Packaging Project --> Build Failed

Hey,

I’m having trouble building my project for testing purposes. I have no experience with this whatsoever, so apart from the few things I found in other threads, I have no idea what I could try to fix this. So far I made sure of the following:

  1. Visual Studio 2013 is installed
  2. I start the build via “File > Package Project > Windows > Windows (64 bit)”
  3. I’m using the current version of UE4 (4.7.5), but I’ve been having the problem for several different versions now
  4. I tried migrating my content to a new project, but the build still fails
  5. Only regular characters are used in my windows name, project directory and target folder
  6. Default maps and game mode are set in the project settings
  7. All files have been saved before packaging
  8. Problem exists on two different machines
  9. Problem exists in two different projects, but does not exist in a default Third Person Blueprint project

I would be grateful for any advice on how to fix this!

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 mscorlib: Buffer cannot be null.
MainFrameActions: Packaging (Windows (64-bit)): Parameter name: buffer
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    at System.IO.MemoryStream..ctor(Byte[] buffer, Boolean writable)
MainFrameActions: Packaging (Windows (64-bit)):    at GroupIconResource.FromByteArray(Byte[] GroupData, ModuleResourceLibary Module)
MainFrameActions: Packaging (Windows (64-bit)):    at GroupIconResource.FromExe(String FileName)
MainFrameActions: Packaging (Windows (64-bit)):    at BaseWinPlatform.StageBootstrapExecutable(DeploymentContext SC, String TargetFile, String StagedRelativeTargetPath, String StagedArguments)
MainFrameActions: Packaging (Windows (64-bit)):    at BaseWinPlatform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
MainFrameActions: Packaging (Windows (64-bit)):    at Win64Platform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
MainFrameActions: Packaging (Windows (64-bit)):    at Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC)
MainFrameActions: Packaging (Windows (64-bit)):    at Project.CopyBuildToStagingDirectory(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(List`1 CommandsToExecute, CaselessDictionary`1 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: Buffer cannot be null.
MainFrameActions: Packaging (Windows (64-bit)): Parameter name: buffer
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

If you need more information from the log or any other details, please let me know.

It looks like some data is NULL when dealing with some icon. Have you defined a proper .ico file for your executable in the Windows settings panel/tab?

Hey Efrye,

In order to assist you further, I’m going to need the full from the failed packaging. Could you please upload them to your next response?

Thank you!

Hey , thanks for your reply and sorry I couldn’t get back to you sooner. I attached the full of the two problematic projects below.

[Package Log Project A][1] / [Package Log Project B][2]

39514-builderrorlog.txt (1.75 MB)
[2]: 39515-builderrorlog_fr.txt (1.52 MB)

Thanks for the answer, jwatte.
I tried defining a different game icon, but the error message remains the same.

Hey Efrye,

I had our developers review the error you were receiving. It looks like you’re missing an icon:

MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\projectName\Source\Client\Build\Windows\Application.ico=False
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED

Another issue that we noticed is that it looks like there are some invalid names which are causing the errors. You simply can’t have (1) in the file name, also do not include any spaces in your file names either.

Here are a few examples of the file names with the errors:

MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.04.20-13.18.13:070][  0]LogCookCommandlet:Warning: Unable to find package file for: /Game/Characters/Char/Animation/AimMode_Charging (1)
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.04.20-13.17.56:625][  0]LogPackageName:Error: DoesPackageExist: DoesPackageExist FAILED: '/Game/StarterContent/Textures/T_CobbleStone_Pebble_N (1)' is not a standard unreal filename or a long path name. Reason: Name may not contain the following characters:  
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.04.20-13.17.56:626][  0]LogCookCommandlet:Warning: Unable to find package file for: /Game/StarterContent/Textures/T_CobbleStone_Pebble_N (1)

Cheers!

Hey again, thanks for looking into this. I got it to work by creating a folder with the game icon in the path specified in the error message. I’m not sure why the engine is using that path even though I defined something else in the settings. But it’s something I can live with for now. :slight_smile:

As for the (1) file names, I think drive generated them at some point because of a version conflict when I had to transfer my project. They aren’t used in my project at all, so I didn’t think they would be the reason for the build to fail. But now that I got rid of them everything is working fine. Lesson learned!

Once again, many thanks for all your help!

Hey Efrye,

You’re very welcome. I’m glad we were able to help you fix the errors you were running into. Please let us know if we can be of any additional assistance.

Have a wonderful day! :slight_smile:

Hey I know this was ages ago, but I’m having a similar problem. I’m getting an error about the lack of UE4_LOGO_CARD.uasset in a specific folder that doesn’t exist.

PackagingResults:Error: Error Error Unable to cook package for platform because it is unable to be loaded: C:/Users/Erik/Documents/Unreal Projects/Masks3/Masks3/Content/rts/rtsassets/Textures/UE4_LOGO_CARD.uasset

I tried making the folders and placing the .uasset file in there, but still no success. Any idea how I can solve this? Thanks!