ERROR: You are attempting to compile on a machine that does not have a supported compiler

I can compile my project in Visual Studio 2015 Enterprise. However, I can’t compile or package my project in the editor.

Here is the compiling log inside Unreal Engine:

Running C:/Programs/Epic Games/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="C:/Users//Documents/Unreal Projects/RORGulhane/RORGulhane.uproject" -game -rocket -progress -2015
Discovering modules, targets and source code for game...
LogVSAccessor:Warning: Couldn't access Visual Studio
Recompiling RORGulhane...
Launching UnrealBuildTool... [C:/Programs/Epic Games/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe RORGulhane -ModuleWithSuffix RORGulhane 4767 Win64 Development -editorrecompile -canskiplink "C:/Users//Documents/Unreal Projects/RORGulhane/RORGulhane.uproject" -rocket  -rocket -2015]
CompilerResultsLog: New page: Compilation - Mar 28, 2016, 8:40:24 AM
CompilerResultsLog: Info Creating makefile for hot reloading RORGulhane (modules to compile have changed)
CompilerResultsLog: Info Compiling game modules for hot reload
CompilerResultsLog: Info Parsing headers for RORGulhaneEditor
CompilerResultsLog: Info   Running UnrealHeaderTool "C:/Users//Documents/Unreal Projects/RORGulhane/RORGulhane.uproject" "C:\Users\\Documents\Unreal Projects\RORGulhane\Intermediate\Build\Win64\RORGulhaneEditor\Development\UnrealHeaderTool.manifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -rocket -installed
CompilerResultsLog: Info Reflection code generated for RORGulhaneEditor in 7,6110993 seconds
CompilerResultsLog: Info Performing 2 actions (4 in parallel)
CompilerResultsLog: Info MyClass.cpp
CompilerResultsLog: Info [2/2] Link UE4Editor-RORGulhane-4767.dll
CompilerResultsLog:Error: Error LINK : fatal error LNK1181: cannot open input file 'delayimp.lib'
CompilerResultsLog: Info -------- End Detailed Actions Stats -----------------------------------------------------------
CompilerResultsLog: Info ERROR: UBT ERROR: Failed to produce item: C:\Users\\Documents\Unreal Projects\RORGulhane\Binaries\Win64\UE4Editor-RORGulhane-4767.dll
CompilerResultsLog: Info Total build time: 40,31 seconds
LogMainFrame: MainFrame: Module compiling took 40.376 seconds
Warning: HotReload failed, recompile failed
Warning: RebindPackages failed because the compiler could not be started.
LogHotReload: New module detected: UE4Editor-RORGulhane-4767.dll
LogHotReload: Starting Hot-Reload from IDE
LogContentBrowser: Native class hierarchy updated for 'VictoryBPLibrary' in 0.0026 seconds. Added 6 classes and 4 folders.
LogModuleManager:Warning: ModuleManager: Unable to load module 'RORGulhane' because the file 'C:/Users//Documents/Unreal Projects/RORGulhane/Binaries/Win64/UE4Editor-RORGulhane-4767.dll' was not found.
Warning: HotReload failed, reload failed /Script/RORGulhane.
LogContentBrowser: Native class hierarchy populated in 0.0112 seconds. Added 1903 classes and 350 folders.

Here is the packaging log:

