Build Failed while running Cook for Android [4.3]

how to fix this?

Hi rjvm,

Sorry to hear that you are having an issue. Does this only occur for your one specific project? Can you make a new project and successfully cook it?

Can you also tell us the exact method you are using to cook?

Thanks

1 YES IN MY PROJECT
2 package for android
3 is only with my project

in version 4.2 this does not happen

1 YES IN MY PROJECT
2 package for android
3 is only with my project

After this failure occurs, please find the Cook.txt and UAT_Log.txt files located in:

C:\Users\UserName\AppData\Roaming\Unreal Engine\AutomationTool\Logs\

Attach these logs to your reply.

Can you also please try packaging your project for Windows to see if that works?

Thank you.

windows dont work
is the same build failed

link text

I am running into the same issue on Windows, cook fails for both Android and Windows packaging:

link text

link text

Hi,

I’m having the same issue as well Windows fails. I’ve posted on a thread here. 4.3 packaging fail - default server game mode is set - Platform & Builds - Unreal Engine Forums

@rjvm

Thank you for providing the logs. This appears to stem from a content issue with textures:

[ 0]LogWindows: Assertion failed: (TextureWidth > 0) && (TextureHeight > 0) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.3\Engine\Plugins\Experimental\Paper2D\Source\Paper2D\Private\PaperSprite.cpp] [Line: 586]

Our engineers are currently discussing the possible reasons for this.

@anonymous_user_4faab6dc

From your logs, you will see that you are experiencing a different issue than rjvm.

Please try the solution recommended here:

If the problem persists, please make a new post for your issue.

Thanks

@rjvm

Please try manually re-saving your sprites in the editor before you attempt to cook and package.

Let us know if this helps.

THANK YOU FOR EVERYTHING! :slight_smile:

Glad to hear this worked for you. There is a problem which we have just made a fix for which will be included in a future release. The workaround is to just re-save your texture in the editor to force them to update.

Cheers!

Hi,

I’m having similar issues with repackaging for Windows 64bit on UE4.3.0. I was testing using a new Vehicle Game project, changing nothing aside from the name. It comes up with a Build failure when attempting a repackage. Assistance would be appreciated.

Hi DrThresh,

Apologies for the late reply on this. Although a packaging issue, the details of your scenario are different than either rjvm or deusduke. If the issue is still occurring for you, please make a new AnswerHub report.

Some other details that would be helpful for us to know is whether it is a code or blueprint project.

Thanks