Build failed: Logs not helping.

Hello,

Full Log

I’ve been struggling to decipher some logs after build failures and am hoping for some help. I’m focusing on this particular error:

UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error:
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: CurrentNum == InitialNum  [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 253]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: Array has changed during ranged-for iteration!
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: Stack:
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffcd4a9c700 UnrealEditor-Engine.dll!ULevel::DetachAttachAllActorsPackages() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp:4249]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffcd5ddcb10 UnrealEditor-Engine.dll!UWorld::PreSaveRoot() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:1524]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffd07c54eef UnrealEditor-CoreUObject.dll!UE::SavePackageUtilities::CallPreSaveRoot() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage\SavePackageUtilities.cpp:693]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffd07c745e1 UnrealEditor-CoreUObject.dll!UPackage::Save2() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage2.cpp:3097]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffd07c74c79 UnrealEditor-CoreUObject.dll!UPackage::Save() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage.cpp:20]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffccfde5766 UnrealEditor-UnrealEd.dll!UEditorEngine::Save() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:4837]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffccfb720f7 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackage() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:6172]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffccfb56218 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PumpSaves() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:4738]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffccfb7f2c7 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickMainCookLoop() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1464]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffccfb7e704 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickCookByTheBook() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1346]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffccf85dd50 UnrealEditor-UnrealEd.dll!UCookCommandlet::RunCookByTheBookCook() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:555]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffccf81f6fd UnrealEditor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:508]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffccf83aeb0 UnrealEditor-UnrealEd.dll!UCookCommandlet::Main() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:249]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff68c7a80dd UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4195]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff68c79e146 UnrealEditor-Cmd.exe!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:136]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff68c79e42a UnrealEditor-Cmd.exe!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff68c7a18a4 UnrealEditor-Cmd.exe!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff68c7b70c4 UnrealEditor-Cmd.exe!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff68c7b96e6 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffd82f47374 KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffd830bcc91 ntdll.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: end: stack for UAT

There doesn’t seem to be a way to narrow down the source of this error as the stack ends at “UnknownFunction”. I’ve tried looking for instances of arrays being modified while iterating over them and also come up short.

is there a way to follow the stack further? Am I even looking in the right direction?

Thanks for any help.

Greetings @Paddles

This may sound like an odd thing to try. But, I’d star by checking your Project Settings and ensure that it has a value set(A correct one). Let me know what you find. Thanks!

Which value sorry?

Hello, I am currently having the same problem. Did you find any solution

Hey @dlksabm,

Unfortunately no direct solution or feature to enable more detailed logs. I scoured the project, even our plugins for any array that may have been modified while being iterated over. There was simply nothing. In the end we concluded it must be something deep in the engine that only occurs while cooking (PIE and Simulation play modes always worked).

We did find an issue with similar logs denoting nested child actors (that is child actors within child actors) were to blame and that will be fixed in 5.4. I’ve been able to build with nested child actors before so to me it’s doubtful.

As a last ditch effort we started eliminating potential candidates, that is recent blueprints or settings in our levels which could have led to such an issue. First and foremost we disabled One File Per Actor (OFPA). We’d had some issues with it in the past and were always sceptical of it’s efficacy. Then we went about “debriding” maps. At first we deleted everything in entire maps to narrow down the offender, then rolling back the deleted objects piecemeal till we found the one or two assets that were causing the issue. Funny enough we simply deleted them and readded the same blueprints to fix it.

I have a suspicion that the issue snuck in while we upgraded to version 5.4.3, or when we introduced OFPA, or some version control shenanigans. Some of our team are fairly new to Perforce and or UE and so may have not been adding every external actor or something.

My suggestion would be to try the same approach we did. Triage the situation by clearing maps and doing builds till you get a successful one and then restoring some levels and objects to hone in on the asset(s) causing it. Also ensure your whole team is on the same UE version and has committed all their work to your repo.

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Hi @Paddles, thanks for the tips. I ended up having to go through each commit to identify the one that was causing the build of the project to fail (I had to go through the commits one by one). The issue was indeed due to an interaction with a nested child actor.

Regarding OFPA, doesn’t this make it more difficult to work in a team using GIT, for example? Since the file would be overwritten multiple times. Do you have any solution for this?

Disabling OFPA has made it a heck of a lot more difficult to work as a team. We’re currently holding out for the pending fix in the next point release. Fortunately, we are a 10 person team and our maps are small so conflicts are limited. We’re also mitigating the chances of a conflict by working out of blueprints and keeping communication high.

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