4.11 cooking failure

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.

  1. used the redirector repair from previous searches
  2. 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

[link text][2]

Hey BPAndrew

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).

Did you try package before cooking? I found that sometimes I’d need to package in debug mode and then cook.

I cooked my game in 4.10 and i received all the same warnings. something is crashing the entire process as its not even giving me the summary

i.e. Success - 0 error(s), 2675 warning(s)

thank you for helping me with this issue - that is a good suggestion and i’ve tried it - sadly it has not helped resolve my issue.

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

Good job narrowing that down.

thanks, your comments gave me some good ideas to sort this all out

+1 Looks like something is messed up with child actors in 4.11. In my case it’s a different bug, but also with child actors and also in construction script: Child actor function doesn't work after editor restart [Demo project] - Programming & Scripting - Unreal Engine Forums

Good job with the video, so this is indeed the same bug. I’ll link it under my bug report as another example of the issue.

https://www…com/watch?v=4jfW_fLHTg0 yes i just made a video showing a constructor issue as well, on map load it seems they dont run correctly

We are having a similar experience with changing the child actor class within the construction script that was causing builds to fail: Build Failure 4.11 array index out bound - Platform & Builds - Unreal Engine Forums

We’re hoping this gets addressed soon.

Was able to reproduce this bug, so I submitted a bug report.

Still getting a cook error on a build of 4.11.1-2 as of this change https://github.com/EpicGames/UnrealEngine/commit/7f5b5ece6607823c9bb5296addd3abb09ea9024c

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]

85909-cook_error_4_11_1.txt (11.5 KB)

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

check(AttachedActor->ParentComponent->GetOwner() == this); in ActorConstruction.cpp throws if I copy and paste my entire scene

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!”));

Hey BPANDREW,

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?

Thanks!

4.7p5 Lightmass crashed - Assertion failed - Rendering - Epic Developer Community Forums

Hi, thank you for helping me with my issue.

  1. i follow those steps and got the same issue
  2. ive sent you a private message on the forums with a link to my full cook file