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(List1 CommandsToExecute, CaselessDictionary1 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.

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.

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,

.

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.

someone please help me :confused:

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.

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,

.

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?

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 **********

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

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’

PART4____
Config, String AdditionalArgs, String LogName, Dictionary2 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, Dictionary2 EnvVars)
UATHelper: Packaging (Windows (64-bit)): ved AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Dicti onary2 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(List1 CommandsToExecute, CaselessDictionary1 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

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,

.