Can I get the packaging process to ignore errors from a plugin?

I’m brand new to Unreal (UE5 specifically) and I’m having trouble packaging a project. I’m using a plugin that is logging some errors which I believe should be safe to ignore - explanation below.

The problem seems to be that if the plugin logs an error, the cook process fails. Is there an option for having these errors ignored and continuing with packaging?


The plugin I’m using is the Georeferencing plugin. I’ve specified the projected and geographic coordinate systems using WKT to describe another planet’s ellipsoid. Unfortunately this plugin has also hard-coded ECEF, which is an Earth geocentric system, and wants to create transformations between ECEF and the other planet’s coordinate systems. I never want to use the engine<->ECEF transformation - only engine<->projected<->geographic.

The plugin logs an error when the attempt to produce transformations involving the ECEF frame fails. From my understanding, this is what’s causing the packaging to fail.