I cannot package windows

I do not know what is required to fix this issue, everything was saved, and build lighting.
I tried to cook but that failed as well.

Here is the log

LogInit:Display: RandInit(-12271737) SRandInit(-12271736).
LogTaskGraph: Started task graph with 4 named threads and 7 total threads.
LogStats: Stats thread started
LogInit: Version: 4.8.3-2634408+++depot+UE4-Releases+4.8
LogInit: API Version: 2579680
LogInit: Compiled (64-bit): Jul 27 2015 16:24:33
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.8
LogInit: Command line:
LogInit: Base directory: C:/Program Files/Epic Games/4.8/Engine/Binaries/Win64/
LogInit: Rocket: 1
LogInit: Using libcurl 7.41.0
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with WinSSL
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_IPV6
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: CurlRequestOptions (configurable via config and command line):
LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
LogOnline:Warning: No default platform service specified for OnlineSubsystem
LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
LogInit: Object subsystem initialized
LogConsoleResponse:Warning: Skipping Unknown console variable: ‘TranslucentSortAxis = (X=0.000000,Y=-1.000000,Z=0.000000)’
LogConsoleResponse:Warning: Found in ini file ‘D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleRule = ShortestSide’
LogConsoleResponse:Warning: Found in ini file ‘D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)’
LogConsoleResponse:Warning: Found in ini file ‘D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer:
LogInit: User:
LogInit: CPU Page size=4096, Cores=4
LogInit: High frequency timer resolution =3.410097 MHz
LogMemory: Memory total: Physical=31.9GB (32GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 54.94 MB used, 55.38 MB peak
LogMemory: Process Virtual Memory: 27.44 MB used, 32.22 MB peak
LogMemory: Physical Memory: 10538.69 MB used, 32654.93 MB total
LogMemory: Virtual Memory: 286.85 MB used, 8388608.00 MB total
LogTextLocalizationManager: The requested culture (‘en_US’) has no localization data; parent culture’s (‘en’) localization data will be used.
LogTextLocalizationManager:Warning: Loaded localization resources contain conflicting entries for (Namespace:ContentBrowser, Key:ImportAssetToolTip):
Localization Resource: (C:/Program Files/Epic Games/4.8/Engine/Content/Localization/Editor/en/Editor.locres) Source String Hash: (-630476809) Localized String: (Import to {0}…)
Localization Resource: (C:/Program Files/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.)
LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 760 (Feature Level 11_0)
LogD3D11RHI: Adapter has 1990MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory, 3 output[s]
LogD3D11RHI: Found D3D11 adapter 1: Intel(R) HD Graphics 4600 (Feature Level 11_0)
LogD3D11RHI: Adapter has 64MB of dedicated video memory, 0MB of dedicated system memory, and 1632MB of shared system memory, 2 output[s]
LogD3D11RHI: Chosen D3D11 Adapter Id = 0
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: !Direct3DDevice
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP DesktopTargetPlatform
LogTemp:Display: Loaded TP WindowsClientTargetPlatform
LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp:Display: Loaded TP WindowsServerTargetPlatform
LogTemp:Display: Loaded TP WindowsTargetPlatform
LogTemp:Display: Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
LogTemp:Display: Loaded TP LinuxServerTargetPlatform
LogTemp:Display: Loaded TP LinuxTargetPlatform
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.04s 53MB C:/Users//AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users//AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users//AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogInit: Selected Device Profile: [Windows]
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))
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))
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogAssetRegistry: FAssetRegistry took 0.0097 seconds to start up
LogDirectoryWatcher:Warning: Failed to begin reading directory changes for …/…/…/Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0
UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogObj: 26459 objects as part of root set at end of initial load.
LogUObjectAllocator: 5444896 out of 0 bytes used by permanent object pool.
LogEngine: Initializing Engine…
LogHMD: Can’t find Oculus library dev build: is proper Runtime installed? Version: 0.6.0.0
LogHMD:Warning: SteamVR failed to initialize. Error: 110
LogAIModule: Creating AISystem for world NewWorld
LogInit: XAudio2 using ‘Speakers (Realtek High Definition Audio)’ : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.03s 53MB C:/Users//AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Disabled
LogAnalytics: Creating configured Analytics provider AnalyticsET
LogAnalytics: [UEEditor.Rocket.Release] APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.8.3-2634408+++depot+UE4-Releases+4.8
LogAnalytics: [UEEditor.Rocket.Release] SetUserId 9076ced44dd78b95996c34a78201efd9|c48a9f25da654ccea2e21fa7cab3d927|368ebe81-980b-456e-802e-acc62d33d59c
LogAnalytics: [UEEditor.Rocket.Release] AnalyticsET::StartSession
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LogConsoleManager:Warning: Console variable ‘r.VSync’ wasn’t set (‘GameSetting’ has a lower priority than ‘SystemSettingsIni’)
LogCook:Display: Done creating registry. It took 0.00s.
