Error Exit 1 Cant package

Other project can be packaged on my mac but cant package this one
What should I do now?

here is the log that contain the error at the end:

UATHelper: Packaging (Mac): Running AutomationTool...
UATHelper: Packaging (Mac): Setting up Mono
UATHelper: Packaging (Mac): Start UAT: mono AutomationTool.exe -ScriptsForProject=/Users/Wessam/Documents/Unreal Projects/TheCrookedHouse/TheCrookedHouse.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=/Users/Wessam/Documents/Unreal Projects/TheCrookedHouse/TheCrookedHouse.uproject -cook -stage -archive -archivedirectory=/Users/We
ssam/Desktop -package -clientconfig=Development -ue4exe=UE4Editor -pak -prereqs -nodebuginfo -targetplatform=Mac -build -CrashReporter -utf8output
UATHelper: Packaging (Mac): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="/Users/Wessam/Documents/Unreal Projects/TheCrookedHouse/TheCrookedHouse.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="/Users/Wessam/Documents/Unreal Projects/TheCrookedHouse/TheCrookedHouse.uproject" -cook -stage -archive -archiv
edirectory=/Users/Wessam/Desktop -package -clientconfig=Development -ue4exe=UE4Editor -pak -prereqs -nodebuginfo -targetplatform=Mac -build -CrashReporter -utf8output
UATHelper: Packaging (Mac): Automation.Process: Setting up command environment.
UATHelper: Packaging (Mac): BuildCookRun.SetupParams: Setting up ProjectParams for /Users/Wessam/Documents/Unreal Projects/TheCrookedHouse/TheCrookedHouse.uproject
UATHelper: Packaging (Mac): Program.Main: ERROR: AutomationTool terminated with exception: System.ArgumentException: An item with the same key has already been added.
UATHelper: Packaging (Mac):   at System.ThrowHelper.ThrowArgumentException (ExceptionResource resource) [0x00000] in :0 
UATHelper: Packaging (Mac):   at System.Collections.Generic.Dictionary`2[UnrealBuildTool.TargetRules+TargetType,AutomationTool.SingleTargetProperties].Insert (TargetType key, SingleTargetProperties value, Boolean add) [0x00000] in :0 
UATHelper: Packaging (Mac):   at System.Collections.Generic.Dictionary`2[UnrealBuildTool.TargetRules+TargetType,AutomationTool.SingleTargetProperties].Add (TargetType key, SingleTargetProperties value) [0x00000] in :0 
UATHelper: Packaging (Mac):   at AutomationTool.ProjectUtils.CompileAndLoadTargetsAssembly (AutomationTool.ProjectProperties Properties, UnrealBuildTool.FileReference TargetsDllFilename, Boolean DoNotCompile, System.Collections.Generic.List`1 TargetScripts) [0x00000] in :0 
UATHelper: Packaging (Mac):   at AutomationTool.ProjectUtils.DetectTargetsForProject (AutomationTool.ProjectProperties Properties, System.Collections.Generic.List`1 ExtraSearchPaths) [0x00000] in :0 
UATHelper: Packaging (Mac):   at AutomationTool.ProjectUtils.DetectProjectProperties (UnrealBuildTool.FileReference RawProjectPath, System.Collections.Generic.List`1 ClientTargetPlatforms, Boolean AssetNativizationRequested) [0x00000] in :0 
UATHelper: Packaging (Mac):   at AutomationTool.ProjectUtils.GetProjectProperties (UnrealBuildTool.FileReference RawProjectPath, System.Collections.Generic.List`1 ClientTargetPlatforms, Boolean AssetNativizationRequested) [0x00000] in :0 
UATHelper: Packaging (Mac):   at AutomationTool.ProjectParams.AutodetectSettings (Boolean bReset) [0x00000] in :0 
UATHelper: Packaging (Mac):   at AutomationTool.ProjectParams..ctor (UnrealBuildTool.FileReference RawProjectPath, AutomationTool.BuildCommand Command, System.String Device, System.String MapToRun, System.String AdditionalServerMapParams, AutomationTool.ParamList`1 Port, System.String RunCommandline, System.String StageCommandline, System.String BundleName, 
System.String StageDirectoryParam, System.String UE4Exe, System.String SignPak, System.Collections.Generic.List`1 ClientConfigsToBuild, System.Collections.Generic.List`1 ServerConfigsToBuild, AutomationTool.ParamList`1 MapsToCook, AutomationTool.ParamList`1 DirectoriesToCook, System.String InternationalizationPreset, AutomationTool.ParamList`1 CulturesToCook
, AutomationTool.ParamList`1 ClientCookedTargets, AutomationTool.ParamList`1 EditorTargets, AutomationTool.ParamList`1 ServerCookedTargets, System.Collections.Generic.List`1 ClientTargetPlatforms, System.Collections.Generic.Dictionary`2 ClientDependentPlatformMap, System.Collections.Generic.List`1 ServerTargetPlatforms, System.Collections.Generic.Dictionary`
2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 Cook, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 UseDebugParamForEditorExe, Nullable`1 IterativeCooking, Nullable`1 IterateSharedCookedBuild, Nullable`1 CookAll, Nullable`1 CookPartialGC, Nullable`1 CookInEditor, Nullable`1 CookMapsOnly, Nullable`1 Cook
OnTheFly, Nullable`1 CookOnTheFlyStreaming, Nullable`1 UnversionedCookedContent, Nullable`1 EncryptIniFiles, Nullable`1 EncryptEverything, Nullable`1 SkipCookingEditorContent, Nullable`1 NumCookersToSpawn, System.String AdditionalCookerOptions, System.String BasedOnReleaseVersion, System.String CreateReleaseVersion, System.String CreateReleaseVersionBasePath
, System.String BasedOnReleaseVersionBasePath, Nullable`1 GeneratePatch, System.String DLCName, System.String DiffCookedContentPath, Nullable`1 DLCIncludeEngineContent, Nullable`1 NewCook, Nullable`1 OldCook, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, System.String DeployFolder, Nullable`1 FileServer, Nullable
`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 Prereqs, System.String AppLocalDirectory, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1
 RunAutomationTests, System.String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, System.String ArchiveDirectoryParam, Nullable`1 Archiv
eMetaData, Nullable`1 CreateAppBundle, AutomationTool.ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, System.String SpecifiedArchitecture, Nullable`1 IterativeDeploy, Nullable`1 FastCook, Nullable`1 IgnoreCookErrors, Nullable`1 RunAssetNativization, Nullable`1 CodeSign, Nullable`1 TreatNonShippingBinari
esAsDebugFiles, System.String Provision, System.String Certificate, AutomationTool.ParamList`1 InMapsToRebuildLightMaps, AutomationTool.ParamList`1 TitleID) [0x00000] in :0 
UATHelper: Packaging (Mac):   at BuildCookRun.SetupParams () [0x00000] in :0 
UATHelper: Packaging (Mac):   at BuildCookRun.ExecuteBuild () [0x00000] in :0 
UATHelper: Packaging (Mac):   at AutomationTool.BuildCommand.Execute () [0x00000] in :0 
UATHelper: Packaging (Mac):   at AutomationTool.Automation.Execute (System.Collections.Generic.List`1 CommandsToExecute, Tools.DotNETCommon.CaselessDictionary.CaselessDictionary`1 Commands) [0x00000] in :0 
UATHelper: Packaging (Mac):   at AutomationTool.Automation.Process (System.String[] Arguments) [0x00000] in :0 
UATHelper: Packaging (Mac):   at AutomationTool.Program.MainProc (System.Object Param) [0x00000] in :0 
UATHelper: Packaging (Mac):   at AutomationTool.InternalUtils.RunSingleInstance (System.Func`2 Main, System.Object Param) [0x00000] in :0 
UATHelper: Packaging (Mac):   at AutomationTool.Program.Main () [0x00000] in :0 
UATHelper: Packaging (Mac): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Unknown Error

Hi Wessamohsen,

We’ll need some more information in order to assist you…

  1. Are you packaging for Mac or iOS?
  2. Is this the complete output log? -Clear the output log and try and package again. Then cut and paste the entire contents into a text file and add as an attachment.
  3. Have you run a map check for each level and, if so, did you fix any/all errors?

Please respond with this information and we will continue to investigate.

Thanks,

Steve H

Hi Wessamohsen,

Since we have not heard back from you in a while, we are marking this post “resolved” for tracking purposes. However, if you are still having a problem packaging your project please respond with the requested information and we will continue to investigate.

Thanks,

Steve H.