Unable to package game, failing while serializing maps 4.12

Hi everyone, I am having a problem packaging my game in 4.12. When I click on package for windows 32 bit or 64 bit it begins to save my maps and serialize bulk data. It goes through my 6 maps and then the editor crashes and says I do not have editor symbols for debugging. I then tried to package just one of my maps, it saves and starts packaging with no problem. Has anyone else had this problem? I am trying to figure what went wrong because it worked perfectly in 4.11. I am using a blueprint from a friend for level switching which uses a master level with all the maps together. Does anyone have any idea what is going wrong here?
Thank you

My specs are (if it matters) gtx 550 ti
i5 2400
16 gb ram
240 gb ssd

This is my development computer I have a much better rig for final building.

Hello Topgear201,

The “editor symbols for debugging” is an option download you can choose for your Binary installation through the launcher. It’s useful for debugging your own issues and will allow you to see the crashes that you receive.

Could you download those through the dropdown arrow beside your engine’s installation in the Launcher’s Library section and then crash again and post the callstack?

If not, and you submitted the crash when you got it, can you give me the Epic ID or Machine ID that shows up whenever you crash so that I can look up the crash and see what kind of information it can give me?

This would be the first step to finding the problem.

Hi thank you very much for responding I will do so and get back to you as soon as possible

Hi here is the editor crash report (Please tell me if i need to post the entire stack) Thank you again

MachineId:423C7570447C739C464B759414E77FDD
EpicAccountId:0293b29d64fa4b7387f55094579c6957

Fatal error: [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 202]
Illegal call to StaticFindObject() while serializing object data!

Hello again I looked around and figured out a way to package the game by pressing cancel during the saving of my final level. This is very much a work around and would still love to have a fix for this. Thank you again

Thank you for that information. It seems like it won’t do alone though as it isn’t giving all that much information. Could you please upload the logs from one of your packaging attempts where you don’t use that workaround? You can find them in the project’s directory under Saved/Logs. Please be sure to attach the entire file, as even seemingly useless parts could matter.

link text

Quick update. I updated the editor to 4.12.1 and still experiencing the same problem.

Thank you for the logs. From looking up the error message you are receiving, it seems that this always leads to a blueprint referencing something that it shouldn’t be. I can’t really be more specific without seeing the project itself and going through what it may be, but it should be narrowed down to blueprints that are only being used in that 6th map since it’s the only one that is causing these issues.

Thank you very much for that assessment. I will know look into my blueprint systems that I am using in that level and see what I can do to fix it.

Thank you for helping me out.

Hello Topgear201,

We have’t heard from you in a while. Have you had any luck finding out what is causing your error? In the meantime, I’ll be marking this as a temporary answer for tracking purposes.

Thank you for all your help update 4.13 has fixed the issue.