PackagingResults: Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>
I think it is from the level blueprint I have no idea i just post so you see there people here to help, but best is make new project and send it all there… and build from scratch.
Thanks, i´m going to try that, this is the final line where it crashes:
UATHelper: Packaging (Windows (64-bit)): ERROR: Stage Failed. Missing receipt ‘D:\Unreal Projects\VG20\Binaries\Win64\VG20.target’. Check that this target has been built.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\MSI\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>
LogSlate: Window ‘Message’ being destroyed
I migrated levels from my UE 4.24 project to a new blank project and imported every project setting, world settings, scalability, compile, build lights again, etc… and finally same binaries issue while trying to package for Win64, Visual Studido 2019 installed with UE addons; this error appears like 100 times, I attached pictures:
UATHelper: Packaging (Windows (64-bit)): Execution of commandlet took: 583.70 seconds
UATHelper: Packaging (Windows (64-bit)): Took 756.9714996s to run UE4Editor-Cmd.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): ********** COOK COMMAND COMPLETED **********
UATHelper: Packaging (Windows (64-bit)): ********** STAGE COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): ERROR: Stage Failed. Missing receipt ‘D:\Unreal Projects\GF1\Binaries\Win64\GF1.target’. Check that this target has been built.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\MSI\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>
LogRendererCore: Warning: FlushRenderingCommands called recursively! 2 calls on the stack.
LogRendererCore: Warning: FlushRenderingCommands called recursively! 2 calls on the stack.
LogRendererCore: Warning: FlushRenderingCommands called recursively! 2 calls on the stack.
LogRendererCore: Warning: FlushRenderingCommands called recursively! 2 calls on the stack.
… 100 of this latter:
LogSlate: Window ‘Message’ being destroyed
LogRendererCore: Warning: FlushRenderingCommands called recursively! 2 calls on the stack.
LogRendererCore: Warning: FlushRenderingCommands called recursively! 2 calls on the stack.
LogRendererCore: Warning: FlushRenderingCommands called recursively! 2 calls on the stack.
I finally made it work, “Build Target” has “Test” writen, as you can see in the last picture, i erased that text (not sure what it does, since tooltip is kind of useless);
Second, i changed “Build” to always, this two things fixed my packaging issues.
Another thing that fixed lots of issues: I deleated in my project folders, anything called cooking and build; because i did a packaging test in the past, when the project was called different, since i make back ups, so… i change the name of the project gradually, but Unreal was conflicted by the old name used to make the old build and the new name of the project.