Error while generating .exe using city sample

When I try to generate a .exe of my game, this error appears while cooking:

UATHelper: Empaquetado (Windows): LogCook: Display: Cooked packages 2066 Packages Remain 29396 Total 31462
UATHelper: Empaquetado (Windows): LogTexture: Display: Creación de texturas: /Game/CitySample/Prop/BLDG/Kit_LightSign/Texture/signBank/T_signBank_N.T_signBank_N (TFO_BC5, 2048X2048 X1X1X1) (Memoria requerida aproximada: 471.562488 MB), EncodeSpeed: Final
UATHelper: Empaquetado (Windows): LogTexture: Display: Creación de texturas: /Game/CitySample/Prop/BLDG/Kit_LightSign/Texture/signBank/T_signBank_CE.T_signBank_CE (TFO_AutoDXT, 2048X2048 X1X1X1) (Memoria requerida aproximada: 305.145823 MB), EncodeSpeed: Final
UATHelper: Empaquetado (Windows): LogTexture: Display: Creación de texturas: /Game/CitySample/Prop/BLDG/Kit_LightSign/Texture/signBank/T_signBank_AOMRD.T_signBank_AOMRD (TFO_BC7, 2048X2048 X1X1X1) (Memoria requerida aproximada: 288.062484 MB), EncodeSpeed: Final
UATHelper: Empaquetado (Windows): LogWindows: Error: begin: stack for UAT
UATHelper: Empaquetado (Windows): LogWindows: Error: === Critical error: ===
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
UATHelper: Empaquetado (Windows): LogWindows: Error:
UATHelper: Empaquetado (Windows): LogWindows: Error: Fatal error!
UATHelper: Empaquetado (Windows): LogWindows: Error:
UATHelper: Empaquetado (Windows): LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
UATHelper: Empaquetado (Windows): LogWindows: Error:
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x000001ec3194bf33 UnrealEditor-RigVM.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x000001ec3192f0fb UnrealEditor-RigVM.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x000001ec319533c8 UnrealEditor-RigVM.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x000001ec31953044 UnrealEditor-RigVM.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x000001ec2d845b98 UnrealEditor-RigVMDeveloper.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x000001ec2c875396 UnrealEditor-ControlRigDeveloper.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffc7d9323af UnrealEditor-CoreUObject.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffc7db08523 UnrealEditor-CoreUObject.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffc7daeea08 UnrealEditor-CoreUObject.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffc7db1c9a0 UnrealEditor-CoreUObject.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffc7db1accd UnrealEditor-CoreUObject.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffc7db1b2c0 UnrealEditor-CoreUObject.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffbfd90ff61 UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffbfd91020c UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffbfd923aef UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffbfd94f271 UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffbfd94e704 UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffbfd62dd50 UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffbfd5ef6fd UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffbfd60aeb0 UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ff782ab80dd UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ff782aae146 UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ff782aae42a UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ff782ab18a4 UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ff782ac70c4 UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ff782ac96e6 UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error: [Callstack] 0x00007ffcfc55e8d7 KERNEL32.DLL!UnknownFunction
UATHelper: Empaquetado (Windows): LogWindows: Error:
UATHelper: Empaquetado (Windows): LogWindows: Error: end: stack for UAT
PackagingResults: Error: Fatal error!
PackagingResults: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
PackagingResults: Error: [Callstack] 0x000001ec3194bf33 UnrealEditor-RigVM.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x000001ec3192f0fb UnrealEditor-RigVM.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x000001ec319533c8 UnrealEditor-RigVM.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x000001ec31953044 UnrealEditor-RigVM.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x000001ec2d845b98 UnrealEditor-RigVMDeveloper.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x000001ec2c875396 UnrealEditor-ControlRigDeveloper.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffc7d9323af UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffc7db08523 UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffc7daeea08 UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffc7db1c9a0 UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffc7db1accd UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffc7db1b2c0 UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffbfd90ff61 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffbfd91020c UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffbfd923aef UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffbfd94f271 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffbfd94e704 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffbfd62dd50 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffbfd5ef6fd UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffbfd60aeb0 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff782ab80dd UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff782aae146 UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff782aae42a UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff782ab18a4 UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff782ac70c4 UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff782ac96e6 UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffcfc55e8d7 KERNEL32.DLL!UnknownFunction
PackagingResults: Error: end: stack for UAT
UATHelper: Empaquetado (Windows): Took 51,28s to run UnrealEditor-Cmd.exe, ExitCode=3
UATHelper: Empaquetado (Windows): Cook failed.
UATHelper: Empaquetado (Windows): (see C:\Users\thory\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\Log.txt for full exception trace)
UATHelper: Empaquetado (Windows): AutomationTool executed for 0h 0m 54s
UATHelper: Empaquetado (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Empaquetado (Windows): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure

I don’t know what is making it and i need urgent help

Hello there @AnaGarcia!

Checking through your extended log, the main error refers to a conflict with the RigVM and ControlRig systems present in City Sample:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008 in UnrealEditor-RigVM.dll

Both elements are used in the map, which is already on itself, a heavy resource asset. The best approach to succesfully pack your build would be to either disable the plugins, or removing conflicting elements present in the map.

First of all, please go to Edit > Plugins, search for ControlRigDeveloper and RigVMDeveloper, disable them, and restart UE. Next, isolate the map section or level you are cooking, and temporary remove any skeletal meshes or control rig from the scene (replace them with placeholders if possible).

Another thing to implement, would be to clear your project’s cache, via deleting Binaries, Intermediate, and Saved folders from your project directory. After that, regenerate your project files from VS, and try packaging again.

After doing that, and managing to be cooking for almost all the time and not exploding while cooking, this happened:

UATHelper: Empaquetado (Windows): LogInit: Display: NOTE: Only first 50 warnings displayed.
UATHelper: Empaquetado (Windows): LogInit: Display:
UATHelper: Empaquetado (Windows): LogInit: Display: Failure - 420 error(s), 14247 warning(s)
UATHelper: Empaquetado (Windows): LogInit: Display:
UATHelper: Empaquetado (Windows): Execution of commandlet took: 43m 3s (2583.27 seconds)
UATHelper: Empaquetado (Windows): LogStudioTelemetry: Display: Shutdown StudioTelemetry Module
UATHelper: Empaquetado (Windows): Took 2.594,86s to run UnrealEditor-Cmd.exe, ExitCode=1
UATHelper: Empaquetado (Windows): Cook failed.
UATHelper: Empaquetado (Windows): (see C:\Users\thory\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\Log.txt for full exception trace)
UATHelper: Empaquetado (Windows): AutomationTool executed for 0h 43m 51s
UATHelper: Empaquetado (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Empaquetado (Windows): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure

Hello again!

Awesome, progress has been made! This confirms that the original problem with RigVM.dll was fixed, and now there’s a new issue. The key lines from your log are as follows:

Failure - 420 error(s), 14247 warning(s)
ExitCode=25 (Error_UnknownCookFailure)

This means that the engine was able to cook almost everything, but failed at the end due the ammount of warnings and errors received. These are most likely the silent type, stuff that won’t outright destroy a project, but with such a number of them, it was not possible to complete the process.

Now, the log directs you to review a detailed extract that can be found at:

C:\Users\thory\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\Log.txt

So, the next step here is to open this log, and look for the warnings. You are looking for anything that refers to LogCook, Missing asset, Failed to compile/cook, etc.. Then, try to fix as many as you can. Most of them should be tied to problematic assets from City sample, which can be re-imported, re-compiled, replaced, or deleted. Check for blueprint issues as well, any missing classes or references.

Still, this could be a tremendous task, as City Sample is massive to work with. I would suggest reducing the content scope to help with the issue, for example:

  • Delete any map levels not in use for your build

  • Remove the vehicle systems, if you are not using them

  • Same with the MetaHuman characters in scene

  • Also, get rid of any materials and textures not in use

  • And as stated in my previous post, if possible, isolate your cook only to the level you are working with

If the issue persists, there could be an alternative approach. Instead of using the entirety of the Sample, create a new project, and migrate only the specific elements you need from City. This could avoid a great number of errors, if properly setup. Hope this helps!

I ended up making a new project from scratch to add everything back in, because the troubles that i started to have were engine related.

All the problems started when trying to migrate the small city lvl from city sample into my own project. Can you tell me the best way to migrate it to ensure i dont have problems in the future?

Hello again!

Glad you managed to sort part of the problem with a new project. As for migrating elements from City Sample, that can be quite a daunting task on its own.

The map has a lot of plugin dependencies, and it’s loaded with heavy assets. Still, it should be possible to migrate just the level you need.

Start by loading your city level, and isolating all related assets to it. From there, use the Content Browser to locate their source files, and their respective folders. Now, use the Migrate function to send them to your active project. You can find further details in the doc below:

Additionally, a similar scenario shared the following tidbit related to migrating elements from City:

I did what the last coment said it worked and this crash ocurred while migrating
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp] [Line: 3694] Invalid object in GC: 0x000007860cc2e500, ReferencingObject: NULL, ReferencingProperty: NULL

UnrealEditor_CoreUObject
UnrealEditor_RigVM
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

Interesting, this is a new error. The “Invalid object in GC” error aims at a problem with an asset during migration. Meaning, that even if the level was isolated to the smallest portion, parts of it are still tied to something else, or they are missing a component.

The problem is that, at this stage, what remains is basically trial and error. Open backups of your projects, and take apart he portion of the city you need, until is fully isolated, then try migrating again. Here’s how I would proceed:

  • Migrate your assets in small batches, and check dependencies along the way. Take the map first, then only select the critical meshes, mats, and blueprints.

  • Before the move, re-save any assets you will migrate, as this will force the engine to rebuild references, making them more stable to transfer.

  • Make sure to run “Fix Up Redirectors” in both source and target projects, before and after migration.

  • If you have any specific assets that generate multiple errors, try to export them as FBX, then re-build them in your project, with new blueprints.

I know i came a month later. I managed to proper migrate and create the .exe.

Now im having problemes with the HLOD files. When i try to rebuild them they give me this errors and I have no way to know why:

LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:048][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehVan_vehicle01/Mesh/SM_vehVan_vehicle01 requested by async loading code. NameToLoad: /Game/Vehicle/vehVan_vehicle01/Mesh/SM_vehVan_vehicle01
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:048][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehTruck_vehicle04/Mesh/Transparent/SM_All_Trans_vehTruck_vehicle04 requested by async loading code. NameToLoad: /Game/Vehicle/vehTruck_vehicle04/Mesh/Transparent/SM_All_Trans_vehTruck_vehicle04
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:049][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehTruck_vehicle04/Mesh/SM_vehTruck_vehicle04 requested by async loading code. NameToLoad: /Game/Vehicle/vehTruck_vehicle04/Mesh/SM_vehTruck_vehicle04
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:049][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehCar_vehicle07/Mesh/Transparent/SM_All_Trans_vehCar_vehicle07 requested by async loading code. NameToLoad: /Game/Vehicle/vehCar_vehicle07/Mesh/Transparent/SM_All_Trans_vehCar_vehicle07
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:049][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehCar_vehicle07/Mesh/SM_vehCar_vehicle07 requested by async loading code. NameToLoad: /Game/Vehicle/vehCar_vehicle07/Mesh/SM_vehCar_vehicle07
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:049][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehCar_vehicle06/Mesh/Transparent/SM_All_Trans_vehCar_vehicle06 requested by async loading code. NameToLoad: /Game/Vehicle/vehCar_vehicle06/Mesh/Transparent/SM_All_Trans_vehCar_vehicle06
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:049][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehCar_vehicle06/Mesh/SM_vehCar_vehicle06 requested by async loading code. NameToLoad: /Game/Vehicle/vehCar_vehicle06/Mesh/SM_vehCar_vehicle06
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:050][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehCar_vehicle05/Mesh/Transparent/SM_All_Trans_vehCar_vehicle05 requested by async loading code. NameToLoad: /Game/Vehicle/vehCar_vehicle05/Mesh/Transparent/SM_All_Trans_vehCar_vehicle05
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:050][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehCar_vehicle05/Mesh/SM_vehCar_vehicle05 requested by async loading code. NameToLoad: /Game/Vehicle/vehCar_vehicle05/Mesh/SM_vehCar_vehicle05
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:050][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehCar_vehicle03/Mesh/Transparent/SM_All_Trans_vehCar_vehicle03 requested by async loading code. NameToLoad: /Game/Vehicle/vehCar_vehicle03/Mesh/Transparent/SM_All_Trans_vehCar_vehicle03
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:050][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehCar_vehicle03/Mesh/SM_vehCar_vehicle03 requested by async loading code. NameToLoad: /Game/Vehicle/vehCar_vehicle03/Mesh/SM_vehCar_vehicle03
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:050][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehCar_vehicle02/Mesh/Transparent/SM_All_Trans_vehCar_vehicle02 requested by async loading code. NameToLoad: /Game/Vehicle/vehCar_vehicle02/Mesh/Transparent/SM_All_Trans_vehCar_vehicle02
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:050][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehCar_vehicle02/Mesh/SM_vehCar_vehicle02 requested by async loading code. NameToLoad: /Game/Vehicle/vehCar_vehicle02/Mesh/SM_vehCar_vehicle02
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2025.09.03-17.08.26:251][ 0]LogStreaming: Error: Couldn’t find file for package /Game/Vehicle/vehVan_vehicle01/Mesh/Transparent/SM_All_Trans_vehVan_vehicle01 requested by async loading code. NameToLoad: /Game/Vehicle/vehVan_vehicle01/Mesh/Transparent/SM_All_Trans_vehVan_vehicle01