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE=“D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/Content/Main_2.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000001DDACB80
LogLinker:Warning: Asset ‘…/…/…/Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
LogMaterial: Missing cached shader map for material M_Glass_RED, compiling.
LogMaterial: Missing cached shader map for material CarPaint_R, compiling.
LogMaterial: Missing cached shader map for material _Master_Material, compiling.
LogStaticMesh: Building static mesh White_Arch_Main_Env…
LogStaticMesh: Built static mesh [192.213852.2s] /Game/Imports/Environment/White_Arch_Main_Env.White_Arch_Main_Env
LogMaterial: Missing cached shader map for material Chrome_Body, compiling.
LogTexture:Display: Building textures: HQ_Lightmap0_1 (AutoDXT)
LogTexture:Display: Building textures: HQ_Lightmap0_10 (AutoDXT)
LogTexture:Display: Building textures: HQ_Lightmap0_11 (AutoDXT)
LogTexture:Display: Building textures: HQ_Lightmap0_12 (AutoDXT)
LogTexture:Display: Building textures: HQ_Lightmap0_13 (AutoDXT)
LogTexture:Display: Building textures: HQ_Lightmap0_3 (AutoDXT)
LogTexture:Display: Building textures: HQ_Lightmap0_4 (AutoDXT)
LogTexture:Display: Building textures: HQ_Lightmap0_5 (AutoDXT)
LogTexture:Display: Building textures: HQ_Lightmap0_6 (AutoDXT)
LogTexture:Display: Building textures: HQ_Lightmap0_7 (AutoDXT)
LogMeshUtilities: Finished distance field build in 40.2s - 64x64x64 distance field, 5788 triangles
LogTexture:Display: Building textures: HQ_Lightmap0_8 (AutoDXT)
LogTexture:Display: Building textures: HQ_Lightmap0_9 (AutoDXT)
LogTexture:Display: Building textures: HQ_Lightmap1_2 (AutoDXT)
LogTexture:Display: Building textures: LQ_Lightmap_0_1 (DXT1)
LogTexture:Display: Building textures: LQ_Lightmap_0_10 (DXT1)
LogTexture:Display: Building textures: LQ_Lightmap_0_11 (DXT1)
LogTexture:Display: Building textures: LQ_Lightmap_0_12 (DXT1)
LogTexture:Display: Building textures: LQ_Lightmap_0_13 (DXT1)
LogTexture:Display: Building textures: LQ_Lightmap_0_3 (DXT1)
LogTexture:Display: Building textures: LQ_Lightmap_0_4 (DXT1)
LogTexture:Display: Building textures: LQ_Lightmap_0_5 (DXT1)
LogTexture:Display: Building textures: LQ_Lightmap_0_6 (DXT1)
LogTexture:Display: Building textures: LQ_Lightmap_0_7 (DXT1)
LogTexture:Display: Building textures: LQ_Lightmap_0_8 (DXT1)
LogTexture:Display: Building textures: LQ_Lightmap_0_9 (DXT1)
LogTexture:Display: Building textures: LQ_Lightmap_1_2 (DXT1)
LogTexture:Display: Building textures: SkyOcclusion0_1 (AutoDXT)
LogTexture:Display: Building textures: SkyOcclusion0_10 (AutoDXT)
LogTexture:Display: Building textures: SkyOcclusion0_11 (AutoDXT)
LogTexture:Display: Building textures: SkyOcclusion0_12 (AutoDXT)
LogTexture:Display: Building textures: SkyOcclusion0_13 (AutoDXT)
LogTexture:Display: Building textures: SkyOcclusion0_3 (AutoDXT)
LogTexture:Display: Building textures: SkyOcclusion0_4 (AutoDXT)
LogTexture:Display: Building textures: SkyOcclusion0_5 (AutoDXT)
LogTexture:Display: Building textures: SkyOcclusion0_6 (AutoDXT)
LogTexture:Display: Building textures: SkyOcclusion0_7 (AutoDXT)
LogTexture:Display: Building textures: SkyOcclusion0_8 (AutoDXT)
LogTexture:Display: Building textures: SkyOcclusion0_9 (AutoDXT)
LogTexture:Display: Building textures: SkyOcclusion1_2 (AutoDXT)
LogTexture:Display: Building textures: ShadowMapTexture2D_0 (BGRA8)
LogTexture:Display: Building textures: ShadowMapTexture2D_1 (BGRA8)
LogTexture:Display: Building textures: ShadowMapTexture2D_10 (BGRA8)
LogTexture:Display: Building textures: ShadowMapTexture2D_11 (BGRA8)
LogTexture:Display: Building textures: ShadowMapTexture2D_12 (BGRA8)
LogTexture:Display: Building textures: ShadowMapTexture2D_2 (BGRA8)
LogTexture:Display: Building textures: ShadowMapTexture2D_3 (BGRA8)
LogTexture:Display: Building textures: ShadowMapTexture2D_4 (BGRA8)
LogTexture:Display: Building textures: ShadowMapTexture2D_5 (BGRA8)
LogTexture:Display: Building textures: ShadowMapTexture2D_6 (BGRA8)
LogTexture:Display: Building textures: ShadowMapTexture2D_7 (BGRA8)
LogTexture:Display: Building textures: ShadowMapTexture2D_8 (BGRA8)
LogTexture:Display: Building textures: ShadowMapTexture2D_9 (BGRA8)
LogMaterial: Missing cached shader map for material _Master_Material_Reflections, compiling.
