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Packaging error cant package project

 MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND COMPLETED **********
 MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: ********** COOK COMMAND STARTED **********
 MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.RunCommandlet: Running UE4Editor Cook for project E:\Epic Games\Projects\ShooterGame\ShooterGame.uproject
 MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.RunCommandlet: Commandlet log file is E:\Epic Games\4.12\Engine\Programs\AutomationTool\Saved\Cook-2016.08.05-17.04.16.txt
 MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: E:\Epic Games\4.12\Engine\Binaries\Win64\UE4Editor-Cmd.exe "E:\Epic Games\Projects\ShooterGame\ShooterGame.uproject" -run=Cook  -TargetPlatform=WindowsNoEditor -fileopenlog -unversioned -abslog="E:\Epic Games\4.12\Engine\Programs\AutomationTool\Saved\Cook-2016.08.05-17.04.16.txt" -stdout 
 -FORCELOGFLUSH -CrashForUAT -unattended  -UTF8Output
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: LogInit:Display: Running engine for game: ShooterGame
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: LogInit:Display: RandInit(1541637971) SRandInit(1541637974).
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.27:840][  0]LogShaderCompilers:Display: Using Local Shader Compiler.
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.28:621][  0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.29:252][  0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/gogli/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.29:301][  0]LogDerivedDataCache:Display: Pak cache opened for reading ../../../../Projects/ShooterGame/DerivedDataCache/Compressed.ddp.
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.29:322][  0]LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.37:744][  0]LogTemp:Display: Loaded TP AllDesktopTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.37:770][  0]LogTemp:Display: Loaded TP WindowsClientTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.37:795][  0]LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.37:813][  0]LogTemp:Display: Loaded TP WindowsServerTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.37:911][  0]LogTemp:Display: Loaded TP WindowsTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:041][  0]LogTemp:Display: Loaded TP AndroidTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:114][  0]LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:142][  0]LogTemp:Display: Loaded TP Android_ATCTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:165][  0]LogTemp:Display: Loaded TP Android_DXTTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:185][  0]LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:204][  0]LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:229][  0]LogTemp:Display: Loaded TP Android_MultiTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:230][  0]LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:240][  0]LogTemp:Display: Loaded TP HTML5TargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:348][  0]LogTemp:Display: Loaded TP IOSTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:361][  0]LogTemp:Display: Loaded TP TVOSTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:399][  0]LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:422][  0]LogTemp:Display: Loaded TP LinuxServerTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:464][  0]LogTemp:Display: Loaded TP LinuxTargetPlatform
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.38:464][  0]LogTargetPlatformManager:Display: Building Assets For WindowsNoEditor
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.56:360][  0]LogOutputDevice:Error: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: begin: stack for UAT
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.56:361][  0]LogWindows:Error: === Critical error: ===
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: Fatal error: [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp] [Line: 83] 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: SECURE CRT: Invalid parameter detected.
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: Expression: Unknown Function: Unknown. File: Unknown Line: 0
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.08.05-13.04.56:361][  0]LogOutputDevice:Error: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: end: stack for UAT
 MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 40,2161631s to run UE4Editor-Cmd.exe, ExitCode=3
 MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. ---> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for E:\Epic Games\Projects\ShooterGame\ShooterGame.uproject; se
 MainFrameActions: Packaging (Windows (64-bit)): e log C:\Users\gogli\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Epic+Games+4.12\Cook-2016.08.05-17.04.57.txt
 MainFrameActions: Packaging (Windows (64-bit)):    в AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
 MainFrameActions: Packaging (Windows (64-bit)):    в Project.Cook(ProjectParams Params)
 MainFrameActions: Packaging (Windows (64-bit)):    --- Конец трассировки внутреннего стека исключений ---
 MainFrameActions: Packaging (Windows (64-bit)):    в Project.Cook(ProjectParams Params)
 MainFrameActions: Packaging (Windows (64-bit)):    в BuildCookRun.DoBuildCookRun(ProjectParams Params)
 MainFrameActions: Packaging (Windows (64-bit)):    в AutomationTool.BuildCommand.Execute()
 MainFrameActions: Packaging (Windows (64-bit)):    в AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
 MainFrameActions: Packaging (Windows (64-bit)):    в AutomationTool.Automation.Process(String[] CommandLine)
 MainFrameActions: Packaging (Windows (64-bit)):    в AutomationTool.Program.MainProc(Object Param)
 MainFrameActions: Packaging (Windows (64-bit)):    в AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
 MainFrameActions: Packaging (Windows (64-bit)):    в AutomationTool.Program.Main()
 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
 MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
 MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
 MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
 PackagingResults:Error: Error Unknown Cook Failure




i have same problem on all of my projects. this error is from EpicGames ShooterGame.

Product Version: UE 4.12
Tags:
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asked Aug 05 '16 at 01:14 PM in Packaging & Deployment

avatar image

VashTheBrutal
33 5 6 7

avatar image Steve Hardister ♦♦ STAFF Aug 05 '16 at 09:10 PM

Hi avoegio,

This may not be the issue but these letters/characters could cause the engine to crash. Make sure you do not have any periods, semicolons, etc. in your asset names etc.

Log

Also, it please provide a failed output log from either the First or Third Person Blueprint projects to narrow down the number of factors that could cause the engine to crash.

Thanks,

Steve H.

log.png (80.9 kB)
avatar image VashTheBrutal Aug 05 '16 at 11:38 PM

hello, thanks for answer. where can i found failed output log ? about those characters, my windoows language is russian so unreal engine outputed some log on russian language.

avatar image VashTheBrutal Aug 08 '16 at 01:24 PM

someone please help me :/

avatar image Steve Hardister ♦♦ STAFF Aug 08 '16 at 07:24 PM

The output log you have provided is from the Shooter Game. Since you have the same problem for all your projects, please provide the same output log but from either the 1st person Blueprint template or the 3rd person blueprint template when you try to package them. Test this by packaging for Windows 64 bit and package to a test folder on your Desktop.

As for special characters, this is step is just to make sure you do not have any special characters for your assets or directory paths. For example no periods, or question marks in addition to any special Russian characters you may have used. If this is not the case, disregard this step.

Also, please include the following information:

  • What device are you packaging to (iOS, Android, Windows, Mac, etc)

  • Do you get this error from a blank project (see above) when packaging to the same device?

  • In the Packaged folder do you have an error log (be sure to include error logs under Project Settings>Packaging)

  • Are you generating chunks or just 1 PAK file (try the latter)

  • Do you get the same results when packaging for Develop as you do for Shipping?

Please respond with this information as well as the requested log from a blank project.

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Hi avoegio,

Since we have not heard back from you in a while, we a closing this post for tracking purposes. However, if you are continuing to get this packaging error, please respond with the requested information and we will continue to try and help you resolve this issue.

Thanks,

Steve H.

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answered Aug 11 '16 at 07:59 PM

avatar image xFearx Sep 28 '16 at 08:39 AM

can you maybe help me then. im useless and cannot package clueless why its not a complete game just to show a friend what i've build and he is unable to downlod ue4 so i could give him project files?

avatar image xFearx Sep 28 '16 at 08:42 AM

Part1_ Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/ProjektJaqual" FILE="C:/Users/joners/Documents/Unreal Projects/MyProject5/Saved/Autosaves/Game/UEDPCProjektJaqual.umap" SILENT=true AUTOSAVING=true KEEPDIRTY=true LogSavePackage: Save=6202.39ms LogSavePackage: Moving 'C:/Users/joners/Documents/Unreal Projects/MyProject5/Saved/UEDPCProjektJaqualB9D38FB3466CC518D14BB786A6D468A0.tmp' to 'C:/Users/joners/Documents/Unreal Projects/MyProject5/Saved/Autosaves/Game/UEDPCProjektJaqual.umap' LogSavePackage:Display: Finished SavePackage C:/Users/joners/Documents/Unreal Projects/MyProject5/Saved/Autosaves/Game/UEDPCProjektJaqual.umap LogEditorTransaction: Undo Spawn Play From Here Start UATHelper: Packaging (Windows (64-bit)): Running AutomationTool... UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="C:/Users/joners/Documents/Unreal Projects/MyProject5/MyProject5.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="C:/Users/joners/Documents/Unreal Projects/MyProject5/MyProject5.uproject" -cook -stage -archive -archivedi rectory=C:/Users/joners/Desktop/GEA -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -distribution -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output UATHelper: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment. UATHelper: Packaging (Windows (64-bit)): WindowsPlatform.get_Compiler: WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015. UATHelper: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\joners\Documents\Unreal Projects\MyProject5\MyProject5.uproject UATHelper: Packaging (Windows (64-bit)): Project.Build: BUILD COMMAND STARTED