Hello again, and welcome back!

Checking that new log, there are multiple instances of “Couldn’t find file for package /Game/Vehicle…”. These errors are HLOD still pointing to meshes that don’t exist anymore, after migration. The affected assets either weren not included, renamed, or have a broken reference. Let’s take a few steps to resolve the issue:

  • Search in Content Browser for the missing meshes, and if they don’t exist, they are broken refs

  • Delete your level’s HLOD folders in Content, as they still hold the old data

  • Run “Fix Up Redirectors” on Content/

  • Re-open the level, and re-build HLOD, so it regenerates with only the meshes you actually have in the project

  • As for the vehicles, if you don’t need them for your scene, remove their actors from the map. But if you do, simply migrate those meshes again from City Sample, or drop placeholders in the same path

LogLinker: Warning: [AssetLog] C:\Users\thory\OneDrive\Documents\Unreal Projects\ProjectSleipnir\Content_ExternalActors_\Map\Small_City_LVL\3P\ON\ZI8D755ZFHZMXDIWNIHUC.uasset: No se pudo cargar ‘/Game/Map/HLOD/CitySample_HLOD0’: No se encuentra el archivo.
LogLinker: Warning: [AssetLog] C:\Users\thory\OneDrive\Documents\Unreal Projects\ProjectSleipnir\Content\Map\Small_City_LVL.umap: VerifyImport: Failed to load package for import object ‘Package /Game/Map/HLOD/CitySample_HLOD0’
LogWorldPartition: ULevel::OnLevelLoaded(Small_City_LVL)(bIsOwningWorldGameWorld=0, bIsOwningWorldPartitioned=1, InitializeForMainWorld=1, InitializeForEditor=1, InitializeForGame=0)
LogWorldPartition: Display: WorldPartition initialize started…
LogWorldPartition: UWorldPartition::Initialize : World = /Game/Map/Small_City_LVL.Small_City_LVL, World Type = Inactive, IsMainWorldPartition = 1, Location = V(0), Rotation = R(0), IsEditor = 1, IsGame = 0, IsPIEWorldTravel = 0, IsCooking = 0
LogStreaming: Display: FlushAsyncLoading(19297): 11 QueuedPackages, 0 AsyncPackages
LogContentBundle: [Small_City_LVL(Autónomo)] Creating new container.
LogWorldPartition: Display: WorldPartition initialize took 234.835 ms (total: 1:28 min)
LogAssetEditorSubsystem: Opening Asset editor for World /Game/Map/Small_City_LVL.Small_City_LVL
Cmd: MAP LOAD FILE=“../../../../../../Users/thory/OneDrive/Documents/Unreal Projects/ProjectSleipnir/Content/Map/Small_City_LVL.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=4
LogWorld: UWorld::CleanupWorld for Intro, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogWorldMetrics: [UWorldMetricsSubsystem::Deinitialize]
LogWorldMetrics: [UWorldMetricsSubsystem::Clear]
LogAudio: Display: Audio Device unregistered from world ‘None’.
LogUObjectHash: Compacting FUObjectHashTables data took 0.57ms
