Compile Ok, but Launch failed Need help...!

[2017.10.03-08.09.59:206][ 39]LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 6.218053
[2017.10.03-08.09.59:968][129]LogPlayLevel: Running AutomationTool…
[2017.10.03-08.10.00:409][181]LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=F:/Ureal_Project/DarkSoul/DarkSoul.uproject BuildCookRun -project=F:/Ureal_Project/DarkSoul/DarkSoul.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -map=/Game/Maps/MainMenu -skipcook -CookInEditor -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Game/Maps/MainMenu -Messaging" -device=WindowsNoEditor@LIUYIFAN -addcmdline="-SessionId=CD6851AF40C7E2224DE071A4E723FB00 -SessionOwner=‘liu_f’ -SessionName=‘Launch On Device’ " -run
[2017.10.03-08.10.01:835][328]LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for F:\Ureal_Project\DarkSoul\DarkSoul.uproject
[2017.10.03-08.10.01:859][331]LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
[2017.10.03-08.10.01:860][331]LogPlayLevel: Completed Launch On Stage: Build Task, Time: 2.254008
[2017.10.03-08.10.03:718][554]LogPlayLevel: CommandUtils.Run: Run: e:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe DarkSoul Win64 Development -Project=F:\Ureal_Project\DarkSoul\DarkSoul.uproject F:\Ureal_Project\DarkSoul\DarkSoul.uproject -NoUBTMakefiles -remoteini=“F:\Ureal_Project\DarkSoul” -noxge -generatemanifest -NoHotReload
[2017.10.03-08.10.03:719][554]LogPlayLevel: UnrealBuildTool: e:\Program Files\Epic Games\UE_4.16\Engine\Plugins\Marketplace\RuntimeMeshComponent\Source\RuntimeMeshComponent\RuntimeMeshComponent.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.
[2017.10.03-08.10.03:719][554]LogPlayLevel: UnrealBuildTool: e:\Program Files\Epic Games\UE_4.16\Engine\Plugins\Marketplace\RuntimeMeshComponent\Source\RuntimeMeshComponentEditor\RuntimeMeshComponentEditor.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.
[2017.10.03-08.10.04:339][628]LogPlayLevel: UnrealBuildTool: e:\Program Files\Epic Games\UE_4.16\Engine\Plugins\Marketplace\RuntimeMeshComponent\Source\RuntimeMeshComponentSlicer\RuntimeMeshComponentSlicer.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.
[2017.10.03-08.10.04:372][632]LogPlayLevel: CommandUtils.Run: Run: Took 2.4816091s to run UnrealBuildTool.exe, ExitCode=0
[2017.10.03-08.10.05:029][711]LogPlayLevel: CommandUtils.Run: Run: e:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe DarkSoul Win64 Development -Project=F:\Ureal_Project\DarkSoul\DarkSoul.uproject F:\Ureal_Project\DarkSoul\DarkSoul.uproject -NoUBTMakefiles -remoteini=“F:\Ureal_Project\DarkSoul” -noxge -NoHotReload -ignorejunk
[2017.10.03-08.10.05:029][711]LogPlayLevel: UnrealBuildTool: e:\Program Files\Epic Games\UE_4.16\Engine\Plugins\Marketplace\RuntimeMeshComponent\Source\RuntimeMeshComponent\RuntimeMeshComponent.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.
[2017.10.03-08.10.05:030][711]LogPlayLevel: UnrealBuildTool: e:\Program Files\Epic Games\UE_4.16\Engine\Plugins\Marketplace\RuntimeMeshComponent\Source\RuntimeMeshComponentEditor\RuntimeMeshComponentEditor.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.
[2017.10.03-08.10.44:415][226]LogPlayLevel: UnrealBuildTool: e:\Program Files\Epic Games\UE_4.16\Engine\Plugins\Marketplace\RuntimeMeshComponent\Source\RuntimeMeshComponentSlicer\RuntimeMeshComponentSlicer.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.
[2017.10.03-08.10.44:747][227]LogPlayLevel: UnrealBuildTool: Performing 2 actions (16 in parallel)
[2017.10.03-08.10.57:747][266]LogPlayLevel: UnrealBuildTool: Module.DarkSoul.cpp
[2017.10.03-08.10.58:080][267]LogPlayLevel: UnrealBuildTool: e:\Program Files\Epic Games\UE_4.16\Engine\Source\Editor/UMGEditor/Public/WidgetBlueprint.h(14): fatal error C1083: �޷��?����ļ�: ��WidgetBlueprint.generated.h��: No such file or directory
[2017.10.03-08.10.58:080][267]LogPlayLevel: UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: F:\Ureal_Project\DarkSoul\Binaries\Win64\DarkSoul.exe
[2017.10.03-08.10.58:080][267]LogPlayLevel: UnrealBuildTool: Total build time: 53.25 seconds (Local executor: 0.00 seconds)
[2017.10.03-08.10.58:080][267]LogPlayLevel: CommandUtils.Run: Run: Took 53.5840976s to run UnrealBuildTool.exe, ExitCode=5
[2017.10.03-08.10.58:081][267]LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): e:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe DarkSoul Win64 Development -Project=F:\Ureal_Project\DarkSoul\DarkSoul.uproject F:\Ureal_Project\DarkSoul\DarkSoul.uproject -NoUBTMakefiles -remoteini=“F:\Ureal_Project\DarkSoul” -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2017.10.03-16.10.04.txt’
[2017.10.03-08.10.58:081][267]LogPlayLevel: AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) [2017.10.03-08.10.58:081][267]LogPlayLevel: AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
[2017.10.03-08.10.58:082][267]LogPlayLevel: AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) [2017.10.03-08.10.58:082][267]LogPlayLevel: AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary2 EnvVars)
[2017.10.03-08.10.58:082][267]LogPlayLevel: 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) [2017.10.03-08.10.58:082][267]LogPlayLevel: AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Dictionary2 InTargetToManifest) [2017.10.03-08.10.58:083][267]LogPlayLevel: Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) [2017.10.03-08.10.58:083][267]LogPlayLevel: BuildCookRun.DoBuildCookRun(ProjectParams Params) [2017.10.03-08.10.58:083][267]LogPlayLevel: BuildCookRun.ExecuteBuild() [2017.10.03-08.10.58:083][267]LogPlayLevel: AutomationTool.BuildCommand.Execute() [2017.10.03-08.10.58:083][267]LogPlayLevel: AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) [2017.10.03-08.10.58:083][267]LogPlayLevel: AutomationTool.Automation.Process(String[] Arguments) [2017.10.03-08.10.58:083][267]LogPlayLevel: AutomationTool.Program.MainProc(Object Param) [2017.10.03-08.10.58:083][267]LogPlayLevel: AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
[2017.10.03-08.10.58:084][267]LogPlayLevel: AutomationTool.Program.Main()
[2017.10.03-08.10.58:084][267]LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
[2017.10.03-08.10.58:421][268]LogPlayLevel: Completed Launch On Stage: Build Task, Time: 55.789515
[2017.10.03-08.10.58:421][268]LogPlayLevel: BUILD FAILED

[2017.10.03-08.10.58:421][268]PackagingResults:Error: Error Launch failed! Unknown Error

Hey,
There is no problem in your code/blueprints. The reason for build failed may be either you need to enable or change few settings in your project settings or some plugins might be causing the issue. Try to migrate the project to a new project or disable the plugins and package the project.

Tanks for reply, And I just open a new project, Launch ok with doing nothing.
No Plugin Enable, and Project settings are default…
And I only add these in xxx.Build.cs:

                "HeadMountedDisplay",
                "AIModule",
                "GameplayTasks",
                "UMG",
                "Slate",
                "SlateCore",
                "UMGEditor",

Launch will failed like up.
I think this is the reason:

    LogPlayLevel: UnrealBuildTool: LINK : fatal error LNK1181: �޷��������ļ���e:\Program Files\Epic Games\UE_4.16\Engine\Binaries\Win64\UE4-UMGEditor.lib��

But I don’t know why…