Endless project packaging

I’m packaging a project of my demo game. At a certain stage of packaging, the process seems to hang. There is no CPU, disk or network load. I turned on the display of the name of the asset that is being packaged. And I get the following logs. What to do with it? What could be the problem? Other projects are going well.

UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooking /Engine/EditorResources/EmptyActor → C:/_Projects/UE/Bunker/Saved/Cooked/WindowsNoEditor/Engine/Content/EditorResources/EmptyActor.uasset
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 436 Packages Remain 3 Total 439
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 436 Packages Remain 3 Total 439
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 436 Packages Remain 3 Total 439
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 436 Packages Remain 3 Total 439
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 436 Packages Remain 3 Total 439
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cook Diagnostics: OpenFileHandles=442, VirtualMemory=1099MiB
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 436 Packages Remain 3 Total 439
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 436 Packages Remain 3 Total 439

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Well, I figured out what my problem was. I will post my solution here. Maybe this will help someone else.
My shaders just didn’t compile. Having solved this problem, my project began to be packed without problems.
The solution to the problem with shaders is to
r.XGEShaderCompile = 0

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