Hello. I have been working on a project for quite some time now and recently have been unable to cook or compile my project for testing and distribution. After several waves of looking through the error logs and eliminating issues i have been left with one which i cant determine the cause and it seems to be the reason that i am unable to compile/cook.
This line appears in the log, however i never dabbled in C++ for this project. It is all in blueprint.
“Ensure condition failed: ObservedKeyNames.Num() > 0 [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\AIModule\Private\BehaviorTree\Decorators\BTDecorator_BlueprintBase.cpp] [Line: 67]”
I do however use behavior trees and decorators, though after looking through them i cant identify what the issue could possibly be. If anyone could provide some input or advice on what could be the issue I would be grateful.
Here is a copy of the cook log that contains the error
link text
Oh i should probably add that i have tried creating new projects and they compile just fine.
After some more testing i noticed that this appears in the output log every time i open the project up
LogStats: FPlatformStackWalk::StackWalkAndDump - 0.540 s
LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: Ensure condition failed: ObservedKeyNames.Num() > 0 [File:D:\Build\++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\AIModule\Private\BehaviorTree\Decorators\BTDecorator_BlueprintBase.cpp] [Line: 67]
LogOutputDevice:Error: Stack:
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:183]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:297]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:432]
LogOutputDevice:Error: UE4Editor-AIModule.dll!UBTDecorator_BlueprintBase::PostLoad() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\aimodule\private\behaviortree\decorators\btdecorator_blueprintbase.cpp:67]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:810]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!EndLoad() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1553]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!LoadPackageInternalInner() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1228]
LogOutputDevice:Error: UE4Editor-CoreUObject.dll!LoadPackage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1400]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Map_Load() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2399]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::HandleMapCommand() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5998]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Exec() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5479]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UUnrealEdEngine::Exec() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:624]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FEditorFileUtils::LoadMap() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2252]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3480]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!FUnrealEdMisc::OnInit() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:302]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!EditorInit() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealed.cpp:89]
LogOutputDevice:Error: UE4Editor.exe!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:140]
LogOutputDevice:Error: UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
LogOutputDevice:Error: UE4Editor.exe!WinMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
LogOutputDevice:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
LogOutputDevice:Error: KERNEL32.DLL
LogOutputDevice:Error: ntdll.dll
LogOutputDevice:Error: ntdll.dll
LogStats: SubmitErrorReport - 0.000 s
LogStats: SendNewReport - 0.581 s
LogStats: FDebug::EnsureFailed - 1.122 s
LogAIModule: Creating AISystem for world SurvivalMapV2
LogEditorServer: Finished looking for orphan Actors (0.000 secs)