Crash when packaging game

I had this crash happen to me after a while of running the package operation. I did a release build for Win 64. It was running fine for a while and compiled all the code. Then it started baking all of the starter content, which I now know to not include in my project to speed up this process. Then suddenly it crashed. It may have been fully done at this point.

Here’s some of the stack trace from the logs:

MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: [2014.11.27-20.30.27:143][ 0]LogSavePackage: Async saving from memory to ‘D:/Code/UnrealEngineProj/Wraith/Saved/Cooked/WindowsNoEditor/Wraith/Content/StarterContent/Advanced_Lighting.umap’
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: [2014.11.27-20.30.27:146][ 0]LogCookCommandlet:Display: Full GC…
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: begin: stack for UAT
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Engine-Win64-Debug.dll!UAtmosphericFogComponent::StartPrecompute'::8’::EURCMacro_FStartPrecompute::DoTask() (0x00007ffadf46a2db) + 103 bytes [d:\code\unrealengine\engine\source\runtime\engine\private\atmosphere\atmosp
MainFrameActions: Packaging (Windows (64-bit)): here.cpp:562]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Engine-Win64-Debug.dll!TGraphTask<UAtmosphericFogComponent::StartPrecompute'::8’::EURCMacro_FStartPrecompute>::ExecuteTask() (0x00007ffadf47aca9) + 0 bytes [d:\code\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:667]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FBaseGraphTask::Execute() (0x00007ffae699b229) + 0 bytes [d:\code\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:299]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasks() (0x00007ffae69e8349) + 0 bytes [d:\code\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:334]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasksUntilQuit() (0x00007ffae69e8b96) + 0 bytes [d:\code\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:177]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn() (0x00007ffae69e8d6a) + 0 bytes [d:\code\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:838]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-RenderCore-Win64-Debug.dll!RenderingThreadMain() (0x00007ffae6277ff8) + 0 bytes [d:\code\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:268]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-RenderCore-Win64-Debug.dll!FRenderingThread::Run() (0x00007ffae6278575) + 0 bytes [d:\code\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:368]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() (0x00007ffae6e0271d) + 24 bytes [d:\code\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:71]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::GuardedRun() (0x00007ffae6debedc) + 13 bytes [d:\code\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::_ThreadProc() (0x00007ffae6e17f20) + 0 bytes [d:\code\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.h:85]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: KERNEL32.DLL!UnknownFunction (0x00007ffb329816ad) + 0 bytes [UnknownFile:0]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: ntdll.dll!UnknownFunction (0x00007ffb32d14409) + 0 bytes [UnknownFile:0]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: ntdll.dll!UnknownFunction (0x00007ffb32d14409) + 0 bytes [UnknownFile:0]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: end: stack for UAT
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: [2014.11.27-20.31.14:090][ 0]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: [2014.11.27-20.31.14:110][ 0]LogWindows: === Critical error: ===
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: Fatal error: [File:D:\Code\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 641]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: Rendering thread exception:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: Fatal error!
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Engine-Win64-Debug.dll!UAtmosphericFogComponent::StartPrecompute'::8’::EURCMacro_FStartPrecompute::DoTask() (0x00007ffadf46a2db) + 103 bytes [d:\code\unrealengine\engine\source\runtime\engine\private\atmosphere\atmosphere.cpp:562]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Engine-Win64-Debug.dll!TGraphTask<UAtmosphericFogComponent::StartPrecompute'::8’::EURCMacro_FStartPrecompute>::ExecuteTask() (0x00007ffadf47aca9) + 0 bytes [d:\code\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:667]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FBaseGraphTask::Execute() (0x00007ffae699b229) + 0 bytes [d:\code\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:299]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasks() (0x00007ffae69e8349) + 0 bytes [d:\code\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:334]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasksUntilQuit() (0x00007ffae69e8b96) + 0 bytes [d:\code\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:177]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn() (0x00007ffae69e8d6a) + 0 bytes [d:\code\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:838]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-RenderCore-Win64-Debug.dll!RenderingThreadMain() (0x00007ffae6277ff8) + 0 bytes [d:\code\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:268]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-RenderCore-Win64-Debug.dll!FRenderingThread::Run() (0x00007ffae6278575) + 0 bytes [d:\code\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:368]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() (0x00007ffae6e0271d) + 24 bytes [d:\code\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:71]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::GuardedRun() (0x00007ffae6debedc) + 13 bytes [d:\code\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::_ThreadProc() (0x00007ffae6e17f20) + 0 bytes [d:\code\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.h:85]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: KERNEL32.DLL!UnknownFunction (0x00007ffb329816ad) + 0 bytes [UnknownFile:0]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: ntdll.dll!UnknownFunction (0x00007ffb32d14409) + 0 bytes [UnknownFile:0]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: ntdll.dll!UnknownFunction (0x00007ffb32d14409) + 0 bytes [UnknownFile:0]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: [2014.11.27-20.31.14:122][ 0]LogExit: Executing StaticShutdownAfterError
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Win64-Debug-Cmd: [2014.11.27-20.31.14:636][ 0]LogWindows: FPlatformMisc::RequestExit(1)
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 3496.72127s to run UE4Editor-Win64-Debug-Cmd.exe, ExitCode=3
MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Cook failed.
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationScripts.Automation: BUILD FAILED: Failed while running Cook for D:\Code\UnrealEngineProj\Wraith\Wraith.uproject; see log D:\Code\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at Project.Cook(ProjectParams Params) in d:\Code\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\CookCommand.Automation.cs:line 140
MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) in d:\Code\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 250
MainFrameActions: Packaging (Windows (64-bit)): at BuildCommand.Execute() in d:\Code\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildCommand.cs:line 37
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) in d:\Code\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:line 371
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine) in d:\Code\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:line 343
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param) in d:\Code\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 166
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) in d:\Code\UnrealEngine\Engine\Source\Programs\AutomationTool\Utils.cs:line 631
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main() in d:\Code\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 113
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: BUILD FAILED: Failed while running Cook for D:\Code\UnrealEngineProj\Wraith\Wraith.uproject; see log D:\Code\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): AutomationToolLauncher exiting with ExitCode=25
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED

Hey illYay,

Are you able to package a blank project without starter content? If not, the problem is with the install or environment, not the starter content.

If the problem is with the starter content, you can still remove that from your project, which should let you package the game.

I can more fully investigate the crash if you give me your full crash log, dmp file, and dxdiag; This thread explains how to get those if it’s unclear.

Thanks,

Jonathan

OK, I’ll try that tonight.

Let me know when you find out. I’m sure it’s frustrating not being able to package the game.

Hi, I am now upgraded to 4.6 and tried packaging effects cave and got these errors. Cook worked, but something is messed up at the end and uat_log has errors. It wasn’t really a hard crash for me, just some exceptions that were logged before.

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We weren’t able to reproduce that in the office - packaging Effects Cave in 4.6 had no problems. The exception indicates you have some missing files - try verifying your 4.6 installation.

I built the engine from source on github. Is there anything special I need to do?

There’s no Verify option for Github releases. You could redownload/rebuild from source, but that’s not guaranteed to fix the problem.

The files could be missing for other reasons. A suggestion made by user Luoshuang in this thread is to recompile the editor with UE4.sln configured for ‘Development’ rather than ‘Development Editor’.

If those don’t help, please try making a new thread in the Packaging & Deployment section. It sounds like a different issue, after all.