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[Closed] Can't Package Project. Unsupported Compiler?

Whenever I attempt to package a project in the editor, it always fails with the same output (inserted below). This happens when I try to package for Windows 32 bit and 64 bit. I'm using UE 4.9.2 and I have VS2013 Ultimate with the latest updates. I've tried to verify UE4 in the Launcher and I've disabled my antivirus, with no fix. I also do not have any latin characters in my Users folder name. I'm not sure what to do.

LogInit:Display: RandInit(-1443264755) SRandInit(-1443264754). LogTaskGraph: Started task graph with 4 named threads and 7 total threads. LogStats: Stats thread started at 3.873254 LogInit: Version: 4.9.2-2707645+++depot+UE4-Releases+4.9 LogInit: API Version: 2672455 LogInit: Compiled (64-bit): Sep 28 2015 10:25:44 LogInit: Compiled with Visual C++: 18.00.21005.01 LogInit: Build Configuration: Development LogInit: Branch Name: ++depot+UE4-Releases+4.9 LogInit: Command line:
LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.9/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:Display: STEAM: Loading Steam SDK 1.32 LogOnline:Warning: STEAM: Steam API disabled! LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown() LogOnline: Unable to create OnlineSubsystem module Steam LogOnline: Unable to load default OnlineSubsystem module Steam, using NULL interface LogOnline:Verbose: NULL: Created thread (ID:7844). LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 LogVoice:Warning: Failed to initialize voice interface 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: TAYLOR-AW LogInit: User: Taylor LogInit: CPU Page size=4096, Cores=4 LogInit: High frequency timer resolution =2.338378 MHz LogMemory: Memory total: Physical=7.9GB (8GB approx) LogMemory: Platform Memory Stats for Windows LogMemory: Process Physical Memory: 58.84 MB used, 58.84 MB peak LogMemory: Process Virtual Memory: 62.09 MB used, 62.09 MB peak LogMemory: Physical Memory: 3972.03 MB used, 8077.06 MB total LogMemory: Virtual Memory: 352.64 MB used, 8388608.00 MB total LogTextLocalizationManager: No specific translations for ('en-US') exist, so ('en') translations will be used. LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GT 750M (Feature Level 11_0) LogD3D11RHI: Adapter has 971MB of dedicated video memory, 0MB of dedicated system memory, and 3072MB of shared system memory, 1 output[s] LogD3D11RHI: Found D3D11 adapter 1: NVIDIA GeForce GT 750M (Feature Level 11_0) LogD3D11RHI: Adapter has 971MB of dedicated video memory, 0MB of dedicated system memory, and 3072MB 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 15 characters bigger than the processId version (../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Intermediate/Shaders/WorkingDirectory/7092/). LogShaderCompilers: Cleaned the shader compiler working directory '../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Intermediate/Shaders/tmp/E5A93EA441FB7AFCE4BD648A72BBA25D/'. 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_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 0.88s 69MB C:/Users/Taylor/AppData/Local/UnrealEngine/4.9/DerivedDataCache/Boot.ddc. LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Taylor/AppData/Local/UnrealEngine/4.9/DerivedDataCache/Boot.ddc LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/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/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/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/Taylor/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 UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666. LogAnimation:Warning: UAnimMontage::PostLoad: The actual sequence length for montage HerroFPP_RifleFire_Montage does not match the length stored in the asset, please resave the montage asset. LogAnimation:Warning: UAnimMontage::PostLoad: The actual sequence length for montage HeroTTP_RifleReload does not match the length stored in the asset, please resave the montage asset. LogAssetRegistry: FAssetRegistry took 0.4534 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 LogLinker:Warning: Asset '../../../Engine/Plugins/Runtime/LeapMotionController/Content/LM_PassthroughMaterial.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogObj: 46076 objects as part of root set at end of initial load. LogUObjectAllocator: 11984760 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: 0.7.0.0 LogHMD: SteamVR failed to initialize. Err: 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 0.08s 69MB C:/Users/Taylor/AppData/Local/UnrealEngine/4.9/DerivedDataCache/Boot.ddc. LogInit: Texture streaming: Enabled LogAnalytics: Creating configured Analytics provider AnalyticsET LogAnalytics: [UEEditor.Rocket.Release] APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.9.2-2707645+++depot+UE4-Releases+4.9 LogAnalytics: [UEEditor.Rocket.Release] SetUserId fb0758594203fdcb93a04c8aca9b004e|edcd25385399430590925045351a471a|1330510a-783b-4293-b1fa-29c4a68aa526 LogAnalytics: [UEEditor.Rocket.Release] AnalyticsET::StartSession LogInit: Transaction tracking system initialized BlueprintLog: New page: Editor Load LocalizationService: Info Localization service is disabled LogFileCache: Scanning file cache for directory 'C:/Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/' took 0.06s LogCook:Display: Done creating registry. It took 0.00s. SourceControl: Info Source control is disabled Cmd: MAP LOAD FILE="../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/Maps/TestEntry.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 0x000000003226F560 LogLinker:Warning: Asset '../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/Maps/TestEntry.umap' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/UI/Menu/LoadingScreen_Mat2.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/UI/SplashScreens/fiberoptics.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/UI/TestMenu/LoginMenu.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/UI/TestMenu/MainLobby.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/Maps/Custom/Lobby/MainLobbyController.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/Blueprints/UI_GameMode.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/UI/TestMenu/Chat_Item.