Cooking Failed and Packaging Error

Hello,

we have developed a project that works fine when you play it in editor and stand alone. We tried to make a packaging for the first time, and it gave us an ‘Automation Tool, Unknown Cook Failure’ error.

We are new to Unreal, and this is the first time we try to package a project. We are unsure what to do now, or how to proceed.

We did a package and it gave us an Unknown Error, so we tried to make a ‘Cook for Windows’. It failed anyway. We attach our latest Cooking Log output. Any help is appreciated. Cheers!

[link text][1]

84171-lisboa_loft.log (1.63 MB)

The log mentions things related to iOS (provisions not being setup correctly). You say that this was also occurring when packaging to windows?

[2016.03.26-09.05.35:578][663]LogTemp:Display: BranchPath = ■■■/C/Program Files/Epic Games/4.9/Engine/Binaries --- GameBranchPath = ■■■/C/Program Files/Epic Games/4.9/Engine/Binaries

[2016.03.26-09.05.35:578][663]LogTemp:Display: 

[2016.03.26-09.05.36:000][694]LogTemp:Display: IPP ERROR: Application exception: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\■■■\AppData\Local\Apple Computer\MobileDevice\Provisioning Profiles'.

[2016.03.26-09.05.36:000][694]LogTemp:Display:    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFu

[2016.03.26-09.05.36:000][694]LogTemp:Display: llPath)

[2016.03.26-09.05.36:000][694]LogTemp:Display:    at System.IO.FileSystemEnumerableIterator`1.CommonInit()

Hi, KRushin
Thanks for the rapid reply.
The first package we did all platforms were active and the output log did mention android and iOS.
To rectify that we just did another package with all other platforms disable, just windows, and it failed again.

Mikesira,

After reviewing your logs, I see that you have the following warnings/errors within your project:

MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.03.29-12.17.48:215][  0]LogInit:Display: Warning/Error Summary
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.03.29-12.17.48:215][  0]LogInit:Display: ---------------------
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.03.29-12.17.48:229][  0]LogInit:Display: LogBlueprint:Error: [compiler PortaEntradaOpacoBP2] Error The property associated with  PE Folha Esq  could not be found
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.03.29-12.17.48:229][  0]LogInit:Display: LogBlueprint:Error: [compiler PortaEntradaOpacoBP2] Error The property associated with  PE Folha Dir  could not be found
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.03.29-12.17.48:230][  0]LogInit:Display: LogLinker:Warning: Asset '../../../Engine/Plugins/Runtime/LeapMotionController/Content/LM_PassthroughMaterial.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.03.29-12.17.48:231][  0]LogInit:Display: LogUObjectGlobals:Warning: Failed to find object 'Object /Engine/Tutorial/SubEditors/PersonaAnimEditorTutorial.PersonaAnimEditorTutorial_C'

Please also double-check that you have your editor symbols for debugging checked in the UE4 installation options. You can check this by doing the following:

  • Open the Epic Games Launcher
  • Go to the Library tab
  • Click on the yellow and black down arrow
  • Select ‘Options’
  • Make sure there is a check mark beside ‘Editor symbols for debugging’
  • Click Apply

Thanks!

Hey MikeSira,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!

Hi,
Thanks for the follow up.
We did resolve our issue. One blueprint was not compiling correctly.
There are few other erros/warnings still to fix but they don’t fail to packaging.
Thanks!

I had a similar error with it mentioning an Apple directory when trying to package for Windows… I deleted the Intermediate and Saved folders in my project directory and it packaged fine after that. Thought I’d mention it for anyone else who might have a similar issue.