Build Failed on 4.8

Hi Guys,

For some odd reason when packaging my project my build fails with this error.
Any idea why i get this error?

MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 127.6293s to run UE4Editor-Cmd.exe, ExitCode=1
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeCopyFile: SafeCopyFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Cook.txt C:\Users\CYR0N3\AppData\Roaming\Unreal Engine\AutomationTool\C+Program+Files+Epic+Games+4.8\Cook.txt
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Cook.txt
MainFrameActions: Packaging (Windows (32-bit)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Windows (32-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Cook failed.
MainFrameActions: Packaging (Windows (32-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in AutomationScripts.Automation: BUILD FAILED: Failed while running Cook for C:\Users\CYR0N3\Documents\Unreal Projects\LegendsAndFreedom 4.8\LegendsAndFreedom.uproject; see log C:\Users\CYR0N3\AppData\Roaming\Unreal Engine\Au
MainFrameActions: Packaging (Windows (32-bit)): tomationTool\C+Program+Files+Epic+Games+4.8\Cook.txt
MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (32-bit)): at BuildCommand.Execute()
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: BUILD FAILED: Failed while running Cook for C:\Users\CYR0N3\Documents\Unreal Projects\LegendsAndFreedom 4.8\LegendsAndFreedom.uproject; see log C:\Users\CYR0N3\AppData\Roaming\Unreal Engine\AutomationTool\C+Program+Files+Epic+Game
MainFrameActions: Packaging (Windows (32-bit)): s+4.8\Cook.txt
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=25
MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (32-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED

Hey Cyr0n3,

In order to assist you better, could you please provide me with the full crash included as a .txt attachment to your next reply? Could you also please tell me exactly how you’re trying to build, cook and package your project? Is your project fully blueprint, fully code or does it have a mixture of both? Are you able to package any other template of ours with or without the starter content included?

Looking forward to hearing back from you, thanks! :slight_smile:

Packaged with windows 64 big in development.
It is fully blueprints.
I havent tried to package any other except for one of my other projects and it does build but it builds with missing textures and assets.

[link text][1]

46814-legendsandfreedom-backup-2015.06.16-04.01.42.log (2.34 MB)

Hey,

Could you please try to package a regular template from the editor?

Looking over your , I see the following warnings/errors:

[756]LightingResults:Error: Error Scarab Object has overlapping UVs.
[756]LightingResults: Info Scarab Lightmap UV are overlapping by 21.4%. Please adjust content - Enable Error Coloring to visualize.
[493]LightingResults: Info Scarab Lightmap UV are overlapping by 21.4%. Please adjust content - Enable Error Coloring to visualize.
[541]LightingResults:Error: Error DoorTextured Object has overlapping UVs.
[541]LightingResults: Info DoorTextured Lightmap UV are overlapping by 13.9%. Please adjust content - Enable Error Coloring to visualize.
[555]LightingResults:Error: Error DoorTextured Object has overlapping UVs.
[153]LogPhysics:Warning: PHYSX: ..\..\PhysXExtensions\src\ExtRigidBodyExt.cpp (217) 4 : computeMassAndInertia: Dynamic actor with illegal collision shapes
[153]LogPhysics:Warning: PHYSX: ..\..\PhysXExtensions\src\ExtRigidBodyExt.cpp (266) 4 : PxRigidBodyExt::updateMassAndInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)
[153]LogWorld:Warning: *** WARNING - PATHS MAY NOT BE VALID ***
[153]LogWorld: Bringing World /Game/FirstPersonBP/Maps/UEDPIE_0_LevelOne.LevelOne up for play ( tick rate 0) at 2015.06.16-03.54.56
[153]LogActor:Warning: GameSession /Game/FirstPersonBP/Maps/UEDPIE_0_LevelOne.LevelOne:PersistentLevel.GameSession_5 has natively added scene component(s), but none of them were set as the actor's RootComponent - picking one arbitrarily
[153]LogActor:Warning: GameNetworkManager /Game/FirstPersonBP/Maps/UEDPIE_0_LevelOne.LevelOne:PersistentLevel.GameNetworkManager_5 has natively added scene component(s), but none of them were set as the actor's RootComponent - picking one arbitrarily

I would suggest attempting to resolve these issues, and seeing whether or not the game properly cooks, builds and packages for you.

Have a great day!

Hey CYR0N3,

I have not heard from you in quite some time and for that reason, I must resolve this question for tracking purpose. If you have any further questions regarding this topic, please do not hesitate to reply back and I will assist you further.

Have a wonderful day!