Game not compiling - EmptyLinkFunctionForGeneratedCodeOnlineSubsystemSteam

Hello all, Already try to upgrade the engine but the problem dont desapear… I m getting this fatal error and lost all my hairs trying to figure out.
Please help.

=====================================================================

MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: Creating library F:\ProjetosUNREAL\RioAmazonas\Binaries\Win64\RioAmazonas.lib and object F:\ProjetosUNREAL\RioAmazonas\Binaries\Win64\RioAmazonas.exp
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol “void __cdecl EmptyLinkFunctionForGeneratedCodeOnlineSubsystemSteam(void)” (?EmptyLinkFunctionForGeneratedCodeOnlineSubsystemSteam@@YAXXZ) referenced in function “void __cdecl UELinkerFixups(void)” (?UELinkerFixups@@YAXXZ)
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol “void __cdecl EmptyLinkFunctionForStaticInitializationUE4Game(void)” (?EmptyLinkFunctionForStaticInitializationUE4Game@@YAXXZ) referenced in function “void __cdecl UELinkerFixups(void)” (?UELinkerFixups@@YAXXZ)
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol “void __cdecl EmptyLinkFunctionForStaticInitializationOnlineSubsystemNull(void)” (?EmptyLinkFunctionForStaticInitializationOnlineSubsystemNull@@YAXXZ) referenced in function “void __cdecl UELinkerFixups(void)” (?UELinkerFixups@@YAXXZ)
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol “void __cdecl EmptyLinkFunctionForStaticInitializationOnlineSubsystemSteam(void)” (?EmptyLinkFunctionForStaticInitializationOnlineSubsystemSteam@@YAXXZ) referenced in function “void __cdecl UELinkerFixups(void)” (?UELinkerFixups@@YAXXZ)
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: F:\ProjetosUNREAL\RioAmazonas\Binaries\Win64\RioAmazonas.exe : fatal error LNK1120: 4 unresolved externals

Thank u all.
Mauro

Mgondim,

Could you please upload your full error logs? Explain exactly what you’re doing when this happens, and let me know if this happens on a new project too.

Thanks!

Hey , first of all. Thank u for try to help me. I m really worried :frowning:
I made successful compile for win64bits with the top down toolkit from the marketing, I m using this kit in this project;

Thank u again.

