MetaData Mismatch Build Error

LogPlayLevel: Running AutomationTool…
LogPlayLevel: Program.Main: Running on WindowsHostPlatform
LogPlayLevel: Program.Main: CWD=C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=E:/Pakhet’s Tomb/PakhetsTombUE4/PakhetsTombUE4.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -rocket -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -map=/Game/Levels/PahketsTomb -skipcook -iterativecooking -iterativedeploy -stage -deploy -cmdline=/Game/Levels/PahketsTomb -Messaging -device=WindowsNoEditor@VOYAGER -addcmdline=-SessionId=6A2FDFE04D45346C0C6340A120A40EA1 -SessionOwner=antho -SessionName=‘Play On Device’ -run -nokill -NoCompile
LogPlayLevel: Automation.Process: IsBuildMachine=False
LogPlayLevel: Automation.Process: ShouldKillProcesses=False
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8
LogPlayLevel: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved/Logs)
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved/Logs
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\antho\AppData\Local\Temp\HarvestEnvVars.txt
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists C:\Users\antho\AppData\Local\Temp\HarvestEnvVars.bat=True
LogPlayLevel: CommandUtils.Run: Run: C:\Users\antho\AppData\Local\Temp\HarvestEnvVars.bat
LogPlayLevel: HarvestEnvVars:
LogPlayLevel: 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”
LogPlayLevel: HarvestEnvVars:
LogPlayLevel: HarvestEnvVars: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET>set 1>“C:\Users\antho\AppData\Local\Temp\HarvestEnvVars.txt”
LogPlayLevel: CommandUtils.Run: Run: Took 1.0525779s to run HarvestEnvVars.bat, ExitCode=0
LogPlayLevel: CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
LogPlayLevel: CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True
LogPlayLevel: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True
LogPlayLevel: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
LogPlayLevel: CommandEnvironment.InitEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com
LogPlayLevel: CommandEnvironment.LogSettings: Command Environment settings:
LogPlayLevel: CommandEnvironment.LogSettings: CmdExe=C:\WINDOWS\system32\cmd.exe
LogPlayLevel: CommandEnvironment.LogSettings: EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: CommandEnvironment.LogSettings: HasCapabilityToCompile=True
LogPlayLevel: CommandEnvironment.LogSettings: LocalRoot=C:/Program Files/Epic Games/4.8
LogPlayLevel: CommandEnvironment.LogSettings: LogFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved/Logs
LogPlayLevel: CommandEnvironment.LogSettings: MountExe=C:\WINDOWS\system32\mount.exe
LogPlayLevel: CommandEnvironment.LogSettings: MsBuildExe=C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
LogPlayLevel: CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com
LogPlayLevel: CommandEnvironment.LogSettings: RobocopyExe=C:\WINDOWS\system32\robocopy.exe
LogPlayLevel: CommandEnvironment.LogSettings: TimestampAsString=2015-08-20_14.04.05
LogPlayLevel: CommandEnvironment.InitEnvironment: UATExe=C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe
LogPlayLevel: ProjectUtils.CleanupFolders: Cleaning up project rules folder
LogPlayLevel: CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Rules)
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Rules\UATRules467303988.dll
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Rules\UATRules467303988.pdb
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Rules\UATRules467303988SourceFiles.txt
LogPlayLevel: Automation.Process: Compiling scripts.
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 8 script DLL(s).
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform DesktopPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform HTML5Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform MacPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll.
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: PS4
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
LogPlayLevel: CommandUtils.InitP4Support: Initializing AllowSubmit.
LogPlayLevel: CommandUtils.InitP4Support: AllowSubmit=False
LogPlayLevel: CommandUtils.InitP4Support: Initializing P4Enabled.
