Mac Cannot Package - "LogHttp:Warning: didFailWithError. Http request failed - A server with the specified hostname could not be found."

I just installed UE4 on my MacBook and even with the basic starting file, even with deleting much of the lighting and elements, I am unable to package a standalone App for Mac. The log will show a (seemingly) endless loop, always tripping on the same error:

“LogHttp:Warning: didFailWithError. Http request failed - A server with the specified hostname could not be found.”

Out of curiosity, why does UE4 need to do a Http request for a package anyway? I just want to make a quick executable to test. Unless this is supposed to be some kind of app-store app? I figure it must be a setting I’m missing, or maybe on a Mac I need to configure something with Xcode?

Right now I’m just using the Unreal Editor,
which comes with the Unreal Engine 4.7.1
which was downloaded from the Epic Games Launcher

Using “Launch” works fine for building a test, I just can’t seem to find the executable.

It’s all new to me, so any help is appreciated!

UPDATE

It worked when the project was “absolutely empty”, but I’m not sure how practical that is.
Could it just be that it takes a really really really really long time to package an app with all the starter files in it?

I’d like to know the answer for that one too… it’s driving me mad, no idea how to get rid of it. I’m able to package for mac, windows but no iOS or Android beacause of this.
is there anyone who can answer that?

Hi Easeindesign and prokop,

Are you still seeing this issue? Can one or both of you [include as a txt file][1] to this thread? Thanks very much!

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Hi wittlief,

Here’s what the log looks like. Of course its incomplete since it goes a long time.

I suppose in an unrelated matter, I find my computer has to work pretty hard processing this. I’m not on a super high-end development machine, but still, a MacBook Pro with 16gig of DDR3 ram shouldn’t be that puny.

It’d be good if this can be figured out as it’s kind of a deal-breaker for me.

Let me know what you think the problem might be.

[UE4 Log File (ue4-log.txt)][1]

36260-ue4-log.txt (647 KB)

Hi Easeindesign,

Are you still seeing this error? Have you had a to update to the 4.7.4 release from this week? You might consider upgrading if you have not, because I am seeing this warning show up quite a bit:

MainFrameActions: Packaging (Mac):
UE4Editor: LogModuleManager:Warning:
ModuleManager: Unable to load module
‘PakFile’ because the file
‘/Users/Shared/UnrealEngine/4.7/Engine/Binaries/Mac/’
was not found. MainFrameActions:
Packaging (Mac): UE4Editor:
LogModuleManager:Warning:
ModuleManager: Unable to load module
‘StreamingFile’ because the file
‘/Users/Shared/UnrealEngine/4.7/Engine/Binaries/Mac/’
was not found. MainFrameActions:
Packaging (Mac): UE4Editor:
LogModuleManager:Warning:
ModuleManager: Unable to load module
‘NetworkFile’ because the file
‘/Users/Shared/UnrealEngine/4.7/Engine/Binaries/Mac/’
was not found.

I am hoping that the update will replace these modules that the editor is unable to locate. If you’re unable to update, using the verify option for the version of the editor you are using, and see if that helps.

Thanks very much!

Hi Easeindesign,

As we have not heard back from you in a few days, we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thanks very much!

I encoutered this issue on ue14, the package is break off at
UATHelper: 打包 (Android (ETC2)): UnrealBuildTool: Output .apk file(s) are up to date (dependencies and build settings are up to date)
UATHelper: 打包 (Android (ETC2)): CommandUtils.Run: Run: Took 9.712s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: 打包 (Android (ETC2)): Project.Build: ********** BUILD COMMAND COMPLETED **********
UATHelper: 打包 (Android (ETC2)): Project.Cook: ********** COOK COMMAND STARTED **********
UATHelper: 打包 (Android (ETC2)): CommandUtils.RunCommandlet: Running UE4Editor Cook for project D:\DebugProjects\RenderBugTest\RenderBugTest.uproject
UATHelper: 打包 (Android (ETC2)): CommandUtils.RunCommandlet: Commandlet log file is D:\UE4\UnrealEngine\Engine\Programs\AutomationTool\Saved\Cook-2016.12.22-16.14.19.txt
UATHelper: 打包 (Android (ETC2)): CommandUtils.Run: Run: D:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Cmd.exe D:\DebugProjects\RenderBugTest\RenderBugTest.uproject -run=Cook -TargetPlatform=Android_ETC2 -fileopenlog -unversioned -debug -abslog=D:\UE4\UnrealEngine\Engine\Programs\AutomationTool\Saved\Cook-2016.12.22-16.14.19.txt -stdout -FORCELOGFLUSH -
CrashForUAT -unattended -UTF8Output
UATHelper: package (Android (ETC2)): UE4Editor-Cmd:
UATHelper: package (Android (ETC2)): UE4Editor-Cmd: LogInit:Display: Running engine for game: RenderBugTest
UATHelper: package(Android (ETC2)): UE4Editor-Cmd: LogInit:Display: RandInit(-472674293) SRandInit(-472674293).
me/StarterContent/Maps/Minimal_Default.Minimal_Default:PersistentLevel.Minimal_Default’
LogHttp:Warning: 000001B8DB43AB00: request failed, libcurl error: 0 (No error)
LogHttp:Warning: 000001B8DB43AB00: libcurl info message cache 0 (Found bundle for host datarouter.ol.epicgames.com: 0x1b8e5f4ad70 [can pipeline])
LogHttp:Warning: 000001B8DB43AB00: libcurl info message cache 1 (Re-using existing connection! (#19) with host datarouter.ol.epicgames.com)
LogHttp:Warning: 000001B8DB43AB00: libcurl info message cache 2 (Connected to datarouter.ol.epicgames.com (52.45.211.200) port 443 (#19))
LogHttp:Warning: 000001B8DB43AB00: libcurl info message cache 3 (upload completely sent off: 310 out of 310 bytes)
LogHttp:Warning: 000001B8DB43AB00: libcurl info message cache 4 (Closing connection 19)
LogHttp:Warning: 000001B8DB43AB00: libcurl info message cache 5 (TLSv1.2 (OUT), TLS alert, Client hello (1):slight_smile:

Please upload a new issue to AnswerHub and include the full error output as a .txt file.

Thank you!