Unable to package game 4.15.1

Hi, I am a first time user of UE4. I have a relatively simple scene that I am trying to package as a demo for a client, but for some reason, it fails. I’ll leave the error log here. Thanks in advance.

LOG:

LogTaskGraph: Started task graph with 5 named threads and 10 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.108458
LogInit: Using libcurl 7.47.1
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with OpenSSL/1.0.2g
LogInit: - supports HTTP deflate (compression) using libz 1.2.8
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_LIBZ
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 = false - Libcurl will NOT 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: Build: ++UE4+Release-4.15-CL-3348071
LogInit: Engine Version: 4.15.1-3348071+++UE4+Release-4.15
LogInit: Compatible Engine Version: 4.15.0-3299760+++UE4+Release-4.15
LogInit: Net CL: 3299760
LogDevObjectVersion: Number of dev versions registered: 14
LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 8
LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 14
LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 22
LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 12
LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 3
LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogDevObjectVersion: Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
LogInit: Compiled (64-bit): Mar 15 2017 16:52:47
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.15
LogInit: Command line: -EpicPortal
LogInit: Base directory: C:/Program Files/Epic Games/UE_4.15/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: TEMP-PC
LogInit: User:
LogInit: CPU Page size=65536, Cores=6
LogInit: High frequency timer resolution =3.410097 MHz
LogMemory: Memory total: Physical=95.9GB (96GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 268.79 MB used, 268.79 MB peak
LogMemory: Process Virtual Memory: 276.90 MB used, 276.90 MB peak
LogMemory: Physical Memory: 10941.65 MB used, 87269.59 MB free, 98211.25 MB total
LogMemory: Virtual Memory: 645.59 MB used, 87269.59 MB free, 8388608.00 MB total
LogTextLocalizationManager: No specific translations for (‘en-GB’) exist, so (‘en’) translations will be used.
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. ‘NVIDIA Quadro K4200’ (Feature Level 11_0)
LogD3D11RHI: 4026/0/48849 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:2, VendorId:0x10de
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: GPU DeviceId: 0x11b4 (for the marketing name, search the web for “GPU Device Id”)
LogWindows: EnumDisplayDevices:
LogWindows: 0. ‘NVIDIA Quadro K4200’ (P:1 D:1)
LogWindows: 1. ‘NVIDIA Quadro K4200’ (P:0 D:1)
LogWindows: 2. ‘NVIDIA Quadro K4200’ (P:0 D:0)
LogWindows: 3. ‘NVIDIA Quadro K4200’ (P:0 D:0)
LogWindows: 4. ‘RDPDD Chained DD’ (P:0 D:0)
LogWindows: 5. ‘RDP Encoder Mirror Driver’ (P:0 D:0)
LogWindows: 6. ‘RDP Reflector Display Driver’ (P:0 D:0)
LogWindows: DebugString: GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter FoundDriverCount:4
LogD3D11RHI: Adapter Name: NVIDIA Quadro K4200
LogD3D11RHI: Driver Version: 368.86 (internal:10.18.13.6886, unified:368.86)
LogD3D11RHI: Driver Date: 7-12-2016
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI:Warning: Timestamp queries are currently disabled on this hardware due to instability. Realtime GPU stats will not be available. You can override this behaviour by setting r.NVIDIATimestampWorkaround to 0
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 2)
LogShaderCompilers: Guid format shader working directory is -7 characters bigger than the processId version (//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Intermediate/Shaders/WorkingDirectory/3288/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users//AppData/Local/Temp/UnrealShaderWorkingDir/4D6380FF44B947CD0A5A5CA99A6959E9/’.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
LogTemp:Display: Loaded TP MacClientTargetPlatform
LogTemp:Display: Loaded TP MacNoEditorTargetPlatform
LogTemp:Display: Loaded TP MacServerTargetPlatform
LogTemp:Display: Loaded TP MacTargetPlatform
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 TVOSTargetPlatform
LogTemp:Display: Loaded TP LinuxClientTargetPlatform
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 0.08s 50MB C:/Users//AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users//AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file //assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/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 //assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/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//AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogSlate: Using Freetype 2.6.0
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.00 MB
LogMeshUtilities: Using QuadricMeshReduction for automatic static mesh reduction
LogSimplygon: Simplygon DLL not present - disabling.
LogMeshUtilities: Using SimplygonSwarm for distributed automatic mesh merging
LogMeshUtilities: No automatic skeletal mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogNetVersion: GetLocalNetworkVersion: CL: 3299760, ProjectName: pid12264_thebower_01, ProjectVersion: , EngineNetworkVersion: 2, GameNetworkVersion: 0, NetworkChecksum: 2791482895
LogAssetRegistry: FAssetRegistry took 0.0200 seconds to start up
LogPackageLocalizationCache: Processed 3 localized package path(s) for 2 prioritized culture(s) in 0.208899 seconds
LogUObjectArray: 32493 objects as part of root set at end of initial load.
LogUObjectAllocator: 7077032 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogSubstanceCoreModule: Substance [CPU] Engine Loaded, Max Texture Size = 2048
LogTcpMessaging: Initializing TcpMessaging bridge
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogDirectoryWatcher: A directory notification failed for ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/’ because it was empty or there was a buffer overflow. Attemping another request…
LogMaterial: Uniform references updated for custom material expression Custom.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogEngine: Initializing Engine…
LogHMD: Failed to initialize OpenVR with code 110
LogAIModule: Creating AISystem for world Untitled
LogInit: XAudio2 using ‘Speakers (Realtek High Definition Audio)’ : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.05s 50MB C:/Users//AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogEngineSessionManager: EngineSessionManager initialized
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogCook:Display: Max memory allowance for cook 16384mb min free memory 0mb
LogCook:Display: Mobile HDR setting 1
LogFileCache: Scanning file cache for directory ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/’ took 0.18s
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE=“//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/THEBOWER/THEBOWER.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogAIModule: Creating AISystem for world THEBOWER
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 177.231ms to complete.
LogFileHelpers: Loading map ‘THEBOWER’ took 6.610
LogCollectionManager: Loaded 0 collections in 0.005725 seconds
LogFileCache: Scanning file cache for directory ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/Developers//Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/Collections/’ took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000002 seconds
LogContentBrowser: Native class hierarchy populated in 0.0117 seconds. Added 2259 classes and 459 folders.
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0010 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0011 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0016 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
LogContentBrowser: Native class hierarchy updated for ‘HierarchicalLODOutliner’ in 0.0014 seconds. Added 1 classes and 2 folders.
LogLoad: (Engine Initialization) Total time: 30.50 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 0.12 seconds
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogOcInput: OculusInput pre-init called
LogDirectoryWatcher: A directory notification failed for ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/’, and we were unable to create a new request.
LogDirectoryWatcher: A directory notification failed for ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Saved/Collections/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/Developers//Collections/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/Collections/’ because it was empty or there was a buffer overflow. Attemping another request…
LogContentStreaming: Texture pool size now 1000 MB
LogSlate: Took 0.000304 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Regular.ttf’ (155K)
LogSlate: Took 0.000226 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Bold.ttf’ (160K)
LogSlate: Took 0.000248 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf’ (139K)
LogSlate: Took 0.000212 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (159K)
LogRenderer: Reallocating scene render targets to support 1248x668 NumSamples 1 (Frame:2).
LogAssetRegistry: Asset discovery search completed in 20.7801 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000004 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000018 seconds (updated 0 objects)
LogDirectoryWatcher: A directory notification failed for ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Saved/Collections/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Saved/Collections/’, and we were unable to create a new request.
LogDirectoryWatcher: A directory notification failed for ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/Developers//Collections/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/Developers//Collections/’, and we were unable to create a new request.
LogDirectoryWatcher: A directory notification failed for ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/Collections/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/Content/Collections/’, and we were unable to create a new request.
LogEditorViewport: Clicking on Actor (LMB): StaticMeshActor (SM_Cladding_vert)
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool…
UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/PID12264_TheBower_01.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/PID12264_TheBower_01.uproject -cook -stage
-archive -archivedirectory=//assembly04/GRA/4-/RD_/UE4/PID12264_TheBower_01/package -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
UATHelper: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
UATHelper: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for \assembly04\GRA\4-\RD_\UE4\PID12264_TheBower_01\PID12264_TheBower_01.uproject
UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe PID12264_TheBower_01 Win64 Shipping -Project=\assembly04\GRA\4-\RD_\UE4\PID12264_TheBower_01\PID12264_TheBower_01.uproject \assembly04\GRA\4-\RD_\UE4\PID12264_TheBower_01\PID12264_TheBower_01.uproject
-remoteini=“\assembly04\GRA\4-\RD_\UE4\PID12264_TheBower_01” -noxge -generatemanifest -NoHotReload
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target)
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.8640864s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe PID12264_TheBower_01 Win64 Shipping -Project=\assembly04\GRA\4-\RD_\UE4\PID12264_TheBower_01\PID12264_TheBower_01.uproject \assembly04\GRA\4-\RD_\UE4\PID12264_TheBower_01\PID12264_TheBower_01.uproject
-remoteini=“\assembly04\GRA\4-\RD_\UE4\PID12264_TheBower_01” -noxge -NoHotReload -ignorejunk
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for PID12264_TheBower_01 (no existing makefile)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (no include cache file)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Windows SDK v8.1 must be installed in order to build this target.
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 2.3072307s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe PID12264_TheBower_01 Win64 Shipping -Project=\assembly04\GRA\4-\RD_\UE4\PID12264_TheBower_0
1\PID12264_TheBower_01.uproject \assembly04\GRA\4-\RD_\UE4\PID12264_TheBower_01\PID12264_TheBower_01.uproject -remoteini=“\assembly04\GRA\4-\RD_\UE4\PID12264_TheBower_01” -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2017.05.16-11.07.45.txt’
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary2 EnvVars)
UATHelper: Packaging (Windows (64-bit)): 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) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Dictio
nary2 InTargetToManifest) UATHelper: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) UATHelper: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) UATHelper: Packaging (Windows (64-bit)): at BuildCookRun.ExecuteBuild() UATHelper: Packaging (Windows (64-bit)): at AutomationTool.BuildCommand.Execute() UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] Arguments) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
LogSlate: Took 0.000207 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf’ (77K)

What seems to be your error is this: Windows SDK v8.1 must be installed in order to build this target.
Check out the following page, maybe it helps

Thanks for that! It helped to reach the solution and ended up to disable the substance pluggin to be able to package the project. I have a new error running the executable though…

138116-exe+error.jpg

any idea how to work arround it?

Did you do a shipping build or a development build?

I tried both and the error persisted…

Bummer! I haven’t come across such an error, so I can’t really tell what it’s about.
Here are multiple answers to a similar problem though, maybe one of them works for you!

Thanks :slight_smile: it is probably something about running the game in a network…when I run it locally it works fine.