBook.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
LogLinker:Warning: Asset '../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/Textures/flipbook.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/Characters/HeroFPP/HeroFPP_AnimationBlueprint.HeroFPP_AnimationBlueprint_C:KismetUpdateAnimation; removing parent information, but keeping function
LogAssetRegistry: FAssetRegistry took 0.0097 seconds to start up
LogDirectoryWatcher:Warning: Failed to begin reading directory changes for ../../../Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0
LogStreaming:Warning: Failed to read file '../../../../../../Users/Matt/Documents/Unreal Projects/Makeshift/Content/Slate//Images/SoundCue_SpeakerIcon.png' error.
LogSlate: Could not find file for Slate resource: ../../../../../../Users/Matt/Documents/Unreal Projects/Makeshift/Content/Slate//Images/SoundCue_SpeakerIcon.png
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogObj: 63663 objects as part of root set at end of initial load.
LogUObjectAllocator: 19101072 out of 0 bytes used by permanent object pool.
LogEngine: Initializing Engine...
LogInit: XAudio2 using 'Speakers (ASTRO Gaming USB MixAmp)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogAIModule: Creating AISystem for world NewWorld
LogDerivedDataCache: Saved boot cache 0.23s 449MB C:/Users/Matt/AppData/Local/UnrealEngine/4.5/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogAnalytics: Creating configured Analytics provider AnalyticsET
LogAnalytics: ET APIKey = Rocket.Release. APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.5.1-2336687+++depot+UE4-Releases+4.5
LogAnalytics: SetUserId 716ba44661b33f99c50561778d9fe47c
LogAnalytics: AnalyticsET::StartSession [Rocket.Release]
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LogTargetPlatformManager:Display: Building Assets For Windows
LogTargetPlatformManager:Display: Building Assets For Windows
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="../../../../../../Users/Matt/Documents/Unreal Projects/Makeshift/Content/Maps/OldMaps/Gangplank.umap" TEMPLATE=0 SHOWPROGRESS=1
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000000037B8B600
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogAIModule: Creating AISystem for world Gangplank
Cmd: MAP CHECKDEP
MapCheck: New page: Gangplank - Nov 5, 2014, 7:42:15 PM
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 381.47ms to complete.
LogFileHelpers: Loading map 'Gangplank' took 0.672
LogCollectionManager: Loaded 0 collections in 0.000829 seconds
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object 'Class None.'
LogLoad: Full Startup: 18.88 seconds (BP compile: 0.57 seconds)
LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/Blueprints/Pawns'
LogRenderer:Warning: Reallocating scene render targets to support 1136x904.
LogAssetRegistry: Asset discovery search completed in 5.0937 seconds
LogAnalytics: Event Editor.Usage.AssetClasses has too many attributes (47). May be truncated at the collector.
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: Running on WindowsHostPlatform
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=C:/Users/Matt/Documents/Unreal Projects/Makeshift/Makeshift.uproject -cook -allmaps -CrashReporter -stage -archive -archivedirectory=C:/Users/Matt/Desktop/TEST BUILD -package -WindowsNoEditor -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -targetplatform=Win64 -build -utf8output -NoCompile
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Unreal Engine/4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Unreal Engine/4.5/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Unreal Engine/4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Matt/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Unreal+Engine+4.5)
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Matt\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine+4.5\UAT_Log.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Matt\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine+4.5\UnrealBuildTool.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Unreal Engine/4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Unreal Engine/4.5/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Unreal Engine/4.5/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users/Matt/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Unreal+Engine+4.5
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows (64-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 (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Matt\AppData\Local\Temp\HarvestEnvVars.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\AppData\Local\Temp\HarvestEnvVars.bat=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Users\Matt\AppData\Local\Temp\HarvestEnvVars.bat
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET>call "C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat"
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET>set 1>"C:\Users\Matt\AppData\Local\Temp\HarvestEnvVars.txt"
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.6360364s to run HarvestEnvVars.bat, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\Windows\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\IDE\Devenv.com
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: Command Environment settings:
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: EngineSavedFolder=C:/Program Files/Unreal Engine/4.5/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: LocalRoot=C:/Program Files/Unreal Engine/4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users/Matt/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Unreal+Engine+4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\IDE\Devenv.com
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: TimestampAsString=2014-11-06_00.43.04
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: UATExe=C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationTool.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\Matt\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.5\Rules)
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Matt\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.5\Rules\UATRules446935496.dll
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Matt\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.5\Rules\UATRules446935496.pdb
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Matt\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.5\Rules\UATRules446935496SourceFiles.txt
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 4 script DLL(s).
