Windows Packaging error

UE 4.8.1
fresh install VS 2013 (free version)
I get a build fail error.
Opened a brand new FPS project, no edits. Tried export, same issue.
Opened earlier version of UE 4.7.6, build worked fine.

below is error log…thoughts?

…cut out the beginning of log and started where packaging info started…
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform MacPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: PS4
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
MainFrameActions: Packaging (Windows (64-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: Initializing AllowSubmit.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: AllowSubmit=False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: Initializing P4Enabled.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: P4Enabled=False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: P4CLRequired=False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists K:\HouseWalkThrough\PackageTest\PackageTest.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists K:\HouseWalkThrough\PackageTest\PackageTest.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists K:\HouseWalkThrough\PackageTest\PackageTest.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for K:\HouseWalkThrough\PackageTest\PackageTest.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for K:\HouseWalkThrough\PackageTest\PackageTest.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=K:\HouseWalkThrough\StandAlone
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=K:\HouseWalkThrough\PackageTest\Saved\StagedBuilds
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=PackageTest
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: GeneratePatch=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCName=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookAll=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Deploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Package=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=K:\HouseWalkThrough\PackageTest\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=K:\HouseWalkThrough\PackageTest\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=K:\HouseWalkThrough\PackageTest\Binaries\Win64\PackageTest.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=K:\HouseWalkThrough\PackageTest\Binaries\Win64\PackageTest.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prereqs=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=K:\HouseWalkThrough\PackageTest\PackageTest.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=PackageTest
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists K:\HouseWalkThrough\PackageTest\PackageTest.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists K:\HouseWalkThrough\PackageTest\PackageTest.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists K:\HouseWalkThrough\PackageTest\PackageTest.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationTool: You are attempting to compile on a machine that does not have a supported compiler!
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVer MainFrameActions: Packaging (Windows (64-bit)): sionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, Dictionary2 PlatformEnvVars)
MainFrameActions: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: You are attempting to compile on a machine that does not have a supported compiler!
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=1
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED

Hey ,

Thank you for providing the log in your initial post. The following is what I see wrong with your project:

Program.Main: ERROR: You are attempting to compile on a machine that does not have a supported compiler!
  • Could you please tell me the exact method you’re using to package this template?
  • Is this a C++ or a Blueprint template?

Looking forward to hearing back from you, please feel free to include as much information as you’re able to, or you believe will be beneficial.

Have a great day!

Opened UE 4.8.1. Created new FPS Blueprint project. Saved project.
Without any edits attempted to publish to win 64.
Then got above error.

Hey,

Did you obtain UE4 through the Epic Games Launcher or through GitHub? When you tried to package your project, did you go to: File > Package Project > Windows > Windows 64-bit? If not, what steps did you take?

Appreciate your assistance, thanks!

See attached. I kept it very simple and yet cannot package.[link text][1]

(431 KB)

I obtained 4.8.1 thru Epic Games Launcher (As I did all versions, 4.7.6 does package Win64 just fine)

Hey,

Could you please go to ‘Library’ from the Epic Games Launcher and click on the drop-down arrow under 4.8.1 and click ‘verify’? Once you’ve done that, please let the whole process complete. Once it’s finished, please try to complete the packaging process once again.

Please keep me updated, thanks!

4.8.2 was avail when I logged in today. I updated, tested as before…fail.
I did what you mentioned above and did a “verify”. same process still fail on packaging. Is it something to do with visual Studio? I know I have latest free version, it was only loaded a week or so ago.

Hey ,

Would you please upload the full to your next reply which came from the latest version of UE4? Please make sure they’re attached as a .txt file. It looks like there is a compiling issue but I would like to make sure.

In the meantime, could you also try to package your project through Unreal Frontend? You can get to this from within the Editor by going to Window > Project Launcher > Launch (beside WindowsNoEditor).

Thanks!

Still no go. here’s txt copy+paste from editor packager and log file from Launcherlink text

.txt files get rejected when trying to upload. here’s pdf of error when trying to package.[link text][1]

(15.3 KB)

Here’s where this gets weird. I updated to 4.8.2 on my home PC and older AMD powered with basic Nvidia card, Win 7 64. I made new project as FPS. Packaged as Win64 no problems whatsoever. But I do NOT have Visual Studio installed! When I first tried on work computer (HP z840) Unreal asked me to find and download Visual Studio Community 2013, which I did and had issues since. Once more, older versions of UE (like 4.7.6) packaged Win64 fine.

Hey ,

I sent this information to our developers and they have requested to make sure that you’re using either Visual Studio 2012 or 2013, 2015 is not supported quite yet in UE4.

If you’re packaging a blueprint project, you really don’t need Visual Studio. Visual Studio is used for any source builds or any C++ projects. Have you tried uninstalling Visual Studio on your work computer, if your project is simply blueprint?

Thanks!

I uninstalled VS 2103 Community sp4. launched UE 4.8.2, made fresh new project (FPS) tried to Package and got this (see attached)

Ok, since the engine is requesting that you have Visual Studio, I would suggest following the links that is provided through the messages. Make sure that when you are installing Visual Studio 2013 Community, you’re following the steps within [this link][1]. That way, you’ll guarantee no steps are missed in the process of setting up Visual Studio 2013 Community.

Let me know what happens, please. :slight_smile:

Setting Up Visual Studio Development Environment for C++ Projects in Unreal Engine | Unreal Engine 5.1 Documentation

I’m running out of time to keep toying with this with other projects looming. You mentioned earlier if I am using a Blueprint project (which is only type I do) that I do NOT need Visual Studio at all. If so, why am I getting the pop up window on packaging a Blueprint project?

FOUND THE SOLUTION!
Do NOT install Visual Studio Community, instead install (also free)
Visual Studio Express 2013 with Update 4 for Windows Desktop
(Do I get a t-shirt or something for figuring this out?)

When or if prompted by UE 4.8 + to install Visual Studio do not install Community, instead, install
Visual Studio Express 2013 with Update 4 for Windows Desktop
(Make sure it’s Desktop version)

Hey ,

Thanks for trying Visual Studio Express, I was out of the office and unable to respond to you throughout the weekend. However, I have requested our documentation be updated to include that VS 2013 Community causes issues with UE4 and that it’s recommended to install Visual Studio Express instead.

Thanks for updating your post with your resolution so it’ll help others while we’re working on updating our documentation, we greatly appreciate it! Have a wonderful week!