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Packing error

does anyone know how to fix this??

LogPlatformFile: Not using cached read wrapper LogInit:Display: RandInit(-518333267) SRandInit(-518333265). LogTaskGraph: Started task graph with 4 named threads and 5 total threads with 1 sets of task threads. LogStats: Stats thread started at 0.204683 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: C:/Program Files (x86)/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. LogOnline:Display: STEAM: Loading Steam SDK 1.32 LogOnline:Warning: STEAM: Steam API disabled! LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown() LogOnline: Unable to create OnlineSubsystem module Steam LogOnline: Unable to load default OnlineSubsystem module Steam, using NULL interface LogOnline:Verbose: NULL: Created thread (ID:11540). LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 LogVoice:Warning: Failed to initialize voice interface 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: HOST LogInit: User: Kamil000 LogInit: CPU Page size=65536, Cores=2 LogInit: High frequency timer resolution =2.825624 MHz LogMemory: Memory total: Physical=7.9GB (8GB approx) LogMemory: Platform Memory Stats for Windows LogMemory: Process Physical Memory: 190.46 MB used, 190.46 MB peak LogMemory: Process Virtual Memory: 195.54 MB used, 195.54 MB peak LogMemory: Physical Memory: 3794.73 MB used, 8047.52 MB total LogMemory: Virtual Memory: 534.56 MB used, 134217728.00 MB total LogD3D11RHI: D3D11 adapters: LogD3D11RHI: 0. 'NVIDIA GeForce GT 635M ' (Feature Level 11_0) LogD3D11RHI: 1995/0/2047 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de LogD3D11RHI: 1. 'NVIDIA GeForce GT 635M ' (Feature Level 11_0) LogD3D11RHI: 1995/0/2047 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x10de LogD3D11RHI: 2. 'Microsoft Basic Render Driver' (Feature Level 11_0) LogD3D11RHI: 1995/0/2047 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414 LogD3D11RHI: Chosen D3D11 Adapter: 0 LogD3D11RHI: Creating new Direct3DDevice LogD3D11RHI: GPU DeviceId: 0xde3 (for the marketing name, search the web for "GPU Device Id") LogWindows: EnumDisplayDevices: LogWindows: 0. 'Intel(R) HD Graphics 4000' (P:1 D:1) LogWindows: 1. 'Intel(R) HD Graphics 4000' (P:0 D:0) LogWindows: 2. 'Intel(R) HD Graphics 4000' (P:0 D:0) LogWindows: 3. 'NVIDIA GeForce GT 635M ' (P:0 D:0) LogWindows: DebugString: PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter LogD3D11RHI: Adapter Name: NVIDIA GeForce GT 635M
LogD3D11RHI: Driver Version: 361.75 (internal:10.18.13.6175, unified:361.75) LogD3D11RHI: Driver Date: 1-22-2016 LogRHI: Texture pool is 1361 MB (70% of 1945 MB) LogD3D11RHI: Async texture creation enabled LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 2) LogShaderCompilers: Guid format shader working directory is -23 characters bigger than the processId version (../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Intermediate/Shaders/WorkingDirectory/1512/). LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/KAMIL_~1/AppData/Local/Temp/UnrealShaderWorkingDir/8035CAD1468EA3F8B3638088F6A4AC4D/'. 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 0.86s 76MB C:/Users/Kamil_000/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc. LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Kamil_000/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/DerivedDataCache/DDC.ddp not found, will not use a pak cache. LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy. LogDerivedDataCache:Display: Pak cache opened for reading ../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/DerivedDataCache/Compressed.ddp. LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp. LogDerivedDataCache: Using Local data cache path C:/Users/Kamil_000/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 0.0244 seconds to start up LogPackageLocalizationCache: Processed 3 localized package path(s) for 2 prioritized culture(s) in 0.512021 seconds LogUObjectArray: 28746 objects as part of root set at end of initial load. LogUObjectAllocator: 6069104 out of 0 bytes used by permanent object pool. LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool 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: Informações Controle de origem desativado SourceControl: Informações Controle de origem desativado SourceControl: Informações Controle de origem desativado SourceControl: Informações Controle de origem desativado 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 'Alto-falantes (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) LogInit: FAudioDevice initialized. LogDerivedDataCache: Saved boot cache 0.07s 76MB C:/Users/Kamil_000/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc. LogInit: Texture streaming: Enabled LogAnalytics: Creating configured Analytics provider AnalyticsET LogAnalytics: [UEEditor.Rocket.Release] APIServer = https://datarouter.ol.epicgames.com/. AppVersion = 4.12.5-3039270+++UE4+Release-4.12 LogAnalytics: [UEEditor.Rocket.Release] SetUserId ba175bbc40382720410f278edd73e638|6af3e9c8c28e4fe08dbfe280a355a1e7|5cad7d86-6fe5-4592-8dea-37762b440453 LogAnalytics: [UEEditor.Rocket.Release] AnalyticsET::StartSession LogInit: Transaction tracking system initialized BlueprintLog: New page: Carregar Editor LocalizationService: Informações Localization service is disabled LogFileCache: Scanning file cache for directory 'C:/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Content/' took 0.28s LogCook:Display: Max memory allowance for cook 8192mb LogCook:Display: Mobile HDR setting 1 SourceControl: Informações Controle de origem desativado Cmd: MAP LOAD FILE="../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Content/Maps/Highrise.