# WARNING: Win64 does not implement Deploy

**URL:** <https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698>\
**Category:** Blueprint\
**Tags:** deployment, fatal-error, UE4-16, unreal-engine, crash, Blueprint, question\
**Created:** [August 15, 2017, 8:26pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698 "2017-08-15T20:26:49Z")\
**Posts on this page:** 20\
**Page:** 1

<div class="post-metadata">

**Author:** ![Ripix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ripix/32/1098282_2.png) [@Ripix](https://forums.unrealengine.com/u/Ripix)\
**Post date:** [August 15, 2017, 8:26pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/1 "2017-08-15T20:26:49Z")

</div>

Hi guys, have a completed game here that’s being shy. Runs like a charm in Editor, seems to make it through most of the packaging, then at the end, deployment stops at " WARNING: Win64 does not implement Deploy…"

Then it get to: “LogStreaming:Error: Couldn’t find file for package /Script/Engine requested by async loading code”

We get to “stack for UAT” and then === Critical error: === followed by “Fatal error!”, “Unhandled Exception: EXCEPTION\_STACK\_OVERFLOW”, then then the cascade of error on the BUILD FAILED.

I get this if deployed from Editor, or the package exe, will fail. Not sure the errors are exact btw the two, but seems to follow what broke the exe is what’s failing when deployed from Editor. No?

Not a programmer really, a blueprint guy, still learning, fwiw.

I tried turning on and off the ansync, no diff. The various flavors of nativizing BPs, I tried, same with the other areas such as component nativizing etc. Tried streaming, not streaming textures, compressing and not, combining shaders and those options - pretty much tried all the rendering, steaming, nativizing.

Tried a conversion in 4.17, the build failed with many errors beyond 4.16. I’m focusing on 4.16, less red in the Output log! Although, if comparing the two logs might help at any point, I still have the converted build to run for logs.

To note, I have two Macs with this build going along with PC, and they fail as well. I can play the game all day on Mac or PC in Editor, but deployment remains elusive.

It’s important to know I think, I did move this project from 4.15 quite a few builds ago, Also, got around similar issues in the past with shy builds, by creating new projects and migrating, Curiously, last time I used the migration function to move my assets, where before I was just ditching and dragging around folders.

I tried what I did before with new projects and moving everything over, and the problem now follows. Before, problems on PC builds sometimes would sort out by moving to the other platform (mac to pc, or visa versa) - not the case this time.

I’ll copy the fully log below, deployment just attempted:

LogPlayLevel: Launcher Device ID: WindowsNoEditor@WONKY-PC  
LogPlayLevel: PlayLevel: No blueprints needed recompiling  
LogCook:Display: Cooking /Engine/EditorResources/S\_Actor → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/Engine/Content/EditorResources/S\_Actor.uasset  
LogSavePackage: Save=2.52ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/Engine/Content/EditorResources/S\_Actor.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/Engine/Content/EditorResources/S\_Actor.uasset  
LogCook:Display: Cooking /Engine/EditorMaterials/ParticleSystems/PSysThumbnail\_OOD → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/Engine/Content/EditorMaterials/ParticleSystems/PSysThumbnail\_OOD.uasset  
LogSavePackage: Save=1.27ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/Engine/Content/EditorMaterials/ParticleSystems/PSysThumbnail\_OOD.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/Engine/Content/EditorMaterials/ParticleSystems/PSysThumbnail\_OOD.uasset  
LogCook:Display: Cooking /Engine/EditorResources/S\_ReflActorIcon → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/Engine/Content/EditorResources/S\_ReflActorIcon.uasset  
LogSavePackage: Save=1.63ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/Engine/Content/EditorResources/S\_ReflActorIcon.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/Engine/Content/EditorResources/S\_ReflActorIcon.uasset  
LogCook:Display: Cooking /Game/AdvancedMagicFX03/Particles/P\_AMFX03\_hitLage → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_hitLage.uasset  
LogSavePackage: Save=60.03ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_hitLage.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_hitLage.uasset  
LogCook:Display: Cooking /Game/AdvancedMagicFX03/Particles/P\_AMFX03\_hitSmall → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_hitSmall.uasset  
LogSavePackage: Save=57.25ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_hitSmall.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_hitSmall.uasset  
LogCook:Display: Cooking /Game/Maps/Level2\_BuiltData → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/Maps/Level2\_BuiltData.uasset  
LogSavePackage: Save=65.77ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/Maps/Level2\_BuiltData.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/Maps/Level2\_BuiltData.uasset  
LogCook:Display: Cooking /Game/AdvancedMagicFX03/Particles/P\_AMFX03\_fireTornade → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_fireTornade.uasset  
LogSavePackage: Save=88.08ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_fireTornade.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_fireTornade.uasset  
LogCook:Display: Cooking /Engine/EditorResources/AudioIcons/S\_AudioComponent\_AutoActivate → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/Engine/Content/EditorResources/AudioIcons/S\_AudioComponent\_AutoActivate.uasset  
LogSavePackage: Save=2.94ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/Engine/Content/EditorResources/AudioIcons/S\_AudioComponent\_AutoActivate.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/Engine/Content/EditorResources/AudioIcons/S\_AudioComponent\_AutoActivate.uasset  
LogCook:Display: Cooking /Game/AdvancedMagicFX03/Particles/P\_AMFX03\_earth1 → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth1.uasset  
LogSavePackage: Save=58.54ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth1.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth1.uasset  
LogCook:Display: Cooking /Game/AdvancedMagicFX03/Particles/P\_AMFX03\_earth2 → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth2.uasset  
LogSavePackage: Save=119.77ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth2.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth2.uasset  
LogCook:Display: Cooking /Game/AdvancedMagicFX03/Particles/P\_AMFX03\_thanderStrike → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_thanderStrike.uasset  
LogSavePackage: Save=172.65ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_thanderStrike.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_thanderStrike.uasset  
LogCook:Display: Cooking /Game/AdvancedMagicFX03/Particles/P\_AMFX03\_fireStrike → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_fireStrike.uasset  
LogSavePackage: Save=87.39ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_fireStrike.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_fireStrike.uasset  
LogCook:Display: Cooking /Game/AdvancedMagicFX03/Particles/P\_AMFX03\_earth3 → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth3.uasset  
LogSavePackage: Save=118.50ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth3.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth3.uasset  
LogCook:Display: Cooking /Game/AdvancedMagicFX03/Particles/P\_AMFX03\_earth5 → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth5.uasset  
LogSavePackage: Save=123.08ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth5.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth5.uasset  
LogCook:Display: Cooking /Game/AdvancedMagicFX03/Particles/P\_AMFX03\_earth4 → C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth4.uasset  
LogSavePackage: Save=138.47ms  
LogSavePackage: Async saving from memory to ‘C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth4.uasset’  
LogSavePackage:Display: Finished SavePackage C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/EditorCooked/WindowsNoEditor/POTUSPinball/Content/AdvancedMagicFX03/Particles/P\_AMFX03\_earth4.uasset  
LogRedirectors:Display: Timer ResolveTimeLoad 0.000000  
LogRedirectors:Display: Timer ResolveTimeDelegate 0.000000  
LogRedirectors:Display: Timer ResolveTimeTotal 0.000000  
LogBlueprintCodeGen:Display: Nativization Summary - AnimBP:  
LogBlueprintCodeGen:Display: Name, Children, Non-empty Functions (Empty Functions), Variables, FunctionUsage, VariableUsage  
LogBlueprintCodeGen:Display: Nativization Summary - Shared Variables From Graph: 0  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogAssetRegistryGenerator: Chunk: 0, Started with 1806 packages, Final after dependency resolve: 1806  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.002 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 1806, size is 698.54kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks…  
LogStats: … FixupPackageDependenciesForChunks complete. - 0.000 s  
LogAssetRegistryGenerator:Display: Saving asset registry.  
LogAssetRegistryGenerator:Display: Generated asset registry num assets 5134, size is 2054.52kb  
LogAssetRegistryGenerator:Display: Done saving asset registry.  
LogCook:Display: Cook by the book total time in tick 1.232216s total time 19.603188  
LogCook:Display: Peak Used virtual 3664 Peak Used phsical 3717  
LogCook:Display: Hierarchy timer information  
Name: Length(ms)Root: 0.000000ms  
StartCookByTheBookTime: 2356.242884ms  
CollectFilesToCook: 241.416985ms  
CookModificationDelegate: 0.021264ms  
SearchForPackageOnDisk: 0.005867ms  
GenerateLongPackageName: 0.338033ms  
TickCookOnTheSide: 1231.971843ms  
ShouldCook: 0.011006ms  
CallBeginCacheForCookedPlatformData: 2.217378ms  
PostLoadPackageFixup: 5.847763ms  
UnsolicitedMarkup: 4.577022ms  
GetObjectsWithOuter: 0.480287ms  
GeneratePackageNames: 3.875652ms  
UnsolicitedPackageAlreadyCooked: 3.616083ms  
PackageCast: 0.380103ms  
FullGCAssetsContains: 0.368353ms  
AddUnassignedPackageToManifest: 0.000000ms  
GetCachedName: 0.650432ms  
AddToPackageList: 2.046168ms  
SavingPackages: 1125.463326ms  
PrecachePlatformDataForNextPackage: 0.046566ms  
PrecachePlatformDataForNextNextPackage: 1.413722ms  
SaveCookedPackage: 1122.823952ms  
LoadPackage: 0.050962ms  
GEditorSavePackage: 1119.798144ms  
ConvertingBlueprints: 0.296235ms  
EnqueueUnsavedPackages: 0.046924ms  
GeneratingBlueprintAssets: 16.973550ms  
SavingCurrentIniSettings: 104.097543ms  
ProcessingAccessedStrings: 26.697338ms  
SavingAssetRegistry: 7018.425042ms  
BuildChunkManifest: 674.512325ms  
SaveManifests: 6.990923ms  
SaveRealAssetRegistry: 3232.609410ms  
SaveCookedPackageAssetRegistry: 3099.725837ms  
SortingCookedPackages: 5.559584ms  
AsyncDetermineAllDependentPackageInfo: 2612.446098ms  
DeterminePackageDependentHash: 17.057536ms  
DetermineFullPackageHash: 12.578778ms  
GetPackageDependencies: 15.523169ms  
IntStats  
SavedPackage=37  
LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 16.286967  
LogPlayLevel: Running AutomationTool…  
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=“C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/POTUSPinball.uproject” BuildCookRun -project=“C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/POTUSPinball.uproject” -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -  
ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -map=/Game/Maps/Level2 -skipcook -CookInEditor -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Game/Maps/Level2 -Messaging" -device=WindowsNoEditor@WONKY-PC -addcmdline="-SessionId=7DD0469E45D810B40470E2A1FAC9F73A -SessionOwner=‘WONKY’ -SessionName=‘Launch On  
Device’ " -run  
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\WONKY\Documents\Unreal Projects\POTUSPinball\POTUSPinball.uproject  
LogPlayLevel: Project.CopyBuildToStagingDirectory: \*\*\*\*\*\*\*\*\*\* STAGE COMMAND STARTED \*\*\*\*\*\*\*\*\*\*  
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 2.514150  
LogPlayLevel: Project.CreateStagingManifest: Creating Staging Manifest…  
LogPlayLevel: Project.CleanStagingDirectory: Cleaning Stage Directory: C:\Users\WONKY\Documents\Unreal Projects\POTUSPinball\Saved\StagedBuilds\WindowsNoEditor  
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying NonUFSFiles to staging directory: C:\Users\WONKY\Documents\Unreal Projects\POTUSPinball\Saved\StagedBuilds\WindowsNoEditor  
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying DebugFiles to staging directory: C:\Users\WONKY\Documents\Unreal Projects\POTUSPinball\Saved\StagedBuilds\WindowsNoEditor  
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying UFSFiles to staging directory: C:\Users\WONKY\Documents\Unreal Projects\POTUSPinball\Saved\StagedBuilds\WindowsNoEditor  
LogPlayLevel: Project.CopyBuildToStagingDirectory: \*\*\*\*\*\*\*\*\*\* STAGE COMMAND COMPLETED \*\*\*\*\*\*\*\*\*\*  
LogPlayLevel: Project.Package: \*\*\*\*\*\*\*\*\*\* PACKAGE COMMAND STARTED \*\*\*\*\*\*\*\*\*\*  
LogPlayLevel: Project.Package: \*\*\*\*\*\*\*\*\*\* PACKAGE COMMAND COMPLETED \*\*\*\*\*\*\*\*\*\*  
LogPlayLevel: Project.Deploy: \*\*\*\*\*\*\*\*\*\* DEPLOY COMMAND STARTED \*\*\*\*\*\*\*\*\*\*  
LogPlayLevel: Platform.Deploy: WARNING: Win64 does not implement Deploy…  
LogPlayLevel: Project.Deploy: \*\*\*\*\*\*\*\*\*\* DEPLOY COMMAND COMPLETED \*\*\*\*\*\*\*\*\*\*  
LogPlayLevel: Project.Run: \*\*\*\*\*\*\*\*\*\* RUN COMMAND STARTED \*\*\*\*\*\*\*\*\*\*  
LogPlayLevel: Project.RunInternal: Starting Client…  
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 11.794677  
LogPlayLevel: CommandUtils.Run: Run: C:\Users\WONKY\Documents\Unreal Projects\POTUSPinball\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\Win64\UE4Game.exe …/…/…/POTUSPinball/POTUSPinball.uproject /Game/Maps/Level2 -stdout -abslog=“C:\Users\WONKY\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE\_4.16\Client.log” -Messagin  
g -nomcp -Windowed -CrashForUAT -SessionId=7DD0469E45D810B40470E2A1FAC9F73A -SessionOwner=“WONKY” -SessionName=“Launch On Device”  
LogPlayLevel: UE4Game: LogInit:Display: Running engine for game: POTUSPinball  
LogPlayLevel: UE4Game: LogInit:Display: RandInit(1663844850) SRandInit(1663844850).  
LogPlayLevel: UE4Game: LogStreaming:Display: Async Loading initialized: Event Driven Loader: true, Async Loading Thread: true  
LogPlayLevel: UE4Game: [2017.08.16-03.01.13:263][0]LogStreaming:Error: Couldn’t find file for package /Script/Engine requested by async loading code. NameToLoad: /Script/Engine  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:252][0]LogWindows:Warning: CreateProc failed (2) …/…/…/Engine/Binaries/Win64/CrashReportClient.exe “C:/Users/WONKY/Documents/Unreal Projects/POTUSPinball/Saved/StagedBuilds/WindowsNoEditor/POTUSPinball/Saved/Crashes/UE4CC-Windows-DB23D1AD4F04B23015273084B2984662\_0000” -AppName=UE4-POTUSPinball -CrashGUID=UE4CC  
-Windows-DB23D1AD4F04B23015273084B2984662\_0000 -DebugSymbols=…\Engine\Intermediate\Symbols  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: begin: stack for UAT  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: === Critical error: ===  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error:  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: Fatal error!  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error:  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: Unhandled Exception: EXCEPTION\_STACK\_OVERFLOW  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error:  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C567F7  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:253][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:254][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:255][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:255][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:256][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:256][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:256][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:256][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:256][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:256][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:256][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:256][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:256][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:256][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:256][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:257][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:257][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:257][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:257][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:257][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:257][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:257][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:257][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:257][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:257][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:257][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:257][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:258][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:259][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:259][0]LogWindows:Error: UE4Game.exe!0x0000000095C56F92  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:259][0]LogWindows:Error: UE4Game.exe!0x0000000095C7BDCC  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:259][0]LogWindows:Error:  
LogPlayLevel: UE4Game: [2017.08.16-03.01.15:259][0]LogWindows:Error: end: stack for UAT  
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: 3  
LogPlayLevel: at Project.RunStandaloneClient(List`1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params) LogPlayLevel: at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile) LogPlayLevel: at Project.Run(ProjectParams Params) LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel: at BuildCookRun.ExecuteBuild() LogPlayLevel: at AutomationTool.BuildCommand.Execute() LogPlayLevel: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments) LogPlayLevel: at AutomationTool.Program.MainProc(Object Param) LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)  
LogPlayLevel: at AutomationTool.Program.Main()  
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error\_Unknown)  
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 5.520345  
LogPlayLevel: BUILD FAILED  
PackagingResults:Error: Error Launch failed! Unknown Error

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_49a519741](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_49a519741](https://forums.unrealengine.com/u/anonymous_user_49a519741)\
**Post date:** [August 16, 2017, 12:49am UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/2 "2017-08-16T00:49:50Z")

</div>

Holy cow. Yeah, that qualifies as a stack overflow. Well, one thing is for sure, that “/Script/Engine” error that brought us together is definitely a red herring. UAT is clearly flipping out for some reason. I will try my best and get back to you. Hopefully, before then someone smarter than I am will get involved.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_49a519741](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_49a519741](https://forums.unrealengine.com/u/anonymous_user_49a519741)\
**Post date:** [August 16, 2017, 12:58am UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/3 "2017-08-16T00:58:45Z")

</div>

OK try this:

In DefaultEngine.ini there is a section (or add it yourself) called “[/Script/Engine.GarbageCollectionSettings]”.

Make sure there is no line that says “gc.MergeGCClusters=true” or “gc.MergeGCClusters=1”, and add in one that says “gc.MergeGCClusters=0”. That should bypass the potential infinite recursion (I can see it in the code).

The merge option is off by default so I’m not sure why it would be on for you, but we want to force it off.

If that doesn’t work for some reason, try disabling the GC clustering entirely with the line “gc.CreateGCClusters=0”.

Fingers crossed

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_49a519741](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_49a519741](https://forums.unrealengine.com/u/anonymous_user_49a519741)\
**Post date:** [August 16, 2017, 11:58pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/4 "2017-08-16T23:58:28Z")

</div>

I got a notification that you posted a comment but I don’t see it here. I’ll respond to it anyway. If you package in Development or DebugGame then you can find the logs in your path (MyGameRoot/MyGame/Saved/Logs). Check there and maybe there’s more info on the crash. It seems like they shouldn’t be the same error since the Deploy was failing in UAT and that doesn’t get run in a standalone game (AFAIK).

---

<div class="post-metadata">

**Author:** ![Ripix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ripix/32/1098282_2.png) [@Ripix](https://forums.unrealengine.com/u/Ripix)\
**Post date:** [August 17, 2017, 4:09pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/5 "2017-08-17T16:09:13Z")

</div>

This problem revealed itself via the packaged app crashing with a fatal error when booting up. I was trying to submit the game, I’m at that point.

Curiously, the crash error log dialogue does not come up as usual. Just, a little “Fatal Error” dialogue over a black window where the game should be.

So, I tried deploying locally to the computer, and get the same problem. It will get up to trying to run, then, boom, fatal error.

The local deploy was a troubleshooting item. I found sometimes if get problems with the packaged game, running the game locally will work, or, the resulting effort will reveal something that helps me track down issues.

In this case, it’s all just stuck.

Fwiw, as of last try, the same problem happens on Mac. Sometimes I found if I move the project to the other platform, some things resolve themselves - we’re talking when builds fail, this can work, or maybe at least be revealing.

Don’t have any tricks up my sleeve at this point. I had already tried moving the files to a new project, the bug moves with it.

I tried moving it to 4.17 too, I got a slew of other errors that looked like engine difference issues to me. I should re-examine that, maybe those errors say more than I thought.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_49a519741](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_49a519741](https://forums.unrealengine.com/u/anonymous_user_49a519741)\
**Post date:** [August 17, 2017, 7:54pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/6 "2017-08-17T19:54:38Z")

</div>

Weird how I can reply to a post before it existed. Anyway, I replied in the comments section of the main question.

---

<div class="post-metadata">

**Author:** ![Ripix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ripix/32/1098282_2.png) [@Ripix](https://forums.unrealengine.com/u/Ripix)\
**Post date:** [August 17, 2017, 9:56pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/7 "2017-08-17T21:56:04Z")

</div>

I can’t seem to post the log, there’s a 2000 character restriction. How did I post the above log, or is this a new limitation?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_49a519741](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_49a519741](https://forums.unrealengine.com/u/anonymous_user_49a519741)\
**Post date:** [August 17, 2017, 10:29pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/8 "2017-08-17T22:29:19Z")

</div>

You can embed it as an attachment with the paperclip toolbar button.

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<div class="post-metadata">

**Author:** ![Ripix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ripix/32/1098282_2.png) [@Ripix](https://forums.unrealengine.com/u/Ripix)\
**Post date:** [August 18, 2017, 2:38am UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/9 "2017-08-18T02:38:44Z")

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Diagnostic Log from crash during app bootup.link text

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**Author:** ![anonymous\_user\_49a519741](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_49a519741](https://forums.unrealengine.com/u/anonymous_user_49a519741)\
**Post date:** [August 18, 2017, 2:51am UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/10 "2017-08-18T02:51:17Z")

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Check here: [https://issues.unrealengine.com/issue/UE-46679](https://issues.unrealengine.com/issue/UE-46679)

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**Author:** ![Ripix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ripix/32/1098282_2.png) [@Ripix](https://forums.unrealengine.com/u/Ripix)\
**Post date:** [August 18, 2017, 2:58am UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/11 "2017-08-18T02:58:51Z")

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Thing is, I crash with Windows builds too… what we started with. I just switched to Mac today to see if it would clear the bug, which sometimes happens when moving btw platforms.

Let me run that exe, get the log, I’ll send that. No Metal stuff going on there.