avatar image xFearx Sep 28 '16 at 08:43 AM

PART2_ UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: D:\EpicGames\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject5 Win64 Shipping -Project="C:\Users\joners\Documents\Unreal Projects\MyProject5\MyProject5.uproject" "C:\Users\joners\Documents\Unreal Projects\MyProje UATHelper: Packaging (Windows (64-bit)): ct5\MyProject5.uproject" -remoteini="C:\Users\joners\Documents\Unreal Projects\MyProject5" -noxge -generatemanifest -NoHotReload UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target) UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015. UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0,9901203s to run UnrealBuildTool.exe, ExitCode=0 UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: D:\EpicGames\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject5 Win64 Shipping -Project="C:\Users\joners\Documents\Unreal Projects\MyProject5\MyProject5.uproject" "C:\Users\joners\Documents\Unreal Projects\MyProject5\MyProject5.uproject" -remoteini="C:\Users\joners\Documents \Unreal Projects\MyProject5" -noxge -NoHotReload -ignorejunk

avatar image xFearx Sep 28 '16 at 08:43 AM

PART3____ UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for MyProject5 (no existing makefile) UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (no include cache file) UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015. UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Windows SDK v8.1 must be installed in order to build this target. UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 2,5829216s to run UnrealBuildTool.exe, ExitCode=5 UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\EpicGames\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject5 Win64 Shipping -Project="C:\Users\joners\Documents\Unreal Projects\MyProject5\MyProject5.uproj ect" "C:\Users\joners\Documents\Unreal Projects\MyProject5\MyProject5.uproject" -remoteini="C:\Users\joners\Documents\Unreal Projects\MyProject5" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.09.28-10.26.33.txt'

avatar image xFearx Sep 28 '16 at 08:44 AM

PART4____ Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars) UATHelper: Packaging (Windows (64-bit)): ved AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars) UATHelper: Packaging (Windows (64-bit)): ved AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dicti onary`2 InTargetToManifest) UATHelper: Packaging (Windows (64-bit)): ved Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) UATHelper: Packaging (Windows (64-bit)): ved BuildCookRun.DoBuildCookRun(ProjectParams Params) UATHelper: Packaging (Windows (64-bit)): ved AutomationTool.BuildCommand.Execute() UATHelper: Packaging (Windows (64-bit)): ved AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) UATHelper: Packaging (Windows (64-bit)): ved AutomationTool.Automation.Process(String[] Arguments) UATHelper: Packaging (Windows (64-bit)): ved AutomationTool.Program.MainProc(Object Param) UATHelper: Packaging (Windows (64-bit)): ved AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) UATHelper: Packaging (Windows (64-bit)): ved AutomationTool.Program.Main() UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5) UATHelper: Packaging (Windows (64-bit)): BUILD FAILED

avatar image Steve Hardister ♦♦ STAFF Sep 28 '16 at 03:22 PM

In your first three logs you are getting the following WARNING:

Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015.

Please go back to where you downloaded Visual Studio and download and install Common Tools for Visual C++ 2015. This is a separate checkbox that users often overlook. *NOTE: you do not have to reinstall VS2015 to add this.

Once you have completed downloading and installing Common Tools for Visual C++, try to package for development and post your output log if it fails.

One last note, in the future please do not piggy back onto a close/resolved issue. Instead, start a new post.

Thanks,

Steve H.

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