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3 LightingResults: New page: Compilação de Iluminação MapCheck: New page: Verificação de Mapa LightingResults: New page: Compilação de Iluminação LogPackageName:Warning: String asset reference "UDK_ProceduralSky.Mesh.SM_SkySphere_4UVChannels" is in short form, which is unsupported and -- even if valid -- resolving it will be really slow. Please consider resaving package in order to speed-up loading. LogPackageName: SearchForPackageOnDisk took 0.165s, but failed to resolve UDK_ProceduralSky. LogPackageName:Warning: String asset reference "UDK_ProceduralSky.Mesh.SM_SkySphere_4UVChannels" could not be resolved. LogAIModule: Creating AISystem for world Highrise LogEditorServer: Finished looking for orphan Actors (0.001 secs) Cmd: MAP CHECKDEP NOCLEARLOG MapCheck: Informações Map check complete: 0 Error(s), 0 Warning(s), took 403,989ms to complete. LogFileHelpers: Loading map 'Highrise' took 164.887 LogCollectionManager: Loaded 0 collections in 0.005974 seconds LogFileCache: Scanning file cache for directory 'C:/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Collections/' took 0.01s LogFileCache: Scanning file cache for directory 'C:/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Content/Developers/Kamil000/Collections/' took 0.01s LogFileCache: Scanning file cache for directory 'C:/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Content/Collections/' took 0.01s LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000010 seconds LogContentBrowser: Native class hierarchy populated in 0.2151 seconds. Added 2094 classes and 385 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 0.0344 seconds. Added 12 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0443 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0492 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0307 seconds. Added 1 classes and 2 folders. LogCrashTracker: Crashtracker disabled due to settings. LogUObjectGlobals:Warning: Falha ao encontrar objeto “Class Nenhum.” LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0392 seconds. Added 1 classes and 2 folders. LogLoad: Full Startup: 343.89 seconds (BP compile: 1.55 seconds) LogExternalProfiler: Found external profiler: VSPerf LogExternalProfiler: Using external profiler: VSPerf LogOcInput: OculusInput pre-init called LogContentStreaming: Texture pool size now 200 MB LogRenderer: Reallocating scene render targets to support 640x372 (Frame:2). LogAssetRegistry: Asset discovery search completed in 295.4877 seconds LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects) LogCollectionManager: Fixed up redirectors for 0 collections in 0.000043 seconds (updated 0 objects) LogSavePackage: Save=32204.99ms LogSavePackage: Moving '../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighriseC99B930E418B90EC345D74AC5DB718A6.tmp' to '../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise.umap' LogSavePackage:Display: Finished SavePackage ../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise.umap LogSavePackage: Save=455.82ms LogSavePackage: Moving '../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Audio0E1AFA824328F1618D7BBA8093B8DC93.tmp' to '../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Audio.umap' LogSavePackage:Display: Finished SavePackage ../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Audio.umap LogSavePackage: Save=550.58ms LogSavePackage: Moving '../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Collisions_TempA38E51C743C79B2745DE4DA0C431504B.tmp' to '../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Collisions_Temp.umap' LogSavePackage:Display: Finished SavePackage ../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Collisions_Temp.umap LogSavePackage: Save=122.32ms LogSavePackage: Moving '../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Gameplay01BD73C24446F8BA52C50782A1D4E2C4.tmp' to '../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Gameplay.umap' LogSavePackage:Display: Finished SavePackage ../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Gameplay.umap LogSavePackage: Save=281.35ms LogSavePackage: Moving '../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Lights6B5AED864A2835209C5D78AB6EDC7125.tmp' to '../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Lights.umap' LogSavePackage:Display: Finished SavePackage ../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Lights.umap LogSavePackage: Save=7583.85ms LogSavePackage: Moving '../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/UEDPCHighrise_Vista3EDE6F024CF8A76815708C962730703D.tmp' to '../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Vista.umap' LogSavePackage:Display: Finished SavePackage ../../../../../../Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/Saved/Autosaves/Game/Maps/UEDPCHighrise_Vista.umap LogEditorTransaction: Undo Spawn Play From Here Start MainFrameActions: Empacotamento (Windows (32 bits)): Running AutomationTool... MainFrameActions: Empacotamento (Windows (32 bits)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/Kamil_000/Documents/Unreal Projects/ShooterGame4/ShooterGame4.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/Kamil_000/Documents/Unreal Pro MainFrameActions: Empacotamento (Windows (32 bits)): jects/ShooterGame4/ShooterGame4.uproject -cook -stage -archive -archivedirectory=C:/Users/Kamil_000/Desktop -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win32 -build -CrashReporter -utf8output MainFrameActions: Empacotamento (Windows (32 bits)): Automation.Process: Setting up command environment. MainFrameActions: Empacotamento (Windows (32 bits)): WindowsPlatform.get_Compiler: WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015. MainFrameActions: Empacotamento (Windows (32 bits)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject MainFrameActions: Empacotamento (Windows (32 bits)): Project.Build: BUILD COMMAND STARTED MainFrameActions: Empacotamento (Windows (32 bits)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win32 Development -Project="C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject" "C:\Users\Kamil_000\Documents MainFrameActions: Empacotamento (Windows (32 bits)): \Unreal Projects\ShooterGame4\ShooterGame4.uproject" -remoteini="C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4" -noxge -generatemanifest -NoHotReloadFromIDE MainFrameActions: Empacotamento (Windows (32 bits)): UnrealBuildTool: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015. MainFrameActions: Empacotamento (Windows (32 bits)): CommandUtils.Run: Run: Took 7,1797638s to run UnrealBuildTool.exe, ExitCode=0 MainFrameActions: Empacotamento (Windows (32 bits)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win32 Development -Project="C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject" "C:\Users\Kamil_000\Documents MainFrameActions: Empacotamento (Windows (32 bits)): \Unreal Projects\ShooterGame4\ShooterGame4.uproject" -remoteini="C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4" -noxge -NoHotReloadFromIDE -ignorejunk MainFrameActions: Empacotamento (Windows (32 bits)): UnrealBuildTool: Creating makefile for ShooterGame (no existing makefile) MainFrameActions: Empacotamento (Windows (32 bits)): UnrealBuildTool: Performing full C++ include scan (no include cache file) MainFrameActions: Empacotamento (Windows (32 bits)): UnrealBuildTool: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015. MainFrameActions: Empacotamento (Windows (32 bits)): UnrealBuildTool: ERROR: Failed to find cl.exe in the default toolchain directory C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools../../VC/bin\cl.exe. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visua MainFrameActions: Empacotamento (Windows (32 bits)): l Studio 2015. MainFrameActions: Empacotamento (Windows (32 bits)): CommandUtils.Run: Run: Took 86,2041959s to run UnrealBuildTool.exe, ExitCode=5 MainFrameActions: Empacotamento (Windows (32 bits)): 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 ShooterGame Win32 Development -Project="C:\Users MainFrameActions: Empacotamento (Windows (32 bits)): \Kamil_000\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject" "C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4\ShooterGame4.uproject" -remoteini="C:\Users\Kamil_000\Documents\Unreal Projects\ShooterGame4" -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTo ol-2016.10.19-17.18.45.txt' MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOver ride, Dictionary`2 InTargetToManifest) MainFrameActions: Empacotamento (Windows (32 bits)): em Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) MainFrameActions: Empacotamento (Windows (32 bits)): em BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.BuildCommand.Execute() MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.Program.MainProc(Object Param) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) MainFrameActions: Empacotamento (Windows (32 bits)): em AutomationTool.Program.Main() MainFrameActions: Empacotamento (Windows (32 bits)): Program.Main: AutomationTool exiting with ExitCode=5 (5) MainFrameActions: Empacotamento (Windows (32 bits)): Domain_ProcessExit MainFrameActions: Empacotamento (Windows (32 bits)): copying UAT log files... MainFrameActions: Empacotamento (Windows (32 bits)): BUILD FAILED PackagingResults:Error: Erro Unknown Error

Product Version: UE 4.12
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asked Oct 19 '16 at 08:30 PM in Packaging & Deployment

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KamiDarko
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KamiDarko,

If you run the VS2015 installer again, it'll prompt you to either "Repair", "Modify" or "Uninstall". Please select "Modify". Once you're in the next screen, you'll see 'Common Tools' near the bottom of the list. Please check that box and continue through the modify process. Once this completely finishes, you should be able to package without any trouble.

Thanks!

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answered Oct 25 '16 at 07:49 PM

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