Best.
Mauro

Ok this is the full log…
MainFrameActions: Empacotamento (Windows (64 bits)): Running AutomationTool…
MainFrameActions: Empacotamento (Windows (64 bits)): Program.Main: CWD=C:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET
MainFrameActions: Empacotamento (Windows (64 bits)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=F:/ProjetosUNREAL/RioAmazonas/RioAmazonas.uproject -cook -stage -archive -archivedirectory=F:/Final/teste -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Empacotamento (Windows (64 bits)): Automation.Process: IsBuildMachine=False
MainFrameActions: Empacotamento (Windows (64 bits)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Empacotamento (Windows (64 bits)): Automation.Process: Setting up command environment.
MainFrameActions: Empacotamento (Windows (64 bits)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files (x86)/Epic Games/4.10/Engine/Programs/AutomationTool/Saved
MainFrameActions: Empacotamento (Windows (64 bits)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/mauro/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+(x86)+Epic+Games+4.10)
MainFrameActions: Empacotamento (Windows (64 bits)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Empacotamento (Windows (64 bits)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Empacotamento (Windows (64 bits)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2015
MainFrameActions: Empacotamento (Windows (64 bits)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1
MainFrameActions: Empacotamento (Windows (64 bits)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools
MainFrameActions: Empacotamento (Windows (64 bits)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
MainFrameActions: Empacotamento (Windows (64 bits)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
MainFrameActions: Empacotamento (Windows (64 bits)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Empacotamento (Windows (64 bits)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
MainFrameActions: Empacotamento (Windows (64 bits)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Empacotamento (Windows (64 bits)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\mauro\AppData\Local\Temp\UAT\C+Program+Files+(x86)+Epic+Games+4.10\Rules)
MainFrameActions: Empacotamento (Windows (64 bits)): Automation.Process: Compiling scripts.
MainFrameActions: Empacotamento (Windows (64 bits)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Empacotamento (Windows (64 bits)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
MainFrameActions: Empacotamento (Windows (64 bits)): BuildCookRun.SetupParams: Setting up ProjectParams for F:\ProjetosUNREAL\RioAmazonas\RioAmazonas.uproject
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\mauro\AppData\Local\Temp\UAT\C+Program+Files+(x86)+Epic+Games+4.10\Rules\UATRules-385269051.dll
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: CreateAppBundle=True
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=F:\Final\teste
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: BaseStageDirectory=F:\ProjetosUNREAL\RioAmazonas\Saved\StagedBuilds
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ClientCookedTargets=RioAmazonas
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: GeneratePatch=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: DLCName=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: CookAll=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: CookMapsOnly=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Deploy=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: IterativeDeploy=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: FastCook=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: NoDebugInfo=True
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Package=True
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=F:\ProjetosUNREAL\RioAmazonas\Binaries\Win64
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ProjectBinariesPath=F:\ProjetosUNREAL\RioAmazonas\Binaries\Win64
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=F:\ProjetosUNREAL\RioAmazonas\Binaries\Win64\RioAmazonas.exe
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ProjectGameExePath=F:\ProjetosUNREAL\RioAmazonas\Binaries\Win64\RioAmazonas.exe
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Prereqs=True
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: RawProjectPath=F:\ProjetosUNREAL\RioAmazonas\RioAmazonas.uproject
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: ShortProjectName=RioAmazonas
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: bUsesSteam=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: bUsesCEF3=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Empacotamento (Windows (64 bits)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Empacotamento (Windows (64 bits)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Empacotamento (Windows (64 bits)): UE4Build.Build: XGE was requested, but is unavailable, so we won’t use it.
MainFrameActions: Empacotamento (Windows (64 bits)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Empacotamento (Windows (64 bits)): UE4Build.Build: ************************* ForceMonolithic: False
MainFrameActions: Empacotamento (Windows (64 bits)): UE4Build.Build: ************************* ForceNonUnity:False
MainFrameActions: Empacotamento (Windows (64 bits)): UE4Build.Build: ************************* ForceDebugInfo: False
MainFrameActions: Empacotamento (Windows (64 bits)): UE4Build.Build: ************************* UseXGE: False
MainFrameActions: Empacotamento (Windows (64 bits)): UE4Build.Build: ************************* UseParallelExecutor: False
MainFrameActions: Empacotamento (Windows (64 bits)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe RioAmazonas Win64 Development F:\ProjetosUNREAL\RioAmazonas\RioAmazonas.uproject -remoteini=“F:\ProjetosUNREAL\RioAmazonas” -noxge -generatemanifest -rocket -NoHotReloadFromIDE
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: Performing full C++ include scan (building a new target)
MainFrameActions: Empacotamento (Windows (64 bits)): CommandUtils.Run: Run: Took 1,4589761s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Empacotamento (Windows (64 bits)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\mauro\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+(x86)+Epic+Games+4.10\UBTManifest.0.xml
MainFrameActions: Empacotamento (Windows (64 bits)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe RioAmazonas Win64 Development F:\ProjetosUNREAL\RioAmazonas\RioAmazonas.uproject -remoteini=“F:\ProjetosUNREAL\RioAmazonas” -noxge -rocket -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: Performing 1 actions (4 in parallel)
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: [1/1] Link RioAmazonas.exe
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: Substance.lib(substance.obj) : warning LNK4075: ignoring ‘/EDITANDCONTINUE’ due to ‘/OPT:LBR’ specification
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: Creating library F:\ProjetosUNREAL\RioAmazonas\Binaries\Win64\RioAmazonas.lib and object F:\ProjetosUNREAL\RioAmazonas\Binaries\Win64\RioAmazonas.exp
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol “void __cdecl EmptyLinkFunctionForGeneratedCodeOnlineSubsystemSteam(void)” (?EmptyLinkFunctionForGeneratedCodeOnlineSubsystemSteam@@YAXXZ) referenced in function “void __cdecl UELinkerFixups(void)” (?UELinkerFixups@@YAXXZ)
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol “void __cdecl EmptyLinkFunctionForStaticInitializationUE4Game(void)” (?EmptyLinkFunctionForStaticInitializationUE4Game@@YAXXZ) referenced in function “void __cdecl UELinkerFixups(void)” (?UELinkerFixups@@YAXXZ)
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol “void __cdecl EmptyLinkFunctionForStaticInitializationOnlineSubsystemNull(void)” (?EmptyLinkFunctionForStaticInitializationOnlineSubsystemNull@@YAXXZ) referenced in function “void __cdecl UELinkerFixups(void)” (?UELinkerFixups@@YAXXZ)
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol “void __cdecl EmptyLinkFunctionForStaticInitializationOnlineSubsystemSteam(void)” (?EmptyLinkFunctionForStaticInitializationOnlineSubsystemSteam@@YAXXZ) referenced in function “void __cdecl UELinkerFixups(void)” (?UELinkerFixups@@YAXXZ)
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: F:\ProjetosUNREAL\RioAmazonas\Binaries\Win64\RioAmazonas.exe : fatal error LNK1120: 4 unresolved externals
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: F:\ProjetosUNREAL\RioAmazonas\Binaries\Win64\RioAmazonas.exe
MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: Total build time: 7,53 seconds
MainFrameActions: Empacotamento (Windows (64 bits)): CommandUtils.Run: Run: Took 7,5649664s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Empacotamento (Windows (64 bits)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Empacotamento (Windows (64 bits)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Empacotamento (Windows (64 bits)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe RioAmazonas Win64 Development F:\ProjetosUNREAL\RioAmazonas\RioAmazonas.uproject -remoteini=“F:\ProjetosUNREAL\RioAmazonas” -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.02.11-16.38.48.txt’
MainFrameActions: Empacotamento (Windows (64 bits)): Stacktrace: em AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Empacotamento (Windows (64 bits)): em AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Empacotamento (Windows (64 bits)): em AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InA
MainFrameActions: Empacotamento (Windows (64 bits)): ddArgs, Boolean ForceUnity, Dictionary2 EnvVars) MainFrameActions: Empacotamento (Windows (64 bits)): em AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars) MainFrameActions: Empacotamento (Windows (64 bits)): em Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Empacotamento (Windows (64 bits)): em BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Empacotamento (Windows (64 bits)): em BuildCommand.Execute() MainFrameActions: Empacotamento (Windows (64 bits)): em AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) MainFrameActions: Empacotamento (Windows (64 bits)): em AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Empacotamento (Windows (64 bits)): em AutomationTool.Program.MainProc(Object Param) MainFrameActions: Empacotamento (Windows (64 bits)): em AutomationTool.InternalUtils.RunSingleInstance(Action1 Main, Object Param)
MainFrameActions: Empacotamento (Windows (64 bits)): em AutomationTool.Program.Main()
MainFrameActions: Empacotamento (Windows (64 bits)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Empacotamento (Windows (64 bits)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Empacotamento (Windows (64 bits)): Domain_ProcessExit
MainFrameActions: Empacotamento (Windows (64 bits)): copying UAT log files…
MainFrameActions: Empacotamento (Windows (64 bits)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Empacotamento (Windows (64 bits)): BUILD FAILED
PackagingResults:Error: Erro Unknown Error

