Error in packaging

I have a problem with rendering the game in unreal engine 5.2. when I render the game I get this error

LogMaterial: Display: Missing cached shadermap for ShadedLevelColorationUnlitMateri in PCD3D_SM6, Default, SM6 (DDC key hash: 8db551f01e849d1a97debbab5299847149f39a97), compiling. Is special engine material.
LogTexture: Display: Waiting for textures to be ready 27/28 (/Engine/EngineMaterials/WeightMapPlaceholderTexture) …
LogInit: Initializing FReadOnlyCVARCache
LogWorldSubsystemInput: UEnhancedInputDeveloperSettings::bEnableWorldSubsystem is false, the world subsystem will not be created!
LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
LogAIModule: Creating AISystem for world Untitled
LogNetVersion: Set ProjectVersion to 1.0.0.0. Version Checksum will be recalculated on next use.
LogInit: Texture streaming: Enabled
LogAnalytics: Display: [UEEditor.Rocket.Release] APIServer = https://datarouter.ol.epicgames.com/. AppVersion = 5.2.1-26001984+++UE5+Release-5.2
LogAudio: Display: Initializing Audio Device Manager…
LogAudio: Display: Loading Default Audio Settings Objects…
LogAudio: Display: No default SoundConcurrencyObject specified (or failed to load).
LogAudio: Display: AudioInfo: ‘BINKA’ Registered
LogAudio: Display: AudioInfo: ‘PCM’ Registered
LogAudio: Display: AudioInfo: ‘ADPCM’ Registered
LogAudio: Display: AudioInfo: ‘OGG’ Registered
LogAudio: Display: AudioInfo: ‘OPUS’ Registered
LogAudio: Display: Audio Device Manager Initialized
LogAudio: Display: Creating Audio Device: Id: 1, Scope: Shared, Realtime: True
LogAudioMixer: Display: Audio Mixer Platform Settings:
LogAudioMixer: Display: Sample Rate: 48000
LogAudioMixer: Display: Callback Buffer Frame Size Requested: 1024
LogAudioMixer: Display: Callback Buffer Frame Size To Use: 1024
LogAudioMixer: Display: Number of buffers to queue: 1
LogAudioMixer: Display: Max Channels (voices): 0
LogAudioMixer: Display: Number of Async Source Workers: 4
LogAudio: Display: AudioDevice MaxSources: 32
LogAudio: Display: Audio Spatialization Plugin: None (built-in).
LogAudio: Display: Audio Reverb Plugin: None (built-in).
LogAudio: Display: Audio Occlusion Plugin: None (built-in).
LogAudioMixer: Display: Initializing audio mixer using platform API: ‘XAudio2’
LogAudioMixer: Display: Using Audio Hardware Device Głośniki (High Definition Audio Device)
LogAudioMixer: Display: Initializing Sound Submixes…
LogAudioMixer: Display: Creating Master Submix ‘MasterSubmixDefault’
LogAudioMixer: Display: Creating Master Submix ‘MasterReverbSubmixDefault’
LogAudioMixer: FMixerPlatformXAudio2::StartAudioStream() called. InstanceID=1
LogAudioMixer: Display: Output buffers initialized: Frames=1024, Channels=2, Samples=2048, InstanceID=1
LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal(), InstanceID=1
LogAudioMixer: Display: FMixerPlatformXAudio2::SubmitBuffer() called for the first time. InstanceID=1
LogInit: FAudioDevice initialized with ID 1.
LogAudio: Display: Audio Device (ID: 1) registered with world ‘Untitled’.
LogAudioMixer: Initializing Audio Bus Subsystem for audio device with ID 1
LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected. InstanceID=1
LogCsvProfiler: Display: Metadata set : largeworldcoordinates=“1”
LogLiveCoding: Display: Starting LiveCoding
LogLiveCoding: Display: LiveCodingConsole Arguments: UnrealEditor Win64 Development
LogLiveCoding: Display: First instance in process group “UE_BigHospital_0xd8aebb5f”, spawning console
LogLiveCoding: Display: Waiting for server
LogInit: Undo buffer set to 32 MB
LogInit: Transaction tracking system initialized
LogSourceControl: Display: Uncontrolled Changelist persistency file loaded C:/Users/Osoba Czarnoskóra/Desktop/BigHospital 5.1/Saved/SourceControl/UncontrolledChangelists.json
LogSourceControl: Uncontrolled asset enumeration started…
LogSourceControl: Uncontrolled asset enumeration finished in 0.002297 seconds (Found 118 uncontrolled assets)
BlueprintLog: New page: Editor Load
LogLiveCoding: Display: Successfully initialized, removing startup thread
LocalizationService: Localization service is disabled
TimingProfiler: Initialize
TimingProfiler: OnSessionChanged
