Program.Main: ERROR: You are attempting to compile on a machine that does not have a supported compiler!

I’m currently using Unreal 4.5’s preview version. I’m using it over 4.4.3 because I had an error in 4.4.3 when I tried to add files, and I made an extra copy and converted the copy to 4.5. 4.5 fixed my bug with adding files, but it introduced a new bug where I can no longer package the game.

Visual Studio 2013 Professional is installed. 12.0.21005.1 for a more specific version.

Microsoft.NET Framework 4.5.50938

The following is the output log when I try to package the game for Windows (64-bit) on Windows 7 64-bit.

MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: Running on WindowsHostPlatform
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=C:/Users/Eddie/Documents/Unreal Projects/ProjectBlack/ProjectBlack.uproject -cook -allmaps -CrashReporter -stage -archive -archivedirectory=C:/User
MainFrameActions: Packaging (Windows (64-bit)): s/Eddie/Desktop/Project Black Builds/2014-10-13 -package -WindowsNoEditor -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -pak -targetplatform=Win64 -build -UseDebugParamForEditorExe -utf8output -NoCompile
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Unreal Engine/4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Unreal Engine/4.5/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Unreal Engine/4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Eddie/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Unreal+Engine+4.5)
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Eddie\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine+4.5\UAT_Log.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Unreal Engine/4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Unreal Engine/4.5/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Unreal Engine/4.5/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users/Eddie/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Unreal+Engine+4.5
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=xyz
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=1
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=xyz
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=1
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists xyz\1\MSBuild.exe=False
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: MsBuild.exe does not exist.
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: Assuming no compilation capability.
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=False
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: Command Environment settings:
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: EngineSavedFolder=C:/Program Files/Unreal Engine/4.5/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: HasCapabilityToCompile=False
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: LocalRoot=C:/Program Files/Unreal Engine/4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users/Eddie/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Unreal+Engine+4.5
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MsBuildExe=
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MsDevExe=
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: TimestampAsString=2014-10-13_17.47.13
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: UATExe=C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationTool.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 4 script DLL(s).
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Unreal Engine\4.5\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Mac
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: PS4
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: HTML5
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Linux
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: Initializing AllowSubmit.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: AllowSubmit=False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: Initializing P4Enabled.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: P4Enabled=False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: P4CLRequired=False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\ProjectBlack.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\ProjectBlack.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\ProjectBlack.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\ProjectBlack.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\ProjectBlack.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\Eddie\Desktop\Project Black Builds\2014-10-13
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\Saved\StagedBuilds
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=ProjectBlack
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\Binaries\Win64\ProjectBlack.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\Binaries\Win64\ProjectBlack.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: OBBinAPK=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\ProjectBlack.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=ProjectBlack
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\ProjectBlack.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\Config\DefaultEngine.ini=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.GetDefaultMap: Looking for DefaultMap in C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\Config\DefaultEngine.ini
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeReadAllLines: SafeReadAllLines C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\Config\DefaultEngine.ini
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.GetDefaultMap: Found DefaultMap=/Engine/Maps/Entry
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Cooking all maps
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\ProjectBlack.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Eddie\Documents\Unreal Projects\ProjectBlack\ProjectBlack.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationTool: You are attempting to compile on a machine that does not have a supported compiler!
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVer
MainFrameActions: Packaging (Windows (64-bit)): sionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity)
MainFrameActions: Packaging (Windows (64-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)):    at BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 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(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: You are attempting to compile on a machine that does not have a supported compiler!
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=1
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED

A self-update for anybody who comes across this at a later date:

I made a backup of my 4.5 project, and went back to the Unreal Launcher. I selected the dropdown for Unreal 4.5, clicked “Verify”, and let it run. Upon completion, it displayed that it had made a backup for a file. Once it said this, I went in and tried to repackage, and it worked.

Keep in mind, this is after attempting two other solutions I had stumbled across online (being this and this). If the “Verify” process doesn’t work, those are the other solutions I stumbled across (albeit did not work in my case).

Best of luck, and I hope this helps someone in the future!