Packaging fails in 4.13

Hey, so I’ve been wrestling with some build errors and I can’t figure out what’s the source of all this.

Blank projects package fine and I tried moving all my content to a new project but to no avail. I’m not using any plugins but I do have some C++ code, I tried compiling without the code but it still gave me the same 8 errors.

Anyone have an idea?

link text

EDIT: Issue still persists in 4.13(new cook log attached)

Hello ,

It seems like there are a lot of reference problems. There are a lot of warnings in your projects mentioning missing files, missing classes that are being referenced by other assets, and so on. Can you take a look at these? While warnings themselves won’t stop a packaging attempt, they could be the cause of other errors.

Also, I’m not quite sure why all of the error messages that you’re suppose to be given are coming up at blank. Could you ensure that you have the Editor Symbols for Debugging installed in your build? You can check this by going to your engine installation under the Library tab of the Epic Games Launcher and selecting the “Options” selection after clicking the down arrow. If you didn’t have them installed, try doing so and packaging again,

If those errors are still not visible, try uploading the log file that it mentions at this point: C:\Users****\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+(x86)+Epic+Games+4.12\Cook-2016.08.31-00.26.15.txt

If you can’t see the AppData folder, you may need to enable being able to see hidden folders. You can find this under Control Panel > Folder Options.

Hey Matthew,

Thanks for the reply. Editor Symbols for Debugging is installed in my build. Here’s the full log.link text

I’ve also tried upgrading to 4.13 to see if it fixed it because it seems the errors are coming from UE4’s source(although empty projects work)

Here’s the new log:

link text

There seem to be quite a few handled errors by the engine. These don’t cause immediate crashes but will cause issues and most likely cause the packaging to fail. Here are some examples.

Ensure condition failed: !AttachmentRules.bWeldSimulatedBodies [File:D:\Build\++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 1481]
[2016.09.01-22.11.00:296][  0]LogOutputDevice:Error: AttachToComponent when called from a constructor cannot weld simulated bodies. Consider calling SetupAttachment directly instead.

Ensure condition failed: this->IsBound() [File:d:\program files (x86)\epic games\4.13\engine\source\runtime\core\public\delegates\DelegateSignatureImpl.inl] [Line: 1042]
[2016.09.01-22.11.04:627][  0]LogOutputDevice:Error: Unable to bind delegate to 'OnBeginOverlap' (function might not be marked as a UFUNCTION)

There are some load errors too that may denote that an asset that is being referenced has been deleted or moved. You may want to check to see if these files exist.

LoadErrors: Info Failed to load /Game/Assets/Weapons/Pistol/PlasmaPistol/Art/Particles/sparks.sparks

There are multiple instances of these, so using Ctrl+F with the word “Error” would be very useful.

The load errors I’ve managed to fix but my main concern has indeed been the ensure condition. I could not find a way to fix it until I tried packaging the game without our C++ code once again and it worked… Looking at the code now to fix it.

Hello . Have you had any luck fixing your issue?

Hi, yes in the end it was just our C++ code that was broken which caused the error. I didn’t realise it at first but it’s all good!

Hey there! How did you fix this problem?

Thank you!