LogAIModule: Creating AISystem for world Main_2
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 63.804ms to complete.
LogFileHelpers: Loading map ‘Main_2’ took 278.168
LogCollectionManager: Loaded 0 collections in 0.001573 seconds
LogContentBrowser: Native class hierarchy populated in 0.0059 seconds. Added 1808 classes and 309 folders.
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0007 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0007 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0007 seconds. Added 1 classes and 2 folders.
LogD3D11RHI: InitD3DDevice
LogCrashTracker: Crashtracker disabled due to settings.
LogD3D11RHI: InitD3DDevice
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
LogLoad: Full Startup: 286.35 seconds (BP compile: 0.38 seconds)
LogD3D11RHI: InitD3DDevice
LogContentStreaming: Texture pool size is 0.000000MB
LogContentStreaming: Texture pool size now 1000 MB
LogRenderer: Reallocating scene render targets to support 32x32 (Frame:2).
LogRenderer: Reallocating scene render targets to support 256x256 (Frame:7).
LogRenderer: Reallocating scene render targets to support 1024x1024 (Frame:31).
LogRenderer: Reallocating scene render targets to support 2560x1416 (Frame:32).
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 465/400 MB (ok in editor, bad on fixed memory platform)
LogAssetRegistry: Asset discovery search completed in 283.4834 seconds
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: Running on WindowsHostPlatform
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/LincolnExperience.uproject -cook -stage -archive -archivedirectory=C:/Users//Desktop
MainFrameActions: Packaging (Windows (64-bit)): -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output -NoCompile
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users//AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8)
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\Cook.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\FinalCopy_NonUFSFiles.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\FinalCopy_UFSFiles.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\Manifest_NonUFSFiles.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\PakList_LincolnExperience-WindowsNoEditor.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\PrePak_NonUFSFiles.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\PrePak_NonUFSFilesDebug.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\PrePak_UFSFiles.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UAT_Log.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UnrealBuildTool.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UnrealPak.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users//AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Local\Temp\HarvestEnvVars.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\AppData\Local\Temp\HarvestEnvVars.bat=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Users\AppData\Local\Temp\HarvestEnvVars.bat
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars: C:\Program Files\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”
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET>set 1>“C:\Users\AppData\Local\Temp\HarvestEnvVars.txt”
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.4110235s to run HarvestEnvVars.bat, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: Command Environment settings:
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: LocalRoot=C:/Program Files/Epic Games/4.8
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users//AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: TimestampAsString=2015-08-17_13.14.48
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: UATExe=C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules)
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules353406059.dll
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules353406059.pdb
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules353406059SourceFiles.txt
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 8 script DLL(s).
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform DesktopPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform HTML5Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll.
