Why does Unreal 4.12 packaging fail?

  1. Hi there this is my log read out.

  2. Please help me get anything to package.

  3. Nothing will package not even demo files from unreal.

    MainFrameActions: Packaging (Windows
    (64-bit)): Running AutomationTool…
    MainFrameActions: Packaging (Windows
    (64-bit)):
    Automation.ParseCommandLine: Parsing
    command line:
    -ScriptsForProject=F:/NewUnreal/CanCook/ShooterGame/ShooterGame.uproject
    BuildCookRun -nocompile
    -nocompileeditor -installed -nop4 -project=F:/NewUnreal/CanCook/ShooterGame/ShooterGame.uproject
    -cook -stage -archive -archivedirectory=F:/NewUnreal/CanCook/game

    • package -clientconfig=DebugGame -ue4exe=UE4Editor-Cmd.exe -targetplatform=Win64 -build -CrashReporter -utf8output MainFrameActions: Packaging (Windows
      (64-bit)): Automation.Process:
      Setting up command environment.
      MainFrameActions: Packaging (Windows
      (64-bit)): BuildCookRun.SetupParams:
      Setting up ProjectParams for
      F:\NewUnreal\CanCook\ShooterGame\ShooterGame.uproject
      MainFrameActions: Packaging (Windows
      (64-bit)): Project.Build: **********
      BUILD COMMAND STARTED **********
      MainFrameActions: Packaging (Windows
      (64-bit)): CommandUtils.Run: Run:
      C:\Program Files (x86)\Epic
      Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe
      ShooterGame Win64 DebugGame
      -Project=F:\NewUnreal\CanCook\ShooterGame\ShooterGame.uproject
      F:\NewUnreal\CanCook\ShooterGame\ShooterGame.uproject
      -rem MainFrameActions: Packaging (Windows (64-bit)):
      oteini=“F:\NewUnreal\CanCook\ShooterGame”
      -noxge -generatemanifest -NoHotReloadFromIDE MainFrameActions: Packaging (Windows
      (64-bit)): UnrealBuildTool: Messages
      while compiling C:\Program Files
      (x86)\Epic
      Games\4.12\Engine\Intermediate\Build\BuildRules\UE4Rules.dll:
      MainFrameActions: Packaging (Windows
      (64-bit)): UnrealBuildTool:
      c:\Program Files (x86)\Epic
      Games\4.12\Engine\Plugins\Marketplace\AdvKitPlugin\Source\AdvKitEditor\AdvKitEditor.Build.cs(7,14)
      : error CS0101: The namespace
      ‘’ already
      contains a definition for
      ‘AdvKitEditor’ MainFrameActions:
      Packaging (Windows (64-bit)):
      UnrealBuildTool: c:\Program Files
      (x86)\Epic
      Games\4.12\Engine\Plugins\Marketplace\AdvKitPlugin\Source\AdvKitRuntime\AdvKitRuntime.Build.cs(7,14)
      : error CS0101: The namespace
      ‘’ already
      contains a definition for
      ‘AdvKitRuntime’ MainFrameActions:
      Packaging (Windows (64-bit)):
      UnrealBuildTool: ERROR:
      UnrealBuildTool encountered an error
      while compiling source files
      MainFrameActions: Packaging (Windows
      (64-bit)): CommandUtils.Run: Run:
      Took 24.8910818s to run
      UnrealBuildTool.exe, ExitCode=5
      MainFrameActions: Packaging (Windows
      (64-bit)): Program.Main: ERROR:
      AutomationTool terminated with
      exception:
      AutomationTool.AutomationException:
      Command failed (Result:5):
      C:\Program Files (x86)\Epic
      Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe
      ShooterGame Win64 DebugGame
      -Project=F:\NewUnreal\CanCook\ShooterGame\ShooterGame.uproject
      F:\NewUnreal
      \CanCook\ShooterGame\ShooterGame.uproject
      -remoteini=“F:\NewUnreal\CanCook\ShooterGame”
      -noxge -generatemanifest -NoHotReloadFromIDE. See logfile for details:
      'UnrealBuildTool-2016.08.31-18.37.11.txt
      MainFrameActions: Packaging (Windows
      (64-bit)): ’ MainFrameActions:
      Packaging (Windows (64-bit)): at
      AutomationTool.CommandUtils.RunAndLog(String
      App, String CommandLine, String
      Logfile, Int32 MaxSuccessCode,
      String Input, ERunOptions Options,
      Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
      MainFrameActions: Packaging (Windows
      (64-bit)): 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 EnvV ars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1
      InDeleteBuildProducts, Boolean
      InUpdateVersionFiles, Boolean
      InForceNoXGE, Boolean
      InUseParallelExecutor, Boolean
      InForceNonUnity, Boolean
      InForceUnity, Boolean
      InShowProgress, Dictionary2 PlatformEnvVars, Nullable1
      InChangelistNumberOverride,
      Dictionary2 InTargetToManifest) MainFrameActions: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.BuildCommand.Execute() MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1
      CommandsToExecute,
      CaselessDictionary1 Commands) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func2
      Main, Object Param)
      MainFrameActions: Packaging (Windows
      (64-bit)): at
      AutomationTool.Program.Main()
      MainFrameActions: Packaging (Windows
      (64-bit)): Program.Main:
      AutomationTool exiting with
      ExitCode=5 (5) MainFrameActions:
      Packaging (Windows (64-bit)):
      Domain_ProcessExit MainFrameActions:
      Packaging (Windows (64-bit)):
      copying UAT log files…
      MainFrameActions: Packaging (Windows
      (64-bit)): BUILD FAILED

The issue that I see in the logs is as follows: error CS0101: The namespace ‘’ already contains a definition for ‘AdvKitEditor’

Please review these older posts that may resolve your issue:

  • [Generating Project File Fails][1]
  • [Error with Creating a Code Project][2]
  • [CS0101 while Generating Project Files][3]
  • [Build error on Generating Project Files][4]

Let me know what works for you, or if nothing has worked so far so we can dig into this deeper for you.

Thanks!

Generating project files fails (UE4.8) - Audio - Epic Developer Community Forums
[2]: [v4.7.2]Error on creating code project - C++ - Epic Developer Community Forums
[3]: Error CS0101 when generating project files - Audio - Epic Developer Community Forums
[4]: Build Error on GenerateProjectFiles - Programming & Scripting - Epic Developer Community Forums