Hey , Seems to work now… I open the defaultEngine.ini and compare with the same project that works on packing without problem; My project had a lot off configs on the document that I paste down here… I simply removed all these lines and left clean just like the clean kit project; And works;

------------- defaulEngine.ini (clean)-----------------

[URL]
GameName=RioAmazonas

[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/TopDownToolkit/Maps/Example_Map
LocalMapOptions=
TransitionMap=
bUseSplitscreen=False
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Game/TopDownToolkit/Maps/Example_Map
ServerDefaultMap=/Engine/Maps/Entry
GlobalDefaultGameMode=/Game/TopDownToolkit/Blueprints/MyGame.MyGame_C
GlobalDefaultServerGameMode=None

Hey , Seems to work now… I open the defaultEngine.ini and compare with the same project that works on packing without problem; My project had a lot off configs on the document that I paste down here… I simply removed all these lines and left clean just like the clean kit project; And works;

------------- defaulEngine.ini (clean)-----------------

[URL]
GameName=RioAmazonas

[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/TopDownToolkit/Maps/Example_Map
LocalMapOptions=
TransitionMap=
bUseSplitscreen=False
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Game/TopDownToolkit/Maps/Example_Map
ServerDefaultMap=/Engine/Maps/Entry
GlobalDefaultGameMode=/Game/TopDownToolkit/Blueprints/MyGame.MyGame_C
GlobalDefaultServerGameMode=None

What I delete from defaulEngine.ini:

-------------------------- deleted from deafaulEngine.ini---------------------
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
DefaultFluidFriction=0.300000
RagdollAggregateThreshold=4
TriangleMeshTriangleMinAreaThreshold=5.000000
bEnableAsyncScene=False
bEnableShapeSharing=False
bEnablePCM=False
bWarnMissingLocks=True
bEnable2DPhysics=False
LockedAxis=Invalid
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
FrictionCombineMode=Average
RestitutionCombineMode=Average
MaxAngularVelocity=3600.000000
MaxDepenetrationVelocity=0.000000
bSimulateSkeletalMeshOnDedicatedServer=True
bDefaultHasComplexCollision=True
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
-PhysicalSurfaces=(Type=SurfaceType1,Name=“Montanhas”)
-PhysicalSurfaces=(Type=SurfaceType2,Name=“Grama”)
-PhysicalSurfaces=(Type=SurfaceType3,Name=“Ssolo”)
+PhysicalSurfaces=(Type=SurfaceType1,Name=“Montanhas”)
+PhysicalSurfaces=(Type=SurfaceType2,Name=“Grama”)
+PhysicalSurfaces=(Type=SurfaceType3,Name=“Solo”)

[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="/Script/FP_FirstPerson",NewGameName="/Script/RioAmazonas")
+ActiveGameNameRedirects=(OldGameName=“FP_FirstPerson”,NewGameName="/Script/RioAmazonas")

From the messages that you’ve left, it sounds as though you’ve resolved this issue already. Please let me know if I’ve been mistaken.

Thanks! :slight_smile: