Failed to produce item: *.exe

Hello there!
I am trying to package and make standalone build of my game just to make sure, that I am doing everything right before I dug too deep. And I stumbled upon this packaging error.
I’ve been searching for a solution all over AnswerHub and forums to solve this one, but no luck yet, so at the end of a day I decided to start this topic.

I am attaching log file to this question.

I have a c++ third person template project, with multiple blueprints based on created c++ classes. I do not use any third party plugins, although I use a tinyXML2 - c++ class designed to parse XML files.

What I have done sofar:

  1. I’ve tried deleting Intermediate, Binaries, Saved folders;
  2. Tried cooking;
  3. Tried to build according to official tutorial Releasing Your Project | Unreal Engine Documentation with various cooking and building configurations (Shipping, Debug, Developer);
  4. Fixed redirectories in Content folder (which eliminated another error with missing ‘Class none’);
  5. I’ve successfully packaged another c++ project;
  6. Even tried to rename all blueprints to remove underscore.

Honestly do not know what else can I do.

My first and foremost suspect is tinyXML2, but I have no idea what could be wrong with it, especially considering it builds and works fine in editor. I read that I can try making a static library out of tinyXML2, wrap it in module and somehow add it to dependencies of my project. But I doubt it would change anything, not to say that I don’t know how to do it.

Engine version I’m using is 4.13.2.

Thank you.

Hi MaxDBlack,

I believe that might be the cause.

Why not simply include XmlParser in your build.cs instead of relying on thirdparty code that you would need to wrap yourself?

Cheers,

well, first of all it is because I’ve already coded pretty much with it, although I was going to rewrite some parts, if I use completely new parser it would take more time. Another thing, I’ve made developer application, to create XML files for my game, which is written with tinyXML2 as well, and thus using differend parsers in game and in App, I believe, would add troubles keeping them in accordance with each other in case I’ll need to change something.

I am going to create empty c++ project with only tinyXML2 included later to check if it really is the cause, I might be able to figure something out, cause tinyXML2 doesn’t seem to implement anything particularly unusual.

ok, I figured it out, I should’ve payed more attention to error C2872: ‘terminate_handler’, which is all over log file. After some more time spent digging it turned I had ambiguous “using namespace” in my project, After I deleted 1 line of code it finally baked… buuuuuut, now it’s not cooking :smiley: Digging further.
Anyway, thanks for your attention to my topic, project.gheist! I’ll keep it updated, might need more help.

Ok, finally I have solved this one.
First of all, the case was that for tinyXML2 to work I needed to include using namespace tinyxml2. Beside that I had using namespace std, which I included at first, but then never used any of it. These two lines were the reason game wouldn’t build with error code 5. So I just erased using namespace std and now it works perfectly.

The other error I had with cooking was because of I tried to attach actors in constructor with wrong attachment transform property, which always should be KeepRelativeTransform if attachment is being held in constructor.