trying to package my game - all of my build scripts are failing (windows, dedicated server, android)
the cooker is failing. I can launch my game in my dev editor, but doing a cook for windows fails.
used the redirector repair from previous searches
this will be my 99th release to play from (spanning from 4.8-4.10) so i’m pretty confident its a 4.11 issue or maybe some config issue from 4.10 - as ive never had a cooking issue before
– update please see my own answer, i’ve isolated this to a child actor being swapped out in a constructor
Try to turn off all the plugins you don’t use. That’s usually my number one reason for cooking failures.
If that doesn’t do it, delete the Saved and Intermediate / Binary folders and relaunch the project. (Screenshots are in Saved, you might want to back up those first).
yet another great suggestion and I’ve tried it (with no success).
I have been able to successfully build by deleting all of my maps except for one, then remove content by group one at a time. I haven’t isolated yet but I assume by removing the content, the cooker wont include it - this will isolate what content has the cook issue in it.
I’ve isolated the bug - for my map design I have actors that have child actors - the parent actor has a class (inner) member that at construction I swap out with the child actor of the actors scene
(a city block that can have a random selection of buildings) - if i leave it as the default, it works fine, but if i pick any of my other buildings (based on the base class BASE_INNER_BLOCK) i get the above cook error.
I’m not sure if this is related but I’ve noticed an issue with the cook but here is another odd issue ive found with the same actor - https://www…com/watch?v=4jfW_fLHTg0
attached is my failure of the end of my cook - but i also included some weird log entries from after my map load that might be related (seems to be new)[link text][1]
so using my isolation technique, having my actor with child actor no longer is the trigger for what makes the cook fail, I’m adding more of my content to a test scene to see what the new problem is
i cut/pasted my entire scene in 4.10 and that gave me a warning list of a bunch objects (which it doesn’t in 4.11), deleting this exact list doesn’t make the cook work, but deleting all objects of similar type does - this made me realize its related to sub components (that’s the commonality)
i think the issue is related to child actors being used in a blueprint, and that child actor having a actor component
i get this log warning when i delete/remove these actors with subcomponents
LogActorComponent: UnregisterComponent: (/Engine/Transient.ZTA_OBJECT_GEN_VARIABLE) Not registered. Aborting.
LogActorComponent: UnregisterComponent: (/Engine/Transient.ZTA_OBJECT_C_24) Not registered. Aborting.
the “gen variable” im not sure where that came from, it currently doesnt exist in that actor component blueprint… i MIGHT of had a variable with that name but I’m not 100% sure
I’m now trying to compile all of these objects, when i compiled one i got this exception thrown
UE_LOG(LogUObjectGlobals, Fatal,TEXT(“Illegal call to StaticFindObject() while collecting garbage!”));
I looked over your logs and it looks like you might be having a lightmass issue due to the error. This is an [older post][1], but I’d like it if you could run through it to make sure that it’s not a lightmass issue.
Could you also upload newer logs for me to review since you’ve done additional work?