Hello community! I used to handle it myself, but after switching to version 5.6 (I tried release, dev-5.6, ue5-main, and 5.6 from GitHub, but they all failed to cookmy project), I’ve been struggling. I’ve validated all the assets and fixed errors in all the blueprints. The engine itself builds without any issues. However, an error occurs when cook my project. In version 5.5.1, 5.4, 5.3, 5.2, and 5.1, everything worked fine. I use the Visual Studio config from Building Unreal Engine 5.6 From the GitHub Source Code on Microsoft Windows - Mamadou Babaei
LOG:
LogCook: Display: Cooked packages 376 Packages Remain 18780 Total 19156
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: end: stack for UAT
Took 195,89s to run PlayEditor-Cmd.exe, ExitCode=3
SafeDeleteFile B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Logs\Cook-2025.08.01-03.20.15.txt
SafeCopyFile B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Cook-2025.08.01-03.16.59.txt B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Logs\Cook-2025.08.01-03.20.15.txt
SafeDeleteFile B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Cook-2025.08.01-03.16.59.txt
Cook failed.
(see B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
Issues with migrated projects have been popping up around the community lately, and checking through your log extract, the EXCEPTION_ACCESS_VIOLATION is most likely targetting an element from a previous UE build. Yet, we need more specific information to pinpoint the origin.
The first step would be to review the ull exception trace at B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Logs\Log.txt, and look for any lines tied to
“Unhandled Exception: EXCEPTION_ACCESS_VIOLATION” or “Fatal error!”, and use them to find the troubling assets. If you need assistance with this, please share the log in the thread.
Another approach that is never done enough times, please triple-check your UE/VS setup, make sure that all elements are installed, and have the correct versions, which can be followed from Epic’s documentation here:
And one more thing to test, would be to fully clear your project’s cache, to get rid of any old or corrupted data. Yet, since the cooking issue is only happening in 5.6, and working as intended in other version, please make a backup of your project before doing this:
Delete the “Saved”, “Intermediate”, “DerivedDataCache”, and “Binaries” folders from your project directory.
Right-click the .uproject file and apply"Generate Visual Studio project files".
Re-open the project, and allow the engine to rebuild.
Hi there! Thanks a lot for your answer! Noww I don’t feel 1 2 1 with the problem) This is my first message to the community. Thanky you. I’ve checked my VS config:
VS 2022 Version - 17.14.9 (recommended 17.14)
MSVC - 14.38-17.8 (recommended 14.38.33130)
Windows SDK 10.0.26 (recommended 10.0.22621.0 or newer)
LLVM - 18.1.8 (recommended 18.1.8)
.NET - .NET 8.0 (recommended.NET 8.0)
These options have also been enabled.NET desktop development
Desktop development with C++
.NET Multi-platform App UI development
C++ profiling tools
C++ AddressSanitizer
Windows 10 or 11 SDK (10.0.18362 or Newer)
Unreal Engine installer
My PC setup is:
i513600, 64gb ram ddr5 4800mhz, 4070ti.
I checked everything again yesterday. Updated all system drivers and graphics cards. I downloaded the clean version 5.6 from github and did a clean install of the engine, deleting all the old versions and the game cache. Today, I will soon cook and send log. Now I’m validating all the folders and blueprints in the project.
My latest log from B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Logs
Summary
Log started at 02.08.2025 22:25:42 (2025-08-02T19:25:42Z)
Starting AutomationTool…
Parsing command line: -ScriptsForProject=B:/B_LIGHT/2025-07-17/Play/Play.uproject Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=51451 -project=B:/B_LIGHT/2025-07-17/Play/Play.uproject BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=B:/B_LIGHT/2025-07-17/Play/Play.uproject -target=Play -unrealexe=B:\B_LIGHT\2025-07-17\Play\Binaries\Win64\PlayEditor-Cmd.exe -platform=Win64 -skipstage -nocompile -nocompileuat
Found project file: B:\B_LIGHT\2025-07-17\Play\Play.uproject
Found 2 scripts to execute:
Turnkey(command=VerifySdk, platform=Win64, UpdateIfNeeded, EditorIO, EditorIOPort=51451, project=B:/B_LIGHT/2025-07-17/Play/Play.uproject)
BuildCookRun(nop4, utf8output, nocompileeditor, skipbuildeditor, cook, project=B:/B_LIGHT/2025-07-17/Play/Play.uproject, target=Play, unrealexe=B:\B_LIGHT\2025-07-17\Play\Binaries\Win64\PlayEditor-Cmd.exe, platform=Win64, skipstage, nocompile)
Running on Windows as a 64-bit process.
CWD=B:\UNREAL\UnrealEngine-5.6
UnrealEngine ver. 5.6.0.0
Initializing script modules…
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\Android.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\Apple.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\AutomatedPerfTesting.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\AutomationScripts.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\AutomationUtils.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\BuildGraph.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\CookedEditor.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\CrowdinLocalization.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.Build.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.BuildGraph.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.Core.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.Horde.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.IoHash.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.MsBuild.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.OIDC.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.Oodle.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.Perforce.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.ProjectStore.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.Serialization.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.UBA.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\EpicGames.UHT.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\Gauntlet.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\ICVFX.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\Insights.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\IOS.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\Linux.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\LiveLinkHub.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\Localization.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\LowLevelTests.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\Mac.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\Mutable.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\OneSkyLocalization.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\SmartlingLocalization.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\SteamDeck.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\Turnkey.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\TVOS.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\UnrealBuildTool.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\VisionOS.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\Win.Automation.json
Loaded script module build record B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\ScriptModules\XLocLocalization.Automation.json
Total script module initialization time: 0.38 s.
IsBuildMachine=False
ShouldKillProcesses=True
Setting up command environment.
SafeFileExists B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationTool.dll=True
GetEnvironmentVariable uebp_LOCAL_ROOT=
GetEnvironmentVariable uebp_LOCAL_ROOT=
GetEnvironmentVariable uebp_EngineSavedFolder=
SetEnvVar uebp_EngineSavedFolder=B:/UNREAL/UnrealEngine-5.6/Engine/Programs/AutomationTool/Saved
GetEnvironmentVariable uebp_EngineSavedFolder=B:/UNREAL/UnrealEngine-5.6/Engine/Programs/AutomationTool/Saved
GetEnvironmentVariable uebp_CSVFile=
GetEnvironmentVariable uebp_LogFolder=
SetEnvVar uebp_LogFolder=B:/UNREAL/UnrealEngine-5.6/Engine/Programs/AutomationTool/Saved/Logs
DeleteDirectoryContents(B:/UNREAL/UnrealEngine-5.6/Engine/Programs/AutomationTool/Saved/Logs)
SafeDeleteFile B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Logs\Log.json
SafeDeleteFile B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Logs\Log.txt
GetEnvironmentVariable uebp_FinalLogFolder=
SetEnvVar uebp_FinalLogFolder=B:/UNREAL/UnrealEngine-5.6/Engine/Programs/AutomationTool/Saved/Logs
SafeFileExists C:\Windows\system32\robocopy.exe=True
SafeFileExists C:\Windows\system32\mount.exe=False
SafeFileExists C:\Windows\Sysnative\mount.exe=False
SafeFileExists C:\Windows\system32\cmd.exe=True
SetEnvVar MallocNanoZone=0
GetEnvironmentVariable uebp_UATChildInstance=0
Found VisualStudio2022 installation: C:\Program Files\Microsoft Visual Studio\2022\Community (Product=Microsoft.VisualStudio.Product.Community, Version=17.14.36310.24)
Using C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe
CompilationEvironment.HasCapabilityToCompile=True
CompilationEvironment.FrameworkMsbuildExe=C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe
CompilationEvironment.DotnetMsbuildExe=B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\dotnet.exe
Command Environment settings:
CmdExe=C:\Windows\system32\cmd.exe
EngineSavedFolder=B:/UNREAL/UnrealEngine-5.6/Engine/Programs/AutomationTool/Saved
HasCapabilityToCompile=True
LocalRoot=B:/UNREAL/UnrealEngine-5.6
LogFolder=B:/UNREAL/UnrealEngine-5.6/Engine/Programs/AutomationTool/Saved/Logs
MountExe=C:\Windows\system32\mount.exe
FrameworkMsbuildExe=C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe
DotnetMsbuildExe=B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\dotnet.exe
RobocopyExe=C:\Windows\system32\robocopy.exe
TimestampAsString=2025-08-02_22.25.43
AutomationToolDll=B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationTool.dll
No project directory provided for project scope BuildConfiguration.xml resolution.
No config file at B:\UNREAL\UnrealEngine-5.6\Engine\Restricted\NotForLicensees\Programs\UnrealBuildTool\BuildConfiguration.xml
No config file at C:\ProgramData\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
No config file at C:\Users\shelt\AppData\Local\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
No config file at C:\Users\shelt\Documents\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Configuration will be read from:
B:\UNREAL\UnrealEngine-5.6\Engine\Saved\UnrealBuildTool\BuildConfiguration.xml
C:\Users\shelt\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Reading configuration file from cache (B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\Build\XmlConfigCache.bin): B:\UNREAL\UnrealEngine-5.6\Engine\Saved\UnrealBuildTool\BuildConfiguration.xml
Reading configuration file from cache (B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\Build\XmlConfigCache.bin): C:\Users\shelt\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Reading configuration file from cache (B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\Build\XmlConfigCache.bin): B:\UNREAL\UnrealEngine-5.6\Engine\Intermediate\Build\UnrealBuildTool.Env.BuildConfiguration.xml
Registering build platform: UnrealBuildTool.AndroidPlatformFactory
Unable to find valid SDK(s) for Android:
Found Sdk Version, MinRequired=r25b, MaxRequired=r29.
Found AutoSdk Version, Required=r25b.
Registering build platform: Android - buildable: False
Registering build platform: UnrealBuildTool.IOSPlatformFactory
Unable to find valid SDK(s) for IOS:
Found Sdk Version, MinRequired=1100.0.0.0, MaxRequired=8999.0.
Found AutoSdk Version, Required=15.2.
Registering build platform: IOS - buildable: False
Registering build platform: UnrealBuildTool.LinuxPlatformFactory
Unable to find valid SDK(s) for Linux:
Found Sdk Version, Required=v25_clang-18.1.0-rockylinux8.
Found AutoSdk Version, Required=v25_clang-18.1.0-rockylinux8.
Registering build platform: Linux - buildable: False
Unable to find valid SDK(s) for LinuxArm64:
Found Sdk Version, Required=v25_clang-18.1.0-rockylinux8.
Found AutoSdk Version, Required=v25_clang-18.1.0-rockylinux8.
Registering build platform: LinuxArm64 - buildable: False
Registering build platform: UnrealBuildTool.MacPlatformFactory
Unable to find valid SDK(s) for Mac:
Found Sdk Version, MinRequired=1100.0.0.0, MaxRequired=8999.0.
Found AutoSdk Version, Required=15.2.
Registering build platform: Mac - buildable: False
Registering build platform: UnrealBuildTool.TVOSPlatformFactory
Unable to find valid SDK(s) for TVOS:
Found Sdk Version, MinRequired=1100.0.0.0, MaxRequired=8999.0.
Found AutoSdk Version, Required=15.2.
Registering build platform: TVOS - buildable: False
Registering build platform: UnrealBuildTool.WindowsPlatformFactory
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
Found Windows 10 SDK version 10.0.18362.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.18362.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.20348.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.20348.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.22000.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.22000.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.22621.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.22621.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.26100.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.26100.0 at C:\Program Files (x86)\Windows Kits\10
Win64 Installed SDK(s): MinVersion_Sdk=10.0.19041.0, MaxVersion_Sdk=10.9.99999.0, CurrentVersion_Sdk=10.0.22621.0, Version_AutoSdk=10.0.22621.0, CurrentVersion_AutoSdk=
Registering build platform: Win64 - buildable: True
Registering build platform: UnrealBuildTool.VisionOSPlatformFactory
Registering build platform: VisionOS - buildable: False
Cleaning up project rules folder
DeleteDirectoryContents(B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Rules)
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Apple\Apple.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\AutomatedPerfTesting\AutomatedPerfTesting.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Scripts\AutomationScripts.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationUtils\AutomationUtils.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\BuildGraph\BuildGraph.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CrowdinLocalization\CrowdinLocalization.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Gauntlet\Gauntlet.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\ICVFX\ICVFX.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Insights\Insights.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\IOS\IOS.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Linux\Linux.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LiveLinkHub\LiveLinkHub.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Localization\Localization.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LowLevelTests\LowLevelTests.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Mac\Mac.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Mutable\Mutable.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\OneSkyLocalization\OneSkyLocalization.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\SmartlingLocalization\SmartlingLocalization.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\SteamDeck\SteamDeck.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Turnkey\Turnkey.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\TVOS\TVOS.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Platforms\VisionOS\Binaries\DotNET\AutomationTool\AutomationScripts\VisionOS.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Windows\Win.Automation.dll
Loading script DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\XLocLocalization\XLocLocalization.Automation.dll
Creating platforms.
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll
Creating platform AndroidPlatform from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll.
Creating platform AndroidPlatformMulti from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll.
Creating platform AndroidPlatformDXT from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll.
Creating platform AndroidPlatformETC2 from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll.
Creating platform AndroidPlatformASTC from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll.
Creating platform AndroidPlatformOpenXR from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll.
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\Apple.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\AutomatedPerfTesting\AutomatedPerfTesting.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\AutomationScripts.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationUtils\AutomationUtils.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\BuildGraph\BuildGraph.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll
Creating platform WindowsCookedEditor from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll.
Creating platform LinuxCookedEditor from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll.
Creating platform MacCookedEditor from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll.
Creating platform WindowsCookedCooker from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll.
Creating platform LinuxCookedCooker from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll.
Creating platform MacCookedCooker from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll.
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CrowdinLocalization\CrowdinLocalization.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Gauntlet\Gauntlet.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\ICVFX\ICVFX.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Insights\Insights.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\IOS\IOS.Automation.dll
Creating platform IOSPlatform from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\IOS\IOS.Automation.dll.
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\Linux.Automation.dll
Creating platform GenericLinuxPlatform from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\Linux.Automation.dll.
Creating platform GenericLinuxPlatformArm64 from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\Linux.Automation.dll.
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LiveLinkHub\LiveLinkHub.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\ICVFX\Localization.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LowLevelTests\LowLevelTests.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\Mac.Automation.dll
Creating platform MacPlatform from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\Mac.Automation.dll.
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Mutable\Mutable.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\OneSkyLocalization\OneSkyLocalization.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\SmartlingLocalization\SmartlingLocalization.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\SteamDeck.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Turnkey\Turnkey.Automation.dll
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\TVOS\TVOS.Automation.dll
Creating platform TVOSPlatform from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\TVOS\TVOS.Automation.dll.
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Platforms\VisionOS\Binaries\DotNET\AutomationTool\AutomationScripts\VisionOS.Automation.dll
Creating platform VisionOSPlatform from B:\UNREAL\UnrealEngine-5.6\Engine\Platforms\VisionOS\Binaries\DotNET\AutomationTool\AutomationScripts\VisionOS.Automation.dll.
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\Win.Automation.dll
Creating platform Win64Platform from B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\Win.Automation.dll.
Looking for platforms in B:\UNREAL\UnrealEngine-5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\ICVFX\XLocLocalization.Automation.dll
Initializing AllowSubmit.
AllowSubmit=False
Initializing P4Enabled.
P4Enabled=False
P4CLRequired=False
Executing commands…
Attempting to execute Turnkey(command=VerifySdk, platform=Win64, UpdateIfNeeded, EditorIO, EditorIOPort=51451, project=B:/B_LIGHT/2025-07-17/Play/Play.uproject)
BUILD SUCCESSFUL
Attempting to execute BuildCookRun(nop4, utf8output, nocompileeditor, skipbuildeditor, cook, project=B:/B_LIGHT/2025-07-17/Play/Play.uproject, target=Play, unrealexe=B:\B_LIGHT\2025-07-17\Play\Binaries\Win64\PlayEditor-Cmd.exe, platform=Win64, skipstage, nocompile)
SafeFileExists B:\B_LIGHT\2025-07-17\Play\Play.uproject=True
SafeFileExists B:\B_LIGHT\2025-07-17\Play\Play.uproject=True
SafeFileExists B:\B_LIGHT\2025-07-17\Play\Play.uproject=True
Setting up ProjectParams for B:\B_LIGHT\2025-07-17\Play\Play.uproject
Looking for targets for project B:\B_LIGHT\2025-07-17\Play\Play.uproject
Searching for target rule files in B:/B_LIGHT/2025-07-17/Play
Found 2 target rule files:
B:\B_LIGHT\2025-07-17\Play\Source\Play.Target.cs
B:\B_LIGHT\2025-07-17\Play\Source\PlayEditor.Target.cs
SafeFileExists B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Rules\UATRules-4732158d7302f10615d338c960446b89.dll=False
Compiling targets DLL: B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Rules\UATRules-4732158d7302f10615d338c960446b89.dll
Compiling B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Rules\UATRules-4732158d7302f10615d338c960446b89.dll: Assembly does not exist
Creating target rules object: PlayTarget
Adding target: PlayTarget (Game)
Creating target rules object: PlayEditorTarget
Adding target: PlayEditorTarget (Editor)
Loading ini files for B:\B_LIGHT\2025-07-17\Play\Play.uproject
Project Params **************
AdditionalServerMapParams=
Archive=False
ArchiveMetaData=False
CreateAppBundle=True
BaseArchiveDirectory=B:\B_LIGHT\2025-07-17\Play\ArchivedBuilds
BaseStageDirectory=B:\B_LIGHT\2025-07-17\Play\Saved\StagedBuilds
ConfigOverrideParams=-
Build=False
SkipBuildClient=False
SkipBuildEditor=True
Cook=True
Clean=(null)
Client=False
ClientConfigsToBuild=Development
ClientCookedTargets=Play
ClientTargetPlatform=Win64
Compressed=False
ForceUncompressed=False
AdditionalPakOptions=
AdditionalIoStoreOptions=
ForceOodleDllVersion=
CookOnTheFly=False
CookOnTheFlyStreaming=False
UnversionedCookedContent=True
OptionalContent=False
SkipCookingEditorContent=False
GeneratePatch=False
AddPatchLevel=False
DiscVersion=
CreateReleaseVersion=
BasedOnReleaseVersion=
OriginalReleaseVersion=
DLCFile=(null)
DLCIncludeEngineContent=False
DLCPakPluginFile=False
DLCOverrideCookedSubDir=(null)
DLCOverrideStagedSubDir=(null)
DiffCookedContentPath=
AdditionalCookerOptions=
DedicatedServer=False
DirectoriesToCook=
DDCGraph=
CulturesToCook= (Use Defaults)
EditorTargets=PlayEditor
Foreign=False
IsCodeBasedProject=True
IsProgramTarget=False
IterativeCooking=False
IterateSharedCookedBuild=
IterateSharedBuildUsePrecompiledExe=False
CookAll=False
CookPartialGC=False
CookInEditor=False
CookMapsOnly=False
Deploy=False
IterativeDeploy=False
FastCook=False
LogWindow=False
Manifests=False
MapToRun=
NoClient=False
NumClients=0
NoDebugInfo=False
SeparateDebugInfo=False
MapFile=False
NoCleanStage=True
NoXGE=False
MapsToCook=
MapIniSectionsToCook=
Pak=False
IgnorePaksFromDifferentCookSource=False
IoStore=False
SkipIoStore=False
ZenStore=False
NoZenAutoLaunch=
SkipEncryption=False
GenerateOptimizationData=False
SkipPackage=False
NeverPackage=False
Package=False
ForcePackageData=False
NullRHI=False
WriteBackMetadataToAssetRegistry=
FakeClient=False
EditorTest=False
RunAutomationTests=False
RunAutomationTest=
RunTimeoutSeconds=0
CrashIndex=0
ProgramTargets=
ProjectPlatformBinariesPaths=[Win64, B:\B_LIGHT\2025-07-17\Play\Binaries\Win64]
ProjectExePaths=[Win64, B:\B_LIGHT\2025-07-17\Play\Binaries\Win64\Play.exe]
Distribution=False
PackageEncryptionKeyFile=(null)
Prebuilt=False
Prereqs=False
AppLocalDirectory=
NoBootstrapExe=False
RawProjectPath=B:\B_LIGHT\2025-07-17\Play\Play.uproject
RawProgramProjectOverride=(null)
Run=False
ServerConfigsToBuild=Development
ServerCookedTargets=
ServerTargetPlatform=Win64
ShortProjectName=Play
SignedPak=False
SignPak=(null)
SkipCook=False
SkipCookOnTheFly=False
SkipPak=False
PrePak=False
SkipStage=True
Stage=True
RehydrateAssets=False
bTreatNonShippingBinariesAsDebugFiles=False
bUseExtraFlavor=False
StageDirectoryParam=
AdditionalPackageOptions=
Trace=(null)
TraceHost=(null)
TraceFile=(null)
Project Params **************
SafeFileExists B:\B_LIGHT\2025-07-17\Play\Play.uproject=True
SafeFileExists B:\B_LIGHT\2025-07-17\Play\Play.uproject=True
SafeFileExists B:\B_LIGHT\2025-07-17\Play\Play.uproject=True
SafeFileExists B:\B_LIGHT\2025-07-17\Play\Play.uproject=True
********** COOK COMMAND STARTED **********
SafeFileExists B:\B_LIGHT\2025-07-17\Play\Binaries\Win64\PlayEditor-Cmd.exe=True
Running UnrealEditor Cook for project B:\B_LIGHT\2025-07-17\Play\Play.uproject
Commandlet log file is B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Cook-2025.08.02-22.25.45.txt
SafeFileExists B:\B_LIGHT\2025-07-17\Play\Binaries\Win64\PlayEditor-Cmd.exe=True
Running: B:\B_LIGHT\2025-07-17\Play\Binaries\Win64\PlayEditor-Cmd.exe “B:\B_LIGHT\2025-07-17\Play\Play.uproject” -run=Cook -TargetPlatform=Windows -unversioned -fileopenlog -abslog=“B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Cook-2025.08.02-22.25.45.txt” -stdout -CrashForUAT -unattended -NoLogTimes
LogCore: Display: Requested channels: ‘cpu,gpu,frame,log,bookmark,screenshot,region’
LogTrace: Display: Control listening on port 34161
LogCsvProfiler: Display: Metadata set : platform=“Windows”
LogCsvProfiler: Display: Metadata set : config=“Development”
LogCsvProfiler: Display: Metadata set : buildversion=“UE5-CL-0”
LogCsvProfiler: Display: Metadata set : engineversion=“5.6.0-0+UE5”
LogCsvProfiler: Display: Metadata set : os=“Windows 11 (23H2) [10.0.22631.5624] "
LogCsvProfiler: Display: Metadata set : cpu=“GenuineIntel|13th Gen Intel(R) Core™ i5-13600K”
LogCsvProfiler: Display: Metadata set : pgoenabled=“0”
LogCsvProfiler: Display: Metadata set : pgoprofilingenabled=“0”
LogCsvProfiler: Display: Metadata set : ltoenabled=“0”
LogCsvProfiler: Display: Metadata set : asan=“0”
LogCsvProfiler: Display: Metadata set : commandline=”" B:\B_LIGHT\2025-07-17\Play\Play.uproject -run=Cook -TargetPlatform=Windows -unversioned -fileopenlog -abslog=B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Cook-2025.08.02-22.25.45.txt -stdout -CrashForUAT -unattended -NoLogTimes""
LogCsvProfiler: Display: Metadata set : loginid=“55bb33bf4a7541009efd8a839c378aa1”
LogCsvProfiler: Display: Metadata set : llm=“0”
LogCsvProfiler: Display: Metadata set : systemresolution.resx=“1280”
LogCsvProfiler: Display: Metadata set : systemresolution.resy=“720”
LogAudio: Display: Audio Device Manager not initializing due to all audio being disabled. If this is not intentional, please check command line arguments for “-nosound”.
LogConfig: Display: Loading VulkanPC ini files took 0.04 seconds
LogConfig: Display: Loading Mac ini files took 0.05 seconds
LogConfig: Display: Loading Unix ini files took 0.05 seconds
LogConfig: Display: Loading Windows ini files took 0.05 seconds
LogConfig: Display: Loading Android ini files took 0.06 seconds
LogConfig: Display: Loading IOS ini files took 0.06 seconds
LogConfig: Display: Loading Linux ini files took 0.06 seconds
LogConfig: Display: Loading LinuxArm64 ini files took 0.06 seconds
LogConfig: Display: Loading VisionOS ini files took 0.06 seconds
LogConfig: Display: Loading TVOS ini files took 0.06 seconds
RenderDocPlugin: Display: RenderDoc plugin will not be loaded. Use ‘-AttachRenderDoc’ on the cmd line or enable ‘renderdoc.AutoAttach’ in the plugin settings.
LogHAL: Display: Platform has ~ 64 GB [68470575104 / 68719476736 / 64], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
LogCsvProfiler: Display: Metadata set : extradevelopmentmemorymb=“0”
LogTextureFormatASTC: Display: ASTCEnc version 5.0.1 library loaded
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatASTC
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatDXT
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatETC2
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatIntelISPCTexComp
LogTextureFormatOodle: Display: Oodle Texture TFO init; latest sdk version = 2.9.13
LogTextureFormatOodle: Display: Oodle Texture loading DLL: oo2tex_win64_2.9.13.dll
LogTextureFormatOodle: Display: Oodle Texture loading DLL: oo2tex_win64_2.9.5.dll
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatOodle
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatUncompressed
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ASTC’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_DXT’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ETC2’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_OpenXR’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘AndroidClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ASTCClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_DXTClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ETC2Client’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_OpenXRClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_Multi’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_MultiClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Linux’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxEditor’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxServer’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxArm64’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxArm64Server’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxArm64Client’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Windows’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘WindowsEditor’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘WindowsServer’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘WindowsClient’
LogTargetPlatformManager: Display: Building Assets For Windows
LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
LogObj: Display: Attempting to load config data for Default__SlateThemeManager before the Class has been constructed/registered/linked (likely during module loading or early startup). This will result in the load silently failing and should be fixed.
LogAssetRegistry: Display: Asset registry cache read as 827.0 MiB from ../../Intermediate/CachedAssetRegistry_0.bin.
LogCsvProfiler: Display: Metadata set : verbatimrhiname=“Null”
LogCsvProfiler: Display: Metadata set : rhiname=“Null”
LogCsvProfiler: Display: Metadata set : rhifeaturelevel=“SM6”
LogCsvProfiler: Display: Metadata set : shaderplatform=“PCD3D_SM6”
LogDerivedDataCache: Display: Memory: Max Cache Size: -1 MB
LogZenServiceInstance: Display: Unreal Zen Storage Server HTTP service at [::1]:8558 status: OK!.
LogDerivedDataCache: Display: ZenLocal: Using ZenServer HTTP service at http://[::1]:8558/ with namespace ue.ddc status: OK!.
LogDerivedDataCache: Display: B:/B_LIGHT/LightCache: Performance: Latency=0.04ms. RandomReadSpeed=167.09MBs, RandomWriteSpeed=205.04MBs. Assigned SpeedClass ‘Local’
LogUbaHorde: Display: UBA/Horde Configuration [Uba.Provider.Horde]: Not Enabled
LogShaderCompilers: Display: Using 17 local workers for shader compilation
LogShaderCompilers: Display: Compiling shader autogen file: ../../Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush
LogShaderCompilers: Display: Autogen file is unchanged, skipping write.
LogEditorDomain: Display: EditorDomain is Disabled
LogAssetRegistry: Display: AssetDataGatherer spent 0.005s loading caches ../../Intermediate/CachedAssetRegistry_.bin.
LogDeviceProfileManager: Display: Deviceprofile LinuxArm64Editor not found.
LogDeviceProfileManager: Display: Deviceprofile LinuxArm64 not found.
LogCsvProfiler: Display: Metadata set : deviceprofile=“WindowsEditor”
LogStreaming: Display: FlushAsyncLoading(1): 1 QueuedPackages, 0 AsyncPackages
LogStreaming: Display: Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/PowerToRoughness (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions01/Shading/PowerToRoughness because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/PowerToRoughness (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/ConvertFromDiffSpec (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions01/Shading/ConvertFromDiffSpec because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/ConvertFromDiffSpec (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Flushing package /Engine/EngineMaterials/WorldGridMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/EngineMaterials/T_Default_Material_Grid_M because of a recursive sync load
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/EngineMaterials/T_Default_Material_Grid_N because of a recursive sync load
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions01/Opacity/CameraDepthFade because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/WorldGridMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultPostProcessMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultLightFunctionMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultDiffuse because of a recursive sync load
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultLightFunctionMaterial is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions02/Utility/BreakOutFloat2Components because of a recursive sync load
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultLightFunctionMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultPostProcessMaterial because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultPostProcessMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultDeferredDecalMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultLightFunctionMaterial because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/WorldGridMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultDeferredDecalMaterial because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/WorldGridMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/EngineMaterials/WorldGridMaterial because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/WorldGridMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogTextureEncodingSettings: Display: Texture Encode Speed: Final (cook).
LogTextureEncodingSettings: Display: Oodle Texture Encode Speed settings: Fast: RDO Off Lambda=0, Effort=Normal Final: RDO Off Lambda=0, Effort=Normal
LogTextureEncodingSettings: Display: Shared linear texture encoding: Disabled
LogMeshReduction: Display: Using QuadricMeshReduction for automatic static mesh reduction
LogMeshReduction: Display: Using SkeletalMeshReduction for automatic skeletal mesh reduction
LogMeshReduction: Display: Using ProxyLODMeshReduction for automatic mesh merging
LogMeshReduction: Display: No distributed automatic mesh merging module available
LogVirtualization: Display: VirtualizationSystem name found in ini file: None
LogVirtualization: Display: FNullVirtualizationSystem mounted, virtualization will be disabled
LogWorldPartition: Display: FWorldPartitionClassDescRegistry::Initialize started…
LogWorldPartition: Display: FWorldPartitionClassDescRegistry::Initialize took 5.606 ms
LogMetaSound: Display: MetaSound Page Target Initialized to ‘Default’
LogAudio: Display: Registering Engine Module Parameter Interfaces…
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
LogAssetEditorSubsystem: Warning: Something went wrong while loading recent assets! Num Recent Assets = 0, Num Recent Asset Editors = 1
LogCsvProfiler: Display: Metadata set : largeworldcoordinates=“1”
LogCook: Display: CookProcessCount=1. CookMultiprocess is disabled and the cooker is running as a single process.
LogCook: Display: CookSettings for Memory:
MemoryMaxUsedVirtual 0MiB
MemoryMaxUsedPhysical 0MiB
MemoryMinFreeVirtual 2048MiB
MemoryMinFreePhysical 2048MiB
MemoryTriggerGCAtPressureLevel None
SoftGCMemoryUseTrigger disabled
SoftGCTimeBudgetTrigger enabled (0.05 budget, 30s min period)
LogCook: Display: SkipOnlyEditorOnly is enabled, unsolicited packages will not be cooked unless they are referenced from the cooked version of the instigator package.
LogAssetRegistry: Display: Triggering cache save on discovery complete
LogEditorDomain: Display: Cycle detected in parents of class /Script/RigVMDeveloper.RigVMUnitNode. Allow flags for editordomain and incremental cooking will be invalid.
LogEditorDomain: Display: Class /script/PropertyBindingUtilsModule.PropertyBindingPropertyAccess is imported by a package but does not exist in memory. EditorDomain keys for packages using it will be invalid if it still exists.
To clear this message, resave packages that use the deleted class, or load its module earlier than the packages that use it are referenced.
LogEditorDomain: Display: Cycle detected in parents of class /Script/LiveLinkGraphNode.K2Node_EvaluateLiveLinkFrameWithSpecificRole. Allow flags for editordomain and incremental cooking will be invalid.
LogZenStore: Display: Establishing oplog ‘Play.c00fccac/EditorDomain’
LogZenStore: Display: Zen project ‘Play.c00fccac’ already exists
LogZenStore: Display: Zen oplog ‘Play.c00fccac/EditorDomain’ already exists
LogCook: Display: Waiting for Asset Registry
LogPlacementMode: Display: The Asset Registry is done with its initial scan, the list of placeable classes has been updated.
LogAssetRegistry: Display: Asset registry cache written as 0.0 MiB to ../../Intermediate/CachedAssetRegistry_.bin
LogCook: Display: FULL COOK: Neither -legacyiterative nor -cookincremental were specified. Deleting previously cooked packages for platform Windows and recooking all packages discovered in the current cook.
