Never mind, I was able to figure it out.
For anyone else wondering how to fix this issue, follow these steps:
-
In your
<PROJECT>/Config/
folder, edit theDefaultEngine.ini
file and include the following piece of text under the[/Script/Engine.StreamingSettings]
header:s.EventDrivenLoaderEnabled=True
-
Rebuild the environment, and this time, the build should fail, yet point to a different error:
PackagingResults: Error: EDL dep graph contained a cycle (see errors, above). This is fatal at runtime so it is fatal at cook time.
-
Review the log (or find in
C:\Users\<USER>\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_<VERSION>
), and just above the line that readsUATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
, it should point to the trouble object. -
For lack of a better solution, I deleted the object from my environment, and I was able to rebuild and launch my game.
Cheers!