Android crash on launch - APEX_DestructiblePROFILE_x64.dll Crash - 4.8 Preview 3

Hi,

When trying to cook and then launch an empty level from a new project on Android, the following crash occurs:

Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	UE4Editor-Cmd.exe
  Application Version:	4.8.0.0
  Application Timestamp:	55576f2e
  Fault Module Name:	APEX_DestructiblePROFILE_x64.dll
  Fault Module Version:	0.0.0.0
  Fault Module Timestamp:	55536b49
  Exception Code:	c0000005
  Exception Offset:	000000000003ee45
  OS Version:	6.1.7601.2.1.0.256.48
  Locale ID:	1033
  Additional Information 1:	e4e4
  Additional Information 2:	e4e4691f0f729abd71ea394574f2f71e
  Additional Information 3:	b4f3
  Additional Information 4:	b4f338349b503b0f9a8514a1082c5f86

Log Output

LogPlayLevel: Launcher Device ID: Android_ATC@03bcb125308a181a
LogUnrealEdEngine:Warning: Unable to use cook in editor because r.MobileHDR from Engine ini doesn't match console value r.MobileHDR
LogUnrealEdEngine:Warning: Unable to use cook in editor because r.MobileHDR from Engine ini doesn't match console value r.MobileHDR
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Maps/Level01" FILE="../../../../../../MobileProject/Unreal/MyProject/Saved/Autosaves/Game/Maps/UEDPCLevel01.umap" SILENT=true AUTOSAVING=true KEEPDIRTY=true
LogSavePackage: Save=15.719513ms
LogSavePackage: Moving '../../../../../../MobileProject/Unreal/MyProject/Saved/UEDPCLevel01DDD1FDE4465879EE168D55AFD48C63D5.tmp' to '../../../../../../MobileProject/Unreal/MyProject/Saved/Autosaves/Game/Maps/UEDPCLevel01.umap'
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_1648_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_e0c_0///####STATCAT_Advanced####
LogPlayLevel: Running AutomationTool...
LogPlayLevel: Program.Main: Running on WindowsHostPlatform
LogPlayLevel: Program.Main: CWD=E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=E:/Projects/MobileProject/Unreal/MyProject/MyProject.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -rocket -ue4exe=UE4Editor-Cmd.exe -platform=Android_ATC -targetplatform=Android -cookflavor=ATC -cook -map=/Temp/Autosaves/Game/Maps/UEDPCLevel01 -iterativecooking -iterativedeploy -stage -deploy -cmdline=/Temp/Autosaves/Game/Maps/UEDPCLevel01 -Messaging -device=Android_ATC@03bcb125308a181a -addcmdline=-SessionId=52BA5F894D1A1573A1DC0F84FD1A6CB6 -SessionOwner=Ender -SessionName='Play On Device'  -run -nokill -NoCompile
LogPlayLevel: Automation.Process: IsBuildMachine=False
LogPlayLevel: Automation.Process: ShouldKillProcesses=False
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=E:/Projects/Launcher/Epic Games/4.8
LogPlayLevel: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=E:/Projects/Launcher/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=E:/Projects/Launcher/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(E:/Projects/Launcher/Epic Games/4.8/Engine/Programs/AutomationTool/Saved/Logs)
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile E:\Projects\Launcher\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile E:\Projects\Launcher\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True
LogPlayLevel: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=E:/Projects/Launcher/Epic Games/4.8
LogPlayLevel: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=E:/Projects/Launcher/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=E:/Projects/Launcher/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=E:/Projects/Launcher/Epic Games/4.8/Engine/Programs/AutomationTool/Saved/Logs
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
LogPlayLevel: 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.
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Ender\AppData\Local\Temp\HarvestEnvVars.txt
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists C:\Users\Ender\AppData\Local\Temp\HarvestEnvVars.bat=True
LogPlayLevel: CommandUtils.Run: Run: C:\Users\Ender\AppData\Local\Temp\HarvestEnvVars.bat
LogPlayLevel: HarvestEnvVars:
LogPlayLevel: HarvestEnvVars: E:\Projects\Launcher\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"
LogPlayLevel: HarvestEnvVars:
LogPlayLevel: HarvestEnvVars: E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET>set  1>"C:\Users\Ender\AppData\Local\Temp\HarvestEnvVars.txt"
LogPlayLevel: CommandUtils.Run: Run: Took 1.6310932s to run HarvestEnvVars.bat, ExitCode=0
LogPlayLevel: CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework\
LogPlayLevel: CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework\
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\Windows\Microsoft.NET\Framework\
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True
LogPlayLevel: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True
LogPlayLevel: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
LogPlayLevel: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\IDE\Devenv.com
LogPlayLevel: CommandEnvironment.LogSettings: Command Environment settings:
LogPlayLevel: CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
LogPlayLevel: CommandEnvironment.LogSettings: EngineSavedFolder=E:/Projects/Launcher/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: CommandEnvironment.LogSettings: HasCapabilityToCompile=True
LogPlayLevel: CommandEnvironment.LogSettings: LocalRoot=E:/Projects/Launcher/Epic Games/4.8
LogPlayLevel: CommandEnvironment.LogSettings: LogFolder=E:/Projects/Launcher/Epic Games/4.8/Engine/Programs/AutomationTool/Saved/Logs
LogPlayLevel: CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
LogPlayLevel: CommandEnvironment.LogSettings: MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
LogPlayLevel: CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\IDE\Devenv.com
LogPlayLevel: CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
LogPlayLevel: CommandEnvironment.LogSettings: TimestampAsString=2015-05-22_18.23.44
LogPlayLevel: CommandEnvironment.LogSettings: UATExe=E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe
LogPlayLevel: ProjectUtils.CleanupFolders: Cleaning up project rules folder
LogPlayLevel: Automation.Process: Compiling scripts.
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 8 script DLL(s).
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform DesktopPlatform from E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform HTML5Platform from E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform MacPlatform from E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll.
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: PS4
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
LogPlayLevel: CommandUtils.InitP4Support: Initializing AllowSubmit.
LogPlayLevel: CommandUtils.InitP4Support: AllowSubmit=False
LogPlayLevel: CommandUtils.InitP4Support: Initializing P4Enabled.
LogPlayLevel: CommandUtils.InitP4Support: P4Enabled=False
LogPlayLevel: CommandUtils.InitP4Support: P4CLRequired=False
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject=True
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject
LogPlayLevel: ProjectUtils.DetectTargetsForProject: Looking for targets for project E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject
LogPlayLevel: ProjectUtils.DetectTargetsForProject: Searching for target rule files in E:\Projects\MobileProject\Unreal\MyProject
LogPlayLevel: ProjectUtils.DetectProjectProperties: Loading ini files for E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject
LogPlayLevel: ProjectParams.ValidateAndLog: Project Params **************
LogPlayLevel: ProjectParams.ValidateAndLog: AdditionalServerMapParams=
LogPlayLevel: ProjectParams.ValidateAndLog: Archive=False
LogPlayLevel: ProjectParams.ValidateAndLog: ArchiveMetaData=False
LogPlayLevel: ProjectParams.ValidateAndLog: BaseArchiveDirectory=E:\Projects\MobileProject\Unreal\MyProject\ArchivedBuilds
LogPlayLevel: ProjectParams.ValidateAndLog: BaseStageDirectory=E:\Projects\MobileProject\Unreal\MyProject\Saved\StagedBuilds
LogPlayLevel: ProjectParams.ValidateAndLog: Build=False
LogPlayLevel: ProjectParams.ValidateAndLog: Cook=True
LogPlayLevel: ProjectParams.ValidateAndLog: Clean=
LogPlayLevel: ProjectParams.ValidateAndLog: Client=False
LogPlayLevel: ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
LogPlayLevel: ProjectParams.ValidateAndLog: ClientCookedTargets=UE4Game
LogPlayLevel: ProjectParams.ValidateAndLog: ClientTargetPlatform=Android
LogPlayLevel: ProjectParams.ValidateAndLog: Compressed=False
LogPlayLevel: ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
LogPlayLevel: ProjectParams.ValidateAndLog: CookFlavor=ATC
LogPlayLevel: ProjectParams.ValidateAndLog: CookOnTheFly=False
LogPlayLevel: ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
LogPlayLevel: ProjectParams.ValidateAndLog: UnversionedCookedContent=False
LogPlayLevel: ProjectParams.ValidateAndLog: GeneratePatch=False
LogPlayLevel: ProjectParams.ValidateAndLog: CreateReleaseVersion=
LogPlayLevel: ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
LogPlayLevel: ProjectParams.ValidateAndLog: DLCName=
LogPlayLevel: ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
LogPlayLevel: ProjectParams.ValidateAndLog: AdditionalCookerOptions=
LogPlayLevel: ProjectParams.ValidateAndLog: DedicatedServer=False
LogPlayLevel: ProjectParams.ValidateAndLog: DirectoriesToCook=
LogPlayLevel: ProjectParams.ValidateAndLog: CulturesToCook=
