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:
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.
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:
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.