Packaging failed Android/Windows, not have a supported compiler

Hello,

I’m getting an error when packaging a C++ project, it works fine for blueprint only project.

When I try to package on any platform I get the error below, can anyone help me ? Thanks

Error log:

Program.Main: Running on WindowsHostPlatform
Program.Main: CWD=D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNET
Program.Main: UE4 ver. 4.0.0
InternalUtils.RunSingleInstance: No other instance of D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNET\AutomationTool.exe is running.
Automation.ParseCommandLine: Registered 16 command line parameters.
Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=C:/Users/KIM/Documents/Unreal Projects/MyProject2/MyProject2.uproject -cook -allmaps -stage -archive -archivedirectory=C:/Users/KIM/Documents/Unreal Projects/MyProject2 -package -Android -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -pak -build -cookflavor=ETC1 -utf8output -NoCompile
Automation.ParseCommandLine: Found 1 scripts to execute:
Automation.ParseCommandLine:   BuildCookRun(rocket, nocompile, installed, nop4, project=C:/Users/KIM/Documents/Unreal Projects/MyProject2/MyProject2.uproject, cook, allmaps, stage, archive, archivedirectory=C:/Users/KIM/Documents/Unreal Projects/MyProject2, package, Android, clientconfig=Development, ue4exe=UE4Editor-Cmd.exe, clean, pak, build, cookflavor=ETC1, utf8output, NoCompile)
Automation.Process: IsBuildMachine=False
Automation.Process: ShouldKillProcesses=True
Automation.Process: Setting up command environment.
InternalUtils.SafeFileExists: SafeFileExists D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNET\AutomationTool.exe=True
LocalCommandEnvironment.RootFromUATLocation: Checking for D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNET\Engine\Config\BaseEngine.ini
LocalCommandEnvironment.RootFromUATLocation: Checking for D:\Programmes\Unreal Engine\4.1\Engine\Binaries\Engine\Config\BaseEngine.ini
LocalCommandEnvironment.RootFromUATLocation: Checking for D:\Programmes\Unreal Engine\4.1\Engine\Engine\Config\BaseEngine.ini
LocalCommandEnvironment.RootFromUATLocation: Checking for D:\Programmes\Unreal Engine\4.1\Engine\Config\BaseEngine.ini
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=D:/Programmes/Unreal Engine/4.1
CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=D:/Programmes/Unreal Engine/4.1/Engine/Programs/AutomationTool/Saved
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=D:/Programmes/Unreal Engine/4.1
LocalCommandEnvironment.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/KIM/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Programmes+Unreal+Engine+4.1)
InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\KIM\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Programmes+Unreal+Engine+4.1\UAT_Log.txt
InternalUtils.SafeFileExists: SafeFileExists D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNET\AutomationTool.exe=True
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=D:/Programmes/Unreal Engine/4.1
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=D:/Programmes/Unreal Engine/4.1/Engine/Programs/AutomationTool/Saved
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=D:/Programmes/Unreal Engine/4.1/Engine/Programs/AutomationTool/Saved
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=C:/Users/KIM/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Programmes+Unreal+Engine+4.1
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
WindowsHostPlatform.SetFrameworkVars: Setting  Framework environment variables.
WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=D:\Programmes\Visual Studio 2013 RC\Common7\Tools\
WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via D:\Programmes\Visual Studio 2013 RC\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\KIM\AppData\Local\Temp\HarvestEnvVars.txt
InternalUtils.SafeFileExists: SafeFileExists C:\Users\KIM\AppData\Local\Temp\HarvestEnvVars.bat=True
CommandUtils.Run: Run: C:\Users\KIM\AppData\Local\Temp\HarvestEnvVars.bat 
HarvestEnvVars: 
HarvestEnvVars: D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNET>call "D:\Programmes\Visual Studio 2013 RC\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat" 
