Could you please provide me with the error you’re receiving, please make sure to upload them as a .txt file to your next reply. Is this option causing you to fail on every single project template too?
I selected this option and packaged my project for Windows and did not run into any trouble.
Testing on project templates will take a bit more time so i’ll report later, but in the mean time, here a full log of a 4.9 packaging (where cooking failed).
Here are some of the errors I am seeing that may be causing your cooking process to fail. Could you please look over these files and ensure that they’re correctly placed in your project?
[2015.09.02-20.09.37:090][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:083][ 0]LogInit:Display: LogMaterial:Warning: Failed to compile Material /Game/stage/M_Rock_Marble_Polished.M_Rock_Marble_Polished for platform PCD3D_SM5, Default Material will be used in game.
[2015.09.02-20.09.37:091][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:084][ 0]LogInit:Display: LogMaterial:Warning: (Node TextureSample) TextureSample> Missing input texture
[2015.09.02-20.09.37:091][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:084][ 0]LogInit:Display: LogMaterial:Warning: Failed to compile Material /Game/stage/M_Rock_Marble_Polished.M_Rock_Marble_Polished for platform PCD3D_SM4, Default Material will be used in game.
[2015.09.02-20.09.37:091][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:084][ 0]LogInit:Display: LogSkinnedMeshComp:Warning: GetSocketByName(): No SkeletalMesh for 3D Skeletal Object
[2015.09.02-20.09.37:092][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:085][ 0]LogInit:Display: LogMaterial:Warning: Failed to compile Material /Game/pen/M_Rock_Marble_Polished.M_Rock_Marble_Polished for platform PCD3D_SM5, Default Material will be used in game.
[2015.09.02-20.09.37:092][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:085][ 0]LogInit:Display: LogMaterial:Warning: Failed to compile Material /Game/pen/M_Rock_Marble_Polished.M_Rock_Marble_Polished for platform PCD3D_SM4, Default Material will be used in game.
[2015.09.02-20.09.37:092][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:085][ 0]LogInit:Display: LogMaterial:Warning: Failed to compile Material /Game/pen/M_Metal_Gold.M_Metal_Gold for platform PCD3D_SM5, Default Material will be used in game.
[2015.09.02-20.09.37:092][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:086][ 0]LogInit:Display: LogMaterial:Warning: Failed to compile Material /Game/pen/M_Metal_Gold.M_Metal_Gold for platform PCD3D_SM4, Default Material will be used in game.
[2015.09.02-20.09.37:093][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:086][ 0]LogInit:Display: LogLinker:Warning: Asset '../../../Engine/Plugins/Runtime/LeapMotionController/Content/LM_PassthroughMaterial.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2015.09.02-20.09.37:093][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:086][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to find object 'Object /Engine/Tutorial/SubEditors/PersonaAnimEditorTutorial.PersonaAnimEditorTutorial_C'
[2015.09.02-20.09.37:093][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:086][ 0]LogInit:Display: LogLinker:Warning: Can't find file '/Game/DicePack/DiceMesh/Rin_DicePack_D4'
[2015.09.02-20.09.37:094][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:086][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '/Game/DicePack/DiceMesh/Rin_DicePack_D4': Can't find file '/Game/DicePack/DiceMesh/Rin_DicePack_D4'
[2015.09.02-20.09.37:094][494]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.02-20.09.37:087][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to find object 'Object /Game/DicePack/DiceMesh/Rin_DicePack_D4.Rin_DicePack_D4'
Now the only question remaining is whether or not this bCookAll variable is related to the CookAll parameter found in the which seems to remain to false whatever the bCookAll value.
This function should be working within the editor however, I have submitted a request to receive additional information from our Developers. With that being said, we may not reply before next Tuesday due to the holiday.
the “cook everything” checkbox seems to be working, as the DefaultGame.ini file is updated correctly
but it also seems that the file is not read correctly by the editor, as the CookAll parameter remains false whatever the value of the bCookAll variable in the file
If those two variables are related, then we’ve got our bug, and there is probably somewhere in the code a “CookAll = false” that should be replaced with “CookAll = bCookAll”.
If they are not related, then we’ll probably have to investigate the origin of the “CookAll=false” line in the .
In MainFrameActions.cpp if the packaging settings are set to cook everything (PackagingSettings->bCookAll). It will then pass the -cookall commandline option to UAT.
When UAT is run it will set the ProjectParam.CookAll flag.
In CookCommand.cs, Params.CookAll should be set and then that should pass through to the cookcommandlet.
That should set bCookAll while cooking.
There is a long chain of cookAll settings but they appear to be working correctly locally.
Is this while using file → package from the editor?
We’re investigating your issue at this time. I have found that there is a CookAll=True and a CookAll=False in your latest log. We will contact you back as soon as we have additional information, thanks!
This has been resolved for our source builds. If you find there is a problem with our binary version, you’ll need to submit a new AnswerHub thread in and link back to this one as reference. Please remember to provide as much information as possible.