Uathelper packaging windows 64 bit error unable to compile source files

Hello, Thank you for bringing VOX4U back to live. I am having issues to package the project, this is what it says: UATHelper: Packaging (Windows (64-bit)): Running AutomationTool... UATHelper: Pack...

Thank you for bringing VOX4U back to live.

UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject="D:/Projects/2. DeadMonkey/GGJTest/GGJTest.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="D:/Projects/2. DeadMonkey/GGJTest/GGJTest.uproject" -cook -stage -archive -archivedirectory="D:/Projects/2. DeadMonkey/GGJTest" -package -clientconfig=Develo
pment -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for D:Projects2. DeadMonkeyGGJTestGGJTest.uproject
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: D:Epic GamesUE_4.18EngineBinariesDotNETUnrealBuildTool.exe GGJTest Win64 Development -Project="D:Projects2. DeadMonkeyGGJTestGGJTest.uproject"  "D:Projects2. DeadMonkeyGGJTestGGJTest.uproject" -NoUBTMakefiles  -remoteini="D:Projects2. DeadMonkeyGGJTest" -skipdeploy -noxge -generatemanifest -N
oHotReload
UATHelper: Packaging (Windows (64-bit)):   Using 'git status' to determine working set for adaptive non-unity build.
UATHelper: Packaging (Windows (64-bit)):   ERROR: Could not find definition for module 'VOX4U' (referenced via default plugins -> VOX4U.uplugin)
UATHelper: Packaging (Windows (64-bit)): Took 0.639736s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): D:Epic GamesUE_4.18EngineBinariesDotNETUnrealBuildTool.exe GGJTest Win64 Development -Project="D:Projects2. DeadMonkeyGGJTestGGJTest.uproject"  "D:Projects2. DeadMonkeyGGJTestGGJTest.uproject" -NoUBTMakefiles  -remoteini="D:Projects2. DeadMonkeyGGJTest" -skipdeploy -n
oxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.01.28-01.19.43.txt' 
UATHelper: Packaging (Windows (64-bit)):        (see C:UsersOliverAppDataRoamingUnreal EngineAutomationToolLogsD+Epic+Games+UE_4.18UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

There are 2 posts on this topic that I came across in the forums, but none of those are working out for me. My project basically fails build with an error message “ERROR: Unable to instantiate module ‘UnrealEd’: Unable to instantiate UnrealEd module for non-editor targets.”. The earlier two posts talk about some plugins being enabled that UE doesn’t want in the build, but that is not the case with me. All I have are the Advanced Sessions and Advanced Steam Sessions plugins and I’ve made a build a build with them before, so I’m fairly certain they’re not the source of the issue. Any ideas what could be going on here? Here’s the full log

UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********

UATHelper: Packaging (Windows (64-bit)): Running: C:Program FilesEpic GamesUE_4.24EngineBinariesDotNETUnrealBuildTool.exe ShooterSandbox Win64 Development -Project=»E:Online ProjectsShooterSandboxShooterSandbox.uproject» «E:Online ProjectsShooterSandboxShooterSandbox.uproject» -NoUBTMakefiles -remoteini=»E:Online ProjectsShooterSandbox» -ski

pdeploy -Manifest=»E:Online ProjectsShooterSandboxIntermediateBuildManifest.xml» -NoHotReload -log=»C:UsersHussainAppDataRoamingUnreal EngineAutomationToolLogsC+Program+Files+Epic+Games+UE_4.24UBT-ShooterSandbox-Win64-Development.txt»

UATHelper: Packaging (Windows (64-bit)): Using ‘git status’ to determine working set for adaptive non-unity build (E:Online ProjectsShooterSandbox).

UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to instantiate module ‘UnrealEd’: Unable to instantiate UnrealEd module for non-editor targets.

UATHelper: Packaging (Windows (64-bit)): (referenced via Target -> ShooterSandbox.Build.cs -> UMGEditor.Build.cs -> Sequencer.Build.cs)

PackagingResults: Error: Unable to instantiate module ‘UnrealEd’: Unable to instantiate UnrealEd module for non-editor targets.

UATHelper: Packaging (Windows (64-bit)): Took 1.2910882s to run UnrealBuildTool.exe, ExitCode=5

UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:UsersHussainAppDataRoamingUnreal EngineAutomationToolLogsC+Program+Files+Epic+Games+UE_4.24UBT-ShooterSandbox-Win64-Development.txt)

UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)

UATHelper: Packaging (Windows (64-bit)): BUILD FAILED

PackagingResults: Error: Unknown Error

Transfer from:

This article summarizes the problems encountered in compiling and packaging Android apps. Environment used:

android-ndk-r12b
-std=c++14
STL=gnu-libstdc++


table of Contents

2、error: exception handling was disabled in PCH file but is currently enabled

3, always reported waring C4668 when compiling

5, compile time report «variable redefinition»

7、error: #pragma once in main file [-Werror,-Wpragma-once-outside-header]

8、gettid() not found

11、Unable to start program UE4.exe error

12、error: illegal character encoding in string literal

14、Cook failed

15、error: initializer on function does not look like a pure-specifier

20, how to shield the joysticks on the screen

21, touch event triggered twice

22、XXX has an inappropriate outermost, it was probably saved with a deprecated outer


1、error: undefined reference to ‘typeinfo for ACharacter’

UATHelper: Packaging (Android (ETC1)):   AndroidProject/Module.AndroidProject.cpp-armv7-es2.o:D:/projects/AndroidProject/Intermediate/Build/Android/AndroidProject/Development/AndroidProject/Module.AndroidProject.cpp:typeinfo for AAndroidProjectCharacter: error: undefined reference to ‘typeinfo for ACharacter’

The code in the UE4 engine disables the exception and RTTI functions. If the RTTI is turned on in the UObject code, the above error will be reported during compilation.

What should the exception and RTII functions of throw, typeid(), dynamic_cast(), etc. be used in the code?
(1). Compile this part of the code into a third-party dynamic library, open the exception and RTII functions at compile time, and do not use the interface header files provided by these third parties to external calls. The code for the exception and RTII functions.
(2). Enclose this part of the code in a separate Module. Do not use any code that uses UObject and its related subclasses in this Module. This Module is opened separately by opening the exception and RTII functions.

  1. PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;

  2. bEnableExceptions = true;

2、error: exception handling was disabled in PCH file but is currently enabled

This problem is caused by a -include «C:/Epic Games/UE_4.18/Engine/Intermediate/Build/Android/UE4/Development/Engine/SharedPCH.Engine.RTTI-armv7-es2.h generated when generating the compile command. «
The SharedPCH.Engine.RTTI-armv7-es2.h file does not exist, so it is reported incorrectly. But the error message itself is not right, so it is difficult to find the reason at the beginning.
Temporary modification is to prevent UBT from generating this directive:
in C:Epic GamesUE_4.18EngineSourceProgramsUnrealBuildToolPlatformAndroidAndroidToolChain.cs
Comment out the following line of code:

PCHArguments += string.Format(" -include "{0}"", InlineArchName(BasePCHName, Arch, GPUArchitecture)); 

3, always reported waring C4668 when compiling

Found in C:Epic GamesUE_4.18EngineSourceProgramsUnrealBuildToolPlatformWindowsVCToolChain.cs

Arguments.Add("/w44668");

Change it to

Arguments.Add("/wd4668");

4、warning: ‘__GLIBC__’ is not defined, evaluates to 0 [-Wundef]

In the following file
C:Epic GamesUE_4.18EngineSourceProgramsUnrealBuildToolPlatformAndroidAndroidToolChain.cs
comment out

Result += " -Wundef" + (CompileEnvironment.bUndefinedIdentifierWarningsAsErrors ? "" : " -Wno-error=undef");

5, compile time report «variable redefinition»

Add the following properties to the *.Build.cs file:

  1. bFasterWithoutUnity = true;

In addition, the MinSourceFilesForUnityBuildOverride parameter in UBT can be used to set how many source files can be merged, but it is found to be ineffective after trying.

6、warning: declaration shadows a field of ‘BaseAndExponent<T, E>’ [-Wshadow]

Add the following properties to the *.Build.cs file:

bEnableShadowVariableWarnings = false;

7、error: #pragma once in main file [-Werror,-Wpragma-once-outside-header]

Remove #pragma once from the *.cpp file

8、gettid() not found

Will be the following file
C:Epic GamesUE_4.18EngineSourceRuntimeCorePublicAndroidAndroidTLS.h

  1. return static_cast<uint32>(gettid());

changed to

9、error: ‘auto_ptr<msgpack::v1::zone>’ is deprecated [-Werror,-Wdeprecated-declarations]

The mistake is that auto_ptr has been deprecated, and if you use a deprecated API, you will get this error.
workaround, add

Result += " -Wno-deprecated"; 

To the following documents:
C:Epic GamesUE_4.18EngineSourceProgramsUnrealBuildToolPlatformAndroidAndroidToolChain.cs in the following method

string GetCLArguments_Global(CppCompileEnvironment CompileEnvironment, string Architecture)

10、error: no member named ‘to_string’ in namespace ‘std’

Gnu-libstdc++ is used by default in Android NDK, and the to_string method is not included in <string>. May use std::stringstream instead:

  1. static std::string to_string(T val) {

11、Unable to start program UE4.exe error

To fix the issue, you have to right click the game solution from your solution explorer and select the option «Set as StartUp Project» and that should highlight the game solution. Cntrl-F5 will then work.

https://answers.unrealengine.com/questions/218266/unable-to-start-program-ue4exe-error.html

12、error: illegal character encoding in string literal

This error is reported when the Chinese string is included in the TEXT() method. Adjust the code source file format to UTF-8

13、error: no member named ‘stoi’ in namespace ‘std’

<string> does not contain std::stoi, std::stol, std::stoll, std::stof, std::stod, std::stold
uses the function in the following library instead
<cstdlib>
atoi, atol, atoll, atof

std::stoi        atoi
std::stol        atol
std::stoll        atoll
std::stof        atof
std::stod        atof
std::stold        atof

14、Cook failed

[2019.01.16-08.18.14:329][147]UATHelper: Packaging (Android (ETC1)): Took 79.729s to run UE4Editor-Cmd.exe, ExitCode=1
[2019.01.16-08.18.14:330][147]UATHelper: Packaging (Android (ETC1)): Cook failed. Deleting cooked data.
[2019.01.16-08.18.14:992][148]UATHelper: Packaging (Android (ETC1)): ERROR: Cook failed.

Delete all contents under <ProjectName>/Saved
Delete all contents except <ProjectName>/Intermediate except the ProjectFiles directory.
and then recompile

15、error: initializer on function does not look like a pure-specifier

The default method body of pure virtual functions is written in the header file and definition file respectively. Clang++ does not support writing them in the header file.

  1. virtual ~ValueBoxType() = 0 {};

Changed to:

  1. virtual ~ValueBoxType() = 0;

  2. ValueBoxType::~ValueBoxType() {

16、 error: declaration of ‘MODE’ shadows template parameter

When the class template and the method template in the class use the same template variable name

17、error: explicit specialization of ‘getTypeName’ in class scope

Function specialization must be declared in the .h file, to be defined in the .cpp file

18、/cryptopp/include/misc.h(1849,9) :  error: use of undeclared identifier ‘bswap_16’

If the third-party library cryptopp is used, the above error will be reported. Modify it to comment out a line in misc.h:

#if defined(__GNUC__) && defined(__linux__)
//#define CRYPTOPP_BYTESWAP_AVAILABLE
#include <byteswap.h>
#endif

19、error: lambda capture ‘LocalMapLayoutForCapture’ is not used [-Werror,-Wunused-lambda-capture]

In the following file
C:Epic GamesUE_4.18EngineSourceProgramsUnrealBuildToolPlatformAndroidAndroidToolChain.cs
will be the following line of code

Result += " -Wno-unused-lambda-capture";  

Comment out.

20, how to shield the joysticks on the screen

Project Settings:
Engine     -> Input        -> Moblie                 ->  Default Touch Interface (clear)

21, the touch event is triggered twice

Project Settings:
Engine     -> Input        -> Mouse Properties       ->  Use Mouse for touch   (Disable)
Engine     -> Input        -> Moblie                 ->  Always show touch interface (Disable)

22、XXX has an inappropriate outermost, it was probably saved with a deprecated outer

The specific error message is as follows:

LogLinker: Error: HOTRELOADED_SceneGameMode_0 has an inappropriate outermost, it was probably saved with a deprecated outer (file: /Projects/Content/Widget/W_Error.uasset) 

This problem is caused by a change in the SceneGameMode used in W_Error.uasset. Solution: Delete all used SceneGameMode in W_Error, and then re-create SceneGameMode.

Вот такое вылазит при сборке
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: NOTE: Only first 50 warnings displayed.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Failure — 103 error(s), 3932 warning(s)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)):
UATHelper: Packaging (Windows (64-bit)): Execution of commandlet took: 1727.73 seconds
UATHelper: Packaging (Windows (64-bit)): Took 1781,793983s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows (64-bit)): Cook failed. Deleting cooked data.
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see C:UsersComputer EgoraAppDataRoamingUnreal EngineAutomationToolLogsD+UE_4.18UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure

Лог вот:

ProcessResult.StdOut: LogInit: Display:
ProcessResult.StdOut: LogInit: Display: Failure — 103 error(s), 3932 warning(s)
ProcessResult.StdOut: LogInit: Display:
ProcessResult.StdOut:
ProcessResult.StdOut: Execution of commandlet took: 1727.73 seconds
CommandUtils.Run: Took 1781,793983s to run UE4Editor-Cmd.exe, ExitCode=1
InternalUtils.SafeDeleteFile: SafeDeleteFile C:UsersComputer EgoraAppDataRoamingUnreal EngineAutomationToolLogsD+UE_4.18Cook-2018.02.20-16.28.33.txt
InternalUtils.SafeCopyFile: SafeCopyFile D:UE_4.18EngineProgramsAutomationToolSavedCook-2018.02.20-15.58.51.txt C:UsersComputer EgoraAppDataRoamingUnreal EngineAutomationToolLogsD+UE_4.18Cook-2018.02.20-16.28.33.txt
InternalUtils.SafeDeleteFile: SafeDeleteFile D:UE_4.18EngineProgramsAutomationToolSavedCook-2018.02.20-15.58.51.txt
Project.Cook: Cook failed. Deleting cooked data.
ExceptionUtils.PrintExceptionInfo: ==============================================================================
ExceptionUtils.PrintExceptionInfo: ERROR: Cook failed.
ExceptionUtils.PrintExceptionInfo: (see C:UsersComputer EgoraAppDataRoamingUnreal EngineAutomationToolLogsD+UE_4.18UAT_Log.txt for full exception trace)
ExceptionUtils.PrintExceptionInfo:
ExceptionUtils.PrintExceptionInfo: CommandletException: Editor terminated with exit code 1 while running Cook for D:Unreal ProjectsGPGP.uproject; see log C:UsersComputer EgoraAppDataRoamingUnreal EngineAutomationToolLogsD+UE_4.18Cook-2018.02.20-16.28.33.txt
ExceptionUtils.PrintExceptionInfo: в AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
ExceptionUtils.PrintExceptionInfo: в AutomationTool.CommandUtils.CookCommandlet(FileReference ProjectName, String UE4Exe, String[] Maps, String[] Dirs, String InternationalizationPreset, String[] CulturesToCook, String TargetPlatform, String Parameters)
ExceptionUtils.PrintExceptionInfo: в Project.Cook(ProjectParams Params)
ExceptionUtils.PrintExceptionInfo: Wrapped by AutomationException: Cook failed.
ExceptionUtils.PrintExceptionInfo: в Project.Cook(ProjectParams Params)
ExceptionUtils.PrintExceptionInfo: в BuildCookRun.DoBuildCookRun(ProjectParams Params)
ExceptionUtils.PrintExceptionInfo: в BuildCookRun.ExecuteBuild()
ExceptionUtils.PrintExceptionInfo: в AutomationTool.BuildCommand.Execute()
ExceptionUtils.PrintExceptionInfo: в AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands)
ExceptionUtils.PrintExceptionInfo: в AutomationTool.Automation.Process(String[] Arguments)
ExceptionUtils.PrintExceptionInfo: в AutomationTool.Program.MainProc(Object Param)
ExceptionUtils.PrintExceptionInfo: в AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
ExceptionUtils.PrintExceptionInfo: в AutomationTool.Program.Main()
ExceptionUtils.PrintExceptionInfo: ==============================================================================
Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure).
Никаких русских букв, имён пользователей нет. Я без понятия почему такое происходит… Помогите пожалуйста)

