When i package for windows 64 (with Nativize Blueprint Assets) bit it going through and at the end it says in message log PackagingResults:Error: Error Unknown Cook.
Start project warnings:
[link text][2]
[link text][3]
When i package for windows 64 (with Nativize Blueprint Assets) bit it going through and at the end it says in message log PackagingResults:Error: Error Unknown Cook.
Start project warnings:
[link text][2]
[link text][3]
Hello Sakyapanchen,
It seems like the issue is with some of the nodes in one of your widget blueprints. There are multiple warnings about some mismatched pins in your blueprints like this one:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.02-14.31.08:397][ 0]LogBlueprint:Warning: [compiler ShowItemTypeWidget] Warning Can’t connect pins Widget Reference and Self : Show Item Type Widget Reference is not compatible with Self Reference.
Could you take a look at the nodes/pins these messages mention and see if you can fix those problems?
Hello ,
Now I refresh self references in widget blueprints and reconect pins.
Warning strings is not gone and Error Unknown Cook Failure is not fixed.
It seems that there are a few more, along with some issues about an enumerator value not being set correctly, which also seems to have some reference issues due to the names / address it’s giving. There are also some messages about missing assets. Unfortunately, “Error Unknown Cook Failure” basically means that the cooker doesn’t know what the error is and doesn’t have an error messages to give you to explain it. It is most likely related to these warnings however.
Thanks! But…
I see these warnings, but I find no errors in these blueprints. And refresh them as in “self references” does nothing = ( Warning strings is not gone.
Unfortunately refreshing them won’t always fix the issue. Sometimes there may be some problems that don’t occur until runtime due to the logic and what actually happens at runtime. If you can’t found out the problem, would you be able to upload the project so that I can take a look at it? I can’t guarantee I would be able to find the issue as I’m not familiar with the project but I could at least try.
Yes, I try to upload it tomorrow
Unfortunately those screenshots don’t say very much without context. Would it be possible to get a copy of the project itself so I can get the whole picture and attempt to find the problem?
Hi, link to download the project
Tell me after download.
I’ve downloaded it. I’ll take a look and get back to you once I find something.
I dont use any pligins.
About Bueprints:
Enumeration folder - > Reference Viever
Structure folder - > Reference Viever
Presumably: ‘InventoryTypes’, ‘ItemType’, ‘ItemStructure’
And disconnect Self references pins in’ ‘Party Inventory UIWidget’ when package:
“Warning Can’t connect pins Self and Party Inventory UIWidget Reference : Self Reference is not compatible with Party Inventory UIWidget Reference.”
Is there a plugin that this project relies on? It seems that I’m failing to package due to not having a particular plugin that the project had enabled at one point. There also seem to be a large amount of blueprints in this project. Could you point me to some blueprints that you believe are causing problems, such as the one you took screenshots of?
It seems that the plugin that I was seeing was the experimental packaging feature added in 4.11 for Nativizing Blueprints. Should’ve realized from the title of your post. After disabling that, despite the warnings, the packaging process succeeded for me. Could you try disabling that and see what your results are?
There’s another post going on at the moment that is reporting problems with packaging when using this option, which is expected as it is experimental and needs many more improvements before it ready for general use.
Here is that other post: Packaging with nativized blueprints does not work - Blueprint - Epic Developer Community Forums
Without Nativize Blueprint Assets it packaging successful, yes.
But still I would like to know about the possibility of correcting errors and warnings.Those that in the screenshot, and when you open the project
I looked into the issue a bit more and, even though I should’ve noticed this previously, we should be able to get some more information from the reference viewer. Please open it up again and to see the collapsed nodes, please uncheck the “Search Breadth Limit” at the top left of the window. This should avoid them being collapsed and should show you the references that were missing previously.
Thanks. Yes, I watched collapsed nodes вut there is no problem.
Now I think these problems are associated with this bug Class None.
Anyway, I can live with it.
And sorry for my bad english.