Packaging fails after switching to 4.17 (QueuedRequests)

I keep getting this error when I try to package the game:

UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: 
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: Ensure condition failed: QueuedRequests.Num() == 0 [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp] [Line: 926]
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: Stack: 
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Core.dll!0x00000000DD893606
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Core.dll!0x00000000DD61C2D2
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Core.dll!0x00000000DD634746
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Kismet.dll!0x00000000D63995C8
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Kismet.dll!0x00000000D6395E4E
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Engine.dll!0x00000000DA3DA857
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0CF0A98
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0E8B486
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0EB03F1
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0E8A414
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0E8B84B
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0EB17C9
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0FD1908
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0EDDE30
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0EDC73F
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0EDE075
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0EDC582
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0E98401
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0EDBB73
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0E8D8DE
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0EA6121
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0FD16AE
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0FD0EA2
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0FE5FC8
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0FF013A
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0FEF8B2
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0FEF4E0
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Entrulia.dll!ConstructorHelpersInternal::FindOrLoadClass() [e:\epic games\ue_4.17\engine\source\runtime\coreuobject\public\uobject\constructorhelpers.h:86]
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Entrulia.dll!ConstructorHelpers::FClassFinder<APawn>::FClassFinder<APawn>() [e:\epic games\ue_4.17\engine\source\runtime\coreuobject\public\uobject\constructorhelpers.h:159]
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Entrulia.dll!AEntruliaGameMode::AEntruliaGameMode() [f:\ffentrulia\source\entrulia\entruliagamemode.cpp:14]
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0D8A782
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0FF35CB
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0FD6FF3
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-CoreUObject.dll!0x00000000E0D8C497
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Core.dll!0x00000000DD4B8220
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Core.dll!0x00000000DD7068D0
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Projects.dll!0x00000000F43CE06D
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Projects.dll!0x00000000F43CE37E
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Cmd.exe!0x000000003FE464B1
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Cmd.exe!0x000000003FE4A7BD
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Cmd.exe!0x000000003FE4379A
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Cmd.exe!0x000000003FE439EA
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Cmd.exe!0x000000003FE502D9
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: UE4Editor-Cmd.exe!0x000000003FE51083
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: kernel32.dll!0x00000000773059CD

My code for the game mod:

AEntruliaGameMode::AEntruliaGameMode()
{
	// use our custom PlayerController class
	PlayerControllerClass = AEntruliaPlayerController::StaticClass();

	static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("Class'/Game/Player/Blueprints/EntruliaPlayer.EntruliaPlayer_C'"));
	if (PlayerPawnBPClass.Class != NULL)
	{
		DefaultPawnClass = PlayerPawnBPClass.Class;
	}
}

My player class AEntruliaPlayer compiles just fine and no any kind of warnings there. I added the “Class” and “EntruliaPlayer_C” bits to the class finder call to see if it would help but it makes no difference.

I had a similar problem. What you can try is disabling the Compilation Manager in Project Settings>Blueprints.

Update:

For errors of the form of:

LogOutputDevice: Error: Ensure condition failed: InParent == nullptr || !InParent->IsAttachedTo(this)

There is a quite cumbersome way to figure out what blueprint is causing it. Open visual studio, start the packaging process, select “Attach to Process…” in the “Debug” tab and attach it to “UE4Editor-Cmd.exe”. This process will show up after some time in the packaging process. Now it will at some point cause a breakpoint on that ensure. To figure out which blueprint is involved select the UActorComponent in the locals tab and find the owner variable. The owner is the blueprint that broke. Now what I had to do to fix that blueprint was to reattach (copy and delete the old one) any of it’s components.

I hope this helps.

Now I get the error message:

UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: 
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: Ensure condition failed: InParent == nullptr || !InParent->IsAttachedTo(this) [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 1601]
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: Setting up attachment would create a cycle.
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogOutputDevice: Error: Stack: 

But no hint as to what class is causing that. Down the stack it’s still showing the same gamemode stack with the player class being searched for. Yet, there doesn’t seem to be anything like in my player class that should cause this.

Yeah, I also had those errors showing up after I did the engine upgrade. See my updated answer. :slight_smile:

Thanks!!!

i do not see a UActorComponent in the locals tab could you be more specific thanks