I want to start producing Android apps using the Unreal engine, but I ran into a couple of difficulties during the tests.

The first thing I wanted to try is whether I can package this apk at all. I did all the things prescribed by the description,
(I installed that android studio, downloaded and installed the necessary elements, added java, etc…)

I ran into this error message while packing, and I can’t solve it. Could someone possibly help?

Log:

UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogShaderCompilers: Error: SCW 5 Queued Jobs, Finished 0 single jobs
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogShaderCompilers: Error: Job 0 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicy0LDRGamma32Skylight/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicy0LDRGamm
a32Skylight' '/Engine/Private/MobileBasePassPixelShader.usf' Entry 'Main' Permutation 0
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogShaderCompilers: Error: Job 1 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassVSTLightMapPolicyLQLDRGamma32/0:/Engine/Private/MobileBasePassVertexShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassVSTLightMapPolicyLQLDRGamma32' '/Engine/Private/MobileBasePassVertexShader.usf' Entry 'Main' 
Permutation 0
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogShaderCompilers: Error: Job 2 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFNoLightMapPolicy0LDRGamma32/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFNoLightMapPolicy0LDRGamma32' '/Engine/Private/MobileBasePassPixelShader.usf' Entry 'Main' 
Permutation 0
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogShaderCompilers: Error: Job 3 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFMobileMovableDirectionalLightAndSHIndirectPolicyINT32_MAXLDRGamma32Skylight/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFMobileMovableDirectionalLightAndSHIndirect
PolicyINT32_MAXLDRGamma32Skylight' '/Engine/Private/MobileBasePassPixelShader.usf' Entry 'Main' Permutation 0
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogShaderCompilers: Error: Job 4 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicyINT32_MAXLDRGamma32Skylight/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicy
INT32_MAXLDRGamma32Skylight' '/Engine/Private/MobileBasePassPixelShader.usf' Entry 'Main' Permutation 0
LogAudioMixer: Display: 0: FrontLeft
LogAudioMixer: Display: 1: FrontRight
LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.
PackagingResults: Error: SCW 5 Queued Jobs, Finished 0 single jobs
PackagingResults: Error: Job 0 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicy0LDRGamma32Skylight/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicy0LDRGamma32Skylight' '/Engine/Private/MobileBasePassPixelShader.us
f' Entry 'Main' Permutation 0
PackagingResults: Error: Job 1 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassVSTLightMapPolicyLQLDRGamma32/0:/Engine/Private/MobileBasePassVertexShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassVSTLightMapPolicyLQLDRGamma32' '/Engine/Private/MobileBasePassVertexShader.usf' Entry 'Main' Permutation 0
PackagingResults: Error: Job 2 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFNoLightMapPolicy0LDRGamma32/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFNoLightMapPolicy0LDRGamma32' '/Engine/Private/MobileBasePassPixelShader.usf' Entry 'Main' Permutation 0
PackagingResults: Error: Job 3 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFMobileMovableDirectionalLightAndSHIndirectPolicyINT32_MAXLDRGamma32Skylight/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFMobileMovableDirectionalLightAndSHIndirectPolicyINT32_MAXLDRGamma32Skylight' '/Engine/Private/Mobile
BasePassPixelShader.usf' Entry 'Main' Permutation 0
PackagingResults: Error: Job 4 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicyINT32_MAXLDRGamma32Skylight/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicyINT32_MAXLDRGamma32Skylight' '/Engine/Private/MobileBasePa
ssPixelShader.usf' Entry 'Main' Permutation 0
LogAudioMixer: Resetting audio stream to device id 
LogAudioMixer: Display: 0: FrontLeft
LogAudioMixer: Display: 1: FrontRight
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogOutputDevice: Warning:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   Script Stack (0 frames):
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1236]
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: Shader Compiling thread exception:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 358]
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: ShaderCompileWorker crashed!
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:     Fatal error!
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff97184cd29 KERNELBASE.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff92707d066 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff9270807a8 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff926d8e8cd UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff90510a5d6 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff9050f2483 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff90511eb58 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff9050ebd1c UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff905129947 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff92709898b UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff927091620 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff9732174b4 KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff973d826a1 ntdll.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: end: stack for UAT
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1236]
PackagingResults: Error: Shader Compiling thread exception:
PackagingResults: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 358]
PackagingResults: Error: ShaderCompileWorker crashed!
PackagingResults: Error:     Fatal error!
PackagingResults: Error: [Callstack] 0x00007ff97184cd29 KERNELBASE.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff92707d066 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9270807a8 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff926d8e8cd UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff90510a5d6 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9050f2483 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff90511eb58 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9050ebd1c UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff905129947 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff92709898b UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff927091620 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9732174b4 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff973d826a1 ntdll.dll!UnknownFunction []
PackagingResults: Error: end: stack for UAT
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): Took 148,725105s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ERROR: Cook failed.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):        (see C:UsersTamásAppDataRoamingUnreal EngineAutomationToolLogsD+EpicGames+gam+UE_4.26Log.txt for full exception trace)
PackagingResults: Error: Cook failed.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure

I tried completely re-downloading all the required items.
I started a completely new project and it still runs into this error.

Cannot package project with Houdini plugin enabled (UE 4.21.2 Houdini 17.5.173)

  
10838  
8  
3

 April 4, 2019 6:14 p.m.

Steps to reproduce:
1. Create a new project in 4.21.2 based on C++ Third person template.
2. Make sure Houdini plugin is enabled and try to package project for Windows(64-bit).
3. Receive the following error.

UATHelper: Packaging (Windows (64-bit)): Running: C:Program FilesEpic GamesUE_4.21EngineBinariesDotNETUnrealBuildTool.exe MyProject Win64 Development -Project=C:UsersjtsadOneDriveDesktopMyProjectMyProject.uproject  C:UsersjtsadOneDriveDesktopMyProjectMyProject.uproject -NoUBTMakefiles  -remoteini="C:UsersjtsadOneDriveDesktopMyProject"
-skipdeploy -Manifest=C:UsersjtsadOneDriveDesktopMyProjectIntermediateBuildManifest.xml -NoHotReload -log="C:UsersjtsadAppDataRoamingUnreal EngineAutomationToolLogsC+Program+Files+Epic+Games+UE_4.21UBT-MyProject-Win64-Development.txt"
UATHelper: Packaging (Windows (64-bit)): Using Visual Studio 2017 14.16.27023 toolchain (C:Program Files (x86)Microsoft Visual Studio2017CommunityVCToolsMSVC14.16.27023) and Windows 10.0.17134.0 SDK (C:Program Files (x86)Windows Kits10).
UATHelper: Packaging (Windows (64-bit)): Houdini Engine : Looking for Houdini Engine 17.5.173 in C:/Program Files/Side Effects Software/Houdini Engine 17.5.173
UATHelper: Packaging (Windows (64-bit)): Houdini Engine : Looking for Houdini 17.5.173 in C:/Program Files/Side Effects Software/Houdini 17.5.173
UATHelper: Packaging (Windows (64-bit)): Houdini Engine: Found Houdini in C:/Program Files/Side Effects Software/Houdini 17.5.173
UATHelper: Packaging (Windows (64-bit)): ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
UATHelper: Packaging (Windows (64-bit)): at UnrealBuildTool.UEBuildBinary.<>c.<SetupBinaryLinkEnvironment>b__37_1(FileItem Item) in D:Build++UE4SyncEngineSavedCsToolsEngineSourceProgramsUnrealBuildToolConfigurationUEBuildBinary.cs:line 752
UATHelper: Packaging (Windows (64-bit)): at System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
UATHelper: Packaging (Windows (64-bit)): at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
UATHelper: Packaging (Windows (64-bit)): at UnrealBuildTool.UEBuildBinary.SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, ActionGraph ActionGraph) in D:Build++UE
4SyncEngineSavedCsToolsEngineSourceProgramsUnrealBuildToolConfigurationUEBuildBinary.cs:line 752
UATHelper: Packaging (Windows (64-bit)): at UnrealBuildTool.UEBuildBinary.Build(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, ActionGraph ActionGraph) in D:Build++UE4SyncEngineSavedC
sToolsEngineSourceProgramsUnrealBuildToolConfigurationUEBuildBinary.cs:line 193
UATHelper: Packaging (Windows (64-bit)): at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in D:Build++UE4SyncEngineSavedCsToolsEngineSource
ProgramsUnrealBuildToolConfigurationUEBuildTarget.cs:line 2173
UATHelper: Packaging (Windows (64-bit)): at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in D:Build++UE4SyncEngineSavedCsToolsEngineSourceProgramsUnrealBuildToolUnrealBuildTool.cs:line 1503
UATHelper: Packaging (Windows (64-bit)): (see C:UsersjtsadAppDataRoamingUnreal EngineAutomationToolLogsC+Program+Files+Epic+Games+UE_4.21UBT-MyProject-Win64-Development.txt for full exception trace)
PackagingResults: Error: System.NullReferenceException: Object reference not set to an instance of an object.
UATHelper: Packaging (Windows (64-bit)): Took 4.4392212s to run UnrealBuildTool.exe, ExitCode=5

 April 5, 2019 5:33 p.m.

I would recommend disabling the plugin for packaging — it is not needed for runtime afaik

 April 8, 2019 1:31 p.m.

Hi,

Thanks for reporting this, we’re already aware of that issue actually and are working on fixing it.

So far, I can only offer a workaround for it:
You should be able to package the project if you move the Houdini Engine plugin from the unreal engine plugin directory to your project’s plugin directory.

(from UE4/Engine/Plugins/Runtime/HoudiniEngine to PROJECT/Plugins/Runtime/HoudiniEngine)

 July 14, 2019 10:29 a.m.

Thank you dpernuit!
Finally unreal houdini engine for android!!!!
You made my day !

 July 14, 2019 10:32 a.m.

I was wondering if there is a workaround for substance materials or if there is some kind of workflow. The only way I got it to work is by using the Merge Actors tool in unreal to force bake the substances. Certainly not the best way, but hey, it works

 Feb. 24, 2021 8:10 p.m.

1.5 years have passed, the same here. But thanks for workaround!

 July 9, 2021 8:58 p.m.

Not sure if this is a valid workaround but in my case the packaging worked afterwards.

What I did was change:

{
«Name» : «HoudiniEngineRuntime»,
«Type» : «Runtime»,
«LoadingPhase» : «Default»
},…
to

{
«Name» : «HoudiniEngineRuntime»,
«Type» : «Editor»,
«LoadingPhase» : «Default»
},…
in <path/to/install>UnrealEngineUE_4.26EnginePluginsRuntimeHoudiniEngineHoudiniEngine.uplugin

 Sept. 29, 2021 3:46 a.m.

I had the same problem. But I fixed the engine plugin’s .uplugin file through your solution, but I get the same error. Do I have to download and use the engine source code from GitHub instead of the Epic library?

 Feb. 9, 2022 4:35 p.m.

2022, same issue with the Houdini Engine when packaging projects for Windows(64-Bits) in UE 4.27.2

Disabling the plugin leads to another error so it wasn’t an option.

The only thing that worked was removing the plugin completely (Delete the C:Program FilesEpic GamesUE_4.27EnginePluginsRuntimeHoudiniEngine)

Or the tuatec solution, which is the best solution so far.

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