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, CaselessDictionary
1 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