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, ParamList1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, String UE4Exe, String SignPak, List1 Cl
ientConfigsToBuild, List1 ServerConfigsToBuild, ParamList1 MapsToCook, ParamList1 DirectoriesToCook, String InternationalizationPreset, ParamList1 CulturesToCook, ParamList1 ClientCookedTargets, ParamList1 EditorTargets, ParamList1 ServerCookedTargets, List1 ClientTargetPlatforms, Dictionary2 ClientDependentPlatformMap, List1 ServerTargetPlatforms,
Dictionary2 ServerDependentPlatformMap, Nullable1 Build, Nullable1 Cook, String CookFlavor, Nullable1 Run, Nullable1 SkipServer, Nullable1 Clean, Nullable1 Compressed, Nullable1 UseDebugParamForEditorExe, Nullable1 IterativeCooking, Nullable1 CookAll, Nullable1 CookMapsOnly, Nullable1 CookOnTheFly, Nullable1 CookOnTheFlyStreaming, Nullable1 Un
versionedCookedContent, Nullable1 SkipCookingEditorContent, Nullable1 NumCookersToSpawn, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String CreateReleaseVersionBasePath, String BasedOnReleaseVersionBasePath, Nullable1 GeneratePatch, String DLCName, String DiffCookedContentPath, Nullable1 DLCIncludeEngineCont
ent, Nullable1 NewCook, Nullable1 OldCook, Nullable1 CrashReporter, Nullable1 DedicatedServer, Nullable1 Client, Nullable1 Deploy, Nullable1 FileServer, Nullable1 Foreign, Nullable1 ForeignCode, Nullable1 LogWindow, Nullable1 NoCleanStage, Nullable1 NoClient, Nullable1 NoDebugInfo, Nullable1 NoXGE, Nullable1 Package, Nullable1 Pak, Nullable1 Prereqs, Nullable1 NoBootstrapExe, Nullable1 SignedPak, Nullable1 NullRHI, Nullable1 FakeClient, Nullable1 EditorTest, Nullable1 RunAutomationTests, String RunAutomationTest, Nullable1 CrashIndex, Nullable1 SkipCook, Nullable1 SkipCookOnTheFly, Nullable1 SkipPak, Nullable1 SkipStage, Nullable1 Stage, Nullable1 Manifests, Nullable1 CreateChunkI nstall, Nullable1 Unattended, Nullable1 NumClients, Nullable1 Archive, String ArchiveDirectoryParam, Nullable1 ArchiveMetaData, Nullable1 CreateAppBundle, ParamList1 ProgramTargets, Nullable1 Distribution, Nullable1 Prebuilt, Nullable1 RunTimeoutSeconds, String SpecifiedArchitecture, Nullable1 IterativeDeploy, Nullable1 FastCook, Nullable1 Ignore CookErrors, Nullable1 RunAssetNativization, Nullable1 CodeSign, Nullable1 TreatNonShippingBinariesAsDebugFiles, Nullable1 UploadSymbols, String MainFrameActions: Packaging (Windows (64-bit)): Provision, String Certificate, ParamList1 InMapsToRebuildLightMaps, ParamList1 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(List1 CommandsToExecute, CaselessDictionary1 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(Func2 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

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?

Thenks for noticing this post, ,

  • 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.

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.

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?

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?

The sample project is here: File Dropper - Online file sharing

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

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.