UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data

I’m trying to package a project I downloaded but keep getting the error ERROR: No modules found to build.

Here is the full log. What is funny is I did get it working on once while messing around, so it is a setting somewhere.


MainFrameActions: Packaging (Windows (32-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/Agent 0/Documents/Unreal Projects/Vive/Vive.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/Agent 0/Documents/Unreal Projects/Vive/Vive.upro
MainFrameActions: Packaging (Windows (32-bit)): ject -cook -stage -archive -archivedirectory=F:/temp -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -compressed -SKIPEDITORCONTENT -prereqs -distribution -nodebuginfo -targetplatform=Win32 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Agent 0\Documents\Unreal Projects\Vive\Vive.uproject
MainFrameActions: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win32 Shipping -clean -remoteini=“C:\Users\Agent 0\Documents\Unreal Projects\Vive” -nobuilduht -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 0.9820562s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win32 Shipping -clean -remoteini=“C:\Us
MainFrameActions: Packaging (Windows (32-bit)): ers\Agent 0\Documents\Unreal Projects\Vive” -nobuilduht -NoHotReloadFromIDE. See logfile for details: ‘UnrealBuildTool-2016.06.16-19.26.27.txt’
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.UE4Build.CleanWithUBT(String TargetName, UnrealTargetPlatform Platform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride,
Dictionary2 InTargetToManifest) MainFrameActions: Packaging (Windows (32-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.BuildCommand.Execute() MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

Update: It has to be a setting, I literally deleted everything (meshes, blueprints, etc) and it still didn’t package. Same error.

Actually it appears to be the plugin. The unusual part is I had it working at one test… I feel like I am missing something

Hi guy,

You can open your exe project with notepad and disable all plugins, putting as false.
Worked for me.

Hey Fagmario, I figured it out I have to Create a New C++ class so the plugin I was using could transfer over.

File > New C++ Class > None

Hello,

  • Could you please try to package again and then provide the full log from the project’s Saved->Logs folder?

Fagmario,

Tks man, this work pretty well for me. The only thing i did was to migrate some UMG from a v4.10 project to my newest in v4.12 and this problem shows up. The plugin used was FixIT and i forgot to uninstall it before updade the project version.

This worked for me too! Thanks!

For some reason UE4 started suddenly failing when packaging and I got the very same error message which didn’t help much.
I checked my uproject file and there Screenshot Tools was enabled, so I disabled it and now I can package my project again!