UE4.5 Preview - Unable to package Windows shipping build

I am unable to package a Windows Shipping build using 4.5 Preview. I am able to package a development build though. This is the pertinent section of the log. I’m not sure what the line "No files found to deploy for C:\Program Files\Unreal Engine\4.5\Engine\Binaries\ThirdParty\ICU with wildcard * and exclusions " actually means. Please help.

MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: SafeFindFiles C:\Program Files\Unreal Engine\4.5\Engine\Binaries\ThirdParty\ICU * True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: FindFiles C:\Program Files\Unreal Engine\4.5\Engine\Binaries\ThirdParty\ICU * True
MainFrameActions: Packaging (Windows (32-bit)): ErrorReporter.Error: ERROR: AutomationTool error: No files found to deploy for C:\Program Files\Unreal Engine\4.5\Engine\Binaries\ThirdParty\ICU with wildcard * and exclusions
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: No files found to deploy for C:\Program Files\Unreal Engine\4.5\Engine\Binaries\ThirdParty\ICU with wildcard * and exclusions
MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at DeploymentContext.StageFiles(StagedFileType FileType, String InPath, String Wildcard, Boolean bRecursive, String[] ExcludeWildcard, String NewPath, Boolean bAllowNone, Boolean bRemap, String NewName)
MainFrameActions: Packaging (Windows (32-bit)): at Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC)
MainFrameActions: Packaging (Windows (32-bit)): at Project.CopyBuildToStagingDirectory(ProjectParams Params)
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(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(
MainFrameActions: Packaging (Windows (32-bit)): 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: No files found to deploy for C:\Program Files\Unreal Engine\4.5\Engine\Binaries\ThirdParty\ICU with wildcard * and exclusions
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=30
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

Hi JobsIsMyHomeboy,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.