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Mac
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: PS4
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: HTML5
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Linux
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: Initializing AllowSubmit.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: AllowSubmit=False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: Initializing P4Enabled.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: P4Enabled=False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: P4CLRequired=False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectTargetsForProject: Looking for targets for project C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectTargetsForProject: Searching for target rule files in C:\Users\Matt\Documents\Unreal Projects\Makeshift
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.5\Rules\UATRules446935496.dll=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\Matt\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.5\Rules\UATRules446935496.dll
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\Matt\Desktop\TEST BUILD
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\Matt\Documents\Unreal Projects\Makeshift\Saved\StagedBuilds
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=ShooterGame
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\Matt\Documents\Unreal Projects\Makeshift\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\Matt\Documents\Unreal Projects\Makeshift\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\Matt\Documents\Unreal Projects\Makeshift\Binaries\Win64\ShooterGame.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\Matt\Documents\Unreal Projects\Makeshift\Binaries\Win64\ShooterGame.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: OBBinAPK=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=Makeshift
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Config\DefaultEngine.ini=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.GetDefaultMap: Looking for DefaultMap in C:\Users\Matt\Documents\Unreal Projects\Makeshift\Config\DefaultEngine.ini
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeReadAllLines: SafeReadAllLines C:\Users\Matt\Documents\Unreal Projects\Makeshift\Config\DefaultEngine.ini
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.GetDefaultMap: Found DefaultMap=/Engine/Maps/Entry
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Cooking all maps
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE:
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Development -clean "C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject" -nobuilduht -rocket
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: steamworks SDK not found in ThirdParty/Steamworks/Steamv130/sdk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Exception thrown while processing dependent modules of ShooterGame
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Exception thrown while processing dependent modules of OnlineSubsystemSteam
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Unable to instantiate instance of 'Steamworks' object type from compiled assembly 'ShooterGameModuleRules'. Unreal Build Tool creates an instance of your module's 'Rules' object in order to find out about your module's requirements. The CLR exception details may provide more information: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> UnrealBuildTool.BuildException: ERROR: steamworks SDK not found in ThirdParty/Steamworks/Steamv130/sdk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at Steamworks..ctor(TargetInfo Target) in c:\Program Files\Unreal Engine\4.5\Engine\Source\ThirdParty\Steamworks\Steamworks.build.cs:line 19
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: --- End of inner exception stack trace ---
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at System.Activator.CreateInstance(Type type, Object[] args)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at UnrealBuildTool.RulesCompiler.CreateModuleRules(String ModuleName, TargetInfo Target, String& ModuleFileName)
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1.1640666s to run UnrealBuildTool.exe, ExitCode=2
MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:2): C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Development -clean "C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.upr
MainFrameActions: Packaging (Windows (64-bit)): oject" -nobuilduht -rocket. See logfile for details: 'UnrealBuildTool.txt'
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:2): C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Development -clean "C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.upr
MainFrameActions: Packaging (Windows (64-bit)): oject" -nobuilduht -rocket. See logfile for details: 'UnrealBuildTool.txt'
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.CleanWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform Platform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, String InAddArgs, Boolean ForceUnity)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity)
MainFrameActions: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Command failed (Result:2): C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Development -clean "C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject" -nobuilduht -rocket. See logfile for details: 'UnrealBuildTool.txt'
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=2
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: Running on WindowsHostPlatform
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=C:/Users/Matt/Documents/Unreal Projects/Makeshift/Makeshift.uproject -cook -allmaps -CrashReporter -stage -archive -archivedirectory=C:/Users/Matt/Desktop/TEST BUILD -package -WindowsNoEditor -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -targetplatform=Win64 -build -utf8output -NoCompile
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Unreal Engine/4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Unreal Engine/4.5/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Unreal Engine/4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Matt/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Unreal+Engine+4.5)
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Matt\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine+4.5\UAT_Log.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Matt\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine+4.5\UnrealBuildTool.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Unreal Engine/4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Unreal Engine/4.5/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Unreal Engine/4.5/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users/Matt/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Unreal+Engine+4.5
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows (64-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 (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Matt\AppData\Local\Temp\HarvestEnvVars.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\AppData\Local\Temp\HarvestEnvVars.bat=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Users\Matt\AppData\Local\Temp\HarvestEnvVars.bat
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET>call "C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat"
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET>set 1>"C:\Users\Matt\AppData\Local\Temp\HarvestEnvVars.txt"
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.7550432s to run HarvestEnvVars.bat, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\Windows\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\IDE\Devenv.com
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: Command Environment settings:
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: EngineSavedFolder=C:/Program Files/Unreal Engine/4.5/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: LocalRoot=C:/Program Files/Unreal Engine/4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users/Matt/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Unreal+Engine+4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\IDE\Devenv.com
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: TimestampAsString=2014-11-06_00.44.13
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: UATExe=C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationTool.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\Matt\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.5\Rules)
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Matt\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.5\Rules\UATRules446935496.dll
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Matt\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.5\Rules\UATRules446935496.pdb
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Matt\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.5\Rules\UATRules446935496SourceFiles.txt
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 4 script DLL(s).
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Mac
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: PS4
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: HTML5
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Linux
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: Initializing AllowSubmit.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: AllowSubmit=False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: Initializing P4Enabled.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: P4Enabled=False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: P4CLRequired=False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectTargetsForProject: Looking for targets for project C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectTargetsForProject: Searching for target rule files in C:\Users\Matt\Documents\Unreal Projects\Makeshift
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.5\Rules\UATRules446935496.dll=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\Matt\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.5\Rules\UATRules446935496.dll
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\Matt\Desktop\TEST BUILD
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\Matt\Documents\Unreal Projects\Makeshift\Saved\StagedBuilds
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=ShooterGame
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\Matt\Documents\Unreal Projects\Makeshift\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\Matt\Documents\Unreal Projects\Makeshift\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\Matt\Documents\Unreal Projects\Makeshift\Binaries\Win64\ShooterGame.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\Matt\Documents\Unreal Projects\Makeshift\Binaries\Win64\ShooterGame.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: OBBinAPK=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=Makeshift
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Config\DefaultEngine.ini=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.GetDefaultMap: Looking for DefaultMap in C:\Users\Matt\Documents\Unreal Projects\Makeshift\Config\DefaultEngine.ini
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeReadAllLines: SafeReadAllLines C:\Users\Matt\Documents\Unreal Projects\Makeshift\Config\DefaultEngine.ini
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.GetDefaultMap: Found DefaultMap=/Engine/Maps/Entry
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Cooking all maps
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE:
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Development -clean "C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject" -nobuilduht -rocket
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: steamworks SDK not found in ThirdParty/Steamworks/Steamv130/sdk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Exception thrown while processing dependent modules of ShooterGame
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Exception thrown while processing dependent modules of OnlineSubsystemSteam
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Unable to instantiate instance of 'Steamworks' object type from compiled assembly 'ShooterGameModuleRules'. Unreal Build Tool creates an instance of your module's 'Rules' object in order to find out about your module's requirements
MainFrameActions: Packaging (Windows (64-bit)): . The CLR exception details may provide more information: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> UnrealBuildTool.BuildException: ERROR: steamworks SDK not found in ThirdParty/Steamworks/Steamv130/sdk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at Steamworks..ctor(TargetInfo Target) in c:\Program Files\Unreal Engine\4.5\Engine\Source\ThirdParty\Steamworks\Steamworks.build.cs:line 19
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: --- End of inner exception stack trace ---
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at System.Activator.CreateInstance(Type type, Object[] args)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: at UnrealBuildTool.RulesCompiler.CreateModuleRules(String ModuleName, TargetInfo Target, String& ModuleFileName)
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1.1120636s to run UnrealBuildTool.exe, ExitCode=2
MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:2): C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Development -clean "C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.upr
MainFrameActions: Packaging (Windows (64-bit)): oject" -nobuilduht -rocket. See logfile for details: 'UnrealBuildTool.txt'
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:2): C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Development -clean "C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.upr
MainFrameActions: Packaging (Windows (64-bit)): oject" -nobuilduht -rocket. See logfile for details: 'UnrealBuildTool.txt'
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.CleanWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform Platform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, String InAddArgs, Boolean ForceUnity)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity)
MainFrameActions: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Command failed (Result:2): C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Development -clean "C:\Users\Matt\Documents\Unreal Projects\Makeshift\Makeshift.uproject" -nobuilduht -rocket.
MainFrameActions: Packaging (Windows (64-bit)): See logfile for details: 'UnrealBuildTool.txt'
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=2
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
I packaged the game a few weeks ago and it worked but now all of a sudden it isn’t. Any idea?