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogAIModule: Creating AISystem for world TestEntry 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 126.316ms to complete. LogFileHelpers: Loading map 'TestEntry' took 2.306 LogCollectionManager: Loaded 0 collections in 0.028461 seconds LogFileCache: Scanning file cache for directory 'C:/Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Saved/Collections/' took 0.01s LogFileCache: Scanning file cache for directory 'C:/Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/Developers/Taylor/Collections/' took 0.01s LogFileCache: Scanning file cache for directory 'C:/Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/Collections/' took 0.01s LogContentBrowser: Native class hierarchy populated in 0.0612 seconds. Added 1914 classes and 349 folders. LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000003 seconds LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0425 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0267 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0142 seconds. Added 1 classes and 2 folders. LogCrashTracker: Crashtracker disabled due to settings. LogUObjectGlobals:Warning: Failed to find object 'Class None.' LogLoad: Full Startup: 125.75 seconds (BP compile: 1.17 seconds) LogContentStreaming: Texture pool size now 400 MB LogRenderer: Reallocating scene render targets to support 1208x632 (Frame:2). LogAssetRegistry: Asset discovery search completed in 36.5050 seconds LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000000 seconds (found 0 objects) LogCollectionManager: Fixed up redirectors for 0 collections in 0.000021 seconds (updated 0 objects) LogLinker:Warning: Asset '../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/UI/Menu/LoadingScreen_Mat.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogAIModule: Creating AISystem for world ShooterEntry Cmd: MAP LOAD FILE="../../../../../../Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/Content/Maps/ShooterEntry.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3 LightingResults: New page: Lighting Build LoadErrors: New page: Loading map: ShooterEntry.umap MapCheck: New page: Map Check LightingResults: New page: Lighting Build LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000000010413BA0 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 92.711ms to complete. LogFileHelpers: Loading map 'ShooterEntry' took 0.228 LogVSAccessor:Warning: Couldn't access Visual Studio Recompiling ShooterGame... Recompiling ShooterGameLoadingScreen... Launching UnrealBuildTool... [C:/Program Files (x86)/Epic Games/4.9/Engine/Binaries/DotNET/UnrealBuildTool.exe ShooterGame -ModuleWithSuffix ShooterGame 4384 -ModuleWithSuffix ShooterGameLoadingScreen 1894 Win64 Development -editorrecompile -canskiplink "C:/Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/ShooterGame.uproject" -rocket -rocket] Warning: Starting HotReload took 0.3s. CompilerResultsLog: New page: Compilation - Feb 1, 2016, 5:06:56 AM CompilerResultsLog: Info Compiling game modules for hot reload CompilerResultsLog: Info Target is up to date. LogMainFrame: MainFrame: Module compiling took 3.896 seconds MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool... MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files (x86)\Epic Games\4.9\Engine\Binaries\DotNET MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/Bitbucket_Hazard_Repo/ShooterGame/ShooterGame.uproject -cook -stage -archive -archivedirectory=C:/Users/Taylor/Desktop/Schoolwork/Semester 8/GAM400/GamePackage -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output 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)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files (x86)/Epic Games/4.9/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Taylor/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+(x86)+Epic+Games+4.9) 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)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir= MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: SetFrameworkVars failed. Assuming no compilation capability. MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder 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 9 script DLL(s). MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Taylor\Desktop\Schoolwork\Semester 8\GAM400\Bitbucket_Hazard_Repo\ShooterGame\ShooterGame.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: CreateAppBundle=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\Taylor\Desktop\Schoolwork\Semester 8\GAM400\GamePackage MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\Taylor\Desktop\Schoolwork\Semester 8\GAM400\Bitbucket_Hazard_Repo\ShooterGame\Saved\StagedBuilds MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=ShooterGame 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: SkipCookingEditorContent=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0 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: FastCook=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=C:\Users\Taylor\Desktop\Schoolwork\Semester 8\GAM400\Bitbucket_Hazard_Repo\ShooterGame\Binaries\Win64 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\Taylor\Desktop\Schoolwork\Semester 8\GAM400\Bitbucket_Hazard_Repo\ShooterGame\Binaries\Win64 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\Taylor\Desktop\Schoolwork\Semester 8\GAM400\Bitbucket_Hazard_Repo\ShooterGame\Binaries\Win64\ShooterGame.exe MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\Taylor\Desktop\Schoolwork\Semester 8\GAM400\Bitbucket_Hazard_Repo\ShooterGame\Binaries\Win64\ShooterGame.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=C:\Users\Taylor\Desktop\Schoolwork\Semester 8\GAM400\Bitbucket_Hazard_Repo\ShooterGame\ShooterGame.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=ShooterGame 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)): Project.Build: BUILD COMMAND STARTED MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: You are attempting to compile on a machine that does not have a supported compiler! MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 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(List`1 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(Action`1 Main, Object Param) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main() MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit 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 PackagingResults:Error: Error Unknown Error

Product Version: UE 4.9
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asked Feb 01 '16 at 09:41 PM in Packaging & Deployment

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roclee101
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The question has been closed Jul 15 '16 at 08:05 PM by Samantha Sutton for the following reason:

The question is answered, right answer was accepted


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Launcher version only support VS2015, if you want VS2013 support you need to build engine from source

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answered Feb 01 '16 at 11:50 PM

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Shadowriver
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avatar image roclee101 Feb 02 '16 at 12:21 AM

I have VS2015 Enterprise with Update 1 as well.

avatar image Shadowriver Feb 02 '16 at 01:33 AM

Oh? then check environment variables, check VS120COMNTOOLS or something like that

avatar image roclee101 Feb 02 '16 at 01:49 AM

Here is my VS120COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\

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