Launch/Package failed

Launch/Packaging project fails. Please don’t pawn me off with “stream levels” or “exceeded memory limit” “how big is your level” it packaged perfectly before the second preview of 4.11 so it’s nothing that didn’t work 5 minutes ago… maybe i changed a texture or something but who knows, It seems i sneeze and accidentally press a key on my keyboard unreal engine stops working…

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.01.16-14.39.35:397][ 0]LogCook:Display: Cooking /Game/The_Apartment3 → E:/Unreal Projects/MyProject 4.11 - 2/Saved/Cooked/WindowsNoEditor/MyProject/Content/The_Apartment3.umap
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.01.16-14.39.35:399][ 0]LogCook:Display: Marking …/…/…/Engine/Content/EditorResources/EmptyActor.uasset as reloading for cooker because it’s been cooked for platforms WindowsNoEditor.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.01.16-14.39.38:175][ 0]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.01.16-14.39.38:583][ 0]LogOutputDevice:Error:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: begin: stack for UAT
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.01.16-14.39.38:583][ 0]LogWindows:Error: === Critical error: ===
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: Fatal error: [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Core\Public\Serialization\Archive.h] [Line: 96]
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: FMemoryWriter does not support data larger than 2GB. Archive name: E:/Unreal Projects/MyProject 4.11 - 2/Content/The_Apartment3.umap.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.01.16-14.39.38:584][ 0]LogOutputDevice:Error:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: end: stack for UAT
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.01.16-14.39.38:615][ 0]LogPhysics:Warning: PHYSX: …..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.01.16-14.39.38:615][ 0]LogPhysics:Warning: PHYSX: …..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.01.16-14.39.38:616][ 0]LogPhysics:Warning: PHYSX: …..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.01.16-14.39.38:616][ 0]LogPhysics:Warning: PHYSX: …..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 48.5806429s to run UE4Editor-Cmd.exe, ExitCode=3
MainFrameActions: Packaging (Windows (32-bit)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. —> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for E:\Unreal Projects\MyProject 4.11 - 2\MyProject.uproject; s
MainFrameActions: Packaging (Windows (32-bit)): ee log C:\Users\KillBillGates\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.11\Cook-2016.01.16-14.39.47.txt
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
MainFrameActions: Packaging (Windows (32-bit)): at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows (32-bit)): — End of inner exception stack trace —
MainFrameActions: Packaging (Windows (32-bit)): at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.BuildCommand.Execute()
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure