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PackagingResults:Error: Error Unknown Error

I try to pack the project, but the PackagingResults error is getting out: Error: Error Unknown Error. Log

 LogPlatformFile: Not using cached read wrapper
 LogInit:Display: RandInit(-744678232) SRandInit(-744678232).
 LogTaskGraph: Started task graph with 5 named threads and 6 total threads with 1 sets of task threads.
 LogStats: Stats thread started at 0.126322
 LogInit: Build: ++UE4+Release-4.16-CL-3514769
 LogInit: Engine Version: 4.16.2-3514769+++UE4+Release-4.16
 LogInit: Compatible Engine Version: 4.16.0-3452394+++UE4+Release-4.16
 LogInit: Net CL: 3452394
 LogDevObjectVersion: Number of dev versions registered: 16
 LogDevObjectVersion:   Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 9
 LogDevObjectVersion:   Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
 LogDevObjectVersion:   Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
 LogDevObjectVersion:   Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 17
 LogDevObjectVersion:   Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 23
 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): 15
 LogDevObjectVersion:   Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 4
 LogDevObjectVersion:   Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
 LogDevObjectVersion:   Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
 LogDevObjectVersion:   Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 1
 LogDevObjectVersion:   Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 3
 LogInit: Compiled (64-bit): Jun 29 2017 02:03:24
 LogInit: Compiled with Visual C++: 19.00.24215.01
 LogInit: Build Configuration: Development
 LogInit: Branch Name: ++UE4+Release-4.16
 LogInit: Command line:  
 LogInit: Base directory: C:/Program Files/Epic Games/UE_4.16/Engine/Binaries/Win64/
 LogInit: Installed Engine Build: 1
 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: DESKTOP-NO2T4M9
 LogInit: User: OfficialTheAlex
 LogInit: CPU Page size=4096, Cores=2
 LogInit: High frequency timer resolution =1.753826 MHz
 LogMemory: Memory total: Physical=3.9GB (4GB approx)
 LogMemory: Platform Memory Stats for Windows
 LogMemory: Process Physical Memory: 267.96 MB used, 267.96 MB peak
 LogMemory: Process Virtual Memory: 264.23 MB used, 264.23 MB peak
 LogMemory: Physical Memory: 3019.15 MB used,  952.12 MB free, 3971.27 MB total
 LogMemory: Virtual Memory: 629.07 MB used,  952.12 MB free, 134217728.00 MB total
 LogInit: Using OS detected language (ru-RU).
 LogInit: Using OS detected locale (ru-RU).
 LogTextLocalizationManager: No localization for 'ru-RU' exists, so 'en' will be used for the language.
 LogTextLocalizationManager: No localization for 'ru-RU' exists, so 'en' will be used for the locale.
 LogD3D11RHI: D3D11 adapters:
 LogD3D11RHI:    0. 'NVIDIA GeForce GT 740M' (Feature Level 11_0)
 LogD3D11RHI:       2020/0/1985 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
 LogD3D11RHI:    1. 'Intel(R) HD Graphics 4000' (Feature Level 11_0)
 LogD3D11RHI:       32/0/1760 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x8086
 LogD3D11RHI:    2. 'Microsoft Basic Render Driver' (Feature Level 11_0)
 LogD3D11RHI:       0/0/1985 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
 LogD3D11RHI: Chosen D3D11 Adapter: 0
 LogD3D11RHI: Creating new Direct3DDevice
 LogD3D11RHI:     GPU DeviceId: 0x1292 (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: DebugString: PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter FoundDriverCount:0 
 LogD3D11RHI:     Adapter Name: NVIDIA GeForce GT 740M
 LogD3D11RHI:   Driver Version: Unknown (internal:Unknown, unified:Unknown)
 LogD3D11RHI:      Driver Date: Unknown
 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 -18 characters bigger than the processId version (../../../../../../Users/OfficialTheAlex/Documents/Unreal Projects/TLD_DEMO/Intermediate/Shaders/WorkingDirectory/3296/).
 LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/OfficialTheAlex/AppData/Local/Temp/UnrealShaderWorkingDir/7081DE2F4F38F0C88EC9F48A0702D947/'.
 LogShaderCompilers:Display: Using Local Shader Compiler.
 LogTemp:Display: Loaded TP AllDesktopTargetPlatform
 LogTemp:Display: Loaded TP MacClientTargetPlatform
 LogTemp:Display: Loaded TP MacNoEditorTargetPlatform
 LogTemp:Display: Loaded TP MacServerTargetPlatform
