Cooking failure - Can't package my project


I’m having a cooking failure that’s stumping me, the game works fine when I launch it from the launch game button at the top, but as soon as I try to package the game up I run into cooking failure. I’m really not sure what’s going on. This is my log file when I try to package the game:

Log.txt (197.5 KB)

LogBlueprint: Error: [Compiler Azzy_AnimBP] In use pin Wood no longer exists on node Switch on EPhysicalSurface . Please refresh node or break links to remove pin. from Source: /Game/NewAzzy/Characters/Azzy/Azzy_2_Animations/Azzy_AnimBP.Azzy_AnimBP

This is the first line I noticed you have an error. It looks like you have a node connected that is trying to reference “wood” which I’m assuming is a physical surface that you set up that isn’t valid. Double check that it is setup still in “project settings”. Search “physical surface” and you will find them. You may have deleted it, but never refreshed the node or disconnected it? It seems an error like this would keep your anim blueprint from even compiling at all? Is it compiling?

Its also saying a lot of files are missing… That might be because you moved a folder in your directory somewhere at some point? You can right click on your “Content” folder and click on “Fix Up Redirectors In Folder” and sometimes that will fix missing file paths when things were moved…

If that doesn’t work, I would try and physically find each of the missing files its referencing in your log to make sure its actually there. If they are maybe its trying to reference them from somewhere that it can’t. You may have to go to each place its referencing them and fix that area. Sometimes an error when packaging from a missing file path can throw up tons of errors that is actually coming from a single problem area… So here’s to crossed fingers… Hope that helps.

Thank you for your response.

I fixed all of these errors (the missing files being deleted files that were still being referenced despite fixing the redirectors), but the problem still exists. The specific error is:

  LogWindows: Error: begin: stack for UAT
  LogWindows: Error: === Critical error: ===
  LogWindows: Error:
  LogWindows: Error: Assertion failed: SerializeNum >= 0 [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 1152]
  LogWindows: Error:
  LogWindows: Error:
  LogWindows: Error:
  LogWindows: Error: [Callstack] 0x00007ff9ad234f69 KERNELBASE.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9439aec66 UE4Editor-Core.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9439b2048 UE4Editor-Core.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff94373e52d UE4Editor-Core.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9436c97c5 UE4Editor-Core.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9436cbb00 UE4Editor-Core.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9a66c2101 UE4Editor-RawMesh.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9a66c1f34 UE4Editor-RawMesh.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9a66c375c UE4Editor-RawMesh.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff92a95d4e2 UE4Editor-Engine.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff92a95cf4d UE4Editor-Engine.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff92a99a107 UE4Editor-Engine.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9447dc302 UE4Editor-CoreUObject.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff92a65c362 UE4Editor-Engine.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9447dc302 UE4Editor-CoreUObject.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9448adddc UE4Editor-CoreUObject.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff944898037 UE4Editor-CoreUObject.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9448bd490 UE4Editor-CoreUObject.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9448bc410 UE4Editor-CoreUObject.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff927d4491d UE4Editor-UnrealEd.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff927d85015 UE4Editor-UnrealEd.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff927bf1851 UE4Editor-UnrealEd.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff927c1c57b UE4Editor-UnrealEd.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff743ab363a UE4Editor-Cmd.exe!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff743aab7ec UE4Editor-Cmd.exe!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff743aabb5a UE4Editor-Cmd.exe!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff743abe31d UE4Editor-Cmd.exe!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff743ac040a UE4Editor-Cmd.exe!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9ada37034 KERNEL32.DLL!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff9af9a2651 ntdll.dll!UnknownFunction []
  LogWindows: Error:
  LogWindows: Error: end: stack for UAT
Took 126.1675226s to run UE4Editor-Cmd.exe, ExitCode=3
ERROR: Cook failed.

any idea what this means?

Are you using a source build or just the engine version from the Epic Games launcher? Also, is every blueprint in your project compiling without errors before you package? i.e. you have the green check mark on all the blueprints where it says “Compile” on the top left corner above the viewport?

Sometimes you can have a blueprint in a project folder in your directories somewhere that you aren’t even using that can go uncompiled and be able to run in the editor but will still throw up errors on packaging…

If it’s a source build, the “Development Editor” might not be built properly. The .dll is a “dynamic linked library” and that’s usually referring to the internal C++ files. If is not a source build, then it’s something directly in the editor project.

I’ll take a look at that. I did manage to isolate the problem to my legacy files, which I excluded from the build, thus being able to package successfully. I’ll check my blueprints though.

Sounds like some mesh asset is faulty. This can happen when migrating assets over or for various other reasons.
To see which asset this is failing on you should make the editor print out each asset it cooks:
Project Settings → Engine → Cooker → Cooker → Cooker Progress Display Mode = Names and Remaining Packages.
Then the last asset name it prints out will be the broken asset.