HarvestEnvVars: D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNET>	@set "PATH=C:\Program Files (x86)\Microsoft SDKs\Windows\v8.1A\bin\NETFX 4.5.1 Tools\x64\;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files\Common Files\Microsoft Shared\Windows Live;C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live;"C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common";"C:\Program Files\Common Files\Microsoft Shared\Windows Live";"C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live";C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Program Files (x86)\Windows Live\Shared;C:\Program Files (x86)\Common Files\Roxio Shared\DLLShared\;C:\Program Files (x86)\Microsoft SQL Server\90\Tools\binn\;%ANT_HOME%\bin;C:\Program Files (x86)\QuickTime\QTSystem\;C:\Program Files (x86)\Perforce;C:\Program Files (x86)\Pinnacle\Shared Files\;C:\Program Files\Microsoft SQL Server\110\Tools\Binn\;C:\NVPACK\android-sdk-windows\tools;d:\programmes\win32pe_edu;d:\programmes\modelsim\win32pe_edu;C:\NVPACK\android-sdk-windows\platform-tools;C:\NVPACK\android-sdk-windows\build-tools;C:\NVPACK\android-sdk-windows\tools;C:\NVPACK\jdk1.6.0_45\bin;C:\NVPACK\cygwin\bin;C:\NVPACK\apache-ant-1.8.2\bin"
HarvestEnvVars: \NVIDIA �tait inattendu.
CommandUtils.Run: Run: Took 1,0500601s to run HarvestEnvVars.bat
CommandEnvironment.SetupBuildEnvironment: SetFrameworkVars failed. Assuming no compilation capability.
CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=False
CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=
CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=
CommandEnvironment.LogSettings: Command Environment settings:
CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
CommandEnvironment.LogSettings: EngineSavedFolder=D:/Programmes/Unreal Engine/4.1/Engine/Programs/AutomationTool/Saved
CommandEnvironment.LogSettings: HasCapabilityToCompile=False
CommandEnvironment.LogSettings: LocalRoot=D:/Programmes/Unreal Engine/4.1
CommandEnvironment.LogSettings: LogFolder=C:/Users/KIM/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Programmes+Unreal+Engine+4.1
CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
CommandEnvironment.LogSettings: MsBuildExe=
CommandEnvironment.LogSettings: MsDevExe=
CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
CommandEnvironment.LogSettings: TimestampAsString=2014-05-11_11.03.24
CommandEnvironment.LogSettings: UATExe=D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNET\AutomationTool.exe
UProjectInfo.FillProjectInfo: 	Found 0 directories to search
Automation.Process: Compiling scripts.
ScriptCompiler.FindAndCompileAllScripts: Registering UBT Classes.
UnrealBuildTool.RegisterAllUBTClasses: Searching for ToolChains, BuildPlatforms, BuildDeploys and ProjectGenerators...
UnrealBuildTool.RegisterAllUBTClasses:     Registering build platform: UnrealBuildTool.XboxOnePlatform
UnrealBuildTool.RegisterAllUBTClasses:     Registering tool chain    : UnrealBuildTool.XboxOneToolChain
XboxOneToolChain.RegisterToolChain:         Registered for XboxOne
UnrealBuildTool.RegisterAllUBTClasses:     Registering build deploy: UnrealBuildTool.XboxOneDeploy
XboxOneDeploy.RegisterBuildDeploy:         Registering for XboxOne
UnrealBuildTool.RegisterAllUBTClasses:     Registering tool chain    : UnrealBuildTool.PS4ToolChain
PS4ToolChain.RegisterToolChain:         Registered for PS4
UnrealBuildTool.RegisterAllUBTClasses:     Registering build platform: UnrealBuildTool.PS4Platform
UnrealBuildTool.RegisterAllUBTClasses:     Registering tool chain    : UnrealBuildTool.MacToolChain
RemoteToolChain.RegisterRemoteToolChain:         Registered for Mac
UnrealBuildTool.RegisterAllUBTClasses:     Registering build platform: UnrealBuildTool.MacPlatform
MacPlatform.RegisterBuildPlatform:         Registering for Mac
UnrealBuildTool.RegisterAllUBTClasses:     Registering build deploy: UnrealBuildTool.IOS.UEDeployMac
UnrealBuildTool.RegisterAllUBTClasses:     Registering build platform: UnrealBuildTool.AndroidPlatform
AndroidPlatform.RegisterBuildPlatform:         Registering for Android
UnrealBuildTool.RegisterAllUBTClasses:     Registering tool chain    : UnrealBuildTool.AndroidToolChain
AndroidToolChain.RegisterToolChain:         Found Windows 32 bit versions of toolchain
AndroidToolChain.RegisterToolChain:         Registered for Android
UnrealBuildTool.RegisterAllUBTClasses:     Registering build platform: UnrealBuildTool.WinRTPlatform
WinRTPlatform.RegisterBuildPlatform:         Registering for WinRT
UnrealBuildTool.RegisterAllUBTClasses:     Registering tool chain    : UnrealBuildTool.WinRTToolChain
WinRTToolChain.RegisterToolChain:         Registered for WinRT
WinRTToolChain.RegisterToolChain:         Registered for WinRT_ARM
UnrealBuildTool.RegisterAllUBTClasses:     Registering build deploy: UnrealBuildTool.WinRTDeploy
WinRTDeploy.RegisterBuildDeploy:         Registering for WinRT
UnrealBuildTool.RegisterAllUBTClasses:     Registering tool chain    : UnrealBuildTool.IOSToolChain
RemoteToolChain.RegisterRemoteToolChain:         Registered for IOS
UnrealBuildTool.RegisterAllUBTClasses:     Registering build platform: UnrealBuildTool.IOSPlatform
IOSPlatform.RegisterBuildPlatform:         Registering for IOS
UnrealBuildTool.RegisterAllUBTClasses:     Registering build deploy: UnrealBuildTool.IOS.UEDeployIOS
UnrealBuildTool.RegisterAllUBTClasses:     Registering tool chain    : UnrealBuildTool.VCToolChain
VCToolChain.RegisterToolChain:         Registered for Win64
VCToolChain.RegisterToolChain:         Registered for Win32
UnrealBuildTool.RegisterAllUBTClasses:     Registering tool chain    : UnrealBuildTool.HTML5ToolChain
UnrealBuildTool.RegisterAllUBTClasses:     Registering build platform: UnrealBuildTool.HTML5Platform
UnrealBuildTool.RegisterAllUBTClasses:     Registering tool chain    : UnrealBuildTool.Linux.LinuxToolChain
UnrealBuildTool.RegisterAllUBTClasses:     Registering build platform: UnrealBuildTool.Linux.LinuxPlatform
UnrealBuildTool.RegisterAllUBTClasses:     Registering build deploy: UnrealBuildTool.Android.UEDeployAndroid
UnrealBuildTool.RegisterAllUBTClasses:     Registering build platform: UnrealBuildTool.WindowsPlatform
WindowsPlatform.RegisterBuildPlatform:         Registering for Win64
WindowsPlatform.RegisterBuildPlatform:         Registering for Win32
UnrealBuildTool.RegisterAllUBTClasses:     Registering project generator: UnrealBuildTool.XboxOneProjectGenerator
XboxOneProjectGenerator.RegisterPlatformProjectGenerator:         Registering for XboxOne
UEPlatformProjectGenerator.RegisterPlatformProjectGenerator: Skipping project file generator registration for XboxOne due to no valid BuildPlatform.
UnrealBuildTool.RegisterAllUBTClasses:     Registering project generator: UnrealBuildTool.PS4ProjectGenerator
PS4ProjectGenerator.RegisterPlatformProjectGenerator:         Registering for PS4
UEPlatformProjectGenerator.RegisterPlatformProjectGenerator: Skipping project file generator registration for PS4 due to no valid BuildPlatform.
UnrealBuildTool.RegisterAllUBTClasses:     Registering project generator: UnrealBuildTool.MacProjectGenerator
MacProjectGenerator.RegisterPlatformProjectGenerator:         Registering for Mac
UnrealBuildTool.RegisterAllUBTClasses:     Registering project generator: UnrealBuildTool.AndroidProjectGenerator
AndroidProjectGenerator.RegisterPlatformProjectGenerator:         Registering for Android
UnrealBuildTool.RegisterAllUBTClasses:     Registering project generator: UnrealBuildTool.WinRTProjectGenerator
WinRTProjectGenerator.RegisterPlatformProjectGenerator:         Registering for WinRT
UnrealBuildTool.RegisterAllUBTClasses:     Registering project generator: UnrealBuildTool.IOSProjectGenerator
IOSProjectGenerator.RegisterPlatformProjectGenerator:         Registering for IOS
UnrealBuildTool.RegisterAllUBTClasses:     Registering project generator: UnrealBuildTool.HTML5ProjectGenerator
HTML5ProjectGenerator.RegisterPlatformProjectGenerator:         Registering for HTML5
UEPlatformProjectGenerator.RegisterPlatformProjectGenerator: Skipping project file generator registration for HTML5 due to no valid BuildPlatform.
UnrealBuildTool.RegisterAllUBTClasses:     Registering project generator: UnrealBuildTool.Linux.LinuxProjectGenerator
UEPlatformProjectGenerator.RegisterPlatformProjectGenerator: Skipping project file generator registration for Linux due to no valid BuildPlatform.
UnrealBuildTool.RegisterAllUBTClasses:     Registering project generator: UnrealBuildTool.WindowsProjectGenerator
WindowsProjectGenerator.RegisterPlatformProjectGenerator:         Registering for Win32
WindowsProjectGenerator.RegisterPlatformProjectGenerator:         Registering for Win64
ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 3 script DLL(s).
ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNet\AutomationScripts\AutomationScripts.Automation.dll
ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll
ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNet\AutomationScripts\Android\Android.Automation.dll
Platform.InitializePlatforms: Creating platforms.
Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll.
Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll.
Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from D:\Programmes\Unreal Engine\4.1\Engine\Binaries\DotNet\AutomationScripts\Android\Android.Automation.dll.
Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
Platform.InitializePlatforms: Creating placeholder platform for target: Mac
Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
Platform.InitializePlatforms: Creating placeholder platform for target: PS4
Platform.InitializePlatforms: Creating placeholder platform for target: IOS
Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
Platform.InitializePlatforms: Creating placeholder platform for target: HTML5
Platform.InitializePlatforms: Creating placeholder platform for target: Linux
ScriptCompiler.FindAndCompileAllScripts: Creating commands.
CommandUtils.InitP4Support: Initializing AllowSubmit.
CommandUtils.InitP4Support: AllowSubmit=False
CommandUtils.InitP4Support: Initializing P4Enabled.
CommandUtils.InitP4Support: P4Enabled=False
Automation.Execute: Attempting to execute BuildCookRun(rocket, nocompile, installed, nop4, project=C:/Users/KIM/Documents/Unreal Projects/MyProject2/MyProject2.uproject, cook, allmaps, stage, archive, archivedirectory=C:/Users/KIM/Documents/Unreal Projects/MyProject2, package, Android, clientconfig=Development, ue4exe=UE4Editor-Cmd.exe, clean, pak, build, cookflavor=ETC1, utf8output, NoCompile)
InternalUtils.SafeFileExists: SafeFileExists C:/Users/KIM/Documents/Unreal Projects/MyProject2/MyProject2.uproject=True
InternalUtils.SafeFileExists: SafeFileExists C:/Users/KIM/Documents/Unreal Projects/MyProject2/MyProject2.uproject=True
BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\KIM\Documents\Unreal Projects\MyProject2\MyProject2.uproject
ProjectParams.ValidateAndLog: Project Params **************
ProjectParams.ValidateAndLog: AdditionalServerMapParams=
ProjectParams.ValidateAndLog: Archive=True
ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\KIM\Documents\Unreal Projects\MyProject2
ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\KIM\Documents\Unreal Projects\MyProject2\Saved\StagedBuilds
ProjectParams.ValidateAndLog: Build=True
ProjectParams.ValidateAndLog: Cook=True
ProjectParams.ValidateAndLog: Clean=True
ProjectParams.ValidateAndLog: Client=False
ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
ProjectParams.ValidateAndLog: ClientCookedTargets=MyProject2
ProjectParams.ValidateAndLog: ClientTargetPlatform=Android
ProjectParams.ValidateAndLog: Compressed=False
ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
ProjectParams.ValidateAndLog: CookFlavor=ETC1
ProjectParams.ValidateAndLog: CookOnTheFly=False
ProjectParams.ValidateAndLog: DedicatedServer=False
ProjectParams.ValidateAndLog: DirectoriesToCook=
ProjectParams.ValidateAndLog: EditorTargets=
ProjectParams.ValidateAndLog: Foreign=False
ProjectParams.ValidateAndLog: IsCodeBasedProject=True
ProjectParams.ValidateAndLog: IsProgramTarget=False
ProjectParams.ValidateAndLog: IterativeCooking=False
ProjectParams.ValidateAndLog: LogWindow=False
ProjectParams.ValidateAndLog: Manifests=False
ProjectParams.ValidateAndLog: MapToRun=
ProjectParams.ValidateAndLog: NoClient=False
ProjectParams.ValidateAndLog: NumClients=0
ProjectParams.ValidateAndLog: NoDebugInfo=False
ProjectParams.ValidateAndLog: NoCleanStage=False
ProjectParams.ValidateAndLog: NoXGE=False
ProjectParams.ValidateAndLog: MapsToCook=
