Error preventing me from launching or packaging

Hi everyone, need some help here on UE 4.26. I’ve been struggling with this issue for several months now and can’t sort it out. My game is ready to release, I just need to package it one last time. However, it won’t package anymore (I’ve had successful builds before, so this is new). At all. Trying to launch (through the Project Launcher) fails too.

I see the message ‘Took 46.0066633s to run UnrealBuildTool.exe, ExitCode=6’ and a message about checking the log.

In the log, there are no errors up until the end:

UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError
UnrealBuildTool.Main:    at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 230
UnrealBuildTool.Main:    at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 483
UnrealBuildTool.Main:    at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 226
UnrealBuildTool.Main:    at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 550
Timeline.Print: Timeline:
Timeline.Print: 
Timeline.Print: [ 0.000]
Timeline.Print: [ 0.016](+0.003) FileMetadataPrefetch.QueueEngineDirectory()
Timeline.Print: [ 0.019](+0.116) XmlConfig.ReadConfigFiles()
Timeline.Print: [ 0.136](+0.000) SingleInstanceMutex.Acquire()
Timeline.Print: [ 0.136](+0.063) UEBuildPlatform.RegisterPlatforms()
Timeline.Print:   0.137          [ 0.000](+0.041) Initializing InstalledPlatformInfo
Timeline.Print:   0.178          [ 0.042](+0.000) Querying types
Timeline.Print:   0.179          [ 0.043](+0.001) MacPlatformFactory
Timeline.Print:   0.180          [ 0.044](+0.000) TVOSPlatformFactory
Timeline.Print:   0.181          [ 0.044](+0.013) AndroidPlatformFactory
Timeline.Print:   0.194          [ 0.057](+0.000) HoloLensPlatformFactory
Timeline.Print:   0.194          [ 0.058](+0.001) IOSPlatformFactory
Timeline.Print:   0.196          [ 0.059](+0.003) LinuxPlatformFactory
Timeline.Print:   0.199          [ 0.063](+0.000) LuminPlatformFactory
Timeline.Print:   0.199          [ 0.063](+0.000) WindowsPlatformFactory
Timeline.Print: [ 0.204](+0.010) TargetDescriptor.ParseCommandLine()
Timeline.Print: [ 0.219](+0.649) UEBuildTarget.Create()
Timeline.Print:   0.221          [ 0.002](+0.214) RulesCompiler.CreateTargetRulesAssembly()
Timeline.Print:   0.221            0.002          [ 0.000](+0.070) <unknown>
Timeline.Print:   0.292            0.073          [ 0.070](+0.019) Finding engine modules
Timeline.Print:   0.311            0.092          [ 0.090](+0.003) Finding plugin modules
Timeline.Print:   0.315            0.096          [ 0.094](+0.109) <unknown>
Timeline.Print:   0.425            0.206          [ 0.203](+0.002) Finding program modules
Timeline.Print:   0.427            0.208          [ 0.206](+0.001) Finding program targets
Timeline.Print:   0.435          [ 0.216](+0.068) RulesAssembly.CreateTargetRules()
Timeline.Print:   0.521          [ 0.302](+0.086) Compiling rules assembly (NativizedAssetsModuleRules.dll)
Timeline.Print:   0.610          [ 0.391](+0.039) UEBuildTarget constructor
Timeline.Print:   0.614            0.395          [ 0.003](+0.034) Reading source file metadata cache
Timeline.Print:   0.650          [ 0.431](+0.218) UEBuildTarget.PreBuildSetup()
Timeline.Print: [ 0.871](+3.118) UEBuildTarget.Build()
Timeline.Print:   0.871          [ 0.000](+0.031) <unknown>
Timeline.Print:   0.903          [ 0.031](+0.033) ExternalExecution.SetupUObjectModules()
Timeline.Print:   0.936          [ 0.065](+0.028) <unknown>
Timeline.Print:   0.964          [ 0.093](+2.767) Executing UnrealHeaderTool
Timeline.Print:   3.733          [ 2.862](+0.001) ExternalExecution.ResetCachedHeaderInfo()
Timeline.Print:   3.734          [ 2.863](+0.001) ExternalExecution.UpdateDirectoryTimestamps()
Timeline.Print:   3.743          [ 2.872](+0.198) UEBuildBinary.Build()
Timeline.Print:   3.941          [ 3.070](+0.048) <unknown>
Timeline.Print: [ 3.996](+0.001) ActionGraph.CheckPathLengths
Timeline.Print: [ 4.006](+0.000) Reading action history
Timeline.Print: [ 4.006](+0.012) Reading dependency cache
Timeline.Print: [ 4.020](+0.014) Prefetching include dependencies
Timeline.Print: [ 4.034](+0.039) Cache outdated actions
Timeline.Print: [ 4.080](+41.834) ActionGraph.ExecuteActions()
Timeline.Print: [45.914](+0.033) <unknown>
Timeline.Print: [45.948](+0.000) FileMetadataPrefetch.Stop()
Timeline.Print: [45.950]

What could this be?? I’m pulling my hair out over this, seems like there’s no solution… this happens even if I just try to package or launch the main menu level. I’m only building for Windows (64 bit), nothing else.

(PS the log mentioned a D:\ drive? UE4 is installed on C:, so…)

Check if you have any logs in your saved directory that could give more info about the failed package.
Could it be due to low disk space? A random abort with no extensive error message is weird.
Error code 6 is usually just abort for some reason.

I checked the logs in \Saved. Here is what I saw:

[2022.12.31-03.45.07:557][285]UATHelper: Packaging (Windows (64-bit)): Took 48.8558232s to run UnrealBuildTool.exe, ExitCode=6
[2022.12.31-03.45.07:557][285]UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\(Profile\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\UBT-NT_LostSouls-Win64-Shipping.txt)
[2022.12.31-03.45.07:557][285]UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
[2022.12.31-03.45.07:557][285]UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
[2022.12.31-03.45.07:557][285]PackagingResults: Error: Unknown Error
[2022.12.31-03.45.22:458][281]LogSlate: Window 'Output Log' being destroyed
[2022.12.31-03.45.22:469][281]LogSlate: Window 'Output Log' being destroyed
[2022.12.31-03.45.42:601][392]LogLauncherProfile: Unable to use promoted target - ../../../../../../(Path)\(Game)-Win64-Shipping.target does not exist.
[2022.12.31-03.45.43:575][493]LogLauncherProfile: Unable to use promoted target - ../../../../../../(Path)\(Game)-Win64-Shipping.target does not exist.

Before all that, I only saw one thing about the compiler being out of heap space (which shouldn’t be possible, I have enough hard drive space). That error didn’t stop the build process though. As mentioned previously, I have been able to package this game before, on the same engine version. I haven’t added any new plugins and haven’t messed with anything in C++, so I really don’t know what’s changed.

I double checked the disk space too and I have about 100 GB of space free (I had roughly 50 last time I built). I can try clearing more, I don’t know if that’ll help though.

Okay. So I reviewed every single setting I have in my project’s settings. It seems this is an issue with the experimental ‘Blueprint Nativisation’ option. After turning that off, my game built just fine!

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