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PackagingResults:Error: Error Unknown Cook Failure

Hey community!

Been working on a very important project for me and recently after adding a bulk of level design, decided to test and build a package to see if everything is going out well, there's just the meshing phrase.

I don't need any of the coding (blueprints) inside the project just the meshing and the level design for now.

== Have one really important question. ==

Is it okay for me to keep working on the level design and hope for solution later (because I have deadlines and I'm in rush) or I have to resolve it first and then keep doing the level design? Want to note again that at this phase only the level design is important for me and no blueprints/scripting/code or lighting. (the log is zipped, because exceeds the 5mb limit)

Final Note - I was receiving an error for AutomationTool at the first 10 seconds of the build, then I've migrated all my files to a fresh project and started the build, this time instead of 10 seconds it was building for few hours before the same result... darn.

Anyway, Any help is highly appreciated Cheerslink text

Product Version: UE 4.11
outputlog.zip (409.8 kB)
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asked Jun 02 '16 at 04:54 PM in Packaging & Deployment

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Hello sarfios,

After looking over the log provided I noticed that you appear to have several errors that will need to be cleaned up. I have provided few examples below.



LogBlueprint:Error: [compiler Patria_Anim] Error Patria_Anim - The skeleton asset for this animation Blueprint is missing, so it cannot be compiled!

It looks like the Patria_Anim blueprint is having compile issues.


LogBlueprint:Warning: [compiler RaP_Humvee_BP] Warning InputAction Event references unknown Action 'Use' for InputAction Use

It appears that you caused some issues with the axis inputs after moving everything over. These inputs are project dependent and will need to be updated. You may be able to move over the old config file to resolve these warnings


LogBlueprint:Warning: [compiler IndustrialFence_Spline] Warning Get World Location at Spline Point is deprecated; Please use GetLocationAtSplinePoint, specifying SplineCoordinateSpace::World

You will need to open up IndustialFence_Spline and possibly swap out the node. There may be a few instances of this.

Could you make these changes and provide an updated log?

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answered Jun 02 '16 at 07:36 PM

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Rudy Q ♦♦ STAFF
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avatar image sarfios Jun 02 '16 at 07:52 PM

Of course I would! Thanks for the reply!

avatar image sarfios Jun 02 '16 at 10:56 PM

Wow, I've deleted the fence and all the BP of the vehicles, cuz don't need them and it works now!!!

Thanks so much, I love you!

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