ProjectParams.ValidateAndLog: Pak=True
ProjectParams.ValidateAndLog: NullRHI=False
ProjectParams.ValidateAndLog: FakeClient=False
ProjectParams.ValidateAndLog: EditorTest=False
ProjectParams.ValidateAndLog: RunAutomationTests=False
ProjectParams.ValidateAndLog: RunAutomationTest=
ProjectParams.ValidateAndLog: CrashIndex=0
ProjectParams.ValidateAndLog: ProgramTargets=
ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\KIM\Documents\Unreal Projects\MyProject2\Binaries\Android
ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\KIM\Documents\Unreal Projects\MyProject2\Binaries\Android
ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\KIM\Documents\Unreal Projects\MyProject2\Binaries\Android\MyProject2
ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\KIM\Documents\Unreal Projects\MyProject2\Binaries\Android\MyProject2
ProjectParams.ValidateAndLog: Distribution=False
ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\KIM\Documents\Unreal Projects\MyProject2\MyProject2.uproject
ProjectParams.ValidateAndLog: Rocket=True
ProjectParams.ValidateAndLog: Run=False
ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
ProjectParams.ValidateAndLog: ServerCookedTargets=
ProjectParams.ValidateAndLog: ServerTargetPlatform=Android
ProjectParams.ValidateAndLog: ShortProjectName=MyProject2
ProjectParams.ValidateAndLog: SignedPak=False
ProjectParams.ValidateAndLog: SignPak=
ProjectParams.ValidateAndLog: SkipCook=False
ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
ProjectParams.ValidateAndLog: SkipPak=False
ProjectParams.ValidateAndLog: SkipStage=False
ProjectParams.ValidateAndLog: Stage=True
ProjectParams.ValidateAndLog: bUsesSteam=False
ProjectParams.ValidateAndLog: bUsesSlate=True
ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
ProjectParams.ValidateAndLog: Project Params **************
InternalUtils.SafeFileExists: SafeFileExists C:\Users\KIM\Documents\Unreal Projects\MyProject2\MyProject2.uproject=True
BuildCookRun.SetupParams: -map command line  not found, trying to find DefaultMap in INI.
BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files
InternalUtils.SafeFileExists: SafeFileExists C:\Users\KIM\Documents\Unreal Projects\MyProject2\Config\DefaultEngine.ini=True
BuildCookRun.GetDefaultMap: Looking for DefaultMap in C:\Users\KIM\Documents\Unreal Projects\MyProject2\Config\DefaultEngine.ini
InternalUtils.SafeReadAllLines: SafeReadAllLines C:\Users\KIM\Documents\Unreal Projects\MyProject2\Config\DefaultEngine.ini
BuildCookRun.GetDefaultMap: Found DefaultMap=/Game/Maps/Example_Map
BuildCookRun.SetupParams: Cooking all maps
InternalUtils.SafeFileExists: SafeFileExists C:\Users\KIM\Documents\Unreal Projects\MyProject2\MyProject2.uproject=True
InternalUtils.SafeFileExists: SafeFileExists C:\Users\KIM\Documents\Unreal Projects\MyProject2\MyProject2.uproject=True
BuildCommand.Execute: BUILD FAILED
Program.Main: AutomationTool terminated with exception:
Program.Main: Exception in AutomationTool: You are attempting to compile on a machine that does not have a supported compiler!
Stacktrace:    à AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity)
   à Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
   à BuildCookRun.DoBuildCookRun(ProjectParams Params)
   à BuildCommand.Execute()
   à AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
   à AutomationTool.Automation.Process(String[] CommandLine)
   à AutomationTool.Program.MainProc(Object )
   à AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object )
   à AutomationTool.Program.Main()
Program.Main: You are attempting to compile on a machine that does not have a supported compiler!
ProcessManager.KillAll: Trying to kill 0 spawned processes.

I managed to build a package on android and run it on a device using RunUAT.bat using following command
RunUAT.bat BuildCookRun -nop4 -project=“projectpath.uproject” -cook -allmaps -stage -archive -archivedirectory=“projectpath” -package -Android -clientconfig=Development -pak -build -cookflavor=ETC1 -compile

The option that make it not working is the “-build” option of RunUAT.bat.
Do anyone know the purpose of “-build” option?

Hello Daijobu,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.

Thank you.