Can't package in 4.14

I’m illiterate and using BluePrints (no C++ or visual studio).

Anyone know what this means?

UATHelper: Packaging (Windows (64-bit)): Running AutomationTool…
UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=“C:/Users/Psynema/Documents/Unreal Projects/MyProject/MyProject.uproject” BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=“C:/Users/Psynema/Documents/Unreal Projects/MyProject/MyProject.uproject” -cook -stage -archive -archivedire
ctory=“C:/Users/Psynema/Desktop/New folder” -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -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\Psynema\Documents\Unreal Projects\MyProject\MyProject.uproject
UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win64 Development -Project=“C:\Users\Psynema\Documents\Unreal Projects\MyProject\MyProject.uproject” “C:\Users\Psynema\Documents\Unreal Projects\MyProject\MyProject.uproject” -remoteini=“C:\Users\Psynema\D
ocuments\Unreal Projects\MyProject” -noxge -generatemanifest -NoHotReload
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target)
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.8617927s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win64 Development -Project=“C:\Users\Psynema\Documents\Unreal Projects\MyProject\MyProject.uproject” “C:\Users\Psynema\Documents\Unreal Projects\MyProject\MyProject.uproject” -remoteini=“C:\Users\Psynema\D
ocuments\Unreal Projects\MyProject” -noxge -NoHotReload -ignorejunk
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for MyProject (no existing makefile)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (no include cache file)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 2.5342417s 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\Epic Games\UE_4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win64 Development -Project=“C:\Users\Psynema\Documents\Unreal Projects\MyProject\MyProje
ct.uproject” “C:\Users\Psynema\Documents\Unreal Projects\MyProject\MyProject.uproject” -remoteini=“C:\Users\Psynema\Documents\Unreal Projects\MyProject” -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2017.01.30-00.14.24.txt’
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary2 EnvVars)
UATHelper: Packaging (Windows (64-bit)): at 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, Dictionary2 EnvVars) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Dictio
nary2 InTargetToManifest) UATHelper: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) UATHelper: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) UATHelper: Packaging (Windows (64-bit)): at BuildCookRun.ExecuteBuild() UATHelper: Packaging (Windows (64-bit)): at AutomationTool.BuildCommand.Execute() UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] Arguments) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
UATHelper: Packaging (Windows (64-bit)): at 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

Looks like the editor is saying there is no compiler installed if so go ahead and install visual studio beacuse unrela uses visual studio to compile C scripts and there is always some scripts this helped for me

VS was installed the whole time, I still got that message.

Hey Psynema,

Ensure that you have both Visual Studio 2013 and 2015 installed on your machine. Doing so should resolve this error.

Let me know if that helps.

Have a great day

It does not sadly argh…have community 12 and 14 installed…I went and got the link for 13 from Microsofts site and it said 13 but wanted to make a folder called 12.0 instead…then went to download 15 and got an error trying to install it saying 15 is an earlier version of what’s already installed.

Had a nightmare of a time trying to install VS in the past where it freezes and I can never completely un install it as I get repair errors saying there’s previous versions when I tried this a few months back…

I literally had the same problem. I reinstalled VS2015, custom installation, made sure on C++ was the language selected, restarted the machine after the install, and BOOM it compiles for me now.

Still not working getting this

“UATHelper: Packaging (HTML5): Running AutomationTool…
UATHelper: Packaging (HTML5): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=“C:/Users/Psynema/Documents/Unreal Projects/MyProject/MyProject.uproject” BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=“C:/Users/Psynema/Documents/Unreal Projects/MyProject/MyProject.uproject” -cook -stage -archive -archivedirectory=“C:/U
sers/Psynema/Desktop/New folder” -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -prereqs -nodebuginfo -targetplatform=HTML5 -build -CrashReporter -utf8output
UATHelper: Packaging (HTML5): Automation.Process: Setting up command environment.
UATHelper: Packaging (HTML5): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Psynema\Documents\Unreal Projects\MyProject\MyProject.uproject
UATHelper: Packaging (HTML5): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (HTML5): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game HTML5 Development -clean -remoteini=“C:\Users\Psynema\Documents\Unreal Projects\MyProject” -nobuilduht -NoHotReload
UATHelper: Packaging (HTML5): UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
UATHelper: Packaging (HTML5): CommandUtils.Run: Run: Took 0.7154037s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (HTML5): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game HTML5 Development -clean -remoteini=“C:\Users\Psynema\Documents\Unreal Projects\MyProject” -nobuildu
ht -NoHotReload. See logfile for details: ‘UnrealBuildTool-2017.01.31-03.28.33.txt’
UATHelper: Packaging (HTML5): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) UATHelper: Packaging (HTML5): at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (HTML5): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) UATHelper: Packaging (HTML5): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary2 EnvVars)
UATHelper: Packaging (HTML5): at AutomationTool.UE4Build.CleanWithUBT(String TargetName, UnrealTargetPlatform Platform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) UATHelper: Packaging (HTML5): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Dictionary2 InTa rgetToManifest) UATHelper: Packaging (HTML5): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) UATHelper: Packaging (HTML5): at BuildCookRun.DoBuildCookRun(ProjectParams Params) UATHelper: Packaging (HTML5): at BuildCookRun.ExecuteBuild() UATHelper: Packaging (HTML5): at AutomationTool.BuildCommand.Execute() UATHelper: Packaging (HTML5): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) UATHelper: Packaging (HTML5): at AutomationTool.Automation.Process(String[] Arguments) UATHelper: Packaging (HTML5): at AutomationTool.Program.MainProc(Object Param) UATHelper: Packaging (HTML5): at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
UATHelper: Packaging (HTML5): at AutomationTool.Program.Main()
UATHelper: Packaging (HTML5): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (HTML5): BUILD FAILED
PackagingResults:Error: Error Unknown Error”

Hey Psynema,

For your new error: UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.

Try opening your project and going to File->New C++ Class and just add a blank class. Then attempt to package the project again.

Let me know if that helps.

This answer worked for me. Is it a bug? Any explaination if it’s not?

This isn’t a bug. The reason is because you cannot build Blueprint binaries from a Launcher (Binary) Editor. You can only build C++ projects. You can build BP binaries from a source version of the editor (GitHub).