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 D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectTargetsForProject: Looking for targets for project D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectTargetsForProject: Searching for target rule files in D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules1761672309.dll=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules1761672309.dll
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.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=C:\Users\Desktop
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\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=True
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=LincolnExperience
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=D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.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=D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.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=LincolnExperience
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 D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won’t use it.
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development -clean D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject -nobuilduht -rocket -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1.3980799s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Intermediate\Build\Manifest.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject -noxge -generatemanifest -rocket -NoHotReloa
MainFrameActions: Packaging (Windows (64-bit)): dFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.9650552s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Intermediate\Build\Manifest.xml=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeCopyFile: SafeCopyFile D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Intermediate\Build\Manifest.xml C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.exe
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.pdb
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Build\Receipts\LincolnExperience-Win64-Development.target.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Parsing headers for LincolnExperience
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Reflection code generated for LincolnExperience
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 7 actions (4 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.LincolnExperience.h.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UELinkerFixups.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: CamCube.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LincolnExperience.generated.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LincolnExperience.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: d:_unrealprojects\lincoln_mkz_unreal_test_vis_7\source\lincolnexperience\CamCube.h(26) : error C3668: ‘ACamCube::PostEditChangeProperty’ : method with override specifier ‘override’ did not override any base class methodsD:_UnrealProjects
MainFrameActions: Packaging (Windows (64-bit)): \Lincoln_MKZ_Unreal_Test_Vis_7\Source\LincolnExperience\CamCube.h(26) : error C3668: ‘ACamCube::PostEditChangeProperty’ : method with override specifier ‘override’ did not override any base class methods
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 30.11 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 30.2147282s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.
MainFrameActions: Packaging (Windows (64-bit)): uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
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: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.
MainFrameActions: Packaging (Windows (64-bit)): uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, 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: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject -noxge -rocket -NoH MainFrameActions: Packaging (Windows (64-bit)): otReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool.txt' MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 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 LogD3D11RHI: InitD3DDevice Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Main_2" FILE="D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/Content/Main_2.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false LogSavePackage: Save=7773.092285ms LogSavePackage: Moving 'D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/Saved/Main_2E9435D7541FF23BCB19F5D8A41C76530.tmp' to 'D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/Content/Main_2.umap' LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 479/400 MB (ok in editor, bad on fixed memory platform) LogD3D11RHI: InitD3DDevice LogD3D11RHI: InitD3DDevice LogD3D11RHI: InitD3DDevice LogD3D11RHI: InitD3DDevice LogD3D11RHI: InitD3DDevice MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool... MainFrameActions: Packaging (Windows (64-bit)): Program.Main: Running on WindowsHostPlatform MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/LincolnExperience.uproject -cook -stage -archive -archivedirectory=C:/Users//Desktop/LincolnUnreal_v6 -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output -NoCompile MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment. MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT= MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8 MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder= MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8 MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users//AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8) MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UAT_Log.txt MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UnrealBuildTool.txt MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8 MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users//AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8 MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir= MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion= MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables. MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013 MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\ MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat. MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\\AppData\Local\Temp\HarvestEnvVars.txt MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\\AppData\Local\Temp\HarvestEnvVars.bat=True MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Users\\AppData\Local\Temp\HarvestEnvVars.bat MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars: MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars: C:\Program Files\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" MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars: MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET>set 1>"C:\Users\\AppData\Local\Temp\HarvestEnvVars.txt" MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.3690211s to run HarvestEnvVars.bat, ExitCode=0 MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework\ MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319 MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework\ MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319 MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\Windows\Microsoft.NET\Framework\ MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319 MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\IDE\Devenv.com MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: Command Environment settings: MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: HasCapabilityToCompile=True MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: LocalRoot=C:/Program Files/Epic Games/4.8 MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users//AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8 MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\IDE\Devenv.com MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: TimestampAsString=2015-08-17_13.15.50 MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: UATExe=C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules) MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules1761672309.dll MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules1761672309.pdb MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules1761672309SourceFiles.txt MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts. MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 8 script DLL(s). MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll. MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll. MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll. MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform DesktopPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll. MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform HTML5Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll. MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll. MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll. 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 D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectTargetsForProject: Looking for targets for project D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectTargetsForProject: Searching for target rule files in D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7 MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules1761672309.dll=False MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules1761672309.dll MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.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=C:\Users\\Desktop\LincolnUnreal_v6 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\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=True 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=LincolnExperience 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=D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.exe MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.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=D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.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=LincolnExperience 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 D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED ********** MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it. MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build: MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: False MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:False MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: False MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: False MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development -clean D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject -nobuilduht -rocket -NoHotReloadFromIDE MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.9920567s to run UnrealBuildTool.exe, ExitCode=0 MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Intermediate\Build\Manifest.xml MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject -noxge -generatemanifest -rocket -NoHotReloa MainFrameActions: Packaging (Windows (64-bit)): dFromIDE -ignorejunk MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.9130523s to run UnrealBuildTool.exe, ExitCode=0 MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Intermediate\Build\Manifest.xml=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeCopyFile: SafeCopyFile D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Intermediate\Build\Manifest.xml C:\Users\\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml MainFrameActions: Packaging (Windows (64-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.exe MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.pdb MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Build\Receipts\LincolnExperience-Win64-Development.target.xml MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Parsing headers for LincolnExperience MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Reflection code generated for LincolnExperience MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 7 actions (4 in parallel) MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.LincolnExperience.h.cpp MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UELinkerFixups.cpp MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LincolnExperience.generated.cpp MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LincolnExperience.cpp MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: CamCube.cpp MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Source\LincolnExperience\CamCube.h(26) : error C3668: 'ACamCube::PostEditChangeProperty' : method with override specifier 'override' did not override any base class methods MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: d:\_unrealprojects\lincoln_mkz_unreal_test_vis_7\source\lincolnexperience\CamCube.h(26) : error C3668: 'ACamCube::PostEditChangeProperty' : method with override specifier 'override' did not override any base class methods MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats ----------------------------------------------------------- MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.exe MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 36.60 seconds MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 36.7140999s to run UnrealBuildTool.exe, ExitCode=5 MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience. MainFrameActions: Packaging (Windows (64-bit)): uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool.txt' 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: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:\_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience. MainFrameActions: Packaging (Windows (64-bit)): uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool.txt' MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, 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: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject -noxge -rocket -NoH
MainFrameActions: Packaging (Windows (64-bit)): otReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5
