Unreal engine 5 error pakind

Hi,

I got a problem with Package Project for windows. I was used ShooterProjekt for student project (Non Comercial) and i get problem with it. Can you help me ? I will send you screens with errorLOG i was trying to package it for 32 and 64 bits and i got nothing.

photos

Hello Wojcieh,

Could you send me the entire packaging log? You can find it in a .txt format inside of your project folder. It’ll be under Saved > Logs. Have you tried packaging a blank project or just the base Shooter Game project to see if that works correctly?

We haven’t heard from you in a while, Wojcieh. Are you still experiencing this issue? If so, could you please provide the logs that I asked for in my previous comment? In the meantime, I’ll be marking this issue as resolved for tracking purposes.

LogInit:Display: RandInit(-1355865077) SRandInit(-1355865077).
LogTaskGraph: Started task graph with 4 named threads and 7 total threads.
LogStats: Stats thread started at 0.082502
LogInit: Version: 4.9.2-2707645+++depot+UE4-Releases+4.9
LogInit: API Version: 2672455
LogInit: Compiled (64-bit): Sep 28 2015 10:25:44
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.9
LogInit: Command line:
LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.9/Engine/Binaries/Win64/
LogInit: Rocket: 1
LogInit: Using libcurl 7.41.0
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with WinSSL
LogInit: - other features:
LogInit: CURL_VERSION_SSL
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 = true - Libcurl will 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.
LogOnline:Display: STEAM: Loading Steam SDK 1.32
LogOnline:Warning: STEAM: Steam API disabled!
LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: Unable to create OnlineSubsystem module Steam
LogOnline: Unable to load default OnlineSubsystem module Steam, using NULL interface
LogOnline:Verbose: NULL: Created thread (ID:340).
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
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: USER-KOMPUTER
LogInit: User: user
LogInit: CPU Page size=4096, Cores=4
LogInit: High frequency timer resolution =2.338378 MHz
LogMemory: Memory total: Physical=7.9GB (8GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 56.66 MB used, 56.66 MB peak
LogMemory: Process Virtual Memory: 57.79 MB used, 57.79 MB peak
LogMemory: Physical Memory: 1942.05 MB used, 8104.36 MB total
LogMemory: Virtual Memory: 347.01 MB used, 8388608.00 MB total
LogTextLocalizationManager: No translations for (‘pl-PL’) exist, falling back to ‘en’ for localization and internationalization data.
LogD3D11RHI: Found D3D11 adapter 0: Intel(R) HD Graphics 4600 (Feature Level 11_0)
LogD3D11RHI: Adapter has 64MB of dedicated video memory, 0MB of dedicated system memory, and 1632MB of shared system memory, 1 output[s]
LogD3D11RHI: Chosen D3D11 Adapter Id = 0
LogD3D11RHI: !Direct3DDevice
LogRHI: Texture pool is 616 MB (70% of 880 MB)
LogD3D11RHI: Async texture creation enabled
LogShaderCompilers: Guid format shader working directory is 15 characters bigger than the processId version (E://ShooterGame/Intermediate/Shaders/WorkingDirectory/1072/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘E://ShooterGame/Intermediate/Shaders/tmp/F72D0D4E404FBF3128B0F88133F26B5B/’.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
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_PVRTCTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
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 69MB C:/Users/user/AppData/Local/UnrealEngine/4.9/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/user/AppData/Local/UnrealEngine/4.9/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file E://ShooterGame/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading E://ShooterGame/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/user/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.000000MB
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogAnimation:Warning: UAnimMontage::PostLoad: The actual sequence length for montage HerroFPP_RifleFire_Montage does not match the length stored in the asset, please resave the montage asset.
LogAnimation:Warning: UAnimMontage::PostLoad: The actual sequence length for montage HeroTTP_RifleReload does not match the length stored in the asset, please resave the montage asset.
LogAssetRegistry: FAssetRegistry took 0.0101 seconds to start up
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogLinker:Warning: Asset ‘…/…/…/Engine/Plugins/Runtime/LeapMotionController/Content/LM_PassthroughMaterial.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
LogObj: 46054 objects as part of root set at end of initial load.
LogUObjectAllocator: 11976624 out of 0 bytes used by permanent object pool.
LogEngine: Initializing Engine…
LogHMD: Can’t find Oculus library dev build: is proper Runtime installed? Version: 0.7.0.0
LogHMD: SteamVR failed to initialize. Err: 110
LogAIModule: Creating AISystem for world NewWorld
LogInit: XAudio2 using ‘Głośniki (2 — Urządzenie zgodne ze standardem High Definition Audio)’ : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.04s 69MB C:/Users/user/AppData/Local/UnrealEngine/4.9/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogAnalytics: Creating configured Analytics provider AnalyticsET
LogAnalytics: [UEEditor.Rocket.Release] APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.9.2-2707645+++depot+UE4-Releases+4.9
LogAnalytics: [UEEditor.Rocket.Release] SetUserId 84fbeb254402458e99aaf1a1002c688c|a623446f3d9143929868e7db31129bb3|068e9bf1-eb9d-498b-8c1d-1905e23877a3
LogAnalytics: [UEEditor.Rocket.Release] AnalyticsET::StartSession
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogCook:Display: Done creating registry. It took 0.00s.
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE=“E://ShooterGame/Content/Maps/level000.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x00000000278F9E40
LogFileCache: Scanning file cache for directory ‘E://ShooterGame/Content/’ took 0.16s
LogAIModule: Creating AISystem for world level000
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 1,426.42ms to complete.
LogFileHelpers: Loading map ‘level000’ took 13.978
LogCollectionManager: Loaded 0 collections in 0.006095 seconds
LogFileCache: Scanning file cache for directory ‘E://ShooterGame/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘E://ShooterGame/Content/Developers/user/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘E://ShooterGame/Content/Collections/’ took 0.01s
LogContentBrowser: Native class hierarchy populated in 0.2139 seconds. Added 1914 classes and 349 folders.
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000003 seconds
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.2161 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.1832 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.2011 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
