Packaging Will Not Complete

I have a fresh install of 4.11.1.
I have an unmodified project using the 3rd person template.
I am packaging a shipping build for Windows 64-bit.
The process will not complete.
The last line logged is, “Done creating registry. It took 9.70s.”
The log is below.
The packaging message box with the cancel button is flashing it’s “busy” icon.

Does anyone know what causes this?

Thanks.

============================
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(-2009354669) SRandInit(-2009354666).
LogTaskGraph: Started task graph with 4 named threads and 5 total threads.
LogStats: Stats thread started at 0.078726
LogInit: Version: 4.11.1-2934540+++UE4+Release-4.11
LogInit: API Version: 2927265
LogInit: Compiled (64-bit): Apr 6 2016 02:14:16
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.11
LogInit: Command line: -EpicPortal
LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.11/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Using libcurl 7.41.0
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with WinSSL
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_IPV6
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: CurlRequestOptions (configurable via config and command line):
LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
LogInit: Presizing for 16777216 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: MAINPCWIN8
LogInit: : PaulD
LogInit: CPU Page size=65536, Cores=2
LogInit: High frequency timer resolution =2.942990 MHz
LogMemory: Memory total: Physical=4.0GB (4GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 310.30 MB used, 310.30 MB peak
LogMemory: Process Virtual Memory: 315.19 MB used, 315.19 MB peak
LogMemory: Physical Memory: 3780.11 MB used, 4093.49 MB total
LogMemory: Virtual Memory: 632.90 MB used, 134217728.00 MB total
LogTextLocalizationManager: No specific translations for (‘en-US’) exist, so (‘en’) translations will be used.
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. ‘NVIDIA GeForce GT 630’ (Feature Level 11_0)
LogD3D11RHI: 4031MB of dedicated video memory, 0MB of dedicated system memory, and 2046MB of shared system memory, 2 output[s]
LogD3D11RHI: 1. ‘Microsoft Basic Render Driver’ (Feature Level 11_0)
LogD3D11RHI: 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory, 0 output[s]
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: Adapter Name: NVIDIA GeForce GT 630
LogD3D11RHI: Driver Version: Unknown (internal Unknown)
LogD3D11RHI: Driver Date: Unknown
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogShaderCompilers: Guid format shader working directory is 14 characters bigger than the processId version (D:/UnrealProjects/Std_3rdPerson/Intermediate/Shaders/WorkingDirectory/10692/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/PaulD/AppData/Local/Temp/UnrealShaderWorkingDir/00C7826C489ABAE5B8712B8BF02B0BB0/’.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
LogTemp:Display: Loaded TP WindowsClientTargetPlatform
LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp:Display: Loaded TP WindowsServerTargetPlatform
LogTemp:Display: Loaded TP WindowsTargetPlatform
LogTemp:Display: Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP Android_MultiTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTemp:Display: Loaded TP TVOSTargetPlatform
LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
LogTemp:Display: Loaded TP LinuxServerTargetPlatform
LogTemp:Display: Loaded TP LinuxTargetPlatform
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.22s 51MB C:/Users/PaulD/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/PaulD/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file D:/UnrealProjects/Std_3rdPerson/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file D:/UnrealProjects/Std_3rdPerson/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/PaulD/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.00 MB
LogMaterial: Uniform references updated for custom material expression Custom.
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogMeshUtilities: No distributed automatic mesh merging module available
LogUObjectArray: 27678 objects as part of root set at end of initial load.
LogUObjectAllocator: 5591392 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png’ error.
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png’ error.
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png’ error.
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogAssetRegistry: FAssetRegistry took 0.0228 seconds to start up
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogEngine: Initializing Engine…
LogHMD: SteamVR failed to initialize. Err: 110
LogHMD: SteamVR failed to initialize. Err: 110
LogAIModule: Creating AISystem for world NewWorld
LogInit: XAudio2 using ‘Speakers (High Definition Audio Device)’ : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.06s 51MB C:/Users/PaulD/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogCook:Display: memory allowance for cook 8192mb
LogFileCache: Scanning file cache for directory ‘D:/UnrealProjects/Std_3rdPerson/Content/’ took 0.01s
LogCook:Display: Mobile HDR setting 1
LogCook:Display: Done creating registry. It took 0.00s.
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE=“D:/UnrealProjects/Std_3rdPerson/Content/ThirdPersonBP/Maps/ThirdPersonExampleMap.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogTexture:Display: Building textures: HQ_Lightmap2_6 (AutoDXT)
LogAIModule: Creating AISystem for world ThirdPersonExampleMap
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 71.783ms to complete.
LogFileHelpers: Loading map ‘ThirdPersonExampleMap’ took 15.613
LogCollectionManager: Loaded 0 collections in 0.003408 seconds
LogFileCache: Scanning file cache for directory ‘D:/UnrealProjects/Std_3rdPerson/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘D:/UnrealProjects/Std_3rdPerson/Content/Developers/PaulD/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘D:/UnrealProjects/Std_3rdPerson/Content/Collections/’ took 0.00s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000003 seconds