 LogTemp:Display: Loaded TP MacTargetPlatform
 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 LinuxClientTargetPlatform
 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 2.51s 92MB C:/Users/OfficialTheAlex/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc.
 LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/OfficialTheAlex/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc
 LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../../../../Users/OfficialTheAlex/Documents/Unreal Projects/TLD_DEMO/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
 LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
 LogDerivedDataCache: FDerivedDataBackendGraph:  CompressedPak pak cache file ../../../../../../Users/OfficialTheAlex/Documents/Unreal Projects/TLD_DEMO/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
 LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
 LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
 LogDerivedDataCache: Using Local data cache path C:/Users/OfficialTheAlex/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
 LogMaterial: Verifying Global Shaders for PCD3D_SM5
 LogSlate: Using Freetype 2.6.0
 LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
 LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
 LogInit: Selected Device Profile: [Windows]
 LogContentStreaming: Texture pool size is 0.00 MB
 LogMeshUtilities: Using QuadricMeshReduction for automatic static mesh reduction
 LogSimplygon: Simplygon DLL not present - disabling.
 LogMeshUtilities: Using SimplygonSwarm for distributed automatic mesh merging
 LogMeshUtilities: No automatic skeletal mesh reduction module available
 LogMeshUtilities: No automatic mesh merging module available
 LogNetVersion: TLD_DEMO , NetCL: 3452394, EngineNetVer: 2, GameNetVer: 0 (Checksum: 3061247601)
 LogAssetRegistry: FAssetRegistry took 0.0287 seconds to start up
 LogPackageLocalizationCache: Processed 3 localized package path(s) for 1 prioritized culture(s) in 0.562085 seconds
 LogUObjectArray: 33590 objects as part of root set at end of initial load.
 LogUObjectAllocator: 6905984 out of 0 bytes used by permanent object pool.
 LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
 LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
 LogTcpMessaging: Initializing TcpMessaging bridge
 LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
 LogMaterial: Missing cached shader map for material BaseColor, compiling. 
 LogMaterial:Warning: Failed to compile Material /Engine/BufferVisualization/BaseColor.BaseColor for platform PCD3D_SM5, Default Material will be used in game.
 LogMaterial:Warning:     (Node SceneTexture) GBuffer scene textures not available with forward shading.
 LogMaterial: Uniform references updated for custom material expression Custom.
 LogMaterial: Missing cached shader map for material LightingModel, compiling. 
 LogMaterial:Warning: Failed to compile Material /Engine/BufferVisualization/LightingModel.LightingModel for platform PCD3D_SM5, Default Material will be used in game.
 LogMaterial:Warning:     (Node SceneTexture) GBuffer scene textures not available with forward shading.
 LogMaterial: Missing cached shader map for material MaterialAO, compiling. 
 LogMaterial:Warning: Failed to compile Material /Engine/BufferVisualization/MaterialAO.MaterialAO for platform PCD3D_SM5, Default Material will be used in game.
 LogMaterial:Warning:     (Node SceneTexture) GBuffer scene textures not available with forward shading.
 LogMaterial: Missing cached shader map for material Metallic, compiling. 
 LogMaterial:Warning: Failed to compile Material /Engine/BufferVisualization/Metallic.Metallic for platform PCD3D_SM5, Default Material will be used in game.
 LogMaterial:Warning:     (Node SceneTexture) GBuffer scene textures not available with forward shading.
 LogMaterial: Missing cached shader map for material Opacity, compiling. 
 LogMaterial:Warning: Failed to compile Material /Engine/BufferVisualization/Opacity.Opacity for platform PCD3D_SM5, Default Material will be used in game.
 LogMaterial:Warning:     (Node SceneTexture) GBuffer scene textures not available with forward shading.
 LogMaterial: Missing cached shader map for material Roughness, compiling. 
 LogMaterial:Warning: Failed to compile Material /Engine/BufferVisualization/Roughness.Roughness for platform PCD3D_SM5, Default Material will be used in game.
 LogMaterial:Warning:     (Node SceneTexture) GBuffer scene textures not available with forward shading.
 LogMaterial: Missing cached shader map for material Specular, compiling. 
 LogMaterial:Warning: Failed to compile Material /Engine/BufferVisualization/Specular.Specular for platform PCD3D_SM5, Default Material will be used in game.
 LogMaterial:Warning:     (Node SceneTexture) GBuffer scene textures not available with forward shading.
 LogMaterial: Missing cached shader map for material SubsurfaceColor, compiling. 
 LogMaterial:Warning: Failed to compile Material /Engine/BufferVisualization/SubsurfaceColor.SubsurfaceColor for platform PCD3D_SM5, Default Material will be used in game.
 LogMaterial:Warning:     (Node SceneTexture) GBuffer scene textures not available with forward shading.
 LogMaterial: Missing cached shader map for material WorldNormal, compiling. 
 LogMaterial:Warning: Failed to compile Material /Engine/BufferVisualization/WorldNormal.WorldNormal for platform PCD3D_SM5, Default Material will be used in game.
 LogMaterial:Warning:     (Node SceneTexture) GBuffer scene textures not available with forward shading.
 SourceControl: Info Source control is disabled
 SourceControl: Info Source control is disabled
 SourceControl: Info Source control is disabled
 SourceControl: Info Source control is disabled
 LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
 LogLinker:Warning: Can't find file '/Script/OnlineSubsystemUtils'
 LogLinker:Warning: Can't find file '/Script/OnlineSubsystemUtils'
 LogEngine: Initializing Engine...
 LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
 LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.024 s
 LogAIModule: Creating AISystem for world Untitled
 LogInit: XAudio2 using 'Динамики (IDT High Definition Audio CODEC)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
 LogInit: FAudioDevice initialized.
 LogDerivedDataCache: Saved boot cache 0.15s 91MB C:/Users/OfficialTheAlex/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc.
 LogInit: Texture streaming: Enabled
 LogInit: Using libcurl 7.47.1
 LogInit:  - built for x86_64-pc-win32
 LogInit:  - supports SSL with OpenSSL/1.0.2g
 LogInit:  - supports HTTP deflate (compression) using libz 1.2.8
 LogInit:  - other features:
 LogInit:      CURL_VERSION_SSL
 LogInit:      CURL_VERSION_LIBZ
 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 = false  - Libcurl will NOT 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.
 LogEngineSessionManager: EngineSessionManager initialized
 LogInit: Transaction tracking system initialized
 BlueprintLog: New page: Editor Load
 LocalizationService: Info Localization service is disabled
 LogCook:Display: Max memory allowance for cook 16384mb min free memory 0mb
 LogCook:Display: Mobile HDR setting 0
 LogFileCache: Scanning file cache for directory 'C:/Users/OfficialTheAlex/Documents/Unreal Projects/TLD_DEMO/Content/' took 0.67s
 SourceControl: Info Source control is disabled
 Cmd: MAP LOAD FILE="../../../../../../Users/OfficialTheAlex/Documents/Unreal Projects/TLD_DEMO/Content/SideScrollerBP/Maps/SideScrollerExampleMap.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
 LightingResults: New page: Lighting Build
 MapCheck: New page: Map Check
 LightingResults: New page: Lighting Build
 LogAIModule: Creating AISystem for world SideScrollerExampleMap
 LogEditorServer: Finished looking for orphan Actors (0.016 secs)
 Cmd: MAP CHECKDEP NOCLEARLOG
 MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 347.59ms to complete.
 LogFileHelpers: Loading map 'SideScrollerExampleMap' took 28.862
 LogCollectionManager: Loaded 0 collections in 0.024778 seconds
 LogFileCache: Scanning file cache for directory 'C:/Users/OfficialTheAlex/Documents/Unreal Projects/TLD_DEMO/Saved/Collections/' took 0.01s
 LogFileCache: Scanning file cache for directory 'C:/Users/OfficialTheAlex/Documents/Unreal Projects/TLD_DEMO/Content/Developers/OfficialTheAlex/Collections/' took 0.01s
 LogFileCache: Scanning file cache for directory 'C:/Users/OfficialTheAlex/Documents/Unreal Projects/TLD_DEMO/Content/Collections/' took 0.01s
 LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000003 seconds
 LogContentBrowser: Native class hierarchy populated in 0.0729 seconds. Added 2270 classes and 460 folders.
 LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0009 seconds. Added 0 classes and 0 folders.
 LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0011 seconds. Added 0 classes and 0 folders.
 LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0008 seconds. Added 1 classes and 2 folders.
 LogCrashTracker: Crashtracker disabled due to settings.
 LogSlate: Took 0.059077 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
 LogSlate: Took 0.037263 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
 LogSlate: Took 0.105400 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K)
 LogRenderer: Reallocating scene render targets to support 856x372 NumSamples 1 (Frame:1).
 LogUObjectGlobals:Warning: Failed to find object 'Class None.'
 LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0023 seconds. Added 1 classes and 2 folders.
 LogLoad: (Engine Initialization) Total time: 212.20 seconds
 LogLoad: (Engine Initialization) Total Blueprint compile time: 4.39 seconds
 LogExternalProfiler: No external profilers were discovered.  External profiling features will not be available.
 LogContentStreaming: Texture pool size now 400 MB
 LogSlate: Took 0.160018 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)
 LogAssetRegistry: Asset discovery search completed in 173.6467 seconds
 LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects)
 LogCollectionManager: Fixed up redirectors for 0 collections in 0.034081 seconds (updated 0 objects)
 LogEditorViewport: Clicking on Actor (LMB): StaticMeshActor (OakTree1)
 LogEditorViewport: Clicking on Actor (LMB): Landscape (Landscape)
 UATHelper: Packaging (Android (ASTC)): Running AutomationTool...
 UATHelper: Packaging (Android (ASTC)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="C:/Users/OfficialTheAlex/Documents/Unreal Projects/TLD_DEMO/TLD_DEMO.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="C:/Users/OfficialTheAlex/Documents/Unreal Projects/TLD_DEMO/TLD_DEMO.uproject" -cook -stage -archive -a
 rchivedirectory="C:/Users/OfficialTheAlex/Desktop/The Last Dragon/Билды/Android/1.1" -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Android -cookflavor=ASTC -build -utf8output
 UATHelper: Packaging (Android (ASTC)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\OfficialTheAlex\Documents\Unreal Projects\TLD_DEMO\TLD_DEMO.uproject
 UATHelper: Packaging (Android (ASTC)): Project.Build: ********** BUILD COMMAND STARTED **********
 UATHelper: Packaging (Android (ASTC)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe TLD_DEMO Android Development -Project="C:\Users\OfficialTheAlex\Documents\Unreal Projects\TLD_DEMO\TLD_DEMO.uproject"  "C:\Users\OfficialTheAlex\Documents\Unreal Projects\TLD_DEMO\TLD_DEMO.uproject" -NoUBTMakefiles  -re
 moteini="C:\Users\OfficialTheAlex\Documents\Unreal Projects\TLD_DEMO" -noxge -generatemanifest -NoHotReload
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: NDK version: 19, GccVersion: 4.9
 UATHelper: Packaging (Android (ASTC)): CommandUtils.Run: Run: Took 7,2274062s to run UnrealBuildTool.exe, ExitCode=0
 UATHelper: Packaging (Android (ASTC)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe TLD_DEMO Android Development -Project="C:\Users\OfficialTheAlex\Documents\Unreal Projects\TLD_DEMO\TLD_DEMO.uproject"  "C:\Users\OfficialTheAlex\Documents\Unreal Projects\TLD_DEMO\TLD_DEMO.uproject" -NoUBTMakefiles  -re
 moteini="C:\Users\OfficialTheAlex\Documents\Unreal Projects\TLD_DEMO" -noxge -NoHotReload -ignorejunk
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: NDK version: 19, GccVersion: 4.9
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: Compiling Native code with NDK API 'android-19'
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: Target is up to date
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: Deploying TLD_DEMO Android Development...
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: Receipt Filename: C:\Users\OfficialTheAlex\Documents\Unreal Projects\TLD_DEMO\Binaries\Android\TLD_DEMO.target
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: AndroidPlugin: Plugins\Runtime\AndroidPermission\Source\AndroidPermission\AndroidPermission_APL.xml
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: AndroidPlugin: Plugins\Runtime\GoogleCloudMessaging\Source\GoogleCloudMessaging\GoogleCloudMessaging_UPL.xml
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: 
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: UPL: ..\Plugins/Runtime/AndroidPermission/Source/AndroidPermission/AndroidPermission_APL.xml
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: 
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: UPL: ..\Plugins/Runtime/GoogleCloudMessaging/Source/GoogleCloudMessaging/GoogleCloudMessaging_UPL.xml
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: 
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: ====13.07.2017 16:31:01====PREPARING TO MAKE APK=================================================================
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: Building Java with SDK API level 'android-24'
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: 
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: Patching ant.bat to work around commandline length limit (using unused drive letter Z:)
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: ERROR: Package name contains illegal characters (only letters, numbers, and underscore allowed); please change in Android Project Settings. Currently set to 'com.Flame Studios.[TLD]'
 UATHelper: Packaging (Android (ASTC)): UnrealBuildTool: Total build time: 76,01 seconds (NoActionsToExecute executor: 0,01 seconds)
 UATHelper: Packaging (Android (ASTC)): CommandUtils.Run: Run: Took 76,4518179s to run UnrealBuildTool.exe, ExitCode=5
 UATHelper: Packaging (Android (ASTC)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe TLD_DEMO Android Development -Project="C:\Users\OfficialTheAlex\Documents\Unreal Projects\TLD_DEMO\T
 LD_DEMO.uproject"  "C:\Users\OfficialTheAlex\Documents\Unreal Projects\TLD_DEMO\TLD_DEMO.uproject" -NoUBTMakefiles  -remoteini="C:\Users\OfficialTheAlex\Documents\Unreal Projects\TLD_DEMO" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.07.13-16.29.55.txt' 
 UATHelper: Packaging (Android (ASTC)):    в AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
 UATHelper: Packaging (Android (ASTC)):    в AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
 UATHelper: Packaging (Android (ASTC)):    в AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
 UATHelper: Packaging (Android (ASTC)):    в AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
 UATHelper: Packaging (Android (ASTC)):    в 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 (Android (ASTC)):    в 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, Dictionar
 y`2 InTargetToManifest)
 UATHelper: Packaging (Android (ASTC)):    в Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
 UATHelper: Packaging (Android (ASTC)):    в BuildCookRun.DoBuildCookRun(ProjectParams Params)
 UATHelper: Packaging (Android (ASTC)):    в BuildCookRun.ExecuteBuild()
 UATHelper: Packaging (Android (ASTC)):    в AutomationTool.BuildCommand.Execute()
 UATHelper: Packaging (Android (ASTC)):    в AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
 UATHelper: Packaging (Android (ASTC)):    в AutomationTool.Automation.Process(String[] Arguments)
 UATHelper: Packaging (Android (ASTC)):    в AutomationTool.Program.MainProc(Object Param)
 UATHelper: Packaging (Android (ASTC)):    в AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
 UATHelper: Packaging (Android (ASTC)):    в AutomationTool.Program.Main()
 UATHelper: Packaging (Android (ASTC)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
 UATHelper: Packaging (Android (ASTC)): BUILD FAILED
 PackagingResults:Error: Error Unknown Error




Product Version: UE 4.16
Tags:
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asked Jul 13 '17 at 01:41 PM in Packaging & Deployment

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Алексей Дедюра
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"ERROR: Package name contains illegal characters (only letters, numbers, and underscore allowed); please change in Android Project Settings. Currently set to 'com.Flame Studios.[TLD]'"

Can you make sure to change the name and try again?

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answered Jul 13 '17 at 02:02 PM

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Ninjin
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avatar image Алексей Дедюра Jul 14 '17 at 08:20 AM

Thank you. The problem disappeared, but there was another. Eternal packing of the project LogWindowsTextInputMethodSystem: Display: IME system now deactivated.

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