Begin stack for UAT packaging error

I’m getting an UAT packaging error when trying to package my project. I’ve seen similar questions on the hub, but nothing as recent and no solution I could use. This is from the output log. Its a fairly clean project, with only few blueprints and nothing has been moved around too much. The same error showed up in an older 4.11 project, but I couldn’t resolve that either.

Some info that was asked to be provided on other questions:

Platform: Windows x64 (building on Windows 10 Pro x64)

I can package a clean project with no errors.

No log is present in C:\Program Files (x86)\Epic Games\4.12\Engine\Programs\AutomationTool\Saved

If there’s anything else I can provide, I’ll be happy to, because this is hindering us massively…

Hello adipFTW,

Could you post the entire output log file? This can be found in your project’s directory under Saved/Logs. The log that has been provided is only showing the results from the compilation and that an ensure was triggered, but not quite what it was.

Sure, I don’t know if these two logs differ, but this is the output log from the editor and this is the log from the location you provided. As another measure, I’ve verified the engine before trying to package again, it downloaded about 10Mb, but the error persists. The logs are from an attempted packaging after verifying the engine.

Thank you for those logs. While usually this would be enough information to go off of, it seems like the issue is in the cook process itself and should be contained in the cook logs. Could you upload the logs at the filepath suggested in this message?

Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. —> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for C:\Users\Julius Lange\Documents\Unreal Projects\WarForOrionTest\WarForOrion.uproject; see log C:\Users\Julius Lange\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+(x86)+Epic+Games+4.12\Cook-2016.06.07-07.59.46.txt

If you’re not able to see the AppData folder, please enable the ability to see Hidden Folders in Windows. Entering the filepath in manually should work as well however.

Sure, here it is!

I appreciate the quick response. The issue here seems to be related to a blueprint, but I can’t be sure which one, although it looks like it’s an Anim_BP, based off the context. Here’s a snippet

[2016.06.07-05.59.10:467][  0]LogBlueprint:Warning: Compiler Warning  Idle_Walk_Run to CrouchToStand  will never be taken, please connect something to  Can Enter Transition 
[2016.06.07-05.59.10:467][  0]LogBlueprint:Warning: Compiler Warning  CrouchToStand to Idle_Walk_Run  will never be taken, please connect something to  Can Enter Transition 
[2016.06.07-05.59.10:467][  0]LogBlueprint:Warning: Compiler Warning  Idle_Walk_Run to StandToCrouch  will never be taken, please connect something to  Can Enter Transition 
[2016.06.07-05.59.10:468][  0]LogBlueprint:Warning: Compiler Warning  StandToCrouch to Idle_Walk_Run  will never be taken, please connect something to  Can Enter Transition 
[2016.06.07-05.59.10:472][  0]LogBlueprint:Warning: Compiler Warning [0005.45] Compile of AnimBP_WFO_Char successful, but with 4 Warning(s) [in 14 ms] (/Game/Blueprints/Characters/Animations/AnimBP_WFO_Char.AnimBP_WFO_Char)
[2016.06.07-05.59.10:472][  0]LogBlueprint:Warning: Compiler Warning [0005.45] Compile of AnimBP_WFO_Char successful, but with 5 Warning(s) [in 0 ms] (/Game/Blueprints/Characters/Animations/AnimBP_WFO_Char.AnimBP_WFO_Char)
[2016.06.07-05.59.10:472][  0]LogBlueprint:Warning: Compiler Warning [0005.45] Compile of AnimBP_WFO_Char successful, but with 6 Warning(s) [in 0 ms] (/Game/Blueprints/Characters/Animations/AnimBP_WFO_Char.AnimBP_WFO_Char)
[2016.06.07-05.59.10:482][  0]LogBlueprint:Warning: Compiler Warning  Idle_Walk_Run to CrouchToStand  will never be taken, please connect something to  Can Enter Transition 
[2016.06.07-05.59.10:483][  0]LogBlueprint:Warning: Compiler Warning  CrouchToStand to Idle_Walk_Run  will never be taken, please connect something to  Can Enter Transition 
[2016.06.07-05.59.10:484][  0]LogBlueprint:Warning: Compiler Warning  Idle_Walk_Run to StandToCrouch  will never be taken, please connect something to  Can Enter Transition 
[2016.06.07-05.59.10:484][  0]LogBlueprint:Warning: Compiler Warning  StandToCrouch to Idle_Walk_Run  will never be taken, please connect something to  Can Enter Transition 
[2016.06.07-05.59.10:488][  0]LogBlueprint:Warning: Compiler Warning [0005.47] Compile of AnimBP_WFO_Char successful, but with 4 Warning(s) [in 13 ms] (/Game/Blueprints/Characters/Animations/AnimBP_WFO_Char.AnimBP_WFO_Char)
[2016.06.07-05.59.10:488][  0]LogBlueprint:Warning: Compiler Warning [0005.47] Compile of AnimBP_WFO_Char successful, but with 5 Warning(s) [in 0 ms] (/Game/Blueprints/Characters/Animations/AnimBP_WFO_Char.AnimBP_WFO_Char)
[2016.06.07-05.59.10:489][  0]LogBlueprint:Warning: Compiler Warning [0005.47] Compile of AnimBP_WFO_Char successful, but with 6 Warning(s) [in 0 ms] (/Game/Blueprints/Characters/Animations/AnimBP_WFO_Char.AnimBP_WFO_Char)
[2016.06.07-05.59.11:342][  0]LogStats: FPlatformStackWalk::StackWalkAndDump -  0.435 s
[2016.06.07-05.59.11:342][  0]LogOutputDevice:Error: 
begin: stack for UAT
[2016.06.07-05.59.11:356][  0]LogOutputDevice:Warning: === Handled error: ===

Ensure condition failed: DestinationExpression->AssociatedVarProperty [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompilerVMBackend.cpp] [Line: 1045]

While there are some warnings there that may point to where the issue is, the main one we’re looking at here is the “Ensure Condition Failed” message at the end. This means that there is a blueprint problem somewhere. I found another post about someone in your same situation here which may be able to help you narrow it down. Unfortunately there isn’t much more I can glean past that without the project itself. Even if I had the project, going into something I have no context with would take some time to look into.

That link actually did help to narrow it down, however to completely solve it, I need to know how to debug a content-only project like this one is. The questioner from that post managed to track it down using Visual Studio, however his project contained C++.

I would suggest creating a copy of your project and then adding a simple C++ class to your project. Keep one of the copies free from code so that it can stay content only after you are able to find the issue. After you add a code class, you’ll have a solution for the project which will let you build/launch the project for Debug Editor through Visual Studio.

After a bit of trial and error I managed to pinpoint the error and solve it! Turns out it was almost the same error the guy from the thread you posted had. I’ve posted my answer in his thread, thanks again for the help!