LogContentBrowser: Native class hierarchy populated in 0.0153 seconds. Added 1979 classes and 343 folders.
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s
LogContentBrowser: Native class hierarchy updated for ‘GameplayTags’ in 0.0007 seconds. Added 12 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0005 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SuperSearch’ in 0.0006 seconds. Added 1 classes and 2 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0005 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0006 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
LogContentBrowser: Native class hierarchy updated for ‘HierarchicalLODOutliner’ in 0.0008 seconds. Added 1 classes and 2 folders.
LogLoad: Full Startup: 38.22 seconds (BP compile: 0.18 seconds)
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogOcInput: OculusInput pre-init called
LogContentStreaming: Texture pool size now 400 MB
LogRenderer: Reallocating scene render targets to support 1208x628 (Frame:2).
LogAssetRegistry: Asset discovery search completed in 21.9845 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000032 seconds (updated 0 objects)
Cmd: MAP CHECK
MapCheck: New page: ThirdPersonExampleMap - Apr 9, 2016, 5:57:54 AM
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 90.636ms to complete.
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: 2016-04-09T20:58:20.6184447Z: Running on WindowsHostPlatform as a 64-bit process.
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=D:/UnrealProjects/Std_3rdPerson/Std_3rdPerson.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=D:/UnrealProjects/Std_3rdPerson/Std_3rdPerson.uproject -cook -st
MainFrameActions: Packaging (Windows (64-bit)): age -archive -archivedirectory=D:/UnrealProjects/Std_3rdPerson -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): WindowsPlatform.get_Compiler: WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
MainFrameActions: Packaging (Windows (64-bit)): WindowsPlatform.get_Compiler: WARNING: Using Visual Studio 2013 toolchain instead of Visual Studio 2015 toolchain.
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: D:\VS2013\Common7\Tools..\IDE\Devenv.com does not exist.
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: Assuming no solution compilation capability.
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\UnrealProjects\Std_3rdPerson\Std_3rdPerson.uproject
MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: ********** COOK COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.RunCommandlet: Running UE4Editor Cook for project D:\UnrealProjects\Std_3rdPerson\Std_3rdPerson.uproject
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.RunCommandlet: Commandlet log file is C:\Program Files (x86)\Epic Games\4.11\Engine\Programs\AutomationTool\Saved\Cook-2016.04.09-13.58.22.txt
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.11\Engine\Binaries\Win64\UE4Editor-Cmd.exe D:\UnrealProjects\Std_3rdPerson\Std_3rdPerson.uproject -run=Cook -I18NPreset= -TargetPlatform=WindowsNoEditor -fileopenlog -abslog=“C:\Program Files (x
MainFrameActions: Packaging (Windows (64-bit)): 86)\Epic Games\4.11\Engine\Programs\AutomationTool\Saved\Cook-2016.04.09-13.58.22.txt” -stdout -FORCELOGFLUSH -CrashForUAT -unattended -UTF8Output
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: LogInit:Display: Running engine for game: Std_3rdPerson
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: LogInit:Display: RandInit(-1541513218) SRandInit(-1541513215).
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.25:605][ 0]LogShaderCompilers:Display: Using Local Shader Compiler.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.26:857][ 0]LogDerivedDataCache:Display: Cache Size: 512 MB
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.27:399][ 0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/PaulD/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.27:437][ 0]LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.29:910][ 0]LogTemp:Display: Loaded TP AllDesktopTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.29:923][ 0]LogTemp:Display: Loaded TP WindowsClientTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.29:934][ 0]LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.29:945][ 0]LogTemp:Display: Loaded TP WindowsServerTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.29:955][ 0]LogTemp:Display: Loaded TP WindowsTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:096][ 0]LogTemp:Display: Loaded TP AndroidTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:109][ 0]LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:116][ 0]LogTemp:Display: Loaded TP Android_ATCTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:124][ 0]LogTemp:Display: Loaded TP Android_DXTTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:135][ 0]LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:143][ 0]LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:172][ 0]LogTemp:Display: Loaded TP Android_MultiTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:173][ 0]LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:175][ 0]LogTemp:Display: Loaded TP HTML5TargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:199][ 0]LogTemp:Display: Loaded TP IOSTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:205][ 0]LogTemp:Display: Loaded TP TVOSTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:212][ 0]LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:219][ 0]LogTemp:Display: Loaded TP LinuxServerTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:228][ 0]LogTemp:Display: Loaded TP LinuxTargetPlatform
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.30:228][ 0]LogTargetPlatformManager:Display: Building Assets For WindowsNoEditor
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.32:176][ 0]LogCook:Display: memory allowance for cook 8192mb
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.32:176][ 0]LogCook:Display: Mobile HDR setting 1
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.09-20.58.41:885][ 0]LogCook:Display: Done creating registry. It took 9.70s.

And, why can’t I even see this question in AnswerHub?
I can’t find it by title or .
I can only get to it from my history.
It only showed up after I added this comment.

Try

  • DISABLE all unused plugins, especially experimental ones (80% of the time this is it)
  • right click content in content explorer and fix redirectors

If that doesn’t work, move on to the following:

  • delete most of /saved/, except config, screenshots and save game
  • delete /intermediate/, /build/, /binaries/
  • restart project

Let me know if it worked and what did it.

,
Thanks for the response. I appreciate your trying to help me.

Just so we’re clear:
My background: 30 years programmer, lots of hobbiest experience with Unity, total noob with Unreal.
My Unreal project: I started from a fresh install of 4.11.1 and a fresh 3rd-person example project when trying to perform any packaging, and I’ve tried 32-bit and 64-bit. I have NOT modified the blueprints or objects AT ALL; this is a pristine project.

As suggested, I removed all plug-ins except: LightPropagationVolume, UDP Messaging, VS Integration (I left the “Light” one because, when I took it out, the editor bombed when restarting; coincidence or not, I don’t know; I’m a noob with Unreal). I fixed redirectors, removed folders, though I never saw a “binaries” folder anywhere.

Note: Since doing that, I can no longer access the plug-in viwre. Do you know which INI file I need to edit to get it back?

The result: Packaging starts until it displays either “Mobile HDR setting 1” or “Done creating registry…” and then there is no more log output but the progress indicator keeps going.

In the log there are 6 warning messages:
This message is displayed twice:
LogModuleManager:Warning: ModuleManager: Unable to load module ‘ExampleDeviceProfileSelector’ because the file ‘C:/Program Files (x86)/Epic Games/4.11/Engine/Binaries/Win64/’ was not found.

There are three, “Failed to read file…” messages for “Selection_16x.png”

One message says, “LogUObjectGlobals:Warning: Failed to find object ‘Class None.’”

Side note 1: I am astonished that Unreal cannot package one of their own example projects right out of the box.
Side note 2: Thank you for the generosity you have already shown me.
You are the only reason I am staying my trigger finger on de-installing Unreal.

Well, at least I didn’t waste a log of time learning to program with Unreal before finding out it wouldn’t let me package the most basic of projects. :wink:

Despite Unity’s sucky networking solutions, I have to give them credit for making a tool that will actually compile projects. And, now that I haven’t much better to do than examine what’s going on in the AnswerHub, it’s a little off-putting how many problems people have with the Unreal environment.

Now, once again, I slip silently back into the void from which I arose; quoth the raven nevermore.

From what I understand when you try to package the 3rd person template it freezes and doesn’t crash? I’ve seen some other users on AnswersHub where their firewall or defender was causing this issue.

With the project I am working on I haven’t had troubles packaging and I’m sure we could figure this out.

Zaucy,
If you can get me straightened out, I will sing your praises from the highest rooftop, or thank you profusely; whatever’s easier.

When I package, the log just gets to a certain point and then no more messages appear, packaging never complete and the packaging progress window just keeps doing its thing.
The editor is still active, the packaging mini window is still showing the three alternating flashing progress dots.

I don’t know what it’s doing at that point.
I turned off Norton and tried packaging with the same result.

And, thank you for your kind attention.

Crickets …

Crickets …

Imgodot,

Could you please upload your newest error output logs as a .txt file with your next response? Also, which version of UE4 are you using? Did you obtain the engine from the Epic Games Launcher or through GitHub? Are you able to get this error to happen on every single new project you try?

Thanks!

I’m still here, I was just waiting for the results after you turned off Norton.

Was the project you’re packaging the C++ 3rd person template or the Blueprint only version?

How long did you let the project package before you decided it wasn’t working?

4.11.2 hot fix just came out as well so I’d update to that. Delete your old project create a new one and try again. Just to have as clean of state as possible.

I’d also answer all the questions / do what asked. I’ll be checking it out as well.

In my reply prior to “Crickets”, I noted that disabling Norton had no effect.

Is this a dual core machine by any ? If so, there seems to be a problem packaging on them in 4.11

Hey Imgodot,

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!

Bump Here, I’m facing the same issue @. Here is my question: Packaging project stuck for long time (more than 24 hours) - Platform & Builds - Epic Developer Community Forums

I went through all your steps. But it couldn’t help. Can you please suggest other options?