LogPlatformFile: Not using cached read wrapper LogInit:Display: RandInit(1355345731) SRandInit(1355347808). LogTaskGraph: Started task graph with 4 named threads and 7 total threads. LogStats: Stats thread started at 0.111464 LogInit: Version: 4.10.4-2872498+++depot+UE4-Releases+4.10 LogInit: API Version: 2758231 LogInit: Compiled (64-bit): Feb 18 2016 18:52:56 LogInit: Compiled with Clang: 7.0.2 (clang-700.1.81) LogInit: Build Configuration: Development LogInit: Branch Name: ++depot+UE4-Releases+4.10 LogInit: Command line: -EpicPortal LogInit: Base directory: /Users/Shared/UnrealEngine/4.10/Engine/Binaries/Mac/ LogInit: Rocket: 1 LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes. LogInit: Object subsystem initialized LogInit: Selected Device Profile: [Mac] LogInit: Applying CVar settings loaded from the selected device profile: [Mac] LogInit: Computer: BEI-FSONG02-MAC LogInit: User: fsong LogInit: CPU Page size=4096, Cores=4 LogInit: High frequency timer resolution =1000.000000 MHz LogInit: Power Source: AC Power LogInit: Memory total: Physical=16.0GB (16GB approx) Pagefile=1.0GB Virtual=17.0GB LogTextLocalizationManager: No specific translations for ('zh-Hans-CN') exist, so ('zh-CN') translations will be used. LogTextLocalizationManager:Warning: Loaded localization resources contain conflicting entries for (Namespace:K2Node, Key:Target): Localization Resource: (/Users/Shared/UnrealEngine/4.10/Engine/Content/Localization/EditorTutorials/zh-CN/EditorTutorials.locres) Source String Hash: (-1589014459) Localized String: (目标) Localization Resource: (/Users/Shared/UnrealEngine/4.10/Engine/Content/Localization/Engine/zh-CN/Engine.locres) Source String Hash: (-1589014459) Localized String: (对象) LogTextLocalizationManager:Warning: Loaded localization resources contain conflicting entries for (Namespace:K2Node, Key:false): Localization Resource: (/Users/Shared/UnrealEngine/4.10/Engine/Content/Localization/EditorTutorials/zh-CN/EditorTutorials.locres) Source String Hash: (816077464) Localized String: (假) Localization Resource: (/Users/Shared/UnrealEngine/4.10/Engine/Content/Localization/Engine/zh-CN/Engine.locres) Source String Hash: (816077464) Localized String: (错误) LogTextLocalizationManager:Warning: Loaded localization resources contain conflicting entries for (Namespace:K2Node, Key:true): Localization Resource: (/Users/Shared/UnrealEngine/4.10/Engine/Content/Localization/EditorTutorials/zh-CN/EditorTutorials.locres) Source String Hash: (-942328987) Localized String: (真) Localization Resource: (/Users/Shared/UnrealEngine/4.10/Engine/Content/Localization/Engine/zh-CN/Engine.locres) Source String Hash: (-942328987) Localized String: (正确) LogTextLocalizationManager:Warning: Loaded localization resources contain conflicting entries for (Namespace:UObjectToolTips, Key:AnimNode_AssetPlayerBase:InternalTimeAccumulator): Localization Resource: (/Users/Shared/UnrealEngine/4.10/Engine/Content/Localization/EditorTutorials/zh-CN/EditorTutorials.locres) Source String Hash: (502993589) Localized String: (用于引用此节点中的资源的累积时间) Localization Resource: (/Users/Shared/UnrealEngine/4.10/Engine/Content/Localization/Engine/zh-CN/Engine.locres) Source String Hash: (502993589) Localized String: (引用该节点中资源所用的累计时间) LogTextLocalizationManager:Warning: Loaded localization resources contain conflicting entries for (Namespace:UObjectToolTips, Key:AnimNode_AssetPlayerBase:bIgnoreForRelevancyTest): Localization Resource: (/Users/Shared/UnrealEngine/4.10/Engine/Content/Localization/EditorTutorials/zh-CN/EditorTutorials.locres) Source String Hash: (319969718) Localized String: (若为真,在状态中寻找最高权重动画的“相关动画”节点将忽视 此节点) Localization Resource: (/Users/Shared/UnrealEngine/4.10/Engine/Content/Localization/Engine/zh-CN/Engine.locres) Source String Hash: (319969718) Localized String: (如果为真,那么将会忽略查找最高权重动画的"相关动画"节点。 这个节点) LogTextLocalizationManager:Warning: Loaded localization resources contain conflicting entries for (Namespace:UObjectToolTips, Key:AnimNode_AssetPlayerBase:BlendWeight): Localization Resource: (/Users/Shared/UnrealEngine/4.10/Engine/Content/Localization/EditorTutorials/zh-CN/EditorTutorials.locres) Source String Hash: (-1232800293) Localized String: (此节点最后交会的混合权重) Localization Resource: (/Users/Shared/UnrealEngine/4.10/Engine/Content/Localization/Engine/zh-CN/Engine.locres) Source String Hash: (-1232800293) Localized String: (该节点上一次遇到的混合权重) LogRHI: Initializing OpenGL RHI LogRHI: GL_VENDOR: NVIDIA Corporation LogRHI: GL_RENDERER: NVIDIA GeForce GT 750M OpenGL Engine LogRHI: GL_VERSION: 4.1 NVIDIA-10.4.2 310.41.35f01 LogRHI: GL_SHADING_LANGUAGE_VERSION: 4.10 LogRHI: OpenGL Extensions: LogRHI: GL_ARB_blend_func_extended LogRHI: GL_ARB_draw_buffers_blend LogRHI: GL_ARB_draw_indirect LogRHI: GL_ARB_ES2_compatibility LogRHI: GL_ARB_explicit_attrib_location LogRHI: GL_ARB_gpu_shader_fp64 LogRHI: GL_ARB_gpu_shader5 LogRHI: GL_ARB_instanced_arrays LogRHI: GL_ARB_internalformat_query LogRHI: GL_ARB_occlusion_query2 LogRHI: GL_ARB_sample_shading LogRHI: GL_ARB_sampler_objects LogRHI: GL_ARB_separate_shader_objects LogRHI: GL_ARB_shader_bit_encoding LogRHI: GL_ARB_shader_subroutine LogRHI: GL_ARB_shading_language_include LogRHI: GL_ARB_tessellation_shader LogRHI: GL_ARB_texture_buffer_object_rgb32 LogRHI: GL_ARB_texture_cube_map_array LogRHI: GL_ARB_texture_gather LogRHI: GL_ARB_texture_query_lod LogRHI: GL_ARB_texture_rgb10_a2ui LogRHI: GL_ARB_texture_storage LogRHI: GL_ARB_texture_swizzle LogRHI: GL_ARB_timer_query LogRHI: GL_ARB_transform_feedback2 LogRHI: GL_ARB_transform_feedback3 LogRHI: GL_ARB_vertex_attrib_64bit LogRHI: GL_ARB_vertex_type_2_10_10_10_rev LogRHI: GL_ARB_viewport_array LogRHI: GL_EXT_debug_label LogRHI: GL_EXT_debug_marker LogRHI: GL_EXT_depth_bounds_test LogRHI: GL_EXT_framebuffer_multisample_blit_scaled LogRHI: GL_EXT_texture_compression_s3tc LogRHI: GL_EXT_texture_filter_anisotropic LogRHI: GL_EXT_texture_mirror_clamp LogRHI: GL_EXT_texture_sRGB_decode LogRHI: GL_APPLE_client_storage LogRHI: GL_APPLE_container_object_shareable LogRHI: GL_APPLE_flush_render LogRHI: GL_APPLE_object_purgeable LogRHI: GL_APPLE_rgb_422 LogRHI: GL_APPLE_row_bytes LogRHI: GL_APPLE_texture_range LogRHI: GL_ATI_texture_mirror_once LogRHI: GL_NV_texture_barrier LogRHI: GL_MAX_TEXTURE_SIZE: 16384 LogRHI: GL_MAX_CUBE_MAP_TEXTURE_SIZE: 16384 LogRHI: GL_MAX_ARRAY_TEXTURE_LAYERS: 2048 LogRHI: GL_MAX_3D_TEXTURE_SIZE: 2048 LogRHI: GL_MAX_RENDERBUFFER_SIZE: 16384 LogRHI: GL_MAX_TEXTURE_IMAGE_UNITS: 16 LogRHI: GL_MAX_DRAW_BUFFERS: 8 LogRHI: GL_MAX_COLOR_ATTACHMENTS: 8 LogRHI: GL_MAX_SAMPLES: 8 LogRHI: GL_MAX_COLOR_TEXTURE_SAMPLES: 8 LogRHI: GL_MAX_DEPTH_TEXTURE_SAMPLES: 8 LogRHI: GL_MAX_INTEGER_SAMPLES: 1 LogRHI: GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 80 LogRHI: GL_MAX_VERTEX_ATTRIBS: 16 LogRHI: GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 16 LogRHI: OpenGL MajorVersion = 4, MinorVersion = 1, ShaderPlatform = GLSL_150_MAC, FeatureLevel = SM4 LogShaderCompilers: Guid format shader working directory is 15 characters bigger than the processId version (../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/Intermediate/Shaders/WorkingDirectory/3951/). LogShaderCompilers: Cleaned the shader compiler working directory '../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/Intermediate/Shaders/tmp/D3EE058A28417983994A3A962AC2656B/'. 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 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 AndroidTargetPlatform LogTemp:Display: Loaded TP HTML5TargetPlatform LogTemp:Display: Loaded TP IOSTargetPlatform LogTargetPlatformManager:Display: Building Assets For Mac LogDerivedDataCache:Display: Max Cache Size: 512 MB LogDerivedDataCache: Loaded boot cache 0.16s 78MB /Users/fsong/Library/Application Support/Epic/UnrealEngine/4.10/DerivedDataCache/Boot.ddc. LogDerivedDataCache:Display: Loaded Boot cache: /Users/fsong/Library/Application Support/Epic/UnrealEngine/4.10/DerivedDataCache/Boot.ddc LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/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 ../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/DerivedDataCache/Compressed.ddp. LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp. LogDerivedDataCache: Using Local data cache path /Users/fsong/Library/Application Support/Epic/UnrealEngine/Common/DerivedDataCache: Writable LogInit: Selected Device Profile: [Mac] LogContentStreaming: Texture pool size is 0.000000MB LogMeshUtilities: No automatic mesh reduction module available LogMeshUtilities: No automatic mesh merging module available LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s LogMoviePlayer: FAVMoviePlayer ctor... UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666. LogAssetRegistry: FAssetRegistry took 0.0003 seconds to start up SourceControl: 信息 源码控制已禁用 SourceControl: 信息 源码控制已禁用 SourceControl: 信息 源码控制已禁用 SourceControl: 信息 源码控制已禁用 LogObj: 30417 objects as part of root set at end of initial load. LogUObjectAllocator: 6160696 out of 0 bytes used by permanent object pool. LogEngine: Initializing Engine... LogAIModule: Creating AISystem for world NewWorld LogInit: FAudioDevice initialized. LogDerivedDataCache: Saved boot cache 0.37s 135MB /Users/fsong/Library/Application Support/Epic/UnrealEngine/4.10/DerivedDataCache/Boot.ddc. LogInit: Texture streaming: Enabled LogInit: Transaction tracking system initialized BlueprintLog: New page: 编辑器加载 LocalizationService: 信息 本地化服务已被禁用 LogCook:Display: Done creating registry. It took 0.00s. LogFileCache: Scanning file cache for directory '/Users/fsong/Documents/Unreal Projects/UnrealMatch3/Content/' took 0.01s SourceControl: 信息 源码控制已禁用 Cmd: MAP LOAD FILE="../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/Content/Maps/Main.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=2 LightingResults: New page: 光照构建 MapCheck: New page: 地图检测 LightingResults: New page: 光照构建 LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0x1650d8860 LogLinker:Warning: Asset '../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/Content/UI/ConfirmationScreen.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/Content/UI/StoreScreen.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/Content/Blueprints/Utilities/enum_Platform.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/Content/Blueprints/MainMenuGM.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/Content/Blueprints/Match3Camera.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/Content/UI/MainMenu.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/Content/UI/HowToScreen.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/Content/UI/LevelSelect.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogLinker:Warning: Asset '../../../../../../fsong/Documents/Unreal Projects/UnrealMatch3/Content/UI/OptionsMenu.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible. LogAIModule: Creating AISystem for world Main LogEditorServer: Finished looking for orphan Actors (0.000 secs) Cmd: MAP CHECKDEP NOCLEARLOG MapCheck: 信息 地图检测完成:0个错误,0 个警告,用时75.774毫秒完成。 LogFileHelpers: Loading map 'Main' took 18.890 LogCollectionManager: Loaded 0 collections in 0.003818 seconds LogFileCache: Scanning file cache for directory '/Users/fsong/Documents/Unreal Projects/UnrealMatch3/Saved/Collections/' took 0.00s LogFileCache: Scanning file cache for directory '/Users/fsong/Documents/Unreal Projects/UnrealMatch3/Content/Developers/fsong/Collections/' took 0.00s LogFileCache: Scanning file cache for directory '/Users/fsong/Documents/Unreal Projects/UnrealMatch3/Content/Collections/' took 0.00s LogContentBrowser: Native class hierarchy populated in 0.0139 seconds. Added 1957 classes and 344 folders. LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000001 seconds LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0046 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0039 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0029 seconds. Added 1 classes and 0 folders. LogCrashTracker: Crashtracker disabled due to settings. LogUObjectGlobals:Warning: 寻找对象'Class 无.'失败 LogLoad: Full Startup: 49.97 seconds (BP compile: 0.58 seconds) LogContentStreaming: Texture pool size now 1000 MB LogRenderer: Reallocating scene render targets to support 816x448 (Frame:2). LogAssetRegistry: Asset discovery search completed in 42.5130 seconds LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000002 seconds (found 0 objects) LogCollectionManager: Fixed up redirectors for 0 collections in 0.000021 seconds (updated 0 objects) LogTemp:Display: Running Mono... LogTemp:Display: Setting up Mono LogTemp:Display: /Users/Shared/UnrealEngine/4.10/Engine /Users/Shared/UnrealEngine/4.10 LogTemp:Display: Executing iPhonePackager Validate Engine -project /Users/fsong/Documents/Unreal Projects/UnrealMatch3/UnrealMatch3.uproject -bundlename com.epicgames.UnrealMatch3 LogTemp:Display: CWD: /Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/IOS LogTemp:Display: Initial Dir: /Users/Shared/UnrealEngine/4.10/Engine LogTemp:Display: Env CWD: /Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/IOS LogTemp:Display: BranchPath = BEI-FSONG02-MAC///Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/IOS/../.. --- GameBranchPath = BEI-FSONG02-MAC///Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/IOS/../.. LogTemp:Display: Searching for mobile provisions that match the game 'UnrealMatch3' with CFBundleIdentifier='com.epicgames.UnrealMatch3' in '/Users/fsong/Library/MobileDevice/Provisioning Profiles/' LogTemp:Display: Phase 0 considering provision 'iOS_Team_Provisioning_Profile_.mobileprovision' named 'iOS Team Provisioning Profile: *' LogTemp:Display: .. Failed phase 0 name check (provision app ID was VX95W6F29W.*) LogTemp:Display: Phase 1 considering provision 'iOS_Team_Provisioning_Profile_.mobileprovision' named 'iOS Team Provisioning Profile: *' LogTemp:Display: .. Failed phase 1 name check (provision app ID was VX95W6F29W.*) LogTemp:Display: Phase 2 considering provision 'iOS_Team_Provisioning_Profile_.mobileprovision' named 'iOS Team Provisioning Profile: *' LogTemp:Display: Looking for a certificate that matches the application identifier 'VX95W6F29W.*' LogTemp:Display: Picked 'iOS_Team_Provisioning_Profile_.mobileprovision' with AppID 'VX95W6F29W.*' and Name 'iOS Team Provisioning Profile: *' as a matching provision for the game 'UnrealMatch3' LogTemp:Display: Looking for a certificate that matches the application identifier 'VX95W6F29W.*' LogTemp:Display: Running Mono...Setting up Mono/Users/Shared/UnrealEngine/4.10/Engine /Users/Shared/UnrealEngine/4.10Executing iPhonePackager Validate Engine -project /Users/fsong/Documents/Unreal Projects/UnrealMatch3/UnrealMatch3.uproject -bundlename com.epicgames.UnrealMatch3CWD: /Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/IOSInitial Dir: /Users/Shared/UnrealEngine/4.10/EngineEnv CWD: /Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/IOSBranchPath = BEI-FSONG02-MAC///Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/IOS/../.. --- GameBranchPath = BEI-FSONG02-MAC///Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/IOS/../..Searching for mobile provisions that match the game 'UnrealMatch3' with CFBundleIdentifier='com.epicgames.UnrealMatch3' in '/Users/fsong/Library/MobileDevice/Provisioning Profiles/' Phase 0 considering provision 'iOS_Team_Provisioning_Profile_.mobileprovision' named 'iOS Team Provisioning Profile: *' .. Failed phase 0 name check (provision app ID was VX95W6F29W.*) Phase 1 considering provision 'iOS_Team_Provisioning_Profile_.mobileprovision' named 'iOS Team Provisioning Profile: *' .. Failed phase 1 name check (provision app ID was VX95W6F29W.*) Phase 2 considering provision 'iOS_Team_Provisioning_Profile_.mobileprovision' named 'iOS Team Provisioning Profile: *' Looking for a certificate that matches the application identifier 'VX95W6F29W.*' Picked 'iOS_Team_Provisioning_Profile_.mobileprovision' with AppID 'VX95W6F29W.*' and Name 'iOS Team Provisioning Profile: *' as a matching provision for the game 'UnrealMatch3' Looking for a certificate that matches the application identifier 'VX95W6F29W.*' MainFrameActions: 打包 (iOS): Running AutomationTool... MainFrameActions: 打包 (iOS): Setting up Mono MainFrameActions: 打包 (iOS): Start UAT: mono AutomationTool.exe BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=/Users/fsong/Documents/Unreal Projects/UnrealMatch3/UnrealMatch3.uproject -cook -stage -archive -archivedirectory=/Users/fsong/Documents/IPAs/IOS -package -clientconfig=Development -ue4exe=UE4Editor -compressed -CookAll -pak -prereqs -nodebuginfo -targetplatform=IOS -build -CrashReporter -utf8output MainFrameActions: 打包 (iOS): Program.Main: CWD=/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET MainFrameActions: 打包 (iOS): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=/Users/fsong/Documents/Unreal Projects/UnrealMatch3/UnrealMatch3.uproject -cook -stage -archive -archivedirectory=/Users/fsong/Documents/IPAs/IOS -package -clientconfig=Development -ue4exe=UE4Editor -compressed -CookAll -pak -prereqs -nodebuginfo -targetplatform=IOS -build -CrashReporter -utf8output MainFrameActions: 打包 (iOS): Automation.Process: IsBuildMachine=False MainFrameActions: 打包 (iOS): Automation.Process: ShouldKillProcesses=True MainFrameActions: 打包 (iOS): Automation.Process: Setting up command environment. MainFrameActions: 打包 (iOS): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=/Users/Shared/UnrealEngine/4.10/Engine/Programs/AutomationTool/Saved MainFrameActions: 打包 (iOS): ProjectUtils.CleanupFolders: Cleaning up project rules folder MainFrameActions: 打包 (iOS): Automation.Process: Compiling scripts. MainFrameActions: 打包 (iOS): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs MainFrameActions: 打包 (iOS): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s). MainFrameActions: 打包 (iOS): BuildCookRun.SetupParams: Setting up ProjectParams for /Users/fsong/Documents/Unreal Projects/UnrealMatch3/UnrealMatch3.uproject MainFrameActions: 打包 (iOS): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: /var/folders/rl/27tgh4r527s3nms8djr0cg2s2c8z9y/T/UAT/+Users+Shared+UnrealEngine+4.10/Rules/UATRules-1028590672.dll MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Project Params ************** MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: AdditionalServerMapParams= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Archive=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ArchiveMetaData=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: CreateAppBundle=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: BaseArchiveDirectory=/Users/fsong/Documents/IPAs/IOS MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: BaseStageDirectory=/Users/fsong/Documents/Unreal Projects/UnrealMatch3/Saved/StagedBuilds MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Build=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Cook=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Clean= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Client=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ClientCookedTargets=UnrealMatch3 MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ClientTargetPlatform=IOS MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Compressed=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: CookFlavor= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: CookOnTheFly=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: UnversionedCookedContent=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: NumCookersToSpawn=0 MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: GeneratePatch=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: CreateReleaseVersion= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: BasedOnReleaseVersion= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: DLCName= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: AdditionalCookerOptions= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: DedicatedServer=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: DirectoriesToCook= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: CulturesToCook= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: EditorTargets= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Foreign=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: IsCodeBasedProject=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: IsProgramTarget=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: IterativeCooking=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: CookAll=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: CookMapsOnly=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Deploy=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: IterativeDeploy=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: FastCook=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: LogWindow=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Manifests=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: MapToRun= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: NoClient=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: NumClients=0 MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: NoDebugInfo=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: NoCleanStage=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: NoXGE=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: MapsToCook= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Pak=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Package=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: NullRHI=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: FakeClient=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: EditorTest=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: RunAutomationTests=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: RunAutomationTest= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0 MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: CrashIndex=0 MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ProgramTargets= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ProjectBinariesFolder=/Users/fsong/Documents/Unreal Projects/UnrealMatch3/Binaries/IOS MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ProjectBinariesPath=/Users/fsong/Documents/Unreal Projects/UnrealMatch3/Binaries/IOS MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ProjectGameExeFilename=/Users/fsong/Documents/Unreal Projects/UnrealMatch3/Binaries/IOS/UnrealMatch3.stub MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ProjectGameExePath=/Users/fsong/Documents/Unreal Projects/UnrealMatch3/Binaries/IOS/UnrealMatch3.stub MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Distribution=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Prebuilt=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Prereqs=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: NoBootstrapExe=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: RawProjectPath=/Users/fsong/Documents/Unreal Projects/UnrealMatch3/UnrealMatch3.uproject MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Rocket=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Run=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ServerCookedTargets= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ServerTargetPlatform=IOS MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: ShortProjectName=UnrealMatch3 MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: SignedPak=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: SignPak= MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: SkipCook=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: SkipPak=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: SkipStage=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Stage=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: bUsesSteam=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: bUsesCEF3=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: bUsesSlate=True MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False MainFrameActions: 打包 (iOS): ProjectParams.ValidateAndLog: Project Params ************** MainFrameActions: 打包 (iOS): Project.Build: ********** BUILD COMMAND STARTED ********** MainFrameActions: 打包 (iOS): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it. MainFrameActions: 打包 (iOS): UE4Build.Build: ************************* UE4Build: MainFrameActions: 打包 (iOS): UE4Build.Build: ************************* ForceMonolithic: False MainFrameActions: 打包 (iOS): UE4Build.Build: ************************* ForceNonUnity:False MainFrameActions: 打包 (iOS): UE4Build.Build: ************************* ForceDebugInfo: False MainFrameActions: 打包 (iOS): UE4Build.Build: ************************* UseXGE: False MainFrameActions: 打包 (iOS): UE4Build.Build: ************************* UseParallelExecutor: False MainFrameActions: 打包 (iOS): CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe" UnrealMatch3 IOS Development "/Users/fsong/Documents/Unreal Projects/UnrealMatch3/UnrealMatch3.uproject" -remoteini="/Users/fsong/Documents/Unreal Projects/UnrealMatch3" -noxge -generatemanifest -rocket -nocreatestub -NoHotReloadFromIDE MainFrameActions: 打包 (iOS): mono: Compiling with iPhoneOS SDK 9.2 MainFrameActions: 打包 (iOS): CommandUtils.Run: Run: Took 3.171088s to run mono, ExitCode=0 MainFrameActions: 打包 (iOS): UE4Build.PrepareManifest: Copied UBT manifest to /Users/fsong/Library/Logs/Unreal Engine/LocalBuildLogs/UBTManifest.20.xml MainFrameActions: 打包 (iOS): CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe" UnrealMatch3 IOS Development "/Users/fsong/Documents/Unreal Projects/UnrealMatch3/UnrealMatch3.uproject" -remoteini="/Users/fsong/Documents/Unreal Projects/UnrealMatch3" -noxge -rocket -nocreatestub -NoHotReloadFromIDE -ignorejunk MainFrameActions: 打包 (iOS): mono: Compiling with iPhoneOS SDK 9.2 MainFrameActions: 打包 (iOS): mono: Compiling with these architectures: armv7,arm64 MainFrameActions: 打包 (iOS): mono: Unzipping: /Users/Shared/UnrealEngine/4.10/Engine/Source/ThirdParty/Facebook/IOS/FacebookSDK/FBSDKCoreKit.embeddedframework.zip -> /Users/fsong/Documents/Unreal Projects/UnrealMatch3/Intermediate/UnzippedFrameworks/FacebookIOS/FacebookSDK/FBSDKCoreKit.embeddedframework MainFrameActions: 打包 (iOS): mono: Unzipping: /Users/Shared/UnrealEngine/4.10/Engine/Source/ThirdParty/Facebook/IOS/FacebookSDK/FBAudienceNetwork.embeddedframework.zip -> /Users/fsong/Documents/Unreal Projects/UnrealMatch3/Intermediate/UnzippedFrameworks/FacebookIOS/FacebookSDK/FBAudienceNetwork.embeddedframework MainFrameActions: 打包 (iOS): mono: Unzipping: /Users/Shared/UnrealEngine/4.10/Engine/Source/ThirdParty/Facebook/IOS/FacebookSDK/FBSDKLoginKit.embeddedframework.zip -> /Users/fsong/Documents/Unreal Projects/UnrealMatch3/Intermediate/UnzippedFrameworks/FacebookIOS/FacebookSDK/FBSDKLoginKit.embeddedframework MainFrameActions: 打包 (iOS): mono: Unzipping: /Users/Shared/UnrealEngine/4.10/Engine/Source/ThirdParty/Facebook/IOS/FacebookSDK/FBSDKShareKit.embeddedframework.zip -> /Users/fsong/Documents/Unreal Projects/UnrealMatch3/Intermediate/UnzippedFrameworks/FacebookIOS/FacebookSDK/FBSDKShareKit.embeddedframework MainFrameActions: 打包 (iOS): mono: Performing 1 actions (8 in parallel) MainFrameActions: 打包 (iOS): mono: [1/1] clang++ /Users/fsong/Documents/Unreal Projects/UnrealMatch3/Binaries/IOS/UnrealMatch3 MainFrameActions: 打包 (iOS): mono: clang: error: no such file or directory: '/Users/Shared/UnrealEngine/4.10/Engine/Plugins/Runtime/Analytics/Flurry/IOSFlurry/Binaries/IOS/NotForLicensees/UE4-IOSFlurry.a' MainFrameActions: 打包 (iOS): mono: -------- End Detailed Actions Stats ----------------------------------------------------------- MainFrameActions: 打包 (iOS): mono: ERROR: UBT ERROR: Failed to produce item: /Users/fsong/Documents/Unreal Projects/UnrealMatch3/Binaries/IOS/UnrealMatch3 MainFrameActions: 打包 (iOS): mono: Total build time: 44.39 seconds MainFrameActions: 打包 (iOS): CommandUtils.Run: Run: Took 44.681706s to run mono, ExitCode=5 MainFrameActions: 打包 (iOS): BuildCommand.Execute: ERROR: BUILD FAILED MainFrameActions: 打包 (iOS): Program.Main: ERROR: AutomationTool terminated with exception: MainFrameActions: 打包 (iOS): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): /Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe UnrealMatch3 IOS Development "/Users/fsong/Documents/Unreal Projects/UnrealMatch3/UnrealMatch3.uproject" -remoteini="/Users/fsong/Documents/Unreal Projects/UnrealMatch3" -noxge -rocket -nocreatestub -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.04.13-21.39.41.txt' MainFrameActions: 打包 (iOS): Stacktrace: at AutomationTool.CommandUtils.RunAndLog (System.String App, System.String CommandLine, System.String Logfile, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in :0 MainFrameActions: 打包 (iOS): at AutomationTool.CommandUtils.RunAndLog (AutomationTool.CommandEnvironment Env, System.String App, System.String CommandLine, System.String LogName, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in :0 MainFrameActions: 打包 (iOS): at AutomationTool.CommandUtils.RunUBT (AutomationTool.CommandEnvironment Env, System.String UBTExecutable, System.String CommandLine, System.String LogName, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in :0 MainFrameActions: 打包 (iOS): at AutomationTool.CommandUtils.RunUBT (AutomationTool.CommandEnvironment Env, System.String UBTExecutable, System.String Project, System.String Target, System.String Platform, System.String Config, System.String AdditionalArgs, System.String LogName, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in :0 MainFrameActions: 打包 (iOS): at AutomationTool.UE4Build.BuildWithUBT (System.String ProjectName, System.String TargetName, UnrealTargetPlatform TargetPlatform, System.String Config, System.String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, System.String InAddArgs, Boolean ForceUnity, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in :0 MainFrameActions: 打包 (iOS): at AutomationTool.UE4Build.Build (AutomationTool.BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, System.Collections.Generic.Dictionary`2 PlatformEnvVars) [0x00000] in :0 MainFrameActions: 打包 (iOS): at Project.Build (BuildCommand Command, AutomationTool.ProjectParams Params, Int32 WorkingCL) [0x00000] in :0 MainFrameActions: 打包 (iOS): at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in :0 MainFrameActions: 打包 (iOS): at BuildCookRun.ExecuteBuild () [0x00000] in :0 MainFrameActions: 打包 (iOS): at BuildCommand.Execute () [0x00000] in :0 MainFrameActions: 打包 (iOS): Program.Main: AutomationTool exiting with ExitCode=5 MainFrameActions: 打包 (iOS): Domain_ProcessExit MainFrameActions: 打包 (iOS): RunUAT ERROR: AutomationTool was unable to run successfully. PackagingResults:Error: 错误 Unknown Error