Based on the logs, it looks like you’re trying to deploy a Blueprints-only project on Linux. Blueprints-only games use the generic UE4 binaries, and the packaging process assumes that the binaries are already built instead of building fresh ones.
Open the UE4 solution in Visual Studio and build the UE4 target with the Shipping Linux configuration, then try deploying it again. You’ll need to do that for each Linux configuration you want to deploy.
I tried building / re-building the editor with Linux - Shipping but it’s constantly throwing these errors out there:
Error 1 error : clang frontend command failed due to signal (use -v to see invocation) C:\Program Files\Unreal Engine\Git\UE4\UnrealEngine\Engine\Intermediate\ProjectFiles\Clang++.exe UE4
Error 2 error : Failed to produce item: C:\Program Files\Unreal Engine\Git\UE4\UnrealEngine\Engine\Plugins\Runtime\CustomMeshComponent\Binaries\Linux\UE4Game-CustomMeshComponent-Linux-Shipping-Static.a
C:\Program Files\Unreal Engine\Git\UE4\UnrealEngine\Engine\Intermediate\ProjectFiles\ERROR UE4
Error 3 error MSB3073: The command “…\Build\BatchFiles\Build.bat UE4Game Linux Shipping” exited with code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 UE4
I can’t remember if we built Shipping Linux binaries when testing for the existing releases. I know for a fact that Shipping Linux compiles for 4.2, so the issue should be resolved with the upcoming release, but I’m not sure about your current problem, sorry.
In the process you followed for the new error log, did you build the UE4 target in the Development Linux configuration? The log indicates that you were trying to package a Development configuration of the game (instead of Shipping, like in your previous log), so you would need to build those binaries manually, too, before packaging.
As for the build failures, it would be helpful to see the actual compile failure instead of just the message saying the build failed.
After that, make sure that UE4/Binaries/Linux/UE4Game exists. Then run the editor for your project and package it for Development configuration (which is the default).
You can also build Shipping Linux binary and then you will be able to package your project in Shipping config.
The errors I have been posted (Not the logs, but the errors) are from Visual Studio. I did it again just to make sure and here are the errors:
Error 1 error : Failed to produce item: C:\Program Files\Unreal Engine\Git\UnrealEngine-4.2.0-preview\Engine\Plugins\Slate\SlateRemote\Binaries\Linux\UE4Game-SlateRemote-Static.a C:\Program Files\Unreal Engine\Git\UnrealEngine-4.2.0-preview\Engine\Intermediate\ProjectFiles\ERROR UE4
Error 2 error MSB3073: The command “…\Build\BatchFiles\Build.bat UE4Game Linux Development” exited with code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 UE4
Could you look for other errors than “failed to produce item” in the build output? Unfortunately “failed to produce item” by itself is not meaningful (just a summary), there should be more specific error(s) before that one.
This problem may be related to (or even caused by?) Incredibuild - we have seen similar crashes happening when distributing clang builds. Please try compiling with a local executor, this may take longer, but should not crash.
For that, locate BuildConfiguration.xml in your solution (hit Ctrl+, and type BuildConfiguration.xml, prefer one in /Saved directory, if available) and set bAllowXGE to False.