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
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogLinker:Warning: Asset ‘…/…/…/Engine/Content/ArtTools/RenderToTexture/Macros/RenderToTextureMacros.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
LogLinker:Warning: Asset ‘…/…/…/Engine/Content/ArtTools/RenderToTexture/Enums/RenderToTexture_Enum.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 455/400 MB (ok in editor, bad on fixed memory platform)
Cmd: CAMERA ALIGN ACTIVEVIEWPORTONLY
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 451/400 MB (ok in editor, bad on fixed memory platform)
Cmd: CAMERA ALIGN ACTIVEVIEWPORTONLY
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 451/400 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 458/400 MB (ok in editor, bad on fixed memory platform)
LogEditorViewport: Clicking on Actor (context menu): MKZ_C (MKZ)
LogD3D11RHI: InitD3DDevice
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 465/400 MB (ok in editor, bad on fixed memory platform)
LogD3D11RHI: InitD3DDevice
LogEditorViewport: Clicking on Actor (LMB): MKZ_C (MKZ)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 451/400 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 451/400 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 451/400 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 451/400 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 451/400 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 451/400 MB (ok in editor, bad on fixed memory platform)
LogEditorViewport: Clicking on Actor (LMB): CamCube (CamCube8)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 466/400 MB (ok in editor, bad on fixed memory platform)
LogEditorViewport: Clicking on Actor (LMB): CamCube (CamCube8)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 479/400 MB (ok in editor, bad on fixed memory platform)
LogEditorViewport: Clicking on Actor (LMB): StaticMeshActor (White_Arch_Floor_Main)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 451/400 MB (ok in editor, bad on fixed memory platform)
LogEditorViewport: Clicking on Actor (LMB): CamCube (CamCube8)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 452/400 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 479/400 MB (ok in editor, bad on fixed memory platform)
LogD3D11RHI: InitD3DDevice
LogVSAccessor:Warning: Visual Studio is open but could not be queried - it may be blocked by a modal operation
LogVSAccessor:Warning: Visual Studio is open but could not be queried - it may be blocked by a modal operation
LogVSAccessor:Warning: Visual Studio is open but could not be queried - it may be blocked by a modal operation
LogVSAccessor:Warning: Visual Studio is open but could not be queried - it may be blocked by a modal operation
LogVSAccessor:Warning: Visual Studio is open but could not be queried - it may be blocked by a modal operation
LogVSAccessor:Warning: Visual Studio is open but could not be queried - it may be blocked by a modal operation
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 479/400 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 479/400 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 479/400 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 493/400 MB (ok in editor, bad on fixed memory platform)
LogEditorViewport: Clicking on Actor (LMB): MKZ_C (MKZ)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 465/400 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 451/400 MB (ok in editor, bad on fixed memory platform)
LogD3D11RHI: InitD3DDevice
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 452/400 MB (ok in editor, bad on fixed memory platform)
BlueprintLog: New page: Compile MKZ
BlueprintEditorCompileResults: Info [0727.33] Compile of MKZ successful! [in 161 ms]
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 452/400 MB (ok in editor, bad on fixed memory platform)
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
Cmd: OBJ SAVEPACKAGE PACKAGE=“/Game/Main_2” FILE=“D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/Content/Main_2.umap” SILENT=true AUTOSAVING=false KEEPDIRTY=false
LogSavePackage: Save=7845.135742ms
LogSavePackage: Moving ‘D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/Saved/Main_21D8C44BF41A32A15628477A762EF6259.tmp’ to ‘D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/Content/Main_2.umap’
LogFileHelpers: Saving map ‘Main_2’ took 7.956
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 452/400 MB (ok in editor, bad on fixed memory platform)
BlueprintLog: New page: Pre-PIE auto-recompile
LogPlayLevel: [PIE] Compiling Main_2 before PIE…
LogPlayLevel: PIE: Blueprint regeneration took 81 ms (1 blueprints)
PIE: New page: PIE session: Main_2 (Aug 17, 2015, 9:20:32 AM)
LogPlayLevel: Creating play world package: /Game/UEDPIE_0_Main_2
LogPlayLevel: PIE: StaticDuplicateObject took: (0.007892s)
LogAIModule: Creating AISystem for world Main_2
LogPlayLevel: PIE: World Init took: (0.000805s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Main_2.Main_2 to /Game/UEDPIE_0_Main_2.Main_2 (0.008983s)
LogInit: XAudio2 using ‘Speakers (Realtek High Definition Audio)’ : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogWorld: Game class is ‘GameMode’
LogWorld: Bringing World /Game/UEDPIE_0_Main_2.Main_2 up for play (max tick rate 0) at 2015.08.17-13.20.32
LogActor:Warning: GameSession /Game/UEDPIE_0_Main_2.Main_2:PersistentLevel.GameSession_0 has natively added scene component(s), but none of them were set as the actor’s RootComponent - picking one arbitrarily
LogActor:Warning: GameNetworkManager /Game/UEDPIE_0_Main_2.Main_2:PersistentLevel.GameNetworkManager_0 has natively added scene component(s), but none of them were set as the actor’s RootComponent - picking one arbitrarily
LogWorld: Bringing up level for play took: 0.003732
Cmd: r.setRes 1920x1080
r.SetRes = “1920x1080”
LogArray:Warning: Attempted to get an item from array fasciaArray out of bounds [2/1]!
LogArray:Warning: Attempted to get an item from array roofArray out of bounds [3/2]!
LogArray:Warning: Attempted to get an item from array rimArray out of bounds [4/3]!
PIE: Info Play in editor start time for /Game/UEDPIE_0_Main_2 -0.351
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 403/400 MB (ok in editor, bad on fixed memory platform)
LogArray:Warning: Attempted to get an item from array roofArray out of bounds [3/2]!
LogArray:Warning: Attempted to get an item from array K2Node_MakeArray_Array3 out of bounds [3/2]!
LogArray:Warning: Attempted to get an item from array roof_unselected out of bounds [3/2]!
LogScript:Warning: Accessed None ‘button’
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoiceRoof:04DE
LogScript:Warning: Attempt to assign variable through None
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoiceRoof:04F4
LogArray:Warning: Attempted to get an item from array roofArray out of bounds [3/2]!
LogArray:Warning: Attempted to get an item from array K2Node_MakeArray_Array3 out of bounds [3/2]!
LogArray:Warning: Attempted to get an item from array roof_unselected out of bounds [3/2]!
