Официальный UN 4.8.1 - только установил. первый проект сохранял без проблем. теперь ошибки. я уже всё испробовал, не понимаю как исправить.
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Running C:/Program Files/Epic Games/4.8/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Аркадий/Documents/Unreal Projects/MyProject4/MyProject4.uproject" -game -rocket -progress Discovering modules, targets and source code for game... 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:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=C:/Users/Аркадий/Documents/Unreal Projects/MyProject4/MyProject4.uproject -cook -stage -archive -archivedirectory=C:/Users/Аркадий/Desktop/4/99 -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -prereqs -nodebuginfo -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:\Program Files\Epic Games\4.8\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:/Program Files/Epic Games/4.8 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/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:/Program Files/Epic Games/4.8 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Аркадий/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8) MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Аркадий\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\Cook.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Аркадий\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UAT_Log.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8 MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users/Аркадий/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8 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\Аркадий\AppData\Local\Temp\HarvestEnvVars.txt MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Аркадий\AppData\Local\Temp\HarvestEnvVars.bat=True MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Users\Аркадий\AppData\Local\Temp\HarvestEnvVars.bat MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: C:\Program Files\Epic Games\4.8\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:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET>set 1>"C:\Users\Аркадий\AppData\Local\Temp\HarvestEnvVars.txt" MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: ���⥬� �� 㤠���� ���� 㪠����� ����. MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 1,9242764s to run HarvestEnvVars.bat, ExitCode=1 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: SetFrameworkVars failed. Assuming no compilation capability. MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=False MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe= MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe= 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:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: HasCapabilityToCompile=False MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LocalRoot=C:/Program Files/Epic Games/4.8 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users/Аркадий/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.8 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: MsBuildExe= MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: MsDevExe= MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: TimestampAsString=2015-07-02_00.04.13 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: UATExe=C:\Program Files\Epic Games\4.8\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 8 script DLL(s). MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform DesktopPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform HTML5Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll. MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform MacPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.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: 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\Аркадий\Documents\Unreal Projects\MyProject4\MyProject4.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Аркадий\Documents\Unreal Projects\MyProject4\MyProject4.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Аркадий\Documents\Unreal Projects\MyProject4\MyProject4.uproject=True MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Аркадий\Documents\Unreal Projects\MyProject4\MyProject4.uproject MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for C:\Users\Аркадий\Documents\Unreal Projects\MyProject4\MyProject4.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=C:\Users\Аркадий\Desktop\4\99 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\Аркадий\Documents\Unreal Projects\MyProject4\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=Development MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=MyProject4 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: UnversionedCookedContent=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: GeneratePatch=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: DLCIncludeEngineContent=False 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: CookAll=False MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=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=True 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=False 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\Аркадий\Documents\Unreal Projects\MyProject4\Binaries\Win32 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\Аркадий\Documents\Unreal Projects\MyProject4\Binaries\Win32 MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\Аркадий\Documents\Unreal Projects\MyProject4\Binaries\Win32\MyProject4.exe MainFrameActions: Packaging (Windows (32-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\Аркадий\Documents\Unreal Projects\MyProject4\Binaries\Win32\MyProject4.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\Аркадий\Documents\Unreal Projects\MyProject4\MyProject4.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=MyProject4 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\Аркадий\Documents\Unreal Projects\MyProject4\MyProject4.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Аркадий\Documents\Unreal Projects\MyProject4\MyProject4.uproject=True MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Аркадий\Documents\Unreal Projects\MyProject4\MyProject4.uproject=True MainFrameActions: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED ********** 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: You are attempting to compile on a machine that does not have a supported compiler! MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: в AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVers MainFrameActions: Packaging (Windows (32-bit)): ionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, Dictionary`2 PlatformEnvVars) MainFrameActions: Packaging (Windows (32-bit)): в Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Windows (32-bit)): в BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (32-bit)): в BuildCommand.Execute() MainFrameActions: Packaging (Windows (32-bit)): в AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) MainFrameActions: Packaging (Windows (32-bit)): в AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Windows (32-bit)): в AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (32-bit)): в AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) MainFrameActions: Packaging (Windows (32-bit)): в AutomationTool.Program.Main() MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: You are attempting to compile on a machine that does not have a supported compiler! MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=1 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
Может русские буквы в пути мешают? У вас проект в папке: C:/Users/Аркадий/Documents/Unreal Projects/MyProject4/MyProject4.uproject