Error packing project... unknown error

The output was this:

“LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic
Games\4.6\Engine\Binaries\Win64\BootstrapPackagedGame-Win64-Shipping.exe=True
LogPlayLevel:Display: InternalUtils.SafeCreateDirectory: SafeCreateDirectory C:\Users\Martin\Documents\Unreal
Projects\PaddleWars3D 4.6\Intermediate\Staging
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\Martin\Documents\Unreal
Projects\PaddleWars3D 4.6\Build\Windows\Application.ico=True
LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel:Display: Program.Main: ERROR: Exception in Win.Automation: Couldn’t update resource
LogPlayLevel:Display: Stacktrace: en ModuleResourceUpdate.SetData(Int32 ResourceId, ResourceType Type, Byte[] Data)
LogPlayLevel:Display: en ModuleResourceUpdate.SetIcons(Int32 ResourceId, GroupIconResource GroupIcon)
LogPlayLevel:Display: en BaseWinPlatform.StageBootstrapExecutable(DeploymentContext SC, String TargetFile, String StagedRelativeTargetPath, String StagedArguments)
LogPlayLevel:Display: en BaseWinPlatform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
LogPlayLevel:Display: en Win64Platform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
LogPlayLevel:Display: en Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC)
LogPlayLevel:Display: en Project.CopyBuildToStagingDirectory(ProjectParams Params)
LogPlayLevel:Display: en BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:Display: en BuildCommand.Execute()
LogPlayLevel:Display: en AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
LogPlayLevel:Display: en AutomationTool.Automation.Process(String[] CommandLine)
LogPlayLevel:Display: en AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:Display: en AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
LogPlayLevel:Display: en AutomationTool.Program.Main()
LogPlayLevel:Display: Program.Main: ERROR: Couldn’t update resource
LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel:Display: Program.Main: AutomationTool exiting with ExitCode=1
LogPlayLevel:Display: Domain_ProcessExit
LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel:Display: copying UAT log files…
LogPlayLevel:Display: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_38f0_0///////STATCAT_Advanced//// old //STATGROUP_Threads//FLauncherTask///Thread_1c38_0///////STATCAT_Advanced////
LogPlayLevel:Display: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error”

Any idea? :frowning:

Hi Martin_Blackbird,

Are you using the binary/Launcher editor, or the source/Github editor? Also, can you attach your logs to the thread? It’s easier to read. Thanks very much!

Solved… just user misuse (as almost every time :smiley: ).

I created a .ico file just renaming a .bmp file (worked for years but UE doesn’t like it) and the engine goes crazy by that.

After that, trying to package the exported 4.6 blueprint project to 4.7 engine get the “You may have to build the UE4 project with your IDE.” error… but, I just exported to 4.6 again and it works… so, now my “Hello World! game” (just a Tron-like Pong) is shipped and online!

Great work, guys… UE4 is awesome! :smiley: