Error: === Critical error: ===

Hello, I am sure this place is right place to post this. We had been stuck on this package test stage for prototype core demo game for over 6 months, heavy waste of our time and we already start on different and smaller game project with single world and package it - success.

But I would like to carry on working with our main game, I don’t want give up project in unreal engine and moving on other engine that might working with our current project… once we got it package up and gameplay test on pc and mac then we can carry on with next stage.

I’ve post this in answerhub and got no answer, I know there are so many post about ‘unknow cook failure’ float everywhere… but there are too many unanswer/absent reply and I cannot find my own answer.
There are about 15 umap in this package include steaming level, I’ve watching the output log. all of my own umap was successful. until log reach what was not my - LevelActon.cpp and it got error log as show below. I’ve edit the log for my own safety right with “hidden*” ( there are no special characters in the name other than low dash character _ ) ProcessResult.StdOut: LogWindows: Error: begin: stack for UAT
> ProcessResult.StdOut: LogWindows: > Error: === Critical error: ===
> ProcessResult.StdOut: LogWindows: > Error:
ProcessResult.StdOut: > LogWindows: Error: Assertion failed: >
LoadedWorld > [File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\LevelActor.cpp] > [Line: 1173]
> ProcessResult.StdOut: LogWindows: > Error:
ProcessResult.StdOut: > LogWindows: Error:
> ProcessResult.StdOut: LogWindows: > Error:
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >
0x0000000069F19D98 > KERNELBASE.dll!UnknownFunction ]
> ProcessResult.StdOut: LogWindows: > Error: [Callstack] >
0x00000000525376D4 > UE4Editor-ApplicationCore.dll!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >
0x000000003778330B > UE4Editor-Core.dll!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >

0x00000000377147F9 > UE4Editor-Core.dll!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >
0x000000002ED5BC4F > UE4Editor-Engine.dll!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >
0x000000002CE9DA7C > UE4Editor-UnrealEd.dll!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >
0x000000002CE6F968 > UE4Editor-UnrealEd.dll!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >
0x000000002CEBE2A8 > UE4Editor-UnrealEd.dll!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >
0x000000002CD57D61 > UE4Editor-UnrealEd.dll!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >
0x000000002CD7F391 > UE4Editor-UnrealEd.dll!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack]
> 0x00000000B09DD25F > UE4Editor-Cmd.exe!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >
0x00000000B09D525A > UE4Editor-Cmd.exe!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >
0x00000000B09D54AA > UE4Editor-Cmd.exe!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >
0x00000000B09E2379 > UE4Editor-Cmd.exe!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack] >
0x00000000B09E3193 > UE4Editor-Cmd.exe!UnknownFunction > ]
ProcessResult.StdOut: > LogWindows: Error: [Callstack]
> 0x000000006AB82774 > KERNEL32.DLL!UnknownFunction ]
> ProcessResult.StdOut: LogWindows: > Error: [Callstack] >
0x000000006CF10D51 > ntdll.dll!UnknownFunction ]
> ProcessResult.StdOut: LogWindows: > Error: [Callstack] >
0x000000006CF10D51 > ntdll.dll!UnknownFunction ]
> ProcessResult.StdOut: LogWindows: > Error:
ProcessResult.StdOut: > LogWindows: Error: end: stack for UAT > CommandUtils.Run: Took 716.8056839s to > run UE4Editor-Cmd.exe, ExitCode=3
> InternalUtils.SafeDeleteFile: > SafeDeleteFile > C:\Users"hidden*"\AppData\Roaming\Unreal > Engine\AutomationTool\Logs\E+Program+Files+Epic+Games+UE_4.18\Cook-2017.11.24-14.03.01.txt > InternalUtils.SafeCopyFile: > SafeCopyFile E:\Program Files\Epic > Games\UE_4.18\Engine\Programs\AutomationTool\Saved\Cook-2017.11.24-13.51.04.txt > C:\Users"hidden*"\AppData\Roaming\Unreal > Engine\AutomationTool\Logs\E+Program+Files+Epic+Games+UE_4.18\Cook-2017.11.24-14.03.01.txt
InternalUtils.SafeDeleteFile: > SafeDeleteFile E:\Program Files\Epic > Games\UE_4.18\Engine\Programs\AutomationTool\Saved\Cook-2017.11.24-13.51.04.txt
> Project.Cook: Cook failed. Deleting > cooked data. > ExceptionUtils.PrintExceptionInfo: >

ExceptionUtils.PrintExceptionInfo: > ERROR: Cook failed.
> ExceptionUtils.PrintExceptionInfo: > (see > C:\Users"hidden*"\AppData\Roaming\Unreal > Engine\AutomationTool\Logs\E+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt > for full exception trace)
> ExceptionUtils.PrintExceptionInfo: >
> ExceptionUtils.PrintExceptionInfo: > CommandletException: Editor >
terminated with exit code 3 while > running Cook for >
E:"*hidden"\4.18"hidden".uproject; see
log > C:\Users"hidden
"\AppData\Roaming\Unreal > Engine
\AutomationTool\Logs\E+Program+Files+Epic+Games+UE_
4.18\Cook-2017.11.24-14.03.01.txt
ExceptionUtils.PrintExceptionInfo: > at >
AutomationTool.CommandUtils.RunCommandlet(FileReference >
ProjectName, String UE4Exe, > String Commandlet, String > Parameters)
> ExceptionUtils.PrintExceptionInfo: > at >
AutomationTool.CommandUtils.CookCommandlet(FileReference >
ProjectName, String UE4Exe, > String] Maps, String] Dirs, String >
InternationalizationPreset, > String] CulturesToCook, String >
TargetPlatform, String > Parameters)
> ExceptionUtils.PrintExceptionInfo: > at
Project.Cook(ProjectParams > Params) > ExceptionUtils.PrintExceptionInfo: > Wrapped by
AutomationException: > Cook failed. > ExceptionUtils.PrintExceptionInfo: > at Project.Cook(ProjectParams Params) > ExceptionUtils.PrintExceptionInfo: > at > BuildCookRun.DoBuildCookRun(ProjectParams > Params)
> ExceptionUtils.PrintExceptionInfo: > at BuildCookRun.ExecuteBuild() > ExceptionUtils.PrintExceptionInfo: > at > AutomationTool.BuildCommand.Execute() > ExceptionUtils.PrintExceptionInfo: > at > AutomationTool.Automation.Execute(List1 > CommandsToExecute, Dictionary2 > Commands) > ExceptionUtils.PrintExceptionInfo: > at > AutomationTool.Automation.Process(String] > Arguments)
> ExceptionUtils.PrintExceptionInfo: > at > AutomationTool.Program.MainProc(Object > Param) > ExceptionUtils.PrintExceptionInfo: > at > AutomationTool.InternalUtils.RunSingleInstance(Func`2 > Main,
Object Param)
> ExceptionUtils.PrintExceptionInfo: > at AutomationTool.Program.Main() > ExceptionUtils.PrintExceptionInfo: >
============================================================================== Program.Main: AutomationTool exiting > with ExitCode=25 > (Error_UnknownCookFailure)
I’ve send at least 3 email form to Epic support team and heard nothing from them for half year, but I am sure they was too busy reply every backlog email.
I was still trapped there, would like to have a help. hopefully someone in forum can help?

Kind regarding
Dan

This is new, and it is the appropriate way to report a bug/error: Unreal Engine Bug Submission Form - Announcements and Releases - Unreal Engine Forums

Good luck!

It looks like one of your streaming levels is somehow a package that contains neither a world nor a redirector to a world.

The assert you’re hitting is inside UWorld::LoadSecondaryLevels and is just doing check(LoadedWorld) which sadly means we can’t tell which package is causing the issue.


// Find the world object in the loaded package.
UWorld* LoadedWorld    = UWorld::FindWorldInPackage(LevelPackage);
// If the world was not found, it could be a redirector to a world. If so, follow it to the destination world.
if (!LoadedWorld)
{
    LoadedWorld = UWorld::FollowWorldRedirectorInPackage(LevelPackage);
}
check(LoadedWorld);

If you’re using a source build you could change that assert to the following, and it should then report which package is causing an issue:


checkf(LoadedWorld, TEXT("Failed to load streaming world for '%s' from package: %s"), *GetName(), *LevelPackage->GetName());

Honestly though, this should probably be something softer than an assert. Please enter a bug report.

Thank! I’ll try that tonight and try this what we just found package failed for windows - Rendering - Unreal Engine Forums

if either of those are not working will update.

I just did redirect all folder and remove all low dash as I can find in all folder name, 10,099 file was lost.
( don’t worry, ive back up it all :slight_smile: )

question, was folder name with My_Name will cause crash in package?

need to know this before start on Jamie’s UWorld::LoadSecondaryLevels.

The length of entire path + filename might cause issues… there is a limit (I havent reach that yet). As moving things from one folder to the other is a pain, try first looking for the file(s) with longest sizes (preferably the levels) and change the folder name to one or two characters and give a shot again to package it.

Hello all!

i just got it working. I delete all level steaming and all files that link to level steaming, and its working!

i am using old fashion way for just prototype - teleport system instead of level steaming.

The length of entire path + filename do not cause issues. All folder and file name was Name_Number.umap etc do not cause error.

i think level steaming was out of my league for now.

I did hunt down all code that link to level steaming and found one umap have wrong load level name, I’ve fix it but still have unknown cook failure… delete all fix that, have to redo whole walkthrough ( I enjoy it anyway )

where can I learn more about level steaming for future? More than unreal doc, and YouTube will be need a clean subtitle because I am deaf.

Yahooo!!! Got it working!

congratz man!