[4.7.5] Build failed something to do with x64 platform

I am trying to build my game that used to work on 4.7.0 with 4.7.5 and it shows up as build failed.

Here’s the log file:

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\4.7\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocodeproject -installed -nop4 -project=C:/Users/Rescue/Documents/Unreal Projects/MyProject/MyProject.uproject -cook -allmaps -stage -archive -archivedirectory=E:/Temp/RescueProto_PackedPC32bits -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -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\4.7\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/4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.7/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/4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Rescue/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.7)
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Rescue\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.7\UAT_Log.txt
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.7/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.7/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users/Rescue/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.7
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\Rescue\AppData\Local\Temp\HarvestEnvVars.txt
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Rescue\AppData\Local\Temp\HarvestEnvVars.bat=True
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Users\Rescue\AppData\Local\Temp\HarvestEnvVars.bat
MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: C:\Program Files\Epic Games\4.7\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\4.7\Engine\Binaries\DotNET>set 1>“C:\Users\Rescue\AppData\Local\Temp\HarvestEnvVars.txt”
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 0.4220242s 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/4.7/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/4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users/Rescue/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.7
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=2015-05-01_12.53.51
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: UATExe=C:\Program Files\Epic Games\4.7\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\Rescue\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.7\Rules)
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Rescue\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.7\Rules\UATRules-979718011.dll
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Rescue\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.7\Rules\UATRules-979718011.pdb
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Rescue\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.7\Rules\UATRules-979718011SourceFiles.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 6 script DLL(s).
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform HTML5Platform from C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from C:\Program Files\Epic Games\4.7\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)): 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:\Users\Rescue\Documents\Unreal Projects\MyProject\MyProject.uproject=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Rescue\Documents\Unreal Projects\MyProject\MyProject.uproject=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Rescue\Documents\Unreal Projects\MyProject\MyProject.uproject=True
MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Rescue\Documents\Unreal Projects\MyProject\MyProject.uproject
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectTargetsForProject: Looking for targets for project C:\Users\Rescue\Documents\Unreal Projects\MyProject\MyProject.uproject
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectTargetsForProject: Searching for target rule files in C:\Users\Rescue\Documents\Unreal Projects\MyProject
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Rescue\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.7\Rules\UATRules-979718011.dll=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\Rescue\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.7\Rules\UATRules-979718011.dll
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 UnrealBuildTool: ERROR: GetBuildPlatform: No BuildPlatform found for Win64
MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at UnrealBuildTool.TargetInfo…ctor(UnrealTargetPlatform InitPlatform, UnrealTargetConfiguration InitConfiguration, Nullable1 Init MainFrameActions: Packaging (Windows (32-bit)): Type) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.CompileAndLoadTargetsAssembly(ProjectProperties Properties, String TargetsDllFilename, Boolean DoNotCompile, List1 TargetScripts)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.DetectTargetsForProject(ProjectProperties Properties, List1 ExtraSearchPaths) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.DetectProjectProperties(String RawProjectPath) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.GetProjectProperties(String RawProjectPath) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable1 StageNonMonolithic, String UE4Exe, String SignPak, List1 ClientConfigsToBuild, List1 ServerConfigsToBuild, ParamList1 MapsToCook, ParamList1 DirectoriesToCook, String InternationalizationPreset, ParamList1 CulturesToCook, ParamList1 ClientCookedTargets, ParamList1 EditorTargets, ParamList1 ServerCookedTargets, List1 ClientTargetPlatforms, Dictionary2 ClientDependentPlatformMap, List1 ServerTargetPlatforms, Dictionary2 ServerDependentPlatformMap, Nullable1 Build, Nullable1 Cook, String CookFlavor, Nullable1 Run, Nullable1 SkipServer, Nullable1 Clean, Nullable1 Compressed, Nullable1 UseDebugParamForEditorExe, Nullable1 IterativeCooking, Nullable1 CookOnTheFly, Nullable1 CookOnTheFlyStreaming, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String DLCName, Nullable1 NewCook, Nullable1 CrashReporter, Nullable1 DedicatedServer, Nullable1 Client, Nullable1 Deploy, Nullable1 FileServer, Nullable1 Foreign, Nullable1 ForeignCode, Nullable1 LogWindow, Nullable1 NoCleanStage, Nullable1 NoClient, Nullable1 NoDebugInfo, Nullable1 NoXGE, Nullable1 Package, Nullable1 Pak, Nullable1 Prereqs, Nullable1 NoBootstrapExe, Nullable1 SignedPak, Nullable1 NullRHI, Nullable1 FakeClient, Nullable1 EditorTest, Nullable1 RunAutomationTests, String RunAutomationTest, Nullable1 CrashIndex, Nullable1 Rocket, Nullable1 SkipCook, Nullable1 SkipCookOnTheFly, Nullable1 SkipPak, Nullable1 SkipStage, Nullable1 Stage, Nullable1 Manifests, Nullable1 CreateChunkInstall, Nullable1 Unattended, Nullable1 NumClients, Nullable1 Archive, String ArchiveDirectoryParam, Nullable1 ArchiveMetaData, ParamList1 ProgramTargets, Nullable1 Distribution, Nullable1 Prebuilt, Nullable1 RunTimeoutSeconds, String OverrideMinimumOS, Nullable1 IterativeDeploy) 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(List1 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: ERROR: GetBuildPlatform: No BuildPlatform found for Win64
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