# Cant cook in 5.6

**URL:** <https://forums.unrealengine.com/t/cant-cook-in-5-6/2626383>\
**Category:** Programming & Scripting\
**Tags:** Cooking, unreal-engine, question\
**Created:** [August 1, 2025, 1:14pm UTC](https://forums.unrealengine.com/t/cant-cook-in-5-6/2626383 "2025-08-01T13:14:34Z")\
**Posts on this page:** 10\
**Page:** 1

<div class="post-metadata">

**Author:** ![Gisterson](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gisterson/32/1092737_2.png) [@Gisterson](https://forums.unrealengine.com/u/Gisterson)\
**Post date:** [August 1, 2025, 1:14pm UTC](https://forums.unrealengine.com/t/cant-cook-in-5-6/2626383/1 "2025-08-01T13:14:34Z")

</div>

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](https://www.babaei.net/blog/build-unreal-engine-from-github-source-code-microsof-windows/#microsot-visual-studio-installer-configuration-file)

# 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)

---

<div class="post-metadata">

**Author:** ![brs-sebascova](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/brs-sebascova/32/1052483_2.png) [@brs-sebascova](https://forums.unrealengine.com/u/brs-sebascova)\
**Post date:** [August 1, 2025, 5:24pm UTC](https://forums.unrealengine.com/t/cant-cook-in-5-6/2626383/2 "2025-08-01T17:24:07Z")

</div>

Hello there @Gisterson!

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:

> **[Setting Up Visual Studio Development Environment for C++ Projects in Unreal...](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine)**
>
> Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine.

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.

---

<div class="post-metadata">

**Author:** ![Gisterson](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gisterson/32/1092737_2.png) [@Gisterson](https://forums.unrealengine.com/u/Gisterson)\
**Post date:** [August 2, 2025, 2:11pm UTC](https://forums.unrealengine.com/t/cant-cook-in-5-6/2626383/3 "2025-08-02T14:11:29Z")

</div>

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](http://recommended.NET) 8.0)

These options have also been [enabled.NET](http://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.

---

<div class="post-metadata">

**Author:** ![Gisterson](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gisterson/32/1092737_2.png) [@Gisterson](https://forums.unrealengine.com/u/Gisterson)\
**Post date:** [August 2, 2025, 7:33pm UTC](https://forums.unrealengine.com/t/cant-cook-in-5-6/2626383/4 "2025-08-02T19:33:57Z")

</div>

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(List`1 CommandsToExecute, Dictionary`2 Commands) in B:\UNREAL\UnrealEngine-5.6\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 284 at AutomationTool.Automation.ExecuteAsync(List`1 CommandsToExecute, Dictionary`2 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)

---

<div class="post-metadata">

**Author:** ![Gisterson](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gisterson/32/1092737_2.png) [@Gisterson](https://forums.unrealengine.com/u/Gisterson)\
**Post date:** [August 2, 2025, 7:51pm UTC](https://forums.unrealengine.com/t/cant-cook-in-5-6/2626383/5 "2025-08-02T19:51:20Z")

</div>

Same problem with cook in CMD

> **Summary**
>
> 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

---

<div class="post-metadata">

**Author:** ![Gisterson](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gisterson/32/1092737_2.png) [@Gisterson](https://forums.unrealengine.com/u/Gisterson)\
**Post date:** [August 2, 2025, 10:53pm UTC](https://forums.unrealengine.com/t/cant-cook-in-5-6/2626383/6 "2025-08-02T22:53:18Z")

</div>

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.

---

<div class="post-metadata">

**Author:** ![Gisterson](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gisterson/32/1092737_2.png) [@Gisterson](https://forums.unrealengine.com/u/Gisterson)\
**Post date:** [August 5, 2025, 11:53am UTC](https://forums.unrealengine.com/t/cant-cook-in-5-6/2626383/7 "2025-08-05T11:53:17Z")

</div>

I couldn’t cook an empty level. Unreal pulls up gameinstance and pulls in a lot of blueprints. But now I’m going to try a new option. I installed the game-ready drivers for nvidia and created a clean 5.6 project with all my plugins. He’s building. I’m starting to transfer the blueprints into it a little at a time. First, the main player. It is associated with a large number of other blueprints, but this will be an MVP check to find a problematic asset.

---

<div class="post-metadata">

**Author:** ![Gisterson](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gisterson/32/1092737_2.png) [@Gisterson](https://forums.unrealengine.com/u/Gisterson)\
**Post date:** [August 7, 2025, 10:31pm UTC](https://forums.unrealengine.com/t/cant-cook-in-5-6/2626383/8 "2025-08-07T22:31:57Z")

</div>

Today I installed a clean ue5-main branch again. version 5.7.

There is no error anymore

---

<div class="post-metadata">

**Author:** ![Rapid\_Wirehead](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rapid_wirehead/32/88716_2.png) [@Rapid\_Wirehead](https://forums.unrealengine.com/u/Rapid_Wirehead)\
**Post date:** [September 15, 2025, 9:35pm UTC](https://forums.unrealengine.com/t/cant-cook-in-5-6/2626383/10 "2025-09-15T21:35:46Z")

</div>

Is there any solution or steps to avoid that failing packaging ? This is the worst trouble I’ve ever had with unreal engine.

---

<div class="post-metadata">

**Author:** ![Origins](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Origins](https://forums.unrealengine.com/u/Origins)\
**Post date:** [November 5, 2025, 12:44pm UTC](https://forums.unrealengine.com/t/cant-cook-in-5-6/2626383/11 "2025-11-05T12:44:56Z")

</div>

Bump Bump
