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PackagingResults Error: Error Unknown Error

I am currently using windows development kit 10 (also have 8.1) with visual studio 2015 community and unreal 4 versions 4.12.5.

I seem to be unable to build a package of my game. I don't know what is going wrong, what do I need to do to fix this? Any help would be nice

link text

Product Version: UE 4.12
Tags:
error.txt (48.6 kB)
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asked Aug 08 '16 at 02:17 PM in Packaging & Deployment

avatar image

Xanitsu
1 2 4 6

avatar image indygoof Aug 08 '16 at 03:23 PM

See this line from your log file:

 ERROR: Failed to find cl.exe in the default toolchain directory C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools\../../VC/bin/x86_amd64\cl.exe. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015.

I guess the message explains itself :)

Cheers, Indy

avatar image Matthew J Aug 08 '16 at 04:51 PM

Good catch indygoof,

Just to add, in case you're unsure how to proceed with that information Xanitsu, you can add this option to your Visual Studio 2015 installation by opening the installer from Programs & Features and then selecting Modify. You can check the box here and continue to install that feature. Please let us know if adding this feature lets your packaging succeed.

avatar image Xanitsu Aug 08 '16 at 05:56 PM

OK so I fixed that issue and now I am getting this one

link text

error2.txt (11.7 kB)
avatar image Matthew J Aug 08 '16 at 06:27 PM

Could you check the log located at this location?

C:\Users*username*\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+4.12

It would be best if you could just zip up all of the logs at this location as the message got cut off in the log so I'm not sure which one to look at.

avatar image Xanitsu Aug 08 '16 at 07:17 PM

OK here is the build tools from my latest attempt at trying to build it.

link text

avatar image indygoof Aug 08 '16 at 07:30 PM

Ok, so lets give these two a try:

  • a possible issue is the "KantanCharts" plugin (or any other plugin you may have active). This SecureCRT issue often comes up when the Plugin is not really compatible with the UE version you are using (but it still "tries" to load it since it has no version information as written in the logs). So, please make a copy of your project and try to remove the plugin and all code / blueprints that call that plugin and try to cook. If the issue goes away i would suggest to contact the plugin developer for help then.

  • Delete your "Saved" and "Intermediate" folders from your project directory. This removes any auto-backups UE made, but it can sometimes lead to cooking problems when they have bad data inside

Cheers,

Indy

avatar image Xanitsu Aug 22 '16 at 04:30 PM

Still having packaging issues UAT Log Current Error

uat_log.txt (7.8 kB)
avatar image Xanitsu Aug 22 '16 at 05:24 PM

I add Rama's victory plugin because i needed to use what it had to offer and got rid of most of the other plugins. After I cleared the recommended files this is what came up. Error UAT

current error.txt (408.8 kB)
uat_log.txt (340.6 kB)
avatar image Matthew J Aug 16 '16 at 01:00 PM

We haven't heard from you in a while, Xanitsu. Are you still experiencing this issue? If so, was indygoof's last comment of any help? In the meantime, I'll be marking this issue as resolved for tracking purposes.

avatar image Xanitsu Aug 22 '16 at 04:42 PM

He helped a little bit on giving me information on what to do at that time but I am still having issues and have made a new question thread about it.

avatar image Xanitsu Aug 22 '16 at 05:03 PM
avatar image Matthew J Aug 22 '16 at 05:05 PM

There's no reason for that, as the new post will just lack any of the information we've established here. I've closed the other post as a duplicate and we can continue discussing it here.

avatar image Matthew J Aug 22 '16 at 05:11 PM

From looking at the logs you provided, it seems the that the only error is "An item with the same key has already been added.". From looking up past reports of that error, I came across a couple instances of it being fixed for people. Can you take a look at these posts and see if the answers listed are of any help?

https://answers.unrealengine.com/questions/272095/programmain-error-an-item-with-the-same-key-has-al.html

https://answers.unrealengine.com/questions/98621/error-an-item-with-the-same-key-has-already-been-a.html

avatar image Matthew J Aug 22 '16 at 05:28 PM

I wouldn't suggest adding plugins when you're already having problems packaging as it's only going to make it more complicated. Can you please remove the Victory plugin and try some of the fixes proposed in the posts I linked?

avatar image Xanitsu Aug 22 '16 at 06:37 PM

rama has how to package with his plugin so i am going to follow that and take some of the advice listed above and see what happends

avatar image Xanitsu Aug 23 '16 at 12:19 PM

How do i pre-compile my project?

According to The documentation link it asks me to pre-compile in visual studio using using the .sln file. I am not sure what file the documentation is referring to or how to do the full rebuild for the destination platforms.

avatar image Matthew J Aug 23 '16 at 12:31 PM

As a note, this is not official documentation and is a guide written up by Rama himself. When he mentions precompiling, he means that you must compile manually in Visual Studio prior to packaging. This is due to needing to create the binaries for the platforms that you intend to support. This would mean opening Visual Studio, selecting the desired build configuration/platform from the top toolbar, and then selecting the Rebuild option. After that, you'll be ready to move onto his next step.

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3 answers: sort voted first

From looking at the log, there are two different types of warnings going on which shouldn't technically stop the packaging from completing but could be causing the issue that is stopping it.

The first is a localization warning. I haven't seen this one before but have you enabled JP (Japanese) localization settings for your project? If so, can you try temporarily disabling them to see if this warning keeps appearing? Here's one of them:

 LogInit:Display: LogTextLocalizationManager:Warning: Loaded localization resources contain conflicting entries for (Namespace:K2Node, Key:false):
 Localization Resource: (C:/Program Files/Epic Games/4.12/Engine/Content/Localization/EditorTutorials/ja/EditorTutorials.locres) Source String Hash: (816077464) Localized String: (偽)
 Localization Resource: (C:/Program Files/Epic Games/4.12/Engine/Content/Localization/Engine/ja/Engine.locres) Source String Hash: (816077464) Localized String: (false)

The second type are the asset load failures. They all mention a path of an asset their looking for but can't find. Can you see if you can find these assets at the paths listed? If not, please check for assets that may be referencing the assets. Here's one of those:

 [2016.08.31-14.47.23:359][  0]LogInit:Display: LogLinker:Warning: ファイル '/Game/ParkerContent/Assets/Color_00' が見つかりません
 [2016.08.31-14.47.23:359][  0]LogInit:Display: LogUObjectGlobals:Warning: '/Game/ParkerContent/Assets/Color_00' のロードに失敗しました: ファイル '/Game/ParkerContent/Assets/Color_00' が見つかりません
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answered Sep 02 '16 at 08:25 PM

avatar image Xanitsu Sep 07 '16 at 12:19 PM

i will try fixing those errors after i update to 4.13 to see if that will fix the CCD ridged body issue.

avatar image Xanitsu Sep 08 '16 at 12:35 PM

It was finally able to package! Thank you all for your support it means a lot.

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We haven't heard from you in a while, Xanitsu. Are you still experiencing this issue? If so, was my previous comment of any help? In the meantime, I'll be marking this issue as resolved for tracking purposes.

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answered Aug 29 '16 at 07:36 PM

avatar image Xanitsu Aug 31 '16 at 11:37 AM

I am still having issues and I am asking my professors for help now that school has started to see if they can. Sorry I have been busy and will post the newest error message that I am having.

Newest errors

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So, you have two issues now in your logfile:

 [2016.08.31-11.23.04:163][  0]LogInit:Display: LogPhysics:Error: PHYSX: (d:\ori.cohen_g6217_physics\engine\source\thirdparty\physx\physx-3.3\source\physx\src\NpRigidBodyTemplate.h 437) eINVALID_PARAMETER : RigidBody::setRigidBodyFlag: kinematic bodies with CCD enabled are not supported! CCD will be ignored.

Simply disable the CCD flag on your RigidBody; in case you have multiple of them, just have a look at your settings in your blueprints for skeletal meshes.

 [2016.08.31-11.21.33:672][  0]LoadErrors: 情報 ロードに失敗しました /Script/LowEntryExtendedStandardLibrary.LowEntryExtendedStandardLibrary 参照元 K2Node_CallFunction_53
 [2016.08.31-11.21.33:672][  0]LogUObjectGlobals:Warning: '/Script/LowEntryExtendedStandardLibrary' のロードに失敗しました: ファイル '/Script/LowEntryExtendedStandardLibrary' が見つかりません

These and similar. There seems to be a problem with the Low Entry plugin so it cannot be loaded/found for some reason; But tbh i have no idea what could be wrong in that case. Did you get a popup when opening your project that you have an outdated plugin installed or something like that?

I would recommend to reinstall the plugin and see if it works then.

Hope that helps.

Cheers, Indy

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answered Aug 31 '16 at 11:52 AM

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indygoof
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avatar image Xanitsu Aug 31 '16 at 12:34 PM

thank you for catching that I believe I fixed the plugin and I turned off CCD on all objects with it.

still unable to build but tackling errors gets me closer to actually building it.

