Ue4 export not working

I have tried making a game in ue4 and exporting it and for some reason it just will not export I have tried doing a lot of things and fixing a lot of errors and this only happens in specific projects (to be specific all the multiplayer games are the ones that don’t work)

 GetCachedName: 353.058673ms
  AddToPackageList: 1514.623433ms

SavingPackages: 5233.664148ms
EnqueueUnsavedPackages: 37.644155ms
PrecachePlatformDataForNextPackage: 73.535953ms
PrecachePlatformDataForNextNextPackage: 727.793120ms
SaveCookedPackage: 4106.160786ms
ResolveRedirectors: 1.998220ms
LoadPackage: 0.996456ms
GEditorSavePackage: 3975.742731ms
LoadPackage: 284.694407ms
SavingAssetRegistry: 306.877952ms
IntStats
SavedPackage=817
LoadPackage=35
LogTemp:Display: Finished compile of shader map 0x000002B68ED29280
LogTemp:Display: Shader map PhAT_JointLimitMaterial complete, GameThreadShaderMap 0x000002B68ED29280, marking material PhAT_JointLimitMaterial as finished
LogTemp:Display: Marking material as finished 0x000002B72D9AF280
LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 21.904352
LogPlayLevel: Running AutomationTool…
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=“D:/Users/ItzzJ/OneDrive/Documents/Unreal Projects/MyProject2/MyProject2.uproject” BuildCookRun -project=“D:/Users/ItzzJ/OneDrive/Documents/Unreal Projects/MyProject2/MyProject2.uproject” -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -i
nstalled -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -map=/Game/FirstPersonBP/Maps/FirstPersonExampleMap -skipcook -CookInEditor -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Game/FirstPersonBP/Maps/FirstPersonExampleMap -Messaging" -device=WindowsNoEditor@LAPTOP-L41C681T -addcmdline="-Session
Id=268857954E98C35A63D7E898A48BC570 -SessionOwner=‘ItzzJ’ -SessionName=‘Launch On Device’ " -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for D:\Users\ItzzJ\OneDrive\Documents\Unreal Projects\MyProject2\MyProject2.uproject
LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.756669
LogPlayLevel: CommandUtils.Run: Run: D:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=“D:\Users\ItzzJ\OneDrive\Documents\Unreal Projects\MyProject2\MyProject2.uproject” “D:\Users\ItzzJ\OneDrive\Documents\Unreal Projects\MyProject2\MyProject2.uproject” -remoteini=“D:\Users\ItzzJ\OneDrive\Do
cuments\Unreal Projects\MyProject2” -noxge -generatemanifest -NoHotReload
LogPlayLevel: CommandUtils.Run: Run: Took 1.6002542s to run UnrealBuildTool.exe, ExitCode=0
LogPlayLevel: CommandUtils.Run: Run: D:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=“D:\Users\ItzzJ\OneDrive\Documents\Unreal Projects\MyProject2\MyProject2.uproject” “D:\Users\ItzzJ\OneDrive\Documents\Unreal Projects\MyProject2\MyProject2.uproject” -remoteini=“D:\Users\ItzzJ\OneDrive\Do
cuments\Unreal Projects\MyProject2” -noxge -NoHotReload -ignorejunk
LogPlayLevel: UnrealBuildTool: Creating makefile for MyProject2 (no existing makefile)
LogPlayLevel: UnrealBuildTool: Performing full C++ include scan (no include cache file)
LogPlayLevel: UnrealBuildTool: ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe
LogPlayLevel: CommandUtils.Run: Run: Took 5.7818726s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=“D:\Users\ItzzJ\OneDrive\Documents\Unreal Projects\MyProject2\MyProject2.uproject” “D:
\Users\ItzzJ\OneDrive\Documents\Unreal Projects\MyProject2\MyProject2.uproject” -remoteini=“D:\Users\ItzzJ\OneDrive\Documents\Unreal Projects\MyProject2” -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2017.04.12-07.17.51.txt’
LogPlayLevel: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) LogPlayLevel: at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel: at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) LogPlayLevel: at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary2 EnvVars)
LogPlayLevel: at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) LogPlayLevel: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Dictionary2 InTargetToManifest) LogPlayLevel: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel: at BuildCookRun.ExecuteBuild() LogPlayLevel: at AutomationTool.BuildCommand.Execute() LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) LogPlayLevel: at AutomationTool.Automation.Process(String] Arguments) LogPlayLevel: at AutomationTool.Program.MainProc(Object Param) LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
LogPlayLevel: at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 7.005130
LogPlayLevel: BUILD FAILED