LogScript:Warning: Accessed None ‘button’
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoiceRoof:04DE
LogScript:Warning: Attempt to assign variable through None
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoiceRoof:04F4
LogArray:Warning: Attempted to get an item from array roofArray out of bounds [3/2]!
LogArray:Warning: Attempted to get an item from array K2Node_MakeArray_Array3 out of bounds [3/2]!
LogArray:Warning: Attempted to get an item from array roof_unselected out of bounds [3/2]!
LogScript:Warning: Accessed None ‘button’
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoiceRoof:04DE
LogScript:Warning: Attempt to assign variable through None
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoiceRoof:04F4
LogArray:Warning: Attempted to get an item from array K2Node_MakeArray_Array out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array paint_unselected out of bounds [4/3]!
LogScript:Warning: Accessed None ‘button’
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoicePaint:04DE
LogScript:Warning: Attempt to assign variable through None
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoicePaint:04F4
LogArray:Warning: Attempted to get an item from array K2Node_MakeArray_Array out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array paint_unselected out of bounds [4/3]!
LogScript:Warning: Accessed None ‘button’
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoicePaint:04DE
LogScript:Warning: Attempt to assign variable through None
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoicePaint:04F4
LogArray:Warning: Attempted to get an item from array K2Node_MakeArray_Array out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array paint_unselected out of bounds [4/3]!
LogScript:Warning: Accessed None ‘button’
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoicePaint:04DE
LogScript:Warning: Attempt to assign variable through None
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoicePaint:04F4
LogArray:Warning: Attempted to get an item from array rimArray out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array K2Node_MakeArray_Array2 out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array rim_unselected out of bounds [4/3]!
LogScript:Warning: Accessed None ‘button’
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoiceRim:04DE
LogScript:Warning: Attempt to assign variable through None
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoiceRim:04F4
LogArray:Warning: Attempted to get an item from array rimArray out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array K2Node_MakeArray_Array2 out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array rim_unselected out of bounds [4/3]!
LogScript:Warning: Accessed None ‘button’
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoiceRim:04DE
LogScript:Warning: Attempt to assign variable through None
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoiceRim:04F4
LogArray:Warning: Attempted to get an item from array rimArray out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array K2Node_MakeArray_Array2 out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array rim_unselected out of bounds [4/3]!
LogScript:Warning: Accessed None ‘button’
MainHUD_C /Engine/Transient.UnrealEdEngine_0:GameInstance_0.MainHUD_C_0
Function /Game/BluePrints/UI/MainHUD.MainHUD_C:ToggleChoiceRim:04DE
LogMaterial:Warning: Material /Game/Materials/Substance/Metal/Painted_steel_MAT.Painted_steel_MAT missing bUsedWithStaticLighting=True! Default Material will be used in game.
LogMaterial:Warning: The material will recompile every editor launch until resaved.
LogArray:Warning: Attempted to get an item from array rimArray out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array K2Node_MakeArray_Array2 out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array rim_unselected out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array rimArray out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array K2Node_MakeArray_Array2 out of bounds [4/3]!
LogArray:Warning: Attempted to get an item from array rim_unselected out of bounds [4/3]!
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 403/400 MB (ok in editor, bad on fixed memory platform)
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x00000000B705FE20
LogVSAccessor:Warning: Couldn’t access Visual Studio
LogD3D11RHI: InitD3DDevice
Recompiling LincolnExperience…
Launching UnrealBuildTool… [C:/Program Files/Epic Games/4.8/Engine/Binaries/DotNET/UnrealBuildTool.exe LincolnExperience -ModuleWithSuffix LincolnExperience 973 Win64 Development -editorrecompile -canskiplink “D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/LincolnExperience.uproject” -rocket -rocket]
Warning: Starting HotReload took 0.0s.