MainFrameActions: Packaging (Android (ASTC)): Running AutomationTool...
MainFrameActions: Packaging (Android (ASTC)): Program.Main: CWD=C:\Programs\Epic Games\4.10\Engine\Binaries\DotNET
MainFrameActions: Packaging (Android (ASTC)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=C:/Users//Documents/Unreal Projects/RORGulhane/RORGulhane.uproject -cook -stage -archive -archivedirectory=C:/Users//Desktop/27_03_2016_ROR_ASTC_Static -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Android -cookflavor=ASTC -build -CrashReporter -utf8output
MainFrameActions: Packaging (Android (ASTC)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Android (ASTC)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Android (ASTC)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Android (ASTC)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Programs/Epic Games/4.10/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Android (ASTC)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Programs/Epic Games/4.10/Engine/Programs/AutomationTool/Saved/Logs)
MainFrameActions: Packaging (Android (ASTC)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Android (ASTC)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Android (ASTC)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2015
MainFrameActions: Packaging (Android (ASTC)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
MainFrameActions: Packaging (Android (ASTC)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools
MainFrameActions: Packaging (Android (ASTC)): 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: Packaging (Android (ASTC)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=
MainFrameActions: Packaging (Android (ASTC)): CommandEnvironment.SetupBuildEnvironment: WARNING: SetFrameworkVars failed. Assuming no compilation capability.
MainFrameActions: Packaging (Android (ASTC)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Android (ASTC)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Android (ASTC)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Android (ASTC)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
MainFrameActions: Packaging (Android (ASTC)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\\Documents\Unreal Projects\RORGulhane\RORGulhane.uproject
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: CreateAppBundle=True
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\\Desktop\27_03_2016_ROR_ASTC_Static
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\\Documents\Unreal Projects\RORGulhane\Saved\StagedBuilds
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ClientCookedTargets=RORGulhane
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Android
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: CookFlavor=ASTC
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: GeneratePatch=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: DLCName=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: CookAll=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: CookMapsOnly=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Deploy=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: IterativeDeploy=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: FastCook=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: NoDebugInfo=True
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Package=True
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\\Documents\Unreal Projects\RORGulhane\Binaries\Android
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\\Documents\Unreal Projects\RORGulhane\Binaries\Android
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\\Documents\Unreal Projects\RORGulhane\Binaries\Android\RORGulhane
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\\Documents\Unreal Projects\RORGulhane\Binaries\Android\RORGulhane
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Prereqs=True
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\\Documents\Unreal Projects\RORGulhane\RORGulhane.uproject
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Android
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: ShortProjectName=RORGulhane
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: bUsesSteam=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: bUsesCEF3=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Android (ASTC)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Android (ASTC)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Android (ASTC)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (ASTC)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (ASTC)): Program.Main: ERROR: Exception in AutomationUtils.Automation: You are attempting to compile on a machine that does not have a supported compiler!
MainFrameActions: Packaging (Android (ASTC)): 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 (Android (ASTC)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Android (ASTC)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (ASTC)):    at BuildCommand.Execute()
MainFrameActions: Packaging (Android (ASTC)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Android (ASTC)):    at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Android (ASTC)):    at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Android (ASTC)):    at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Android (ASTC)):    at AutomationTool.Program.Main()
MainFrameActions: Packaging (Android (ASTC)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (ASTC)): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown
MainFrameActions: Packaging (Android (ASTC)): Domain_ProcessExit
MainFrameActions: Packaging (Android (ASTC)): copying UAT log files...
MainFrameActions: Packaging (Android (ASTC)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (ASTC)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

Hey -

I noticed in another post you commented on that you had to use a workaround to build the project in Visual Studio. Can you verify that the Windows SDK is installed by following the link and installing the SDK manually?

https://www.microsoft.com/en-us/download/details.aspx?id=8279

I couldn’t install “Visual C++ Compilers” in this Windows 7 SDK pack. But I’ve already installed Windows 10 SDK with Visual Studio 2015. Should I install Windows 7 SDK?

It says: This feature is disabled because required .NET 4 Framework is not installed.

I have .NET Framework 4.6.1 on my computer. Windows 10 doesn’t let me to remove, reinstall or rollback it.

But I think Microsoft forums is the right place for this. I will reply the result if I can install this stuff.

After 2 days of wasted time, I decided to format my and reinstall everything again. Now it works! :slight_smile: But with the same setup configuration of Visual Studio 2015, same Windows 10 version and same Unreal Engine. I don’t know why.

–EDIT–

Now it gives another error.

Output log:

Output txt log:

Running UE4Editor.exe with administrator rights didn’t solve the problem. (Compilation error with a clean install? Is this really a stable release…)

–Hope to be last edit :)–

I moved my Content, Config and Plugins folders to empty blueprint project, then it packaged successfully.

Hey -

It sounds as though you were able to work around the issue. If you run into this problem in the future, rather than moving the folders from one project to another, it may be an easier process to delete the Saved and Intermediate folders.

Cheers