Crash error when launching on iOS and/or Windows

When im trying to package my game for windows 64-bit, or trying to launch on an iOS device, i get an ‘Unknown Cook Failure’, with this error in the logs…

Any help would be hugely appreciated.

UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:265][  0]LogWindows:Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:265][  0]LogWindows:Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:265][  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:265][  0]LogWindows:Error: Assertion failed: LoadedWorld [File:C:\Users\User\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\LevelActor.cpp] [Line: 1166] 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:265][  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:265][  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:265][  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:266][  0]LogWindows:Error: KERNELBASE.dll!0x00000000FDD2A06D
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:266][  0]LogWindows:Error: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [c:\users\User\documents\github\unrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:266][  0]LogWindows:Error: UE4Editor-Core.dll!FOutputDevice::Logf__VA() [c:\users\User\documents\github\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:267][  0]LogWindows:Error: UE4Editor-Core.dll!FDebug::AssertFailed() [c:\users\User\documents\github\unrealengine\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:267][  0]LogWindows:Error: UE4Editor-Engine.dll!UWorld::LoadSecondaryLevels() [c:\users\User\documents\github\unrealengine\engine\source\runtime\engine\private\levelactor.cpp:1168]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:267][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::PostLoadPackageFixup() [c:\users\User\documents\github\unrealengine\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2147]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:268][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [c:\users\User\documents\github\unrealengine\engine\source\editor\unrealed\private\cookontheflyserver.cpp:1738]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:268][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::NewCook() [c:\users\User\documents\github\unrealengine\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:1582]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:268][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [c:\users\User\documents\github\unrealengine\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:868]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:269][  0]LogWindows:Error: UE4Editor-Cmd.exe!FEngineLoop::PreInit() [c:\users\User\documents\github\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2005]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:269][  0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMain() [c:\users\User\documents\github\unrealengine\engine\source\runtime\launch\private\launch.cpp:127]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:269][  0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMainWrapper() [c:\users\User\documents\github\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:270][  0]LogWindows:Error: UE4Editor-Cmd.exe!WinMain() [c:\users\User\documents\github\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:270][  0]LogWindows:Error: UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:270][  0]LogWindows:Error: kernel32.dll!0x00000000775559CD
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:270][  0]LogWindows:Error: ntdll.dll!0x00000000777EA561
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:271][  0]LogWindows:Error: ntdll.dll!0x00000000777EA561
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:271][  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.28-13.25.05:271][  0]LogWindows:Error: end: stack for UAT
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 C:\Users\User\Documents\Unreal Projects\LeasingTool\LeasingTool.uproject; see log C:\Users\User\Docume
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

I have tried deleting the saved & intermediate folders, and also performed map check on all of the levels… Neither worked and the error message remains the same.

I rolled the version back to an earlier 4.14.1 build and I can now package to windows successfully.

I’m still encountering problems when trying to launch on iOS however.

I’ve attached the crash log that happens when I try to launch from the editor.

link text

Stumbled across this forum, which states that if you have source code in your project, that you have to compile it from a mac.

https://.unrealengine.com/showthread.php?137923-Remote-compiling-requires-a-server-name

Is this the case?

Hi Jamie_Benoy,

Yes, if you are on a Windows PC and you have code in your project, in order to launch onto an iOS device you will need to do one of two things:

  1. Remote build from your PC to a Mac
  2. Transfer your project to a Mac that has UE4, then Launch from there.

In both cases the C++ must be compiled in XCode.

However, if you have a Blueprints only project, you can launch onto an iOS device straight from your PC provided you have the proper Certificates and Provisions, which are needed regardless of how you are packaging your project.

.