Problem with packaging

I am trying to package my project and it doesnt work. I have visual studio 2017 installed.
Output log:

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: ShouldSerializeWidgetTree(TargetPlatform) == false [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\UMG\Private\UserWidget.cpp] [Line: 1761]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Stack:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x0000000078E3BA76 UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:234]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x0000000078B9AE3A UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:299]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x0000000078BAECD6 UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:430]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x0000000076F28AC2 UE4Editor-UMG.dll!UUserWidget::PreSave() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\umg\private\userwidget.cpp:1761]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000786BB9E7 UE4Editor-CoreUObject.dll!FPackageExportTagger::TagPackageExports() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:2812]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000786A4140 UE4Editor-CoreUObject.dll!UPackage::Save() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:3626]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000742B5264 UE4Editor-UnrealEd.dll!UEditorEngine::Save() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:4390]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x000000007415EEEB UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackage() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:3260]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x000000007416022D UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackages() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2310]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x000000007416BC59 UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:1773]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x000000007401A580 UE4Editor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:904]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x0000000074041CB0 UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:584]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000ED10EB20 UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2195]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000ED1069FA UE4Editor-Cmd.exe!GuardedMain() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launch.cpp:127]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000ED106C4A UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000ED114149 UE4Editor-Cmd.exe!WinMain() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000ED114F87 UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000A9A51FE4 KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000AC4CEFC1 ntdll.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: end: stack for UAT

Hi I really need help

I don’t have an answer, but wanted to say I’m having problems packaging with UE4 version 4.19 as well. From the output log messages I’m getting, it seems to be a problem with something along the lines of materials/shaders. My output log said “Critical Error” and then something about “MaterialSurfaceShader.cpp” line 180 or something like that. I can’t remember the exact name of the c++ file.

I changed some things in one of my Skysphere blueprints, and it doesn’t throw that error anymore, but when I build the game now it sits there for hours re-compiling shaders and never finishes packaging. It’s like an endless loop of recompiling thousands of shaders forever.

There’s also a bug that was reported where material instances are not retaining their set values. Maybe it’s related to that bug? Just guessing…but I might wait until they fix that to try anything in 4.19 right now. It’s just too buggy.

Hi, thanks for your response. It didnt work for me, but the error logs have changed. I have updated the post.