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Packaging Error: Unknown Cook Failure

Hi all, I'm extremely close to completing my project, but now I'm having this issue while trying to package my game.

I'm getting an unknown cook failure, and I can't quite make sense of what the issue is with the log. I noticed some warnings about one of my pawn classes (DrunkPawn), where there's an issue with some of the variables or something? Not sure what's going on, since everything compiles and plays fine.

Additionally, there were some warnings about how certain assets failed to load, but those were long deleted and have given me zero issues.

Below is the log:


This is an urgent issue and any feedback would be appreciated.

Product Version: Not Selected
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asked Dec 06 '16 at 09:41 AM in Packaging & Deployment

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Hello LABS,

Wow that is a long log file. A lot of it seems to be the same error repeated over and over though. I'll list out the errors that I see and give an idea of what I think may be able to fix them.

 EditorErrors:Warning: Warning /Game/Characters/Jake/Male_Rig_T-Pose - Referencing package /Game/Characters/Jake/Male_Rig_T-Pose_Physics6 was read-only

This one seems like the files that were imported are set to read-only or they're being held by another process. They should be writable as the editor will write changes to them. There are multiple of these.

 LoadErrors:Error: Error /Game/Boat/Effects/ParticleSystems/P_velocity_cone : Failed import for ParticleSystem /Game/Boat/Effects/ParticleSystems/Vomit.Vomit

Based off the name, is it possible that this Vomit asset actually has that '.' in its name? If so, that'll need to be removed. The editor doesn't deal well with filenames that include special characters such as that. You may want to try reimporting the asset to see if that fixes it.

 Accessed None trying to read property HidingUI from function: 'ExecuteUbergraph_DrunkPawn' from node: Set Visibility in graph: EventGraph in object: DrunkPawn with description: Accessed None trying to read property HidingUI

This seems like it's trying to access a property that isn't available to it. Try changing the Expose On Spawn, Private, and Edtiable settings to see if that helps. If not, what kind of function is ExecuteUberfraph_DrunkPawn?

 Cooking /Game/Characters/Kylie/Idle_Anim -> G:/Dark Shores/DarkShores/DarkShores 4.12/Saved/Cooked/WindowsNoEditor/DarkShores/Content/Characters/Kylie/Idle_Anim.uasset
 Ensure condition failed: !bUseRawDataOnly

The ensure here seems to be related to the previous line. From looking up other reports of this, this usually appears when there is an animation that no longer has a skeleton set to it. I would check all of the animation assets that are being followed by this ensure message to check if they have their skeletons set.

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answered Dec 06 '16 at 07:23 PM

avatar image Matthew J Dec 06 '16 at 07:29 PM

Also, for future reference, please package your game periodically throughout development, as waiting until the last moment to package is bound to end in a lot of errors such as this.

avatar image LABS Dec 06 '16 at 08:16 PM

Awesome, thank you for your reply. I'll look into these issues later today when I am free and I'll be sure to follow up.

Just wanted to say thanks for taking the time to look at my ridiculous log, I really appreciate the support.

avatar image LABS Dec 07 '16 at 03:40 AM

I'm happy to say this did the trick!

There were those few minor errors that were easy to fix, but it seems that the biggest offender was all of the files being set to read only. Turns out our version control software edited the vast majority of our files to be read only, hence why there were so many errors. I had no idea that Unreal was having issues with that.

Once again, thanks so much, this has been resolved first try!

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