Cook Failed (Critical error)

Hi.
I’m trying to build a build, but I keep getting this error:
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffb8014fd52 UnrealEditor-UnrealEd.dll!FPackageBuildDependencyTracker::StaticOnObjectHandleRead() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Cooker\PackageBuildDependencyTracker.cpp:100]
LogWindows: Error: [Callstack] 0x00007ffb800c8a06 UnrealEditor-UnrealEd.dll!UE::Core::Private::Function::TFunctionRefCaller<void (__cdecl*)(TArrayView<UObject const * const,int>),void __cdecl(TArrayView<UObject const * const,int>)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
LogWindows: Error: [Callstack] 0x00007ffbefd4a36a UnrealEditor-CoreUObject.dll!UE::CoreUObject::Private::OnHandleReadInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ObjectHandleTracking.cpp:202]
LogWindows: Error: [Callstack] 0x00007ffbef9b28df UnrealEditor-CoreUObject.dll!UE::CoreUObject::Private::ResolveObjectHandle() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\ObjectHandle.h:223]
LogWindows: Error: [Callstack] 0x00007ffbefd5f6ba UnrealEditor-CoreUObject.dll!FLinkerPlaceholderObjectImpl::ResolvePlaceholderValues() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerPlaceholderBase.cpp:86]
LogWindows: Error: [Callstack] 0x00007ffbefd5ec74 UnrealEditor-CoreUObject.dll!FLinkerPlaceholderBase::ResolvePlaceholderPropertyValues() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerPlaceholderBase.cpp:597]
LogWindows: Error: [Callstack] 0x00007ffbefd5dc37 UnrealEditor-CoreUObject.dll!FLinkerPlaceholderBase::ResolveAllPlaceholderReferences() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerPlaceholderBase.cpp:517]
LogWindows: Error: [Callstack] 0x00007ffbefd5d64f UnrealEditor-CoreUObject.dll!TLinkerImportPlaceholder::ResolveAllPlaceholderReferences() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerPlaceholderBase.inl:63]
LogWindows: Error: [Callstack] 0x00007ffbefd311fe UnrealEditor-CoreUObject.dll!ULinkerPlaceholderClass::BeginDestroy() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerPlaceholderClass.cpp:34]
LogWindows: Error: [Callstack] 0x00007ffbefd33eae UnrealEditor-CoreUObject.dll!UObject::ConditionalBeginDestroy() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1175]
LogWindows: Error: [Callstack] 0x00007ffbefc83f3e UnrealEditor-CoreUObject.dll!UnhashUnreachableObjects() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:4837]
LogWindows: Error: [Callstack] 0x00007ffbefc20f98 UnrealEditor-CoreUObject.dll!IncrementalPurgeGarbage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:3955]
LogWindows: Error: [Callstack] 0x00007ffbefd6d58a UnrealEditor-CoreUObject.dll!StaticExit() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:5131]
LogWindows: Error: [Callstack] 0x00007ffbefc01f37 UnrealEditor-CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:777]
LogWindows: Error: [Callstack] 0x00007ff79cb705e4 UnrealEditor-Cmd.exe!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:956]
LogWindows: Error: [Callstack] 0x00007ff79cb6fc92 UnrealEditor-Cmd.exe!FEngineLoop::AppPreExit() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:6757]
LogWindows: Error: [Callstack] 0x00007ff79cb7bca8 UnrealEditor-Cmd.exe!FEngineLoop::Exit() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5076]
LogWindows: Error: [Callstack] 0x00007ff79cb7d31b UnrealEditor-Cmd.exe!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:202]
LogWindows: Error: [Callstack] 0x00007ff79cb7d37a UnrealEditor-Cmd.exe!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
LogWindows: Error: [Callstack] 0x00007ff79cb80854 UnrealEditor-Cmd.exe!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
LogWindows: Error: [Callstack] 0x00007ff79cb96984 UnrealEditor-Cmd.exe!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
LogWindows: Error: [Callstack] 0x00007ff79cb98eb6 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogWindows: Error: [Callstack] 0x00007ffc27627344 KERNEL32.DLL!UnknownFunction
LogWindows: Error:
LogWindows: Error: end: stack for UAT
Took 585,97s to run UnrealEditor-Cmd.exe, ExitCode=3

Full log: Dropbox

How do I understand what the problem is?

1 Like

Greetings @3dvitagame

That error is generally related to the GPU having issues rendering something. I’d recommend changing the project to DirectX 11 and trying again. Let me know if that fixes it. Thanks!

1 Like

Except I’ve been building a build with DirectX12 for a month and everything was fine.
The game uses nanites, let’s not give up on them.

Because of the graphics card RTX 4060 Ti 16Gb does not build?

1 Like

The 4060 is pretty strong. Do you recall what was added between the time you had no crashes on build and the time it began? (A new plugin or additional level, etc. Also nay really large files that you may have put in just prior to the crash occurring)

If I turn off the Tick Optimization Toolkit plugin, reload the engine, then turn the plugin back on and reload the engine again, the build build builds without errors.
But this plugin is not used in the project.

If you just disable it does it still error?

Sometimes, sometimes not.

Does no one else have what causes this error?