LogWorld: UWorld::CleanupWorld for Small_City_LVL, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogWorldPartition: UWorldPartition::Uninitialize : World = /Game/Map/Small_City_LVL.Small_City_LVL
LogContentBundle: [Small_City_LVL(Autónomo)] Deleting container.
LogUObjectHash: Compacting FUObjectHashTables data took 0.55ms
LogUObjectHash: Compacting FUObjectHashTables data took 0.53ms
LogAudio: Display: Audio Device (ID: 1) registered with world ‘Small_City_LVL’.
LogWorldMetrics: [UWorldMetricsSubsystem::Initialize]
LogWorldPartition: ULevel::OnLevelLoaded(Small_City_LVL)(bIsOwningWorldGameWorld=0, bIsOwningWorldPartitioned=1, InitializeForMainWorld=1, InitializeForEditor=1, InitializeForGame=0)
LogWorldPartition: Display: WorldPartition initialize started…
LogWorldPartition: UWorldPartition::Initialize : World = /Game/Map/Small_City_LVL.Small_City_LVL, World Type = Editor, IsMainWorldPartition = 1, Location = V(0), Rotation = R(0), IsEditor = 1, IsGame = 0, IsPIEWorldTravel = 0, IsCooking = 0
LogStreaming: Error: Couldn’t find file for package /Game/Map/HLOD/CitySample_HLOD0_Only requested by async loading code. NameToLoad: /Game/Map/HLOD/CitySample_HLOD0_Only
LogContentBundle: [Small_City_LVL(Autónomo)] Creating new container.
LogWorldPartition: Display: WorldPartition initialize took 12.0 sec (total: 1:40 min)
LogEditorServer: Finished looking for orphan Actors (0.001 secs)
LogUObjectHash: Compacting FUObjectHashTables data took 2.55ms

I did all of that and this was the result, I dont know if it means that this worked or not.

Hello again!

Thanks for sharing that new log. Progress has been made, lesser instances of errors, but there’s still a critical line present:

Couldn’t find file for package /Game/Map/HLOD/CitySample_HLOD0_Only

This means your level is still pointing to an old HLOD layer from City Sample, even though those assets should not exist in your project anymore. The vehicle errors are gone, which is great, now we just need to get rid of that last one. Please try the following:

  • Delete the HLOD folders under both /Game/Map/HLOD/ and /Game/CitySample/HLOD/ if they are still around, then search other project folders for any leftover file related to HLOD or “CitySample_HLOD0_Only”, and delete those files as well

  • Re-open the level, and re-build HLOD once again, just like in our previous update

  • If the error persists after that, then the last resort for this scenario is to migrate all your actors into a new clean level, and build a new HLOD from there, so no City Sample elements are present to interfiere

These steps should resolve that last remaining error. Hope this helps, and good luck!

MapCheck: Verificación de mapa completa: 1 error, 0 advertencias: Tardó 20,602 ms en completarse.
LogEditorBuildUtils: Build time 0:32
LogToolMenus: Warning: Menu already registered : WorldPartition.BuildMenu
LogSlate: Window ‘Compilar HLOD’ being destroyed
LogUObjectHash: Compacting FUObjectHashTables data took 0.77ms
LogWorld: UWorld::CleanupWorld for Small_City_LVL, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogWorldPartition: UWorldPartition::Uninitialize : World = /Game/Map/Small_City_LVL.Small_City_LVL
LogContentBundle: [Small_City_LVL(Autónomo)] Deleting container.
LogWorldMetrics: [UWorldMetricsSubsystem::Deinitialize]
LogWorldMetrics: [UWorldMetricsSubsystem::Clear]
LogAudio: Display: Audio Device unregistered from world ‘None’.
LogUObjectHash: Compacting FUObjectHashTables data took 5.99ms
LogWorldMetrics: [UWorldMetricsSubsystem::Initialize]
LogAudio: Display: Audio Device (ID: 1) registered with world ‘Untitled’.
LogWorldPartitionEditor: Display: Running commandlet: C:\Program Files\Epic Games\UE_5.4\Engine\Binaries\Win64\UnrealEditor.exe “../../../../../../Users/thory/OneDrive/Documents/Unreal Projects/ProjectSleipnir/ProjectSleipnir.uproject” -BaseDir=“C:/Program Files/Epic Games/UE_5.4/Engine/Binaries/Win64/” -Unattended -RunningFromUnrealEd -AbsLog=“C:/Users/thory/OneDrive/Documents/Unreal Projects/ProjectSleipnir/Saved/Logs/WorldPartition/WorldPartitionHLODsBuilder-00005f10-2025-09-08T16.20.53.158Z.log” /Game/Map/Small_City_LVL -run=WorldPartitionBuilderCommandlet -Builder=WorldPartitionHLODsBuil
der -SetupHLODs -BuildHLODs -AllowCommandletRendering
LogWorldPartitionEditor: Display: Commandlet executed successfully.
LogWorldPartitionEditor: Display: Detailed output can be found in C:/Users/thory/OneDrive/Documents/Unreal Projects/ProjectSleipnir/Saved/Logs/WorldPartition/WorldPartitionHLODsBuilder-00005f10-2025-09-08T16.20.53.158Z.log
Cmd: MAP LOAD FILE=“../../../../../../Users/thory/OneDrive/Documents/Unreal Projects/ProjectSleipnir/Content/Map/Small_City_LVL.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=4
LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogWorldMetrics: [UWorldMetricsSubsystem::Deinitialize]
LogWorldMetrics: [UWorldMetricsSubsystem::Clear]
LogAudio: Display: Audio Device unregistered from world ‘None’.
LogUObjectHash: Compacting FUObjectHashTables data took 0.55ms
LogAudio: Display: Audio Device (ID: 1) registered with world ‘Small_City_LVL’.
LogWorldMetrics: [UWorldMetricsSubsystem::Initialize]
LogWorldPartition: ULevel::OnLevelLoaded(Small_City_LVL)(bIsOwningWorldGameWorld=0, bIsOwningWorldPartitioned=1, InitializeForMainWorld=1, InitializeForEditor=1, InitializeForGame=0)
LogWorldPartition: Display: WorldPartition initialize started…
LogWorldPartition: UWorldPartition::Initialize : World = /Game/Map/Small_City_LVL.Small_City_LVL, World Type = Editor, IsMainWorldPartition = 1, Location = V(0), Rotation = R(0), IsEditor = 1, IsGame = 0, IsPIEWorldTravel = 0, IsCooking = 0
LogStreaming: Display: FlushAsyncLoading(19261): 11 QueuedPackages, 0 AsyncPackages
LogContentBundle: [Small_City_LVL(Autónomo)] Creating new container.
LogWorldPartition: Display: WorldPartition initialize took 12.2 sec (total: 41.9 sec)
LogEditorServer: Finished looking for orphan Actors (0.001 secs)
LogUObjectHash: Compacting FUObjectHashTables data took 2.33ms
Cmd: MAP CHECKDEP NOCLEARLOG

I dont see any errors so, it seems like it worked?

That’s awesome, you got confirmation in that new log that the build was a success:

LogWorldPartitionEditor: Display: Commandlet executed successfully.

And there are no more errors of the type “Couldn’t find file for package…”.

You do have one small warning tied to a MapCheck error. It’s not specific, so it’s probably an isolated actor or asset in a dubious state. You can try checking around for it with “Fix Up Redirectors”, but it shouldn’t stop your process.

1 Like

And changing subject, becuase i have asked before and im still struggling to find a solution: Do you know how to stream the same game in 3 screens? something like this.

Of course! Said setup could be accomplished using the nDisplay functionality. Please check the related thread below, along with UE’s documentation on the feature: