PackagingResults:Error: Error Unknown Command

So, I’m most likely a very stupid person, but I’ve been attempting to build my Project for 4.13.2(binary version distributed by the Epic Games Launcher) and it always gives me this: PackagingResults:Error: Error Unknown Command and the build cannot be completed. I have no clue what is going wrong

Thank you in advanced!
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Hello MrJamesWeston,

The message “PackagingResults:Error: Error Unknown Command” is a general message that basically means “The packaging process failed” and doesn’t give any details. Whenever you see this message, you should be able to use Ctrl+F (Find) to search for the words “Error” and “Warning” to find out what is going on. In this case, it doesn’t seem like the entire log file was included so the “CrashOrAssert” mentioned isn’t shown here.

Also, can you please include the log file called “UnrealBuildTool-2017.01.22-19.45.24.txt” located at: C:\Users\UserName\AppData\Roaming\Unreal Engine\AutomationTool\Logs\

Here you are:
Logs And Errors
UnrealBuildTool

Thank you for that information, it looks like the issue is that the project is failing to generate project files due to some missing files in the project. Can you ensure that you have the plugins that are being mentioned enabled? The ones mentioned seem to be OnlineSubsystem and ExampleDeviceProfileSelector.

There are also some warnings that shouldn’t cause this to fail but would be good to heed, such as this one telling you that your cast will always fail due to a mismatched class:

[Compiler BP_Audio] Warning 'Slider' does not inherit from 'BP Audio' ( K2Node_DynamicCast_5  would always fail).

There’s also this error which leads me to believe that you have Github source control enabled, but the project isn’t part of a Github repository. Can you try disabling the source control, at least temporarily?

LogSourceControl:Error: '../../../../../../Users//Documents/Unreal Projects/LurkingInTheShadows/' is not part of a Git repository

So, I’ve attempted it again and it seems the same things are happening
UnrealBuildTool
Logs and Errors
With less Errors and Warnings(I believe)

From searching for other reports of the following error:

“LogCompile:Error: Failed to initialize the engine (PreInit failed).”

it seems that the issue is that you may have a plugin enabled in your project that is no longer available. Can you try editing your .uproject file in a text editor program and see if this is the case? There should be an entry for a plugin if so, with an “Enabled : True” under it. If you change to this False, you should be able to generate project files after that.

Which plugin? I’m using many and I’ve gone ahead and placed “false” under some I am not using.MyProjectTxt

I can’t say for sure, as I’m not sure what plugin it was trying to load. In the future, please include the full log because the messages that surround the warnings/errors and at what point they appear can help.

I would suggest starting with Substance however as it’s a common occurrence for it to cause packaging problems.

So, I went ahead and removed the Substance Plugin from being used and tried another build, no success unfortunately.

UnrealBuild
WarningsAndErrors

I’d been having compiler errors for a week now and what worked for me was removing Substance plugin and deleting all info in the Project settings/Platforms/ Android-SDK, SDKConfig. “So SDKConfig was left blank”. I then saved and exited. On restart I input correct directorys in SDKConfig and then Launched to my Android Galaxy Note3 . Success !
I don’t know if the Substance plugin was at fault or just re inputting sdkconfig as I did both. I had read on this forum somewhere that it worked so Anyway worked for me so glad as if I had hair it would have been pulled out by now lol.

Can you please upload the full log file instead of only listing the warnings/errors?

Here is the Full log: Full Build

And UAT Log UAT Log

There is a large mass of errors here. These will need to be fixed before UAT will be able to build and you’ll be able to package, which should hopefully fix the overall problem that is halting it which is that you’re running out of memory, as shown at the end of the UAT log.

The general gist of the errors that aren’t blueprint logic related stem from you having folder names with spaces in their names. Normally this would be prevented as the editor doesn’t allow it, but if you make the folder outside of the editor and add a space, it’ll cause this problem. There are also some files you have that are nested too deeply and their path name is exceeding the 255 character limit.

As mentioned previously, a good amount of the errors are from blueprint logic and I wouldn’t know how to fix them without seeing the related blueprints but they seem fairly self explanatory. I would suggest doing a Find (ctrl+f) for the word “Error” and “Warning” and going through these messages to find out what the problems are.

I am going to “attempt” to fix these, as reading I don’t have a lot of those files it calls to cook.

I was able to fix the problems. Thank you Matthew for your support!