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**Author:** ![anonymous\_user\_49a519741](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_49a519741](https://forums.unrealengine.com/u/anonymous_user_49a519741)\
**Post date:** [August 18, 2017, 3:03am UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/12 "2017-08-18T03:03:31Z")

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Make sure you build it in at least Development, not Shipping.  
Also try the answer here: [https://answers.unrealengine.com/questions/657768/ios-metal-shader-compiler-crash-in-416.html](https://answers.unrealengine.com/questions/657768/ios-metal-shader-compiler-crash-in-416.html)

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**Author:** ![Ripix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ripix/32/1098282_2.png) [@Ripix](https://forums.unrealengine.com/u/Ripix)\
**Post date:** [August 18, 2017, 7:21pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/13 "2017-08-18T19:21:26Z")

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Turned off shader combine, shipping, not distribution. Mac build.link text

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**Author:** ![Ripix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ripix/32/1098282_2.png) [@Ripix](https://forums.unrealengine.com/u/Ripix)\
**Post date:** [August 18, 2017, 9:22pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/14 "2017-08-18T21:22:52Z")

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I have all the GC optimizations set on! 🙂 Just turned off the GC Clustering, packaging now. If that doesn’t work, should I turn them all off in that area of the Project Settings for GC? Or, should I go into the ini file regardless do what you said, unless this build runs?

I got into this mess come to think, while trying various settings aimed at a smaller deployment and faster load times. Last build I could play, was over 5 gigs before I set to compress the cooked files. Not sure after that, I started messing with settings and builds stopped working.

Beep beep beep, build completed… let me see what happens.

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**Author:** ![anonymous\_user\_49a519741](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_49a519741](https://forums.unrealengine.com/u/anonymous_user_49a519741)\
**Post date:** [August 18, 2017, 9:37pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/15 "2017-08-18T21:37:22Z")

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If you had them on then removing all that should be enough because the merge-clusters option is off by default. If the defaults don’t work then yeah, you’ll have to turn it off in the ini file (or set the variable in code).

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**Author:** ![Ripix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ripix/32/1098282_2.png) [@Ripix](https://forums.unrealengine.com/u/Ripix)\
**Post date:** [August 18, 2017, 10:38pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/16 "2017-08-18T22:38:45Z")

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Turned all GC optos off, building on both Mac and PC now…

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**Author:** ![Ripix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ripix/32/1098282_2.png) [@Ripix](https://forums.unrealengine.com/u/Ripix)\
**Post date:** [August 19, 2017, 12:04am UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/17 "2017-08-19T00:04:05Z")

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That was it, or one of those GC options was it, beyond just the MergeClusters.

Yes! Now, it’s about getting this executable size down.

Of course, now I gotta try converting a copy to 4.17. If I see red, I’m running right back to this working build and getting it out.

Thank you beyond words Jin\_VE, you stuck with me like a best friend on this.

I am so relieved, and happy to mark this SOLVED!

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**Author:** ![anonymous\_user\_49a519741](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_49a519741](https://forums.unrealengine.com/u/anonymous_user_49a519741)\
**Post date:** [August 19, 2017, 12:10am UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/18 "2017-08-19T00:10:18Z")

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Glad to help. It was an adventure. Yeah, please mark my answer. And good luck with the rest.

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**Author:** ![Ripix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ripix/32/1098282_2.png) [@Ripix](https://forums.unrealengine.com/u/Ripix)\
**Post date:** [August 19, 2017, 1:13pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/19 "2017-08-19T13:13:38Z")

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■■■■■■! 🙂 This came from a PC build.

Low Level Fatal Error. link text

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**Author:** ![anonymous\_user\_49a519741](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_49a519741](https://forums.unrealengine.com/u/anonymous_user_49a519741)\
**Post date:** [August 19, 2017, 6:32pm UTC](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698/20 "2017-08-19T18:32:17Z")

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The first problem looks like the files it is trying to write to are already open (or it doesn’t have permissions). If all else fails, try building from a fresh project (delete Build/Binaries/Intermediate/Saved) and then re-generate project files.  
If you fix that and still have the second problem, open each of those assets, make and delete an innocuous change, and save them again. The other option is to re-import them. I’d try fixing one or two and then making sure they weren’t in the warning list anymore. If that works, do the rest of the assets. Also, if you could, please put the comments under my answer here.

[Next page](https://forums.unrealengine.com/t/warning-win64-does-not-implement-deploy/401698.md?page=2)
