Unreal Engine Build Fail Win64 and Win32

Hi,

I am currently working on a project for school using Unreal Engine, and when I go to build it gives me an error: “Ensure condition failed: MaximumLoopIterations > 0 [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp] [Line: 154]”
The whole log is here: link text

Hey Codekrafter,

Can you make sure the “Maximum Loop Iteration Count” in, Edit → Project Settings → Engine → General Settings → Blueprints" is set to more than 0?

Thanks.

I changed it and this is the new error message:
Running AutomationTool…
Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=“D:/Users/elied/Documents/Unreal Projects/Firehouse/Firehouse.uproject” BuildCookRun -project=“D:/Users/elied/Documents/Unreal Projects/Firehouse/Firehouse.uproject” -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -cook -map=Firehouse+Game+ThirdPersonExampleMap -unversionedcookedcontent -pak -createreleaseversion=0.0.1 -basedonreleaseversion=0.0.1 -compressed -stage -package -stagingdirectory=“D:/Users/elied/Documents/Unreal Projects/Firehouse/Staging/Distribution/” -cmdline=" -Messaging" -addcmdline="-SessionId=003AC04E4C91BCCDD9A567A36116AC28 -SessionOwner=‘elied’ -SessionName=‘New Profile 0’"
Automation.Process: Setting up command environment.
BuildCookRun.SetupParams: Setting up ProjectParams for D:\Users\elied\Documents\Unreal Projects\Firehouse\Firehouse.uproject
Project.Build: ********** BUILD COMMAND STARTED **********
CommandUtils.Run: Run: D:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe Firehouse Win64 Development -Project=“D:\Users\elied\Documents\Unreal Projects\Firehouse\Firehouse.uproject” “D:\Users\elied\Documents\Unreal Projects\Firehouse\Firehouse.uproject” -remoteini=“D:\Users\elied\Documents\Unreal Projects\Firehouse” -noxge -generatemanifest -NoHotReload
CommandUtils.Run: Run: Took 1.1134656s to run UnrealBuildTool.exe, ExitCode=0
CommandUtils.Run: Run: D:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe Firehouse Win64 Development -Project=“D:\Users\elied\Documents\Unreal Projects\Firehouse\Firehouse.uproject” “D:\Users\elied\Documents\Unreal Projects\Firehouse\Firehouse.uproject” -remoteini=“D:\Users\elied\Documents\Unreal Projects\Firehouse” -noxge -NoHotReload -ignorejunk
UnrealBuildTool: Target is up to date
CommandUtils.Run: Run: Took 1.1971585s to run UnrealBuildTool.exe, ExitCode=0
Project.Build: ********** BUILD COMMAND COMPLETED **********
Project.Cook: ********** COOK COMMAND STARTED **********
Project.Cook: HasMapsToCook Firehouse+Game+ThirdPersonExampleMap
Project.Cook: Params.HasMapsToCook Firehouse+Game+ThirdPersonExampleMap
CommandUtils.RunCommandlet: Running UE4Editor Cook for project D:\Users\elied\Documents\Unreal Projects\Firehouse\Firehouse.uproject
CommandUtils.RunCommandlet: Commandlet log file is D:\Program Files (x86)\Epic Games\4.13\Engine\Programs\AutomationTool\Saved\Cook-2016.09.10-10.29.58.txt
CommandUtils.Run: Run: D:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\Win64\UE4Editor-Cmd.exe “D:\Users\elied\Documents\Unreal Projects\Firehouse\Firehouse.uproject” -run=Cook -Map=Firehouse+Game+ThirdPersonExampleMap -TargetPlatform=WindowsNoEditor -fileopenlog -unversioned -createreleaseversion=0.0.1 -basedonreleaseversion=0.0.1 -abslog=“D:\Program Files (x86)\Epic Games\4.13\Engine\Programs\AutomationTool\Saved\Cook-2016.09.10-10.29.58.txt” -stdout -FORCELOGFLUSH -CrashForUAT -unattended -UTF8Output
UE4Editor-Cmd:
UE4Editor-Cmd: LogInit:Display: Running engine for game: Firehouse
UE4Editor-Cmd: LogInit:Display: RandInit(1545880149) SRandInit(1545880149).
UE4Editor-Cmd: [2016.09.10-14.29.59:995][ 0]LogShaderCompilers:Display: Using Local Shader Compiler.
UE4Editor-Cmd: [2016.09.10-14.30.00:456][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
UE4Editor-Cmd: [2016.09.10-14.30.00:520][ 0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/elied/AppData/Local/UnrealEngine/4.13/DerivedDataCache/Boot.ddc
UE4Editor-Cmd: [2016.09.10-14.30.00:537][ 0]LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
UE4Editor-Cmd: [2016.09.10-14.30.01:184][ 0]LogTemp:Display: Loaded TP AllDesktopTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:196][ 0]LogTemp:Display: Loaded TP WindowsClientTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:204][ 0]LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:215][ 0]LogTemp:Display: Loaded TP WindowsServerTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:224][ 0]LogTemp:Display: Loaded TP WindowsTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:232][ 0]LogTemp:Display: Loaded TP AndroidTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:239][ 0]LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:246][ 0]LogTemp:Display: Loaded TP Android_ATCTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:253][ 0]LogTemp:Display: Loaded TP Android_DXTTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:260][ 0]LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:272][ 0]LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:291][ 0]LogTemp:Display: Loaded TP Android_MultiTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:292][ 0]LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:294][ 0]LogTemp:Display: Loaded TP HTML5TargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:314][ 0]LogTemp:Display: Loaded TP IOSTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:324][ 0]LogTemp:Display: Loaded TP TVOSTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:333][ 0]LogTemp:Display: Loaded TP LinuxClientTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:340][ 0]LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:349][ 0]LogTemp:Display: Loaded TP LinuxServerTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:356][ 0]LogTemp:Display: Loaded TP LinuxTargetPlatform
UE4Editor-Cmd: [2016.09.10-14.30.01:356][ 0]LogTargetPlatformManager:Display: Building Assets For WindowsNoEditor
UE4Editor-Cmd: [2016.09.10-14.30.02:609][ 0]LogCook:Display: Max memory allowance for cook 16384mb min free memory 0mb
UE4Editor-Cmd: [2016.09.10-14.30.02:609][ 0]LogCook:Display: Mobile HDR setting 1
UE4Editor-Cmd: [2016.09.10-14.30.05:876][ 0]LogCook:Display: Done creating registry. It took 3.27s.
UE4Editor-Cmd: [2016.09.10-14.30.06:043][ 0]LogCook:Display: Invalidating cooked content because Engine:Core.System:Paths:…/…/…/Engine/Content ini setting was out of date
UE4Editor-Cmd: [2016.09.10-14.30.06:069][ 0]LogCook:Display: Sandbox cleanup took 0.133 seconds
UE4Editor-Cmd: [2016.09.10-14.30.07:533][ 0]LogCook:Display: Sandbox cleanup took 1.464 seconds
UE4Editor-Cmd: [2016.09.10-14.30.11:696][ 0]LogWindows:Error: begin: stack for UAT
UE4Editor-Cmd: [2016.09.10-14.30.11:697][ 0]LogWindows:Error: === Critical error: ===
UE4Editor-Cmd: [2016.09.10-14.30.11:698][ 0]LogWindows:Error:
UE4Editor-Cmd: [2016.09.10-14.30.11:698][ 0]LogWindows:Error: Assertion failed: !GetAllPackagesFromAssetRegistry(OriginalAssetRegistryPath, PackageFiles) [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp] [Line: 4843]
UE4Editor-Cmd: [2016.09.10-14.30.11:698][ 0]LogWindows:Error:
UE4Editor-Cmd: [2016.09.10-14.30.11:698][ 0]LogWindows:Error:
UE4Editor-Cmd: [2016.09.10-14.30.11:698][ 0]LogWindows:Error:
UE4Editor-Cmd: [2016.09.10-14.30.11:699][ 0]LogWindows:Error: KERNELBASE.dll
UE4Editor-Cmd: [2016.09.10-14.30.11:699][ 0]LogWindows:Error: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:103]
UE4Editor-Cmd: [2016.09.10-14.30.11:699][ 0]LogWindows:Error: UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:94]
UE4Editor-Cmd: [2016.09.10-14.30.11:699][ 0]LogWindows:Error: UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor-Cmd: [2016.09.10-14.30.11:700][ 0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::StartCookByTheBook() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:4845]
UE4Editor-Cmd: [2016.09.10-14.30.11:700][ 0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::NewCook() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:1518]
UE4Editor-Cmd: [2016.09.10-14.30.11:700][ 0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:844]
UE4Editor-Cmd: [2016.09.10-14.30.11:701][ 0]LogWindows:Error: UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1828]
UE4Editor-Cmd: [2016.09.10-14.30.11:701][ 0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:117]
UE4Editor-Cmd: [2016.09.10-14.30.11:701][ 0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor-Cmd: [2016.09.10-14.30.11:702][ 0]LogWindows:Error: UE4Editor-Cmd.exe!WinMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor-Cmd: [2016.09.10-14.30.11:702][ 0]LogWindows:Error: UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
UE4Editor-Cmd: [2016.09.10-14.30.11:702][ 0]LogWindows:Error: KERNEL32.DLL
UE4Editor-Cmd: [2016.09.10-14.30.11:702][ 0]LogWindows:Error: ntdll.dll
UE4Editor-Cmd: [2016.09.10-14.30.11:702][ 0]LogWindows:Error: ntdll.dll
UE4Editor-Cmd: [2016.09.10-14.30.11:702][ 0]LogWindows:Error:
UE4Editor-Cmd: [2016.09.10-14.30.11:703][ 0]LogWindows:Error: end: stack for UAT
CommandUtils.Run: Run: Took 16.1228009s to run UE4Editor-Cmd.exe, ExitCode=3
Project.Cook: Cook failed. Deleting cooked data.
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. —> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for D:\Users\elied\Documents\Unreal Projects\Firehouse\Firehouse.uproject; see log C:\Users\elied\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+(x86)+Epic+Games+4.13\Cook-2016.09.10-10.30.14.txt
at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
at AutomationTool.CommandUtils.CookCommandlet(FileReference ProjectName, String UE4Exe, String[] Maps, String[] Dirs, String InternationalizationPreset, String[] CulturesToCook, String TargetPlatform, String Parameters)
at Project.Cook(ProjectParams Params)
— End of inner exception stack trace —
at Project.Cook(ProjectParams Params)
at BuildCookRun.DoBuildCookRun(ProjectParams Params)
at AutomationTool.BuildCommand.Execute()
at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
at AutomationTool.Automation.Process(String[] Arguments)
at AutomationTool.Program.MainProc(Object Param)
at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
at AutomationTool.Program.Main()
Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
BUILD FAILED

Never mind, I tried it again and it worked, thanks for the help!

When I upgrade to 4.14, there is a packaging problem, I do not know how to locate the wrong location