Packaging failed UE 4.3.0

Hi, wall of text incoming.
I’m having problems packaging the project I’ve been working with.
I’m using version UE 4.3.0 and I’ve downloaded and installed it with the login launcher thing.

Here is the error message I get when I try to package the project:

MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2014.07.28-23.48.54:616][  0]LogModuleManager: Shutting down and abandoning module SandboxFile (2)
    MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2014.07.28-23.48.54:616][  0]LogModuleManager: Shutting down and abandoning module PakFile (1)
    MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2014.07.28-23.48.54:617][  0]LogExit: Exiting.
    MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 8.489s to run UE4Editor-Cmd.exe
    MainFrameActions: Packaging (Windows (32-bit)): Project.Cook: Cook failed. Deleting cooked data.
    MainFrameActions: Packaging (Windows (32-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
    MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
    MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in AutomationScripts.Automation: BUILD FAILED: Failed while running Cook for D:\Users\martin.holmstrom\Desktop\ProjectWizard\ProjectWizard.uproject; see log D:\Users\martin.holmstrom\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine+4.3\Cook.txt
    MainFrameActions: Packaging (Windows (32-bit)): Stacktrace:    at Project.Cook(ProjectParams Params)
    MainFrameActions: Packaging (Windows (32-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
    MainFrameActions: Packaging (Windows (32-bit)):    at BuildCommand.Execute()
    MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.Automation.Process(String[] CommandLine)
    MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.Program.MainProc(Object Param)
    MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
    MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.P
    MainFrameActions: Packaging (Windows (32-bit)): rogram.Main()
    MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: BUILD FAILED: Failed while running Cook for D:\Users\martin.holmstrom\Desktop\ProjectWizard\ProjectWizard.uproject; see log D:\Users\martin.holmstrom\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine+4.3\C
    MainFrameActions: Packaging (Windows (32-bit)): ook.txt
    MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=1
    MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
    MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files...
    MainFrameActions: Packaging (Windows (32-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED

I’m not sure what to do about any of that so I would be grateful is someone could help me.
Thanks in advance

I’m having a nearly identical problem.

If you read into that you’ll see the failure occurred during cook.

In the cook.txt, it says:

LogInit:Display: Running engine for game: AndroidTest
LogInit: Version: 4.0.2-2034640+++depot+UE4-Releases+4.0
LogInit: Compiled (64-bit): Mar 27 2014 09:55:26
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.0

Android test is not the name of the game mode BP class for this project. That seems to be addressing a PakList_AndroidTest-Android.txt file in the Log folder.

I had an earlier game mode BP in a different map, in the 4.0.2 version of UE4 called AndroidTest. I’ve reinstalled UE4.3, and “removed” earlier versions (through Library in launcher). It still seems from this cook that the AT is trying to call this earlier file and configuration.

I also read in answer hub where Paper 2d was a conceivable issue here. The Paper 2d plug-in is disabled.

I hope this is helpful.

I had a similar issue, it was caused by “Global Default Server Game Mode” being “none” by default. You can find the setting in Project Settings > Maps & Modes > Default Modes (This particular setting is hidden under the arrow).

Confirmed. That’s it all right.

Single player mobile game. Don’t know why it needs a default server game…

Thanks!

Thanks! Fixed my problem :smiley:

Fixed mine too, thank you!

Fixed my issue too. Thanks for the info.