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, Dictionary
2 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, Nullable
1 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(List
1 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(Action
1 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