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PackagingResults:Error: Error Unknown Error

MainFrameActions: Packaging (Android (ETC1)): Running AutomationTool... MainFrameActions: Packaging (Android (ETC1)): Program.Main: 2016-04-25T02:36:45.5616756Z: Running on WindowsHostPlatform as a 64-bit process. MainFrameActions: Packaging (Android (ETC1)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/Luís Moniz/Documents/Unreal Projects/LightRunner/LightRunner.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/Luís Moniz/Documents/Unreal Pro MainFrameActions: Packaging (Android (ETC1)): jects/LightRunner/LightRunner.uproject -cook -stage -archive -archivedirectory=C:/Users/Luís Moniz/Documents/Unreal Staging/LightRunner0.9.2ETC1 -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -nodebuginfo -targetplatform=Android -cookflavor=ETC1 -build -CrashReporter -utf8output MainFrameActions: Packaging (Android (ETC1)): Automation.Process: Setting up command environment. MainFrameActions: Packaging (Android (ETC1)): CommandEnvironment.SetupBuildEnvironment: WARNING: ERROR: NOTE: Please ensure that 64bit Tools are installed with DevStudio - there is usually an option to install these during install MainFrameActions: Packaging (Android (ETC1)): CommandEnvironment.SetupBuildEnvironment: WARNING: Assuming no compilation capability. MainFrameActions: Packaging (Android (ETC1)): Automation.Process: Compiling scripts. MainFrameActions: Packaging (Android (ETC1)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Luís Moniz\Documents\Unreal Projects\LightRunner\LightRunner.uproject MainFrameActions: Packaging (Android (ETC1)): Project.Build: BUILD COMMAND STARTED MainFrameActions: Packaging (Android (ETC1)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: You are attempting to compile on a machine that does not have a supported compiler! MainFrameActions: Packaging (Android (ETC1)): em AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDel MainFrameActions: Packaging (Android (ETC1)): eteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars) MainFrameActions: Packaging (Android (ETC1)): em Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) MainFrameActions: Packaging (Android (ETC1)): em BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Android (ETC1)): em AutomationTool.BuildCommand.Execute() MainFrameActions: Packaging (Android (ETC1)): em AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) MainFrameActions: Packaging (Android (ETC1)): em AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Android (ETC1)): em AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Android (ETC1)): em AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) MainFrameActions: Packaging (Android (ETC1)): em AutomationTool.Program.Main() MainFrameActions: Packaging (Android (ETC1)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown) MainFrameActions: Packaging (Android (ETC1)): Domain_ProcessExit MainFrameActions: Packaging (Android (ETC1)): copying UAT log files... MainFrameActions: Packaging (Android (ETC1)): BUILD FAILED PackagingResults:Error: Error Unknown Error

I am having this error and I don't know what it is causing it. Can someone help me solve this?

Product Version: UE 4.11
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asked Apr 25 '16 at 02:43 AM in Packaging & Deployment

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Hey PlatinumBlade,

Please review the following link on ways to resolve the issue you're running in to. Let me know if you're still having trouble once completed.


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answered May 03 '16 at 02:28 PM

avatar image PlatinumBlade May 03 '16 at 04:50 PM

I added the environment variables descirbed in that topic and that didn't seem to fix my problem. FYI: I don't have any kind of c++ code in my project, it's all in blueprints and what is anoying me is that the log shows some c++ actions, I don't know why this is happening. Every time I build my project for Android it works well, but for windows it always shows the log I posted above. As I said, the environment variables did not fix this, so what other options do I have?

avatar image PlatinumBlade May 03 '16 at 04:56 PM

Here is the update version of the error I'm getting: (Have to upload image since this does not let me post too much characters) alt text

avatar image Samantha Sutton ♦♦ STAFF May 10 '16 at 09:10 PM

Please upload the error output logs as a .txt file. That's the easiest way for us to locate the error and also verify that's the specific error causing trouble.

Thanks! :)

avatar image PlatinumBlade May 14 '16 at 12:21 PM

Sorry, I completely forgot the txt method, here you go, hope you can help me.

link text

error.txt (7.8 kB)
avatar image Samantha Sutton ♦♦ STAFF May 17 '16 at 08:13 PM
  • Are you using the binary or source version of the engine?

  • Can you package for development > Windows without any errors?

  • Can you package for Windows 64 without any trouble?

  • Is this happening on each project you try, or only one?

Here is another AnswerHub post I'd like you to review, just in case it turns out to be the issue you're experiencing.


avatar image PlatinumBlade May 17 '16 at 10:06 PM

1- I am using the Epic Games Launcher downloaded version.

2- If I select a Blueprint Template and ship it to Windows it just works, no problems.

3- If I select a C++ Template it does no even start (it shows an error window saying Compile Failed)

4- I can ship every blueprint template to windows, either 32 bits and 64 bits, but when I try to ship my main project it says build failed showing the log you saw on that txt file.

I'm sending in a txt file of the error from step 3.

[link text][1] [1]: /storage/temp/90979-error2.txt

error2.txt (1.5 kB)
avatar image Samantha Sutton ♦♦ STAFF May 19 '16 at 08:26 PM

Do you have Visual Studio installed? Are you building your project with Visual Studio? It looks like you're missing a file, or it wasn't able to be created: Failed to produce item: C:\Users\Lu?s Moniz\Documents\Unreal Projects\ctest\Binaries\Win64\UE4Editor-ctest.dll

Looking forward to hearing back from you, thanks!

avatar image PlatinumBlade May 19 '16 at 09:01 PM

Although I don't use it for anything, I do have Visual Studio installed. My main project is fully done in Blueprints, that's why I'm not understanding this kind of errors related to C++.

avatar image Samantha Sutton ♦♦ STAFF May 20 '16 at 09:21 PM

In your first logs, I see that you're working with Android: Packaging (Android (ETC1)). However, in the logs that you uploaded later on, it looks like you were packaging for Windows (32-bit).

Can you show me what your Android SDK looks like? Here is what mine looks like:

Android SDK

I also want to verify that you are not able to package for Windows 32-bit or Android? Are there any other platforms you cannot package for?

I understand that your project in general is not working. It may come down to you needing to send me your project or a sample project that you can reproduce this in. If you'd like to go ahead and volunteer that, just submit the link to me through a private message on the forums.

Have a great weekend! :)

androidsdk.png (50.9 kB)
avatar image PlatinumBlade May 20 '16 at 09:55 PM

Sorry, I should have mentioned this before, the error log I posted here right in the beggining of this question was indeed Android ETC1 and that's because I was building my project with the "Nativize Blueprints Assets" ON, which gives me always an error. My project builds successfully for Android every time if I keep that OFF. But Windows keeps failing.

Because of this error I then builded for Windows and we know the rest of the story.

This makes me think that my android sdk is fine and well configured as at the time of this writing I have my project for Android done and already uploaded to Play Store.

My real problem now is with Windows. My method to skip this problem was to create a new project and copying my game's content to this new project. After having all set up I compiled it to Windows and ran with 0 problems and already have (finally) the Windows version of my game up and running at Game Jolt. So the problem came from my main project. Still don't knowing why.

As you asked, here's my android sdk.

alt text

avatar image Samantha Sutton ♦♦ STAFF May 27 '16 at 08:56 PM

Your SDK settings look great. So that shouldn't be the issue. It sounds like something went wrong in your project and caused it to be unable to package for Windows.

Typically when that happens the options are:

  • Delete your Intermediate, Saved and Config Folders

  • Right-click in Content Browser and Fix up Redirectors

  • Copy your project contents over to a new project to see if same issue occurs

  • Test a new template project

Since moving your files over, have you ran into any other troubles or is this issue resolved for now?

Thanks! :)

avatar image PlatinumBlade Jun 01 '16 at 02:32 PM

I copied my game contents, and created two new projects, one for the android version of my game and another for windows. Then deleted my main project as I don't need it anymore because of all these errors. Now building for Android just goes great and same for Windows.

Well my problem now is somewhat resolved since I can now devolop to these 2 platforms.

But here is a message to Unreal Engine dev team. Hope you take a look to these errors in order to fix them for the next version of Unreal Engine.

Thanks for all the support, have a great day :)

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