Error launching in 4.11 and freeze when playing in viewport

I’ve been working on this for a few weeks and now after updating this pops up and it crashes when I try play in the editor

LogPlayLevel: Launcher Device ID: WindowsNoEditor@OWEN
LogPlayLevel: PlayLevel: No blueprints needed recompiling
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_2434_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_2b24_0///####STATCAT_Advanced####
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//LauncherWorker///Thread_4b8_0///####STATCAT_Advanced#### old //STATGROUP_Threads//LauncherWorker///Thread_1e54_0///####STATCAT_Advanced####
LogChunkManifestGenerator: Updated collection PackagesRemovedFromChunk0
LogChunkManifestGenerator: Chunk: 0, Started with 477 packages, Final after dependency resolve: 477
LogChunkManifestGenerator:Display: Saving asset registry.
LogChunkManifestGenerator:Display: Generated asset registry num assets 362, size is 84.80kb
LogChunkManifestGenerator:Display: Done saving asset registry.
LogCook:Display: Cook by the book total time in tick 0.000012s total time 1.746108
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_2654_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_2b24_0///####STATCAT_Advanced####
LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 0.000018
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_ca0_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_2b24_0///####STATCAT_Advanced####
LogPlayLevel: Running AutomationTool…
LogPlayLevel: Program.Main: 2016-04-11T13:57:36.1447253Z: Running on WindowsHostPlatform as a 64-bit process.
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/Owen/Documents/Unreal Projects/You_Are_God/You_Are_God.uproject BuildCookRun -project=C:/Users/Owen/Documents/Unreal Projects/You_Are_God/You_Are_God.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4
Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -map=/Game/Game/Main_Game -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline=/Game/Game/Main_Game -Messaging -device=WindowsNoEditor@OWEN -addcmdline=-SessionId=72D61ACB4DDCF9ACD7EBEE82B0A7D982 -SessionOwner=‘Owen’ -SessionName=‘Launch On Device’ -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: WindowsPlatform.get_Compiler: WARNING: 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.
LogPlayLevel: Automation.Process: Compiling scripts.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Owen\Documents\Unreal Projects\You_Are_God\You_Are_God.uproject
LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.011969
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_bf0_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_2b24_0///####STATCAT_Advanced####
LogPlayLevel: CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe You_Are_God Win64 Development -Project=“C:\Users\Owen\Documents\Unreal Projects\You_Are_God\You_Are_God.uproject” “C:\Users\Owen\Documents\Unreal Projects\You_Are_God\You_Are_God.uproject” -remoteini=“C:\Users\Owen\Documents\Unreal Project
s\You_Are_God” -noxge -generatemanifest -NoHotReloadFromIDE
LogPlayLevel: UnrealBuildTool: 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.
LogPlayLevel: CommandUtils.Run: Run: Took 1.1616151s to run UnrealBuildTool.exe, ExitCode=0
LogPlayLevel: CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe You_Are_God Win64 Development -Project=“C:\Users\Owen\Documents\Unreal Projects\You_Are_God\You_Are_God.uproject” “C:\Users\Owen\Documents\Unreal Projects\You_Are_God\You_Are_God.uproject” -remoteini=“C:\Users\Owen\Documents\Unreal Project
s\You_Are_God” -noxge -NoHotReloadFromIDE -ignorejunk
LogPlayLevel: UnrealBuildTool: 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.
LogPlayLevel: UnrealBuildTool: Creating makefile for You_Are_God (.uproject file is newer)
LogPlayLevel: UnrealBuildTool: Performing full C++ include scan (no include cache file)
LogPlayLevel: UnrealBuildTool: ERROR: Windows SDK v8.1 must be installed in order to build this target.
LogPlayLevel: CommandUtils.Run: Run: Took 3.1600326s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe You_Are_God Win64 Development -Project=“C:\Users\Owen\Documents\Unreal Projects\You_Are_God\You_Are_God.uproject” “C:\Users\Owen\Document
s\Unreal Projects\You_Are_God\You_Are_God.uproject” -remoteini=“C:\Users\Owen\Documents\Unreal Projects\You_Are_God” -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.04.11-14.57.38.txt’
LogPlayLevel: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) LogPlayLevel: at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
LogPlayLevel: at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) LogPlayLevel: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars) LogPlayLevel: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel: at AutomationTool.BuildCommand.Execute() LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) LogPlayLevel: at AutomationTool.Automation.Process(String[] CommandLine) LogPlayLevel: at AutomationTool.Program.MainProc(Object Param) LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
LogPlayLevel: at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: copying UAT log files…
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 4.003840
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error

Any ideas???
Thanks!

Hey Annunaki69,

Upload the full error output logs as a .txt file format. Also include how you were packaging, what type of project you were working in (c++ or blueprints) and whether or not you’re on a binary or source version of the engine.

Thanks!

Hey Annunaki69,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!