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Exit Code = 25 [Error when Packaging for Windows]

Hi, wanted to demo my current build tomorrow but I'm getting this error when packaging. Can you point me towards a solution? Here is the last bit of the logs from its packaging attempt:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.05.07-08.35.12:081][ 0]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0) MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.05.07-08.35.12:247][ 0]LogOutputDevice:Error: MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: begin: stack for UAT MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.05.07-08.35.12:247][ 0]LogWindows:Error: === Critical error: === MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: Fatal error: [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Core\Public\Serialization\Archive.h] [Line: 96] MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: FMemoryWriter does not support data larger than 2GB. Archive name: C:/Users/George Mylonas/Documents/Unreal Projects/PleaseV411/Content/Please/Maps/IndustrialMap.umap. 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: [2016.05.07-08.35.12:248][ 0]LogOutputDevice:Error: MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: end: stack for UAT MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.05.07-08.35.12:280][ 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: [2016.05.07-08.35.12:280][ 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: [2016.05.07-08.35.12:280][ 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: [2016.05.07-08.35.12:280][ 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 1044.6156226s 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\George Mylonas\Documents\Unreal Projects\PleaseV411\Please.uproject; see log C:\Users\George Mylonas\AppDa ta\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.11\Cook-2016.05.07-01.35.23.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.BuildComman MainFrameActions: Packaging (Windows (32-bit)): d.Execute() MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 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

Product Version: UE 4.11
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asked May 07 '16 at 08:46 AM in Packaging & Deployment

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0vr
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avatar image 0vr May 07 '16 at 07:11 PM

I think the main problem is shown here, but I don't know what it means exactly. It's saying some data was too large, but what can I do about that? Is it too many big textures, or...?

Fatal error: [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Core\Public\Serialization\Archive.h] [Line: 96] MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: FMemoryWriter does not support data larger than 2GB. Archive name: (and then it gives the file path to one of my maps)

avatar image 0vr May 08 '16 at 07:25 PM

[link text][1]

Here's the full Packaging log. Please help- I don't know what's wrong. [1]: /storage/temp/89847-cook-2016.05.08-12.22.50.txt

avatar image 0vr May 08 '16 at 07:31 PM

The map file size that the error I located points to is 1.758GB so it's under the 2GB limit.

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Ok so it was lightmaps in the level that were causing the problem. Small lightmaps is the solution.

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answered May 08 '16 at 08:15 PM

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0vr
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