LogPlayLevel: CommandUtils.InitP4Support: P4Enabled=False
LogPlayLevel: CommandUtils.InitP4Support: P4CLRequired=False
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Pakhet’s Tomb\PakhetsTombUE4\PakhetsTombUE4.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Pakhet’s Tomb\PakhetsTombUE4\PakhetsTombUE4.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Pakhet’s Tomb\PakhetsTombUE4\PakhetsTombUE4.uproject=True
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for E:\Pakhet’s Tomb\PakhetsTombUE4\PakhetsTombUE4.uproject
LogPlayLevel: ProjectUtils.DetectTargetsForProject: Looking for targets for project E:\Pakhet’s Tomb\PakhetsTombUE4\PakhetsTombUE4.uproject
LogPlayLevel: ProjectUtils.DetectTargetsForProject: Searching for target rule files in E:\Pakhet’s Tomb\PakhetsTombUE4
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Rules\UATRules467303988.dll=False
LogPlayLevel: ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Rules\UATRules467303988.dll
LogPlayLevel: ProjectUtils.DetectProjectProperties: Loading ini files for E:\Pakhet’s Tomb\PakhetsTombUE4\PakhetsTombUE4.uproject
LogPlayLevel: ProjectParams.ValidateAndLog: Project Params **************
LogPlayLevel: ProjectParams.ValidateAndLog: AdditionalServerMapParams=
LogPlayLevel: ProjectParams.ValidateAndLog: Archive=False
LogPlayLevel: ProjectParams.ValidateAndLog: ArchiveMetaData=False
LogPlayLevel: ProjectParams.ValidateAndLog: BaseArchiveDirectory=E:\Pakhet’s Tomb\PakhetsTombUE4\ArchivedBuilds
LogPlayLevel: ProjectParams.ValidateAndLog: BaseStageDirectory=E:\Pakhet’s Tomb\PakhetsTombUE4\Saved\StagedBuilds
LogPlayLevel: ProjectParams.ValidateAndLog: Build=False
LogPlayLevel: ProjectParams.ValidateAndLog: Cook=True
LogPlayLevel: ProjectParams.ValidateAndLog: Clean=
LogPlayLevel: ProjectParams.ValidateAndLog: Client=False
LogPlayLevel: ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
LogPlayLevel: ProjectParams.ValidateAndLog: ClientCookedTargets=PakhetsTombUE4
LogPlayLevel: ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
LogPlayLevel: ProjectParams.ValidateAndLog: Compressed=False
LogPlayLevel: ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
LogPlayLevel: ProjectParams.ValidateAndLog: CookFlavor=
LogPlayLevel: ProjectParams.ValidateAndLog: CookOnTheFly=False
LogPlayLevel: ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
LogPlayLevel: ProjectParams.ValidateAndLog: UnversionedCookedContent=False
LogPlayLevel: ProjectParams.ValidateAndLog: GeneratePatch=False
LogPlayLevel: ProjectParams.ValidateAndLog: CreateReleaseVersion=
LogPlayLevel: ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
LogPlayLevel: ProjectParams.ValidateAndLog: DLCName=
LogPlayLevel: ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
LogPlayLevel: ProjectParams.ValidateAndLog: AdditionalCookerOptions=
LogPlayLevel: ProjectParams.ValidateAndLog: DedicatedServer=False
LogPlayLevel: ProjectParams.ValidateAndLog: DirectoriesToCook=
LogPlayLevel: ProjectParams.ValidateAndLog: CulturesToCook=
LogPlayLevel: ProjectParams.ValidateAndLog: EditorTargets=
LogPlayLevel: ProjectParams.ValidateAndLog: Foreign=False
LogPlayLevel: ProjectParams.ValidateAndLog: IsCodeBasedProject=True
LogPlayLevel: ProjectParams.ValidateAndLog: IsProgramTarget=False
LogPlayLevel: ProjectParams.ValidateAndLog: IterativeCooking=True
LogPlayLevel: ProjectParams.ValidateAndLog: CookAll=False
LogPlayLevel: ProjectParams.ValidateAndLog: CookMapsOnly=False
LogPlayLevel: ProjectParams.ValidateAndLog: Deploy=True
LogPlayLevel: ProjectParams.ValidateAndLog: IterativeDeploy=True
LogPlayLevel: ProjectParams.ValidateAndLog: LogWindow=False
LogPlayLevel: ProjectParams.ValidateAndLog: Manifests=False
LogPlayLevel: ProjectParams.ValidateAndLog: MapToRun=/Game/Levels/PahketsTomb
LogPlayLevel: ProjectParams.ValidateAndLog: NoClient=False
LogPlayLevel: ProjectParams.ValidateAndLog: NumClients=0
LogPlayLevel: ProjectParams.ValidateAndLog: NoDebugInfo=False
LogPlayLevel: ProjectParams.ValidateAndLog: NoCleanStage=False
LogPlayLevel: ProjectParams.ValidateAndLog: NoXGE=False
LogPlayLevel: ProjectParams.ValidateAndLog: MapsToCook=/Game/Levels/PahketsTomb
LogPlayLevel: ProjectParams.ValidateAndLog: Pak=False
LogPlayLevel: ProjectParams.ValidateAndLog: Package=False
LogPlayLevel: ProjectParams.ValidateAndLog: NullRHI=False
LogPlayLevel: ProjectParams.ValidateAndLog: FakeClient=False
LogPlayLevel: ProjectParams.ValidateAndLog: EditorTest=False
LogPlayLevel: ProjectParams.ValidateAndLog: RunAutomationTests=False
LogPlayLevel: ProjectParams.ValidateAndLog: RunAutomationTest=
LogPlayLevel: ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
LogPlayLevel: ProjectParams.ValidateAndLog: CrashIndex=0
LogPlayLevel: ProjectParams.ValidateAndLog: ProgramTargets=
LogPlayLevel: ProjectParams.ValidateAndLog: ProjectBinariesFolder=E:\Pakhet’s Tomb\PakhetsTombUE4\Binaries\Win64
LogPlayLevel: ProjectParams.ValidateAndLog: ProjectBinariesPath=E:\Pakhet’s Tomb\PakhetsTombUE4\Binaries\Win64
LogPlayLevel: ProjectParams.ValidateAndLog: ProjectGameExeFilename=E:\Pakhet’s Tomb\PakhetsTombUE4\Binaries\Win64\PakhetsTombUE4.exe
LogPlayLevel: ProjectParams.ValidateAndLog: ProjectGameExePath=E:\Pakhet’s Tomb\PakhetsTombUE4\Binaries\Win64\PakhetsTombUE4.exe
LogPlayLevel: ProjectParams.ValidateAndLog: Distribution=False
LogPlayLevel: ProjectParams.ValidateAndLog: Prebuilt=False
LogPlayLevel: ProjectParams.ValidateAndLog: Prereqs=False
LogPlayLevel: ProjectParams.ValidateAndLog: NoBootstrapExe=False
LogPlayLevel: ProjectParams.ValidateAndLog: RawProjectPath=E:\Pakhet’s Tomb\PakhetsTombUE4\PakhetsTombUE4.uproject
LogPlayLevel: ProjectParams.ValidateAndLog: Rocket=True
LogPlayLevel: ProjectParams.ValidateAndLog: Run=True
LogPlayLevel: ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
LogPlayLevel: ProjectParams.ValidateAndLog: ServerCookedTargets=
LogPlayLevel: ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
LogPlayLevel: ProjectParams.ValidateAndLog: ShortProjectName=PakhetsTombUE4
LogPlayLevel: ProjectParams.ValidateAndLog: SignedPak=False
LogPlayLevel: ProjectParams.ValidateAndLog: SignPak=
LogPlayLevel: ProjectParams.ValidateAndLog: SkipCook=True
LogPlayLevel: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
LogPlayLevel: ProjectParams.ValidateAndLog: SkipPak=False
LogPlayLevel: ProjectParams.ValidateAndLog: SkipStage=False
LogPlayLevel: ProjectParams.ValidateAndLog: Stage=True
LogPlayLevel: ProjectParams.ValidateAndLog: bUsesSteam=False
LogPlayLevel: ProjectParams.ValidateAndLog: bUsesCEF3=False
LogPlayLevel: ProjectParams.ValidateAndLog: bUsesSlate=True
LogPlayLevel: ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
LogPlayLevel: ProjectParams.ValidateAndLog: Project Params **************
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Pakhet’s Tomb\PakhetsTombUE4\PakhetsTombUE4.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Pakhet’s Tomb\PakhetsTombUE4\PakhetsTombUE4.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Pakhet’s Tomb\PakhetsTombUE4\PakhetsTombUE4.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Pakhet’s Tomb\PakhetsTombUE4\PakhetsTombUE4.uproject=True
LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.Main: ERROR: Exception in AutomationScripts.Automation: Missing receipt ‘PakhetsTombUE4-Win64-Development.target.xml’. Check that this target has been built.
LogPlayLevel: Stacktrace: at Project.CreateDeploymentContext(ProjectParams Params, Boolean InDedicatedServer, Boolean DoCleanStage)
LogPlayLevel: at Project.CopyBuildToStagingDirectory(ProjectParams Params)
LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel: at BuildCommand.Execute()
LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
LogPlayLevel: at AutomationTool.Automation.Process(String[] CommandLine)
LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
LogPlayLevel: at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: ERROR: Missing receipt ‘PakhetsTombUE4-Win64-Development.target.xml’. Check that this target has been built.
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: copying UAT log files…
LogPlayLevel: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 2.509669
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_620_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_20b8_0///####STATCAT_Advanced####
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000071
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error
LogD3D11RHI: InitD3DDevice


I went through the process of installing Visual Studio and creating a blank C++ class just to get the editor to package the Substance plugin when launching, but now I cannot launch my project. I’ve seen a lot of posts regarding the MetaData mismatch error, but none of those solutions helped me.

Hopefully the above will be useful to someone for working out what’s wrong. I’ll keep trying to fix it, but I’m just shooting in the dark over here.