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[Closed] Build Errors

 I've looked around and couldn't find a solution to get my game to build. Maybe someone can lead me in the right directio. Thanks! Sorry for the wall of text, figured it would be best to paste the whole thing.



LogInit: Version: 4.6.1-2386410+++depot+UE4-Releases+4.6 LogInit: API Version: 2369412 LogInit: Compiled (64-bit): Dec 11 2014 21:31:39 LogInit: Compiled with Visual C++: 18.00.21005.01 LogInit: Build Configuration: Development LogInit: Branch Name: ++depot+UE4-Releases+4.6 LogInit: Command line: LogInit: Base directory: D:/Program Files/Unreal Engine/4.6/Engine/Binaries/Win64/ LogInit: Rocket: 1 LogTaskGraph: Started task graph with 3 named threads and 6 total threads. 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 LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide' LogConsoleResponse:Warning: Found in ini file 'C:/HoodAndTheHelm/UE4/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]' LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)' LogConsoleResponse:Warning: Found in ini file 'C:/HoodAndTheHelm/UE4/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]' LogConsoleManager:Warning: Console variable 'r.MSAA.CompositingSampleCount' wasn't set (Priority ProjectSetting < Scalability) LogInit: Selected Device Profile: [Windows] LogInit: Applying CVar settings loaded from the selected device profile: [Windows] LogInit: Computer: REDSETT LogInit: User: bill LogInit: CPU Page size=4096, Cores=4 LogInit: High frequency timer resolution =2.630629 MHz LogMemory: Memory total: Physical=31.9GB (32GB approx) Virtual=131072.0GB LogMemory: Platform Memory Stats for Windows LogMemory: Process Physical Memory: 46.61 MB used, 46.61 MB peak LogMemory: Process Virtual Memory: 22.38 MB used, 22.38 MB peak LogMemory: Physical Memory: 5044.16 MB used, 32656.29 MB total LogMemory: Virtual Memory: 269.07 MB used, 134217728.00 MB total LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 770M (Feature Level 11_0) LogD3D11RHI: Adapter has 2945MB of dedicated video memory, 0MB of dedicated system memory, and 16328MB of shared system memory, 1 output[s] LogD3D11RHI: Found D3D11 adapter 1: NVIDIA GeForce GTX 770M (Feature Level 11_0) LogD3D11RHI: Adapter has 2945MB of dedicated video memory, 0MB of dedicated system memory, and 16328MB of shared system memory, 0 output[s] LogD3D11RHI: Found D3D11 adapter 2: Microsoft Basic Render Driver (Feature Level 11_0) LogD3D11RHI: Adapter has 2945MB of dedicated video memory, 0MB of dedicated system memory, and 16328MB of shared system memory, 0 output[s] LogD3D11RHI: Chosen D3D11 Adapter Id = 0 LogRHI: Texture pool is 1361 MB (70% of 1945 MB) LogD3D11RHI: Async texture creation enabled LogTextLocalizationManager: The requested culture ('en_US') has no localization data; parent culture's ('en') localization data will be used. LogContentStreaming: Texture pool size is 0.000000MB LogTargetPlatformManager:Display: Building Assets For Windows LogTargetPlatformManager:Display: Building Assets For Windows LogDerivedDataCache:Display: Max Cache Size: 512 MB LogDerivedDataCache: Loaded boot cache 0.04s 45MB C:/Users/bill/AppData/Local/UnrealEngine/4.6/DerivedDataCache/Boot.ddc. LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/bill/AppData/Local/UnrealEngine/4.6/DerivedDataCache/Boot.ddc LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file C:/HoodAndTheHelm/UE4/DerivedDataCache/DDC.ddp not found, will not use a pak cache. LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy. LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/DDC.ddp. LogDerivedDataCache: Using Local data cache path C:/Users/bill/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable LogCollisionProfile:Warning: Profile (UI) - Custom Channel Name = 'Weapon' hasn't been found 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 LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf' UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666. ModuleLog:Warning: iTween: Log Started SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled LogObj: 25126 objects as part of root set at end of initial load. LogUObjectAllocator: 5378456 out of 0 bytes used by permanent object pool. LogEngine: Initializing Engine... LogInit: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) LogInit: FAudioDevice initialized. LogAIModule: Creating AISystem for world NewWorld LogDerivedDataCache: Saved boot cache 0.02s 45MB C:/Users/bill/AppData/Local/UnrealEngine/4.6/DerivedDataCache/Boot.ddc. LogInit: Texture streaming: Enabled LogAnalytics: Creating configured Analytics provider AnalyticsET LogAnalytics: ET APIKey = Rocket.Release. APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.6.1-2386410+++depot+UE4-Releases+4.6 LogAnalytics: SetUserId 6cd3b05f264f815583de6ff83ae590a1 LogAnalytics: AnalyticsET::StartSession [Rocket.Release] LogInit: Transaction tracking system initialized BlueprintLog: New page: Editor Load LogAssetRegistry: FAssetRegistry took 0.0110 seconds to start up LogDirectoryWatcher:Warning: Failed to begin reading directory changes for ../../../Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0 LogTargetPlatformManager:Display: Building Assets For Windows LogTargetPlatformManager:Display: Building Assets For Windows LogLinker:Warning: Asset '../../../Engine/Content/Functions/Engine_MaterialFunctions03/Procedurals/ComputeFilterWidth.