Newest Log

avatar image indygoof Aug 31 '16 at 01:36 PM

So now the following:

    [2016.08.31-12.28.48:558][  0]LogInit:Display: LogBlueprint:Error: Compiler エラー このブループリント(自)は ' ターゲット ' と互換性がないため対象のピンに接続が必須です。 from Source: /Game/ParkerContent/BluePrints/MainMenuWidget.MainMenuWidget
     [2016.08.31-12.28.48:559][  0]LogInit:Display: LogBlueprint:Error: Compiler エラー Dependency cycle detected, preventing node  リターンノード  from being scheduled from Source: /Game/ParkerContent/BluePrints/MainMenuWidget.MainMenuWidget
     [2016.08.31-12.28.48:559][  0]LogInit:Display: LogBlueprint:Error: Compiler エラー Dependency cycle detected, preventing node  ToString (int)  from being scheduled from Source: /Game/ParkerContent/BluePrints/MainMenuWidget.MainMenuWidget
     [2016.08.31-12.28.48:559][  0]LogInit:Display: LogBlueprint:Error: Compiler エラー Dependency cycle detected, preventing node  ToText (string)  from being scheduled from Source: /Game/ParkerContent/BluePrints/MainMenuWidget.MainMenuWidget
     [2016.08.31-12.28.48:559][  0]LogInit:Display: LogBlueprint:Error: Compiler エラー  Points  に関連付けられたプロパティが見つかりませんでした from Source: /Game/ParkerContent/BluePrints/MainMenuWidget.MainMenuWidget

This is pretty bad; What happens is that you have dependencies from 1 object to another AND the other way round. I.e. if you have the MainMenuWidget and call a method in objectA and inside objectA you call something from the MainMenuWidget. The problem for the compiler is that it cannot figure out what to compile first to fulfill the dependencies and it errors out. I fear you will have to find these cyclic dependencies yourself in your Blueprints. This should clear out quite more follow-up errors then when fixed. But i guess you have the actual issue with MainMenuWidget, game_over, Controls and Main.

So, try to figure out these and we will be one step further :) Cheers,

Indy

avatar image Xanitsu Aug 31 '16 at 01:54 PM

ok so inside my menus I am destroying one to create the other on button press. Is that what is causing that issue then? Example of what I am doing

dependency.png (61.8 kB)
avatar image indygoof Aug 31 '16 at 02:21 PM

Probably yes. Because you do reference the MainMenuWidget from your menus and inside the MainMenuWidget you have a reference to all others.

avatar image Xanitsu Aug 31 '16 at 03:00 PM

ok i think i fixed the dependency issue. Now i think it is having a problem with the textures?

Current Log

avatar image indygoof Aug 31 '16 at 03:12 PM

Nope, the texture things are just warnings. The only issue left is with that Physx RigidBodies and CCD enabled:

 [2016.08.31-14.46.12:331][  0]LogPhysics:Error: PHYSX: (d:\ori.cohen_g6217_physics\engine\source\thirdparty\physx\physx-3.3\source\physx\src\NpRigidBodyTemplate.h 437) eINVALID_PARAMETER : RigidBody::setRigidBodyFlag: kinematic bodies with CCD enabled are not supported! CCD will be ignored.
 [2016.08.31-14.46.12:332][  0]LogPhysics:Error: PHYSX: (d:\ori.cohen_g6217_physics\engine\source\thirdparty\physx\physx-3.3\source\physx\src\NpRigidBodyTemplate.h 437) eINVALID_PARAMETER : RigidBody::setRigidBodyFlag: kinematic bodies with CCD enabled are not supported! CCD will be ignored.



So you seem to have some rigidbodies still that have this flag somewhere.

avatar image Xanitsu Aug 31 '16 at 06:40 PM

I am still having issues finding the rigidbodies with the flag. But thank you so much for the help. I will post if there are any more issues that pop up. Thank you again

avatar image Matthew J Aug 31 '16 at 09:57 PM

Hello Xanitsu,

I just wanted to pop in here and let you know (I haven't looked over the rest of the log yet) that the rigidbodies error shouldn't be stopping your packaging from succeeding. Also, CCDs with Kinematic bodies is actually supported in 4.13 so you could also try upgrading a copy of your project to 4.13 to see how you fare there.

avatar image indygoof Sep 01 '16 at 06:39 AM

@matthew, yeah, USUALLY this should be a warning instead of an error. Though when looking through the whole logfile you can see exactly 7 instances of the rigidbody/CCD errors, and in the summary you can see that the cook failed because of 7 errors. Also, the RigidBody messages are classified as "Errors" instead of warnings, so that is an additional thing.

avatar image Matthew J Sep 01 '16 at 02:30 PM

That is correct. In trying to see if this would stop you from packaging however, I tried adding the TutorialTPP from Engine Content, editing the Physics Asset to have a rigid body with CCD enabled, and then packaged. I received the error but the packaging process finished successfully.

avatar image indygoof Sep 01 '16 at 02:54 PM

Ok, then i no longer have any idea whats going wrong :(

avatar image Xanitsu Sep 01 '16 at 08:11 PM

Well I have been having collision issues which is why I was using CCD (CCD didnt solve the issue but it helped). But i still have no idea what is going wrong even when i turned it all off.nothing happens.

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