Bug in 4.16 Development Package Process

UPDATE
I have tried to package a empty new blueprint game and it packages fine. I tried 32 bit development version without issue. Now I added an empty object C++ class and I can no longer package the game. I tried to package a 32 bit development and 32 bit shipping. Here is the log. The first try was for 32 bit development and the second was 32 bit shipping. And this is what I get if I build the solution in Visual Studio:

1>------ Build started: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------ 2>------ Build started: Project: MyProject, Configuration: Development_Game Win32 ------ 2>Performing 7 actions (2 in parallel) 2>ERROR : UBT error : Failed to produce item: C:\dev\projects\ue4\MyProject\Binaries\Win32\MyProject.exe 2>Total build time: 3.50 seconds (Local executor: 0.00 seconds) 2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "C:\dev\UnrealEngine\UE_4.16\Engine\Build\BatchFiles\Build.bat MyProject Win32 Development "C:\dev\projects\ue4\MyProject\MyProject.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command. 2>Done building project "MyProject.vcxproj" -- FAILED. ========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Here is the class I created

// .h file
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "MyObject.generated.h"

/**
 * 
 */
UCLASS()
class MYPROJECT_API UMyObject : public UObject
{
	GENERATED_BODY()
	
	
	
	
};

// .cpp file
// Fill out your copyright notice in the Description page of Project Settings.

#include "MyObject.h"

I can successfully package 64 bit development and shipping versions. I am on a 64 bit computer.
Is this a known bug or?

END UPDATE

I am trying to create a 32 bit development build for my game and I keep getting an error. I have been searching for answers for a while and I can’t seem to find a solution. I can build a 64 bit version of the game successfully however there are a few parts of the game that don’t work, like saving and loading data using a SavaGame. But when I run the game through the editor using the standalone game option it runs in 64 bit mode and everything works fine. So I decided to try building a 32 bit version.

Here is the log when I build 32 bit:
UATHelper: Packaging (Windows (32-bit)): Running AutomationTool…
UATHelper: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/dev/projects/ue4/FarkleFriends/FarkleFriends.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/dev/projects/ue4/FarkleFriends/FarkleFriends.uproject -cook -stage -archive -archivedirectory=C:/Users/Jason/Documents -pa
ckage -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -targetplatform=Win32 -build -utf8output
UATHelper: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\dev\projects\ue4\FarkleFriends\FarkleFriends.uproject
UATHelper: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: Messages while compiling C:\Users\Jason\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+UE_4.16\Rules\UATRules572601446.dll:
UATHelper: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: WARNING: c:\dev\projects\ue4\FarkleFriends\Source\FarkleFriends.Target.cs(8,9) : warning CS0618: ‘UnrealBuildTool.TargetRules.TargetRules()’ is obsolete: ‘Please pass the TargetInfo parameter to the base class constructor (eg. “MyTargetRules(TargetInfo Target) : base(Target)”).’
UATHelper: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: WARNING: c:\dev\projects\ue4\FarkleFriends\Source\FarkleFriendsEditor.Target.cs(8,9) : warning CS0618: ‘UnrealBuildTool.TargetRules.TargetRules()’ is obsolete: ‘Please pass the TargetInfo parameter to the base class constructor (eg. “MyTargetRules(TargetInfo Target) : base(Target)”)
.’
UATHelper: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe FarkleFriends Win32 Development -Project=C:\dev\projects\ue4\FarkleFriends\FarkleFriends.uproject C:\dev\projects\ue4\FarkleFriends\FarkleFriends.uproject -NoUBTMakefiles -remoteini=“C:\dev\projects\ue4\FarkleFriend
s” -noxge -generatemanifest -NoHotReload
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: C:\dev\projects\ue4\FarkleFriends\Source\FarkleFriends\FarkleFriends.Build.cs: warning: Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 onwards. Please update the method signature.
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: C:\dev\projects\ue4\FarkleFriends\Source\FarkleFriends.Target.cs: warning: SetupBinaries() is deprecated in the 4.16 release. From the constructor in your .target.cs file, use ExtraModuleNames.Add(“Foo”) to add modules to your target, or set LaunchModuleName = “Foo” to override the name of the launch
module for program targets.
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: C:\dev\projects\ue4\FarkleFriends\Source\FarkleFriendsEditor.Target.cs: warning: SetupBinaries() is deprecated in the 4.16 release. From the constructor in your .target.cs file, use ExtraModuleNames.Add(“Foo”) to add modules to your target, or set LaunchModuleName = “Foo” to override the name of the l
aunch module for program targets.
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 1.8917397s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe FarkleFriends Win32 Development -Project=C:\dev\projects\ue4\FarkleFriends\FarkleFriends.uproject C:\dev\projects\ue4\FarkleFriends\FarkleFriends.uproject -NoUBTMakefiles -remoteini=“C:\dev\projects\ue4\FarkleFriend
s” -noxge -NoHotReload -ignorejunk
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: C:\dev\projects\ue4\FarkleFriends\Source\FarkleFriends\FarkleFriends.Build.cs: warning: Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 onwards. Please update the method signature.
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: C:\dev\projects\ue4\FarkleFriends\Source\FarkleFriends.Target.cs: warning: SetupBinaries() is deprecated in the 4.16 release. From the constructor in your .target.cs file, use ExtraModuleNames.Add(“Foo”) to add modules to your target, or set LaunchModuleName = “Foo” to override the name of the launch
module for program targets.
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: C:\dev\projects\ue4\FarkleFriends\Source\FarkleFriendsEditor.Target.cs: warning: SetupBinaries() is deprecated in the 4.16 release. From the constructor in your .target.cs file, use ExtraModuleNames.Add(“Foo”) to add modules to your target, or set LaunchModuleName = “Foo” to override the name of the l
aunch module for program targets.
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Performing 16 actions (2 in parallel)
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\dev\projects\ue4\FarkleFriends\Binaries\Win32\FarkleFriends.exe
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Total build time: 7.45 seconds (Local executor: 0.00 seconds)
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 7.8925039s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (32-bit)): 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 FarkleFriends Win32 Development -Project=C:\dev\projects\ue4\FarkleFriends\FarkleFriends.uproject
C:\dev\projects\ue4\FarkleFriends\FarkleFriends.uproject -NoUBTMakefiles -remoteini=“C:\dev\projects\ue4\FarkleFriends” -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2017.07.08-18.22.32.txt’
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) UATHelper: Packaging (Windows (32-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 (32-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) UATHelper: Packaging (Windows (32-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 (32-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 (32-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 (32-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) UATHelper: Packaging (Windows (32-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) UATHelper: Packaging (Windows (32-bit)): at BuildCookRun.ExecuteBuild() UATHelper: Packaging (Windows (32-bit)): at AutomationTool.BuildCommand.Execute() UATHelper: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) UATHelper: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] Arguments) UATHelper: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param) UATHelper: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

There is a similar issue open https://answers.unrealengine.com/questions/672717/packaging-project-for-windows-fails-1.html

I am trying to test this further and I have uninstalled the engine from Program Files as I have had issues before because you need admin rights to modify things. I can now build a game with no C++ files however I can’t do it with C++ files as Visual Studio gives this error when I build C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command ““C:\Program Files (x86)\Epic Games\4.15\Engine\Build\BatchFiles\Build.bat” FarkleFriends Win64 Shipping “C:\dev\projects\ue4\FarkleFriends\FarkleFriends.uproject” -waitmutex” exited with code 3. Visual Studio is still looking for the old engine location, how do I update it to run the commands from the new engine location?

Any ideas on what is causing this?

same issue with me…