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A Complete Penetration Testing & Hacking Tools List for Hackers & Security Professionals

A Complete Penetration Testing & Hacking Tools List for Hackers & Security Professionals

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Penetration testing & Hacking Tools are more often used by security industries to test the vulnerabilities in network and applications. Here you can find the Comprehensive Penetration testing & Hacking Tools list that covers Performing Penetration testing Operation in all the Environment. Penetration testing and ethical hacking tools are a very essential part of every organization to test the vulnerabilities and patch the vulnerable system.
Also, Read What is Penetration Testing? How to do Penetration Testing?
Penetration Testing & Hacking Tools ListOnline Resources – Hacking ToolsPenetration Testing Resources
Exploit Development
OSINT Resources
Social Engineering Resources
Lock Picking Resources
Operating Systems
Hacking ToolsPenetration Testing Distributions
  • Kali – GNU/Linux distribution designed for digital forensics and penetration testing Hacking Tools
  • ArchStrike – Arch GNU/Linux repository for security professionals and enthusiasts.
  • BlackArch – Arch GNU/Linux-based distribution with best Hacking Tools for penetration testers and security researchers.
  • Network Security Toolkit (NST) – Fedora-based bootable live operating system designed to provide easy access to best-of-breed open source network security applications.
  • Pentoo – Security-focused live CD based on Gentoo.
  • BackBox – Ubuntu-based distribution for penetration tests and security assessments.
  • Parrot – Distribution similar to Kali, with multiple architectures with 100 of Hacking Tools.
  • Buscador – GNU/Linux virtual machine that is pre-configured for online investigators.
  • Fedora Security Lab – provides a safe test environment to work on security auditing, forensics, system rescue, and teaching security testing methodologies.
  • The Pentesters Framework – Distro organized around the Penetration Testing Execution Standard (PTES), providing a curated collection of utilities that eliminates often unused toolchains.
  • AttifyOS – GNU/Linux distribution focused on tools useful during the Internet of Things (IoT) security assessments.
Docker for Penetration Testing
Multi-paradigm Frameworks
  • Metasploit – post-exploitation Hacking Tools for offensive security teams to help verify vulnerabilities and manage security assessments.
  • Armitage – Java-based GUI front-end for the Metasploit Framework.
  • Faraday – Multiuser integrated pentesting environment for red teams performing cooperative penetration tests, security audits, and risk assessments.
  • ExploitPack – Graphical tool for automating penetration tests that ships with many pre-packaged exploits.
  • Pupy – Cross-platform (Windows, Linux, macOS, Android) remote administration and post-exploitation tool,
Vulnerability Scanners
  • Nexpose – Commercial vulnerability and risk management assessment engine that integrates with Metasploit, sold by Rapid7.
  • Nessus – Commercial vulnerability management, configuration, and compliance assessment platform, sold by Tenable.
  • OpenVAS – Free software implementation of the popular Nessus vulnerability assessment system.
  • Vuls – Agentless vulnerability scanner for GNU/Linux and FreeBSD, written in Go.
Static Analyzers
  • Brakeman – Static analysis security vulnerability scanner for Ruby on Rails applications.
  • cppcheck – Extensible C/C++ static analyzer focused on finding bugs.
  • FindBugs – Free software static analyzer to look for bugs in Java code.
  • sobelow – Security-focused static analysis for the Phoenix Framework.
  • bandit – Security oriented static analyzer for Python code.
Web Scanners
  • Nikto – Noisy but fast black box web server and web application vulnerability scanner.
  • Arachni – Scriptable framework for evaluating the security of web applications.
  • w3af – Hacking Tools for Web application attack and audit framework.
  • Wapiti – Black box web application vulnerability scanner with built-in fuzzer.
  • SecApps – In-browser web application security testing suite.
  • WebReaver – Commercial, graphical web application vulnerability scanner designed for macOS.
  • WPScan – Hacking Tools of the Black box WordPress vulnerability scanner.
  • cms-explorer – Reveal the specific modules, plugins, components and themes that various websites powered by content management systems are running.
  • joomscan – one of the best Hacking Tools for Joomla vulnerability scanner.
  • ACSTIS – Automated client-side template injection (sandbox escape/bypass) detection for AngularJS.
Network Tools
  • zmap – Open source network scanner that enables researchers to easily perform Internet-wide network studies.
  • nmap – Free security scanner for network exploration & security audits.
  • pig – one of the Hacking Tools forGNU/Linux packet crafting.
  • scanless – Utility for using websites to perform port scans on your behalf so as not to reveal your own IP.
  • tcpdump/libpcap – Common packet analyzer that runs under the command line.
  • Wireshark – Widely-used graphical, cross-platform network protocol analyzer.
  • Network-Tools.com – Website offering an interface to numerous basic network utilities like ping, traceroute, whois, and more.
  • netsniff-ng – Swiss army knife for network sniffing.
  • Intercepter-NG – Multifunctional network toolkit.
  • SPARTA – Graphical interface offering scriptable, configurable access to existing network infrastructure scanning and enumeration tools.
  • dnschef – Highly configurable DNS proxy for pentesters.
  • DNSDumpster – one of the Hacking Tools for Online DNS recon and search service.
  • CloudFail – Unmask server IP addresses hidden behind Cloudflare by searching old database records and detecting misconfigured DNS.
  • dnsenum – Perl script that enumerates DNS information from a domain, attempts zone transfers, performs a brute force dictionary style attack and then performs reverse look-ups on the results.
  • dnsmap – One of the Hacking Tools for Passive DNS network mapper.
  • dnsrecon – One of the Hacking Tools for DNS enumeration script.
  • dnstracer – Determines where a given DNS server gets its information from, and follows the chain of DNS servers.
  • passivedns-client – Library and query tool for querying several passive DNS providers.
  • passivedns – Network sniffer that logs all DNS server replies for use in a passive DNS setup.
  • Mass Scan – best Hacking Tools for TCP port scanner, spews SYN packets asynchronously, scanning the entire Internet in under 5 minutes.
  • Zarp – Network attack tool centered around the exploitation of local networks.
  • mitmproxy – Interactive TLS-capable intercepting HTTP proxy for penetration testers and software developers.
  • Morpheus – Automated ettercap TCP/IP Hacking Tools .
  • mallory – HTTP/HTTPS proxy over SSH.
  • SSH MITM – Intercept SSH connections with a proxy; all plaintext passwords and sessions are logged to disk.
  • Netzob – Reverse engineering, traffic generation and fuzzing of communication protocols.
  • DET – Proof of concept to perform data exfiltration using either single or multiple channel(s) at the same time.
  • pwnat – Punches holes in firewalls and NATs.
  • dsniff – Collection of tools for network auditing and pentesting.
  • tgcd – Simple Unix network utility to extend the accessibility of TCP/IP based network services beyond firewalls.
  • smbmap – Handy SMB enumeration tool.
  • scapy – Python-based interactive packet manipulation program & library.
  • Dshell – Network forensic analysis framework.
  • Debookee – Simple and powerful network traffic analyzer for macOS.
  • Dripcap – Caffeinated packet analyzer.
  • Printer Exploitation Toolkit (PRET) – Tool for printer security testing capable of IP and USB connectivity, fuzzing, and exploitation of PostScript, PJL, and PCL printer language features.
  • Praeda – Automated multi-function printer data harvester for gathering usable data during security assessments.
  • routersploit – Open source exploitation framework similar to Metasploit but dedicated to embedded devices.
  • evilgrade – Modular framework to take advantage of poor upgrade implementations by injecting fake updates.
  • XRay – Network (sub)domain discovery and reconnaissance automation tool.
  • Ettercap – Comprehensive, mature suite for machine-in-the-middle attacks.
  • BetterCAP – Modular, portable and easily extensible MITM framework.
  • CrackMapExec – A swiss army knife for pentesting networks.
  • impacket – A collection of Python classes for working with network protocols.
Wireless Network Hacking Tools
  • Aircrack-ng – Set of Penetration testing & Hacking Tools list for auditing wireless networks.
  • Kismet – Wireless network detector, sniffer, and IDS.
  • Reaver – Brute force attack against Wifi Protected Setup.
  • Wifite – Automated wireless attack tool.
  • Fluxion – Suite of automated social engineering-based WPA attacks.
Transport Layer Security Tools
  • SSLyze – Fast and comprehensive TLS/SSL configuration analyzer to help identify security misconfigurations.
  • tls_prober – Fingerprint a server’s SSL/TLS implementation.
  • testssl.sh – Command-line tool which checks a server’s service on any port for the support of TLS/SSL ciphers, protocols as well as some cryptographic flaws.
Web Exploitation
  • OWASP Zed Attack Proxy (ZAP) – Feature-rich, scriptable HTTP intercepting proxy and fuzzer for penetration testing web applications.
  • Fiddler – Free cross-platform web debugging proxy with user-friendly companion tools.
  • Burp Suite – One of the Hacking Tools ntegrated platform for performing security testing of web applications.
  • autochrome – Easy to install a test browser with all the appropriate settings needed for web application testing with native Burp support, from NCCGroup.
  • Browser Exploitation Framework (BeEF) – Command and control server for delivering exploits to commandeered Web browsers.
  • Offensive Web Testing Framework (OWTF) – Python-based framework for pentesting Web applications based on the OWASP Testing Guide.
  • WordPress Exploit Framework – Ruby framework for developing and using modules which aid in the penetration testing of WordPress powered websites and systems.
  • WPSploit – Exploit WordPress-powered websites with Metasploit.
  • SQLmap – Automatic SQL injection and database takeover tool.
  • tplmap – Automatic server-side template injection and Web server takeover Hacking Tools.
  • weevely3 – Weaponized web shell.
  • Wappalyzer – Wappalyzer uncovers the technologies used on websites.
  • WhatWeb – Website fingerprinter.
  • BlindElephant – Web application fingerprinter.
  • wafw00f – Identifies and fingerprints Web Application Firewall (WAF) products.
  • fimap – Find, prepare, audit, exploit and even google automatically for LFI/RFI bugs.
  • Kadabra – Automatic LFI exploiter and scanner.
  • Kadimus – LFI scan and exploit tool.
  • liffy – LFI exploitation tool.
  • Commix – Automated all-in-one operating system command injection and exploitation tool.
  • DVCS Ripper – Rip web-accessible (distributed) version control systems: SVN/GIT/HG/BZR.
  • GitTools – One of the Hacking Tools that Automatically find and download Web-accessible .git repositories.
  • sslstrip –One of the Hacking Tools Demonstration of the HTTPS stripping attacks.
  • sslstrip2 – SSLStrip version to defeat HSTS.
  • NoSQLmap – Automatic NoSQL injection and database takeover tool.
  • VHostScan – A virtual host scanner that performs reverse lookups, can be used with pivot tools, detect catch-all scenarios, aliases, and dynamic default pages.
  • FuzzDB – Dictionary of attack patterns and primitives for black-box application fault injection and resource discovery.
  • EyeWitness – Tool to take screenshots of websites, provide some server header info, and identify default credentials if possible.
  • webscreenshot – A simple script to take screenshots of the list of websites.
Hex Editors
  • HexEdit.js – Browser-based hex editing.
  • Hexinator – World’s finest (proprietary, commercial) Hex Editor.
  • Frhed – Binary file editor for Windows.
  • 0xED – Native macOS hex editor that supports plug-ins to display custom data types.
File Format Analysis Tools
  • Kaitai Struct – File formats and network protocols dissection language and web IDE, generating parsers in C++, C#, Java, JavaScript, Perl, PHP, Python, Ruby.
  • Veles – Binary data visualization and analysis tool.
  • Hachoir – Python library to view and edit a binary stream as the tree of fields and tools for metadata extraction.
read more https://oyeitshacker.blogspot.com/2020/01/penetration-testing-hacking-tools.html
submitted by icssindia to HowToHack [link] [comments]

Problem with Unreal Engine's Nativization feature + Visual Studio 2017

Im using UE4.25.1 by the way.
I don't know why it won't allow me to package my game after enabling nativization. I also did add the assets to nativize in the array by manually setting up my blueprint for nativization via Class settings.
It packages and runs smoothly afterwards when nativization is disabled.

I'm getting the ff errors from my output log:
Took 184.0273603s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UBT-InMyHead-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error


Here's my full log text file:
AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK using manually installed SDK LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK BuildMode.Execute: Command line: "Z:\[GAMES]\Epic Games\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe" InMyHead Win64 Development -Project="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" -NoUBTMakefiles -remoteini="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead" -skipdeploy -Manifest="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UBT-InMyHead-Win64-Development.txt" DynamicCompilation.RequiresCompilation: Compiling Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\BuildRules\InMyHeadModuleRules.dll: Assembly does not exist WindowsPlatform.FindVSInstallDirs: Found Visual Studio installation: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise (Product=Microsoft.VisualStudio.Product.Enterprise, Version=15.9.28307.1146, Sort=0) WindowsPlatform.FindToolChainDirs: Found Visual Studio toolchain: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023 (Version=14.16.27040) WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 8.1 SDK at C:\Program Files (x86)\Windows Kits\8.1 WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1) WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2) WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.10240.0 at C:\Program Files (x86)\Windows Kits\10 WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 10 SDK version 10.0.14393.0 at C:\Program Files (x86)\Windows Kits\10 WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.14393.0 at C:\Program Files (x86)\Windows Kits\10 DynamicCompilation.RequiresCompilation: Compiling Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Plugins\NativizedAssets\Windows\Game\Intermediate\Build\BuildRules\NativizedAssetsModuleRules.dll: Assembly does not exist UEBuildTarget.AddPlugin: Enabling plugin 'PythonScriptPlugin' (referenced via InMyHead.uproject) UEBuildTarget.AddPlugin: Enabling plugin 'NativizedAssets' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'Paper2D' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AISupport' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'LightPropagationVolume' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CameraShakePreviewer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ActorLayerUtilities' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AnimationSharing' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SignificanceManager' (referenced via default plugins -> AnimationSharing.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'CLionSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CodeLiteSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GitSourceControl' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'KDevelopSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'NullSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PerforceSourceControl' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PlasticSourceControl' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'RiderSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SubversionSourceControl' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'UObjectPlugin' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioCodeSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'XCodeSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AssetManagerEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CryptoKeys' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CurveEditorTools' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'DataValidation' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'FacialAnimation' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GameplayTagsEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GeometryMode' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MacGraphicsSwitching' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MaterialAnalyzer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MobileLauncherProfileWizard' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PluginBrowser' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SpeedTreeImporter' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'DatasmithContent' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'VariantManagerContent' (referenced via default plugins -> DatasmithContent.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'AlembicImporter' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCache' (referenced via default plugins -> AlembicImporter.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'AutomationUtils' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ScreenshotTools' (referenced via default plugins -> AutomationUtils.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'BackChannel' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosClothEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosCloth' (referenced via default plugins -> ChaosClothEditor.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PlanarCut' (referenced via default plugins -> ChaosEditor.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'GeometryProcessing' (referenced via default plugins -> ChaosEditor.uplugin -> PlanarCut.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'EditableMesh' (referenced via default plugins -> ChaosEditor.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCollectionPlugin' (referenced via default plugins -> ChaosEditor.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'ProceduralMeshComponent' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosSolverPlugin' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosNiagara' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'Niagara' (referenced via default plugins -> ChaosNiagara.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'CharacterAI' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PlatformCrypto' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ProxyLODPlugin' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SkeletalReduction' (referenced via default plugins) UEBuildTarget.AddPlugin: Ignoring plugin 'MagicLeapMedia' (referenced via default plugins) due to unsupported target platform. UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapPassableWorld' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeap' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MLSDK' (referenced via default plugins -> MagicLeap.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapLightEstimation' (referenced via default plugins -> MagicLeap.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMedia' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AvfMedia' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ImgMedia' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MediaCompositing' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MediaPlayerEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'WmfMedia' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MeshPainting' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'TcpMessaging' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'UdpMessaging' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ActorSequence' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'LevelSequenceEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MatineeToLevelSequence' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'TemplateSequence' (referenced via default plugins -> MatineeToLevelSequence.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'MovieRenderPipeline' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'EditorScriptingUtilities' (referenced via default plugins -> MovieRenderPipeline.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'NetcodeUnitTest' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'NUTUnrealEngine4' (referenced via default plugins) UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemGooglePlay' (referenced via default plugins) due to unsupported target platform. UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemIOS' (referenced via default plugins) due to unsupported target platform. UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemNull' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystem' (referenced via default plugins -> OnlineSubsystemNull.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemUtils' (referenced via default plugins -> OnlineSubsystemNull.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'LauncherChunkInstaller' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AndroidDeviceProfileSelector' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMoviePlayer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AndroidPermission' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AppleImageUtils' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AppleMoviePlayer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ArchVisCharacter' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AssetTags' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AudioCapture' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CableComponent' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CustomMeshComponent' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ExampleDeviceProfileSelector' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GoogleCloudMessaging' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GooglePAD' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'IOSDeviceProfileSelector' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'LinuxDeviceProfileSelector' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'LocationServicesBPLibrary' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MobilePatchingUtils' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'OculusVR' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PhysXVehicles' (referenced via default plugins) UEBuildTarget.AddPlugin: Ignoring plugin 'PostSplashScreen' (referenced via default plugins) due to unsupported target platform. UEBuildTarget.AddPlugin: Enabling plugin 'RuntimePhysXCooking' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SoundFields' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SteamVR' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'Synthesis' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'WebMMoviePlayer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'WebMMedia' (referenced via default plugins -> WebMMoviePlayer.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'WindowsMoviePlayer' (referenced via default plugins) LuminSDKVersionHelper.HasAnySDK: *** Unable to determine MLSDK location *** VCToolChain..ctor: Compiler: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\cl.exe VCToolChain..ctor: Linker: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe VCToolChain..ctor: Library Manager: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\lib.exe VCToolChain..ctor: Resource Compiler: C:\Program Files (x86)\Windows Kits\10\bin\x64\rc.exe ExternalExecution.AreGeneratedCodeFilesOutOfDate: UnrealHeaderTool needs to run because no generated code directory was found for module NativizedAssets ExternalExecution.ExecuteHeaderToolIfNecessary: Parsing headers for InMyHead ExternalExecution.ExecuteHeaderToolIfNecessary: Running UnrealHeaderTool "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Win64\InMyHead\Development\InMyHead.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UHT-InMyHead-Win64-Development.txt" -installed ExternalExecution.ExecuteHeaderToolIfNecessary: Reflection code generated for InMyHead in 7.4428985 seconds UEBuildTarget.GenerateManifest: Writing manifest to Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Manifest.xml HotReload.IsLiveCodingSessionActive: Checking for live coding mutex: Global\LiveCoding_Z++Zelijah Media Files+In My Head (feat. Hijo)+UE Assets+[Project]+InMyHead+Binaries+Win64+InMyHead.exe ActionGraph.IsActionOutdated: Module.NativizedAssets.4_of_11.cpp: Produced item "Module.NativizedAssets.4_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.9_of_11.cpp: Produced item "Module.NativizedAssets.9_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.3_of_11.cpp: Produced item "Module.NativizedAssets.gen.3_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.pch" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.9_of_11.cpp: Produced item "Module.NativizedAssets.gen.9_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.4_of_11.cpp: Produced item "Module.NativizedAssets.gen.4_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.7_of_11.cpp: Produced item "Module.NativizedAssets.gen.7_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.8_of_11.cpp: Produced item "Module.NativizedAssets.gen.8_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.6_of_11.cpp: Produced item "Module.NativizedAssets.gen.6_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.8_of_11.cpp: Produced item "Module.NativizedAssets.8_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.7_of_11.cpp: Produced item "Module.NativizedAssets.7_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.1_of_11.cpp: Produced item "Module.NativizedAssets.1_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.5_of_11.cpp: Produced item "Module.NativizedAssets.5_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.2_of_11.cpp: Produced item "Module.NativizedAssets.2_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.5_of_11.cpp: Produced item "Module.NativizedAssets.gen.5_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.target: Produced item "InMyHead.target" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.1_of_11.cpp: Produced item "Module.NativizedAssets.gen.1_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.2_of_11.cpp: Produced item "Module.NativizedAssets.gen.2_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.10_of_11.cpp: Produced item "Module.NativizedAssets.10_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.exe: Produced item "InMyHead.exe" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.10_of_11.cpp: Produced item "Module.NativizedAssets.gen.10_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Default.rc2: Produced item "Default.rc2.res" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.6_of_11.cpp: Produced item "Module.NativizedAssets.6_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.11_of_11.cpp: Produced item "Module.NativizedAssets.gen.11_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.3_of_11.cpp: Produced item "Module.NativizedAssets.3_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.cpp: Produced item "InMyHead.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.11_of_11.cpp: Produced item "Module.NativizedAssets.11_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.pch" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.4_of_11.cpp: Produced item "Module.NativizedAssets.4_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.9_of_11.cpp: Produced item "Module.NativizedAssets.9_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.3_of_11.cpp: Produced item "Module.NativizedAssets.gen.3_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.8_of_11.cpp: Produced item "Module.NativizedAssets.gen.8_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.1_of_11.cpp: Produced item "Module.NativizedAssets.gen.1_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.2_of_11.cpp: Produced item "Module.NativizedAssets.gen.2_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.9_of_11.cpp: Produced item "Module.NativizedAssets.gen.9_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.7_of_11.cpp: Produced item "Module.NativizedAssets.gen.7_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.10_of_11.cpp: Produced item "Module.NativizedAssets.10_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.11_of_11.cpp: Produced item "Module.NativizedAssets.11_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.10_of_11.cpp: Produced item "Module.NativizedAssets.gen.10_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.2_of_11.cpp: Produced item "Module.NativizedAssets.2_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.6_of_11.cpp: Produced item "Module.NativizedAssets.gen.6_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.8_of_11.cpp: Produced item "Module.NativizedAssets.8_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.5_of_11.cpp: Produced item "Module.NativizedAssets.gen.5_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.txt" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.exe: Produced item "InMyHead.pdb" was produced by outdated command-line. ActionGraph.IsActionOutdated: New command-line: Z:\[GAMES]\Epic Games\UE_4.25\Engine\Build\Windows\link-filter\link-filter.exe -- "Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe" @"Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Win64\InMyHead\Development\InMyHead.exe.response" ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.txt" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.cpp: Produced item "InMyHead.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.6_of_11.cpp: Produced item "Module.NativizedAssets.6_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.11_of_11.cpp: Produced item "Module.NativizedAssets.gen.11_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.4_of_11.cpp: Produced item "Module.NativizedAssets.gen.4_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.7_of_11.cpp: Produced item "Module.NativizedAssets.7_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.3_of_11.cpp: Produced item "Module.NativizedAssets.3_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.5_of_11.cpp: Produced item "Module.NativizedAssets.5_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.1_of_11.cpp: Produced item "Module.NativizedAssets.1_of_11.cpp.txt" doesn't exist. ActionGraph.DeleteOutdatedProducedItems: Deleting outdated item: Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Binaries\Win64\InMyHead.pdb BuildMode.Build: Building InMyHead... BuildMode.OutputToolchainInfo: Using Visual Studio 2017 14.16.27040 toolchain (Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023) and Windows 10.0.14393.0 SDK (C:\Program Files (x86)\Windows Kits\10). BuildMode.OutputToolchainInfo: [Upgrade] BuildMode.OutputToolchainInfo: [Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes: BuildMode.OutputToolchainInfo: [Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true). BuildMode.OutputToolchainInfo: [Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning). BuildMode.OutputToolchainInfo: [Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs). BuildMode.OutputToolchainInfo: [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in InMyHead.Target.cs, and explicitly overriding settings that differ from the new defaults. BuildMode.OutputToolchainInfo: [Upgrade] ParallelExecutor.ExecuteActions: Building 28 actions with 16 processes... ParallelExecutor.ExecuteActions: [1/28] Default.rc2 ParallelExecutor.ExecuteActions: [2/28] SharedPCH.Core.cpp ParallelExecutor.ExecuteActions: [3/28] InMyHead.cpp ParallelExecutor.ExecuteActions: [4/28] SharedPCH.Engine.cpp ParallelExecutor.ExecuteActions: [5/28] Module.NativizedAssets.gen.5_of_11.cpp ParallelExecutor.ExecuteActions: [6/28] Module.NativizedAssets.gen.4_of_11.cpp ParallelExecutor.ExecuteActions: [7/28] Module.NativizedAssets.gen.2_of_11.cpp ParallelExecutor.ExecuteActions: [8/28] Module.NativizedAssets.gen.3_of_11.cpp ParallelExecutor.ExecuteActions: [9/28] Module.NativizedAssets.gen.6_of_11.cpp ParallelExecutor.ExecuteActions: [10/28] Module.NativizedAssets.gen.7_of_11.cpp ParallelExecutor.ExecuteActions: [11/28] Module.NativizedAssets.gen.8_of_11.cpp ParallelExecutor.ExecuteActions: [12/28] Module.NativizedAssets.gen.9_of_11.cpp ParallelExecutor.ExecuteActions: [13/28] Module.NativizedAssets.gen.1_of_11.cpp ParallelExecutor.ExecuteActions: [14/28] Module.NativizedAssets.gen.10_of_11.cpp ParallelExecutor.ExecuteActions: [15/28] Module.NativizedAssets.gen.11_of_11.cpp ParallelExecutor.ExecuteActions: [16/28] Module.NativizedAssets.10_of_11.cpp ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2065: 'UW_Minimap_C__pf655287937': undeclared identifier ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2672: 'NewObject': no matching overloaded function found ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2974: 'NewObject': invalid template argument for 'T', type expected ParallelExecutor.ExecuteActions: Z:\[GAMES]\Epic Games\UE_4.25\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectGlobals.h(1225): note: see declaration of 'NewObject' ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): error C3536: '__Local__8': cannot be used before it is initialized ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): error C2440: '': cannot convert from 'int' to 'FUnconvertedWrapper__UW_Minimap_C__pf655287937' ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): note: No constructor could take the source type, or constructor overload resolution was ambiguous ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(575): error C2440: '=': cannot convert from 'int' to 'UWidget *' ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(575): note: Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast ParallelExecutor.ExecuteActions: [17/28] Module.NativizedAssets.5_of_11.cpp ParallelExecutor.ExecuteActions: [18/28] Module.NativizedAssets.2_of_11.cpp ParallelExecutor.ExecuteActions: [19/28] Module.NativizedAssets.8_of_11.cpp ParallelExecutor.ExecuteActions: [20/28] Module.NativizedAssets.7_of_11.cpp ParallelExecutor.ExecuteActions: [21/28] Module.NativizedAssets.6_of_11.cpp ParallelExecutor.ExecuteActions: [22/28] Module.NativizedAssets.3_of_11.cpp ParallelExecutor.ExecuteActions: [23/28] Module.NativizedAssets.11_of_11.cpp ParallelExecutor.ExecuteActions: [24/28] Module.NativizedAssets.1_of_11.cpp ParallelExecutor.ExecuteActions: [25/28] Module.NativizedAssets.4_of_11.cpp ParallelExecutor.ExecuteActions: [26/28] Module.NativizedAssets.9_of_11.cpp UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError UnrealBuildTool.Main: at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 242 UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 372 UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 219 UnrealBuildTool.Main: at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 550 Timeline.Print: Timeline: Timeline.Print: Timeline.Print: [ 0.000] Timeline.Print: [ 0.000](+0.053) Timeline.Print: [ 0.053](+0.002) FileMetadataPrefetch.QueueEngineDirectory() Timeline.Print: [ 0.055](+0.229) XmlConfig.ReadConfigFiles() Timeline.Print: [ 0.285](+0.000) SingleInstanceMutex.Acquire() Timeline.Print: [ 0.285](+0.125) UEBuildPlatform.RegisterPlatforms() Timeline.Print: 0.286 [ 0.000](+0.090) Initializing InstalledPlatformInfo Timeline.Print: 0.377 [ 0.091](+0.000) Querying types Timeline.Print: 0.378 [ 0.093](+0.001) MacPlatformFactory Timeline.Print: 0.380 [ 0.094](+0.000) TVOSPlatformFactory Timeline.Print: 0.380 [ 0.095](+0.022) AndroidPlatformFactory Timeline.Print: 0.403 [ 0.117](+0.000) HoloLensPlatformFactory Timeline.Print: 0.403 [ 0.117](+0.002) IOSPlatformFactory Timeline.Print: 0.405 [ 0.120](+0.004) LinuxPlatformFactory Timeline.Print: 0.410 [ 0.124](+0.000) LuminPlatformFactory Timeline.Print: 0.410 [ 0.124](+0.000) WindowsPlatformFactory Timeline.Print: [ 0.418](+0.015) TargetDescriptor.ParseCommandLine() Timeline.Print: [ 0.448](+4.949) UEBuildTarget.Create() Timeline.Print: 0.453 [ 0.004](+3.175) RulesCompiler.CreateTargetRulesAssembly() Timeline.Print: 0.453 0.004 [ 0.000](+2.372) Timeline.Print: 2.825 2.377 [ 2.372](+0.032) Finding engine modules Timeline.Print: 2.858 2.409 [ 2.405](+0.005) Finding plugin modules Timeline.Print: 2.863 2.415 [ 2.410](+0.115) Timeline.Print: 2.978 2.530 [ 2.525](+0.004) Finding program modules Timeline.Print: 2.983 2.534 [ 2.530](+0.002) Finding program targets Timeline.Print: 2.985 2.536 [ 2.532](+0.040) Timeline.Print: 3.026 2.577 [ 2.572](+0.597) Compiling rules assembly (InMyHeadModuleRules.dll) Timeline.Print: 3.628 [ 3.180](+0.360) RulesAssembly.CreateTargetRules() Timeline.Print: 3.989 [ 3.540](+0.079) Timeline.Print: 4.068 [ 3.620](+0.227) Compiling rules assembly (NativizedAssetsModuleRules.dll) Timeline.Print: 4.296 [ 3.848](+0.015) UEBuildTarget constructor Timeline.Print: 4.312 [ 3.864](+1.085) UEBuildTarget.PreBuildSetup() Timeline.Print: [ 5.401](+32.503) UEBuildTarget.Build() Timeline.Print: 5.401 [ 0.000](+0.109) Timeline.Print: 5.511 [ 0.109](+22.197) ExternalExecution.SetupUObjectModules() Timeline.Print: 27.708 [22.307](+0.195) Timeline.Print: 27.903 [22.502](+7.442) Executing UnrealHeaderTool Timeline.Print: 35.347 [29.946](+0.002) ExternalExecution.ResetCachedHeaderInfo() Timeline.Print: 35.349 [29.948](+0.002) ExternalExecution.UpdateDirectoryTimestamps() Timeline.Print: 35.352 [29.950](+0.035) Timeline.Print: 35.387 [29.986](+2.375) UEBuildBinary.Build() Timeline.Print: 37.762 [32.361](+0.141) Timeline.Print: [37.905](+0.002) ActionGraph.CheckPathLengths Timeline.Print: [37.908](+0.020) Timeline.Print: [37.928](+0.001) Reading dependency cache Timeline.Print: [37.930](+0.001) Reading action history Timeline.Print: [37.932](+0.022) ActionGraph.GetActionsToExecute() Timeline.Print: 37.934 [ 0.001](+0.001) Prefetching include dependencies Timeline.Print: 37.936 [ 0.003](+0.017) Cache outdated actions Timeline.Print: [37.955](+0.049) Timeline.Print: [38.004](+145.515) ActionGraph.ExecuteActions() Timeline.Print: [183.519](+0.203) Timeline.Print: [183.722](+0.000) FileMetadataPrefetch.Stop() Timeline.Print: [183.725]

I also tried doing it with a blank project in Unreal and it gives me this message:

Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game

I decided to post it here since nobody seems to figure out what and where my problem is coming from either from Visual Studio or Unreal itself.... please help me... :(
submitted by jedlsf to gamedev [link] [comments]

A Complete Penetration Testing & Hacking Tools List for Hackers & Security Professionals

A Complete Penetration Testing & Hacking Tools List for Hackers & Security Professionals

penetration-testing-hacking-tools
Penetration testing & Hacking Tools are more often used by security industries to test the vulnerabilities in network and applications. Here you can find the Comprehensive Penetration testing & Hacking Tools list that covers Performing Penetration testing Operation in all the Environment. Penetration testing and ethical hacking tools are a very essential part of every organization to test the vulnerabilities and patch the vulnerable system.
Also, Read What is Penetration Testing? How to do Penetration Testing?
Penetration Testing & Hacking Tools ListOnline Resources – Hacking ToolsPenetration Testing Resources
Exploit Development
OSINT Resources
Social Engineering Resources
Lock Picking Resources
Operating Systems
Hacking ToolsPenetration Testing Distributions
  • Kali – GNU/Linux distribution designed for digital forensics and penetration testing Hacking Tools
  • ArchStrike – Arch GNU/Linux repository for security professionals and enthusiasts.
  • BlackArch – Arch GNU/Linux-based distribution with best Hacking Tools for penetration testers and security researchers.
  • Network Security Toolkit (NST) – Fedora-based bootable live operating system designed to provide easy access to best-of-breed open source network security applications.
  • Pentoo – Security-focused live CD based on Gentoo.
  • BackBox – Ubuntu-based distribution for penetration tests and security assessments.
  • Parrot – Distribution similar to Kali, with multiple architectures with 100 of Hacking Tools.
  • Buscador – GNU/Linux virtual machine that is pre-configured for online investigators.
  • Fedora Security Lab – provides a safe test environment to work on security auditing, forensics, system rescue, and teaching security testing methodologies.
  • The Pentesters Framework – Distro organized around the Penetration Testing Execution Standard (PTES), providing a curated collection of utilities that eliminates often unused toolchains.
  • AttifyOS – GNU/Linux distribution focused on tools useful during the Internet of Things (IoT) security assessments.
Docker for Penetration Testing
Multi-paradigm Frameworks
  • Metasploit – post-exploitation Hacking Tools for offensive security teams to help verify vulnerabilities and manage security assessments.
  • Armitage – Java-based GUI front-end for the Metasploit Framework.
  • Faraday – Multiuser integrated pentesting environment for red teams performing cooperative penetration tests, security audits, and risk assessments.
  • ExploitPack – Graphical tool for automating penetration tests that ships with many pre-packaged exploits.
  • Pupy – Cross-platform (Windows, Linux, macOS, Android) remote administration and post-exploitation tool,
Vulnerability Scanners
  • Nexpose – Commercial vulnerability and risk management assessment engine that integrates with Metasploit, sold by Rapid7.
  • Nessus – Commercial vulnerability management, configuration, and compliance assessment platform, sold by Tenable.
  • OpenVAS – Free software implementation of the popular Nessus vulnerability assessment system.
  • Vuls – Agentless vulnerability scanner for GNU/Linux and FreeBSD, written in Go.
Static Analyzers
  • Brakeman – Static analysis security vulnerability scanner for Ruby on Rails applications.
  • cppcheck – Extensible C/C++ static analyzer focused on finding bugs.
  • FindBugs – Free software static analyzer to look for bugs in Java code.
  • sobelow – Security-focused static analysis for the Phoenix Framework.
  • bandit – Security oriented static analyzer for Python code.
Web Scanners
  • Nikto – Noisy but fast black box web server and web application vulnerability scanner.
  • Arachni – Scriptable framework for evaluating the security of web applications.
  • w3af – Hacking Tools for Web application attack and audit framework.
  • Wapiti – Black box web application vulnerability scanner with built-in fuzzer.
  • SecApps – In-browser web application security testing suite.
  • WebReaver – Commercial, graphical web application vulnerability scanner designed for macOS.
  • WPScan – Hacking Tools of the Black box WordPress vulnerability scanner.
  • cms-explorer – Reveal the specific modules, plugins, components and themes that various websites powered by content management systems are running.
  • joomscan – one of the best Hacking Tools for Joomla vulnerability scanner.
  • ACSTIS – Automated client-side template injection (sandbox escape/bypass) detection for AngularJS.
Network Tools
  • zmap – Open source network scanner that enables researchers to easily perform Internet-wide network studies.
  • nmap – Free security scanner for network exploration & security audits.
  • pig – one of the Hacking Tools forGNU/Linux packet crafting.
  • scanless – Utility for using websites to perform port scans on your behalf so as not to reveal your own IP.
  • tcpdump/libpcap – Common packet analyzer that runs under the command line.
  • Wireshark – Widely-used graphical, cross-platform network protocol analyzer.
  • Network-Tools.com – Website offering an interface to numerous basic network utilities like ping, traceroute, whois, and more.
  • netsniff-ng – Swiss army knife for network sniffing.
  • Intercepter-NG – Multifunctional network toolkit.
  • SPARTA – Graphical interface offering scriptable, configurable access to existing network infrastructure scanning and enumeration tools.
  • dnschef – Highly configurable DNS proxy for pentesters.
  • DNSDumpster – one of the Hacking Tools for Online DNS recon and search service.
  • CloudFail – Unmask server IP addresses hidden behind Cloudflare by searching old database records and detecting misconfigured DNS.
  • dnsenum – Perl script that enumerates DNS information from a domain, attempts zone transfers, performs a brute force dictionary style attack and then performs reverse look-ups on the results.
  • dnsmap – One of the Hacking Tools for Passive DNS network mapper.
  • dnsrecon – One of the Hacking Tools for DNS enumeration script.
  • dnstracer – Determines where a given DNS server gets its information from, and follows the chain of DNS servers.
  • passivedns-client – Library and query tool for querying several passive DNS providers.
  • passivedns – Network sniffer that logs all DNS server replies for use in a passive DNS setup.
  • Mass Scan – best Hacking Tools for TCP port scanner, spews SYN packets asynchronously, scanning the entire Internet in under 5 minutes.
  • Zarp – Network attack tool centered around the exploitation of local networks.
  • mitmproxy – Interactive TLS-capable intercepting HTTP proxy for penetration testers and software developers.
  • Morpheus – Automated ettercap TCP/IP Hacking Tools .
  • mallory – HTTP/HTTPS proxy over SSH.
  • SSH MITM – Intercept SSH connections with a proxy; all plaintext passwords and sessions are logged to disk.
  • Netzob – Reverse engineering, traffic generation and fuzzing of communication protocols.
  • DET – Proof of concept to perform data exfiltration using either single or multiple channel(s) at the same time.
  • pwnat – Punches holes in firewalls and NATs.
  • dsniff – Collection of tools for network auditing and pentesting.
  • tgcd – Simple Unix network utility to extend the accessibility of TCP/IP based network services beyond firewalls.
  • smbmap – Handy SMB enumeration tool.
  • scapy – Python-based interactive packet manipulation program & library.
  • Dshell – Network forensic analysis framework.
  • Debookee – Simple and powerful network traffic analyzer for macOS.
  • Dripcap – Caffeinated packet analyzer.
  • Printer Exploitation Toolkit (PRET) – Tool for printer security testing capable of IP and USB connectivity, fuzzing, and exploitation of PostScript, PJL, and PCL printer language features.
  • Praeda – Automated multi-function printer data harvester for gathering usable data during security assessments.
  • routersploit – Open source exploitation framework similar to Metasploit but dedicated to embedded devices.
  • evilgrade – Modular framework to take advantage of poor upgrade implementations by injecting fake updates.
  • XRay – Network (sub)domain discovery and reconnaissance automation tool.
  • Ettercap – Comprehensive, mature suite for machine-in-the-middle attacks.
  • BetterCAP – Modular, portable and easily extensible MITM framework.
  • CrackMapExec – A swiss army knife for pentesting networks.
  • impacket – A collection of Python classes for working with network protocols.
Wireless Network Hacking Tools
  • Aircrack-ng – Set of Penetration testing & Hacking Tools list for auditing wireless networks.
  • Kismet – Wireless network detector, sniffer, and IDS.
  • Reaver – Brute force attack against Wifi Protected Setup.
  • Wifite – Automated wireless attack tool.
  • Fluxion – Suite of automated social engineering-based WPA attacks.
Transport Layer Security Tools
  • SSLyze – Fast and comprehensive TLS/SSL configuration analyzer to help identify security misconfigurations.
  • tls_prober – Fingerprint a server’s SSL/TLS implementation.
  • testssl.sh – Command-line tool which checks a server’s service on any port for the support of TLS/SSL ciphers, protocols as well as some cryptographic flaws.
Web Exploitation
  • OWASP Zed Attack Proxy (ZAP) – Feature-rich, scriptable HTTP intercepting proxy and fuzzer for penetration testing web applications.
  • Fiddler – Free cross-platform web debugging proxy with user-friendly companion tools.
  • Burp Suite – One of the Hacking Tools ntegrated platform for performing security testing of web applications.
  • autochrome – Easy to install a test browser with all the appropriate settings needed for web application testing with native Burp support, from NCCGroup.
  • Browser Exploitation Framework (BeEF) – Command and control server for delivering exploits to commandeered Web browsers.
  • Offensive Web Testing Framework (OWTF) – Python-based framework for pentesting Web applications based on the OWASP Testing Guide.
  • WordPress Exploit Framework – Ruby framework for developing and using modules which aid in the penetration testing of WordPress powered websites and systems.
  • WPSploit – Exploit WordPress-powered websites with Metasploit.
  • SQLmap – Automatic SQL injection and database takeover tool.
  • tplmap – Automatic server-side template injection and Web server takeover Hacking Tools.
  • weevely3 – Weaponized web shell.
  • Wappalyzer – Wappalyzer uncovers the technologies used on websites.
  • WhatWeb – Website fingerprinter.
  • BlindElephant – Web application fingerprinter.
  • wafw00f – Identifies and fingerprints Web Application Firewall (WAF) products.
  • fimap – Find, prepare, audit, exploit and even google automatically for LFI/RFI bugs.
  • Kadabra – Automatic LFI exploiter and scanner.
  • Kadimus – LFI scan and exploit tool.
  • liffy – LFI exploitation tool.
  • Commix – Automated all-in-one operating system command injection and exploitation tool.
  • DVCS Ripper – Rip web-accessible (distributed) version control systems: SVN/GIT/HG/BZR.
  • GitTools – One of the Hacking Tools that Automatically find and download Web-accessible .git repositories.
  • sslstrip –One of the Hacking Tools Demonstration of the HTTPS stripping attacks.
  • sslstrip2 – SSLStrip version to defeat HSTS.
  • NoSQLmap – Automatic NoSQL injection and database takeover tool.
  • VHostScan – A virtual host scanner that performs reverse lookups, can be used with pivot tools, detect catch-all scenarios, aliases, and dynamic default pages.
  • FuzzDB – Dictionary of attack patterns and primitives for black-box application fault injection and resource discovery.
  • EyeWitness – Tool to take screenshots of websites, provide some server header info, and identify default credentials if possible.
  • webscreenshot – A simple script to take screenshots of the list of websites.
Hex Editors
  • HexEdit.js – Browser-based hex editing.
  • Hexinator – World’s finest (proprietary, commercial) Hex Editor.
  • Frhed – Binary file editor for Windows.
  • 0xED – Native macOS hex editor that supports plug-ins to display custom data types.
File Format Analysis Tools
  • Kaitai Struct – File formats and network protocols dissection language and web IDE, generating parsers in C++, C#, Java, JavaScript, Perl, PHP, Python, Ruby.
  • Veles – Binary data visualization and analysis tool.
  • Hachoir – Python library to view and edit a binary stream as the tree of fields and tools for metadata extraction.
read more https://oyeitshacker.blogspot.com/2020/01/penetration-testing-hacking-tools.html
submitted by icssindia to Hacking_Tutorials [link] [comments]

Package Failed (after enabling Exclusive Nativization)

I don't know why it won't allow me to package my game after enabling nativization. I also did add the assets to nativize in the array by manually setting up my blueprint for nativization via Class settings.
I'm getting the ff errors from my output log:
Took 184.0273603s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UBT-InMyHead-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error


Here's my full log text file:
AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK
IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK using manually installed SDK
LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK
WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK
BuildMode.Execute: Command line: "Z:\[GAMES]\Epic Games\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe" InMyHead Win64 Development -Project="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" -NoUBTMakefiles -remoteini="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead" -skipdeploy -Manifest="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UBT-InMyHead-Win64-Development.txt"
DynamicCompilation.RequiresCompilation: Compiling Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\BuildRules\InMyHeadModuleRules.dll: Assembly does not exist
WindowsPlatform.FindVSInstallDirs: Found Visual Studio installation: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise (Product=Microsoft.VisualStudio.Product.Enterprise, Version=15.9.28307.1146, Sort=0)
WindowsPlatform.FindToolChainDirs: Found Visual Studio toolchain: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023 (Version=14.16.27040)
WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 8.1 SDK at C:\Program Files (x86)\Windows Kits\8.1
WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.10240.0 at C:\Program Files (x86)\Windows Kits\10
WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 10 SDK version 10.0.14393.0 at C:\Program Files (x86)\Windows Kits\10
WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.14393.0 at C:\Program Files (x86)\Windows Kits\10
DynamicCompilation.RequiresCompilation: Compiling Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Plugins\NativizedAssets\Windows\Game\Intermediate\Build\BuildRules\NativizedAssetsModuleRules.dll: Assembly does not exist
UEBuildTarget.AddPlugin: Enabling plugin 'PythonScriptPlugin' (referenced via InMyHead.uproject)
UEBuildTarget.AddPlugin: Enabling plugin 'NativizedAssets' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'Paper2D' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AISupport' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LightPropagationVolume' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CameraShakePreviewer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ActorLayerUtilities' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AnimationSharing' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SignificanceManager' (referenced via default plugins -> AnimationSharing.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'CLionSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CodeLiteSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GitSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'KDevelopSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'NullSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PerforceSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PlasticSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'RiderSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SubversionSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'UObjectPlugin' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioCodeSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'XCodeSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AssetManagerEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CryptoKeys' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CurveEditorTools' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'DataValidation' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'FacialAnimation' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GameplayTagsEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryMode' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MacGraphicsSwitching' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MaterialAnalyzer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MobileLauncherProfileWizard' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PluginBrowser' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SpeedTreeImporter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'DatasmithContent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VariantManagerContent' (referenced via default plugins -> DatasmithContent.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AlembicImporter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCache' (referenced via default plugins -> AlembicImporter.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AutomationUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ScreenshotTools' (referenced via default plugins -> AutomationUtils.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'BackChannel' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosClothEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosCloth' (referenced via default plugins -> ChaosClothEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PlanarCut' (referenced via default plugins -> ChaosEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryProcessing' (referenced via default plugins -> ChaosEditor.uplugin -> PlanarCut.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'EditableMesh' (referenced via default plugins -> ChaosEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCollectionPlugin' (referenced via default plugins -> ChaosEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ProceduralMeshComponent' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosSolverPlugin' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosNiagara' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'Niagara' (referenced via default plugins -> ChaosNiagara.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'CharacterAI' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PlatformCrypto' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ProxyLODPlugin' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SkeletalReduction' (referenced via default plugins)
UEBuildTarget.AddPlugin: Ignoring plugin 'MagicLeapMedia' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapPassableWorld' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeap' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MLSDK' (referenced via default plugins -> MagicLeap.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapLightEstimation' (referenced via default plugins -> MagicLeap.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AvfMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ImgMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MediaCompositing' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MediaPlayerEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WmfMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MeshPainting' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'TcpMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'UdpMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ActorSequence' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LevelSequenceEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MatineeToLevelSequence' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'TemplateSequence' (referenced via default plugins -> MatineeToLevelSequence.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'MovieRenderPipeline' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'EditorScriptingUtilities' (referenced via default plugins -> MovieRenderPipeline.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'NetcodeUnitTest' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'NUTUnrealEngine4' (referenced via default plugins)
UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemGooglePlay' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemIOS' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemNull' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystem' (referenced via default plugins -> OnlineSubsystemNull.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemUtils' (referenced via default plugins -> OnlineSubsystemNull.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'LauncherChunkInstaller' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidPermission' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AppleImageUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AppleMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ArchVisCharacter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AssetTags' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AudioCapture' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CableComponent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CustomMeshComponent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ExampleDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GoogleCloudMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GooglePAD' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'IOSDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LinuxDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LocationServicesBPLibrary' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MobilePatchingUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OculusVR' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PhysXVehicles' (referenced via default plugins)
UEBuildTarget.AddPlugin: Ignoring plugin 'PostSplashScreen' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Enabling plugin 'RuntimePhysXCooking' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SoundFields' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SteamVR' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'Synthesis' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WebMMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WebMMedia' (referenced via default plugins -> WebMMoviePlayer.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'WindowsMoviePlayer' (referenced via default plugins)
LuminSDKVersionHelper.HasAnySDK: *** Unable to determine MLSDK location ***
VCToolChain..ctor: Compiler: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\cl.exe
VCToolChain..ctor: Linker: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe
VCToolChain..ctor: Library Manager: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\lib.exe
VCToolChain..ctor: Resource Compiler: C:\Program Files (x86)\Windows Kits\10\bin\x64\rc.exe
ExternalExecution.AreGeneratedCodeFilesOutOfDate: UnrealHeaderTool needs to run because no generated code directory was found for module NativizedAssets
ExternalExecution.ExecuteHeaderToolIfNecessary: Parsing headers for InMyHead
ExternalExecution.ExecuteHeaderToolIfNecessary: Running UnrealHeaderTool "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Win64\InMyHead\Development\InMyHead.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UHT-InMyHead-Win64-Development.txt" -installed
ExternalExecution.ExecuteHeaderToolIfNecessary: Reflection code generated for InMyHead in 7.4428985 seconds
UEBuildTarget.GenerateManifest: Writing manifest to Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Manifest.xml
HotReload.IsLiveCodingSessionActive: Checking for live coding mutex: Global\LiveCoding_Z++Zelijah Media Files+In My Head (feat. Hijo)+UE Assets+[Project]+InMyHead+Binaries+Win64+InMyHead.exe
ActionGraph.IsActionOutdated: Module.NativizedAssets.4_of_11.cpp: Produced item "Module.NativizedAssets.4_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.9_of_11.cpp: Produced item "Module.NativizedAssets.9_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.3_of_11.cpp: Produced item "Module.NativizedAssets.gen.3_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.pch" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.9_of_11.cpp: Produced item "Module.NativizedAssets.gen.9_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.4_of_11.cpp: Produced item "Module.NativizedAssets.gen.4_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.7_of_11.cpp: Produced item "Module.NativizedAssets.gen.7_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.8_of_11.cpp: Produced item "Module.NativizedAssets.gen.8_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.6_of_11.cpp: Produced item "Module.NativizedAssets.gen.6_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.8_of_11.cpp: Produced item "Module.NativizedAssets.8_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.7_of_11.cpp: Produced item "Module.NativizedAssets.7_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.1_of_11.cpp: Produced item "Module.NativizedAssets.1_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.5_of_11.cpp: Produced item "Module.NativizedAssets.5_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.2_of_11.cpp: Produced item "Module.NativizedAssets.2_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.5_of_11.cpp: Produced item "Module.NativizedAssets.gen.5_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.target: Produced item "InMyHead.target" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.1_of_11.cpp: Produced item "Module.NativizedAssets.gen.1_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.2_of_11.cpp: Produced item "Module.NativizedAssets.gen.2_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.10_of_11.cpp: Produced item "Module.NativizedAssets.10_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.exe: Produced item "InMyHead.exe" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.10_of_11.cpp: Produced item "Module.NativizedAssets.gen.10_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Default.rc2: Produced item "Default.rc2.res" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.6_of_11.cpp: Produced item "Module.NativizedAssets.6_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.11_of_11.cpp: Produced item "Module.NativizedAssets.gen.11_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.3_of_11.cpp: Produced item "Module.NativizedAssets.3_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.cpp: Produced item "InMyHead.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.11_of_11.cpp: Produced item "Module.NativizedAssets.11_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.pch" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.4_of_11.cpp: Produced item "Module.NativizedAssets.4_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.9_of_11.cpp: Produced item "Module.NativizedAssets.9_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.3_of_11.cpp: Produced item "Module.NativizedAssets.gen.3_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.8_of_11.cpp: Produced item "Module.NativizedAssets.gen.8_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.1_of_11.cpp: Produced item "Module.NativizedAssets.gen.1_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.2_of_11.cpp: Produced item "Module.NativizedAssets.gen.2_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.9_of_11.cpp: Produced item "Module.NativizedAssets.gen.9_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.7_of_11.cpp: Produced item "Module.NativizedAssets.gen.7_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.10_of_11.cpp: Produced item "Module.NativizedAssets.10_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.11_of_11.cpp: Produced item "Module.NativizedAssets.11_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.10_of_11.cpp: Produced item "Module.NativizedAssets.gen.10_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.2_of_11.cpp: Produced item "Module.NativizedAssets.2_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.6_of_11.cpp: Produced item "Module.NativizedAssets.gen.6_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.8_of_11.cpp: Produced item "Module.NativizedAssets.8_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.5_of_11.cpp: Produced item "Module.NativizedAssets.gen.5_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.txt" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.exe: Produced item "InMyHead.pdb" was produced by outdated command-line.
ActionGraph.IsActionOutdated: New command-line: Z:\[GAMES]\Epic Games\UE_4.25\Engine\Build\Windows\link-filter\link-filter.exe -- "Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe" @"Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Win64\InMyHead\Development\InMyHead.exe.response"
ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.txt" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.cpp: Produced item "InMyHead.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.6_of_11.cpp: Produced item "Module.NativizedAssets.6_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.11_of_11.cpp: Produced item "Module.NativizedAssets.gen.11_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.4_of_11.cpp: Produced item "Module.NativizedAssets.gen.4_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.7_of_11.cpp: Produced item "Module.NativizedAssets.7_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.3_of_11.cpp: Produced item "Module.NativizedAssets.3_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.5_of_11.cpp: Produced item "Module.NativizedAssets.5_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.1_of_11.cpp: Produced item "Module.NativizedAssets.1_of_11.cpp.txt" doesn't exist.
ActionGraph.DeleteOutdatedProducedItems: Deleting outdated item: Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Binaries\Win64\InMyHead.pdb
BuildMode.Build: Building InMyHead...
BuildMode.OutputToolchainInfo: Using Visual Studio 2017 14.16.27040 toolchain (Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023) and Windows 10.0.14393.0 SDK (C:\Program Files (x86)\Windows Kits\10).
BuildMode.OutputToolchainInfo: [Upgrade]
BuildMode.OutputToolchainInfo: [Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
BuildMode.OutputToolchainInfo: [Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
BuildMode.OutputToolchainInfo: [Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
BuildMode.OutputToolchainInfo: [Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
BuildMode.OutputToolchainInfo: [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in InMyHead.Target.cs, and explicitly overriding settings that differ from the new defaults.
BuildMode.OutputToolchainInfo: [Upgrade]
ParallelExecutor.ExecuteActions: Building 28 actions with 16 processes...
ParallelExecutor.ExecuteActions: [1/28] Default.rc2
ParallelExecutor.ExecuteActions: [2/28] SharedPCH.Core.cpp
ParallelExecutor.ExecuteActions: [3/28] InMyHead.cpp
ParallelExecutor.ExecuteActions: [4/28] SharedPCH.Engine.cpp
ParallelExecutor.ExecuteActions: [5/28] Module.NativizedAssets.gen.5_of_11.cpp
ParallelExecutor.ExecuteActions: [6/28] Module.NativizedAssets.gen.4_of_11.cpp
ParallelExecutor.ExecuteActions: [7/28] Module.NativizedAssets.gen.2_of_11.cpp
ParallelExecutor.ExecuteActions: [8/28] Module.NativizedAssets.gen.3_of_11.cpp
ParallelExecutor.ExecuteActions: [9/28] Module.NativizedAssets.gen.6_of_11.cpp
ParallelExecutor.ExecuteActions: [10/28] Module.NativizedAssets.gen.7_of_11.cpp
ParallelExecutor.ExecuteActions: [11/28] Module.NativizedAssets.gen.8_of_11.cpp
ParallelExecutor.ExecuteActions: [12/28] Module.NativizedAssets.gen.9_of_11.cpp
ParallelExecutor.ExecuteActions: [13/28] Module.NativizedAssets.gen.1_of_11.cpp
ParallelExecutor.ExecuteActions: [14/28] Module.NativizedAssets.gen.10_of_11.cpp
ParallelExecutor.ExecuteActions: [15/28] Module.NativizedAssets.gen.11_of_11.cpp
ParallelExecutor.ExecuteActions: [16/28] Module.NativizedAssets.10_of_11.cpp
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2065: 'UW_Minimap_C__pf655287937': undeclared identifier
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2672: 'NewObject': no matching overloaded function found
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2974: 'NewObject': invalid template argument for 'T', type expected
ParallelExecutor.ExecuteActions: Z:\[GAMES]\Epic Games\UE_4.25\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectGlobals.h(1225): note: see declaration of 'NewObject'
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): error C3536: '__Local__8': cannot be used before it is initialized
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): error C2440: '': cannot convert from 'int' to 'FUnconvertedWrapper__UW_Minimap_C__pf655287937'
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): note: No constructor could take the source type, or constructor overload resolution was ambiguous
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(575): error C2440: '=': cannot convert from 'int' to 'UWidget *'
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(575): note: Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast
ParallelExecutor.ExecuteActions: [17/28] Module.NativizedAssets.5_of_11.cpp
ParallelExecutor.ExecuteActions: [18/28] Module.NativizedAssets.2_of_11.cpp
ParallelExecutor.ExecuteActions: [19/28] Module.NativizedAssets.8_of_11.cpp
ParallelExecutor.ExecuteActions: [20/28] Module.NativizedAssets.7_of_11.cpp
ParallelExecutor.ExecuteActions: [21/28] Module.NativizedAssets.6_of_11.cpp
ParallelExecutor.ExecuteActions: [22/28] Module.NativizedAssets.3_of_11.cpp
ParallelExecutor.ExecuteActions: [23/28] Module.NativizedAssets.11_of_11.cpp
ParallelExecutor.ExecuteActions: [24/28] Module.NativizedAssets.1_of_11.cpp
ParallelExecutor.ExecuteActions: [25/28] Module.NativizedAssets.4_of_11.cpp
ParallelExecutor.ExecuteActions: [26/28] Module.NativizedAssets.9_of_11.cpp
UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError
UnrealBuildTool.Main: at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 242
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 372
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 219
UnrealBuildTool.Main: at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 550
Timeline.Print: Timeline:
Timeline.Print:
Timeline.Print: [ 0.000]
Timeline.Print: [ 0.000](+0.053)
Timeline.Print: [ 0.053](+0.002) FileMetadataPrefetch.QueueEngineDirectory()
Timeline.Print: [ 0.055](+0.229) XmlConfig.ReadConfigFiles()
Timeline.Print: [ 0.285](+0.000) SingleInstanceMutex.Acquire()
Timeline.Print: [ 0.285](+0.125) UEBuildPlatform.RegisterPlatforms()
Timeline.Print: 0.286 [ 0.000](+0.090) Initializing InstalledPlatformInfo
Timeline.Print: 0.377 [ 0.091](+0.000) Querying types
Timeline.Print: 0.378 [ 0.093](+0.001) MacPlatformFactory
Timeline.Print: 0.380 [ 0.094](+0.000) TVOSPlatformFactory
Timeline.Print: 0.380 [ 0.095](+0.022) AndroidPlatformFactory
Timeline.Print: 0.403 [ 0.117](+0.000) HoloLensPlatformFactory
Timeline.Print: 0.403 [ 0.117](+0.002) IOSPlatformFactory
Timeline.Print: 0.405 [ 0.120](+0.004) LinuxPlatformFactory
Timeline.Print: 0.410 [ 0.124](+0.000) LuminPlatformFactory
Timeline.Print: 0.410 [ 0.124](+0.000) WindowsPlatformFactory
Timeline.Print: [ 0.418](+0.015) TargetDescriptor.ParseCommandLine()
Timeline.Print: [ 0.448](+4.949) UEBuildTarget.Create()
Timeline.Print: 0.453 [ 0.004](+3.175) RulesCompiler.CreateTargetRulesAssembly()
Timeline.Print: 0.453 0.004 [ 0.000](+2.372)
Timeline.Print: 2.825 2.377 [ 2.372](+0.032) Finding engine modules
Timeline.Print: 2.858 2.409 [ 2.405](+0.005) Finding plugin modules
Timeline.Print: 2.863 2.415 [ 2.410](+0.115)
Timeline.Print: 2.978 2.530 [ 2.525](+0.004) Finding program modules
Timeline.Print: 2.983 2.534 [ 2.530](+0.002) Finding program targets
Timeline.Print: 2.985 2.536 [ 2.532](+0.040)
Timeline.Print: 3.026 2.577 [ 2.572](+0.597) Compiling rules assembly (InMyHeadModuleRules.dll)
Timeline.Print: 3.628 [ 3.180](+0.360) RulesAssembly.CreateTargetRules()
Timeline.Print: 3.989 [ 3.540](+0.079)
Timeline.Print: 4.068 [ 3.620](+0.227) Compiling rules assembly (NativizedAssetsModuleRules.dll)
Timeline.Print: 4.296 [ 3.848](+0.015) UEBuildTarget constructor
Timeline.Print: 4.312 [ 3.864](+1.085) UEBuildTarget.PreBuildSetup()
Timeline.Print: [ 5.401](+32.503) UEBuildTarget.Build()
Timeline.Print: 5.401 [ 0.000](+0.109)
Timeline.Print: 5.511 [ 0.109](+22.197) ExternalExecution.SetupUObjectModules()
Timeline.Print: 27.708 [22.307](+0.195)
Timeline.Print: 27.903 [22.502](+7.442) Executing UnrealHeaderTool
Timeline.Print: 35.347 [29.946](+0.002) ExternalExecution.ResetCachedHeaderInfo()
Timeline.Print: 35.349 [29.948](+0.002) ExternalExecution.UpdateDirectoryTimestamps()
Timeline.Print: 35.352 [29.950](+0.035)
Timeline.Print: 35.387 [29.986](+2.375) UEBuildBinary.Build()
Timeline.Print: 37.762 [32.361](+0.141)
Timeline.Print: [37.905](+0.002) ActionGraph.CheckPathLengths
Timeline.Print: [37.908](+0.020)
Timeline.Print: [37.928](+0.001) Reading dependency cache
Timeline.Print: [37.930](+0.001) Reading action history
Timeline.Print: [37.932](+0.022) ActionGraph.GetActionsToExecute()
Timeline.Print: 37.934 [ 0.001](+0.001) Prefetching include dependencies
Timeline.Print: 37.936 [ 0.003](+0.017) Cache outdated actions
Timeline.Print: [37.955](+0.049)
Timeline.Print: [38.004](+145.515) ActionGraph.ExecuteActions()
Timeline.Print: [183.519](+0.203)
Timeline.Print: [183.722](+0.000) FileMetadataPrefetch.Stop()
Timeline.Print: [183.725]
submitted by jedlsf to unrealengine [link] [comments]

Tutorial: Using Borg for backup your QNAP to other devices (Advanced - CLI only)

Tutorial: Using Borg for backup your QNAP to other devices (Advanced - CLI only)
This tutorial will explain how to use Borg Backup to perform backups. This tutorial will specifically be aimed to perform backups from our QNAP to another unit (another NAS in your LAN, external hard drive, any off-site server, etc). But it is also a great tool to backup your computers to your NAS. This tutorial is a little bit more technical than the previous, so, be patient :)
MASSIVE WALL OF TEXT AHEAD. You have been warned.
Why Borg instead of, let’s say HBS3? Well, Borg is one of the best -if not THE BEST- backup software available. It is very resilient to failure and corruption. Personally I’m in love with Borg. It is a command line based tool. That means that there is no GUI available (there are a couple of front-end created by community, though). I know that can be very intimidating at first when you are not accustomed to it, and that it looks ugly, but honestly, it is not so complicated, and if you are willing to give it a try, I can assure you that is simple and easy. You might even like it over time!
https://www.borgbackup.org/
That aside, I have found that HBS3 can only perform incremental backups when doing QNAP-QNAP backups. It can use Rsync to save files to a non-QNAP device, but then you can’t use incremental (and IIRC, neither Deduplication or encryption). It will even refuse to save to a mounted folder using hybrid mount. QNAP seems to be trying to subtle lock you down in their ecosystem. Borg has none of those limitations.

Main pros of Borg Backup:
- VERY efficient and powerful
- Space efficient thanks to deduplication and compression
- Allows encryption, deduplication, incremental, compression… you name it.
- Available in almost any OS (except Windows) and thanks to Docker, even in Windows. There are also ARM binaries, so it is Raspberry compatible, and even ARM based QNAPs that don’t support docker can use it!!!
- Since it’s available in most OS, you can use a single unified solution for all your backups.
- Can make backups in PUSH and PULL style. Either each machine with Borg pushes the files into the server, or a single server with Borg installed pulls the files from any device without needing to install Borg on those devices.
- It is backed by a huge community with tons of integration and wrapper tools (https://github.com/borgbackup/community)
- Supports Backup to local folders, LAN backups using NFS or SMB, and also remote backups using SFTP or mounting SSHFS.
- IT IS FOSS. Seriously, guys, whenever possible, choose FOSS.

Cons of Borg Backup:
- It is not tailored for backups to cloud services like Drive or Mega. You might want to take a look at Rclone or Restic for that.
- It lacks GUI, so everything is CLI controlled. I know, it can be very intimidating, but once you have used it for a couple of days, you will notice how simple and comfortable to use is.

The easiest way to run Borg is to just grab the appropriate prebuilt binary (https://github.com/borgbackup/borg/releases) and run it baremetal, but I’m going to show how to install Borg in a docker container so you can apply this solution to any other scenario where docker is available. If you want to skip the container creation, just proceed directly to step number 2.

**FIRST STEP: LET'S BUILD THE CONTAINER**
There is currently no official Borg prebuilt container (although there are non-official ones). Since it’s a CLI tool, you don’t really need a prebuilt container, you can just use your preferred one (Ubuntu, Debian, Alpine etc) and install Borg directly in your container. We are using a ubuntu:latest container because the available Borg version for ubuntu is up to date. For easiness, all those directories we want to backup will be mounted inside the container in /output.
If you already are familiar with SSH and container creation though CLI, just user this template, substituting your specific directories mount.
docker run -it \ --cap-add=NET_ADMIN \ --net=bridge \ --privileged \ --cap-add SYS_ADMIN \ --device /dev/fuse \ --security-opt apparmor:unconfined \ --name=borgbackup \ -v /share/Movies:/output/Movies:ro \ -v /share/Important/Documents:/output/Documents:ro \ -v /share/Other:/output/Other:ro \ -v /share/Containeborgbackup/persist:/persist \ -v /etc/localtime:/etc/localtime:ro \ ubuntu:latest 
(REMEMBER: LINUX IS CAPITAL SENSIBLE, SO CAPITALS MATTER!!)
Directories to be backup are mounted as read only (:ro) for extra safety. I have also found that mounting another directory as “persistent” directory makes easy to create and edit the needed scripts directly from File Finder in QNAP, and also allows to keep them in case you need to destroy or recreate the container: this is the “/persist” directory. Use your favorite path.
If you are not familiar with SSH, first go here to learn how to activate and login into your QNAP using SSH (https://www.qnap.com/en/how-to/knowledge-base/article/how-to-access-qnap-nas-by-ssh/).
You can also use the GUI in Container Station to create the container and mount folders in advanced tab during container creation. Please, refer to QNAP’s tutorials about Docker.
GUI example
If done correctly, you will see that this container appears in the overview tab of Container Station. Click the name, and then click the two arrows. That will transport you to another tab inside the container to start working.
https://preview.redd.it/5y09skuxrvj41.jpg?width=1440&format=pjpg&auto=webp&s=19e4b22d6458d2c9a8143c9841f070828bcf5170

**SECOND STEP: INSTALLING BORG BACKUP INSIDE THE CONTAINER**
First check that the directory with all the data you want to backup (/output in our example) is mounted. If you can’t see anything, then you did something wrong in the first step when creating the container. If so, delete the container and try again. Now navigate to /persist using “cd /persist”
See how /output contains to-be-backup directories
Now, we are going to update ubuntu and install some dependencies and apps we need to work. Copy and paste this:
apt update && apt upgrade -y apt install -y nano fuse software-properties-common nfs-common ssh 
It will install a lot of things. Just let it work. When finished, install borgbackup using
add-apt-repository -y ppa:costamagnagianfranco/borgbackup apt install -y borgbackup 
When it’s finished, run “borg --version” and you will be shown the current installed version (at time of writing this current latest is 1.1.10). You already have Borg installed!!!!
1.1.10 is latest version at the time of this tutorial creation

**THIRD STEP: PREPARING THE BACKUP DEVICE USING NFS MOUNT**
Now, to init the repository, we first need to choose where we want to make the backup. Borg can easily make “local” backups, choosing a local folder, but that defeats the purpose for backups, right? We want to create remote repositories.
If you are making backups to a local (same network) device (another NAS, a computer, etc) then you can choose to use SFTP (SSH file transfer) or just NFS or SMB to mount a folder. If you want to backup to a remote repository outside your LAN (the internet) you HAVE to use SFTP or SSHFS. I’m explaining now how to mount folder using NFS, leaving SFTP for later.
Borg can work in two different ways: PUSH style or PULL style.
In PUSH style, each unit to be backup have Borg installed and it “pushes” the files to a remote folder using NFS, SMB or SSHFS. The target unit do not need to have Borg installed.
PUSH style backup: The QNAP sends files to the backup device

In PULL style, the target unit that is going to receive the backups has Borg installed, and it “pulls” the files from the units to be backup (and so, they don’t need Borg installed) using NFS, SMB or SSHFS. This is great if you have a powerful NAS unit and want to backup several computers.
PULL style backup: The backup device gets files from QNAP. Useful for multiple unit backups into the same backup server.

When using SFTP, the backup unit has Borg installed, opens a secure SSH connection to target unit, connects with Borg in target machine, and uploads the files. In SFTP style, BOTH units need Borg installed.
SFTP: Borg needs to be installed in both devices, and they \"talk\" each other.

I’m assuming you have another device with IP “192.168.1.200” (in my example I’m using a VM with that IP) with a folder called “/backup” inside. I’m also assuming that you have correctly authorized NFS mount with read/write permissions between both devices. If you don’t now how to, you’ll need to investigate. (https://www.qnap.com/en-us/how-to/knowledge-base/article/how-to-enable-and-setup-host-access-for-nfs-connection/)
NFS mount means mirroring two folders from two different devices. So, mounting folder B from device Y into folder A from device X means that even if the folder B is “physically” stored on device Y, the device X can use it exactly as if it was folder A inside his local path. If you write something to folder A, folder B will automatically be updated with that new file and vice-versa.
Graphical example of what happens when mounting folders in Linux system.
Mount usage is: “mount [protocol] [targetIP]:/target/directory /local/directory” So, go to your container and write:
mount -t nfs 192.168.1.200:/backup /mnt 
Mount is the command to mount. “-t nfs” means using NFS, if you want to use SMB you would use “-t cifs”. 192.168.1.200 is the IP of the device where you are going to make backups. /backup is the directory in the target we want to save our backups to (remember you need to correctly enable permission for NFS server sharing in the target device). /mnt is the directory in the container where the /backup folder will be mounted.
OK, so now /mnt in container = /backup in target. If you drop a .txt file in one of those directories, it will immediately appear on the other. So… All we have to do now is make a borg repository on /mnt and wildly start making backups. /mnt will be our working directory.

**FOURTH STEP: ACTUALLY USING BORG** (congrats if you made it here)
Read the documentation
https://borgbackup.readthedocs.io/en/stable/usage/general.html
It’s madness. Right?. It’s OK. In fact we only need a very few borg commands to make it work.
“borg init” creates a repository, that is, a place where the backup files are stored.
“borg create” makes a backup
“borg check” checks backup integrity
“borg prune” prunes the backup (deletes older files)
“borg extract” extract files from a backup
“borg mount” mounts a backup as if it was a directory and you can navigate it
“borg info” gives you info from the repository
“borg list” shows every backup inside the repository
But since we are later using pre-made scripts for backup, you will only need to actually use “init”, “info” and “list” and in case of recovery, “mount”.
let’s create our repository using INIT
https://borgbackup.readthedocs.io/en/stable/usage/init.html
borg init -e [encryption] [options] /mnt 
So, if you want to encrypt the repository with a password (highly recommended) use “-e repokey” or “-e repokey-blake2”. If you want to use a keyfile instead, use “-e keyfile”. If you don’t want to encrypt, use “-e none”. If you want to set a maximum space quota, use “--storage-quota ” to avoid excessive storage usage (I.e “--storage-quota 500G” or “--storage-quota 2.5T”). Read the link above. OK, so in this example:
borg init -e repokey –storage-quota 200G /mnt 
You will be asked for a password. Keep this password safe. If you lose it, you lose your backups!!!! Once finished, we have our repository ready to create the first backup. If you use “ls /mnt” you will see than the /mnt directory is no longer empty, but contains several files. Those are the repository files, and now should also be present in your backup device.
init performed successfully
Let’s talk about actually creating backups. Usually, you would create a backup using the “borg create” backup command, using something like this:
borg create -l -s /mnt::Backup01 /output --exclude ‘*.py’ 
https://borgbackup.readthedocs.io/en/stable/usage/create.html
That would create a backup archive called “backup01” of all files and directories in /output, but excluding every .py file. It will also verbose all files (-l) and stats (-s) during the process. If you later write the same but with “Backup02”, only new added files will be saved (incremental) but deleted files will still be available in “Backup01”. So as new backups are made, you will end running out of storage space. To avoid this you would need to schedule pruning.
https://borgbackup.readthedocs.io/en/stable/usage/prune.html
borg prune [options] [path/to/repo] is used to delete old backups based on your specified options (I.e “save 4 last year backups, 1 backups each month last year, and 1 daily last month).
BUT. To make is simple, we just need to create a script that will automatically 1) Create a new backup with specified name and 2) run a Prune with specified retention policy.
Inside the container head to /persist using “cd /persist”, and create a file called backup.sh using
touch backup.sh chmod 700 backup.sh nano backup.sh 
Then, copy the following and paste it inside nano using CTRL+V
#!/bin/sh # Setting this, so the repo does not need to be given on the command line: export BORG_REPO=/mnt # Setting this, so you won't be asked for your repository passphrase: export BORG_PASSPHRASE='YOURsecurePASS' # or this to ask an external program to supply the passphrase: # export BORG_PASSCOMMAND='pass show backup' # some helpers and error handling: info() { printf "\n%s %s\n\n" "$( date )" "$*" >&2; } trap 'echo $( date ) Backup interrupted >&2; exit 2' INT TERM info "Starting backup" # Backup the most important directories into an archive named after # the machine this script is currently running on: borg create \ --verbose \ --filter AME \ --list \ --stats \ --show-rc \ --compression lz4 \ --exclude-caches \ --exclude '*@Recycle/*' \ --exclude '*@Recently-Snapshot/*' \ --exclude '*[email protected]__thumb/*' \ \ ::'QNAP-{now}' \ /output \ backup_exit=$? info "Pruning repository" # Use the `prune` subcommand to maintain 7 daily, 4 weekly and 6 monthly # archives of THIS machine. The 'QNAP-' prefix is very important to # limit prune's operation to this machine's archives and not apply to # other machines' archives also: borg prune \ --list \ --prefix 'QNAP-' \ --show-rc \ --keep-daily 7 \ --keep-weekly 4 \ --keep-monthly 6 \ prune_exit=$? # use highest exit code as global exit code global_exit=$(( backup_exit > prune_exit ? backup_exit : prune_exit )) if [ ${global_exit} -eq 0 ]; then info "Backup and Prune finished successfully" elif [ ${global_exit} -eq 1 ]; then info "Backup and/or Prune finished with warnings" else info "Backup and/or Prune finished with errors" fi exit ${global_exit} 
This script seems very complicated, but all it does is
  1. Define the backup location
  2. Define backup parameters, inclusions and exclusions and run backup
  3. Define pruning policy and run prune
  4. Show stats
You can freely modify it using the options you need (they are described in the documentation).
“export BORG_REPO=/mnt” is where the repository is located.
“export BORG_PASSPHRASE='YOURsecurePASS' is your repository password (between the single quotes)
After “borg create” some options are defined, like compression, file listing and stat showing. Then exclusion are defined (each –exclude defines one exclusion rules. In this example I have defined rules to avoid backup thumbnails, recycle bin files, and snapshots). If you wish to exclude mode directories or files, you do it adding a new rule there.
::'QNAP-{now}' defines how backups will be named. Right now they will be named as QNAP-”current date and time”. In case you want only current date and not time used, you can use instead:
::'QNAP-{now:%Y-%m-%d}' \
Be aware that if you decide to do so, you will only be able to create a single backup each day, as subsequent backups the same day will fail, since Borg will find another backup with same name and skip the current one.
/output below is the directory to be backup.
And finally, prune policy is at the end. This defines what backups will be kept and which ones will be deleted. Current defined policy is to keep 7 end of day, then 4 end of week and 6 end of month backups. Extra backups will be deleted. You can modify this depending on your needs. Follow the documentation for extra information and examples.
https://borgbackup.readthedocs.io/en/stable/usage/prune.html
Now save the script using CTRL+O. We are ready. Run the script using:
./backup.sh
It will show progress, including what files are being saved. After finishing, it will return backup name (in this example “QNAP-2020-01-26T01:05:36“ is the name of the backup archive), stats and will return two rc status, one for the backup, and another for pruning. “rc0” means success. “rc1” means finished, but with some errors. “rc2” means failed. You should be returned two rc0 status and the phrase “Backup and Prune finished successfully”. Congrats.
Backup completed. rc 0=good. rc 2=bad
You can use any borg command manually against your repository as needed. For example:
borg list /mnt List your current backups inside the repository borg list /mnt::QNAP-2020-01-26T01:05:36 List all archives inside this specific backup borg info /mnt List general stats of your repository borg check -v –show-rc /mnt Performs an integrity check and returns rc status (0, 1 or 2) 
All that is left is to create the final running script and the cronjob in our QNAP to automate backups. You can skip the next step, as it describes the same process but using SFTP instead of NFS, and head directly to step number Six.

**FIFTH STEP: HTE SAME AS STEP 4, BUT USING SFTP INSTEAD**
If you want to perform backups to an off-site machine, like another NAS located elsewhere, then you can’t use NFS or SMB, as they are not prepared to be used through internet and are not safe. We must use SFTP. SFTP is NOT FTP over SSL (that is FTPS). SFTP stands for Secure File Transfer Protocol, and it’s based on SSH but for file transfer. It is secure, as everything is encrypted, but expect lower speed due encryption overhead. We need to first set it up SSH on our target machine, so be sure to enable it. I also recommend to use a non standard port. In our example, we are using port 4000.
IMPORTANT NOTE: To use SFTP, borg backup must be running in the target machine. You can run it baremetal, or use a container, just as in our QNAP, but if you really can’t get borg running in the target machine, then you cannot use SFTP. There is an alternative, though: SSHFS, which is basically NFS but over SSH. With it you can securely mount a folder over internet. Read this documentation (https://www.digitalocean.com/community/tutorials/how-to-use-sshfs-to-mount-remote-file-systems-over-ssh) and go back to Third Step once you got it working. SSHFS is not covered in this tutorial.
First go to your target machine, and create a new user (in our example this will be “targetuser”)
Second we need to create SSH keys, so both the original machine and the target one can perform SSH connection without needing for a password. It also greatly increases security. In our original container run
ssh-keygen -t rsa 
When you are asked for a passphrase just press enter (no passphrase). Your keys are now stored in ~/.ssh To copy them to your target machine, use this:
ssh-copy-id -p 4000 [email protected] 
If that don’t work, this is an alternative command you can use:
cat ~/.ssh/id_rsa.pub | ssh -p 4000 [email protected] "mkdir -p ~/.ssh && chmod 700 ~/.ssh && cat >> ~/.ssh/authorized_keys" 
You will be asked for targetuser password when connecting. If you were successful, you can now SSH without password in the target machine using “ssh -p 4000 [email protected]”. Try it now. If you get to login without password prompt, you got it right. If it still asks you for password when SSH’ing, try repeating the last step or google a little about how to transfer the SSH keys to the target machine.
Now that you are logged in your target machine using SSH, install Borg backup if you didn’t previously, create the backup folder (/backup in our example) and init the repository as was shown in Third Step.
borg init -e repokey –storage-quota 200G /backup 
Once the repository is initiated, you can exit SSH using “exit” command. And you will be back in your container. You know what comes next.
cd /persist touch backup.sh chmod 700 backup.sh nano backup.sh 
Now paste this inside:
#!/bin/sh # Setting this, so the repo does not need to be given on the command line: export BORG_REPO=ssh://[email protected]:4000/backup # Setting this, so you won't be asked for your repository passphrase: export BORG_PASSPHRASE='YOURsecurePASS' # or this to ask an external program to supply the passphrase: # export BORG_PASSCOMMAND='pass show backup' # some helpers and error handling: info() { printf "\n%s %s\n\n" "$( date )" "$*" >&2; } trap 'echo $( date ) Backup interrupted >&2; exit 2' INT TERM info "Starting backup" # Backup the most important directories into an archive named after # the machine this script is currently running on: borg create \ --verbose \ --filter AME \ --list \ --stats \ --show-rc \ --compression lz4 \ --exclude-caches \ --exclude '*@Recycle/*' \ --exclude '*@Recently-Snapshot/*' \ --exclude '*[email protected]__thumb/*' \ \ ::'QNAP-{now}' \ /output \ backup_exit=$? info "Pruning repository" # Use the `prune` subcommand to maintain 7 daily, 4 weekly and 6 monthly # archives of THIS machine. The 'QNAP-' prefix is very important to # limit prune's operation to this machine's archives and not apply to # other machines' archives also: borg prune \ --list \ --prefix 'QNAP-' \ --show-rc \ --keep-daily 7 \ --keep-weekly 4 \ --keep-monthly 6 \ prune_exit=$? # use highest exit code as global exit code global_exit=$(( backup_exit > prune_exit ? backup_exit : prune_exit )) if [ ${global_exit} -eq 0 ]; then info "Backup and Prune finished successfully" elif [ ${global_exit} -eq 1 ]; then info "Backup and/or Prune finished with warnings" else info "Backup and/or Prune finished with errors" fi exit ${global_exit} 
CTRL+O to save, and CTRL+X to exit. OK, let’s do it.
./backup.sh 
It should correctly connect and perform your backup. Note that the only thing I modified from the script shown in Fourth Step is the “BORG_REPO” line, which I substituted from local “/mnt” to remote SSH with our target machine and user data.
Finally all that is left is to automate this.

**SIXTH STEP: AUTOMATING BACKUP**
The only problem is that containers can’t retain mount when they reboot. That is not problem if you are using SFTP, but in case of NFS, we need to re-mount each time the container is started, and fstab does not work in container. The easiest solution is create a script called “start.sh”
cd /persist mkdir log touch start.sh chmod 700 start.sh nano start.sh 
and inside just paste this:
#!/bin/bash log=”/persist/log/borg.log” mount -t nfs 192.168.1.200:/backup /mnt /persist/backup.sh 2>> $log echo ==========FINISH========== >> $log 
Save and try it. Stop container, and start it again. If you use “ls /mnt” you will see that the repository is no longer there. That is because the mounting point unmounted when you stopped the container. Now run
/persist/start.sh 
When it’s finished, a log file will appear inside /persist/log. It contains everything borg was previously putting in the screen, and you can check it using
cat /persist/log/borg.cat 
Everything is ready. All we need to do is is create a crontab job to automate this script whenever we want. You can read here how to edit crontab in QNAP (https://wiki.qnap.com/wiki/Add_items_to_crontab). Add this line to the crontab:
0 1 * * * docker start borgbackup && docker exec borgbackup -c /bin/bash “/persist/start.sh” && docker stop borgbackup 
That will launch container each day at 1:00 am, run the start.sh script, and stop the container when finished.

**EXTRA: RECOVERING OUR DATA**
In case you need to recover your data, you can use any device with Borg installed. There are two commands you can use: borg extract and borg mount. Borg extract will extract all files inside an archive into current directory. Borg mount will mount the repository so you can navigate it, and choose specific files you want to recover, much like NFS or SMB work.
Some examples:
borg extract /mnt::QNAP-2020-01-26T01-05-36 -> Extract all files from this specific backup time point into current directory borg mount /mnt::QNAP-2020-01-26T01-05-36 /recover -> Mounts this specific backup time point inside the /recover directory so you can navigate and search files inside borg mount /mnt /recover -> Mounts all backup time points inside the /recover directory. You can navigate inside all time points and recover whatever you want borg umount /recover -> Unmounts the repository from /recover 

I know this is a somewhat complicated tutorial, and sincerely, I don’t think there will be a lot of people interested, as Borg is for advanced users. That said, I had a ton of fun using borg and creating this tutorial. I hope it can help some people. I am conscious that like 99% of this community's users do not need advanced features and would do great using HB3... But TBH, I'm writing for that 1%.
Next up: I’m trying a duplicati container that it is supposed to have GUI, so… maybe the next tutorial will be a GUI based backup tool. How knows?
submitted by Vortax_Wyvern to qnap [link] [comments]

A Complete Penetration Testing & Hacking Tools List for Hackers & Security Professionals

A Complete Penetration Testing & Hacking Tools List for Hackers & Security Professionals

penetration-testing-hacking-tools
Penetration testing & Hacking Tools are more often used by security industries to test the vulnerabilities in network and applications. Here you can find the Comprehensive Penetration testing & Hacking Tools list that covers Performing Penetration testing Operation in all the Environment. Penetration testing and ethical hacking tools are a very essential part of every organization to test the vulnerabilities and patch the vulnerable system.

Also, Read What is Penetration Testing? How to do Penetration Testing?

Penetration Testing & Hacking Tools List

Online Resources – Hacking Tools

Penetration Testing Resources

Exploit Development

OSINT Resources

Social Engineering Resources

Lock Picking Resources

Operating Systems

Hacking Tools

Penetration Testing Distributions

  • Kali – GNU/Linux distribution designed for digital forensics and penetration testing Hacking Tools
  • ArchStrike – Arch GNU/Linux repository for security professionals and enthusiasts.
  • BlackArch – Arch GNU/Linux-based distribution with best Hacking Tools for penetration testers and security researchers.
  • Network Security Toolkit (NST) – Fedora-based bootable live operating system designed to provide easy access to best-of-breed open source network security applications.
  • Pentoo – Security-focused live CD based on Gentoo.
  • BackBox – Ubuntu-based distribution for penetration tests and security assessments.
  • Parrot – Distribution similar to Kali, with multiple architectures with 100 of Hacking Tools.
  • Buscador – GNU/Linux virtual machine that is pre-configured for online investigators.
  • Fedora Security Lab – provides a safe test environment to work on security auditing, forensics, system rescue, and teaching security testing methodologies.
  • The Pentesters Framework – Distro organized around the Penetration Testing Execution Standard (PTES), providing a curated collection of utilities that eliminates often unused toolchains.
  • AttifyOS – GNU/Linux distribution focused on tools useful during the Internet of Things (IoT) security assessments.

Docker for Penetration Testing

Multi-paradigm Frameworks

  • Metasploit – post-exploitation Hacking Tools for offensive security teams to help verify vulnerabilities and manage security assessments.
  • Armitage – Java-based GUI front-end for the Metasploit Framework.
  • Faraday – Multiuser integrated pentesting environment for red teams performing cooperative penetration tests, security audits, and risk assessments.
  • ExploitPack – Graphical tool for automating penetration tests that ships with many pre-packaged exploits.
  • Pupy – Cross-platform (Windows, Linux, macOS, Android) remote administration and post-exploitation tool,

Vulnerability Scanners

  • Nexpose – Commercial vulnerability and risk management assessment engine that integrates with Metasploit, sold by Rapid7.
  • Nessus – Commercial vulnerability management, configuration, and compliance assessment platform, sold by Tenable.
  • OpenVAS – Free software implementation of the popular Nessus vulnerability assessment system.
  • Vuls – Agentless vulnerability scanner for GNU/Linux and FreeBSD, written in Go.

Static Analyzers

  • Brakeman – Static analysis security vulnerability scanner for Ruby on Rails applications.
  • cppcheck – Extensible C/C++ static analyzer focused on finding bugs.
  • FindBugs – Free software static analyzer to look for bugs in Java code.
  • sobelow – Security-focused static analysis for the Phoenix Framework.
  • bandit – Security oriented static analyzer for Python code.

Web Scanners

  • Nikto – Noisy but fast black box web server and web application vulnerability scanner.
  • Arachni – Scriptable framework for evaluating the security of web applications.
  • w3af – Hacking Tools for Web application attack and audit framework.
  • Wapiti – Black box web application vulnerability scanner with built-in fuzzer.
  • SecApps – In-browser web application security testing suite.
  • WebReaver – Commercial, graphical web application vulnerability scanner designed for macOS.
  • WPScan – Hacking Tools of the Black box WordPress vulnerability scanner.
  • cms-explorer – Reveal the specific modules, plugins, components and themes that various websites powered by content management systems are running.
  • joomscan – one of the best Hacking Tools for Joomla vulnerability scanner.
  • ACSTIS – Automated client-side template injection (sandbox escape/bypass) detection for AngularJS.

Network Tools

  • zmap – Open source network scanner that enables researchers to easily perform Internet-wide network studies.
  • nmap – Free security scanner for network exploration & security audits.
  • pig – one of the Hacking Tools forGNU/Linux packet crafting.
  • scanless – Utility for using websites to perform port scans on your behalf so as not to reveal your own IP.
  • tcpdump/libpcap – Common packet analyzer that runs under the command line.
  • Wireshark – Widely-used graphical, cross-platform network protocol analyzer.
  • Network-Tools.com – Website offering an interface to numerous basic network utilities like ping, traceroute, whois, and more.
  • netsniff-ng – Swiss army knife for network sniffing.
  • Intercepter-NG – Multifunctional network toolkit.
  • SPARTA – Graphical interface offering scriptable, configurable access to existing network infrastructure scanning and enumeration tools.
  • dnschef – Highly configurable DNS proxy for pentesters.
  • DNSDumpster – one of the Hacking Tools for Online DNS recon and search service.
  • CloudFail – Unmask server IP addresses hidden behind Cloudflare by searching old database records and detecting misconfigured DNS.
  • dnsenum – Perl script that enumerates DNS information from a domain, attempts zone transfers, performs a brute force dictionary style attack and then performs reverse look-ups on the results.
  • dnsmap – One of the Hacking Tools for Passive DNS network mapper.
  • dnsrecon – One of the Hacking Tools for DNS enumeration script.
  • dnstracer – Determines where a given DNS server gets its information from, and follows the chain of DNS servers.
  • passivedns-client – Library and query tool for querying several passive DNS providers.
  • passivedns – Network sniffer that logs all DNS server replies for use in a passive DNS setup.
  • Mass Scan – best Hacking Tools for TCP port scanner, spews SYN packets asynchronously, scanning the entire Internet in under 5 minutes.
  • Zarp – Network attack tool centered around the exploitation of local networks.
  • mitmproxy – Interactive TLS-capable intercepting HTTP proxy for penetration testers and software developers.
  • Morpheus – Automated ettercap TCP/IP Hacking Tools .
  • mallory – HTTP/HTTPS proxy over SSH.
  • SSH MITM – Intercept SSH connections with a proxy; all plaintext passwords and sessions are logged to disk.
  • Netzob – Reverse engineering, traffic generation and fuzzing of communication protocols.
  • DET – Proof of concept to perform data exfiltration using either single or multiple channel(s) at the same time.
  • pwnat – Punches holes in firewalls and NATs.
  • dsniff – Collection of tools for network auditing and pentesting.
  • tgcd – Simple Unix network utility to extend the accessibility of TCP/IP based network services beyond firewalls.
  • smbmap – Handy SMB enumeration tool.
  • scapy – Python-based interactive packet manipulation program & library.
  • Dshell – Network forensic analysis framework.
  • Debookee – Simple and powerful network traffic analyzer for macOS.
  • Dripcap – Caffeinated packet analyzer.
  • Printer Exploitation Toolkit (PRET) – Tool for printer security testing capable of IP and USB connectivity, fuzzing, and exploitation of PostScript, PJL, and PCL printer language features.
  • Praeda – Automated multi-function printer data harvester for gathering usable data during security assessments.
  • routersploit – Open source exploitation framework similar to Metasploit but dedicated to embedded devices.
  • evilgrade – Modular framework to take advantage of poor upgrade implementations by injecting fake updates.
  • XRay – Network (sub)domain discovery and reconnaissance automation tool.
  • Ettercap – Comprehensive, mature suite for machine-in-the-middle attacks.
  • BetterCAP – Modular, portable and easily extensible MITM framework.
  • CrackMapExec – A swiss army knife for pentesting networks.
  • impacket – A collection of Python classes for working with network protocols.

Wireless Network Hacking Tools

  • Aircrack-ng – Set of Penetration testing & Hacking Tools list for auditing wireless networks.
  • Kismet – Wireless network detector, sniffer, and IDS.
  • Reaver – Brute force attack against Wifi Protected Setup.
  • Wifite – Automated wireless attack tool.
  • Fluxion – Suite of automated social engineering-based WPA attacks.

Transport Layer Security Tools

  • SSLyze – Fast and comprehensive TLS/SSL configuration analyzer to help identify security misconfigurations.
  • tls_prober – Fingerprint a server’s SSL/TLS implementation.
  • testssl.sh – Command-line tool which checks a server’s service on any port for the support of TLS/SSL ciphers, protocols as well as some cryptographic flaws.

Web Exploitation

  • OWASP Zed Attack Proxy (ZAP) – Feature-rich, scriptable HTTP intercepting proxy and fuzzer for penetration testing web applications.
  • Fiddler – Free cross-platform web debugging proxy with user-friendly companion tools.
  • Burp Suite – One of the Hacking Tools ntegrated platform for performing security testing of web applications.
  • autochrome – Easy to install a test browser with all the appropriate settings needed for web application testing with native Burp support, from NCCGroup.
  • Browser Exploitation Framework (BeEF) – Command and control server for delivering exploits to commandeered Web browsers.
  • Offensive Web Testing Framework (OWTF) – Python-based framework for pentesting Web applications based on the OWASP Testing Guide.
  • WordPress Exploit Framework – Ruby framework for developing and using modules which aid in the penetration testing of WordPress powered websites and systems.
  • WPSploit – Exploit WordPress-powered websites with Metasploit.
  • SQLmap – Automatic SQL injection and database takeover tool.
  • tplmap – Automatic server-side template injection and Web server takeover Hacking Tools.
  • weevely3 – Weaponized web shell.
  • Wappalyzer – Wappalyzer uncovers the technologies used on websites.
  • WhatWeb – Website fingerprinter.
  • BlindElephant – Web application fingerprinter.
  • wafw00f – Identifies and fingerprints Web Application Firewall (WAF) products.
  • fimap – Find, prepare, audit, exploit and even google automatically for LFI/RFI bugs.
  • Kadabra – Automatic LFI exploiter and scanner.
  • Kadimus – LFI scan and exploit tool.
  • liffy – LFI exploitation tool.
  • Commix – Automated all-in-one operating system command injection and exploitation tool.
  • DVCS Ripper – Rip web-accessible (distributed) version control systems: SVN/GIT/HG/BZR.
  • GitTools – One of the Hacking Tools that Automatically find and download Web-accessible .git repositories.
  • sslstrip –One of the Hacking Tools Demonstration of the HTTPS stripping attacks.
  • sslstrip2 – SSLStrip version to defeat HSTS.
  • NoSQLmap – Automatic NoSQL injection and database takeover tool.
  • VHostScan – A virtual host scanner that performs reverse lookups, can be used with pivot tools, detect catch-all scenarios, aliases, and dynamic default pages.
  • FuzzDB – Dictionary of attack patterns and primitives for black-box application fault injection and resource discovery.
  • EyeWitness – Tool to take screenshots of websites, provide some server header info, and identify default credentials if possible.
  • webscreenshot – A simple script to take screenshots of the list of websites.

Hex Editors

  • HexEdit.js – Browser-based hex editing.
  • Hexinator – World’s finest (proprietary, commercial) Hex Editor.
  • Frhed – Binary file editor for Windows.
  • 0xED – Native macOS hex editor that supports plug-ins to display custom data types.

File Format Analysis Tools

  • Kaitai Struct – File formats and network protocols dissection language and web IDE, generating parsers in C++, C#, Java, JavaScript, Perl, PHP, Python, Ruby.
  • Veles – Binary data visualization and analysis tool.
  • Hachoir – Python library to view and edit a binary stream as the tree of fields and tools for metadata extraction.

read more https://oyeitshacker.blogspot.com/2020/01/penetration-testing-hacking-tools.html

Comment your next topic below 👇🏻 ʟɪᴋᴇ ᴀɴᴅ ᴛᴇʟʟ ᴜs ᴡʜᴀᴛ ᴍᴏʀᴇ ʏᴏᴜ ᴡᴀɴᴛ ᴛᴏ ᴋɴᴏᴡ, ᴡʜɪᴄʜ ᴛᴏᴘɪᴄ sʜᴏᴜʟᴅ ɪ ᴘᴏsᴛ.
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