Unreal Engine 4.11 : Trying to compile on a platform that has no compiler Error

Hi there . I am new to Unreal and I am having a hard time packaging my project for both windows 64 and 32 .
This is in short the things I tried to fix this problem :
1. I have installed visual studio 2015 ( which also installs the windows 8.1 sdk)
2. I also installed windows 10 sdk incase it is needed ( I am running on windows 10)

  • What happens is after I start my project and hit package > windows 64 , I end up with an error which says that the compiler is not found.These is the section of the log that states the error:
    ==========================================================================================

    MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool…
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: 2019-03-27T09:48:36.4420339Z: Running on WindowsHostPlatform as a 64-bit process.
    MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=E:/tEST/AndroidProjet/AndroidProjet.uproject BuildCookRun -nocompileeditor -nop4 -project=E:/tEST/AndroidProjet/AndroidProjet.uproject -cook -stage -archive -archivedirectory=E:/tEST -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
    MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
    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.CompilerVisualStudio2015
    MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: SetFrameworkVars failed. Assuming no compilation capability.
    MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
    MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for E:\tEST\AndroidProjet\AndroidProjet.uproject
    MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: You are attempting to compile on a machine that does not have a supported compiler!
    MainFrameActions: 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) in E:\Unreal Engine 4.11.0 Master\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1386
    MainFrameActions: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) in E:\Unreal Engine 4.11.0 Master\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 124
    MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) in E:\Unreal Engine 4.11.0 Master\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 209
    MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.BuildCommand.Execute() in E:\Unreal Engine 4.11.0 Master\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 28
    MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) in E:\Unreal Engine 4.11.0 Master\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 412
    MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine) in E:\Unreal Engine 4.11.0 Master\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 383
    MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param) in E:\Unreal Engine 4.11.0 Master\Engine\Source\Programs\AutomationTool\Program.cs:line 131
    MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in E:\Unreal Engine 4.11.0 Master\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 706
    MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main() in E:\Unreal Engine 4.11.0 Master\Engine\Source\Programs\AutomationTool\Program.cs:line 54
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
    MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
    MainFrameActions: Packaging (Windows (64-bit)): AutomationToolLauncher exiting with ExitCode=1
    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
    PackagingResults:Error: Error Unknown Error

=======================================================================================

I ran the command files that setup environment variables for VS 2015 .I can now call the compiler from the command line ; thus I suppose this means the compiler is setup properly. The log also states that it recognises the VS 2015 as installed/ present. [WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2015]. As for windows 8.1 sdk , it is already installed in [C:\Program Files (x86)\Windows Kits\8.1] .

So what am I doing wrong ? Why on god’s earth is this thing not compiling ? Please HELP!!

Did you install C++ common tools component?

Yes I did. But I figured out something. When I tried to create a c ++ project, it asked me for VS2013 instead of VS2015. I thought unreal 4.11 used VS 2015 and that’s why I installed VS2015 community instead of 2013. I am trying to download unreal 4.19 because I don’t wanna replace VS2015 with 2017. I will try that And see what happens.