LoadingProfiler: Initialize
LoadingProfiler: OnSessionChanged
NetworkingProfiler: Initialize
NetworkingProfiler: OnSessionChanged
MemoryProfiler: Initialize
MemoryProfiler: OnSessionChanged
LogFileCache: Scanning file cache for directory ‘C:/Users/Osoba Czarnoskóra/Desktop/BigHospital 5.1/Content/’ took 0.06s
LogLevelSequenceEditor: LevelSequenceEditor subsystem initialized.
LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
SourceControl: Revision control is disabled
LogUnrealEdMisc: Loading editor; pre map load, took 67.341
Cmd: MAP LOAD FILE=“…/…/…/Engine/Content/Maps/Templates/OpenWorld.umap” TEMPLATE=1 SHOWPROGRESS=1 FEATURELEVEL=4
LightingResults: New page: Lighting Build
LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogAudio: Display: Audio Device unregistered from world ‘None’.
LogUObjectHash: Compacting FUObjectHashTables data took 0.57ms
LogAudio: Display: Audio Device (ID: 1) registered with world ‘Untitled_1’.
LogWorldSubsystemInput: UEnhancedInputDeveloperSettings::bEnableWorldSubsystem is false, the world subsystem will not be created!
LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
LogAIModule: Creating AISystem for world Untitled_1
LogWorldPartition: ULevel::OnLevelLoaded(Untitled_1)(bIsOwningWorldGameWorld=0, bIsOwningWorldPartitioned=1, bIsValidLevelInstance=0, InitializeForMainWorld=1, InitializeForEditor=0, InitializeForGame=0)
LogWorldPartition: Display: WorldPartition initialize started…
LogWorldPartition: UWorldPartition::Initialize(Asset=Untitled_1, IsEditor=1, bPIEWorldTravel=0 IsGame=0, IsCooking=0)
LogContentBundle: [Untitled_1(Standalone)] Creating new contrainer.
LogWorldPartition: Display: WorldPartition initialize took 3.93 sec
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogUObjectHash: Compacting FUObjectHashTables data took 0.49ms
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 202,836ms to complete.
LogFileHelpers: Loading map ‘OpenWorld’ took 5.985
LogUnrealEdMisc: Total Editor Startup Time, took 73.663
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 0, among them cache hits 0 (0.00%)
LogShaderCompilers: Display: Tracking 0 distinct input hashes that result in 0 distinct outputs (0.00%)
LogShaderCompilers: Display: RAM used: 240,00 B of 1,60 GiB budget. Usage: 0.00%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 0
LogShaderCompilers: Display: Jobs assigned 0, completed 0 (0.00%)
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 0.00 s
LogShaderCompilers: Display: ================================================
LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogPakFile: Display: Mounted Pak file ‘D:/Gry/UE_5.2/FeaturePacks/StarterContent.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘D:/Gry/UE_5.2/FeaturePacks/TP_FirstPerson.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘D:/Gry/UE_5.2/FeaturePacks/TP_FirstPersonBP.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘D:/Gry/UE_5.2/FeaturePacks/TP_HandheldARBP.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘D:/Gry/UE_5.2/FeaturePacks/TP_ThirdPerson.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘D:/Gry/UE_5.2/FeaturePacks/TP_ThirdPersonBP.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘D:/Gry/UE_5.2/FeaturePacks/TP_TopDown.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘D:/Gry/UE_5.2/FeaturePacks/TP_TopDownBP.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘D:/Gry/UE_5.2/FeaturePacks/TP_VehicleAdvBP.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘D:/Gry/UE_5.2/FeaturePacks/TP_VirtualRealityBP.upack’, mount point: ‘root:/’
LogSlate: Took 0.002981 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Regular.ttf’ (155K)
LogSlate: Took 0.011510 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/DroidSansMono.ttf’ (77K)
LogViewport: Scene viewport resized to 1885x960, mode Windowed.
LogStall: Startup…
LogStall: Startup complete.
LogLoad: (Engine Initialization) Total time: 80.47 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
LogRawInputWindows: QueryConnectedDevices found 15 devices
LogRawInputWindows: QueryConnectedDevices found 15 devices
LogRawInputWindows: QueryConnectedDevices found 15 devices
LogBlueprint: Warning: Blueprint /Game/VehicleVarietyVol2/Blueprints/BoxTruck/BP_BoxTruck_Chaos is missing GeneratedClass asset tag
LogAssetRegistry: AssetRegistryGather time 3.8556s: AssetDataDiscovery 1.8245s, AssetDataGather 1.9800s, StoreResults 0.0512s.
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000004 seconds (updated 0 objects)
LogContentStreaming: Texture pool size now 400 MB
LogSlate: Took 0.000606 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Bold.ttf’ (160K)
LogViewport: Scene viewport resized to 1885x902, mode Windowed.
LogAutomationController: Ignoring very large delta of 16810324.79 seconds in calls to FAutomationControllerManager::Tick() and not penalizing unresponsive tests
LogFileCache: Retrieving MD5 hashes for directory ‘C:/Users/Osoba Czarnoskóra/Desktop/BigHospital 5.1/Content/’ took 0.56s
LogSlate: Took 0.006956 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Italic.ttf’ (157K)
LogSlate: Took 0.000227 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Regular.ttf’ (155K)
LogUObjectHash: Compacting FUObjectHashTables data took 0.43ms
LogTurnkeySupport: Project requires temp target (RawInput plugin is enabled)
LogLauncherProfile: Unable to use promoted target - C:/Users/Osoba Czarnoskóra/Desktop/BigHospital 5.1/Binaries/Win64/UnrealGame-Win64-Shipping.target does not exist.
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ““D:/Gry/UE_5.2/Engine/Build/BatchFiles/RunUAT.bat” -ScriptsForProject=“C:/Users/Osoba Czarnoskóra/Desktop/BigHospital 5.1/BigHospital.uproject” Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=49907 -project=“C:/Users/Osoba Czarnoskóra/Desktop/BigHospital 5.1/BigHospital.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“C:/Users/Osoba Czarnoskóra/Desktop/BigHospital 5.1/BigHospital.uproject” -unrealexe=“D:\Gry\UE_5.2\Engine\Binaries\Win64\UnrealEditor-Cmd.ex
e” -platform=Win64 -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory=“D:/Nowy folder (2)” -distribution -clientconfig=Shipping -nodebuginfo” -nocompile -nocompileuat ]
UATHelper: Packaging (Windows): Running AutomationTool…
UATHelper: Packaging (Windows): Using bundled DotNet SDK version: 6.0.302
LogAutomationController: Ignoring very large delta of 5.81 seconds in calls to FAutomationControllerManager::Tick() and not penalizing unresponsive tests
UATHelper: Packaging (Windows): Starting AutomationTool…
UATHelper: Packaging (Windows): Parsing command line: -ScriptsForProject=“C:/Users/Osoba Czarnosk?ra/Desktop/BigHospital 5.1/BigHospital.uproject” Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=49907 -project=“C:/Users/Osoba Czarnosk?ra/Desktop/BigHospital 5.1/BigHospital.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“C:/Users/Osoba Czarnosk?ra/Desktop/BigHospital 5.1/BigHospital.uproject” -unrealexe=D:\Gry\UE_5.2\Engine\Binaries\Win64\UnrealEditor-Cmd.exe -platform=Win64 -installed -stage -archive -package -build
-pak -iostore -compressed -prereqs -archivedirectory=“D:/Nowy folder (2)” -distribution -clientconfig=Shipping -nodebuginfo -nocompile -nocompileuat
UATHelper: Packaging (Windows): Initializing script modules…
UATHelper: Packaging (Windows): Total script module initialization time: 0.22 s.
UATHelper: Packaging (Windows): Executing commands…
UATHelper: Packaging (Windows): Installed Sdk validity:
UATHelper: Packaging (Windows): Win64: (Status=Valid, MinAllowed_Sdk=10.0.00000.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.22000.0, Allowed_AutoSdk=10.0.18362.0, Current_AutoSdk=, Flags=“InstalledSdk_ValidVersionExists”)
UATHelper: Packaging (Windows): Scanning for envvar changes…
UATHelper: Packaging (Windows): … done!
UATHelper: Packaging (Windows): Cleaning Temp Paths…
UATHelper: Packaging (Windows): BUILD SUCCESSFUL
UATHelper: Packaging (Windows): Setting up ProjectParams for C:\Users\Osoba Czarnoskóra\Desktop\BigHospital 5.1\BigHospital.uproject
UATHelper: Packaging (Windows): BigHospital.uproject requires a temporary target.cs to be generated (RawInput plugin is enabled)
UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows): Running: D:\Gry\UE_5.2\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe “D:\Gry\UE_5.2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” BigHospital Win64 Shipping -Project=“C:\Users\Osoba Czarnoskóra\Desktop\BigHospital 5.1\BigHospital.uproject” “C:\Users\Osoba Czarnoskóra\Desktop\BigHospital 5.1\BigHospital.uproject” -NoUBTMakefiles -remoteini=“C:\Users\Osoba Czarnoskóra\Desktop\BigHospital 5.1” -skipdeploy -distribution -Manifest=“C:\Users\Osoba Czarnoskóra\Desktop\BigHospital 5.1\Intermediate\Build\Manifest.xml” -NoHotReload -log=“C
:\Users\Osoba Czarnoskóra\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Gry+UE_5.2\UBT-BigHospital-Win64-Shipping.txt”
UATHelper: Packaging (Windows): Log file: C:\Users\Osoba Czarnosk�ra\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Gry+UE_5.2\UBT-BigHospital-Win64-Shipping.txt
UATHelper: Packaging (Windows): Writing manifest to C:\Users\Osoba Czarnosk�ra\Desktop\BigHospital 5.1\Intermediate\Build\Manifest.xml
UATHelper: Packaging (Windows): Building BigHospital…
UATHelper: Packaging (Windows): Using Visual Studio 2022 14.35.32216 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.35.32215) and Windows 10.0.22000.0 SDK (C:\Program Files (x86)\Windows Kits\10).
UATHelper: Packaging (Windows): [Upgrade]
UATHelper: Packaging (Windows): [Upgrade] Using backward-compatible include order. The latest version of UE has changed the order of includes, which may require code changes. The current setting is:
UATHelper: Packaging (Windows): [Upgrade] IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_0
UATHelper: Packaging (Windows): [Upgrade] Suppress this message by setting ‘IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_2;’ in BigHospital.Target.cs.
UATHelper: Packaging (Windows): [Upgrade] Alternatively you can set this to ‘EngineIncludeOrderVersion.Latest’ to always use the latest include order. This will potentially cause compile errors when integrating new versions of the engine.
UATHelper: Packaging (Windows): [Upgrade]
UATHelper: Packaging (Windows): Determining max actions to execute in parallel (6 physical cores, 12 logical cores)
UATHelper: Packaging (Windows): Executing up to 6 processes, one per physical core
UATHelper: Packaging (Windows): Building 4 actions with 4 processes…
UATHelper: Packaging (Windows): [1/4] WriteMetadata BigHospital-Win64-Shipping.target cancelled
UATHelper: Packaging (Windows): [2/4] Link [x64] BigHospital-Win64-Shipping.exe cancelled
UATHelper: Packaging (Windows): [3/4] Compile [x64] SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.cpp
UATHelper: Packaging (Windows): c1xx: fatal error C1083: Nie mo�na otworzy� pliku kompilator po�redni: ‘C:\Users\Osoba Czarnoskƈra\Desktop\BigHospital 5.1\Intermediate\Build\Win64\x64\BigHospital\Shipping\Core\SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.h.pch’: No such file or directory
LogSlate: Took 0.067552 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/DroidSansFallback.ttf’ (3848K)
LogSlate: Last resort fallback font was requested. Font: ‘…/…/…/Engine/Content/Slate/Fonts/DroidSansFallback.ttf’, Character: ‘ƈ (U+0188)’
LogSlate: Took 0.075621 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/SlateDebug/Fonts/LastResort.ttf’ (5269K)
UATHelper: Packaging (Windows): [4/4] Compile [x64] BigHospital.cpp cancelled
UATHelper: Packaging (Windows): Took 9,5050978s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Osoba Czarnoskóra\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Gry+UE_5.2\UBT-BigHospital-Win64-Shipping.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 13s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

UATHelper: Packaging (Windows): c1xx: fatal error C1083: Nie mo�na otworzy� pliku kompilator po�redni: ‘C:\Users\Osoba Czarnoskƈra\Desktop\BigHospital 5.1\Intermediate\Build\Win64\x64\BigHospital\Shipping\Core\SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.h.pch’: No such file or directory
try change your windows user name to english or move you engine and project to full engligh path,btw,what is this language?

1 Like

Hey. It is a Polish language.

Cool,I like poland.

hey, nevertheless I continue to get the same error

Come on, there is an option that the rendering process just takes so long