BUILD FAILED PackagingResults:Error: Error Unknown Cook Failure

So I want to package my game to see how well it works by not being in the editor but i keep getting these Unknown errors, I see i have 50 errors and 2083 warnings, the warnings arn’t too much of an issue as I know what they are and they shouldn’t break the game or hurt the performance too bad, but the errors I have no idea what they mean and I don’t know how to resolve them could some amazing person help me and guide me into the right direction. Thanks!
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Try to cook first. If it fails that means you should fix cooking first, before trying to build

from looking at your log you have 50 build errors and also please attach
C:\Users\Harry\AppD
ata\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.15\Cook-2017.03.21-18.17.04.txt

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Thanks how would I go about fixing cooking?

There are a number of problems causing your build to fail… Make a back up of your Project folder then try these solutions:

  1. Right-click on the Contents folder in the Content Browser and select fix up redirectors in folder.
  2. Save all
  3. Delete your Intermediate and Saved folders from your Project Folder
  4. Delete the DerivedDataCache folder from the UE4 install directory

For the following errors:

eINTERNAL_ERROR : Gu::ConvexMesh::checkHullPolygons: Some hull vertices seems to be too far from hul
eINTERNAL_ERROR : Gu::ConvexMesh::checkHullPolygons: Some hull vertices seems to be too far from hull planes.

You will need to determine which custom model(s)/mesh(es) you have imported with these problems, typically caused by reversed normals in your original file.

For the following error:

Your CDO has had ExchangeNetRoles called on it (likely via RerunConstructionScripts) which should never have happened. This will cause issues replicating this actor over the network due to mutated transient data!

This ensure is caused by using Create Child Blueprint Class on a blueprint created from an empty actor. If your project packages and does not crash, you can safely ignore it, or you can try to locate which empty actor has had a child blueprint created from it.

Try fixing these errors first and then try packaging again. If if continues to fail, provide a new log.

Thanks,

.

Thanks for the response , where would I find the DerivedDataCache folder? And also could you go into more detail on the last bit with the errors, this is the first time i have packaged a game before so im really new to all of this, Im going to try and package again and send you another log if unsuccessful.
Thanks in advance

The DerivedDataCache folder is in the install directory of the UE4 engine version you are working in (UE4.14, UE4.15, etc.) When you delete this folder it will rebuild upon restarting the Editor.

As far as the errors are concerned, I’m basically pointing out what is causing the build to fail so you can research these errors online. The first one appears to be a problem with a mesh or plane imported from a 3D project or made in the editor.

Hi thanks for the reply im still struggling with this packaging issue:
any idea what i am suppose to do with these errors if anything:

UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.21-18.16.53:707][ 0]LogInit:Display: LogOutputDevice:Error: Stack:
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.21-18.16.53:707][ 0]LogInit:Display: LogOutputDevice:Error: UE4Editor-Core.dll!0x00000000548A95D6
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.21-18.16.53:707][ 0]LogInit:Display: LogOutputDevice:Error: UE4Editor-Core.dll!0x0000000054659B72
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.21-18.16.53:708][ 0]LogInit:Display: LogOutputDevice:Error: UE4Editor-Core.dll!0x000000005466B656
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.21-18.16.53:708][ 0]LogInit:Display: LogOutputDevice:Error: UE4Editor-KismetCompiler.dll!0x000000004A3B56BF
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.21-18.16.53:708][ 0]LogInit:Display: LogOutputDevice:Error: UE4Editor-KismetCompiler.dll!0x000000004A3892B9
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.21-18.16.53:709][ 0]LogInit:Display: LogOutputDevice:Error: UE4Editor-KismetCompiler.dll!0x000000004A38C2C6
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.21-18.16.53:709][ 0]LogInit:Display: LogOutputDevice:Error: UE4Editor-KismetCompiler.dll!0x000000004A38B56B
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.21-18.16.53:709][ 0]LogInit:Display: LogOutputDevice:Error: UE4Editor-UnrealEd.dll!0x00000000529A9BCE
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.21-18.16.53:709][ 0]LogInit:Display: LogOutputDevice:Error: UE4Editor-UnrealEd.dll!0x0000000052958439

This says the Unreal Automation Toole is failing but it is not clear why… Is this the entire Output Log? Typically there’s a “Warning/Error Summary” in the log…

To ensure you get the entire log contents: Open your Output Log, right-click and clear all. Package your project and generate a new Output log. Select all contents, copy and paste into a text doc and post as an attachment here.

The problems in your project causing the build to fail are typically listed as the first lines right after the “Warning/Error Summary.”

Okay I will delete the log and repack it and send you the output log once done

here is the new log: link text

Hope that’s okay thanks!

The error causing the build to fail is the same error resolved on the following link:

Cant-package-on-414.html

Apparently one or more of your mesh assets are a mesh that simulates physics and/or a convex mesh.