Project Packaging error?

Can someone help me out here? Keep getting this error when trying to package my project:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.04.12-03.12.20:704][ 0]LogInit:Display:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.04.12-03.12.20:705][ 0]LogInit:Display: Failure - 2 error(s), 1135 warning(s)
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.04.12-03.12.20:705][ 0]LogInit:Display:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: Execution of commandlet took: 117.74 seconds
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 125.74366s to run UE4Editor-Cmd.exe, ExitCode=1
MainFrameActions: Packaging (Windows (32-bit)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Windows (32-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in AutomationScripts.Automation: Cook failed.
MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (32-bit)): at 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(Action`1 Main, Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for C:\Users\Dyllan\Documents\Unreal Projects\Enginistic\Enginistic.uproject; see log C:\Users\Dyllan\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Epic+Games+4.10\Cook-2016.04.11-21.12.21.txt
MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
MainFrameActions: Packaging (Windows (32-bit)): at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_UnknownCookFailure
MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (32-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure

Hello ,

While this is the part of the log where the build actually failed, it seems like the error messages may be contained elsewhere. Could you post the entire output log? You should be able to find it in the project’s directory under Saved > Logs in a .txt format. Also, does this issue only happen with your project or does it happen with any project you try to package?

Here is the file. It exceeded the file size limit so i deleted repeating lines until i got it to fit on here. It seems that this is the only project of mine that has trouble packaging.
link text

Thank you for that file, . It seems that the main error here is told in this line:

LogBlueprint:Error: [compiler ThirdPerson_AnimBP] Error ICE: Player node Play (None) was not processed prior to handling a transition getter K2Node_TransitionRuleGetter that used it

This seems to be a reference problem. You can find more information about it at this post: Unknown cooking failure 4.9 First person - Platform & Builds - Epic Developer Community Forums

The fix should involve fixing up that reference by finding the offending node and deleting/readding it, as usually these types of references are caused by copy/pasting or migrating content/blueprints incorrectly.

We haven’t heard from you in a while, . Are you still experiencing this issue? If so, have you tried looking at the link that I provided and looking at the answers listed there? In the meantime, I’ll be marking this issue as resolved for tracking purposes. Please inform me of your results.