Unable to cook, need help asap

here is the log, sorry for formatting

> MapCheck: New page: Map Check Cmd: MAP
> REBUILD ALLVISIBLE LogEditorServer:
> Rebuildmap Clear paths rebuilt
> LogMaterial: Missing cached shader map
> for material
> FDebugViewModeMaterialProxy
> WorldGridMaterial, compiling. Is
> special engine material.
> LogLevel:Display: Export Material
> TexCoord Scales took 0.072 seconds.
> TextureStreamingBuild:Display: Build
> Texture Streaming took 0.004 seconds.
> LightingResults: New page: Lighting
> Build - 16 Dec 2016 13:16:23
> LogSwarmInterface: [OpenConnection]
> Registering TCP channel ...
> LogSwarmInterface: [OpenConnection]
> Connecting to agent ...
> LogSwarmInterface: [TryOpenConnection]
> Testing the Agent LogSwarmInterface:
> [TryOpenConnection] Opening Connection
> to Agent LogSwarmInterface:
> [TryOpenConnection] Local Process ID
> is 7100
> LogStaticLightingSystem:Warning: No
> importance volume found, so the scene
> bounding box was used.  You can
> optimize your scene's quality and
> lighting build times by adding
> importance volumes.
> LogStaticLightingSystem: Running
> Lightmass w/ ImmediateImport mode
> ENABLED LogStaticLightingSystem:
> Running Lightmass w/ ImmediateProcess
> mode ENABLED LogStaticLightingSystem:
> Running Lightmass w/ Sorting mode
> ENABLED LogStaticLightingSystem:
> Running Lightmass w/ Mapping paddings
> ENABLED LogStaticLightingSystem:
> Running Lightmass w/ Mapping debug
> paddings DISABLED Cmd: MAP CHECK
> DONTDISPLAYDIALOG MapCheck: New page:
> mainmenu - 16 Dec 2016 13:16:27
> MapCheck: Info Map check complete: 0
> Error(s), 0 Warning(s), took 78.301ms
> to complete. LogEditorBuildUtils:
> Build time 0:05 Job is a success!
> Lightmass on DESKTOP-9SPMT2B: 745 ms
> total, 110 ms importing, 21 ms setup,
> 271 ms photons, 296 ms processing, 0
> ms extra exporting [0/0 mappings].
> Threads: 1.91 sec total, 0 ms
> processing. LogStaticLightingSystem:
> Illumination: 5.76 sec (0 ms encoding
> lightmaps, 5 ms encoding shadowmaps)
> LogStaticLightingSystem: Lightmap
> texture memory:  0.0 MB (0.0 MB
> streaming, 0.0 MB non-streaming), 0
> textures LogStaticLightingSystem:
> Shadowmap texture memory: 0.0 MB (0.0
> MB streaming, 0.0 MB non-streaming), 0
> textures Cmd: MAP CHECK NOTIFYRESULTS
> MapCheck: New page: mainmenu - 16 Dec
> 2016 13:16:30 MapCheck: Info Map check
> complete: 0 Error(s), 0 Warning(s),
> took 37.738ms to complete. Cmd: OBJ
> SAVEPACKAGE
> PACKAGE="/Game/maps/mainmenu"
> FILE="../../../../../../Unreal
> projects/norwichgame/Saved/Autosaves/Game/maps/UEDPCmainmenu.umap"
> SILENT=true AUTOSAVING=true
> KEEPDIRTY=true LogSavePackage:
> Save=67.08ms LogSavePackage: Moving
> '../../../../../../Unreal
> projects/norwichgame/Saved/UEDPCmainmenu28A186A5435C66D1C3B9B785EDBE7E43.tmp'
> to '../../../../../../Unreal
> projects/norwichgame/Saved/Autosaves/Game/maps/UEDPCmainmenu.umap'
> LogSavePackage:Display: Finished
> SavePackage ../../../../../../Unreal
> projects/norwichgame/Saved/Autosaves/Game/maps/UEDPCmainmenu.umap
> LogEditorTransaction: Undo Spawn Play
> From Here Start UATHelper: Packaging
> (Windows (64-bit)): Running
> AutomationTool... UATHelper: Packaging
> (Windows (64-bit)):
> Automation.ParseCommandLine: Parsing
> command line:
> -ScriptsForProject="E:/Unreal projects/norwichgame/norwichgame.uproject"
> BuildCookRun -nocompile
> -nocompileeditor -installed -nop4 -project="E:/Unreal projects/norwichgame/norwichgame.uproject"
> -cook -stage -archive -archivedirectory=C:/Users/andre/Desktop
> -package -c lientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -distribution -nodebuginfo -nativizeAssets -manifests -targetplatform=Win64 -build -CrashReporter -utf8output UATHelper: Packaging (Windows (64-bit)):
> Automation.Process: Setting up command
> environment. UATHelper: Packaging
> (Windows (64-bit)):
> WindowsPlatform.get_Compiler: WARNING:
> Visual C++ 2015 toolchain does not
> appear to be correctly installed.
> Please verify that "Common Tools for
> Visual C++ 2015" was selected when
> installing Visual Studio 2015.
> UATHelper: Packaging (Windows
> (64-bit)): BuildCookRun.SetupParams:
> Setting up ProjectParams for E:\Unreal
