Unreal engine 4 packagingresults error unknown error

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Все привет. Подскажите в чем может быть ошибка. При упаковке проекта возникает ошибка и вот что написано.

Код:

UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: D:UEUnrealEngine-4.22EngineBinariesDotNETUnrealBuildTool.exe UnrealPak Win64 Development -Project=D:UEPROJECTtesttest.uproject  D:UEPROJECTtesttest.uproject -NoUBTMakefiles  -Manifest=D:UEUnrealEngine-4.22EngineIntermediateBuildManifest.xml -NoHotReload -log=»D:UEUnrealEngine-4.22Engine
ProgramsAutomationToolSavedLogsUBT-UnrealPak-Win64-Development.txt»
UATHelper: Packaging (Windows (64-bit)):   Writing manifest to D:UEUnrealEngine-4.22EngineIntermediateBuildManifest.xml
UATHelper: Packaging (Windows (64-bit)):   Target is up to date
UATHelper: Packaging (Windows (64-bit)):   Total execution time: 23,74 seconds
UATHelper: Packaging (Windows (64-bit)): Took 25,859938s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): Running: D:UEUnrealEngine-4.22EngineBinariesDotNETUnrealBuildTool.exe test Win64 Development -Project=D:UEPROJECTtesttest.uproject  D:UEPROJECTtesttest.uproject -NoUBTMakefiles  -remoteini=»D:UEPROJECTtest» -skipdeploy -Manifest=D:UEUnrealEngine-4.22EngineIntermediateBuildManifest.xml -NoHotRelo
ad -log=»D:UEUnrealEngine-4.22EngineProgramsAutomationToolSavedLogsUBT-test-Win64-Development.txt»
UATHelper: Packaging (Windows (64-bit)):   ERROR: No target name was specified on the command-line.
PackagingResults: Error: No target name was specified on the command-line.
UATHelper: Packaging (Windows (64-bit)): Took 1,9939191s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (D:UEUnrealEngine-4.22EngineProgramsAutomationToolSavedLogsUBT-test-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)):        (see D:UEUnrealEngine-4.22EngineProgramsAutomationToolSavedLogsLog.txt for full exception trace)
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (D:UEUnrealEngine-4.22EngineProgramsAutomationToolSavedLogsUBT-test-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

UATHelper: Packaging (Windows (64-bit)): ERROR: No target name was specified on the command-line.
Про какое имя идет речь, и где что не указано?!

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See log for more details. (D:UEUnrealEngine-4.22EngineProgramsAutomationToolSavedLogsUBT-test-Win64-Development.txt)

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Смотрел, там тоже не понятно в чем дело.
Вообщем удалил проект, создал заново с таким же названием test и та же самая проблема. Помогло создание нового проекта, только я ему дал другое название и проблема ушла. Чудеса!

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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.

Package and Deployment Troubleshooting — Epic Wiki

# Package and Deployment Troubleshooting

This page is currently under construction, more errors and solutions will be added over time.

# Contents

  • 1 Additional Resources
  • 2 Using Answerhub for Packaging Issues
    • 2.1 Packaging Failed (Automation Tool Unable to Run Successfully)
    • 2.2 Searching for your error
    • 2.3 Posting on Answerhub
    • 2.4 Retrieving Logs from a packaged game
    • 2.5 What are Unreal Engine 4’s system recommendations?
  • 3 Common errors
    • 3.1 Non-platform specific
    • 3.2 Windows
    • 3.3 Android
    • 3.4 iOS
    • 3.5 HTML5
    • 3.6 Mac
    • 3.7 TVOS
    • 3.8 Additional Resources
    • 3.9 Miscellaneous Links

Packaging and Deployment Troubleshooting

# Additional Resources

Here are a few helpful guides:

  • Mobile Development Troubleshooting Guide
  • Packaging Projects Documentation
  • Packaging and Cooking Games Documentation
  • Android Quick Start
  • iOS Quick Start
  • Obtain logs off an Android Device
  • Obtain logs off an iOS Device

This page is currently under development and will be populated as we find more common mobile development bugs/crashes. Thank you for your understanding.

If you notice a build failure in your logs, please try the following first:

  1. Open the log that includes the information about your build failure in a text editor. This can be found in the project’s directory under the Saved/Logs directory.
  2. Use the find function (Ctrl+F) to search for the word «Error» and «Warning»
  3. Make a list of each unique error/warning and attempt to search for other Answerhub posts that mention them (Please take a look further in this guide for more information on common error messages, as well as the information that would likely be needed to diagnose your issue)

If you cannot find another report of the error you’re receiving and are not able to solve the issue, a general all purpose solution can sometimes be to delete the following folders:

  • Intermediate

  • Saved

  • Config

  • Restart your computer if there is an ‘Unknown Cook Failure’

If the above does not help your situation, please look through the rest of this guide for a run down of the troubleshooting process and examples of common errors and solutions

# Using Answerhub for Packaging Issues

The first thing to keep in mind is that there are multiple error messages that are generic that are there to let you know that a process failed but will not give any useful information otherwise. These error messages are two examples of general errors which are stating that the process failed. This could be the result of a multitude of different errors. The best course of action is to search elsewhere in the log for other errors and warnings, as this is likely a symptom of those issues.

A couple more of these types of errors are:

  • RunUAT.bat ERROR: AutomationTool was unable to run
  • Error: Error Unknown Error

# Searching for your error

Once you believe you’ve found the actual error or warning that is causing your problem, try searching for the issue here. If the issue isn’t listed on this page, you can try searching for it in our database. Try searching for your error on the Documentation page as this covers all of our support outlets.

If you are able to find a post that relates to your issue but the information is not helpful or the issue was never resolved, check the Product Version listed. If the Product Version is older than what you are currently using, create a new post (see next section). Otherwise, feel free to post about your issue on the existing page.

# Posting on Answerhub

When posting about a packaging issue on Answerhub, it will be easier for someone to help you when you provide them with as much information as possible. The list below can give you a starting point but any additional information is always helpful.

  • Logs (These are the most important and should be attached as a .txt file)
  • Engine version
  • The exact steps you’ve taken to package.
  • The exact OS version you’re on.
  • Can it be reproduced in a clean project?
  • If it can be reproduced, provide a clear list of steps to reproduce the issue.

# Retrieving Logs from a packaged game

Finding errors that occur in the game that results from a successful package attempt can be done by looking at the warnings in the original packaging log but can also be seen in the logs for the packaged game itself. They can found different locations based off the platform.

  • Windows: PackagedDirectory/ProjectName/Saved/Logs/ProjectName.log
  • Mac: ~/Library/Logs/ProjectName/
  • iOS: Obtain logs off an iOS Device
  • Android: Obtain logs off an Android Device
  • HTML5: To be added
  • Linux: To be added
  • tvOS: To be added

# What are Unreal Engine 4’s system recommendations?

For developing with UE4, we recommend a certain level of hardware for a desired result. UE4 will run on desktops and laptops below these recommendations, but performance may be limited. For more information on these recommendations, please see Recommended Hardware.

# Common errors

This section will provide a list of common errors along with resolved Answerhub links related to the issue as well as possible solutions.

# Non-platform specific

  • Error loading an asset

  • WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that «Common Tools for Visual C++ 2015» was selected when installing Visual Studio 2015.

  • No 32-bit compiler toolchain found in C:Program Files (x86)Microsoft Visual Studio 14.0VCbincl.exe

This is a warning that can cause other errors to occur. This can be resolved by installing the Common Tools for Visual C++ 2015 for Visual Studio 2015. Please see the Answerhub post for steps to do so.

  • No modules found to build. All requested binaries were already part of the installed engine data.

This is a message that points out that you are using a Plugin that requires being compiled but you’re using it in a Blueprint-only project. In this case, there are three options:

  • Find a version of the plugin that does not require compiling, if it exists
  • Disable/Uninstall the plugin
  • Add code to your project (File > New C++ Class…). Please note: This will permanently make the project a code project.

# Windows

  • Shipping — Source Build

Ensure you have built for the type of build you’re packaging: Shipping | Debug | Development

  • Rename the .exe

  • Migrating Files to a New Project

  • An item with the same key has already been added

  • How to create a working Shipping build?

  • Win10: Configurations are not updating on iOS devices via Remote Build

  • Global shader cache-pcd3d-sm5 missing

  • UE4Game.pdb Missing

This may also be resolved by unchecking «Include Debug Files» in your project’s Project Settings under the Packaging section.

  • Cannot find HCAD.lib

  • Unknown Structure Error

  • Fatal Error

  • MSCORLIB ERROR: An item with the same key has already been added

# Android

  • Unable to Deploy to Android

  • Error: C:Unreal ProjectsProjectNameIntermediateAndroidAPKJavaLibsplay-services-ads-9.2.0 is not a valid project (AndroidManifest.xml not found).

# iOS

  • Unable to Launch Code Projects on Windows — Cygwin

  • How to manually remove Mobile Provisions for iOS

  • Windows: C:Users(you)AppDataLocalApple ComputerMobileDevicesProvisioning Profiles

  • Mac: ~/Library/MobileDevice/Provisioning Profiles

  • Crashes on First Launch

  • Distribution Source Build Fails to Package

  • iOS Identifier is Not Matching

  • Code signing is required for product type ‘Application’ in SDK iOS 10.0′

  • In-App Purchase Enabled Apps are Rejected from iOS

  • Provision & Signing Keys Not Found

  • Related documentation: Creating & Importing Provisions

  • iOS 4S Incorrect HUD Scaling

  • Related documentation: Setting Device Profiles

  • AssetPackManifest.plist Errors

# HTML5

  • Issues hosting a HTML5 game online

  • Environment Variables aren’t set for HTML5

  • Trouble Launching Packaged Projects on Certain Sites

  • How to Deploy HTML5 Games on Apache? (4.9)

  • HTML5: Little-Endian Error

  • Failed to run llvm optimizations

  • HTML5 In-Game Complications

  • Related documentation: Levels

# Mac

  • Cooking with a Macbook Pro Hangs

  • Related documentation: Packaging and Cooking Games

# TVOS

  • Error: iOS Incorrect Bundle Identifier

# Additional Resources

  • How to stop UE4 from crashing on its own
  • Mobile Development Troubleshooting Guide
  • Packaging and Cooking Games

# Miscellaneous Links

  • Packaging Fails when using Chunk ID

  • Renaming Target Build

Retrieved from «https://wiki.unrealengine.com/index.php?title=Package_and_Deployment_Troubleshooting&oldid=25394»

Category:

  • Troubleshooting

I get this when trying to build my game:

UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject=E:/LfDSrc/LfD.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=E:/LfDSrc/LfD.uproject -cook -stage -archive -archivedirectory=E:/lfd -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -prereqs -targetplatform=Win64 -build -utf8output
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for E:LfDSrcLfD.uproject
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: C:Program FilesEpic GamesUE_4.19EngineBinariesDotNETUnrealBuildTool.exe LfD Win64 Development -Project=E:LfDSrcLfD.uproject  E:LfDSrcLfD.uproject -NoUBTMakefiles  -remoteini="E:LfDSrc" -skipdeploy -noxge -generatemanifest -NoHotReload
UATHelper: Packaging (Windows (64-bit)): Took 0,8997436s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): Running: C:Program FilesEpic GamesUE_4.19EngineBinariesDotNETUnrealBuildTool.exe LfD Win64 Development -Project=E:LfDSrcLfD.uproject  E:LfDSrcLfD.uproject -NoUBTMakefiles  -remoteini="E:LfDSrc" -skipdeploy -noxge -NoHotReload -ignorejunk
UATHelper: Packaging (Windows (64-bit)):   Performing 3 actions (4 in parallel)
UATHelper: Packaging (Windows (64-bit)):   Module.LfD.cpp
UATHelper: Packaging (Windows (64-bit)):   Module.LfD.gen.cpp
UATHelper: Packaging (Windows (64-bit)):   C:Program FilesEpic GamesUE_4.19EngineSourceEditorAnimGraphClassesAnimGraphNode_Base.h(11): fatal error C1083: Cannot open include file: 'Editor.h': No such file or directory
UATHelper: Packaging (Windows (64-bit)):   C:Program FilesEpic GamesUE_4.19EngineSourceEditorAnimGraphClassesAnimGraphNode_Base.h(11): fatal error C1083: Cannot open include file: 'Editor.h': No such file or directory
UATHelper: Packaging (Windows (64-bit)):   ERROR: UBT ERROR: Failed to produce item: E:LfDSrcBinariesWin64LfD.pdb
PackagingResults: Error: UBT ERROR: Failed to produce item: E:LfDSrcBinariesWin64LfD.pdb
UATHelper: Packaging (Windows (64-bit)):   Total build time: 7,44 seconds (Local executor: 0,00 seconds)
UATHelper: Packaging (Windows (64-bit)): Took 7,5887978s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): C:Program FilesEpic GamesUE_4.19EngineBinariesDotNETUnrealBuildTool.exe LfD Win64 Development -Project=E:LfDSrcLfD.uproject  E:LfDSrcLfD.uproject -NoUBTMakefiles  -remoteini="E:LfDSrc" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2
018.06.06-19.12.31.txt' 
UATHelper: Packaging (Windows (64-bit)):        (see C:UsersAlexanderAppDataRoamingUnreal EngineAutomationToolLogsC+Program+Files+Epic+Games+UE_4.19UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
PackagingResults: Error: Command failed (Result:5): C:Program FilesEpic GamesUE_4.19EngineBinariesDotNETUnrealBuildTool.exe LfD Win64 Development -Project=E:LfDSrcLfD.uproject  E:LfDSrcLfD.uproject -NoUBTMakefiles  -remoteini="E:LfDSrc" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.06.06-19.12.31.txt'
 
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

Any ideas how I can fix it?

Packaging failed UE4 Help please #3

Comments

ATHelper: 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 — 1 error(s), 302 warning(s)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)):
UATHelper: Packaging (Windows (64-bit)): Execution of commandlet took: 1144.69 seconds
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Display: === FShaderJobCache stats ===
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Display: Total job queries 0, among them cache hits 0 (0.00%)
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Display: Tracking 0 distinct input hashes that result in 0 distinct outputs (0.00%)
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Display: RAM used: 0.00 MB (0.00 GB) of 409.60 MB (0.40 GB) budget. Usage: 0.00%
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Display:

UATHelper: Packaging (Windows (64-bit)): LogHttp: Display: cleaning up 0 outstanding Http requests.
UATHelper: Packaging (Windows (64-bit)): LogContentStreaming: Display: There are 1 unreleased StreamingManagers
UATHelper: Packaging (Windows (64-bit)): Took 1277,9703187s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see C:UsersslavaAppDataRoamingUnreal EngineAutomationToolLogsF+UE_4.27Log.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

The text was updated successfully, but these errors were encountered:

I’m not sure why there’s «F+UE_4.27» in there. Is your project in a folder named «F+UE_4.27» or something? Project names should contain no spaces or other special characters (like ‘+’).

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