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,