Packaging Error for windows

Hello, i got this error when trying to packaging for windows,
I have tried for Distrubution and Development same error.

MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Jonny\ \Efinity\Project\Efinity\Efinity.uproject=True
MainFrameActions: Packaging (Windows): BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Jonny\ \Efinity\Project\Efinity\Config\DefaultEngine.ini=True
MainFrameActions: Packaging (Windows): BuildCookRun.GetDefaultMap: Looking for DefaultMap in C:\Users\Jonny\ \Efinity\Project\Efinity\Config\DefaultEngine.ini
MainFrameActions: Packaging (Windows): InternalUtils.SafeReadAllLines: SafeReadAllLines C:\Users\Jonny\ \Efinity\Project\Efinity\Config\DefaultEngine.ini
MainFrameActions: Packaging (Windows): BuildCookRun.GetDefaultMap: Found DefaultMap=/Game/Maps/Example_Map
MainFrameActions: Packaging (Windows): BuildCookRun.SetupParams: Cooking all maps
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Jonny\ \Efinity\Project\Efinity\Efinity.uproject=True
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Jonny\ \Efinity\Project\Efinity\Efinity.uproject=True
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Jonny\ \Efinity\Project\Efinity\Efinity.uproject=True
MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists E:\UnrealEngine\4.1\Engine\Binaries\Win64\UE4Editor-Cmd.exe=True
MainFrameActions: Packaging (Windows): Project.Cook: Cleaning cooked data.
MainFrameActions: Packaging (Windows): InternalUtils.SafeDeleteEmptyDirectory: WARNING: Failed to delete directory C:\Users\Jonny\ \Efinity\Project\Efinity\Saved\Sandboxes\Cooked-WindowsNoEditor\Efinity\Content\Animations in 10 attempts.
MainFrameActions: Packaging (Windows): InternalUtils.SafeDeleteEmptyDirectory: WARNING: Exception in mscorlib: Access to the path 'C:\Users\Jonny\ \Efinity\Project\Efinity\Saved\Sandboxes\Cooked-WindowsNoEditor\Efinity\Content\Animations' is denied.
MainFrameActions: Packaging (Windows): Stacktrace:    at System.IO.Direc
MainFrameActions: Packaging (Windows): tory.DeleteHelper(String fullPath, String userPath, Boolean recursive, Boolean throwOnTopLevelDirectoryNotFound)
MainFrameActions: Packaging (Windows):    at System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive, Boolean checkHost)
MainFrameActions: Packaging (Windows):    at AutomationTool.InternalUtils.SafeDeleteEmptyDirectory(String Path, Boolean bQuiet)
MainFrameActions: Packaging (Windows): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows): Program.Main: ERROR: Exception in AutomationTool: Failed to delete directory 'C:\Users\Jonny\ \Efinity\Project\Efinity\Saved\Sandboxes\Cooked-WindowsNoEditor'
MainFrameActions: Packaging (Windows): Stacktrace:    at AutomationTool.CommandUtils.DeleteDirectory(Boolean bQuiet, String[
MainFrameActions: Packaging (Windows): ] Directories)
MainFrameActions: Packaging (Windows):    at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows):    at BuildCommand.Execute()
MainFrameActions: Packaging (Windows):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows):    at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows):    at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows):    at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows):    at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows): Program.Main: ERROR: Failed to delete directory 'C:\Users\Jonny\ \Efinity\Project\Efinity\Saved\Sandboxes\Cooked-WindowsNoEditor'
MainFrameActions: Packaging (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows): copying UAT log files...
MainFrameActions: Packaging (Windows): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows): BUILD FAILED

I would verify the folder paths exist, and if they do…make sure there isn’t anything odd going on with permission access.

#Do You Use VS?

Do you use Visual Studio?

I used to get access denied error when I had VS open

or

shockly enough

even when I then closed VS, but it had been open just priorly!

#Solution

Try logging of your computer, logging back on, and only opening UE4 to package and nothing else

That worked for me every time :slight_smile:

Hi and thanks for your answer.

This did not help in my case…

I have tried reboot of pc, Changes packaging location. Still same problem.

Hi thanks for your answer, i looked even tried to make new folders.
Still same problem strange thing is that it worked really good 2 days ago.

Hi i tried to move my project to other places on my computer, I thought that it was some thing that i had my project on , but when moved to other places etc ,Desktop,C:/ still same error any one know how to solve this ?

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.

Thanks!

I’m having the same problem with version 4.9 and I also have my project on an ? might this be the thing that complicate things?

thats how my log looks

Hey Stroganoff,

Please provide me with your full error as a .txt file so that I can further assist you, thanks!

I had the same issue.
The Problem was that i had files and folders in my Windows Project directory which were not listed in my UE4 project directory.
It seems that sometimes when you delete or move a file or folder in UE4 Editor it does not delete or move it in the Windows Explorer.
So to fix your packaging error go in your Windows Explorer and make sure the file and folder tree of it is the same you have in UE4 Editor.

there it is, thanks :slight_smile:

[link text][1]

66947-errologstroganoff.txt (223 KB)

This is like the fourth or fifth person with this same error in the past week. When does it become a bug rather than error?

Thanks Stroganoff for providing me with these . Are you able to update your version of the editor to 4.10? It looks as though you’re having trouble with a staging directory in VS2013, is this the full version of Visual Studio or Community?

Please keep in mind the following:

Visual Studio 2015 includes many new improvements that should help your workflow, including support for new modern C++ language features like uniform initializers and delegating constructors. The new compiler is also very standards-compliant and will detect more errors in your code.

You can [download the free Visual Studio 2015 Community Edition right here][1]. For other versions, head over to the Visual Studio web site. Unreal Engine supports Visual Studio 2015 Community, Professional, Enterprise as well as Express for Desktop (with some limitations.)

If you need to continue using Visual Studio 2013, you’ll need to compile the engine yourself from the GitHub source code. The primary reason for not supporting Visual Studio 2013 in the launcher distribution is because the additional precompiled binaries, debug symbols and static libraries for both versions of the compiler would have significantly increased the engine size and caused project setup to be more complicated on Windows. We’ll be fully retiring support for Visual Studio 2013 in an upcoming release.

[Read more here…][2]

Looking forward to hearing back from you, thanks!

http://go.microsoft.com/fwlink/?LinkId=532606
[2]: Unreal Engine 4.10 Released! - Announcements - Epic Developer Community Forums

Hey Jpedleham,

In order to verify that the same issue is occurring, we need to see the . Can you please provide me with your full error so I can assist you as well?

Thanks!

I’m having the same error here… I’m gona post my log.

[The log here][1]
Sorry, forgot to attach.

68711-error_log.txt (2.8 KB)

Sonia,

Your issue is being handled on your own [AnswerHub.][1]

Thank you.

RunUAT.bat error on Unreal 4.10 - Mobile - Epic Developer Community Forums