How to fix

LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(-756230969) SRandInit(-756230957).
LogTaskGraph: Started task graph with 4 named threads and 8 total threads.
LogStats: Stats thread started at 0.105930
LogInit: Version: 4.10.0-2758231+++depot+UE4-Releases+4.10
LogInit: API Version: 2758231
LogInit: Compiled (64-bit): Nov 7 2015 05:13:45
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.10
LogInit: Command line:
LogInit: Base directory: C:/Program Files/Epic Games/4.10/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.
LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
LogInit: Object subsystem initialized
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=8
LogInit: High frequency timer resolution =14.318180 MHz
LogMemory: Memory total: Physical=15.9GB (16GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 56.80 MB used, 56.80 MB peak
LogMemory: Process Virtual Memory: 58.04 MB used, 58.04 MB peak
LogMemory: Physical Memory: 5715.05 MB used, 16282.98 MB total
LogMemory: Virtual Memory: 384.16 MB used, 134217728.00 MB total
LogTextLocalizationManager: No translations for (‘ru-RU’) exist, falling back to ‘en’ for localization and internationalization data.
LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 980 Ti (Feature Level 11_0)
LogD3D11RHI: Adapter has 6048MB of dedicated video memory, 0MB of dedicated system memory, and 8141MB of shared system memory, 1 output[s]
LogD3D11RHI: Found D3D11 adapter 1: Microsoft Basic Render Driver (Feature Level 11_0)
LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 8141MB of shared system memory, 0 output[s]
LogD3D11RHI: Chosen D3D11 Adapter Id = 0
LogD3D11RHI: !Direct3DDevice
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogShaderCompilers: Guid format shader working directory is -25 characters bigger than the processId version (…/…/…/…/…/…/Users//Documents/Unreal Projects/MyProject3/Intermediate/Shaders/WorkingDirectory/14252/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/AppData/Local/Temp/UnrealShaderWorkingDir/1D8713754A0AE81B2AE71C96D52E9274/’.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
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_MultiTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
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 0.10s 41MB C:/Users//AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users//AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/…/…/Users//Documents/Unreal Projects/MyProject3/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 …/…/…/…/…/…/Users//Documents/Unreal Projects/MyProject3/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]
LogContentStreaming: Texture pool size is 0.000000MB
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
UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogAssetRegistry: FAssetRegistry took 0.0113 seconds to start up
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: 28633 objects as part of root set at end of initial load.
LogUObjectAllocator: 6099752 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: 0.8.0.0
LogHMD: SteamVR failed to initialize. Err: 110
LogAIModule: Creating AISystem for world NewWorld
LogInit: XAudio2 using ‘Динамики (Realtek High Definition Audio)’ : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.08s 41MB C:/Users//AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogAnalytics: Creating configured Analytics provider AnalyticsET
LogAnalytics: [UEEditor.Rocket.Release] APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.10.0-2758231+++depot+UE4-Releases+4.10
LogAnalytics: [UEEditor.Rocket.Release] SetUserId a54da34f4f8f2c092e1e74bb394f5b1a|7ff9153b26be4df39d06448bfbb62b6c|ede054b2-2628-46be-8f8c-eb023e8d20b8
LogAnalytics: [UEEditor.Rocket.Release] AnalyticsET::StartSession
LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogCook:Display: Done creating registry. It took 0.00s.
LogFileCache: Scanning file cache for directory ‘C:/Users//Documents/Unreal Projects/MyProject3/Content/’ took 0.01s
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE=“…/…/…/…/…/…/Users//Documents/Unreal Projects/MyProject3/Content/FirstPersonBP/Maps/FirstPersonExampleMap.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 0x00000040E4C76AC0
LogLinker:Warning: Asset ‘…/…/…/…/…/…/Users//Documents/Unreal Projects/MyProject3/Content/FirstPerson/Meshes/FirstPersonProjectileMesh.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
LogAIModule: Creating AISystem for world FirstPersonExampleMap
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 52.667ms to complete.
LogFileHelpers: Loading map ‘FirstPersonExampleMap’ took 0.642
LogCollectionManager: Loaded 0 collections in 0.001981 seconds
LogFileCache: Scanning file cache for directory ‘C:/Users//Documents/Unreal Projects/MyProject3/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Users//Documents/Unreal Projects/MyProject3/Content/Developers//Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Users//Documents/Unreal Projects/MyProject3/Content/Collections/’ took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000002 seconds
LogContentBrowser: Native class hierarchy populated in 0.0070 seconds. Added 1893 classes and 338 folders.
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0005 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0006 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0006 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
LogLoad: Full Startup: 6.17 seconds (BP compile: 0.14 seconds)
LogOcInput: Can’t find Oculus library dev build: is proper Runtime installed? Version: 0.8.0.0
LogContentStreaming: Texture pool size now 1000 MB
LogRenderer: Reallocating scene render targets to support 2040x832 (Frame:2).
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 403/400 MB (ok in editor, bad on fixed memory platform)
LogAssetRegistry: Asset discovery search completed in 9.1223 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000019 seconds (updated 0 objects)
Running C:/Program Files/Epic Games/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project=“C:/Users//Documents/Unreal Projects/MyProject3/MyProject3.uproject” -game -rocket -progress -2015
Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
Discovering modules, targets and source code for game…
UnrealBuildTool Exception: ERROR: Windows SDK v8.1 must be installed in order to build this target.
LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
LogWindowsTextInputMethodSystem:Display: IME system now deactivated.

“Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.”

“UnrealBuildTool Exception: ERROR: Windows SDK v8.1 must be installed in order to build this target.”

Said it all, what you doing requires code compilation, so you got those installed? If you have then “Verify” your UE4 installation