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Packaging Failed! Can't package (4.7.3)

Hello! In my project I get the infamous UAT.bat error and can't package anything. I've uploaded the log files. It seems the issue is related to my project, seeing as I exported another project just fine (after the issue had occurred). I'm using the editor without any code, by the way.

What I've tried:

  • Exporting another project (works)

  • Changing the default map

  • Switching between shipping and development

  • Reinstalling UE4

  • Packaging from command prompt

  • (some other things that I forgot X'D)

Thank you so much for your help!

Cook.txt

UAT_Log.txt

Product Version: Not Selected
Tags:
cook.txt (2.4 MB)
uat_log.txt (2.6 MB)
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asked Mar 26 '15 at 02:35 AM in Packaging & Deployment

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jfaztk
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avatar image wittlief ♦♦ STAFF Mar 26 '15 at 08:41 PM

Hi paragonx9,

You're packaging for Windows 64? Firstly, see if you can package any new project at all. If that succeeds, see if you can try deleting your project's intermediate file (only for project, not the editor's version) and let me know what happens in either case. Thanks!

avatar image jfaztk Mar 26 '15 at 08:42 PM

I tried packaging for both. And yeah, as I mentioned, I can package other projects. Will deleting the intermediate file affect anything? Should I back it up?

avatar image jfaztk Mar 26 '15 at 09:01 PM

Bah. Didn't work. Here are the logs:

cook.txt

uat_log.txt

cook.txt (2.3 MB)
uat_log.txt (2.5 MB)
avatar image wittlief ♦♦ STAFF Mar 26 '15 at 09:04 PM

You mentioned exports, so I wasn't sure if you could package a completely new project.

You definitely should back up just to be on the safe side, but I don't think anything wacky will happen. I've been mainly recommending this for Android packaging and people seeing the ant.bat error (which also masquerades as UnrealBuildTool failure), so I'm suspicious that it's something related, so I'm actually really curious to see if this works. Definitely just the intermediate for your project, not for the editor.

Further, I'm seeing this in your project: Ensure condition failed: (TextureWidth > 0) && (TextureHeight > 0) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Plugins\2D\Paper2D\Source\Paper2D\Private\PaperSprite.cpp] [Line: 817]

I'm not by any means an expert with ensures, but I believe this means it's looking for something related to your use of Paper2D and can't find. So that's something for you to check out on your end, if you can.

avatar image jfaztk Mar 26 '15 at 09:06 PM

Hmm... I see what you mean. The project that I had exported successfully earlier had no use of Paper2D, so maybe it's related to that. Let me try exporting a new Paper2D project with the template.

avatar image jfaztk Mar 26 '15 at 09:11 PM

Well... A project using Paper2D exported fine, so that means that it's definitely something with my project. I don't know what I can do to narrow it down... It's a full blueprint game, with no code at all. I didn't modify any of the classes or anything, so I don't see why this is happening :( Thanks for your help though :)

avatar image wittlief ♦♦ STAFF Mar 26 '15 at 09:13 PM

Certainly. We'll keep digging and see what turns up, and please post any new info you find here. Good luck!

avatar image jfaztk Mar 26 '15 at 09:14 PM

Thanks... I really need to fix this! >.<

avatar image jfaztk Mar 26 '15 at 10:11 PM

Launching the game works fine, if that means anything. I also tried exporting to HTML and other stuff and the same thing happens... I have no idea what to try to do with the Paper2D issue. Any suggestions?

avatar image spazchicken Mar 26 '15 at 10:58 PM

if that's not the cause, have you tried regenerating your project?

avatar image jfaztk Mar 26 '15 at 11:00 PM

How do I do that? :3

avatar image spazchicken Mar 26 '15 at 11:05 PM

actually are you just using blueprints or code? It only works with code :(

avatar image jfaztk Mar 26 '15 at 11:17 PM

That's what I thought... Just blueprints. Thanks anyways :/ Maybe if I make it into a code project and regenarate then? XD

avatar image jfaztk Mar 27 '15 at 12:38 AM

Alllright... So it still doesn't work. More stuff I've tried:

  • Erasing maps

  • Erasing Blueprints

  • ERASING EVERYTHING RELATED TO PAPER2D (sprites, flipbooks, objects referencing paper2d)

  • Cloning the project (and then doing the above)

  • Messing with the settings.

Thanks to anyone that can help!

avatar image jfaztk Mar 27 '15 at 12:46 AM

Hohohohoh! I think I did something. I made a blank project, and migrated the map, and the export succeeded! Let me try migrating more stuff.

avatar image spazchicken Mar 27 '15 at 12:48 AM

oh cool! I might have to do that with my package issue :(

avatar image jfaztk Mar 27 '15 at 12:48 AM

What are you experiencing?

avatar image spazchicken Mar 27 '15 at 12:52 AM

Mine would freeze while Cooking, no error. Found out that windows firewall was causing it and after disabling i could cook and package on clean templates but my main project takes 10-20 minutes per mesh/material and eventually freezes if I click on the package/cook log :(

I've been trying for 3 hours and still haven't finished packaging yet

avatar image jfaztk Mar 27 '15 at 12:53 AM

I see :( I remember with another project I was facing an issue like that and I brought over my project to another computer and tried exporting, and it fixed it. if you have access to another computer maybe you could try that.

avatar image spazchicken Mar 27 '15 at 01:06 AM

interesting, how do you export? copy the file over to a flash drive and copy the folder into the projects folder?

avatar image jfaztk Mar 27 '15 at 01:07 AM

That probably would work, but I had it synced on Github so I just used Git :P

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Fixed it! Just migrate the whole thing over to a new project. It came up pretty glitchy for some reason (one of the sprites, but that's it), but it works!

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answered Mar 27 '15 at 01:05 AM

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jfaztk
326 45 62 72

avatar image wittlief ♦♦ STAFF Mar 27 '15 at 03:03 PM

Awesome! I'm glad you found a workaround.

I wanted to tell you also, I did some more digging, and I found an existing issue where in Paper2D the default value of PixelsPerUnrealUnit was not being initialized in cooked builds, which would cause various issues for sprites. I am not 100% sure it's your exact issue, but it could be related. Luckily, it's slated for the 4.7.4 update which should be coming out next week or the week after. For tracking purposes I'll put the JIRA issue number here: UE-7918

Good luck, and let us know if you run into anything else!

avatar image jfaztk Mar 27 '15 at 04:51 PM

Awesome! I'd prefer it if I wouldn't have to migrate the entire thing, so I'll definitely check that out once it comes out! Thank you so much for keeping a tab on this :)

avatar image Mentholblue Jan 16 '16 at 02:55 PM

"Just migrate the whole thing over to a new project." How does one do that?

avatar image Matthew J Jan 18 '16 at 08:37 PM

Hello Menthoblue,

First you'll need to create the new project. After that, you can right-click the "Content" folder in your existing project and select "Migrate..." option. It'll come up with a list of everything that will be migrated and then ask you for a directory once you press "Ok". For the new directory, select the "Content" folder in your new project's project folder and then hit "Ok". This may take some time depending on how much content is in your project, but it should bring everything over to the new project.

Edit: If there are code files you need to bring over, it would be easiest to find the Source folder in your existing project's directory in your file browser and copy that. You can then paste that in your new project. After you've moved it over, right-click the .uproject file and select "Generate Visual Studio project files" to generate the new Visual Studio project based off that source. You should be able to compile in Visual Studio after that completes.

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