LogInit:Display: RandInit(1932442136) SRandInit(1932442137). LogTaskGraph: Started task graph with 4 named threads and 8 total threads. LogStats: Stats thread started LogInit: Version: 4.8.0-2579680+++depot+UE4-Releases+4.8 LogInit: API Version: 2579680 LogInit: Compiled (64-bit): Jun 8 2015 03:34:53 LogInit: Compiled with Visual C++: 18.00.21005.01 LogInit: Build Configuration: Development LogInit: Branch Name: ++depot+UE4-Releases+4.8 LogInit: Command line: LogInit: Base directory: C:/Program Files/Epic Games/4.8/Engine/Binaries/Win64/ LogInit: Rocket: 1 LogInit: Using libcurl 7.41.0 LogInit: - built for x86_64-pc-win32 LogInit: - supports SSL with WinSSL LogInit: - other features: LogInit: CURL_VERSION_SSL LogInit: CURL_VERSION_IPV6 LogInit: CURL_VERSION_ASYNCHDNS LogInit: CURL_VERSION_LARGEFILE LogInit: CURL_VERSION_IDN LogInit: CurlRequestOptions (configurable via config and command line): LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy LogInit: - bDontReuseConnections = false - Libcurl will reuse connections LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time. LogOnline:Warning: No default platform service specified for OnlineSubsystem LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes. LogInit: Object subsystem initialized LogInit: Selected Device Profile: [Windows] LogInit: Applying CVar settings loaded from the selected device profile: [Windows] LogInit: Computer: MCO-PC LogInit: User: mco LogInit: CPU Page size=4096, Cores=6 LogInit: High frequency timer resolution =3.125078 MHz LogMemory: Memory total: Physical=31.9GB (32GB approx) LogMemory: Platform Memory Stats for Windows LogMemory: Process Physical Memory: 51.33 MB used, 51.33 MB peak LogMemory: Process Virtual Memory: 25.39 MB used, 25.39 MB peak LogMemory: Physical Memory: 7205.80 MB used, 32710.50 MB total LogMemory: Virtual Memory: 287.38 MB used, 8388608.00 MB total LogTextLocalizationManager: The requested culture ('sv_SE') has no localization data; falling back to 'en' for localization and internationalization data. LogTextLocalizationManager:Warning: Loaded localization resources contain conflicting entries for (Namespace:ContentBrowser, Key:ImportAssetToolTip): Localization Resource: (C:/Program Files/Epic Games/4.8/Engine/Content/Localization/Editor/en/Editor.locres) Source String Hash: (-630476809) Localized String: (Import to {0}...) Localization Resource: (C:/Program Files/Epic Games/4.8/Engine/Content/Localization/Editor/en/Editor.locres) Source String Hash: (1271782899) Localized String: (Imports an asset from file to this folder.) LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 780 (Feature Level 11_0) LogD3D11RHI: Adapter has 3014MB of dedicated video memory, 0MB of dedicated system memory, and 16099MB of shared system memory, 1 output[s] LogD3D11RHI: Chosen D3D11 Adapter Id = 0 LogRHI: Texture pool is 1361 MB (70% of 1945 MB) LogD3D11RHI: Async texture creation enabled LogShaderCompilers:Display: Using Local Shader Compiler. LogTemp:Display: Loaded TP DesktopTargetPlatform LogTemp:Display: Loaded TP WindowsClientTargetPlatform LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform LogTemp:Display: Loaded TP WindowsServerTargetPlatform LogTemp:Display: Loaded TP WindowsTargetPlatform LogTemp:Display: Loaded TP AndroidTargetPlatform LogTemp:Display: Loaded TP Android_ASTCTargetPlatform LogTemp:Display: Loaded TP Android_ATCTargetPlatform LogTemp:Display: Loaded TP Android_DXTTargetPlatform LogTemp:Display: Loaded TP Android_ETC1TargetPlatform LogTemp:Display: Loaded TP Android_ETC2TargetPlatform LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform LogTemp:Display: Loaded TP IOSTargetPlatform LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform LogTemp:Display: Loaded TP LinuxServerTargetPlatform LogTemp:Display: Loaded TP LinuxTargetPlatform LogTargetPlatformManager:Display: Building Assets For Windows LogDerivedDataCache:Display: Max Cache Size: 512 MB LogDerivedDataCache: Loaded boot cache 0.04s 53MB C:/Users/mco/AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc. LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/mco/AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file E:/Unreal/MyProject2/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 E:/Unreal/MyProject2/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/mco/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable LogInit: Selected Device Profile: [Windows] ImportText (ComponentSweepMultiTests): Missing closing parenthesis: (RootShapeAsset="/Engine/BasicShapes/Cube.Cube",ShapeType="TriggerCapsule",HitResult=(Time=0.50,Location=(X=-100.000015,Y=0.0,Z=100.000015),ImpactPoint=(X=-50.0,Y=0.0,Z=50.0),Normal=(X=-1.0,Y=-0.0,Z=0.0),ImpactNormal=(X=0.0,Y=0.0,Z=1.0),TraceStart=(X=-200.0,Y=0.0,Z=200.0),TraceEnd=(X=0.0,Y=0.0,Z=0.0)) ImportText (LineTraceSingleByChannelTests): Missing closing parenthesis: (RootShapeAsset="/Engine/BasicShapes/Cube.Cube",HitResult=(Time=0.50,Location=(X=-100.000015,Y=0.0,Z=100.000015),ImpactPoint=(X=-50.0,Y=0.0,Z=50.0),Normal=(X=-1.0,Y=-0.0,Z=0.0),ImpactNormal=(X=0.0,Y=0.0,Z=1.0),TraceStart=(X=-200.0,Y=0.0,Z=200.0),TraceEnd=(X=0.0,Y=0.0,Z=0.0)) LogMeshUtilities: No automatic mesh reduction module available LogMeshUtilities: No automatic mesh merging module available LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 LogAssetRegistry: FAssetRegistry took 0.0103 seconds to start up LogDirectoryWatcher:Warning: Failed to begin reading directory changes for ../../../Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0 UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666. SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled LogObj: 26440 objects as part of root set at end of initial load. LogUObjectAllocator: 5438856 out of 0 bytes used by permanent object pool. LogEngine: Initializing Engine... LogHMD: Can't find Oculus library dev build: is proper Runtime installed? Version: 0.6.0.0 LogHMD:Warning: SteamVR failed to initialize. Error: 110 LogAIModule: Creating AISystem for world NewWorld LogInit: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) LogInit: FAudioDevice initialized. LogDerivedDataCache: Saved boot cache 0.02s 53MB C:/Users/mco/AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc. LogInit: Texture streaming: Disabled LogAnalytics: Creating configured Analytics provider AnalyticsET LogAnalytics: [UEEditor.Rocket.Release] APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.8.0-2579680+++depot+UE4-Releases+4.8 LogAnalytics: [UEEditor.Rocket.Release] SetUserId 33687827445c5f471101048b3d06d357|6b2dc5ce46a84c7f9fa1dc9489aa852c|7f18515e-63d8-42a3-b507-c829a6b0aca4 LogAnalytics: [UEEditor.Rocket.Release] AnalyticsET::StartSession LogInit: Transaction tracking system initialized BlueprintLog: New page: Editor Load LogConsoleManager:Warning: Console variable 'r.VSync' wasn't set ('GameSetting' has a lower priority than 'SystemSettingsIni') LogCook:Display: Done creating registry. It took 0.00s. SourceControl: Info Source control is disabled Cmd: MAP LOAD FILE="../../../Engine/Content/Maps/Templates/Template_Default.umap" TEMPLATE=1 SHOWPROGRESS=1 FEATURELEVEL=3 LightingResults: New page: Lighting Build MapCheck: New page: Map Check LightingResults: New page: Lighting Build LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000000020F56200 LogAIModule: Creating AISystem for world Untitled_1 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 33.472ms to complete. LogFileHelpers: Loading map 'Template_Default' took 0.425 LogCollectionManager: Loaded 0 collections in 0.002181 seconds LogContentBrowser: Native class hierarchy populated in 0.0076 seconds. Added 1807 classes and 307 folders. LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0003 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0003 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0003 seconds. Added 1 classes and 2 folders. LogCrashTracker: Crashtracker disabled due to settings. LogUObjectGlobals:Warning: Failed to find object 'Class None.' LogLoad: Full Startup: 8.45 seconds (BP compile: 0.16 seconds) LogContentStreaming: Texture pool size is 0.000000MB LogContentStreaming: Texture pool size now 1000 MB LogRenderer: Reallocating scene render targets to support 1504x568 (Frame:2). LogAssetRegistry: Asset discovery search completed in 3.6749 seconds MainFrameActions: Packaging (Windows (32-bit)): Running AutomationTool... MainFrameActions: Packaging (Windows (32-bit)): Program.Main: Running on WindowsHostPlatform MainFrameActions: Packaging (Windows (32-bit)): Program.Main: CWD=C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=E:/Unreal/MyProject2/MyProject2.uproject -cook -stage -archive -archivedirectory=C:/Users/mco/Desktop/sdfsdf -package -clientconfig=Shipping -ue4ex MainFrameActions: Packaging (Windows (32-bit)): e=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win32 -build -utf8output -NoCompile MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: IsBuildMachine=False MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: ShouldKillProcesses=True MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Setting up command environment. MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT= MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder= MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/mco/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8) MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\mco\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UAT_Log.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\mco\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\mco\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UnrealBuildTool.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users/mco/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8 MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir= MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion= MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables. MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013 MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\ MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat. MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\mco\AppData\Local\Temp\HarvestEnvVars.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\mco\AppData\Local\Temp\HarvestEnvVars.bat=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Users\mco\AppData\Local\Temp\HarvestEnvVars.bat MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET>call "C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat" MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET>set 1>"C:\Users\mco\AppData\Local\Temp\HarvestEnvVars.txt" MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 0,6180353s to run HarvestEnvVars.bat, ExitCode=0 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework\ MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319 MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework\ MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319 MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\Windows\Microsoft.NET\Framework\ MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319 MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\IDE\Devenv.com MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: Command Environment settings: MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: HasCapabilityToCompile=True MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LocalRoot=C:/Program Files/Epic Games/4.8 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users/mco/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\IDE\Devenv.com MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: TimestampAsString=2015-06-22_20.46.20 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: UATExe=C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\mco\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules) MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\mco\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules-1881378678.dll MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\mco\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules-1881378678.pdb MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\mco\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules-1881378678SourceFiles.txt MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Compiling scripts. MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 8 script DLL(s). MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform DesktopPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform HTML5Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform MacPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Unknown MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: PS4 MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: Initializing AllowSubmit. MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: AllowSubmit=False MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: Initializing P4Enabled. MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: P4Enabled=False MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: P4CLRequired=False MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists E:\Unreal\MyProject2\MyProject2.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists E:\Unreal\MyProject2\MyProject2.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists E:\Unreal\MyProject2\MyProject2.uproject=True MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for E:\Unreal\MyProject2\MyProject2.uproject MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectTargetsForProject: Looking for targets for project E:\Unreal\MyProject2\MyProject2.uproject MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectTargetsForProject: Searching for target rule files in E:\Unreal\MyProject2 MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\mco\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules2008432424.dll=False MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\mco\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules2008432424.dll MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for E:\Unreal\MyProject2\MyProject2.uproject MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Project Params ************** MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Archive=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\mco\Desktop\sdfsdf MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=E:\Unreal\MyProject2\Saved\StagedBuilds MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Build=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Cook=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Clean= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Client=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Shipping MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=MyProject2 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win32 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Compressed=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookFlavor= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: GeneratePatch=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: DLCName= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CulturesToCook= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: EditorTargets= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Foreign=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookAll=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Deploy=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: LogWindow=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Manifests=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: MapToRun= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoClient=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NumClients=0 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoXGE=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: MapsToCook= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Pak=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Package=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NullRHI=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: FakeClient=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: EditorTest=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: RunAutomationTest= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CrashIndex=0 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProgramTargets= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=E:\Unreal\MyProject2\Binaries\Win32 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=E:\Unreal\MyProject2\Binaries\Win32 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=E:\Unreal\MyProject2\Binaries\Win32\MyProject2.exe MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=E:\Unreal\MyProject2\Binaries\Win32\MyProject2.exe MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Distribution=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Prebuilt=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Prereqs=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: RawProjectPath=E:\Unreal\MyProject2\MyProject2.uproject MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Rocket=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Run=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win32 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ShortProjectName=MyProject2 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SignedPak=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SignPak= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipCook=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipPak=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipStage=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Stage=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Project Params ************** MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists E:\Unreal\MyProject2\MyProject2.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists E:\Unreal\MyProject2\MyProject2.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists E:\Unreal\MyProject2\MyProject2.uproject=True MainFrameActions: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED ********** MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it. MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* UE4Build: MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* ForceMonolithic: False MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* ForceNonUnity:False MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* ForceDebugInfo: False MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* UseXGE: False MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile E:\Unreal\MyProject2\Intermediate\Build\Manifest.xml MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win32 Shipping E:\Unreal\MyProject2\MyProject2.uproject -noxge -generatemanifest -rocket -NoHotReloadFromIDE MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 1,3300761s to run UnrealBuildTool.exe, ExitCode=0 MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists E:\Unreal\MyProject2\Intermediate\Build\Manifest.xml=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeCopyFile: SafeCopyFile E:\Unreal\MyProject2\Intermediate\Build\Manifest.xml C:\Users\mco\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml MainFrameActions: Packaging (Windows (32-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\mco\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win32 Shipping E:\Unreal\MyProject2\MyProject2.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Performing 3 actions (6 in parallel) MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: UELinkerFixups.cpp MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: [3/3] Link MyProject2-Win32-Shipping.exe MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file 'C:\Program Files\Epic Games\4.8\Engine\Intermediate\Build\Win32\UE4\Shipping\Launch\PCLaunch.rc.res' MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: -------- End Detailed Actions Stats ----------------------------------------------------------- MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\Unreal\MyProject2\Binaries\Win32\MyProject2-Win32-Shipping.exe MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Total build time: 4,89 seconds MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 5,0142868s to run UnrealBuildTool.exe, ExitCode=5 MainFrameActions: Packaging (Windows (32-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win32 Shipping E:\Unreal\MyProject2\MyProject2.uproject -noxge -rocket -NoHotReloadFromIDE MainFrameActions: Packaging (Windows (32-bit)): -ignorejunk. See logfile for details: 'UnrealBuildTool.txt' MainFrameActions: Packaging (Windows (32-bit)): BuildCommand.Execute: ERROR: BUILD FAILED MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win32 Shipping E:\Unreal\MyProject2\MyProject2.uproject -noxge -rocket -NoHotReloadFromIDE MainFrameActions: Packaging (Windows (32-bit)): -ignorejunk. See logfile for details: 'UnrealBuildTool.txt' MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, Dictionary`2 PlatformEnvVars) MainFrameActions: Packaging (Windows (32-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (32-bit)): at BuildCommand.Execute() MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main() MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win32 Shipping E:\Unreal\MyProject2\MyProject2.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool.txt' MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=5 MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files... MainFrameActions: Packaging (Windows (32-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully. MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED