Having a packaging problem

I have made a Blueprint game and decided to packaged it and test it out, I get this error;

MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND COMPLETED **********
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\Myopia(Game)\UnrealEngine4\Myopia\Myopia.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: ********** COOK COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists A:\UnrealEngine4\Epic Games\4.7\Engine\Binaries\Win64\UE4Editor-Cmd.exe=True
MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: Cleaning cooked data.
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteEmptyDirectory: WARNING: Failed to delete directory D:\Myopia(Game)\UnrealEngine4\Myopia\Saved\Cooked\WindowsNoEditor\Engine in 10 attempts.
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteEmptyDirectory: WARNING: Exception in mscorlib: The directory is not empty.
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
MainFrameActions: Packaging (Windows (64-bit)): at System.IO.Directory.DeleteHelper(String fullPath, String userPath, Boolean recursive, Boolean throwOnTopLevelDirectoryNotFound)
MainFrameActions: Packaging (Windows (64-bit)): at System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive, Boolean checkHost)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.SafeDeleteEmptyDirectory(String Path, Boolean bQuiet)
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 AutomationTool: Failed to delete directory ‘D:\Myopia(Game)\UnrealEngine4\Myopia\Saved\Cooked\WindowsNoEditor’
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at AutomationTool.CommandUtils.DeleteDirectory(Boolean bQuiet, String[] Directories)
MainFrameActions: Packaging (Windows (64-bit)): at Pro
MainFrameActions: Packaging (Windows (64-bit)): ject.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Failed to delete directory ‘D:\Myopia(Game)\UnrealEngine4\Myopia\Saved\Cooked\WindowsNoEditor’
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=1
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)): 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

I have seen this error numerous times on my travels to find a solution but it seems that nothing I try works.

Thanks for your time

Any help on this?

Hi TheMunky,

Can you attach the logs to this thread? It’s easier to parse than the block of text.

Also, are you able to package any project, or do they all fail? Let me know in either case.

Further, I’m seeing this in your logs: WARNING: Failed to delete directory D:\Myopia(Game)\UnrealEngine4\Myopia\Saved\Cooked\WindowsNoEditor\Engine in 10 attempts. MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteEmptyDirectory: WARNING: Exception in mscorlib: The directory is not empty.

In some cases, if you have the specified directory open in File Explorer, the delete method may not be able to delete it, and it will throw up this particular error and fail.

Hey, I have re-tested this making sure to have every other window shut, I still receive the error, could you direct me to the location of the logs you require?

Thanks

I’m also having packing problems lol but it’s different.
The log is in your project :
My Documents/Unreal projects/Saved/Logs :slight_smile:

This must be it, thanks.

Hi TheMunky,

Are you using the editor from the binary/launcher, or from source/Github? If you’re using the binary and packaging through the UnrealFrontend, you must package as Windows 32. Even though it is not allowed it still appears as an option on UFE, and will be removed in a later version of the editor. Here is an AnswerHub thread where another user was having that problem.

Currently, to be able to successfully package for Windows 64, you must be using the source/Github build of the editor.

Further, I’m seeing this error: LogArray:Warning: Attempted to get an item from array Inventory out of bounds repeatedly throughout your logs. I’ve attached to the first another AnswerHub thread with a user experiencing a similar error, so please have a look and see if it helps.

There’s also this:

LogScript:Warning: Accessed None
‘CallFunc_CastToWeaponAndSetReference_BaseWeaponPU’
FirstPersonCharacter_C
/Game/FirstPersonBP/Maps/UEDPIE_0_Level_01.Level_01:PersistentLevel.FirstPersonCharacter_C_0
Function
/Game/FirstPersonBP/Blueprints/FirstPersonCharacter.FirstPersonCharacter_C:ExecuteUbergraph_FirstPersonCharacter:01D7
[2015.03.26-23.35.04:593][828]PIE:Error: Error Accessed None
‘CallFunc_CastToWeaponAndSetReference_BaseWeaponPU’
from node Pickup Item in blueprint
FirstPersonCharacter
[2015.03.26-23.35.04:593][828]LogSkinnedMeshComp:Warning:
GetSocketByName(): No SkeletalMesh for
CharacterMesh0

for which I have no suggestions. Not that either of those errors are definitely the cause of your packaging failures, but they’re something to look into. We’ll continue to check on this end. Please reply here with any new information.

Hi Wittlief, the windows (32) doesn’t seem to work for me, I still get the same error, It seems to be failing at the “cleaning cooked content” stage because it can’t delete a directory? my knowledge of the packaging is pretty slim…

I’ll look into the other links you have posted although, i’m pretty sure the other errors are because of bad blueprints, I’ll see if I can clean it up a bit.

Okay after cleaning alot of the code up and also checking out your suggestions I have re-packaged it and still get errors, I have attached the latest log file to this.

the array out of bounds error wasn’t fixed by the suggestions in the thread you had linked.

Thanks for helping with this.
link text

there seems to be a few people with packaging /cooking issues

I’m working on mine but

this is my post : Cooking / packaging Project Freezes - Platform & Builds - Epic Developer Community Forums

this is someone who suggested a fix: Packaging Failed! Can't package (4.7.3) - Platform & Builds - Epic Developer Community Forums

Thanks SpazChicken was able to fix it by migrating the entire project to a blank project due to following your link and clicking around. :slight_smile:

awesome to hear!