Can't cook/package the project!

I got the Subway Environment from the Unreal Marketplace and I can’t package my project! Please, HELP!!!

Output Log:

LogBlueprint:Warning: Compiler Warning Node  Unknown  is not referencing a valid level actor
LogBlueprint:Warning: Compiler Warning [6271.63] Compile of PersistentLevel.RailwayStation successful, but with 1 Warning(s) [in 1,025 ms] (/Game/FPSTemplate/Maps/RailwayStation.RailwayStation:PersistentLevel.RailwayStation)
LogBlueprint:Warning: Compiler Warning [6271.92] Compile of PersistentLevel.RailwayStation successful, but with 2 Warning(s) [in 5 ms] (/Game/FPSTemplate/Maps/RailwayStation.RailwayStation:PersistentLevel.RailwayStation)
LogBlueprint:Warning: Compiler Warning [6271.92] Compile of PersistentLevel.RailwayStation successful, but with 3 Warning(s) [in 0 ms] (/Game/FPSTemplate/Maps/RailwayStation.RailwayStation:PersistentLevel.RailwayStation)
LogBlueprint:Warning: Compiler Warning [6274.13] Compile of PersistentLevel.RailwayStation successful, but with 4 Warning(s) [in 2,206 ms] (/Game/FPSTemplate/Maps/RailwayStation.RailwayStation:PersistentLevel.RailwayStation)
LogBlueprint:Warning: Compiler Warning [6274.94] Compile of PersistentLevel.RailwayStation successful, but with 5 Warning(s) [in 763 ms] (/Game/FPSTemplate/Maps/RailwayStation.RailwayStation:PersistentLevel.RailwayStation)
LogBlueprint:Warning: Compiler Warning [6274.94] Compile of PersistentLevel.RailwayStation successful, but with 6 Warning(s) [in 0 ms] (/Game/FPSTemplate/Maps/RailwayStation.RailwayStation:PersistentLevel.RailwayStation)
LogSavePackage: Save=40222.31ms
LogSavePackage: Moving '../../../../../../UE 4.12 Projects/Workspace/FPSTemplate - Release/Saved/UEDPCRailwayStationA3A3F2904B19A4F371BBECB9BE759DAD.tmp' to '../../../../../../UE 4.12 Projects/Workspace/FPSTemplate - Release/Saved/Autosaves/Game/FPSTemplate/Maps/UEDPCRailwayStation.umap'
LogSavePackage:Display: Finished SavePackage ../../../../../../UE 4.12 Projects/Workspace/FPSTemplate - Release/Saved/Autosaves/Game/FPSTemplate/Maps/UEDPCRailwayStation.umap
LogEditorTransaction: Undo Spawn Play From Here Start
MainFrameActions: Packaging (Windows (32-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=E:/UE 4.12 Projects/Workspace/FPSTemplate - Release/FPSTemplate.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=E:/UE 4.12 Projects/Workspace/FPSTemplate - Re
MainFrameActions: Packaging (Windows (32-bit)): lease/FPSTemplate.uproject -cook -stage -archive -archivedirectory=E:/UE 4.12 Projects/Workspace/FPSTemplate - Release/Builds/Operation Breakout®/Win32 -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win32 -build -utf8output
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for E:\UE 4.12 Projects\Workspace\FPSTemplate - Release\FPSTemplate.uproject
MainFrameActions: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: E:\Epic Games\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe FPSTemplate Win32 Shipping -Project="E:\UE 4.12 Projects\Workspace\FPSTemplate - Release\FPSTemplate.uproject"  "E:\UE 4.12 Projects\Workspace\FPSTemplate - Rel
MainFrameActions: Packaging (Windows (32-bit)): ease\FPSTemplate.uproject"  -remoteini="E:\UE 4.12 Projects\Workspace\FPSTemplate - Release" -noxge -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target)
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 3,8506656s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: E:\Epic Games\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe FPSTemplate Win32 Shipping -Project="E:\UE 4.12 Projects\Workspace\FPSTemplate - Release\FPSTemplate.uproject"  "E:\UE 4.12 Projects\Workspace\FPSTemplate - Rel
MainFrameActions: Packaging (Windows (32-bit)): ease\FPSTemplate.uproject"  -remoteini="E:\UE 4.12 Projects\Workspace\FPSTemplate - Release" -noxge -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Creating makefile for FPSTemplate (working set of source files changed)
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Parsing headers for FPSTemplate
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool:   Running UnrealHeaderTool "E:\UE 4.12 Projects\Workspace\FPSTemplate - Release\FPSTemplate.uproject" "E:\UE 4.12 Projects\Workspace\FPSTemplate - Release\Intermediate\Build\Win32\FPSTemplate\Shipping\FPSTemplate.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unatt
ended -WarningsAsErrors -installed
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Reflection code generated for FPSTemplate in 8,5647186 seconds
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Performing 2 actions (4 in parallel)
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Module.FPSTemplate.cpp
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: E:\UE 4.12 Projects\Workspace\FPSTemplate - Release\Source\FPSTemplate\Soldier\Soldier.cpp(281): warning C4996: 'UAnimInstance::GetSlotWeight': This cannot be called directly as it relies on data potentially in use on worker threads Please
MainFrameActions: Packaging (Windows (32-bit)):  update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: E:\Epic Games\Epic Games\4.12\Engine\Source\Runtime\Engine\Classes\Animation/AnimInstance.h(511): note: see declaration of 'UAnimInstance::GetSlotWeight'
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: [2/2] Link FPSTemplate-Win32-Shipping.exe
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: UE4-Engine-Win32-Shipping.lib(Module.Engine.25_of_34.cpp.obj) : error LNK2005: "public: __thiscall FPhysXErrorCallback::FPhysXErrorCallback(void)" (??0FPhysXErrorCallback@@QAE@XZ) already defined in Module.FPSTemplate.cpp.obj
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool:    Creating library E:\UE 4.12 Projects\Workspace\FPSTemplate - Release\Binaries\Win32\FPSTemplate-Win32-Shipping.lib and object E:\UE 4.12 Projects\Workspace\FPSTemplate - Release\Binaries\Win32\FPSTemplate-Win32-Shipping.exp
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: E:\UE 4.12 Projects\Workspace\FPSTemplate - Release\Binaries\Win32\FPSTemplate-Win32-Shipping.exe : fatal error LNK1169: one or more multiply defined symbols found
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\UE 4.12 Projects\Workspace\FPSTemplate - Release\Binaries\Win32\FPSTemplate-Win32-Shipping.exe
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Total build time: 124,27 seconds
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 124,4547726s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): E:\Epic Games\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe FPSTemplate Win32 Shipping -Project="E:\UE 4.12 Projects\
MainFrameActions: Packaging (Windows (32-bit)): Workspace\FPSTemplate - Release\FPSTemplate.uproject"  "E:\UE 4.12 Projects\Workspace\FPSTemplate - Release\FPSTemplate.uproject"  -remoteini="E:\UE 4.12 Projects\Workspace\FPSTemplate - Release" -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.11.09-14.00.14.txt' 
MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvV
ars)
MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride,
 Dictionary`2 InTargetToManifest)
MainFrameActions: Packaging (Windows (32-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
MainFrameActions: Packaging (Windows (32-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.BuildCommand.Execute()
MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
MainFrameActions: Packaging (Windows (32-bit)):    at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

Hi Midsoft Inc.

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps can I take to reproduce this on my end?
  • What device(s) are you packaging for?
  • Were you able to package before adding the content?

It isn’t a blank project. It is a pretty big project.
Just get the Subway Environment by anilisbilir.
I am packaging for Windows 32 and 64 bit.
Yes, I was able to package it before adding the content.

Thanks for the support!

  1. It isn’t a blank project. It is a pretty big project.
  2. Just get the Subway Environment by anilisbilir.
  3. I am packaging for Windows 32 and 64 bit.
  4. Yes, I was able to package it before adding the content.

Thanks for the support!

P.S. I am Mihai Darius. “Mihai Darius” is an older account.

I fixed the problem! So, here is how I did it!
First of all, I read carefully the output log and I found out this line:

UnrealBuildTool: UE4-Engine-Win32-Shipping.lib(Module.Engine.25_of_34.cpp.obj) : error LNK2005: "public: __thiscall FPhysXErrorCallback::FPhysXErrorCallback(void)" (??0FPhysXErrorCallback@@QAE@XZ) already defined in Module.FPSTemplate.cpp.obj

I’ve created a C++ class called “FPhysXErrorCallback”, but then I’ve deleted it. But it wasn’t completely deleted. It was in “Module.FPSTemplate.cpp” as an “include”.

I went into the script and I’ve deleted the line.

Now, the Subway Environment problem:
I’ve deleted the train from the map and I went into the project settings and I’ve checked “Disable CCD” in the Phisics tab.

This is it! Now, I am able to package my game!

But now I received this error!

MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.11.09-20.33.19:299][  0]LogPhysics:Error: PHYSX: (d:\ori.cohen_g6217_physics\engine\source\thirdparty\physx\physx-3.3\source\physx\src\NpRigidBodyTemplate.h 437) eINVALID_PARAMETER : RigidBody::setRigidBodyFlag: kinematic bodies with CCD enabled are not supported! CCD will be ignored.

Help!!

Done! All fixed! Keep in mind that UE4 will cook the whole project and assets, NOT only the assets from the map(s)! So, I remembered this and now I solved it!

Done! All fixed! Keep in mind that UE4 will cook the whole project and assets, NOT only the assets from the map(s)! So, I remembered this and now I solved it! I’ve deleted the train from the map, but I forgot to delete it from the Content Browser. Now, I am packaging my project successfully!