CompilerResultsLog: New page: Compilation - Aug 17, 2015, 9:21:50 AM
CompilerResultsLog: Info Compiling game modules for hot reload
CompilerResultsLog: Info Parsing headers for LincolnExperienceEditor
CompilerResultsLog: Info Reflection code generated for LincolnExperienceEditor
CompilerResultsLog: Info Performing 7 actions (4 in parallel)
CompilerResultsLog: Info [3/7] Resource PCLaunch.rc
CompilerResultsLog: Info [2/7] Resource ModuleVersionResource.rc.inl
CompilerResultsLog: Info PCH.LincolnExperience.h.cpp
CompilerResultsLog: Info LincolnExperience.generated.cpp
CompilerResultsLog: Info CamCube.cpp
CompilerResultsLog: Info LincolnExperience.cpp
CompilerResultsLog: Info [7/7] Link UE4Editor-LincolnExperience-973.dll
CompilerResultsLog: Info Creating library D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Intermediate/Build/Win64\UE4Editor\Development\UE4Editor-LincolnExperience-973.lib and object D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Intermediate/Build/Win64\UE4Editor\Development\UE4Editor-LincolnExperience-973.exp
CompilerResultsLog: Info -------- End Detailed Actions Stats -----------------------------------------------------------
CompilerResultsLog: Info Total build time: 39.72 seconds
LogMainFrame: MainFrame: Module compiling took 40.075 seconds
LogContentBrowser: Native class hierarchy updated for ‘LincolnExperience’ in 0.0011 seconds. Added 1 classes and 2 folders.
Warning: HotReload successful (0 functions remapped 0 scriptstructs remapped)
LogContentBrowser: Native class hierarchy populated in 0.0069 seconds. Added 1809 classes and 311 folders.
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: Running on WindowsHostPlatform
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=D:/_UnrealProjects/Lincoln_MKZ_Unreal_Test_Vis_7/LincolnExperience.uproject -cook -stage -archive -archivedirectory=C:/Users//Desktop
MainFrameActions: Packaging (Windows (64-bit)): /LincolnUnreal_v6 -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output -NoCompile
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users//AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8)
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UAT_Log.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UnrealBuildTool.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users//AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Local\Temp\HarvestEnvVars.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\AppData\Local\Temp\HarvestEnvVars.bat=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Users\AppData\Local\Temp\HarvestEnvVars.bat
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars: C:\Program Files\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”
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows (64-bit)): HarvestEnvVars: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET>set 1>“C:\Users\AppData\Local\Temp\HarvestEnvVars.txt”
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.3840219s to run HarvestEnvVars.bat, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: Command Environment settings:
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: LocalRoot=C:/Program Files/Epic Games/4.8
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users//AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: TimestampAsString=2015-08-17_13.22.09
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.LogSettings: UATExe=C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules)
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules1761672309.dll
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules1761672309.pdb
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules1761672309SourceFiles.txt
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 8 script DLL(s).
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform DesktopPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform HTML5Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Windows (64-bit)): Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll.
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 D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectTargetsForProject: Looking for targets for project D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectTargetsForProject: Searching for target rule files in D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules1761672309.dll=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.8\Rules\UATRules1761672309.dll
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.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=C:\Users\Desktop\LincolnUnreal_v6
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\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=True
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=LincolnExperience
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=D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.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=D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.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=LincolnExperience
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 D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won’t use it.
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development -clean D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject -nobuilduht -rocket -NoHotReloadFromID
MainFrameActions: Packaging (Windows (64-bit)): E
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1.0450598s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Intermediate\Build\Manifest.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject -noxge -generatemanifest -rocket -NoHotReloa
MainFrameActions: Packaging (Windows (64-bit)): dFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.944054s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Intermediate\Build\Manifest.xml=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeCopyFile: SafeCopyFile D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Intermediate\Build\Manifest.xml C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.exe
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.pdb
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Build\Receipts\LincolnExperience-Win64-Development.target.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Parsing headers for LincolnExperience
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Reflection code generated for LincolnExperience
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 7 actions (4 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.LincolnExperience.h.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UELinkerFixups.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LincolnExperience.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LincolnExperience.generated.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: CamCube.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Source\LincolnExperience\CamCube.h(26) : error C3668: ‘ACamCube::PostEditChangeProperty’ : method with override specifier ‘override’ did not override any base class methods
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: d:_unrealprojects\lincoln_mkz_unreal_test_vis_7\source\lincolnexperience\CamCube.h(26) : error C3668: ‘ACamCube::PostEditChangeProperty’ : method with override specifier ‘override’ did not override any base class methods
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\Binaries\Win64\LincolnExperience.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 33.75 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 33.8749376s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.
MainFrameActions: Packaging (Windows (64-bit)): uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
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: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.
MainFrameActions: Packaging (Windows (64-bit)): uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, 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, CaselessDictionary`1 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: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe LincolnExperience Win64 Development D:_UnrealProjects\Lincoln_MKZ_Unreal_Test_Vis_7\LincolnExperience.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager (post truncated)