mustafasahinfb' Alıntı:
Selamlar, normalde sorunsuz bir şekilde yaptığım package işlemini "plugins/VR/SimpleHMD"yi işaretlediğim zaman yapmıyor. Visual Studio 2013 kurulu değil hatası veriyor. Gittim sitesinden 2015'i indirdim, yine aynı sorun. İlla ki 2013 mü istiyor acaba? saçma geliyor bana..
http://i.hizliresim.com/m61rk4.jpg
4.9'dan sonrası için Visual Studio 2015 istiyor eğer 4.9 ve öncesini kullanıyorsanız Visual Studio 2013 indirmelisiniz
 
Ozzy' Alıntı:
mustafasahinfb' Alıntı:
Selamlar, normalde sorunsuz bir şekilde yaptığım package işlemini "plugins/VR/SimpleHMD"yi işaretlediğim zaman yapmıyor. Visual Studio 2013 kurulu değil hatası veriyor. Gittim sitesinden 2015'i indirdim, yine aynı sorun. İlla ki 2013 mü istiyor acaba? saçma geliyor bana..
http://i.hizliresim.com/m61rk4.jpg
4.9'dan sonrası için Visual Studio 2015 istiyor eğer 4.9 ve öncesini kullanıyorsanız Visual Studio 2013 indirmelisiniz

2013 ile kullanmak için motoru 2013 ile compile etmek gerekiyor.

Sanırsam motor kuruluyken 2015 yüklesekte farkeden birşey olmuyor,yine motoru build(compile,aynı şey(?) ) etmek gerekiyor.
 
ClimbDown' Alıntı:
Ozzy' Alıntı:
4.9'dan sonrası için Visual Studio 2015 istiyor eğer 4.9 ve öncesini kullanıyorsanız Visual Studio 2013 indirmelisiniz
2013 ile kullanmak için motoru 2013 ile compile etmek gerekiyor.
Sanırsam motor kuruluyken 2015 yüklesekte farkeden birşey olmuyor,yine motoru build(compile,aynı şey(?) ) etmek gerekiyor.

Belki 4.10 kaynak kodu bile 2013 ile derlenip, 2013 ile kullanmaya zorlanabilir ama burada bahsedilen sorunun bununla bir ilgisi yok, Ozzy'nin dediği gibi...

Compile(Derleme): Kaynak kodun obje(.obj) koduna çevrilmesi işlemidir.
Link(Bağlama?): Obje kodu ile kütüphanelerin(.lib) çalıştırılabilir dosya(binary exeturable) içinde birleştirilmesidir.
Build(İnşa Etme?): Derleme ve Bağlama işlemlerinin sırasıyla yapılması işlemidir.
 
cahitburak' Alıntı:
ClimbDown' Alıntı:
2013 ile kullanmak için motoru 2013 ile compile etmek gerekiyor.
Sanırsam motor kuruluyken 2015 yüklesekte farkeden birşey olmuyor,yine motoru build(compile,aynı şey(?) ) etmek gerekiyor.

Belki 4.10 kaynak kodu bile 2013 ile derlenip, 2013 ile kullanmaya zorlanabilir ama burada bahsedilen sorunun bununla bir ilgisi yok, Ozzy'nin dediği gibi...

Compile(Derleme): Kaynak kodun obje(.obj) koduna çevrilmesi işlemidir.
Link(Bağlama?): Obje kodu ile kütüphanelerin(.lib) çalıştırılabilir dosya(binary exeturable) içinde birleştirilmesidir.
Build(İnşa Etme?): Derleme ve Bağlama işlemlerinin sırasıyla yapılması işlemidir.

Bilgi için teşekkürler,

Bende de 2013 yüklememi söylemişti ama 2013'ü yükleyince sorun çözülmemişti,sonra internette motoru 2013 ile build etmem gerektiğini görmüştüm.(2015'i indirmeye üşendim  :rolleyes: )

Fakat şöyle bir durum var,

Madem motor artık 2015 destekliyor,neden package ederken 2013 istiyor?
 
Ozzy' Alıntı:
mustafasahinfb' Alıntı:
Selamlar, normalde sorunsuz bir şekilde yaptığım package işlemini "plugins/VR/SimpleHMD"yi işaretlediğim zaman yapmıyor. Visual Studio 2013 kurulu değil hatası veriyor. Gittim sitesinden 2015'i indirdim, yine aynı sorun. İlla ki 2013 mü istiyor acaba? saçma geliyor bana..
http://i.hizliresim.com/m61rk4.jpg
4.9'dan sonrası için Visual Studio 2015 istiyor eğer 4.9 ve öncesini kullanıyorsanız Visual Studio 2013 indirmelisiniz


ClimbDown' Alıntı:
Ozzy' Alıntı:
4.9'dan sonrası için Visual Studio 2015 istiyor eğer 4.9 ve öncesini kullanıyorsanız Visual Studio 2013 indirmelisiniz

2013 ile kullanmak için motoru 2013 ile compile etmek gerekiyor.

Sanırsam motor kuruluyken 2015 yüklesekte farkeden birşey olmuyor,yine motoru build(compile,aynı şey(?) ) etmek gerekiyor.


cahitburak' Alıntı:
ClimbDown' Alıntı:
2013 ile kullanmak için motoru 2013 ile compile etmek gerekiyor.
Sanırsam motor kuruluyken 2015 yüklesekte farkeden birşey olmuyor,yine motoru build(compile,aynı şey(?) ) etmek gerekiyor.

Belki 4.10 kaynak kodu bile 2013 ile derlenip, 2013 ile kullanmaya zorlanabilir ama burada bahsedilen sorunun bununla bir ilgisi yok, Ozzy'nin dediği gibi...

Compile(Derleme): Kaynak kodun obje(.obj) koduna çevrilmesi işlemidir.
Link(Bağlama?): Obje kodu ile kütüphanelerin(.lib) çalıştırılabilir dosya(binary exeturable) içinde birleştirilmesidir.
Build(İnşa Etme?): Derleme ve Bağlama işlemlerinin sırasıyla yapılması işlemidir.



sağolun dostlar, sorun 2013'ü yükleyince geçti. Ama yeni bir sorun çıktı "package failed" sorunu!
Plugin/VR/SimpleHMD işaretli değilken sorun çıkmıyor. Ama işaretli iken package failed hatası alıyorum.
Hata raporu şöyle: 
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/mustafa/Documents/Unreal Projects/Köy_Evi2/Köy_Evi2.uproject -cook -stage -archive -archivedirectory=C:/Users/mustafa/Desktop/Yeni klasör -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.9/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Program Files/Epic Games/4.9/Engine/Programs/AutomationTool/Saved/Logs)
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows (64-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 (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Program Files\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Rules)
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Program Files\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Rules\UATRules684591.dll
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateAppBundle=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\mustafa\Desktop\Yeni klasör
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Saved\StagedBuilds
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=Köy_Evi2
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: GeneratePatch=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCName=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookAll=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Deploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FastCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Package=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64\Köy_Evi2.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64\Köy_Evi2.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prereqs=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=Köy_Evi2
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:False 
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseParallelExecutor: False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe Köy_Evi2 Win64 Development  "C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject"  -noxge -generatemanifest -rocket -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1,0327349s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Program Files\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe Köy_Evi2 Win64 Development  "C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject"  -noxge -rocket -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for Köy_Evi2 (changes to target files)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 3 actions (4 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Program Files\Epic Games\4.9\Engine\Intermediate\Build\Win64\UE4\Development\UELinkerFixups\PCH.UELinkerFixupsName.h.cpp(1) : fatal error C1083: Cannot open include file: 'C:\Users\mustafa\Documents\Unreal Projects\K��y_Evi2\Intermediate\Build\Win64\UE4\Development\UELinkerFixupsName.h': No such file or directory
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64\Köy_Evi2.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 3,74 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 3,7577411s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe Köy_Evi2 Win64 Development  "C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject"  -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.03.13-15.04.53.txt' 
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    konum: AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    konum: 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 Forc
MainFrameActions: Packaging (Windows (64-bit)): eUnity, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    konum: Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Windows (64-bit)):    konum: BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)):    konum: BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
PackagingResults:Error: Error Unknown Error
 
mustafasahinfb' Alıntı:
Ozzy' Alıntı:
4.9'dan sonrası için Visual Studio 2015 istiyor eğer 4.9 ve öncesini kullanıyorsanız Visual Studio 2013 indirmelisiniz


ClimbDown' Alıntı:
2013 ile kullanmak için motoru 2013 ile compile etmek gerekiyor.

Sanırsam motor kuruluyken 2015 yüklesekte farkeden birşey olmuyor,yine motoru build(compile,aynı şey(?) ) etmek gerekiyor.


cahitburak' Alıntı:
Belki 4.10 kaynak kodu bile 2013 ile derlenip, 2013 ile kullanmaya zorlanabilir ama burada bahsedilen sorunun bununla bir ilgisi yok, Ozzy'nin dediği gibi...

Compile(Derleme): Kaynak kodun obje(.obj) koduna çevrilmesi işlemidir.
Link(Bağlama?): Obje kodu ile kütüphanelerin(.lib) çalıştırılabilir dosya(binary exeturable) içinde birleştirilmesidir.
Build(İnşa Etme?): Derleme ve Bağlama işlemlerinin sırasıyla yapılması işlemidir.



sağolun dostlar, sorun 2013'ü yükleyince geçti. Ama yeni bir sorun çıktı "package failed" sorunu!
Plugin/VR/SimpleHMD işaretli değilken sorun çıkmıyor. Ama işaretli iken package failed hatası alıyorum.
Hata raporu şöyle: 
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/mustafa/Documents/Unreal Projects/Köy_Evi2/Köy_Evi2.uproject -cook -stage -archive -archivedirectory=C:/Users/mustafa/Desktop/Yeni klasör -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.9/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Program Files/Epic Games/4.9/Engine/Programs/AutomationTool/Saved/Logs)
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows (64-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 (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Program Files\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Rules)
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Program Files\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Rules\UATRules684591.dll
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateAppBundle=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\mustafa\Desktop\Yeni klasör
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Saved\StagedBuilds
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=Köy_Evi2
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: GeneratePatch=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCName=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookAll=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Deploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FastCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Package=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64\Köy_Evi2.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64\Köy_Evi2.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prereqs=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=Köy_Evi2
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:False 
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseParallelExecutor: False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe Köy_Evi2 Win64 Development  "C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject"  -noxge -generatemanifest -rocket -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1,0327349s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Program Files\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe Köy_Evi2 Win64 Development  "C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject"  -noxge -rocket -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for Köy_Evi2 (changes to target files)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 3 actions (4 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Program Files\Epic Games\4.9\Engine\Intermediate\Build\Win64\UE4\Development\UELinkerFixups\PCH.UELinkerFixupsName.h.cpp(1) : fatal error C1083: Cannot open include file: 'C:\Users\mustafa\Documents\Unreal Projects\K��y_Evi2\Intermediate\Build\Win64\UE4\Development\UELinkerFixupsName.h': No such file or directory
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64\Köy_Evi2.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 3,74 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 3,7577411s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe Köy_Evi2 Win64 Development  "C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject"  -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.03.13-15.04.53.txt' 
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    konum: AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    konum: 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 Forc
MainFrameActions: Packaging (Windows (64-bit)): eUnity, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    konum: Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Windows (64-bit)):    konum: BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)):    konum: BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
PackagingResults:Error: Error Unknown Error

Dosyaya erişemediğinden dolayı hata vermiş gibi duruyor.

Bunun nedeni proje adında türkçe karakter olmasıda olabilir,değiştirip deneyin isterseniz.

Bu (See logfile for details: 'UnrealBuildTool-2016.03.13-15.04.53.txt') dosyayıda atarsanız daha net birşeyler söyleyebilir arkadaşlar sanırsam.

Bu arada automation tool'da bir değişiklik yaptınızmı?
 
ClimbDown' Alıntı:
Dosyaya erişemediğinden dolayı hata vermiş gibi duruyor.

Bunun nedeni proje adında türkçe karakter olmasıda olabilir,değiştirip deneyin isterseniz.

Bu (See logfile for details: 'UnrealBuildTool-2016.03.13-15.04.53.txt') dosyayıda atarsanız daha net birşeyler söyleyebilir arkadaşlar sanırsam.

Bu arada automation tool'da bir değişiklik yaptınızmı?
automation tool neresi bilmiyorum? Ama türkçe karakter ile alakalı olsa Plugin/VR/SimpleHMD işaretsiz iken de sorun çıkartırdı. Tek sorun SimpleHMD işaretli olması şu an :) (Türkçe karakter değilmiş sorun, denedim işe yaramadı)

UnrealBuildTool-2016.03.13-16.06.46.txt dosyasının içeriği :

Creating makefile for Köy_Evi2 (changes to target files)
Performing 3 actions (4 in parallel)
PCH.UELinkerFixupsName.h.cpp
C:\Program Files\Epic Games\4.9\Engine\Intermediate\Build\Win64\UE4\Development\UELinkerFixups\PCH.UELinkerFixupsName.h.cpp(1) : fatal error C1083: Cannot open include file: 'C:\Users\mustafa\Documents\Unreal Projects\K��y_Evi2\Intermediate\Build\Win64\UE4\Development\UELinkerFixupsName.h': No such file or directory
-------- End Detailed Actions Stats -----------------------------------------------------------
ERROR: UBT ERROR: Failed to produce item: C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64\Köy_Evi2.exe
Total build time: 23,70 seconds
 
mustafasahinfb' Alıntı:
Ozzy' Alıntı:
4.9'dan sonrası için Visual Studio 2015 istiyor eğer 4.9 ve öncesini kullanıyorsanız Visual Studio 2013 indirmelisiniz


ClimbDown' Alıntı:
2013 ile kullanmak için motoru 2013 ile compile etmek gerekiyor.

Sanırsam motor kuruluyken 2015 yüklesekte farkeden birşey olmuyor,yine motoru build(compile,aynı şey(?) ) etmek gerekiyor.


cahitburak' Alıntı:
Belki 4.10 kaynak kodu bile 2013 ile derlenip, 2013 ile kullanmaya zorlanabilir ama burada bahsedilen sorunun bununla bir ilgisi yok, Ozzy'nin dediği gibi...

Compile(Derleme): Kaynak kodun obje(.obj) koduna çevrilmesi işlemidir.
Link(Bağlama?): Obje kodu ile kütüphanelerin(.lib) çalıştırılabilir dosya(binary exeturable) içinde birleştirilmesidir.
Build(İnşa Etme?): Derleme ve Bağlama işlemlerinin sırasıyla yapılması işlemidir.



sağolun dostlar, sorun 2013'ü yükleyince geçti. Ama yeni bir sorun çıktı "package failed" sorunu!
Plugin/VR/SimpleHMD işaretli değilken sorun çıkmıyor. Ama işaretli iken package failed hatası alıyorum.
Hata raporu şöyle: 
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/mustafa/Documents/Unreal Projects/Köy_Evi2/Köy_Evi2.uproject -cook -stage -archive -archivedirectory=C:/Users/mustafa/Desktop/Yeni klasör -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.9/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Program Files/Epic Games/4.9/Engine/Programs/AutomationTool/Saved/Logs)
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows (64-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 (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Program Files\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Rules)
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Program Files\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Rules\UATRules684591.dll
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateAppBundle=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\mustafa\Desktop\Yeni klasör
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Saved\StagedBuilds
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=Köy_Evi2
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: GeneratePatch=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCName=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookAll=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Deploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FastCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Package=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64\Köy_Evi2.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64\Köy_Evi2.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prereqs=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=Köy_Evi2
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:False 
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseParallelExecutor: False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe Köy_Evi2 Win64 Development  "C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject"  -noxge -generatemanifest -rocket -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1,0327349s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Program Files\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe Köy_Evi2 Win64 Development  "C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject"  -noxge -rocket -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for Köy_Evi2 (changes to target files)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 3 actions (4 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Program Files\Epic Games\4.9\Engine\Intermediate\Build\Win64\UE4\Development\UELinkerFixups\PCH.UELinkerFixupsName.h.cpp(1) : fatal error C1083: Cannot open include file: 'C:\Users\mustafa\Documents\Unreal Projects\K��y_Evi2\Intermediate\Build\Win64\UE4\Development\UELinkerFixupsName.h': No such file or directory
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Binaries\Win64\Köy_Evi2.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 3,74 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 3,7577411s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe Köy_Evi2 Win64 Development  "C:\Users\mustafa\Documents\Unreal Projects\Köy_Evi2\Köy_Evi2.uproject"  -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.03.13-15.04.53.txt' 
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    konum: AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    konum: 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 Forc
MainFrameActions: Packaging (Windows (64-bit)): eUnity, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    konum: Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Windows (64-bit)):    konum: BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)):    konum: BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    konum: AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
PackagingResults:Error: Error Unknown Error
Sorun blueprint sorunu olabilir genelde bu unknown hataları bu yüzden çıkar  ama gözüme çarpan bir şey var Köy_evi2 hata alıyor bence Türkçe karakter içerdiğinden olabilir.Sorun Türkçe karakterden değil demişsiniz kullandınız bir pluginde engelleyebilir