LogLoad: Full Startup: 38.77 seconds (BP compile: 0.26 seconds)
LogContentStreaming: Texture pool size now 200 MB
LogRenderer: Reallocating scene render targets to support 1208x576 (Frame:2).
Cmd: UpdateLandscapeEditorData -warnings
LogFileCache: Retrieving MD5 hashes for directory ‘E://ShooterGame/Content/’ took 1.03s
LogAssetRegistry: Asset discovery search completed in 20.8770 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000025 seconds (updated 0 objects)
MainFrameActions: Packaging (Windows (32-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: CWD=C:\Program Files (x86)\Epic Games\4.9\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=E://ShooterGame/ShooterGame.uproject -cook -stage -archive -archivedirectory=C:/Users/user/Desktop/Nowy folder -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win32 -build -utf8output
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files (x86)/Epic Games/4.9/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/user/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+(x86)+Epic+Games+4.9)
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows (32-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 (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\user\AppData\Local\Temp\UAT\C+Program+Files+(x86)+Epic+Games+4.9\Rules)
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for E:\ShooterGame\ShooterGame.uproject
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\user\AppData\Local\Temp\UAT\C+Program+Files+(x86)+Epic+Games+4.9\Rules\UATRules58017729.dll
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CreateAppBundle=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\user\Desktop\Nowy folder
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=E:\ShooterGame\Saved\StagedBuilds
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=ShooterGame
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win32
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: GeneratePatch=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: DLCName=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookAll=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Deploy=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: FastCook=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Package=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=E:\ShooterGame\Binaries\Win32
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=E:\ShooterGame\Binaries\Win32
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=E:\ShooterGame\Binaries\Win32\ShooterGame.exe
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=E:\ShooterGame\Binaries\Win32\ShooterGame.exe
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Prereqs=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: RawProjectPath=E:\ShooterGame\ShooterGame.uproject
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win32
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ShortProjectName=ShooterGame
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: bUsesSteam=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won’t use it.
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* ForceMonolithic: False
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* ForceNonUnity:False
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* UseXGE: False
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* UseParallelExecutor: False
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win32 Development E:\ShooterGame\ShooterGame.uproject -noxge -generatemanifest -rocket -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 5,4353109s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+(x86)+Epic+Games+4.9\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win32 Development E:\ShooterGame\ShooterGame.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Performing 8 actions (4 in parallel)
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: PCH.ShooterGame.h.cpp
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: PCH.ShooterGameLoadingScreen.h.cpp
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: C:\Program Files (x86)\Epic Games\4.9\Engine\Intermediate\Build\Win32\UE4\Development\UELinkerFixups\PCH.UELinkerFixupsName.h.cpp(1) : fatal error C1083: Cannot open include file: ‘E:\IN��\ShooterGame\Intermediate\Build\Win32\UE4\Development\UELinkerFixupsName.h’: No such file or directory
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: C:\Program Files (x86)\Epic Games\4.9\Engine\Intermediate\Build\Win32\UE4\Development\ShooterGame\PCH.ShooterGame.h.cpp(1) : fatal error C1083: Cannot open include file: ‘E:\IN��\ShooterGame\Source\ShooterGame\Public\ShooterGame.h’: No such file or directory
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: C:\Program Files (x86)\Epic Games\4.9\Engine\Intermediate\Build\Win32\UE4\Development\ShooterGameLoadingScreen\PCH.ShooterGameLoadingScreen.h.cpp(1) : fatal error C1083: Cannot open include file: ‘E:\IN��\ShooterGame\Source\ShooterGameLoadingScreen\Public\ShooterGameLoadingScreen.h’: No such file or directory
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\ShooterGame\Binaries\Win32\ShooterGame.exe
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Total build time: 3,74 seconds
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 3,7642153s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (32-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win32 Development E:\ShooterGame\ShooterGame.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.01.10-13.22.41.txt’
MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (32-bit)): a MainFrameActions: Packaging (Windows (32-bit)): t AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars) MainFrameActions: Packaging (Windows (32-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (32-bit)): at BuildCommand.Execute() MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Action1 Main, Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (32-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

I’m sorry I was busy . logs in the Annex. empty project is packaged without a problem . link text

That’s alright. From looking at the logs, it seems like an issue related to file paths. Here’s the error I’m seeing:

C:\Program Files (x86)\Epic Games\4.9\Engine\Intermediate\Build\Win32\UE4\Development\UELinkerFixups\PCH.UELinkerFixupsName.h.cpp(1) : fatal error C1083: Cannot open include file: ‘E:\IN??\ShooterGame\Intermediate\Build\Win32\UE4\Development\UELinkerFixupsName.h’: No such file or directory

It seems that this file path (the part with ??) contains special characters that the editor can’t recognize. Could you check this file path to see if that may be the issue?