After migration to 4.18 we can’t pakage our project.
We are pkaging our project with jenkins here is the comand that we use:
c:\jenkins\workspace\STARFALL_Server_And_Client>“c:\jenkins\UnrealEngine-4.18\Engine\Build\BatchFiles\RunUAT.bat”
BuildCookRun -nocompileeditor -nop4
-project=“c:\jenkins\workspace\STARFALL_Server_And_Client\Starfall.uproject”
-cook -stage -serverconfig=Development -clientconfig=Development -pak -prereqs -nodebuginfo -serverplatform=Linux -server -noclient -build -utf8output
Error in log:
c:/jenkins/workspace/STARFALL_Server_And_Client/Saved/Cooked/LinuxServer/Starfall/Content/assets/ui/battle/shipinfo_thumbnail_nomand.uasset
LogSavePackage: Display: Finished
SavePackage
c:/jenkins/workspace/STARFALL_Server_And_Client/Saved/Cooked/LinuxServer/Starfall/Content/assets/ui/battle/shipinfo_thumbnail_nomand.uasset
LogCook: Display: Cooking
/Game/assets/ui/shipeditor/equipment/nomand_Blueprint
→ c:/jenkins/workspace/STARFALL_Server_And_Client/Saved/Cooked/LinuxServer/Starfall/Content/assets/ui/shipeditor/equipment/nomand_Blueprint.uasset
LogSavePackage: Display: Finished
SavePackage
c:/jenkins/workspace/STARFALL_Server_And_Client/Saved/Cooked/LinuxServer/Starfall/Content/assets/ui/shipeditor/equipment/nomand_Blueprint.uasset
LogOutputDevice: Error: begin: stack
for UAT LogOutputDevice: Error: ===
Handled ensure: === LogOutputDevice:
Error: LogOutputDevice: Error:
Ensure condition failed:
Lhs.CurrentNum == Lhs.InitialNum
[File:C:\jenkins\UnrealEngine-4.18\Engine\Source\Runtime\Core\Public\Containers/Array.h]
[Line: 206] LogOutputDevice: Error:
Array has changed during ranged-for
iteration! LogOutputDevice: Error:
Stack: LogOutputDevice: Error:
[Callstack] 0x00000000DC818E96
UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
LogOutputDevice: Error: [Callstack]
0x00000000DC5A541C
UE4Editor-Core.dll!FDebug::EnsureFailed()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\core\private\misc\assertionmacros.cpp:298]
LogOutputDevice: Error: [Callstack]
0x00000000DC5BFCE6
UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\core\private\misc\assertionmacros.cpp:428]
LogOutputDevice: Error: [Callstack]
0x00000000D4C19157
UE4Editor-BlueprintGraph.dll!UK2Node_MakeContainer::PropagatePinType()
[c:\jenkins\unrealengine-4.18\engine\source\editor\blueprintgraph\private\k2node_makecontainer.cpp:346]
LogOutputDevice: Error: [Callstack]
0x00000000D4C17A67
UE4Editor-BlueprintGraph.dll!UK2Node_MakeContainer::PostReconstructNode()
[c:\jenkins\unrealengine-4.18\engine\source\editor\blueprintgraph\private\k2node_makecontainer.cpp:477]
LogOutputDevice: Error: [Callstack]
0x00000000D4B6D1AB
UE4Editor-BlueprintGraph.dll!UK2Node::ReconstructNode()
[c:\jenkins\unrealengine-4.18\engine\source\editor\blueprintgraph\private\k2node.cpp:590]
LogOutputDevice: Error: [Callstack]
0x00000000D4B09397
UE4Editor-BlueprintGraph.dll!UEdGraphSchema_K2::ReconstructNode()
[c:\jenkins\unrealengine-4.18\engine\source\editor\blueprintgraph\private\edgraphschema_k2.cpp:4398]
LogOutputDevice: Error: [Callstack]
0x00000000D613727C
UE4Editor-UnrealEd.dll!FBlueprintEditorUtils::ReconstructAllNodes()
[c:\jenkins\unrealengine-4.18\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:565]
LogOutputDevice: Error: [Callstack]
0x00000000D4191517
UE4Editor-Kismet.dll!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl()
[c:\jenkins\unrealengine-4.18\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:700]
LogOutputDevice: Error: [Callstack]
0x00000000D418F8FE
UE4Editor-Kismet.dll!FBlueprintCompilationManager::FlushCompilationQueue()
[c:\jenkins\unrealengine-4.18\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:2128]
LogOutputDevice: Error: [Callstack]
0x00000000D9EBC77F
UE4Editor-Engine.dll!UBlueprintGeneratedClass::ConditionalRecompileClass()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:259]
LogOutputDevice: Error: [Callstack]
0x00000000E0E902E5
UE4Editor-CoreUObject.dll!FScopedClassDependencyGather::~FScopedClassDependencyGather()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:376]
LogOutputDevice: Error: [Callstack]
0x00000000E103F3E1
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4024]
LogOutputDevice: Error: [Callstack]
0x00000000E1067862
UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4241]
LogOutputDevice: Error: [Callstack]
0x00000000E103E30E
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3711]
LogOutputDevice: Error: [Callstack]
0x00000000E1067862
UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4241]
LogOutputDevice: Error: [Callstack]
0x00000000E103E30E
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3711]
LogOutputDevice: Error: [Callstack]
0x00000000E1067862
UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4241]
LogOutputDevice: Error: [Callstack]
0x00000000E103E30E
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3711]
LogOutputDevice: Error: [Callstack]
0x00000000E103F82B
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2744]
LogOutputDevice: Error: [Callstack]
0x00000000E106A5A9
UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2902]
LogOutputDevice: Error: [Callstack]
0x00000000E116E67F
UE4Editor-CoreUObject.dll!LoadPackageInternal() [c:\jenkins\unrealengine-4.18\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1322]
LogOutputDevice: Error: [Callstack]
0x00000000E116DB30
UE4Editor-CoreUObject.dll!LoadPackage()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1430]
LogOutputDevice: Error: [Callstack]
0x00000000D5BEC9C3
UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::LoadPackageForCooking()
[c:\jenkins\unrealengine-4.18\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2000]
LogOutputDevice: Error: [Callstack]
0x00000000D5C278E4
UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide()
[c:\jenkins\unrealengine-4.18\engine\source\editor\unrealed\private\cookontheflyserver.cpp:1609]
LogOutputDevice: Error: [Callstack]
0x00000000D5A9D2CD
UE4Editor-UnrealEd.dll!UCookCommandlet::CookByTheBook()
[c:\jenkins\unrealengine-4.18\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:902]
LogOutputDevice: Error: [Callstack]
0x00000000D5ACE95A
UE4Editor-UnrealEd.dll!UCookCommandlet::Main()
[c:\jenkins\unrealengine-4.18\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:583]
LogOutputDevice: Error: [Callstack]
0x000000003FF8CD82
UE4Editor-Cmd.exe!FEngineLoop::PreInit()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\launch\private\launchengineloop.cpp:2167]
LogOutputDevice: Error: [Callstack]
0x000000003FF83EA7
UE4Editor-Cmd.exe!GuardedMain()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\launch\private\launch.cpp:127]
LogOutputDevice: Error: [Callstack]
0x000000003FF8410A
UE4Editor-Cmd.exe!GuardedMainWrapper()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
LogOutputDevice: Error: [Callstack]
0x000000003FF91C5B
UE4Editor-Cmd.exe!WinMain()
[c:\jenkins\unrealengine-4.18\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
LogOutputDevice: Error: [Callstack]
0x000000003FF92B0B
UE4Editor-Cmd.exe!__scrt_common_main_seh()
[f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
LogOutputDevice: Error: [Callstack]
0x00000000771159ED
kernel32.dll!UnknownFunction
LogOutputDevice: Error: [Callstack]
0x000000007734B831
ntdll.dll!UnknownFunction
LogOutputDevice: Error:
LogOutputDevice: Error: end: stack for
UAT
Full UAT log is Attachedlink text