LogPlayLevel: ProjectParams.ValidateAndLog: EditorTargets=
LogPlayLevel: ProjectParams.ValidateAndLog: Foreign=False
LogPlayLevel: ProjectParams.ValidateAndLog: IsCodeBasedProject=False
LogPlayLevel: ProjectParams.ValidateAndLog: IsProgramTarget=False
LogPlayLevel: ProjectParams.ValidateAndLog: IterativeCooking=True
LogPlayLevel: ProjectParams.ValidateAndLog: CookAll=False
LogPlayLevel: ProjectParams.ValidateAndLog: CookMapsOnly=False
LogPlayLevel: ProjectParams.ValidateAndLog: Deploy=True
LogPlayLevel: ProjectParams.ValidateAndLog: IterativeDeploy=True
LogPlayLevel: ProjectParams.ValidateAndLog: LogWindow=False
LogPlayLevel: ProjectParams.ValidateAndLog: Manifests=False
LogPlayLevel: ProjectParams.ValidateAndLog: MapToRun=/Temp/Autosaves/Game/Maps/UEDPCLevel01
LogPlayLevel: ProjectParams.ValidateAndLog: NoClient=False
LogPlayLevel: ProjectParams.ValidateAndLog: NumClients=0
LogPlayLevel: ProjectParams.ValidateAndLog: NoDebugInfo=False
LogPlayLevel: ProjectParams.ValidateAndLog: NoCleanStage=False
LogPlayLevel: ProjectParams.ValidateAndLog: NoXGE=False
LogPlayLevel: ProjectParams.ValidateAndLog: MapsToCook=/Temp/Autosaves/Game/Maps/UEDPCLevel01
LogPlayLevel: ProjectParams.ValidateAndLog: Pak=False
LogPlayLevel: ProjectParams.ValidateAndLog: Package=False
LogPlayLevel: ProjectParams.ValidateAndLog: NullRHI=False
LogPlayLevel: ProjectParams.ValidateAndLog: FakeClient=False
LogPlayLevel: ProjectParams.ValidateAndLog: EditorTest=False
LogPlayLevel: ProjectParams.ValidateAndLog: RunAutomationTests=False
LogPlayLevel: ProjectParams.ValidateAndLog: RunAutomationTest=
LogPlayLevel: ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
LogPlayLevel: ProjectParams.ValidateAndLog: CrashIndex=0
LogPlayLevel: ProjectParams.ValidateAndLog: ProgramTargets=
LogPlayLevel: ProjectParams.ValidateAndLog: ProjectBinariesFolder=E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\Android
LogPlayLevel: ProjectParams.ValidateAndLog: ProjectBinariesPath=E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\Android
LogPlayLevel: ProjectParams.ValidateAndLog: ProjectGameExeFilename=E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\Android\UE4Game
LogPlayLevel: ProjectParams.ValidateAndLog: ProjectGameExePath=E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\Android\UE4Game
LogPlayLevel: ProjectParams.ValidateAndLog: Distribution=False
LogPlayLevel: ProjectParams.ValidateAndLog: Prebuilt=False
LogPlayLevel: ProjectParams.ValidateAndLog: Prereqs=False
LogPlayLevel: ProjectParams.ValidateAndLog: NoBootstrapExe=False
LogPlayLevel: ProjectParams.ValidateAndLog: RawProjectPath=E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject
LogPlayLevel: ProjectParams.ValidateAndLog: Rocket=True
LogPlayLevel: ProjectParams.ValidateAndLog: Run=True
LogPlayLevel: ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
LogPlayLevel: ProjectParams.ValidateAndLog: ServerCookedTargets=
LogPlayLevel: ProjectParams.ValidateAndLog: ServerTargetPlatform=Android
LogPlayLevel: ProjectParams.ValidateAndLog: ShortProjectName=MyProject
LogPlayLevel: ProjectParams.ValidateAndLog: SignedPak=False
LogPlayLevel: ProjectParams.ValidateAndLog: SignPak=
LogPlayLevel: ProjectParams.ValidateAndLog: SkipCook=False
LogPlayLevel: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
LogPlayLevel: ProjectParams.ValidateAndLog: SkipPak=False
LogPlayLevel: ProjectParams.ValidateAndLog: SkipStage=False
LogPlayLevel: ProjectParams.ValidateAndLog: Stage=True
LogPlayLevel: ProjectParams.ValidateAndLog: bUsesSteam=False
LogPlayLevel: ProjectParams.ValidateAndLog: bUsesCEF3=False
LogPlayLevel: ProjectParams.ValidateAndLog: bUsesSlate=True
LogPlayLevel: ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
LogPlayLevel: ProjectParams.ValidateAndLog: Project Params **************
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject=True
LogPlayLevel: Project.Cook: ********** COOK COMMAND STARTED **********
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\Win64\UE4Editor-Cmd.exe=True
LogPlayLevel: Project.Cook: HasMapsToCook /Temp/Autosaves/Game/Maps/UEDPCLevel01
LogPlayLevel: Project.Cook: Params.HasMapsToCook /Temp/Autosaves/Game/Maps/UEDPCLevel01
LogPlayLevel: CommandUtils.RunCommandlet: Running UE4Editor Cook for project E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject
LogPlayLevel: CommandUtils.RunCommandlet: Commandlet log file is E:\Projects\Launcher\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Cook.txt
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\Win64\UE4Editor-Cmd.exe=True
LogPlayLevel: CommandUtils.Run: Run: E:\Projects\Launcher\Epic Games\4.8\Engine\Binaries\Win64\UE4Editor-Cmd.exe E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject -run=Cook -Map=/Temp/Autosaves/Game/Maps/UEDPCLevel01  -I18NPreset=  -TargetPlatform=Android_ATC -buildmachine -fileopenlog -iterate -abslog="E:\Projects\Launcher\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Cook.txt" -stdout -FORCELOGFLUSH -CrashForUAT -unattended -AllowStdOutLogVerbosity
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 3.012140
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_159c_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_e0c_0///####STATCAT_Advanced####
LogPlayLevel: UE4Editor-Cmd: LogInit:Display: Running engine for game: MyProject
LogPlayLevel: UE4Editor-Cmd: LogInit:Display: RandInit(73941764) SRandInit(73941765).
LogPlayLevel: UE4Editor-Cmd: LogTaskGraph: Started task graph with 4 named threads and 7 total threads.
LogPlayLevel: UE4Editor-Cmd: LogStats: Stats thread started
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:403][  0]LogInit: Version: 4.8.0-2554075+++depot+UE4-Releases+4.8
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:404][  0]LogInit: API Version: 2554075
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:404][  0]LogInit: Compiled (64-bit): May 16 2015 12:18:55
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:404][  0]LogInit: Compiled with Visual C++: 18.00.21005.01
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:404][  0]LogInit: Build Configuration: Development
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:404][  0]LogInit: Branch Name: ++depot+UE4-Releases+4.8
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:404][  0]LogInit: Command line: E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject -run=Cook -Map=/Temp/Autosaves/Game/Maps/UEDPCLevel01  -I18NPreset=  -TargetPlatform=Android_ATC -buildmachine -fileopenlog -iterate -abslog="E:\Projects\Launcher\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Cook.txt" -stdout -FORCELOGFLUSH -CrashForUAT -unattended -AllowStdOutLogVerbosity
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:404][  0]LogInit: Base directory: E:/Projects/Launcher/Epic Games/4.8/Engine/Binaries/Win64/
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:424][  0]LogInit: Using libcurl 7.41.0
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:424][  0]LogInit:  - built for x86_64-pc-win32
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:424][  0]LogInit:  - supports SSL with WinSSL
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:424][  0]LogInit:  - other features:
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:424][  0]LogInit:      CURL_VERSION_SSL
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:424][  0]LogInit:      CURL_VERSION_IPV6
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:424][  0]LogInit:      CURL_VERSION_ASYNCHDNS
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:424][  0]LogInit:      CURL_VERSION_LARGEFILE
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:424][  0]LogInit:      CURL_VERSION_IDN
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:424][  0]LogInit:  CurlRequestOptions (configurable via config and command line):
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:425][  0]LogInit:  - bVerifyPeer = true  - Libcurl will verify peer certificate
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:425][  0]LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:425][  0]LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:425][  0]LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build time.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:440][  0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:462][  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:472][  0]LogInit: Object subsystem initialized
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:474][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'TranslucentSortAxis = (X=0.000000,Y=-1.000000,Z=0.000000)'
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:474][  0]LogConsoleResponse:Warning:   Found in ini file 'E:/Projects/MobileProject/Unreal/MyProject/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:474][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide'
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:474][  0]LogConsoleResponse:Warning:   Found in ini file 'E:/Projects/MobileProject/Unreal/MyProject/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:474][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)'
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:474][  0]LogConsoleResponse:Warning:   Found in ini file 'E:/Projects/MobileProject/Unreal/MyProject/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:475][  0]LogInit: Selected Device Profile: [Windows]
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:475][  0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:485][  0]LogInit: Computer: PC-01
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:485][  0]LogInit: User: Ender
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:485][  0]LogInit: CPU Page size=4096, Cores=4
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:485][  0]LogInit: High frequency timer resolution =3.331210 MHz
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:485][  0]LogMemory: Memory total: Physical=15.5GB (16GB approx)
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:485][  0]LogMemory: Platform Memory Stats for Windows
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:485][  0]LogMemory: Process Physical Memory: 50.12 MB used, 50.12 MB peak
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:485][  0]LogMemory: Process Virtual Memory: 23.41 MB used, 23.41 MB peak
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:485][  0]LogMemory: Physical Memory: 3410.39 MB used, 15855.14 MB total
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:485][  0]LogMemory: Virtual Memory: 295.07 MB used, 8388608.00 MB total
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:540][  0]LogTextLocalizationManager: The requested culture ('en_US') has no localization data; parent culture's ('en') localization data will be used.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.49:802][  0]LogTextLocalizationManager:Warning: Loaded localization resources contain conflicting entries for (Namespace:ContentBrowser, Key:ImportAssetToolTip):
LogPlayLevel: UE4Editor-Cmd: Localization Resource: (E:/Projects/Launcher/Epic Games/4.8/Engine/Content/Localization/Editor/en/Editor.locres) Source String Hash: (-630476809) Localized String: (Import to {0}...)
LogPlayLevel: UE4Editor-Cmd: Localization Resource: (E:/Projects/Launcher/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.)
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.50:191][  0]LogShaderCompilers:Display: Using Local Shader Compiler.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:358][  0]LogTemp:Display: Loaded TP DesktopTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:377][  0]LogTemp:Display: Loaded TP WindowsClientTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:399][  0]LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:420][  0]LogTemp:Display: Loaded TP WindowsServerTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:443][  0]LogTemp:Display: Loaded TP WindowsTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:461][  0]LogTemp:Display: Loaded TP AndroidTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:479][  0]LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:497][  0]LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:519][  0]LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:539][  0]LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:556][  0]LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:575][  0]LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:643][  0]LogTemp:Display: Loaded TP IOSTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:667][  0]LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:687][  0]LogTemp:Display: Loaded TP LinuxServerTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:706][  0]LogTemp:Display: Loaded TP LinuxTargetPlatform
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.51:707][  0]LogTargetPlatformManager:Display: Building Assets For Android_ATC
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:025][  0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:096][  0]LogDerivedDataCache: Loaded boot cache 0.07s 55MB C:/Users/Ender/AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:096][  0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Ender/AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:096][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../../../../MobileProject/Unreal/MyProject/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:096][  0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:097][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  CompressedPak pak cache file ../../../../../../MobileProject/Unreal/MyProject/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:097][  0]LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:280][  0]LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:292][  0]LogDerivedDataCache: Using Local data cache path C:/Users/Ender/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:593][  0]LogInit: Selected Device Profile: [Windows]
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:599][  0]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))
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:599][  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))
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:778][  0]LogMeshUtilities: No automatic mesh reduction module available
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:778][  0]LogMeshUtilities: No automatic mesh merging module available
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.52:918][  0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.53:667][  0]SourceControl: Info Source control is disabled
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.53:731][  0]SourceControl: Info Source control is disabled
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.53:749][  0]SourceControl: Info Source control is disabled
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.53:763][  0]SourceControl: Info Source control is disabled
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.54:088][  0]LogObj: 25655 objects as part of root set at end of initial load.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.54:088][  0]LogUObjectAllocator: 5183856 out of 0 bytes used by permanent object pool.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.54:088][  0]LogInit: Executing Class /Script/UnrealEd.CookCommandlet
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.54:089][  0]LogInit: Initializing Editor Engine...
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.54:089][  0]LogEngine: Initializing Engine...
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.54:187][  0]LogAIModule: Creating AISystem for world NewWorld
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.54:221][  0]LogDerivedDataCache: Saved boot cache 0.03s 55MB C:/Users/Ender/AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.54:232][  0]LogInit: Texture streaming: Disabled
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.54:269][  0]LogInit: Initializing Editor Engine Completed
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.54:316][  0]LogAssetRegistry: FAssetRegistry took 0.0006 seconds to start up
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.54:653][  0]LogAssetRegistry: ScanPathsSynchronous completed scanning '/Engine/' and 6 other paths to find 1228 assets in 0.3359 seconds
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.54:657][  0]LogCook:Display: Done creating registry. It took  0.34s.
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.55:995][  0]LogPackageDependencyInfo:Display:  Package Info not found for ../../../MyProject/CookedIniVersion!
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.56:023][  0]LogPackageDependencyInfo:Display:  Package Info not found for ../../../MyProject/CookedIniVersion!
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.56:059][  0]LogChunkManifestGenerator:Display: Saving asset registry.
LogPlayLevel: UE4Editor-Cmd: begin: stack for UAT
LogPlayLevel: UE4Editor-Cmd: UE4Editor-AssetRegistry.dll!FAssetRegistry::LoadRegistryData() {0x000007fed8baf0ef} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-UnrealEd.dll!FChunkManifestGenerator::LoadAssetRegistry() {0x000007fee4a6256a} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::StartCookByTheBook() {0x000007fee43ce49d} + 51 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UCookCommandlet::NewCook() {0x000007fee4a6f70a} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() {0x000007fee4a642b7} + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-Cmd.exe!FEngineLoop::PreInit() {0x000000013f98e217} + 109 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-Cmd.exe!GuardedMain() {0x000000013f98436b} + 15 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-Cmd.exe!GuardedMainWrapper() {0x000000013f98493a} + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-Cmd.exe!WinMain() {0x000000013f996189} + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-Cmd.exe!__tmainCRTStartup() {0x000000013f996d31} + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: kernel32.dll {0x000000007791652d} + 0 bytes
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: ntdll.dll {0x0000000077b4c541} + 0 bytes
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: ntdll.dll {0x0000000077b4c541} + 0 bytes
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: end: stack for UAT
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.58:018][  0]LogWindows: === Critical error: ===
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: Fatal error!
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000028
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-AssetRegistry.dll!FAssetRegistry::LoadRegistryData() {0x000007fed8baf0ef} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-UnrealEd.dll!FChunkManifestGenerator::LoadAssetRegistry() {0x000007fee4a6256a} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::StartCookByTheBook() {0x000007fee43ce49d} + 51 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UCookCommandlet::NewCook() {0x000007fee4a6f70a} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() {0x000007fee4a642b7} + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-Cmd.exe!FEngineLoop::PreInit() {0x000000013f98e217} + 109 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-Cmd.exe!GuardedMain() {0x000000013f98436b} + 15 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-Cmd.exe!GuardedMainWrapper() {0x000000013f98493a} + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-Cmd.exe!WinMain() {0x000000013f996189} + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: UE4Editor-Cmd.exe!__tmainCRTStartup() {0x000000013f996d31} + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: kernel32.dll {0x000000007791652d} + 0 bytes
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: ntdll.dll {0x0000000077b4c541} + 0 bytes
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: ntdll.dll {0x0000000077b4c541} + 0 bytes
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd:
LogPlayLevel: UE4Editor-Cmd: [2015.05.22-22.23.58:022][  0]LogExit: Executing StaticShutdownAfterError
LogPlayLevel: CommandUtils.Run: Run: Took 32.2998474s to run UE4Editor-Cmd.exe, ExitCode=-1073741819
LogPlayLevel: InternalUtils.SafeCopyFile: SafeCopyFile E:\Projects\Launcher\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Cook.txt E:\Projects\Launcher\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile E:\Projects\Launcher\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Cook.txt
LogPlayLevel: Project.Cook: Cook failed. Deleting cooked data.
LogPlayLevel: ErrorReporter.Error: ERROR: AutomationTool error: Cook failed.
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.Main: ERROR: Exception in AutomationScripts.Automation: BUILD FAILED: Failed while running Cook for E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject; see log E:\Projects\Launcher\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
LogPlayLevel: Stacktrace:    at Project.Cook(ProjectParams Params)
LogPlayLevel:    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    at BuildCommand.Execute()
LogPlayLevel:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:    at AutomationTool.Automation.Process(String[] CommandLine)
LogPlayLevel:    at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:    at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
LogPlayLevel:    at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: ERROR: BUILD FAILED: Failed while running Cook for E:\Projects\MobileProject\Unreal\MyProject\MyProject.uproject; see log E:\Projects\Launcher\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=25
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: copying UAT log files...
LogPlayLevel: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel: Completed Launch On Stage: Cook Task, Time: 31.751546
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Cook Failure

Any idea what might be causing that?

Thanks,

Hi Onoa,

Unforunately, APEX Cloth and Destruction are not currently supported on Mobile.

We have plans to work on this in the future, but there is no time frame for when this functionality would be added.

I hope this helps.

Tim

Hi Tim and thank you for your answer.

I did not add anything manually related to APEX. I’ve just created a blank project and tried to package it using mostly the default values. How do I disable APEX Cloth and Destruction inside a new project?

What do I need to disable or remove from the project to avoid the crash?

Thanks,

hmm. that seems odd then. I see you pointed out that you’re using the 4.8 preview builds.

If you try to package one of the template project, like first person or third person does this work for you?

Also what type of device are you packaging to and I can see if we have one like it or one similar enough to test with.

Thanks!

Tim

I’m using 4.8.3 and I’m getting this error all of a sudden and can’t start my project. I wasn’t packaging, just editing a shader when it crashed.

Is there a way to force them to turn off?

Hi Antidamage,

Is this only happening in your project, or is this happening in any project?

Also, are you attempting to use Destructible or Cloth assets for a mobile project?

Also, it may be better to post your issue as a separate issue in bug reports if this isn’t specifically a packaging and deployment issue that you’re running into.

Thanks,

Tim