Web GL will not export on Unreal 4.16

I’ve been all over google but I can’t find an answer. I installed every available tool in Visual Studio 2015, added an environment variable for Windows 8.1 SDK, installed Chromium and Python 2.7.1, and the EM SDK.

Here is my error log:
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(-707973314) SRandInit(-707973313).
LogTaskGraph: Started task graph with 5 named threads and 6 total threads with 1 sets of task threads.
LogStats: Stats thread started at 5.639565
LogInit: Using libcurl 7.47.1
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with OpenSSL/1.0.2g
LogInit: - supports HTTP deflate (compression) using libz 1.2.8
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_LIBZ
LogInit: CURL_VERSION_IPV6
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: CurlRequestOptions (configurable via config and command line):
LogInit: - bVerifyPeer = false - Libcurl will NOT verify peer certificate
LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
LogInit: Build: ++UE4+Release-4.16-CL-3452394
LogInit: Engine Version: 4.16.0-3452394+++UE4+Release-4.16
LogInit: Compatible Engine Version: 4.16.0-3452394+++UE4+Release-4.16
LogInit: Net CL: 3452394
LogDevObjectVersion: Number of dev versions registered: 16
LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 9
LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 17
LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 23
LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 15
LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 4
LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogDevObjectVersion: Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
LogDevObjectVersion: Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 1
LogDevObjectVersion: Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 3
LogInit: Compiled (64-bit): May 22 2017 17:47:00
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.16
LogInit: Command line:
LogInit: Base directory: C:/Program Files/Epic Games/UE_4.16/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: MORTY
LogInit: User: Davidi
LogInit: CPU Page size=4096, Cores=2
LogInit: High frequency timer resolution =2.630830 MHz
LogMemory: Memory total: Physical=3.9GB (4GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 274.27 MB used, 274.27 MB peak
LogMemory: Process Virtual Memory: 268.54 MB used, 268.54 MB peak
LogMemory: Physical Memory: 2582.95 MB used, 1394.06 MB free, 3977.02 MB total
LogMemory: Virtual Memory: 633.50 MB used, 1394.06 MB free, 8388608.00 MB total
LogInit: Using OS detected language (en-US).
LogInit: Using OS detected locale (en-US).
LogTextLocalizationManager: No specific localization for ‘en-US’ exists, so the ‘en’ localization will be used.
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. ‘Intel(R) HD Graphics 3000’ (Feature Level 10_0)
LogD3D11RHI: 64/0/1632 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x8086
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: GPU DeviceId: 0x126 (for the marketing name, search the web for “GPU Device Id”)
LogWindows: EnumDisplayDevices:
LogWindows: 0. ‘Intel(R) HD Graphics 3000’ (P:1 D:1)
LogWindows: 1. ‘Intel(R) HD Graphics 3000’ (P:0 D:0)
LogWindows: 2. ‘RDPDD Chained DD’ (P:0 D:0)
LogWindows: 3. ‘RDP Encoder Mirror Driver’ (P:0 D:0)
LogWindows: 4. ‘RDP Reflector Display Driver’ (P:0 D:0)
LogWindows: DebugString: GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter FoundDriverCount:2
LogD3D11RHI: Adapter Name: Intel(R) HD Graphics 3000
LogD3D11RHI: Driver Version: 9.17.10.3040 (internal:9.17.10.3040, unified:9.17.10.3040)
LogD3D11RHI: Driver Date: 2-22-2013
LogRHI: Texture pool is 616 MB (70% of 880 MB)
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: GPU Timing Frequency: 12.500000 (Debug: 2 2)
LogShaderCompilers: Guid format shader working directory is -4 characters bigger than the processId version (…/…/…/…/…/…/Unreal Projects/SideScrollerTest2/Intermediate/Shaders/WorkingDirectory/8688/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/Davidi/AppData/Local/Temp/UnrealShaderWorkingDir/67630E5A471C9E5A2B3DF6A079958A90/’.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
LogTemp:Display: Loaded TP MacClientTargetPlatform
LogTemp:Display: Loaded TP MacNoEditorTargetPlatform
LogTemp:Display: Loaded TP MacServerTargetPlatform
LogTemp:Display: Loaded TP MacTargetPlatform
LogTemp:Display: Loaded TP WindowsClientTargetPlatform
LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp:Display: Loaded TP WindowsServerTargetPlatform
LogTemp:Display: Loaded TP WindowsTargetPlatform
LogTemp:Display: Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP Android_MultiTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTemp:Display: Loaded TP TVOSTargetPlatform
LogTemp:Display: Loaded TP LinuxClientTargetPlatform
LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
LogTemp:Display: Loaded TP LinuxServerTargetPlatform
LogTemp:Display: Loaded TP LinuxTargetPlatform
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 1.56s 86MB C:/Users/Davidi/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Davidi/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/…/…/Unreal Projects/SideScrollerTest2/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file …/…/…/…/…/…/Unreal Projects/SideScrollerTest2/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/Davidi/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogMaterial: Verifying Global Shaders for PCD3D_SM4
LogSlate: Using Freetype 2.6.0
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.00 MB
LogMeshUtilities: Using QuadricMeshReduction for automatic static mesh reduction
LogSimplygon: Simplygon DLL not present - disabling.
LogMeshUtilities: Using SimplygonSwarm for distributed automatic mesh merging
LogMeshUtilities: No automatic skeletal mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogNetVersion: SideScrollerTest2 , NetCL: 3452394, EngineNetVer: 2, GameNetVer: 0 (Checksum: 1306158614)
LogAssetRegistry: FAssetRegistry took 0.0270 seconds to start up
LogPackageLocalizationCache: Processed 4 localized package path(s) for 2 prioritized culture(s) in 0.764203 seconds
LogUObjectArray: 34194 objects as part of root set at end of initial load.
LogUObjectAllocator: 7260416 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogTcpMessaging: Initializing TcpMessaging bridge
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogMaterial: Uniform references updated for custom material expression Custom.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
LogEngine: Initializing Engine…
LogHMD: Failed to initialize OpenVR with code 110
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s
LogAIModule: Creating AISystem for world Untitled
LogInit: XAudio2 using ‘Speakers (High Definition Audio Device)’ : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.22s 86MB C:/Users/Davidi/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogEngineSessionManager: EngineSessionManager initialized
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogFileCache: Scanning file cache for directory ‘C:/Unreal Projects/SideScrollerTest2/Content/’ took 0.10s
LogCook:Display: Max memory allowance for cook 16384mb min free memory 0mb
LogCook:Display: Mobile HDR setting 1
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="…/…/…/…/…/…/Unreal Projects/SideScrollerTest2/Content/Maps/Level1.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=2
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogAIModule: Creating AISystem for world Level1
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 94.784ms to complete.
LogFileHelpers: Loading map ‘Level1’ took 21.611
LogCollectionManager: Loaded 0 collections in 0.002692 seconds
LogFileCache: Scanning file cache for directory ‘C:/Unreal Projects/SideScrollerTest2/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Unreal Projects/SideScrollerTest2/Content/Developers/Davidi/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Unreal Projects/SideScrollerTest2/Content/Collections/’ took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000014 seconds
LogContentBrowser: Native class hierarchy populated in 0.0337 seconds. Added 2332 classes and 493 folders.
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0013 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0024 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0055 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogSlate: Took 0.052531 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Regular.ttf’ (155K)
LogSlate: Took 0.035642 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Bold.ttf’ (160K)
LogSlate: Took 0.020058 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf’ (139K)
LogSlate: Took 0.029171 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf’ (77K)
LogRenderer: Reallocating scene render targets to support 696x396 NumSamples 1 (Frame:1).
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
LogContentBrowser: Native class hierarchy updated for ‘HierarchicalLODOutliner’ in 0.0061 seconds. Added 1 classes and 2 folders.
LogLoad: (Engine Initialization) Total time: 234.13 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 1.21 seconds
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogOcInput: OculusInput pre-init called
LogHMD: Starting GearVRController plugin
LogContentStreaming: Texture pool size now 400 MB
LogSlate: Took 0.015636 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (159K)
LogAssetRegistry: Asset discovery search completed in 121.5215 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000019 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000384 seconds (updated 0 objects)
LogTemp: Repeting last play command: Selected Viewport
LogPlayLevel: PlayLevel: No blueprints needed recompiling
PIE: New page: PIE session: Level1 (Sep 4, 2017, 5:20:52 AM)
LogPlayLevel: Creating play world package: /Game/Maps/UEDPIE_0_Level1
LogPlayLevel: PIE: StaticDuplicateObject took: (8.187697s)
LogAIModule: Creating AISystem for world Level1
LogPlayLevel: PIE: World Init took: (0.032541s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Maps/Level1.Level1 to /Game/Maps/UEDPIE_0_Level1.Level1 (8.230564s)
LogInit: XAudio2 using ‘Speakers (High Definition Audio Device)’ : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogUObjectGlobals:Warning: Failed to find object ‘Class /Script/SideScrollerTest2.SideScrollerTest2GameMode’
LogLoad: Game class is ‘GameModeBase’
LogWorld: Bringing World /Game/Maps/UEDPIE_0_Level1.Level1 up for play (max tick rate 60) at 2017.09.04-09.21.03
LogWorld: Bringing up level for play took: 0.778055
LogContentBrowser: Native class hierarchy updated for ‘MovieSceneCapture’ in 0.0783 seconds. Added 11 classes and 0 folders.
PIE: Info Play in editor start time for /Game/Maps/UEDPIE_0_Level1 27.437
LogTemp:Warning: Goal overlapped with PlayerPawn1_Blueprint
LogTemp:Warning: Goal overlapped with PlayerPawn1_Blueprint
LogSlate: Took 0.347204 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/Roboto-Italic.ttf’ (157K)
LogD3D11RHI: Timed out while waiting for GPU to catch up. (500 ms)
LogD3D11RHI: Timed out while waiting for GPU to catch up. (500 ms)
LogHttp:Warning: 000000002268D180: request failed, libcurl error: 6 (Couldn’t resolve host name)
LogHttp:Warning: 000000002268D180: libcurl info message cache 0 (Found bundle for host datarouter.ol.epicgames.com: 0x2219bfb8 [can pipeline])
LogHttp:Warning: 000000002268D180: libcurl info message cache 1 (Re-using existing connection! (#25) with host datarouter.ol.epicgames.com)
LogHttp:Warning: 000000002268D180: libcurl info message cache 2 (Connected to datarouter.ol.epicgames.com (34.224.134.130) port 443 (#25))
LogHttp:Warning: 000000002268D180: libcurl info message cache 3 (We are completely uploaded and fine)
LogHttp:Warning: 000000002268D180: libcurl info message cache 4 (SSL read: error:00000000:lib(0):func(0):reason(0), errno 10054)
LogHttp:Warning: 000000002268D180: libcurl info message cache 5 (Connection died, retrying a fresh connect)
LogHttp:Warning: 000000002268D180: libcurl info message cache 6 (Closing connection 25)
LogHttp:Warning: 000000002268D180: libcurl info message cache 7 (Issue another request to this URL: ‘https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID={496F1A5C-447B-1257-4D9A-268B279BC334}&AppID=UEEditor.Rocket.Release&AppVersion=4.16.0-3452394%2B%2B%2BUE4%2BRelease-4.16&UserID=2e04128244cd099f891d02919f3be908|4a6c61cc11f74c6
4bfcf4240d39cce88%7C6b46aeff-66cb-49e0-874a-330bdc56ca0b&AppEnvironment=datacollector-binary&UploadType=eteventstream’)
LogHttp:Warning: 000000002268D180: libcurl info message cache 8 (Could not resolve host: datarouter.ol.epicgames.com)
LogHttp:Warning: 000000002268D180: libcurl info message cache 9 (Closing connection 26)
UATHelper: Packaging (HTML5): Running AutomationTool…
UATHelper: Packaging (HTML5): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=“C:/Unreal Projects/SideScrollerTest2/SideScrollerTest2.uproject” BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=“C:/Unreal Projects/SideScrollerTest2/SideScrollerTest2.uproject” -cook -stage -archive -archivedirectory=C:/tmp/UE_Exp1/Web -p
ackage -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -prereqs -nodebuginfo -targetplatform=HTML5 -build -utf8output
UATHelper: Packaging (HTML5): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Unreal Projects\SideScrollerTest2\SideScrollerTest2.uproject
UATHelper: Packaging (HTML5): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (HTML5): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe SideScrollerTest2 HTML5 Shipping -Project=“C:\Unreal Projects\SideScrollerTest2\SideScrollerTest2.uproject” -clean “C:\Unreal Projects\SideScrollerTest2\SideScrollerTest2.uproject” -NoUBTMakefiles -remoteini=“C:\Unreal Projects
\SideScrollerTest2” -nobuilduht -NoHotReload
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: TargetWasm = False
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: TargetWebGL2 = True
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: EnableSIMD = False
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: EnableMultithreading False
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: EnableTracing = False
UATHelper: Packaging (HTML5): CommandUtils.Run: Run: Took 14.1228078s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (HTML5): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe SideScrollerTest2 HTML5 Shipping -Project=“C:\Unreal Projects\SideScrollerTest2\SideScrollerTest2.uproject” “C:\Unreal Projects\SideScrollerTest2\SideScrollerTest2.uproject” -NoUBTMakefiles -remoteini=“C:\Unreal Projects\SideS
crollerTest2” -noxge -generatemanifest -NoHotReload -ignorejunk
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: TargetWasm = False
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: TargetWebGL2 = True
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: EnableSIMD = False
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: EnableMultithreading False
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: EnableTracing = False
UATHelper: Packaging (HTML5): CommandUtils.Run: Run: Took 2.221127s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (HTML5): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe SideScrollerTest2 HTML5 Shipping -Project=“C:\Unreal Projects\SideScrollerTest2\SideScrollerTest2.uproject” “C:\Unreal Projects\SideScrollerTest2\SideScrollerTest2.uproject” -NoUBTMakefiles -remoteini=“C:\Unreal Projects\SideS
crollerTest2” -noxge -NoHotReload -ignorejunk
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: TargetWasm = False
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: TargetWebGL2 = True
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: EnableSIMD = False
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: EnableMultithreading False
UATHelper: Packaging (HTML5): UnrealBuildTool: HTML5ToolChain: EnableTracing = False
UATHelper: Packaging (HTML5): UnrealBuildTool: Parsing headers for SideScrollerTest2
UATHelper: Packaging (HTML5): UnrealBuildTool: Running UnrealHeaderTool “C:\Unreal Projects\SideScrollerTest2\SideScrollerTest2.uproject” “C:\Unreal Projects\SideScrollerTest2\Intermediate\Build\HTML5\SideScrollerTest2\Shipping\SideScrollerTest2.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -insta
lled
UATHelper: Packaging (HTML5): UnrealBuildTool: Reflection code generated for SideScrollerTest2 in 14.3780666 seconds
UATHelper: Packaging (HTML5): UnrealBuildTool: Setting Emscripten SDK: located in C:\Program Files\Epic Games\UE_4.16\Engine\Extras\ThirdPartyNotUE\emsdk\emscripten\1.37.9
UATHelper: Packaging (HTML5): UnrealBuildTool: emcc ExitCode: 0
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: # Note: If you put paths relative to the home directory, do not forget os.path.expanduser
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: # Note: On Windows, remember to escape backslashes! I.e. EMSCRIPTEN_ROOT=‘c:\emscripten’ is not valid, but EMSCRIPTEN_ROOT=‘c:\emscripten\’ and EMSCRIPTEN_ROOT=‘c:/emscripten/’ are.
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: import os
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: # this helps projects using emscripten find it
UATHelper: Packaging (HTML5): UnrealBuildTool: EMSCRIPTEN_ROOT = os.path.expanduser(os.getenv(‘EMSCRIPTEN’) or ‘C:\Program Files\Epic Games\UE_4.16\Engine\Extras\ThirdPartyNotUE\emsdk\emscripten\1.37.9’) # directory
UATHelper: Packaging (HTML5): UnrealBuildTool: LLVM_ROOT = os.path.expanduser(os.getenv(‘LLVM’) or ‘C:\Program Files\Epic Games\UE_4.16\Engine\Extras\ThirdPartyNotUE\emsdk\Win64\clang\e1.37.9_64bit’) # directory
UATHelper: Packaging (HTML5): UnrealBuildTool: BINARYEN_ROOT = ‘C:\Program Files\Epic Games\UE_4.16\Engine\Extras\ThirdPartyNotUE\emsdk\Win64\binaryen\e1.37.9_64bit’
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: # If not specified, defaults to sys.executable.
UATHelper: Packaging (HTML5): UnrealBuildTool: PYTHON = ‘C:\Program Files\Epic Games\UE_4.16\Engine\Extras\ThirdPartyNotUE\emsdk\Win64\python\2.7.5.3_64bit\python.exe’
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: # Add this if you have manually built the JS optimizer executable (in Emscripten/tools/optimizer) and want to run it from a custom location.
UATHelper: Packaging (HTML5): UnrealBuildTool: # Alternatively, you can set this as the environment variable EMSCRIPTEN_NATIVE_OPTIMIZER.
UATHelper: Packaging (HTML5): UnrealBuildTool: EMSCRIPTEN_NATIVE_OPTIMIZER = ‘C:\Program Files\Epic Games\UE_4.16\Engine\Extras\ThirdPartyNotUE\emsdk\Win64\clang\e1.37.9_64bit\optimizer.exe’
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: # See below for notes on which JS engine(s) you need
UATHelper: Packaging (HTML5): UnrealBuildTool: NODE_JS = os.path.expanduser(os.getenv(‘NODE’) or ‘C:\Program Files\Epic Games\UE_4.16\Engine\Extras\ThirdPartyNotUE\emsdk\Win64\node\4.1.1_64bit\bin\node.exe’) # executable
UATHelper: Packaging (HTML5): UnrealBuildTool: SPIDERMONKEY_ENGINE = [os.path.expanduser(os.getenv(‘SPIDERMONKEY’) or ‘js’)] # executable
UATHelper: Packaging (HTML5): UnrealBuildTool: V8_ENGINE = os.path.expanduser(os.getenv(‘V8’) or ‘d8’) # executable
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: JAVA = ‘java’ # executable
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: TEMP_DIR = ‘C:\Users\Davidi\AppData\Local\Temp’
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: CRUNCH = os.path.expanduser(os.getenv(‘CRUNCH’) or ‘crunch’) # executable
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: #CLOSURE_COMPILER = ‘…’ # define this to not use the bundled version
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: ########################################################################################################
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: # Pick the JS engine to use for running the compiler. This engine must exist, or
UATHelper: Packaging (HTML5): UnrealBuildTool: # nothing can be compiled.
UATHelper: Packaging (HTML5): UnrealBuildTool: #
UATHelper: Packaging (HTML5): UnrealBuildTool: # Recommendation: If you already have node installed, use that. Otherwise, build v8 or
UATHelper: Packaging (HTML5): UnrealBuildTool: # spidermonkey from source. Any of these three is fine, as long as it’s
UATHelper: Packaging (HTML5): UnrealBuildTool: # a recent version (especially for v8 and spidermonkey).
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: COMPILER_ENGINE = NODE_JS
UATHelper: Packaging (HTML5): UnrealBuildTool: #COMPILER_ENGINE = V8_ENGINE
UATHelper: Packaging (HTML5): UnrealBuildTool: #COMPILER_ENGINE = SPIDERMONKEY_ENGINE
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: # All JS engines to use when running the automatic tests. Not all the engines in this list
UATHelper: Packaging (HTML5): UnrealBuildTool: # must exist (if they don’t, they will be skipped in the test runner).
UATHelper: Packaging (HTML5): UnrealBuildTool: #
UATHelper: Packaging (HTML5): UnrealBuildTool: # Recommendation: If you already have node installed, use that. If you can, also build
UATHelper: Packaging (HTML5): UnrealBuildTool: # spidermonkey from source as well to get more test coverage (node can’t
UATHelper: Packaging (HTML5): UnrealBuildTool: # run all the tests due to node issue 1669). v8 is currently not recommended
UATHelper: Packaging (HTML5): UnrealBuildTool: # here because of v8 issue 1822.
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: JS_ENGINES = [NODE_JS] # add this if you have spidermonkey installed too, SPIDERMONKEY_ENGINE]
UATHelper: Packaging (HTML5): UnrealBuildTool:
UATHelper: Packaging (HTML5): UnrealBuildTool: Performing 7 actions (2 in parallel)
UATHelper: Packaging (HTML5): UnrealBuildTool: [1/7] python.exe SideScrollerTest2.generated.cpp
UATHelper: Packaging (HTML5): UnrealBuildTool: [2/7] python.exe SideScrollerTest2GameModeBase.cpp
UATHelper: Packaging (HTML5): UnrealBuildTool: [3/7] python.exe PlayerPawn.cpp
UATHelper: Packaging (HTML5): UnrealBuildTool: [4/7] python.exe GoalActor.cpp
UATHelper: Packaging (HTML5): UnrealBuildTool: C:/Unreal Projects/SideScrollerTest2/Source/SideScrollerTest2/GoalActor.cpp:12:2: error: use of undeclared identifier ‘bLockLocation’
UATHelper: Packaging (HTML5): UnrealBuildTool: bLockLocation = false;
UATHelper: Packaging (HTML5): UnrealBuildTool: ^
UATHelper: Packaging (HTML5): UnrealBuildTool: C:/Unreal Projects/SideScrollerTest2/Source/SideScrollerTest2/GoalActor.cpp:13:2: error: use of undeclared identifier ‘bEditable’
UATHelper: Packaging (HTML5): UnrealBuildTool: bEditable = true;
UATHelper: Packaging (HTML5): UnrealBuildTool: ^
UATHelper: Packaging (HTML5): UnrealBuildTool: C:/Unreal Projects/SideScrollerTest2/Source/SideScrollerTest2/GoalActor.cpp:16:23: error: member access into incomplete type ‘class UStaticMeshComponent’
UATHelper: Packaging (HTML5): UnrealBuildTool: TemporaryModelPhysics->SetupAttachment(RootComponent);
UATHelper: Packaging (HTML5): UnrealBuildTool: ^
UATHelper: Packaging (HTML5): UnrealBuildTool: Runtime/CoreUObject/Public/Templates/Casts.h:20:7: note: forward declaration of ‘UStaticMeshComponent’
UATHelper: Packaging (HTML5): UnrealBuildTool: class UStaticMeshComponent;
UATHelper: Packaging (HTML5): UnrealBuildTool: ^
UATHelper: Packaging (HTML5): UnrealBuildTool: C:/Unreal Projects/SideScrollerTest2/Source/SideScrollerTest2/GoalActor.cpp:17:18: error: assigning to ‘USceneComponent *’ from incompatible type ‘class UStaticMeshComponent *’
UATHelper: Packaging (HTML5): UnrealBuildTool: RootComponent = TemporaryModelPhysics;
UATHelper: Packaging (HTML5): UnrealBuildTool: ^~~~~~~~~~~~~~~~~~~~~
UATHelper: Packaging (HTML5): UnrealBuildTool: C:/Unreal Projects/SideScrollerTest2/Source/SideScrollerTest2/GoalActor.cpp:37:38: error: member access into incomplete type ‘class UStaticMeshComponent’
UATHelper: Packaging (HTML5): UnrealBuildTool: FRotator rot = TemporaryModelPhysics->RelativeRotation;
UATHelper: Packaging (HTML5): UnrealBuildTool: ^
UATHelper: Packaging (HTML5): UnrealBuildTool: Runtime/CoreUObject/Public/Templates/Casts.h:20:7: note: forward declaration of ‘UStaticMeshComponent’
UATHelper: Packaging (HTML5): UnrealBuildTool: class UStaticMeshComponent;
UATHelper: Packaging (HTML5): UnrealBuildTool: ^
UATHelper: Packaging (HTML5): UnrealBuildTool: C:/Unreal Projects/SideScrollerTest2/Source/SideScrollerTest2/GoalActor.cpp:41:23: error: member access into incomplete type ‘class UStaticMeshComponent’
UATHelper: Packaging (HTML5): UnrealBuildTool: TemporaryModelPhysics->SetRelativeRotation(rot);
UATHelper: Packaging (HTML5): UnrealBuildTool: ^
UATHelper: Packaging (HTML5): UnrealBuildTool: Runtime/CoreUObject/Public/Templates/Casts.h:20:7: note: forward declaration of ‘UStaticMeshComponent’
UATHelper: Packaging (HTML5): UnrealBuildTool: class UStaticMeshComponent;
UATHelper: Packaging (HTML5): UnrealBuildTool: ^
UATHelper: Packaging (HTML5): UnrealBuildTool: In file included from C:/Unreal Projects/SideScrollerTest2/Source/SideScrollerTest2/GoalActor.cpp:3:
UATHelper: Packaging (HTML5): UnrealBuildTool: In file included from …/…/…/…/…/Unreal Projects/SideScrollerTest2/Source/SideScrollerTest2/GoalActor.h:6:
UATHelper: Packaging (HTML5): UnrealBuildTool: In file included from Runtime/Engine/Classes/GameFramework/Actor.h:9:
UATHelper: Packaging (HTML5): UnrealBuildTool: C:\Program Files\Epic Games\UE_4.16\Engine\Source\Runtime\CoreUObject\Public\UObject\Object.h(83,24): error: incomplete type ‘UStaticMeshComponent’ named in nested name specifier
UATHelper: Packaging (HTML5): UnrealBuildTool: Runtime/CoreUObject/Public/UObject/Object.h:83:24: error: incomplete type ‘UStaticMeshComponent’ named in nested name specifier
UATHelper: Packaging (HTML5): UnrealBuildTool: UClass* ReturnType = TReturnType::StaticClass();
UATHelper: Packaging (HTML5): UnrealBuildTool: ^~~~~~~~~~~~~
UATHelper: Packaging (HTML5): UnrealBuildTool: C:/Unreal Projects/SideScrollerTest2/Source/SideScrollerTest2/GoalActor.cpp:15:26: note: in instantiation of function template specialization ‘UObject::CreateDefaultSubobject’ requested here
UATHelper: Packaging (HTML5): UnrealBuildTool: TemporaryModelPhysics = CreateDefaultSubobject(TEXT(“OurVisibleComponent”));
UATHelper: Packaging (HTML5): UnrealBuildTool: ^
UATHelper: Packaging (HTML5): UnrealBuildTool: Runtime/CoreUObject/Public/Templates/Casts.h:20:7: note: forward declaration of ‘UStaticMeshComponent’
UATHelper: Packaging (HTML5): UnrealBuildTool: class UStaticMeshComponent;
UATHelper: Packaging (HTML5): UnrealBuildTool: ^
UATHelper: Packaging (HTML5): UnrealBuildTool: In file included from C:/Unreal Projects/SideScrollerTest2/Source/SideScrollerTest2/GoalActor.cpp:3:
UATHelper: Packaging (HTML5): UnrealBuildTool: In file included from …/…/…/…/…/Unreal Projects/SideScrollerTest2/Source/SideScrollerTest2/GoalActor.h:6:
UATHelper: Packaging (HTML5): UnrealBuildTool: In file included from Runtime/Engine/Classes/GameFramework/Actor.h:9:
UATHelper: Packaging (HTML5): UnrealBuildTool: C:\Program Files\Epic Games\UE_4.16\Engine\Source\Runtime\CoreUObject\Public\UObject\Object.h(83,35): error: incomplete definition of type ‘UStaticMeshComponent’
UATHelper: Packaging (HTML5): UnrealBuildTool: Runtime/CoreUObject/Public/UObject/Object.h:83:35: error: incomplete definition of type ‘UStaticMeshComponent’
UATHelper: Packaging (HTML5): UnrealBuildTool: UClass* ReturnType = TReturnType::StaticClass();
UATHelper: Packaging (HTML5): UnrealBuildTool: ~~~~~~~~~~~^~
UATHelper: Packaging (HTML5): UnrealBuildTool: 8 errors generated.
UATHelper: Packaging (HTML5): UnrealBuildTool: ERROR:root:compiler frontend failed to generate LLVM bitcode, halting
UATHelper: Packaging (HTML5): UnrealBuildTool: [5/7] python.exe SideScrollerTest2.cpp
UATHelper: Packaging (HTML5): UnrealBuildTool: [6/7] python.exe UELinkerFixups.cpp
UATHelper: Packaging (HTML5): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Unreal Projects\SideScrollerTest2\Binaries\HTML5\SideScrollerTest2-HTML5-Shipping.js
UATHelper: Packaging (HTML5): UnrealBuildTool: Total build time: 112.57 seconds (Local executor: 0.00 seconds)
UATHelper: Packaging (HTML5): CommandUtils.Run: Run: Took 113.0164642s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (HTML5): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe SideScrollerTest2 HTML5 Shipping -Project=“C:\Unreal Projects\SideScrollerTest2\SideScrollerTest2.uproject”
“C:\Unreal Projects\SideScrollerTest2\SideScrollerTest2.uproject” -NoUBTMakefiles -remoteini=“C:\Unreal Projects\SideScrollerTest2” -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2017.09.04-14.13.59.txt’
UATHelper: Packaging (HTML5): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) UATHelper: Packaging (HTML5): at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (HTML5): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) UATHelper: Packaging (HTML5): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary2 EnvVars)
UATHelper: Packaging (HTML5): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) UATHelper: Packaging (HTML5): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Dictionary2 InTa rgetToManifest) UATHelper: Packaging (HTML5): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) UATHelper: Packaging (HTML5): at BuildCookRun.DoBuildCookRun(ProjectParams Params) UATHelper: Packaging (HTML5): at BuildCookRun.ExecuteBuild() UATHelper: Packaging (HTML5): at AutomationTool.BuildCommand.Execute() UATHelper: Packaging (HTML5): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) UATHelper: Packaging (HTML5): at AutomationTool.Automation.Process(String[] Arguments) UATHelper: Packaging (HTML5): at AutomationTool.Program.MainProc(Object Param) UATHelper: Packaging (HTML5): at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
UATHelper: Packaging (HTML5): at AutomationTool.Program.Main()
UATHelper: Packaging (HTML5): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (HTML5): BUILD FAILED
PackagingResults:Error: Error Unknown Error