Your errors seem to be coming from these specific AI Tasks (Find_Player_Service, and Can_Enemy_Pawn_See_Player) - it seems to be complaining that you’re missing a pin connection for the “self” field:
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.05.12-12.58.26:471][ 0]LogInit:Display: LogBlueprint:Error: [Compiler Find_Player_Service] Error This blueprint (self) is not compatible with ' self ', therefore that pin must have a connection. from Source: /Game/2DSideScrollerBP/AI_Behavior_Tree/Services_For_AI_Behavior/Find_Player_Service.Find
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.05.12-12.58.26:472][ 0]LogInit:Display: LogBlueprint:Error: [Compiler Find_Player_Service] Error The property associated with Can See Player could not be found from Source: /Game/2DSideScrollerBP/AI_Behavior_Tree/Services_For_AI_Behavior/Find_Player_Service.Find_Player_Service
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.05.12-12.58.26:473][ 0]LogInit:Display: LogBlueprint:Error: [Compiler Can_Enemy_Pawn_See_Player] Error This blueprint (self) is not compatible with ' self ', therefore that pin must have a connection. from Source: /Game/2DSideScrollerBP/AI_Behavior_Tree/Services_For_AI_Behavior/Can_Enemy_Pawn_See
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.05.12-12.58.26:473][ 0]LogInit:Display: LogBlueprint:Error: [Compiler Can_Enemy_Pawn_See_Player] Error The property associated with Can See Player could not be found from Source: /Game/2DSideScrollerBP/AI_Behavior_Tree/Services_For_AI_Behavior/Can_Enemy_Pawn_See_Player.Can_Enemy_Pawn_See_Player
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.05.12-12.58.26:473][ 0]LogInit:Display: LogBlueprintCodeGen:Error: Cannot convert "/Game/2DSideScrollerBP/AI_Behavior_Tree/Services_For_AI_Behavior/Find_Player_Service.Find_Player_Service". It has errors.
Also, for whatever reason, looks like this file isn’t locally writable:
Failed to open file for write …/…/…/…/…/…/Users/FGB/Perforce/FGB Workspace Home/GrappleHook2D/Intermediate/CachedAssetRegistry.bin
So I’m trying to package a project and I keep getting these unknown cook failure errors. The thing is, is that this is the only error that shows up. In this instance I built all the game assets and then tried to package the game (Windows 64 bit) afterwards. I did get warnings after I built the game assets, but I don’t think that that should cause anything to go wrong. The output log is attached. link text
Thanks for the swift reply!
I had forgotten to mention that I’m working with a team so I’m using Perforce (a source control application) in order to work on the same project, that might be the reason why.
As for the stuff you mentioned, I’m not even using the assets that the errors are located in, and I’ve never gotten a notification saying that this was a problem… thanks unreal.
Yea, you shouldn’t have anything in the Intermediate directory in Perforce as that gets written to often.
Its not showing that it is checked out or anything…
Ok, so I tried it again, I just want to be sure that I didn’t create any more errors after I deleted those unused files, it didn’t say that it referenced any other BP’s so I’m fairly sure it is fine and I just need to make some .bin files writeable. Thanks for helping me out btw
137741-errorlog.txt (2.18 MB)
You’re down to fewer errors, but it’s still complaining about not being able to delete files in your Saved/Logs directory, and in your Intermediate/AssetRegistryCache directory. I’d simply nuke all of Intermediate and Saved/Logs, then rebuild/cook.
Strange, I made the files writeable via the properties menu on all the files that the log mentioned, yet it still gives me the same error.
The error means exactly that - your game binary is missing. If you previously were syncing down your binary from Perforce - you’ll need to do that. Otherwise, if you have Visual Studio or such installed, you can check the “Full Rebuild” option in your Packaging options and it’ll compile things for you. Packaging Projects | Unreal Engine Documentation
Ok, lovely. Now when I go to cook the files I get this error:
Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
Now I have no idea what this means, any suggestions? Or is this something that I can ignore? Also if there were any other errors regarding other stuff that you noticed, that would be great to know. Thanks.
Yeah, I do have that option checked, ever since the beginning actually. And don’t assume I know what I mean by my binary being missing, I’m fairly new to Unreal, and this is my first project to be packaged.
A Binary, in this case, is your game/code/executable. Looking at your log, it says it launches a build task but then immediately finishes. Do you have Visual Studio installed?
I do, Visual Studio 2015, I made sure I had the right components installed as well, otherwise it would tell me that it can’t cook without said components.