Editor can't create package

Every time I hit the compile button in the editor i get a error message telling that the mspdb120.dll is missing and this:

Info Performing 3 actions (max 4
parallel jobs) Info [2/3] rc.exe
Teste.rc Error
C:\Users\Douglas\Documents\Unreal
Projects\Teste\Source\Teste\Resources\Windows\Teste.rc(11)
: fatal error RC1015: cannot open
include file 'windows.h'. Info
-------- End Detailed Actions Stats ----------------------------------------------------------- Info ERROR: UBT ERROR: Failed to
produce item:
C:\Users\Douglas\Documents\Unreal
Projects\Teste\Binaries\Win64\UE4Editor-Teste-4273.dll
Error Cumulative action seconds (4
processors) : 0,00 building projects,
8,78 compiling, 0,00 creating app
bundles, 0,00 generating debug info,
0,00 linking, 0,00 other Info UBT
execution time: 14,10 seconds

And the log is like this:

Recompiling Teste...
Launching UnrealBuildTool... [C:/ue4/Unreal Engine/4.2/Engine/Binaries/DotNET/UnrealBuildTool.exe Teste -ModuleWithSuffix Teste 1597 Win64 Development -editorrecompile -FailIfGeneratedCodeChanges "C:/Users/Douglas/Documents/Unreal Projects/Teste/Teste.uproject" -rocket  -rocket]
Warning: Starting HotReload took  0.0s.
CompilerResultsLog: New page: Compilation - Jun 15, 2014, 6:34:01 PM
CompilerResultsLog: Info Performing 3 actions (max 4 parallel jobs)
CompilerResultsLog: Info [2/3] rc.exe Teste.rc
CompilerResultsLog:Error: Error C:\Users\Douglas\Documents\Unreal Projects\Teste\Source\Teste\Resources\Windows\Teste.rc(11)  : fatal error RC1015: cannot open include file 'windows.h'.
CompilerResultsLog: Info -------- End Detailed Actions Stats -----------------------------------------------------------
CompilerResultsLog: Info ERROR: UBT ERROR: Failed to produce item: C:\Users\Douglas\Documents\Unreal Projects\Teste\Binaries\Win64\UE4Editor-Teste-1597.dll
CompilerResultsLog:Error: Error Cumulative action seconds (4 processors) : 0,00 building projects, 2,37 compiling, 0,00 creating app bundles, 0,00 generating debug info, 0,00 linking, 0,00 other
CompilerResultsLog: Info UBT execution time: 7,74 seconds
LogMainFrame: MainFrame: Module compiling took 8.016 seconds
Warning: HotReload failed, recompile failed

And when I try to create a Windows Package i get this:

MainFrameActions: Packaging (Windows): Running AutomationTool...
MainFrameActions: Packaging (Windows): Program.Main: Running on WindowsHostPlatform
MainFrameActions: Packaging (Windows): Program.Main: CWD=C:\ue4\Unreal Engine\4.2\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=C:/Users/Douglas/Documents/Unreal Projects/Teste/Teste.uproject -cook -allmaps -stage -archive -archivedirectory=C:/Users/Douglas/Desktop/Teste -pa
MainFrameActions: Packaging (Windows): ckage -WindowsNoEditor -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -targetplatform=Win64 -build -utf8output -NoCompile
MainFrameActions: Packaging (Windows): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\ue4\Unreal Engine\4.2\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
MainFrameActions: Packaging (Windows): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/ue4/Unreal Engine/4.2
MainFrameActions: Packaging (Windows): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/ue4/Unreal Engine/4.2/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
MainFrameActions: Packaging (Windows): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/ue4/Unreal Engine/4.2
MainFrameActions: Packaging (Windows): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Douglas/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+ue4+Unreal+Engine+4.2)
MainFrameActions: Packaging (Windows): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Douglas\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+ue4+Unreal+Engine+4.2\UAT_Log.txt
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\ue4\Unreal Engine\4.2\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/ue4/Unreal Engine/4.2
MainFrameActions: Packaging (Windows): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/ue4/Unreal Engine/4.2/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/ue4/Unreal Engine/4.2/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=C:/Users/Douglas/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+ue4+Unreal+Engine+4.2
MainFrameActions: Packaging (Windows): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
MainFrameActions: Packaging (Windows): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
MainFrameActions: Packaging (Windows): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
MainFrameActions: Packaging (Windows): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
MainFrameActions: Packaging (Windows): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Douglas\AppData\Local\Temp\HarvestEnvVars.txt
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Douglas\AppData\Local\Temp\HarvestEnvVars.bat=True
MainFrameActions: Packaging (Windows): CommandUtils.Run: Run: C:\Users\Douglas\AppData\Local\Temp\HarvestEnvVars.bat 
MainFrameActions: Packaging (Windows): CommandUtils.Run: Run: Took 0,1290073s to run HarvestEnvVars.bat
MainFrameActions: Packaging (Windows): CommandEnvironment.SetupBuildEnvironment: SetFrameworkVars failed. Assuming no compilation capability.
MainFrameActions: Packaging (Windows): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=False
MainFrameActions: Packaging (Windows): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=
MainFrameActions: Packaging (Windows): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=
MainFrameActions: Packaging (Windows): CommandEnvironment.LogSettings: Command Environment settings:
MainFrameActions: Packaging (Windows): CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
MainFrameActions: Packaging (Windows): CommandEnvironment.LogSettings: EngineSavedFolder=C:/ue4/Unreal Engine/4.2/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows): CommandEnvironment.LogSettings: HasCapabilityToCompile=False
MainFrameActions: Packaging (Windows): CommandEnvironment.LogSettings: LocalRoot=C:/ue4/Unreal Engine/4.2
MainFrameActions: Packaging (Windows): CommandEnvironment.LogSettings: LogFolder=C:/Users/Douglas/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+ue4+Unreal+Engine+4.2
MainFrameActions: Packaging (Windows): CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
MainFrameActions: Packaging (Windows): CommandEnvironment.LogSettings: MsBuildExe=
MainFrameActions: Packaging (Windows): CommandEnvironment.LogSettings: MsDevExe=
MainFrameActions: Packaging (Windows): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
MainFrameActions: Packaging (Windows): CommandEnvironment.LogSettings: TimestampAsString=2014-06-15_21.48.06
MainFrameActions: Packaging (Windows): CommandEnvironment.LogSettings: UATExe=C:\ue4\Unreal Engine\4.2\Engine\Binaries\DotNET\AutomationTool.exe
MainFrameActions: Packaging (Windows): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 3 script DLL(s).
MainFrameActions: Packaging (Windows): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\ue4\Unreal Engine\4.2\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\ue4\Unreal Engine\4.2\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\ue4\Unreal Engine\4.2\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\ue4\Unreal Engine\4.2\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\ue4\Unreal Engine\4.2\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\ue4\Unreal Engine\4.2\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
MainFrameActions: Packaging (Windows): Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
MainFrameActions: Packaging (Windows): Platform.InitializePlatforms: Creating placeholder platform for target: Mac
MainFrameActions: Packaging (Windows): Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
MainFrameActions: Packaging (Windows): Platform.InitializePlatforms: Creating placeholder platform for target: PS4
MainFrameActions: Packaging (Windows): Platform.InitializePlatforms: Creating placeholder platform for target: IOS
MainFrameActions: Packaging (Windows): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
MainFrameActions: Packaging (Windows): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
MainFrameActions: Packaging (Windows): Platform.InitializePlatforms: Creating placeholder platform for target: HTML5
MainFrameActions: Packaging (Windows): Platform.InitializePlatforms: Creating placeholder platform for target: Linux
MainFrameActions: Packaging (Windows): CommandUtils.InitP4Support: Initializing AllowSubmit.
MainFrameActions: Packaging (Windows): CommandUtils.InitP4Support: AllowSubmit=False
MainFrameActions: Packaging (Windows): CommandUtils.InitP4Support: Initializing P4Enabled.
MainFrameActions: Packaging (Windows): CommandUtils.InitP4Support: P4Enabled=False
MainFrameActions: Packaging (Windows): CommandUtils.InitP4Support: P4CLRequired=False
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:/Users/Douglas/Documents/Unreal Projects/Teste/Teste.uproject=True
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:/Users/Douglas/Documents/Unreal Projects/Teste/Teste.uproject=True
MainFrameActions: Packaging (Windows): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Douglas\Documents\Unreal Projects\Teste\Teste.uproject
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\Douglas\Desktop\Teste
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\Douglas\Documents\Unreal Projects\Teste\Saved\StagedBuilds
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: ClientCookedTargets=Teste
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: NoDebugInfo=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\Douglas\Documents\Unreal Projects\Teste\Binaries\Win64
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\Douglas\Documents\Unreal Projects\Teste\Binaries\Win64
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\Douglas\Documents\Unreal Projects\Teste\Binaries\Win64\Teste.exe
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\Douglas\Documents\Unreal Projects\Teste\Binaries\Win64\Teste.exe
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\Douglas\Documents\Unreal Projects\Teste\Teste.uproject
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: ShortProjectName=Teste
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: bUsesSteam=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Windows): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Douglas\Documents\Unreal Projects\Teste\Teste.uproject=True
MainFrameActions: Packaging (Windows): BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Douglas\Documents\Unreal Projects\Teste\Config\DefaultEngine.ini=True
MainFrameActions: Packaging (Windows): BuildCookRun.GetDefaultMap: Looking for DefaultMap in C:\Users\Douglas\Documents\Unreal Projects\Teste\Config\DefaultEngine.ini
MainFrameActions: Packaging (Windows): InternalUtils.SafeReadAllLines: SafeReadAllLines C:\Users\Douglas\Documents\Unreal Projects\Teste\Config\DefaultEngine.ini
MainFrameActions: Packaging (Windows): BuildCookRun.GetDefaultMap: Found DefaultMap=/Engine/Maps/Entry
MainFrameActions: Packaging (Windows): BuildCookRun.SetupParams: Cooking all maps
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Douglas\Documents\Unreal Projects\Teste\Teste.uproject=True
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Douglas\Documents\Unreal Projects\Teste\Teste.uproject=True
MainFrameActions: Packaging (Windows): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows): Program.Main: ERROR: Exception in AutomationTool: You are attempting to compile on a machine that does not have a supported compiler!
MainFrameActions: Packaging (Windows): Stacktrace:    em AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVer
MainFrameActions: Packaging (Windows): sionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity)
MainFrameActions: Packaging (Windows):    em Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Windows):    em BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows):    em BuildCommand.Execute()
MainFrameActions: Packaging (Windows):    em AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows):    em AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows):    em AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows):    em AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows):    em AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows): Program.Main: ERROR: You are attempting to compile on a machine that does not have a supported compiler!
MainFrameActions: Packaging (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows): Program.Main: AutomationTool exiting with ExitCode=1
MainFrameActions: Packaging (Windows): Domain_ProcessExit
MainFrameActions: Packaging (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows): copying UAT log files...
MainFrameActions: Packaging (Windows): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows): BUILD FAILED

If I try to compile from Visual Studio and this happens, I hit rebuild and it works, but on the editor it never worked.
Every project, even the samples are giving the same errors.

I tried to install updates for Visual Studio and installed the Windows SDK 8.1, but nothing changed.
The only information that i found was this question: Converting project to 4.2 missing dll error - Programming & Scripting - Unreal Engine Forums

Tente compilar o Editor nesta ordem:

Development | Win32

Development | Win64

Development Editor | Win64

Antes da primeira build, em VS explorer right click UE4 > ‘Clean’.
Quando concluir as três compilações, abra o Editor e veja se agora é possível criar uma build. Foi assim que resolvi este problema.

Eu estou usando a versão pré compilada que eu baixei no launcher. Pra projetos c++ eu preciso usar a engine a partir do código fonte?

Não sei dizer, eu uso somente código fonte.

I found the problem, it was the antivirus, it was blocking the building tools. This thing sure knows how to mess things up.