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Packaging Fails "AutomationException: Editor target not found!"

Hello, So far I have been solving such errors by searching online, but I can't seam to find if any body has made a post about this. So when I export at 64bit, it crashes imediatly. Here is the log: I would assume this line has something to doo with the proble? MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Editor target not found!

I have tryed packaging with UE 4.13, which works, but the entire game works in slow motion, I mean animations, physicks, even delay nods are delaying far longer, except sounds play normaly.

LogPlatformFile: Not using cached read wrapper LogInit:Display: RandInit(-2099308602) SRandInit(-2099308601). LogTaskGraph: Started task graph with 4 named threads and 7 total threads with 1 sets of task threads. LogStats: Stats thread started at 0.065157 LogInit: Version: 4.12.5-3039270+++UE4+Release-4.12 LogInit: API Version: 2992821 LogInit: Net Version: 3039270 LogDevObjectVersion: Number of dev versions registered: 13 LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 3 LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0 LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 1 LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 2 LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 6 LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0 LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0 LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0 LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0 LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0 LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 2 LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 0 LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0 LogInit: Compiled (64-bit): Jul 6 2016 09:09:46 LogInit: Compiled with Visual C++: 19.00.23026.00 LogInit: Build Configuration: Development LogInit: Branch Name: ++UE4+Release-4.12 LogInit: Command line:
LogInit: Base directory: D:/Program files/Epic Games/4.12/Engine/Binaries/Win64/ LogInit: Installed Engine Build: 1 LogInit: Using libcurl 7.41.0 LogInit: - built for x86_64-pc-win32 LogInit: - supports SSL with WinSSL LogInit: - other features: LogInit: CURL_VERSION_SSL LogInit: CURL_VERSION_IPV6 LogInit: CURL_VERSION_ASYNCHDNS LogInit: CURL_VERSION_LARGEFILE LogInit: CURL_VERSION_IDN LogInit: CurlRequestOptions (configurable via config and command line): LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy LogInit: - bDontReuseConnections = false - Libcurl will reuse connections LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time. LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool. LogInit: Object subsystem initialized LogInit: Selected Device Profile: [Windows] LogInit: Applying CVar settings loaded from the selected device profile: [Windows] LogInit: Computer: TOMAS_PC LogInit: User: Tomas LogInit: CPU Page size=65536, Cores=4 LogInit: High frequency timer resolution =3.319351 MHz LogMemory: Memory total: Physical=11.9GB (12GB approx) LogMemory: Platform Memory Stats for Windows LogMemory: Process Physical Memory: 190.01 MB used, 190.01 MB peak LogMemory: Process Virtual Memory: 194.74 MB used, 194.74 MB peak LogMemory: Physical Memory: 4990.37 MB used, 12218.79 MB total LogMemory: Virtual Memory: 535.70 MB used, 134217728.00 MB total LogTextLocalizationManager: No specific translations for ('en-US') exist, so ('en') translations will be used. LogD3D11RHI: D3D11 adapters: LogD3D11RHI: 0. 'AMD Radeon R9 200 Series' (Feature Level 11_0) LogD3D11RHI: 4074/0/3840 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x1002 LogD3D11RHI: 1. 'Microsoft Basic Render Driver' (Feature Level 11_0) LogD3D11RHI: 0/0/256 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414 LogD3D11RHI: Chosen D3D11 Adapter: 0 LogD3D11RHI: Creating new Direct3DDevice LogD3D11RHI: GPU DeviceId: 0x6810 (for the marketing name, search the web for "GPU Device Id") LogWindows: EnumDisplayDevices: LogWindows: 0. 'AMD Radeon R9 200 Series' (P:1 D:1) LogWindows: 1. 'AMD Radeon R9 200 Series' (P:0 D:0) LogWindows: 2. 'AMD Radeon R9 200 Series' (P:0 D:0) LogWindows: 3. 'AMD Radeon R9 200 Series' (P:0 D:0) LogWindows: 4. 'AMD Radeon R9 200 Series' (P:0 D:0) LogWindows: 5. 'AMD Radeon R9 200 Series' (P:0 D:0) LogWindows: DebugString: FoundDriverCount:6 LogD3D11RHI: Adapter Name: AMD Radeon R9 200 Series LogD3D11RHI: Driver Version: Crimson 16.8.2 (internal:16.300.2511.1001, unified:16.300.2511.1001) LogD3D11RHI: Driver Date: 8-11-2016 LogRHI: Texture pool is 1361 MB (70% of 1945 MB) LogD3D11RHI: Async texture creation disabled: no driver support LogD3D11RHI: GPU Timing Frequency: 27.000000 (Debug: 2 1) LogShaderCompilers: Guid format shader working directory is 28 characters bigger than the processId version (../../../Lander001/Intermediate/Shaders/WorkingDirectory/4500/). LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/Tomas/AppData/Local/Temp/UnrealShaderWorkingDir/A8E58ADC45357B282ACD77A958070499/'. LogShaderCompilers:Display: Using Local Shader Compiler. LogTemp:Display: Loaded TP AllDesktopTargetPlatform LogTemp:Display: Loaded TP WindowsClientTargetPlatform LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform LogTemp:Display: Loaded TP WindowsServerTargetPlatform LogTemp:Display: Loaded TP WindowsTargetPlatform LogTemp:Display: Loaded TP AndroidTargetPlatform LogTemp:Display: Loaded TP Android_ASTCTargetPlatform LogTemp:Display: Loaded TP Android_ATCTargetPlatform LogTemp:Display: Loaded TP Android_DXTTargetPlatform LogTemp:Display: Loaded TP Android_ETC1TargetPlatform LogTemp:Display: Loaded TP Android_ETC2TargetPlatform LogTemp:Display: Loaded TP Android_MultiTargetPlatform LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform LogTemp:Display: Loaded TP HTML5TargetPlatform LogTemp:Display: Loaded TP IOSTargetPlatform LogTemp:Display: Loaded TP TVOSTargetPlatform LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform LogTemp:Display: Loaded TP LinuxServerTargetPlatform LogTemp:Display: Loaded TP LinuxTargetPlatform LogTargetPlatformManager:Display: Building Assets For Windows LogDerivedDataCache:Display: Max Cache Size: 512 MB LogDerivedDataCache: Loaded boot cache 0.05s 48MB C:/Users/Tomas/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc. LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Tomas/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../Lander001/DerivedDataCache/DDC.ddp not found, will not use a pak cache. LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy. LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file ../../../Lander001/DerivedDataCache/Compressed.ddp not found, will not use a pak cache. LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy. LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp. LogDerivedDataCache: Using Local data cache path C:/Users/Tomas/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable LogInit: Selected Device Profile: [Windows] LogContentStreaming: Texture pool size is 0.00 MB LogMeshUtilities: No automatic mesh reduction module available LogMeshUtilities: No automatic mesh merging module available LogMeshUtilities: No distributed automatic mesh merging module available LogAssetRegistry: FAssetRegistry took 0.0221 seconds to start up LogPackageLocalizationCache: Processed 3 localized package path(s) for 2 prioritized culture(s) in 0.013879 seconds LogUObjectArray: 28739 objects as part of root set at end of initial load. LogUObjectAllocator: 5855632 out of 0 bytes used by permanent object pool. LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1 LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1 LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666. SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled LogEngine: Initializing Engine... LogHMD: SteamVR failed to initialize. Err: 110 LogHMD: SteamVR failed to initialize. Err: 110 LogAIModule: Creating AISystem for world NewWorld LogInit: XAudio2 using '1 - GRUNDIG WUXGA (AMD High Definition Audio Device)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3) LogInit: FAudioDevice initialized. LogDerivedDataCache: Saved boot cache 0.03s 48MB C:/Users/Tomas/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc. LogInit: Texture streaming: Enabled LogInit: Transaction tracking system initialized BlueprintLog: New page: Editor Load LocalizationService: Info Localization service is disabled LogCook:Display: Max memory allowance for cook 8192mb LogCook:Display: Mobile HDR setting 1 SourceControl: Info Source control is disabled Cmd: MAP LOAD FILE="../../../Lander001/Content/Lander/Levels/menu.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3 LightingResults: New page: Lighting Build MapCheck: New page: Map Check LightingResults: New page: Lighting Build LogAIModule: Creating AISystem for world menu LogEditorServer: Finished looking for orphan Actors (0.000 secs) Cmd: MAP CHECKDEP NOCLEARLOG MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 40.285ms to complete. LogFileHelpers: Loading map 'menu' took 2.050 LogCollectionManager: Loaded 1 collections in 0.000862 seconds LogFileCache: Scanning file cache for directory 'D:/Program files/Epic Games/4.12/Lander001/Saved/Collections/' took 0.01s LogFileCache: Scanning file cache for directory 'D:/Program files/Epic Games/4.12/Lander001/Content/Developers/Tomas/Collections/' took 0.01s LogFileCache: Scanning file cache for directory 'D:/Program files/Epic Games/4.12/Lander001/Content/Collections/' took 0.01s LogCollectionManager: Rebuilt the GUID cache for 1 collections in 0.000004 seconds LogCollectionManager: Rebuilt the hierarchy cache for 1 collections in 0.000000 seconds LogContentBrowser: Native class hierarchy populated in 0.0073 seconds. Added 2053 classes and 374 folders. LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s LogContentBrowser: Native class hierarchy updated for 'GameplayTags' in 0.0004 seconds. Added 12 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0003 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0003 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0005 seconds. Added 1 classes and 2 folders. LogCrashTracker: Crashtracker disabled due to settings. LogWindowsTextInputMethodSystem:Display: IME system now deactivated. LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0004 seconds. Added 1 classes and 2 folders. LogLoad: Full Startup: 6.10 seconds (BP compile: 0.70 seconds) LogExternalProfiler: Found external profiler: VSPerf LogExternalProfiler: Using external profiler: VSPerf LogOcInput: OculusInput pre-init called LogContentStreaming: Texture pool size now 1000 MB LogRenderer: Reallocating scene render targets to support 1140x588 (Frame:2). LogAssetRegistry: Asset discovery search completed in 4.1029 seconds LogCollectionManager: Rebuilt the object cache for 1 collections in 0.000006 seconds (found 0 objects) LogCollectionManager: Fixed up redirectors for 1 collections in 0.000030 seconds (updated 0 objects) Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Lander/Levels/menu" FILE="../../../Lander001/Saved/Autosaves/Game/Lander/Levels/UEDPCmenu.umap" SILENT=true AUTOSAVING=true KEEPDIRTY=true LogSavePackage: Save=418.57ms LogSavePackage: Moving '../../../Lander001/Saved/UEDPCmenu3AD248A34BA13F12D5344E9314F828DA.tmp' to '../../../Lander001/Saved/Autosaves/Game/Lander/Levels/UEDPCmenu.umap' LogSavePackage:Display: Finished SavePackage ../../../Lander001/Saved/Autosaves/Game/Lander/Levels/UEDPCmenu.umap LogEditorTransaction: Undo Spawn Play From Here Start MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool... MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=D:/Program files/Epic Games/4.12/Lander001/Lander001.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=D:/Program files/Epic Games/4.12/Lander001/Lander001.uproject -cook -stage -archive -archivedirectory=D:/LANDER/6 4 -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -targetplatform=Win64 -build -CrashReporter -utf8output MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment. MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\Program files\Epic Games\4.12\Lander001\Lander001.uproject MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Editor target not found! MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.ProjectParams..ctor(FileReference RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, String UE4Exe, String SignPak, List`1 Cl ientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 DirectoriesToCook, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatformMap, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 Cook, String CookFlavor, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 UseDebugParamForEditorExe, Nullable`1 IterativeCooking, Nullable`1 CookAll, Nullable`1 CookMapsOnly, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, Nullable`1 Un versionedCookedContent, Nullable`1 SkipCookingEditorContent, Nullable`1 NumCookersToSpawn, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String CreateReleaseVersionBasePath, String BasedOnReleaseVersionBasePath, Nullable`1 GeneratePatch, String DLCName, String DiffCookedContentPath, Nullable`1 DLCIncludeEngineCont ent, Nullable`1 NewCook, Nullable`1 OldCook, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 Prereqs, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkI nstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, Nullable`1 CreateAppBundle, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String SpecifiedArchitecture, Nullable`1 IterativeDeploy, Nullable`1 FastCook, Nullable`1 Ignore CookErrors, Nullable`1 RunAssetNativization, Nullable`1 CodeSign, Nullable`1 TreatNonShippingBinariesAsDebugFiles, Nullable`1 UploadSymbols, String MainFrameActions: Packaging (Windows (64-bit)): Provision, String Certificate, ParamList`1 InMapsToRebuildLightMaps, ParamList`1 TitleID) MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.SetupParams() MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.ExecuteBuild() MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.BuildCommand.Execute() MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main() MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown) MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files... MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED PackagingResults:Error: Error Unknown Error

Product Version: UE 4.12
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asked Sep 21 '16 at 01:37 PM in Packaging & Deployment

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Soyer
25 1 3 4

avatar image Adam Davis STAFF Sep 21 '16 at 01:59 PM

Hi Soyer,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?

  • What steps can I take to recreate this on my end?

  • What device/OS are you packaging to?

avatar image Soyer Sep 21 '16 at 04:09 PM

Thenks for noticing this post, Adam,

  • No it does not occur on a clean project, but it does package from UE 4.13 even thou with a slow motion problem.

  • I have 3 levels in a project, one of them is a main menu. Before this problem occurred, I was fixing an error regarding an absent installation for Common Tools for C++, I had to forcibly uninstal VS 2015 by deleting some registry and then reinstall with the required tools. I've also been changing file names to remove underscores and spaces, since it also caused problems before. After that I verified UE 4.12.5 and now this error.ere...

    • I am using Windows 8.1 and I tried packaging for Windows 64 bit.

avatar image Adam Davis STAFF Sep 21 '16 at 07:52 PM

Have you fixed up redirectors since changing file names? Additionally, ensure there are no special characters in the filepath names, which can cause build/package errors to occur.

avatar image Soyer Sep 22 '16 at 12:30 PM

I just fixed redirectors (discovered such a thing exists), but also discovered I have a bunch of files with underscores left and the problem is when I rename them, they make a copy of their self. If I delete a copy, map cannot load assets. Another bug?

At this point I am interested in an easier path. That is if slow motion problem with UE4.13 can be fixed more easily. Should I create another thread?

avatar image Adam Davis STAFF Sep 22 '16 at 01:30 PM

what specifically does the copy name itself? Do you have steps I can take to recreate this on my end or a sample project I can look at?

avatar image Soyer Sep 22 '16 at 03:53 PM

The sample project is here: http://www.filedropper.com/jasample-copy

When I try to rename Levels/Map_assets, a copy with a new typed in name appears next to the old Map_assets.

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Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here. You can track the report's status as the issue is reviewed by our development staff. As a workaround, go into your project from the Windows Explorer and manually delete the folder. It should only contain several redirectors. Before doing this, make sure you run "Fix Up Redirectors" in your content browser from within the editor.

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answered Sep 23 '16 at 01:36 PM

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