Failed while running Cook for C:\ ... Please help!

Hi guys, for some reason I keep getting cooking failures when packaging out of either UE4 or Unreal Tournament editor, I need to be able to package out my stuff as they’re for college projects therefore it’s really annoying that it keeps doing this. Whenever the engine gets to cooking it fails and gives me the same error message for both UE4 and UT. I only assume that it doesn’t have enough admin privileges to run what it needs to?
If anyone could help me out with this problem, I’d appreciate it as I’m in dire need of a fix! :stuck_out_tongue:

End of error log:

LogPackageContent: Publishing: UE4Editor-Cmd: [2016.06.09-18.38.03:169][  0]LogOutputDevice:Error: 
LogPackageContent: Publishing: UE4Editor-Cmd: begin: stack for UAT
LogPackageContent: Publishing: UE4Editor-Cmd: [2016.06.09-18.38.03:169][  0]LogWindows:Error: === Critical error: ===
LogPackageContent: Publishing: UE4Editor-Cmd: 
LogPackageContent: Publishing: UE4Editor-Cmd: Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-UT-Releases\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 143] 
LogPackageContent: Publishing: UE4Editor-Cmd: Ran out of memory allocating 1870308 bytes with alignment 0
LogPackageContent: Publishing: UE4Editor-Cmd: 
LogPackageContent: Publishing: UE4Editor-Cmd: 
LogPackageContent: Publishing: UE4Editor-Cmd: 
LogPackageContent: Publishing: UE4Editor-Cmd: 
LogPackageContent: Publishing: UE4Editor-Cmd: 
LogPackageContent: Publishing: UE4Editor-Cmd: 
LogPackageContent: Publishing: UE4Editor-Cmd: 
LogPackageContent: Publishing: UE4Editor-Cmd: [2016.06.09-18.38.03:170][  0]LogOutputDevice:Error: 
LogPackageContent: Publishing: UE4Editor-Cmd: end: stack for UAT
LogPackageContent: Publishing: UE4Editor-Cmd: [2016.06.09-18.38.03:173][  0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
LogPackageContent: Publishing: UE4Editor-Cmd: [2016.06.09-18.38.03:174][  0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
LogPackageContent: Publishing: CommandUtils.Run: Run: Took 10.2026355s to run UE4Editor-Cmd.exe, ExitCode=3
LogPackageContent: Publishing: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for C:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject; see log C:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\S
aved\Logs\Cook-2016.06.09-18.38.04.txt
LogPackageContent: Publishing:    at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
LogPackageContent: Publishing:    at UnrealTournamentGame.Automation.MakeUTDLC.ExecuteBuild()
LogPackageContent: Publishing:    at AutomationTool.BuildCommand.Execute()
LogPackageContent: Publishing:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPackageContent: Publishing:    at AutomationTool.Automation.Process(String[] CommandLine)
LogPackageContent: Publishing:    at AutomationTool.Program.MainProc(Object Param)
LogPackageContent: Publishing:    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPackageContent: Publishing:    at AutomationTool.Program.Main()
LogPackageContent: Publishing: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPackageContent: Publishing: Domain_ProcessExit
LogPackageContent: Publishing: copying UAT log files...
LogPackageContent: Publishing: BUILD FAILED

Hey, i had the same problem, if you make a new black project with no starter content and then exit that project and go into your original project with all the work you done and then find the game mode.

Right click game mode and find migrate button, click it and a small menu should put up which all the assets which are in the project that are being used should be there.

Once you have checked the files and none are missing then you click OK, then browser through the folders until you find the the blank folder you created, go into it and click on content and then ok . It should work

This may work for you

CyrieN,

Could you please provide me with the full error output logs. I see the critical error but it’s possible there is additional information above that error within the logs.

Also, is this happening on every project that you try? Is it only with 4.12? Have you upgraded to 4.12.2 yet?

Thanks!