> projects\norwichgame\norwichgame.uproject
> UATHelper: Packaging (Windows
> (64-bit)): Project.Build: **********
> BUILD COMMAND STARTED **********
> UATHelper: Packaging (Windows
> (64-bit)):
> UE4Build.CheckBuildProducts: No build
> products were made UATHelper:
> Packaging (Windows (64-bit)):
> Project.Build: ********** BUILD
> COMMAND COMPLETED **********
> UATHelper: Packaging (Windows
> (64-bit)): Project.Cook: **********
> COOK COMMAND STARTED **********
> UATHelper: Packaging (Windows
> (64-bit)): Project.Cook: Cleaning
> cooked data. UATHelper: Packaging
> (Windows (64-bit)):
> CommandUtils.RunCommandlet: Running
> UE4Editor Cook for project E:\Unreal
> projects\norwichgame\norwichgame.uproject
> UATHelper: Packaging (Windows
> (64-bit)): CommandUtils.RunCommandlet:
> Commandlet log file is E:\Unreal\Epic
> Games\4.13\Engine\Programs\AutomationTool\Saved\Cook-2016.12.16-13.16.41.txt
> UATHelper: Packaging (Windows
> (64-bit)): CommandUtils.Run: Run:
> E:\Unreal\Epic
> Games\4.13\Engine\Binaries\Win64\UE4Editor-Cmd.exe
> "E:\Unreal
> projects\norwichgame\norwichgame.uproject"
> -run=Cook  -TargetPlatform=WindowsNoEditor -fileopenlog -unversioned -manifests -NativizeAssets -abslog="E:\Unreal\Epic Games\4.13\Engine\Programs\AutomationTool\Saved\Cook-201
> 6.12.16-13.16.41.txt" -stdout -FORCELOGFLUSH -CrashForUAT -unattended  -UTF8Output UATHelper: Packaging (Windows (64-bit)):
> UE4Editor-Cmd:  UATHelper: Packaging
> (Windows (64-bit)): UE4Editor-Cmd:
> LogInit:Display: Running engine for
> game: norwichgame UATHelper: Packaging
> (Windows (64-bit)): UE4Editor-Cmd:
> LogInit:Display: RandInit(-2142566792)
> SRandInit(-2142566792). UATHelper:
> Packaging (Windows (64-bit)):
> UE4Editor-Cmd: LogInit:Warning:
> Incompatible or missing module:
> UE4Editor-norwichgame.dll UATHelper:
> Packaging (Windows (64-bit)):
> CommandUtils.Run: Run: Took 0.7154025s
> to run UE4Editor-Cmd.exe, ExitCode=1
> UATHelper: Packaging (Windows
> (64-bit)): Project.Cook: Cook failed.
> Deleting cooked data. UATHelper:
> Packaging (Windows (64-bit)):
> Program.Main: ERROR: AutomationTool
> terminated with exception:
> AutomationTool.AutomationException:
> Cook failed. --->
> AutomationTool.AutomationException:
> BUILD FAILED: Failed while running
> Cook for E:\Unreal
> projects\norwichgame\norwichgame.uproject;
> see log
> C:\Users\andre\AppData\Roaming\Unreal
> Engine\AutomationTool\L
> ogs\E+Unreal+Epic+Games+4.13\Cook-2016.12.16-13.16.42.txt
> UATHelper: Packaging (Windows
> (64-bit)):    at
> AutomationTool.CommandUtils.RunCommandlet(FileReference
> ProjectName, String UE4Exe, String
> Commandlet, String Parameters)
> UATHelper: Packaging (Windows
> (64-bit)):    at
> AutomationTool.CommandUtils.CookCommandlet(FileReference
> ProjectName, String UE4Exe, String[]
> Maps, String[] Dirs, String
> InternationalizationPreset, String[]
> CulturesToCook, String TargetPlatform,
> String Parameters) UATHelper:
> Packaging (Windows (64-bit)):    at
> Project.Cook(ProjectParams Params)
> UATHelper: Packaging (Windows
> (64-bit)):    --- End of inner
> exception stack trace --- UATHelper:
> Packaging (Windows (64-bit)):    at
> Project.Cook(ProjectParams Params)
> UATHelper: Packaging (Windows
> (64-bit)):    at
> BuildCookRun.DoBuildCookRun(ProjectParams
> Params) UATHelper: Packaging (Windows
> (64-bit)):    at
> AutomationTool.BuildCommand.Execute()
> UATHelper: Packaging (Windows
> (64-bit)):    at
> AutomationTool.Automation.Execute(List`1
> CommandsToExecute,
> CaselessDictionary`1 Commands)
> UATHelper: Packaging (Windows
> (64-bit)):    at
> AutomationTool.Automation.Process(String[]
> Arguments) UATHelper: Packaging
> (Windows (64-bit)):    at
> AutomationTool.Program.MainProc(Object
> Param) UATHelper: Packaging (Windows
> (64-bit)):    at
> AutomationTool.InternalUtils.RunSingleInstance(Func`2
> Main, Object Param) UATHelper:
> Packaging (Windows (64-bit)):    at
> AutomationTool.Program.Main()
> UATHelper: Packaging (Windows
> (64-bit)): Program.Main:
> AutomationTool exiting with
> ExitCode=25 (Error_UnknownCookFailure)
> UATHelper: Packaging (Windows
> (64-bit)): BUILD FAILED
> PackagingResults:Error: Error Unknown
> Cook Failure
>

When I have these unknowCookFailure errors I try several things:

  1. try to run the Fixup redirectors in folder (in the content browser right click the content folder and choose Fixup redirectors In Folder ).

  2. Make sure that all the files that are in your project are not read only.

  3. Make new project (if you are developing a FPS project, make new FPS project). And then copy all the files from your project (**E:\Unreal projects\norwichgame\Content**) to the new project’s content folder

  4. If the first 3 things fail, then Duplicate the whole project (in Windows Explorer), and rename the folder and the .uproject name to match (Currently your project is called E:\Unreal projects\norwichgame\norwichgame.uproject, so you need to rename your copy of the same project something like this E:\Unreal projects\NEWnorwichgame\NEWnorwichgame.uproject, just make sure to change the name of the .uproject name to be the same as the folder which that file is in.)

Hope this helps you.

,

Did you try deleting your Intermediate and Saved folders? Have you attempted what Numsi550 has suggested?

am now attempting them steps, will let you know

didn’t work, still getting cook failure

I forgot one more:
If you have substance plugin enabled, sometimes this causes the cook failure. Try disabling the substance plugin and cook it again.

If that doesn’t help then try to package the project, with the use pack file option UNchecked. This will package the project without placing all the assets in content folder in one .pak file. Packaging Unreal Engine Projects | Unreal Engine 5.1 Documentation