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Game Export Error [Win 32/64]

My Problem:

when I try to export my project as Windows (32 or 64 bit), the console returnes this error:

 LogSavePackage: Save=220.18ms
 LogSavePackage: Moving '../../../../../../Users/Tobi/Dropbox/Team-Ordner „Sons of Liberty“/SonsOfLiberty_1/Saved/UEDPCThirdPersonExampleMap8FEE3FF74619D276EA5A979686F95BE4.tmp' to '../../../../../../Users/Tobi/Dropbox/Team-Ordner „Sons of Liberty“/SonsOfLiberty_1/Saved/Autosaves/Game/ThirdPersonBP/Maps/UEDPCThirdPersonExampleMap.umap'
 LogSavePackageisplay: Finished SavePackage ../../../../../../Users/Tobi/Dropbox/Team-Ordner „Sons of Liberty“/SonsOfLiberty_1/Saved/Autosaves/Game/ThirdPersonBP/Maps/UEDPCThirdPersonExampleMap.umap
 LogEditorTransaction: Undo Spawn Play From Here Start
 UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
 UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="C:/Users/Tobi/Dropbox/Team-Ordner „Sons of Liberty“/SonsOfLiberty_1/SonsOfLiberty_1.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="C:/Users/Tobi/Dropbox/T
 UATHelper: Packaging (Windows (64-bit)): eam-Ordner „Sons of Liberty“/SonsOfLiberty_1/SonsOfLiberty_1.uproject" -cook -stage -archive -archivedirectory="C:/Users/Tobi/Desktop/Sons of Liberty" -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
 UATHelper: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
 UATHelper: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Tobi\Dropbox\Team-Ordner „Sons of Liberty“\SonsOfLiberty_1\SonsOfLiberty_1.uproject
 UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
 UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -remoteini="C:\Users\Tobi\Dropbox\Team-Ordner „Sons of Liberty“\SonsOfLiberty_1" -noxge -generatemanifest -NoHotReload
 UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
 UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0,8027709s to run UnrealBuildTool.exe, ExitCode=5
 UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -rem
 UATHelper: Packaging (Windows (64-bit)): oteini="C:\Users\Tobi\Dropbox\Team-Ordner „Sons of Liberty“\SonsOfLiberty_1" -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2016.11.18-21.42.19.txt'
 UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
 UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
 UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
 UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
 UATHelper: Packaging (Windows (64-bit)): bei 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)
 UATHelper: Packaging (Windows (64-bit)): bei 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 InChangelistNumberOverride, Dicti
 onary`2 InTargetToManifest)
 UATHelper: Packaging (Windows (64-bit)): bei Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
 UATHelper: Packaging (Windows (64-bit)): bei BuildCookRun.DoBuildCookRun(ProjectParams Params)
 UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.BuildCommand.Execute()
 UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
 UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Process(String[] Arguments)
 UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.Program.MainProc(Object Param)
 UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
 UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.Program.Main()
 UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
 UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
 PackagingResults:Error: Error Unknown Error

This happens on all my projetcs - even if I ´create a new one, it fails. My project versions are:

  1. 4.13.2

  2. 4.14.0

I do only use BP scripting - no coding with Visual Studio. The game works, if I press on play, absolutly smooth.

May you please help me? :3 K.R.

Product Version: UE 4.14
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asked Nov 20 '16 at 07:37 PM in Packaging & Deployment

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Knife_Runner
25 1 5

avatar image Steve Hardister ♦♦ STAFF Nov 23 '16 at 09:55 PM

Hi Knife_Runner,

Make sure you do not have any odd characters in your asset names or folders/directories:

OddCharacters

Also, try adding a C++ element (ie. a blank C++ Actor) to the project and see if this resolves the issue. (This isn't expected behavior but may be a workaround.)

This worked for another user experiencing the same error: iOS Launch Error: No modules found to build

Thanks,

Steve H.

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Hello Steve,

Thank you for your answer, but I found the solution myself: I had to disable a plugin (VerTexAtlas) and now it works fine - thank you for your help!

KR

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answered Dec 02 '16 at 09:40 AM

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Knife_Runner
25 1 5

avatar image Steve Hardister ♦♦ STAFF Dec 05 '16 at 09:26 PM

Thanks for posting the solution to your issue. This could help someone else using this plug in.

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