LogInit: Version: 4.7.6-2513093+++depot+UE4-Releases+4.7 LogInit: API Version: 2455222 LogInit: Compiled (64-bit): Apr 15 2015 12:09:54 LogInit: Compiled with Visual C++: 18.00.21005.01 LogInit: Build Configuration: Development LogInit: Branch Name: ++depot+UE4-Releases+4.7 LogInit: Command line: LogInit: Base directory: C:/Epic Games/4.7/Engine/Binaries/Win64/ LogInit: Rocket: 1 LogTaskGraph: Started task graph with 3 named threads and 4 total threads. LogOnline:Warning: No default platform service specified for OnlineSubsystem LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes. LogInit: Object subsystem initialized LogConsoleResponse:Warning: Skipping Unknown console variable: 'TranslucentSortAxis = (X=0.000000,Y=-1.000000,Z=0.000000)' LogConsoleResponse:Warning: Found in ini file 'C:/Users/SuccessfulGamer/Documents/Unreal Projects/FPSGame/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]' LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide' LogConsoleResponse:Warning: Found in ini file 'C:/Users/SuccessfulGamer/Documents/Unreal Projects/FPSGame/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]' LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)' LogConsoleResponse:Warning: Found in ini file 'C:/Users/SuccessfulGamer/Documents/Unreal Projects/FPSGame/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]' LogInit: Selected Device Profile: [Windows] LogInit: Applying CVar settings loaded from the selected device profile: [Windows] LogInit: Computer: GAMER LogInit: User: SuccessfulGamer LogInit: CPU Page size=4096, Cores=2 LogInit: High frequency timer resolution =2.435885 MHz LogMemory: Memory total: Physical=3.9GB (4GB approx) Virtual=131072.0GB LogMemory: Platform Memory Stats for Windows LogMemory: Process Physical Memory: 48.68 MB used, 48.68 MB peak LogMemory: Process Virtual Memory: 25.77 MB used, 25.78 MB peak LogMemory: Physical Memory: 2836.57 MB used, 3971.35 MB total LogMemory: Virtual Memory: 313.13 MB used, 134217728.00 MB total LogD3D11RHI: Found D3D11 adapter 0: Intel(R) HD Graphics 4000 (Feature Level 11_0) LogD3D11RHI: Adapter has 1036MB of dedicated video memory, 0MB of dedicated system memory, and 1985MB of shared system memory, 1 output[s] LogD3D11RHI: Found D3D11 adapter 1: Microsoft Basic Render Driver (Feature Level 11_0) LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory, 0 output[s] LogD3D11RHI: Chosen D3D11 Adapter Id = 0 LogRHI: Texture pool is 1361 MB (70% of 1945 MB) LogD3D11RHI: Async texture creation enabled LogTextLocalizationManager: The requested culture ('en_US') has no localization data; parent culture's ('en') localization data will be used. LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:Save_ToolTip): Resource: (C:/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-29098895) String: (Saves the current level to disk) Resource: (C:/Epic Games/4.7/Engine/Content/Localization/Engine/en/Engine.locres) Hash: (-1280300587) String: (Save selected data to vlog file) LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:ContentBrowser, Key:ImportAssetToolTip): Resource: (C:/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-630476809) String: (Import to {0}...) Resource: (C:/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (1271782899) String: (Imports an asset from file to this folder.) LogContentStreaming: Texture pool size is 0.000000MB LogTargetPlatformManager:Display: Building Assets For Windows LogTargetPlatformManager:Display: Building Assets For Windows LogDerivedDataCache:Display: Max Cache Size: 512 MB LogDerivedDataCache: Loaded boot cache 0.70s 53MB C:/Users/SuccessfulGamer/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc. LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/SuccessfulGamer/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../Users/SuccessfulGamer/Documents/Unreal Projects/FPSGame/DerivedDataCache/DDC.ddp not found, will not use a pak cache. LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy. LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp. LogDerivedDataCache: Using Local data cache path C:/Users/SuccessfulGamer/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable LogMeshUtilities: No automatic mesh reduction module available LogMeshUtilities: No automatic mesh merging module available LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf' UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666. SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled LogObj: 24232 objects as part of root set at end of initial load. LogUObjectAllocator: 5137168 out of 0 bytes used by permanent object pool. LogEngine: Initializing Engine... LogInit: XAudio2 using 'Speakers (Conexant SmartAudio HD)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) LogInit: FAudioDevice initialized. LogAIModule: Creating AISystem for world NewWorld LogDerivedDataCache: Saved boot cache 0.05s 53MB C:/Users/SuccessfulGamer/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc. LogInit: Texture streaming: Enabled LogAnalytics: Creating configured Analytics provider AnalyticsET LogAnalytics: ET APIKey = Rocket.Release. APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.7.6-2513093+++depot+UE4-Releases+4.7 LogAnalytics: ET APIKey = Rocket.Release. DataRouterUploadURL = https://datarouter-public-service-gamedev.ol.epicgames.net/datarouter/api/v1/public/data. AppVersion = 4.7.6-2513093+++depot+UE4-Releases+4.7 LogAnalytics: SetUserId 74e422a441e22ff99fc7029e035d205f|739c2ef1ca4648ac9837ca245e188dc4|fb67a350-d002-4b45-a556-9164a625361d LogAnalytics: AnalyticsET::StartSession [Rocket.Release] LogInit: Transaction tracking system initialized BlueprintLog: New page: Editor Load LogAssetRegistry: FAssetRegistry took 0.0106 seconds to start up LogDirectoryWatcher:Warning: Failed to begin reading directory changes for ../../../Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0 LogTargetPlatformManager:Display: Building Assets For Windows LogTargetPlatformManager:Display: Building Assets For Windows LogLinker:Warning: Asset '../../../Engine/Content/Tutorial/Mobile/SettingUpAndroidTutorial.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Editor/Slate/Fonts/Roboto-Regular.ttf' LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Editor/Slate/Fonts/Roboto-Bold.ttf' LogCook:Display: Done creating registry. It took 0.00s. SourceControl: Info Source control is disabled Cmd: MAP LOAD FILE="../../../../../Users/SuccessfulGamer/Documents/Unreal Projects/FPSGame/Content/Maps/TitleScreen.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3 LightingResults: New page: Lighting Build MapCheck: New page: Map Check LightingResults: New page: Lighting Build LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x00000048233E6480 LogEditorServer: Finished looking for orphan Actors (0.000 secs) LogAIModule: Creating AISystem for world TitleScreen Cmd: MAP CHECKDEP MapCheck: New page: TitleScreen - Sep 10, 2015, 6:08:11 AM MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 109.645ms to complete. LogFileHelpers: Loading map 'TitleScreen' took 1.328 LogCollectionManager: Loaded 0 collections in 0.001866 seconds LogContentBrowser: Native class hierarchy populated in 0.0149 seconds. Added 1696 classes and 261 folders. LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0048 seconds. Added 1 classes and 2 folders. LogCrashTracker: Crashtracker disabled due to settings. LogSlate:Warning: Failed to load font data from 'Veranda' LogUObjectGlobals:Warning: Failed to find object 'Class None.' LogLoad: Full Startup: 39.23 seconds (BP compile: 0.16 seconds) LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/Beam' LogRenderer:Warning: Reallocating scene render targets to support 768x352 (Frame:2). LogAssetRegistry: Asset discovery search completed in 11.0017 seconds MainFrameActions: Packaging (Windows (32-bit)): Running AutomationTool... MainFrameActions: Packaging (Windows (32-bit)): Program.Main: Running on WindowsHostPlatform MainFrameActions: Packaging (Windows (32-bit)): Program.Main: CWD=C:\Epic Games\4.7\Engine\Binaries\DotNET MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=C:/Users/SuccessfulGamer/Documents/Unreal Projects/FPSGame/FPSGame.uproject -cook -allmaps -stage -archive -archivedirectory=E:/gamee -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -OverrideMinimumOS=WinXP -targetplatform=Win32 -build -utf8output -NoCompile MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: IsBuildMachine=False MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: ShouldKillProcesses=True MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Setting up command environment. MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT= MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Epic Games/4.7 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Epic Games/4.7/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder= MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Epic Games/4.7 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/SuccessfulGamer/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Epic+Games+4.7) MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\SuccessfulGamer\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Epic+Games+4.7\UAT_Log.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\SuccessfulGamer\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Epic+Games+4.7\UBTManifest.0.xml MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\SuccessfulGamer\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Epic+Games+4.7\UnrealBuildTool.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Epic Games/4.7 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Epic Games/4.7/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Epic Games/4.7/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users/SuccessfulGamer/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Epic+Games+4.7 MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir= MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion= MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables. MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013 MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\ MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools MainFrameActions: Packaging (Windows (32-bit)): 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 (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\SuccessfulGamer\AppData\Local\Temp\HarvestEnvVars.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\SuccessfulGamer\AppData\Local\Temp\HarvestEnvVars.bat=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Users\SuccessfulGamer\AppData\Local\Temp\HarvestEnvVars.bat MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: C:\Epic Games\4.7\Engine\Binaries\DotNET>call "C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat" MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: C:\Epic Games\4.7\Engine\Binaries\DotNET>set 1>"C:\Users\SuccessfulGamer\AppData\Local\Temp\HarvestEnvVars.txt" MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 2.3675695s to run HarvestEnvVars.bat, ExitCode=0 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework\ MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319 MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework\ MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319 MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\Windows\Microsoft.NET\Framework\ MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319 MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\IDE\Devenv.com MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: Command Environment settings: MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: EngineSavedFolder=C:/Epic Games/4.7/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: HasCapabilityToCompile=True MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LocalRoot=C:/Epic Games/4.7 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users/SuccessfulGamer/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Epic+Games+4.7 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\..\IDE\Devenv.com MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: TimestampAsString=2015-09-10_00.38.47 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: UATExe=C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationTool.exe MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Compiling scripts. MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 6 script DLL(s). MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform HTML5Platform from C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from C:\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Unknown MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Mac MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: PS4 MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: Initializing AllowSubmit. MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: AllowSubmit=False MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: Initializing P4Enabled. MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: P4Enabled=False MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: P4CLRequired=False MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject=True MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectTargetsForProject: Looking for targets for project C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectTargetsForProject: Searching for target rule files in C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\SuccessfulGamer\AppData\Local\Temp\UAT\C+Epic+Games+4.7\Rules\UATRules-1475218226.dll=False MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\SuccessfulGamer\AppData\Local\Temp\UAT\C+Epic+Games+4.7\Rules\UATRules-1475218226.dll MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Project Params ************** MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Archive=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=E:\gamee MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Saved\StagedBuilds MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Build=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Cook=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Clean=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Client=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Shipping MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=FPSGame MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win32 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Compressed=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookFlavor= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: DLCName= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CulturesToCook= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: EditorTargets= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Foreign=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Deploy=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: LogWindow=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Manifests=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: MapToRun= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoClient=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NumClients=0 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoXGE=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: MapsToCook= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Pak=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Package=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NullRHI=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: FakeClient=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: EditorTest=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: RunAutomationTest= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CrashIndex=0 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProgramTargets= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Binaries\Win32 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Binaries\Win32 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Binaries\Win32\FPSGame.exe MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Binaries\Win32\FPSGame.exe MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Distribution=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Prebuilt=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Prereqs=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Rocket=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Run=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win32 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ShortProjectName=FPSGame MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SignedPak=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SignPak= MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipCook=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipPak=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: SkipStage=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Stage=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: Project Params ************** MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject=True MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Config\DefaultEngine.ini=True MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.GetDefaultMap: Looking for DefaultMap in C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Config\DefaultEngine.ini MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeReadAllLines: SafeReadAllLines C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Config\DefaultEngine.ini MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.GetDefaultMap: Found DefaultMap=/Game/Maps/TitleScreen MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Cooking all maps MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject=True MainFrameActions: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED ********** MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it. MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* UE4Build: MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* ForceMonolithic: MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* ForceNonUnity: MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* ForceDebugInfo: MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* UseXGE: MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe FPSGame Win32 Shipping -clean "C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject" -nobuilduht -rocket -NoHotReloadFromIDE MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 3.087046s to run UnrealBuildTool.exe, ExitCode=0 MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Intermediate\Build\Manifest.xml MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe FPSGame Win32 Shipping -generatemanifest "C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject" -noxge -rocket -NoHotReloadFromIDE MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 2.2935225s to run UnrealBuildTool.exe, ExitCode=0 MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Intermediate\Build\Manifest.xml=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeCopyFile: SafeCopyFile C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Intermediate\Build\Manifest.xml C:\Users\SuccessfulGamer\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Epic+Games+4.7\UBTManifest.0.xml MainFrameActions: Packaging (Windows (32-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\SuccessfulGamer\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Epic+Games+4.7\UBTManifest.0.xml MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Binaries\Win32\FPSGame-Win32-Shipping_XP.exe MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Binaries\Win32\FPSGame-Win32-Shipping_XP.pdb MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe FPSGame Win32 Shipping "C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject" -noxge -rocket -NoHotReloadFromIDE MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Performing 6 actions (2 in parallel) MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: PCH.UELinkerFixups.UELinkerFixupsName.h.cpp MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: PCH.FPSGame.FPSGame.h.cpp MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: UELinkerFixups.cpp MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: [4/6] Resource FPSGame.rc MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: c:\epic games\4.7\engine\source\runtime\inputcore\public\../Classes/InputCoreTypes.h(5) : fatal error C1083: Cannot open include file: 'InputCoreTypes.generated.h': No such file or directory MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: -------- End Detailed Actions Stats ----------------------------------------------------------- MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\Binaries\Win32\FPSGame-Win32-Shipping_XP.exe MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Cumulative action seconds (4 processors): 0.00 building projects, 9.83 compiling, 0.00 creating app bundles, 0.00 generating debug info, 0.00 linking, 0.00 other MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: UBT execution time: 33.54 seconds MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 33.8101064s to run UnrealBuildTool.exe, ExitCode=2 MainFrameActions: Packaging (Windows (32-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:2): C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe FPSGame Win32 Shipping "C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject" -noxge -rocket MainFrameActions: Packaging (Windows (32-bit)): -NoHotReloadFromIDE. See logfile for details: 'UnrealBuildTool.txt' MainFrameActions: Packaging (Windows (32-bit)): BuildCommand.Execute: ERROR: BUILD FAILED MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:2): C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe FPSGame Win32 Shipping "C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject" -noxge -rocket MainFrameActions: Packaging (Windows (32-bit)): -NoHotReloadFromIDE. See logfile for details: 'UnrealBuildTool.txt' MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, Dictionary`2 PlatformEnvVars) MainFrameActions: Packaging (Windows (32-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (32-bit)): at BuildCommand.Execute() MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main() MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Command failed (Result:2): C:\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe FPSGame Win32 Shipping "C:\Users\SuccessfulGamer\Documents\Unreal Projects\FPSGame\FPSGame.uproject" -noxge -rocket -NoHotReloadFromIDE. See logfile for details: 'UnrealBuildTool.txt' MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=2 MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files... MainFrameActions: Packaging (Windows (32-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully. MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED