TK-Bear
(TK-Bear)
February 12, 2016, 4:37pm
696
Hello. I have next packaking problems. My project is made and used generic shooter new version. but when packaking in 4.10.2 it failed every time. maybe some problem with visual studio 2015. But in 4.9.2 packaking works “sometimes”, but when trying to switch 4.10.2 project to 4.9.2 it always crashed and next errors:
MachineId:29AD959249EAF7F25184D8859A297991
EpicAccountId:2a4ebe5415844cca89975cf2a167ae49
Unknown exception - code 00000001 (first/second chance not available)
"Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Core\Private\HAL\FileManagerGeneric.cpp] [Line: 647]
Invalid BufferCount=0 while reading …//…//…//…//.
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_Core!FArchiveFileReaderGeneric::InternalPrecache() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\hal\filemanagergeneric.cpp:647]
UE4Editor_Core!FArchiveFileReaderGeneric::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\hal\filemanagergeneric.cpp:686]
UE4Editor_CoreUObject!FGenerationInfo::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linker.cpp:76]
UE4Editor_CoreUObject!operator<<() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\packagefilesummary.cpp:164]
UE4Editor_AssetRegistry!FPackageReader::OpenPackageFile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\assetregistry\private\packagereader.cpp:37]
UE4Editor_AssetRegistry!FAssetDataGatherer::ReadAssetFile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\assetregistry\private\assetdatagatherer.cpp:422]
UE4Editor_AssetRegistry!FAssetDataGatherer::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\assetregistry\private\assetdatagatherer.cpp:186]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
I was experiencing a similar issue with my packaging and found two issues. The first was I had to close all other apps because I was hitting memory contention. The next was I had a hud blue print that was not even being referenced with a compile error. So it seems that if you have something with compile errors, even if not referenced, it can prevent packaging.