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. Cmd: MAP LOAD FILE="C:/HoodAndTheHelm/UE4/Content/Maps/Minimal_Default.umap" TEMPLATE=0 SHOWPROGRESS=1 LightingResults: New page: Lighting Build MapCheck: New page: Map Check LightingResults: New page: Lighting Build LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000D1501E2700 LogLinker:Warning: Asset 'C:/HoodAndTheHelm/UE4/Content/Blueprints/Gameplay/Map_Layout/BP_Floor.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset 'C:/HoodAndTheHelm/UE4/Content/Blueprints/Gameplay/Map_Layout/BP_NumberText.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogEditorServer: Finished looking for orphan Actors (0.000 secs) LogAIModule: Creating AISystem for world Minimal_Default Cmd: MAP CHECKDEP MapCheck: New page: Minimal_Default - Jan 31, 2015, 5:17:02 PM MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 97.157ms to complete. LogFileHelpers: Loading map 'Minimal_Default' took 3.880 LogCollectionManager: Loaded 0 collections in 0.000959 seconds LogCrashTracker: Crashtracker disabled due to settings. LogUObjectGlobals:Warning: Failed to find object 'Class None.' LogLoad: Full Startup: 14.29 seconds (BP compile: 1.35 seconds) LogSourceControl: Attempting 'p4 client -o HnH_Home' LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/Materials' SourceControl: Info Client HnH_Home SourceControl: Info Update 2014/12/22 03:29:09 SourceControl: Info Access 2015/01/28 01:27:42 SourceControl: Info Owner Mark SourceControl: Info Host redsett SourceControl: Info Description Created by Mark. SourceControl: Info Root C:\HoodAndTheHelm SourceControl: Info Options noallwrite noclobber nocompress unlocked nomodtime normdir SourceControl: Info SubmitOptions submitunchanged SourceControl: Info LineEnd local SourceControl: Info View0 //depot/... //HnH_Home/... SourceControl: Info specFormatted SourceControl: Info func client-FstatInfo LogRenderer:Warning: Reallocating scene render targets to support 1200x880. LogAssetRegistry: Asset discovery search completed in 6.5184 seconds LogAnalytics: Event Editor.Usage.AssetClasses has too many attributes (43). May be truncated at the collector. LogSourceControl: Attempting 'p4 fstat -Or C:/HoodAndTheHelm/UE4/Content/Materials/M_Basic_Floor.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_Basic_Wall.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_RuneColor.uasset' LogSourceControl: Attempting 'p4 fstat -Or C:/HoodAndTheHelm/UE4/Content/Materials/M_Brick_Clay_Beveled.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_Brick_Clay_New.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_Brick_Clay_Old.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_Brick_Cut_Stone.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_Brick_Hewn_Stone.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_Ceramic_Tile_Checker.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_CobbleStone_Pebble.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_CobbleStone_Rough.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_CobbleStone_Smooth.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_Concrete_Grime.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_Concrete_Panels.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_Concrete_Poured.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_Concrete_Tiles.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_Glass.uasset C:/HoodAndTheHelm/UE4/Content/Materials/M_Ground_Grass.uasset' LogSourceControl: Attempting 'p4 fstat -Or C:/HoodAndTheHelm/UE4/Content/Materials/M_Ground_Gravel.uasset' 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=D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=C:/HoodAndTheHelm/UE4/HnH_UE4Project.uproject -cook -allmaps -CrashReporter -stage -archive -archivedirectory=C:/Users/bill/Desktop/Test -package -WindowsNoEditor -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -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 D:\Program Files\Unreal Engine\4.6\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=D:/Program Files/Unreal Engine/4.6 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=D:/Program Files/Unreal Engine/4.6/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=D:/Program Files/Unreal Engine/4.6 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/bill/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Program+Files+Unreal+Engine+4.6) MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\bill\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\Cook.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\bill\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\FinalCopy_NonUFSFiles.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\bill\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\FinalCopy_UFSFiles.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\bill\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\Manifest_NonUFSFiles.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\bill\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\PakList_ProjectBangOrKIll-WindowsNoEditor.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\bill\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\PrePak_NonUFSFiles.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\bill\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\PrePak_UFSFiles.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\bill\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\UAT_Log.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\bill\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\UnrealPak.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=D:/Program Files/Unreal Engine/4.6 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=D:/Program Files/Unreal Engine/4.6/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=D:/Program Files/Unreal Engine/4.6/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users/bill/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Program+Files+Unreal+Engine+4.6 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=D:\Program Files (x86)\Windows Kits\8.1\ MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=D:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via D:\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\bill\AppData\Local\Temp\HarvestEnvVars.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\bill\AppData\Local\Temp\HarvestEnvVars.bat=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Users\bill\AppData\Local\Temp\HarvestEnvVars.bat MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET>call "D:\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: D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET>set 1>"C:\Users\bill\AppData\Local\Temp\HarvestEnvVars.txt" MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 0.4272909s 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: D:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com does not exist. MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: Assuming no solution compilation capability. 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= 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=D:/Program Files/Unreal Engine/4.6/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: HasCapabilityToCompile=True MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LocalRoot=D:/Program Files/Unreal Engine/4.6 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users/bill/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Program+Files+Unreal+Engine+4.6 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= MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: TimestampAsString=2015-02-01_01.18.47 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: UATExe=D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationTool.exe MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder 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 5 script DLL(s). MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from D:\Program Files\Unreal Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.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: Mac 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)): Platform.InitializePlatforms: Creating placeholder platform for target: HTML5 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 C:\HoodAndTheHelm\UE4\HnH_UE4Project.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\HoodAndTheHelm\UE4\HnH_UE4Project.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\HoodAndTheHelm\UE4\HnH_UE4Project.uproject=True MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\HoodAndTheHelm\UE4\HnH_UE4Project.uproject MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectTargetsForProject: Looking for targets for project C:\HoodAndTheHelm\UE4\HnH_UE4Project.uproject MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectTargetsForProject: Searching for target rule files in C:\HoodAndTheHelm\UE4 MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for C:\HoodAndTheHelm\UE4\HnH_UE4Project.uproject 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: Game target not found. Game target is required with -cook or -cookonthefly MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectParams..ctor(String MainFrameActions: Packaging (Windows (32-bit)): RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable`1 StageNonMonolithic, String UE4Exe, String SignPak, List`1 ClientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 DirectoriesToCook, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatformMap, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 Cook, String CookFlavor, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 UseDebugParamForEditorExe, Nullable`1 IterativeCooking, Nullable`1 CookOnTheFly, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 Prereqs, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 Rocket, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 OBBinAPK, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds) MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.SetupParams() MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.ExecuteBuild() 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: Game target not found. Game target is required with -cook or -cookonthefly MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=1 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

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asked Feb 01 '15 at 09:24 AM in Packaging & Deployment

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Redsett
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The question has been closed Mar 24 '16 at 02:22 PM by Samantha Sutton for the following reason:

Issue is now outdated. If you are still experiencing this issue, please make a new post for assistance. Thanks!


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