4.9 Packaging for Windows failed

Ive packaged before for windows and it was working fine.

since upgrading to 4.9 (tho i cant be sure) has caused some sort of crash.

MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.17-22.04.43:728][  0]LogInit:Display: LogSavePackage:Warning: Finished SavePackage L:/MyProjects/MyGames/UE4/ClaverBall/ClaverBall/Saved/Cooked/WindowsNoEditor/Engine/Content/EditorMaterials/MatineeGroups/MAT_Groups_Fade.uasset
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.17-22.04.43:728][  0]LogInit:Display: LogSavePackage:Warning: Finished SavePackage L:/MyProjects/MyGames/UE4/ClaverBall/ClaverBall/Saved/Cooked/WindowsNoEditor/Engine/Content/EditorMaterials/MatineeGroups/MAT_Groups_Move.uasset
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.17-22.04.43:728][  0]LogInit:Display: LogSavePackage:Warning: Finished SavePackage L:/MyProjects/MyGames/UE4/ClaverBall/ClaverBall/Saved/Cooked/WindowsNoEditor/Engine/Content/EditorMaterials/MatineeGroups/MAT_Groups_Slomo.uasset
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.17-22.04.43:729][  0]LogInit:Display: LogSavePackage:Warning: Finished SavePackage L:/MyProjects/MyGames/UE4/ClaverBall/ClaverBall/Saved/Cooked/WindowsNoEditor/Engine/Content/EditorMaterials/MatineeGroups/MAT_ColorTrack.uasset
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.17-22.04.43:730][  0]LogInit:Display: LogSavePackage:Warning: Finished SavePackage L:/MyProjects/MyGames/UE4/ClaverBall/ClaverBall/Saved/Cooked/WindowsNoEditor/Engine/Content/EditorMaterials/MAT_Groups_Toggle.uasset
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.17-22.04.43:731][  0]LogInit:Display: LogSavePackage:Warning: Finished SavePackage L:/MyProjects/MyGames/UE4/ClaverBall/ClaverBall/Saved/Cooked/WindowsNoEditor/Engine/Content/EditorMaterials/MatineeGroups/MAT_Groups_AudioMaster.uasset
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.17-22.04.43:731][  0]LogInit:Display: NOTE: Only first 50 warnings displayed.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.17-22.04.43:731][  0]LogInit:Display: 
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.17-22.04.43:732][  0]LogInit:Display: Failure - 2 error(s), 320 warning(s)
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.17-22.04.43:732][  0]LogInit:Display: 
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: Execution of commandlet took:  20.37 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 25.5825916s to run UE4Editor-Cmd.exe, ExitCode=1
MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
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 AutomationScripts.Automation: Cook failed.
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    at Project.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(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(Action`1 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for L:\MyProjects\MyGames\UE4\ClaverBall\ClaverBall\ClaverBall.uproject; see log C:\Users\CodyLavery\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine+4.9\Cook-2015.09.17-16.04.44.txt
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    at AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
MainFrameActions: Packaging (Windows (64-bit)):    at Project.Cook(ProjectParams Param
MainFrameActions: Packaging (Windows (64-bit)): s)
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_UnknownCookFailure
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
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
PackagingResults:Error: Error Unknown Cook Failure

here let me parse the bs

after a huge (50) shpeel of warnings i get

NOTE: Only first 50 warnings displayed.

then

Failure - 2 error(s), 320 warning(s)

only error i can see is

LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /blahblah.Struct_Tier_Saver'. Unknown structure.

which is used in my savegame functionality… dont understand this at all.

every warning i see seems to be talking bout editor materials or stock assets

except for

LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/Tier/Tier_Actor_1.Tier_Actor_1_C:UserConstructionScript; removing parent information, but keeping function

which i dont understand at all. my tier actor simply holds a custom structure array which is empty. each child actor (TierActor1, 2, 3…etc) are data only blueprints that only need to have their custom structure array populated by me prior to launching the game.

then theres the lightly parsed…

Project.Cook: Cook failed. Deleting cooked data.
BuildCommand.Execute: ERROR: BUILD FAILED
Program.Main: ERROR: AutomationTool terminated with exception:
Program.Main: ERROR: Exception in AutomationScripts.Automation: Cook failed.
Stacktrace:    at Project.Cook(ProjectParams Params)
at BuildCookRun.DoBuildCookRun(ProjectParams Params)
at BuildCommand.Execute()
at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
at AutomationTool.Automation.Process(String[] CommandLine)
at AutomationTool.Program.MainProc(Object Param)
at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
at AutomationTool.Program.Main()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for L:\MyProjects\MyGames\UE4\blahblah.uproject; see log C:\Users\blahblah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine+4.9\Cook-2015.09.17-16.14.10.txt
 Stacktrace:    at AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
at Project.Cook(ProjectParams Params)
ProcessManager.KillAll: Trying to kill 0 spawned processes.
Program.Main: AutomationTool exiting with ExitCode=Error_UnknownCookFailure
Domain_ProcessExit
copying UAT log files...
RunUAT.bat ERROR: AutomationTool was unable to run successfully.
BUILD FAILED

any suggestions on how to package correctly???

Your structure is corrupt, or has corrupted at some point. It’d be worth re-saving and compiling everything related.

Worst case scenario you’ll have to remake it with a different name.