LogCook: Display: Sandbox cleanup took 0.064 seconds for platforms Windows
LogCook: Display: Compiling global changed shaders for platform ‘Windows’
LogCook: Display: Discovering localized assets for cultures: en, en-001, ru, ru-RU
LogCook: Display: Found 0 localized assets
LogCook: Display: Cooked packages 0 Packages Remain 504 Total 504
LogCook: Display: Cook Diagnostics: OpenFileHandles=313, VirtualMemory=3843MiB, VirtualMemoryAvailable=92282MiB
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
LogSkeletalMesh: Display: /Game/Vehicle/vehCar_vehicle03/Mesh/SKM_vehCar_vehicle03.SKM_vehCar_vehicle03 ComputeTangents MikkTSpace function: Compute a zero length normal vector.
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [StaticMesh] anyway! RequiredMemory = 0.000 MiB + 711.716492 MiB, MemoryLimit = 350.457031 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [StaticMesh] anyway! RequiredMemory = 0.000 MiB + 711.716492 MiB, MemoryLimit = 350.519531 MiB
LogCook: Display: Unsolicited package /Game/StarterContent/Audio/Fire01 was loaded by package /Game/StarterContent/Audio/Fire01_Cue. This is a hidden dependency, causes poor cook performance, and it might be a bug to add it to the cook. Declare this package in the AssetRegistry dependencies of the loading package, or mark up its load with FCookLoadScope to specify whether it is runtime or editoronly.
LogCook: Display: Unsolicited package /HairStrands/Emitters/StableSpringsSystem was loaded by package /Game/MetaHumans/Badook/FemaleHair/Hair/Hair_M_BobMessy. This is a hidden dependency, causes poor cook performance, and it might be a bug to add it to the cook. Declare this package in the AssetRegistry dependencies of the loading package, or mark up its load with FCookLoadScope to specify whether it is runtime or editoronly.
LogCook: Display: Unsolicited package /HairStrands/Emitters/StableRodsSystem was loaded by package /Game/MetaHumans/Rod/MaleHair/Hair/Hair_M_SideSweptFringe. This is a hidden dependency, causes poor cook performance, and it might be a bug to add it to the cook. Declare this package in the AssetRegistry dependencies of the loading package, or mark up its load with FCookLoadScope to specify whether it is runtime or editoronly.
LogCook: Display: Garbage collection triggered (Full). Triggered by conditions:
CookSettings.MemoryMinFreePhysical: Available physical memory 1595MiB is less than 2048MiB.
LogCook: Display: Cooked packages 0 Packages Remain 18992 Total 18992
LogCook: Display: Cook Diagnostics: OpenFileHandles=12907, VirtualMemory=21457MiB, VirtualMemoryAvailable=77025MiB
LogCookCommandlet: Display: GarbageCollection… (Exceeded Max Memory)
LogCook: Display: GarbageCollection Results: Garbage Collection was not very impactful.
LogCook: Display: MemoryAnalysis: General:
Type: Full
Duration: 0.718s
LogCook: Display: MemoryAnalysis: NumObjects:
Capacity: 25231360
Process Min: 58675
Process Max: 925330
Process Spread: 866655
Before GC: 925330
After GC: 581818
Freed by GC: 343512
LogCook: Display: MemoryAnalysis: Virtual Memory:
Process Min: 2841 MB
Process Max: 23235 MB
Process Spread: 20394 MB
Before GC: 22499 MB
After GC: 23235 MB
Freed by GC: -735 MB
LogCook: Display: MemoryAnalysis: Allocator Stats Before:
Item Malloc calls 0
Item Realloc calls 0
Item Free calls 0
Item Total Allocator calls 0
LogCook: Display: MemoryAnalysis: Allocator Stats After:
Item Malloc calls 0
Item Realloc calls 0
Item Free calls 0
Item Total Allocator calls 0
LogCook: Display: See log for memory use information for UObject classes and LLM tags.
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Hair_M_BobMessy_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Hair_M_BobCurly_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Goatee_L_Wavy_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Hair_S_SweptUp_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Hair_S_UpdoBuns_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Eyebrows_M_Dense_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Hair_S_SlickBack_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Eyebrows_M_Wide_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Mustache_S_Full_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Eyelashes_S_Fine_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Beard_M_Curly_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Hair_S_Pixie_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Beard_S_Full_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Mustache_L_Full_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Goatee_S_ChinStrap_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Hair_M_SideSweptFringe_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Beard_L_Messy_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Mustache_L_Wavy_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Hair_S_PulledBack_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Eyelashes_S_Sparse_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Eyelashes_S_Fine_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Eyelashes_S_Sparse_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Hair_L_AfroCurly_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Eyelashes_L_SlightCurl_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Hair_S_BobLayered_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Eyelashes_S_Fine_Binding) …
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Hair_S_Pixie_Binding) …
LogCook: Display: Cooked packages 0 Packages Remain 18992 Total 18992
LogCook: Display: Cook Diagnostics: OpenFileHandles=12822, VirtualMemory=24093MiB, VirtualMemoryAvailable=74353MiB
LogCook: Display: Garbage collection triggers ignored: Out of memory condition has been detected, but is only 48s after the last GC. It will be prevented until 60 seconds have passed and we may run out of memory.
Garbage collection triggered by conditions:
CookSettings.MemoryMinFreePhysical: Available physical memory 1436MiB is less than 2048MiB.
LogCook: Display: Cooked packages 11 Packages Remain 18981 Total 18992
LogCook: Display: Cooked packages 195 Packages Remain 18802 Total 18997
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1120.740601 MiB, MemoryLimit = 1112.050781 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1120.740601 MiB, MemoryLimit = 1112.050781 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1137.622192 MiB, MemoryLimit = 1114.035156 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1137.622192 MiB, MemoryLimit = 1114.035156 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1249.462769 MiB, MemoryLimit = 1114.28125 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1249.462769 MiB, MemoryLimit = 1114.28125 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 2284.515381 MiB, MemoryLimit = 1114.292969 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 2284.515381 MiB, MemoryLimit = 1114.292969 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 2758.254883 MiB, MemoryLimit = 1114.390625 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 2758.254883 MiB, MemoryLimit = 1114.390625 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1982.756836 MiB, MemoryLimit = 1114.316406 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1982.756836 MiB, MemoryLimit = 1114.316406 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1234.691406 MiB, MemoryLimit = 1114.929688 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1234.691406 MiB, MemoryLimit = 1114.929688 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1129.181396 MiB, MemoryLimit = 1113.460938 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1129.181396 MiB, MemoryLimit = 1113.460938 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 2153.683105 MiB, MemoryLimit = 1095.390625 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 2153.683105 MiB, MemoryLimit = 1095.324219 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1192.487305 MiB, MemoryLimit = 1088.90625 MiB
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [AnimationCompression] anyway! RequiredMemory = 0.000 MiB + 1192.487305 MiB, MemoryLimit = 1088.90625 MiB
LogCook: Display: Garbage collection triggered (Full). Triggered by conditions:
CookSettings.MemoryMinFreePhysical: Available physical memory 1128MiB is less than 2048MiB.
LogCook: Display: Cooked packages 244 Packages Remain 18896 Total 19140
LogCookCommandlet: Display: GarbageCollection… (Exceeded Max Memory)
LogCook: Display: GarbageCollection Results: Garbage Collection was not very impactful.
LogCook: Display: MemoryAnalysis: General:
Type: Full
Duration: 0.217s
LogCook: Display: MemoryAnalysis: NumObjects:
Capacity: 25231360
Process Min: 58675
Process Max: 925330
Process Spread: 866655
Before GC: 629754
After GC: 581941
Freed by GC: 47813
LogCook: Display: MemoryAnalysis: Virtual Memory:
Process Min: 2841 MB
Process Max: 25308 MB
Process Spread: 22466 MB
Before GC: 25293 MB
After GC: 25308 MB
Freed by GC: -14 MB
LogCook: Display: MemoryAnalysis: Allocator Stats Before:
Item Malloc calls 0
Item Realloc calls 0
Item Free calls 0
Item Total Allocator calls 0
LogCook: Display: MemoryAnalysis: Allocator Stats After:
Item Malloc calls 0
Item Realloc calls 0
Item Free calls 0
Item Total Allocator calls 0
LogCook: Display: See log for memory use information for UObject classes and LLM tags.
LogCook: Display: Garbage collection triggers ignored: Out of memory condition has been detected, but is only 4s after the last GC. It will be prevented until 60 seconds have passed and we may run out of memory.
Garbage collection triggered by conditions:
CookSettings.MemoryMinFreePhysical: Available physical memory 1147MiB is less than 2048MiB.
LogCook: Display: Cooked packages 260 Packages Remain 18880 Total 19140
LogCook: Display: Cooked packages 390 Packages Remain 18750 Total 19140
LogCook: Display: Cooked packages 407 Packages Remain 18733 Total 19140
LogCook: Display: Cooked packages 471 Packages Remain 18685 Total 19156
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: end: stack for UAT
Took 258,70s to run PlayEditor-Cmd.exe, ExitCode=3
SafeDeleteFile B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Logs\Cook-2025.08.02-22.30.03.txt
SafeCopyFile B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Cook-2025.08.02-22.25.45.txt B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Logs\Cook-2025.08.02-22.30.03.txt
SafeDeleteFile B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Cook-2025.08.02-22.25.45.txt
Cook failed.
(see B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
CommandletException: Editor terminated with exit code 3 while running Cook for B:\B_LIGHT\2025-07-17\Play\Play.uproject; see log B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Logs\Cook-2025.08.02-22.30.03.txt
at AutomationTool.CommandUtils.FinishRunCommandlet(FileReference ProjectFile, String Commandlet, DateTime StartTime, IProcessResult RunResult, String LocalLogFile, String& DestLogFile, UInt32 ErrorLevel) in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 476
at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectFile, String UnrealExe, String Commandlet, String Parameters, String& DestLogFile, UInt32 ErrorLevel) in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 281
at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectFile, String UnrealExe, String Commandlet, String Parameters, UInt32 ErrorLevel) in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 247
at AutomationTool.CommandUtils.CookCommandlet(FileReference ProjectFile, String UnrealExe, String Maps, String Dirs, String InternationalizationPreset, String CulturesToCook, String TargetPlatform, String Parameters) in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 93
at AutomationScripts.Project.Cook(ProjectParams Params) in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\Scripts\CookCommand.Automation.cs:line 319Wrapped by AutomationException: Cook failed.
at AutomationScripts.Project.Cook(ProjectParams Params) in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\Scripts\CookCommand.Automation.cs:line 329
at BuildCookRun.DoBuildCookRun(ProjectParams Params) in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 253
at BuildCookRun.ExecuteBuild() in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 43
at AutomationTool.BuildCommand.Execute() in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 372
at AutomationTool.BuildCommand.ExecuteAsync() in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 381
at AutomationTool.Automation.ExecuteAsync(List1 CommandsToExecute, Dictionary2 Commands) in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 284
at AutomationTool.Automation.ExecuteAsync(List1 CommandsToExecute, Dictionary2 Commands) in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 308
at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 168
AutomationTool executed for 0h 4m 20s
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
Running AutomationTool…
Using bundled DotNet SDK version: 8.0.300 win-x64
Starting AutomationTool…
Parsing command line: BuildCookRun -project=B:\B_LIGHT\2025-07-17\Play\Play.uproject -platform=Win64 -target=Play -clientconfig=Development -cook -unversioned -skipstage -nocompile -skipbuildeditor -nop4 -numcookers=1
Initializing script modules…
Total script module initialization time: 0.25 s.
Using C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe
Executing commands…
Setting up ProjectParams for B:\B_LIGHT\2025-07-17\Play\Play.uproject
********** COOK COMMAND STARTED **********
Running UnrealEditor Cook for project B:\B_LIGHT\2025-07-17\Play\Play.uproject
Commandlet log file is B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Cook-2025.08.02-22.42.56.txt
Running: B:\B_LIGHT\2025-07-17\Play\Binaries\Win64\PlayEditor-Cmd.exe “B:\B_LIGHT\2025-07-17\Play\Play.uproject” -run=Cook -TargetPlatform=Windows -unversioned -fileopenlog -abslog=“B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Cook-2025.08.02-22.42.56.txt” -stdout -CrashForUAT -unattended -NoLogTimes
LogCore: Display: Requested channels: ‘cpu,gpu,frame,log,bookmark,screenshot,region’
LogTrace: Display: Control listening on port 1985
LogCsvProfiler: Display: Metadata set : platform=“Windows”
LogCsvProfiler: Display: Metadata set : config=“Development”
LogCsvProfiler: Display: Metadata set : buildversion=“UE5-CL-0”
LogCsvProfiler: Display: Metadata set : engineversion=“5.6.0-0+UE5”
LogCsvProfiler: Display: Metadata set : os=“Windows 11 (23H2) [10.0.22631.5624] "
LogCsvProfiler: Display: Metadata set : cpu=“GenuineIntel|13th Gen Intel(R) Core™ i5-13600K”
LogCsvProfiler: Display: Metadata set : pgoenabled=“0”
LogCsvProfiler: Display: Metadata set : pgoprofilingenabled=“0”
LogCsvProfiler: Display: Metadata set : ltoenabled=“0”
LogCsvProfiler: Display: Metadata set : asan=“0”
LogCsvProfiler: Display: Metadata set : commandline=”" B:\B_LIGHT\2025-07-17\Play\Play.uproject -run=Cook -TargetPlatform=Windows -unversioned -fileopenlog -abslog=B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Cook-2025.08.02-22.42.56.txt -stdout -CrashForUAT -unattended -NoLogTimes""
LogCsvProfiler: Display: Metadata set : loginid=“55bb33bf4a7541009efd8a839c378aa1”
LogCsvProfiler: Display: Metadata set : llm=“0”
LogCsvProfiler: Display: Metadata set : systemresolution.resx=“1280”
LogCsvProfiler: Display: Metadata set : systemresolution.resy=“720”
LogAudio: Display: Audio Device Manager not initializing due to all audio being disabled. If this is not intentional, please check command line arguments for “-nosound”.
LogConfig: Display: Loading VulkanPC ini files took 0.03 seconds
LogConfig: Display: Loading Mac ini files took 0.04 seconds
LogConfig: Display: Loading Android ini files took 0.04 seconds
LogConfig: Display: Loading IOS ini files took 0.04 seconds
LogConfig: Display: Loading Windows ini files took 0.05 seconds
LogConfig: Display: Loading TVOS ini files took 0.05 seconds
LogConfig: Display: Loading Unix ini files took 0.05 seconds
LogConfig: Display: Loading VisionOS ini files took 0.05 seconds
LogConfig: Display: Loading Linux ini files took 0.05 seconds
LogConfig: Display: Loading LinuxArm64 ini files took 0.05 seconds
RenderDocPlugin: Display: RenderDoc plugin will not be loaded. Use ‘-AttachRenderDoc’ on the cmd line or enable ‘renderdoc.AutoAttach’ in the plugin settings.
LogHAL: Display: Platform has ~ 64 GB [68470575104 / 68719476736 / 64], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
LogCsvProfiler: Display: Metadata set : extradevelopmentmemorymb=“0”
LogTextureFormatASTC: Display: ASTCEnc version 5.0.1 library loaded
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatASTC
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatDXT
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatETC2
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatIntelISPCTexComp
LogTextureFormatOodle: Display: Oodle Texture TFO init; latest sdk version = 2.9.13
LogTextureFormatOodle: Display: Oodle Texture loading DLL: oo2tex_win64_2.9.13.dll
LogTextureFormatOodle: Display: Oodle Texture loading DLL: oo2tex_win64_2.9.5.dll
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatOodle
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatUncompressed
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ASTC’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_DXT’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ETC2’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_OpenXR’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘AndroidClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ASTCClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_DXTClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ETC2Client’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_OpenXRClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_Multi’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_MultiClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Linux’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxEditor’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxServer’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxArm64’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxArm64Server’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxArm64Client’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Windows’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘WindowsEditor’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘WindowsServer’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘WindowsClient’
LogTargetPlatformManager: Display: Building Assets For Windows
LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
LogObj: Display: Attempting to load config data for Default__SlateThemeManager before the Class has been constructed/registered/linked (likely during module loading or early startup). This will result in the load silently failing and should be fixed.
LogCsvProfiler: Display: Metadata set : verbatimrhiname=“Null”
LogCsvProfiler: Display: Metadata set : rhiname=“Null”
LogCsvProfiler: Display: Metadata set : rhifeaturelevel=“SM6”
LogCsvProfiler: Display: Metadata set : shaderplatform=“PCD3D_SM6”
LogDerivedDataCache: Display: Memory: Max Cache Size: -1 MB
LogZenServiceInstance: Display: Launching executable ‘C:/Users/shelt/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe’, working dir ‘C:/Users/shelt/AppData/Local/UnrealEngine/Common/Zen/Install’, data dir ‘B:/B_LIGHT/LightCache/Zen’, args ‘–port 8558 --data-dir “B:\B_LIGHT\LightCache\Zen” --http asio --gc-cache-duration-seconds 1209600 --gc-interval-seconds 21600 --gc-low-diskspace-threshold 2147483648 --quiet --http-forceloopback --owner-pid 39856 --child-id Zen_39856_Startup’
LogZenServiceInstance: Display: Unreal Zen Storage Server HTTP service at [::1]:8558 status: OK!.
LogDerivedDataCache: Display: ZenLocal: Using ZenServer HTTP service at http://[::1]:8558/ with namespace ue.ddc status: OK!.
LogDerivedDataCache: Display: B:/B_LIGHT/LightCache: Performance: Latency=0.04ms. RandomReadSpeed=178.34MBs, RandomWriteSpeed=376.30MBs. Assigned SpeedClass ‘Local’
LogUbaHorde: Display: UBA/Horde Configuration [Uba.Provider.Horde]: Not Enabled
LogShaderCompilers: Display: Using 17 local workers for shader compilation
LogShaderCompilers: Display: Compiling shader autogen file: ../../Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush
LogShaderCompilers: Display: Autogen file is unchanged, skipping write.
LogAssetRegistry: Display: Asset registry cache read as 827.0 MiB from ../../Intermediate/CachedAssetRegistry_0.bin.
LogEditorDomain: Display: EditorDomain is Disabled
LogAssetRegistry: Display: AssetDataGatherer spent 0.008s loading caches ../../Intermediate/CachedAssetRegistry_.bin.
LogDeviceProfileManager: Display: Deviceprofile LinuxArm64Editor not found.
LogDeviceProfileManager: Display: Deviceprofile LinuxArm64 not found.
LogCsvProfiler: Display: Metadata set : deviceprofile=“WindowsEditor”
LogStreaming: Display: FlushAsyncLoading(1): 1 QueuedPackages, 0 AsyncPackages
LogStreaming: Display: Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/PowerToRoughness (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions01/Shading/PowerToRoughness because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/PowerToRoughness (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/ConvertFromDiffSpec (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions01/Shading/ConvertFromDiffSpec because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/ConvertFromDiffSpec (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Flushing package /Engine/EngineMaterials/WorldGridMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/EngineMaterials/T_Default_Material_Grid_M because of a recursive sync load
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/EngineMaterials/T_Default_Material_Grid_N because of a recursive sync load
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions01/Opacity/CameraDepthFade because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/WorldGridMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultPostProcessMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultLightFunctionMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultDiffuse because of a recursive sync load
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultLightFunctionMaterial is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions02/Utility/BreakOutFloat2Components because of a recursive sync load
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultLightFunctionMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultPostProcessMaterial because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultPostProcessMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultDeferredDecalMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultLightFunctionMaterial because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/WorldGridMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultDeferredDecalMaterial because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/WorldGridMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/EngineMaterials/WorldGridMaterial because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/WorldGridMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogTextureEncodingSettings: Display: Texture Encode Speed: Final (cook).
LogTextureEncodingSettings: Display: Oodle Texture Encode Speed settings: Fast: RDO Off Lambda=0, Effort=Normal Final: RDO Off Lambda=0, Effort=Normal
LogTextureEncodingSettings: Display: Shared linear texture encoding: Disabled
LogMeshReduction: Display: Using QuadricMeshReduction for automatic static mesh reduction
LogMeshReduction: Display: Using SkeletalMeshReduction for automatic skeletal mesh reduction
LogMeshReduction: Display: Using ProxyLODMeshReduction for automatic mesh merging
LogMeshReduction: Display: No distributed automatic mesh merging module available
LogVirtualization: Display: VirtualizationSystem name found in ini file: None
LogVirtualization: Display: FNullVirtualizationSystem mounted, virtualization will be disabled
LogWorldPartition: Display: FWorldPartitionClassDescRegistry::Initialize started…
LogWorldPartition: Display: FWorldPartitionClassDescRegistry::Initialize took 2.074 ms
LogMetaSound: Display: MetaSound Page Target Initialized to ‘Default’
LogAudio: Display: Registering Engine Module Parameter Interfaces…
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
LogAssetEditorSubsystem: Warning: Something went wrong while loading recent assets! Num Recent Assets = 0, Num Recent Asset Editors = 1
LogCsvProfiler: Display: Metadata set : largeworldcoordinates=“1”
LogCook: Display: CookProcessCount=1. CookMultiprocess is disabled and the cooker is running as a single process.
LogCook: Display: CookSettings for Memory:
MemoryMaxUsedVirtual 0MiB
MemoryMaxUsedPhysical 0MiB
MemoryMinFreeVirtual 2048MiB
MemoryMinFreePhysical 2048MiB
MemoryTriggerGCAtPressureLevel None
SoftGCMemoryUseTrigger disabled
SoftGCTimeBudgetTrigger enabled (0.05 budget, 30s min period)
LogCook: Display: SkipOnlyEditorOnly is enabled, unsolicited packages will not be cooked unless they are referenced from the cooked version of the instigator package.
LogAssetRegistry: Display: Triggering cache save on discovery complete
LogEditorDomain: Display: Cycle detected in parents of class /Script/RigVMDeveloper.RigVMUnitNode. Allow flags for editordomain and incremental cooking will be invalid.
LogEditorDomain: Display: Class /script/PropertyBindingUtilsModule.PropertyBindingPropertyAccess is imported by a package but does not exist in memory. EditorDomain keys for packages using it will be invalid if it still exists.
To clear this message, resave packages that use the deleted class, or load its module earlier than the packages that use it are referenced.
LogEditorDomain: Display: Cycle detected in parents of class /Script/LiveLinkGraphNode.K2Node_EvaluateLiveLinkFrameWithSpecificRole. Allow flags for editordomain and incremental cooking will be invalid.
LogZenStore: Display: Establishing oplog ‘Play.c00fccac/EditorDomain’
LogZenStore: Display: Zen project ‘Play.c00fccac’ already exists
LogZenStore: Display: Zen oplog ‘Play.c00fccac/EditorDomain’ already exists
LogCook: Display: Waiting for Asset Registry
LogPlacementMode: Display: The Asset Registry is done with its initial scan, the list of placeable classes has been updated.
LogAssetRegistry: Display: Asset registry cache written as 827.0 MiB to ../../Intermediate/CachedAssetRegistry_.bin
LogCook: Display: FULL COOK: Neither -legacyiterative nor -cookincremental were specified. Deleting previously cooked packages for platform Windows and recooking all packages discovered in the current cook.
LogCook: Display: Sandbox cleanup took 0.169 seconds for platforms Windows
LogCook: Display: Compiling global changed shaders for platform ‘Windows’
LogCook: Display: Discovering localized assets for cultures: en, en-001, ru, ru-RU
LogCook: Display: Found 0 localized assets
LogCook: Display: Cooked packages 0 Packages Remain 504 Total 504
LogCook: Display: Cook Diagnostics: OpenFileHandles=314, VirtualMemory=3815MiB, VirtualMemoryAvailable=155702MiB
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
LogSkeletalMesh: Display: /Game/Vehicle/vehCar_vehicle03/Mesh/SKM_vehCar_vehicle03.SKM_vehCar_vehicle03 ComputeTangents MikkTSpace function: Compute a zero length normal vector.
LogCook: Display: Unsolicited package /Game/StarterContent/Audio/Fire01 was loaded by package /Game/StarterContent/Audio/Fire01_Cue. This is a hidden dependency, causes poor cook performance, and it might be a bug to add it to the cook. Declare this package in the AssetRegistry dependencies of the loading package, or mark up its load with FCookLoadScope to specify whether it is runtime or editoronly.
LogCook: Display: Unsolicited package /HairStrands/Emitters/StableSpringsSystem was loaded by package /Game/MetaHumans/Badook/FemaleHair/Hair/Hair_M_BobMessy. This is a hidden dependency, causes poor cook performance, and it might be a bug to add it to the cook. Declare this package in the AssetRegistry dependencies of the loading package, or mark up its load with FCookLoadScope to specify whether it is runtime or editoronly.
LogCook: Display: Unsolicited package /HairStrands/Emitters/StableRodsSystem was loaded by package /Game/MetaHumans/Rod/MaleHair/Hair/Hair_M_SideSweptFringe. This is a hidden dependency, causes poor cook performance, and it might be a bug to add it to the cook. Declare this package in the AssetRegistry dependencies of the loading package, or mark up its load with FCookLoadScope to specify whether it is runtime or editoronly.
LogCook: Display: Cooked packages 0 Packages Remain 18992 Total 18992
LogCook: Display: Cook Diagnostics: OpenFileHandles=12898, VirtualMemory=21550MiB, VirtualMemoryAvailable=137800MiB
LogCook: Display: Garbage collection triggered (Soft). Triggered by conditions:
CookSettings.SoftGCTimeTrigger: Periodic triggering of SoftGC: No duration data.
LogCook: Display: Cooked packages 9 Packages Remain 18983 Total 18992
LogCookCommandlet: Display: GarbageCollection… (Periodic GC)
LogStaticMesh: Display: Waiting for static meshes to be ready 0/1 (/Game/NextGenDestruction/Meshes/FX/SM_ConcreteSmallPiece_1) …
LogCook: Display: Cooked packages 9 Packages Remain 18988 Total 18997
LogCook: Display: Cooked packages 158 Packages Remain 18839 Total 18997
LogCook: Display: Garbage collection triggered (Soft). Triggered by conditions:
CookSettings.SoftGCTimeTrigger: Periodic triggering of SoftGC: SoftGCTimeFractionBudget == 0.050. TimeSinceLastGCSeconds == 30.516. CurrentTimeBudget == 1.606. ExpectedDuration == 1.143.
LogCook: Display: Cooked packages 200 Packages Remain 18940 Total 19140
LogCook: Display: Cook Diagnostics: OpenFileHandles=14196, VirtualMemory=24565MiB, VirtualMemoryAvailable=134765MiB
LogCookCommandlet: Display: GarbageCollection… (Periodic GC)
LogCook: Display: Cooked packages 416 Packages Remain 18724 Total 19140
LogCook: Display: Cooked packages 480 Packages Remain 18676 Total 19156
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000578
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ff9f80373cd PlayEditor-CoreUObject.dll!UClass::InternalCreateDefaultObjectWrapper() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5565]
LogWindows: Error: [Callstack] 0x00007ff9f840f008 PlayEditor-CoreUObject.dll!FindArchetypeFromRequiredInfoImpl<0,0>() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectArchetype.cpp:182]
LogWindows: Error: [Callstack] 0x00007ff9f8432885 PlayEditor-CoreUObject.dll!GetArchetypeImpl() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectArchetype.cpp:279]
LogWindows: Error: [Callstack] 0x00007ff9f84cab1d PlayEditor-CoreUObject.dll!UObjectBaseUtility::IsDefaultSubobject() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBaseUtility.cpp:541]
LogWindows: Error: [Callstack] 0x00007ff9f83531e4 PlayEditor-CoreUObject.dll!FObjectPropertyBase::ExportText_Internal() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:308]
LogWindows: Error: [Callstack] 0x00007ff9f82f4cf9 PlayEditor-CoreUObject.dll!FProperty::ExportText_Direct() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\CoreUObject\Private\UObject\Property.cpp:1088]
LogWindows: Error: [Callstack] 0x00007ff9e5850b8f PlayEditor-UnrealEd.dll!FBlueprintEditorUtils::PropertyValueToString_Direct() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:9336]
LogWindows: Error: [Callstack] 0x00007ff9d566fe7f PlayEditor-BlueprintGraph.dll!UK2Node_FunctionEntry::UpdateDefaultsFromVariableStruct() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp:595]
LogWindows: Error: [Callstack] 0x00007ff9d566c25b PlayEditor-BlueprintGraph.dll!UK2Node_FunctionEntry::Serialize() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp:347]
LogWindows: Error: [Callstack] 0x00007ff9dbfc649a PlayEditor-Kismet.dll!UE::Private::GetAllImportedObjects() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\Kismet\Private\Blueprints\BlueprintDependencies.cpp:223]
LogWindows: Error: [Callstack] 0x00007ff9dbfc4922 PlayEditor-Kismet.dll!UE::Private::GetAllDependencies() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\Kismet\Private\Blueprints\BlueprintDependencies.cpp:287]
LogWindows: Error: [Callstack] 0x00007ff9dbfaf27b PlayEditor-Kismet.dll!UE::Private::GenerateBlueprintDependencies() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\Kismet\Private\Blueprints\BlueprintDependencies.cpp:589]
LogWindows: Error: [Callstack] 0x00007ff9dc01ff58 PlayEditor-Kismet.dll!UE::Private::BlueprintDependencies::RecordCookDependencies() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\Kismet\Private\Blueprints\BlueprintDependencies.cpp:691]
LogWindows: Error: [Callstack] 0x00007ff9dd570f6b PlayEditor-Engine.dll!UBlueprint::OnCookEvent() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\Engine\Private\Blueprint.cpp:959]
LogWindows: Error: [Callstack] 0x00007ff9f842686c PlayEditor-CoreUObject.dll!UE::SavePackageUtilities::CallCookEventPlatformCookDependencies() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage\SavePackageUtilities.cpp:701]
LogWindows: Error: [Callstack] 0x00007ff9f83eb0d9 PlayEditor-CoreUObject.dll!`anonymous namespace’::RoutePresave() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage2.cpp:288]
LogWindows: Error: [Callstack] 0x00007ff9f83eb6aa PlayEditor-CoreUObject.dll!UPackage::Save2() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage2.cpp:3791]
LogWindows: Error: [Callstack] 0x00007ff9f83ebc31 PlayEditor-CoreUObject.dll!UPackage::Save() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage.cpp:20]
LogWindows: Error: [Callstack] 0x00007ff9e5303e35 PlayEditor-UnrealEd.dll!UEditorEngine::Save() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:4525]
LogWindows: Error: [Callstack] 0x00007ff9e5023245 PlayEditor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackage() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\UnrealEd\Private\Cooker\CookSavePackage.cpp:126]
LogWindows: Error: [Callstack] 0x00007ff9e6129dfc PlayEditor-UnrealEd.dll!UCookOnTheFlyServer::PumpRuntimeSaves() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:5053]
LogWindows: Error: [Callstack] 0x00007ff9e6139264 PlayEditor-UnrealEd.dll!UCookOnTheFlyServer::TickMainCookLoop() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1528]
LogWindows: Error: [Callstack] 0x00007ff9e61389ec PlayEditor-UnrealEd.dll!UCookOnTheFlyServer::TickCookByTheBook() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1408]
LogWindows: Error: [Callstack] 0x00007ff9e4da5650 PlayEditor-UnrealEd.dll!UCookCommandlet::RunCookByTheBookCook() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:598]
LogWindows: Error: [Callstack] 0x00007ff9e4d6563a PlayEditor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:550]
LogWindows: Error: [Callstack] 0x00007ff9e4d80543 PlayEditor-UnrealEd.dll!UCookCommandlet::Main() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:269]
LogWindows: Error: [Callstack] 0x00007ff683658fa0 PlayEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3860]
LogWindows: Error: [Callstack] 0x00007ff68364e39c PlayEditor-Cmd.exe!GuardedMain() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\Launch\Private\Launch.cpp:143]
LogWindows: Error: [Callstack] 0x00007ff68364e6ba PlayEditor-Cmd.exe!GuardedMainWrapper() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]
LogWindows: Error: [Callstack] 0x00007ff68365209e PlayEditor-Cmd.exe!LaunchWindowsStartup() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
LogWindows: Error: [Callstack] 0x00007ff683664e44 PlayEditor-Cmd.exe!WinMain() [B:\UNREAL\UnrealEngine-5.6\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]
LogWindows: Error: [Callstack] 0x00007ff683667466 PlayEditor-Cmd.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogWindows: Error: [Callstack] 0x00007ffaaf03259d KERNEL32.DLL!UnknownFunction
LogWindows: Error:
LogWindows: Error: end: stack for UAT
Took 355,49s to run PlayEditor-Cmd.exe, ExitCode=3
Cook failed.
(see B:\UNREAL\UnrealEngine-5.6\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
AutomationTool executed for 0h 5m 56s
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
BUILD FAILED
Now I’m going to try to cook an empty level. Next, if cook is successful, I will add 10 blueprints there and check. The log does not show me a specific blueprint with an error. I have already added LogBlueprint=VeryVerbose
LogSavePackage=Verbose in defauiltengine.ini it did not help to find the error. I have a large 250gb project, so it’s like looking for a needle in a haystack.