Build Failure 4.11 array index out bound

I get this error while building

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.04.05-00.49.03:280][ 0]LogOutputDevice:Error:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: begin: stack for UAT

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.04.05-00.49.03:280][ 0]LogWindows:Error: === Critical error: ===

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++UE4+Release-
4.11\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 785]

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: Array index out of bounds: -1 from an array of size 24

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.04.05-00.49.03:281][ 0]LogOutputDevice:Error:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: end: stack for UAT

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.04.05-00.49.03:391][ 0]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.04.05-00.49.03:393][ 0]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.

MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 309.337948s to run UE4Editor-Cmd.exe, ExitCode=3

MainFrameActions: Packaging (Windows (32-bit)): Project.Cook: Cook failed. Deleting cooked data.

MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. —> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for C:\Users\Greg\Perforce\Fictorum\depot\Fictorum.uproject; se
MainFrameActions: Packaging (Windows (32-bit)): e log C:\Users\Greg\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.11\Cook-2016.04.04-19.49.13.txt
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)

MainFrameActions: Packaging (Windows (32-bit)): at Project.Cook(ProjectParams Params)

MainFrameActions: Packaging (Windows (32-bit)): — End of inner exception stack trace —

MainFrameActions: Packaging (Windows (32-bit)): at Project.Cook(ProjectParams Params)

MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)

MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.BuildCommand.Execute()

MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)

MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine)

MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param)

MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)

MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main()

MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit

MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files…

MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED

PackagingResults:Error: Error Unknown Cook Failure

A clean project builds, so I figure it something in my project, I just have no idea how to track it down, so ideas would be helpful.

I’m Vincere’s co-developer. The same error is happening on my machine as well.

Hello - I’m having the same issue - I think I’ve isolated to a constructor / child actor swapping technique I’m using - perhaps if you can see if you are doing something similar we can get this sorted out with EPIC sooner - 4.11 cooking failure - Programming & Scripting - Unreal Engine Forums

You seem to be correct, me and my co-developer took the time to move all of our child actor stuff to Begin Play to see if we could get it to build.

We were able to get a build working with this.

Hopefully Epic can acknowledge and fix this soon.