Getting an Error in my First game

Hello everyone! I’m new at Unreal Engine and for my first game I’m getting this error once it is packaged…

Not sure if this is the right place to for ask for help, but I’m a little frustrated since I’ve found little information regarding this on the internet.

Thanks in advance! !:grin:
Capture11111

You have come to the right place!

Does the console / log return anything during the packaging process? It could be the case that you are trying to start your project without it being packaged fully?

Thank you Elias, I really appreciate you helping out!

Yes I got this from the notepad:

Linking: Architecturetutorial-Win64-Shipping.exe
Command: @“X:\Unreal Projects\Architecturetutorial 5.1\Intermediate\Build\Win64\Architecturetutorial\Shipping\Architecturetutorial-Win64-Shipping.exe.response”
Writing manifest to X:\Unreal Projects\Architecturetutorial 5.1\Intermediate\Build\Manifest.xml
SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.cpp: Produced item “X:\Unreal Projects\Architecturetutorial 5.1\Intermediate\Build\Win64\Architecturetutorial\Shipping\Core\SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.h.obj” doesn’t exist.
Default.rc2: Produced item “X:\Unreal Projects\Architecturetutorial 5.1\Intermediate\Build\Win64\Architecturetutorial\Shipping\Default.rc2.res” doesn’t exist.
Architecturetutorial.cpp: Produced item “X:\Unreal Projects\Architecturetutorial 5.1\Intermediate\Build\Win64\UnrealGame\Shipping\Architecturetutorial\Architecturetutorial.cpp.obj” doesn’t exist.
Architecturetutorial-Win64-Shipping.exe: Produced item “X:\Unreal Projects\Architecturetutorial 5.1\Binaries\Win64\Architecturetutorial-Win64-Shipping.exe” doesn’t exist.
SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.cpp: Produced item “X:\Unreal Projects\Architecturetutorial 5.1\Intermediate\Build\Win64\Architecturetutorial\Shipping\Core\SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.h.dep.json” doesn’t exist.
Architecturetutorial-Win64-Shipping.target: Produced item “X:\Unreal Projects\Architecturetutorial 5.1\Binaries\Win64\Architecturetutorial-Win64-Shipping.target” doesn’t exist.
SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.cpp: Produced item “X:\Unreal Projects\Architecturetutorial 5.1\Intermediate\Build\Win64\Architecturetutorial\Shipping\Core\SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.h.pch” doesn’t exist.
Architecturetutorial-Win64-Shipping.exe: Produced item “X:\Unreal Projects\Architecturetutorial 5.1\Binaries\Win64\Architecturetutorial-Win64-Shipping.pdb” doesn’t exist.
Architecturetutorial.cpp: Produced item “X:\Unreal Projects\Architecturetutorial 5.1\Intermediate\Build\Win64\UnrealGame\Shipping\Architecturetutorial\Architecturetutorial.cpp.dep.json” doesn’t exist.
Checking for live coding mutex: Global\LiveCoding_X++Unreal Projects+Architecturetutorial 5.1+Binaries+Win64+Architecturetutorial-Win64-Shipping.exe
Building Architecturetutorial…
Using Visual Studio 2019 14.29.30133 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[Upgrade]
[Upgrade] Using backward-compatible include order. The latest version of UE has changed the order of includes, which may require code changes. The current setting is:
[Upgrade] IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_0
[Upgrade] Suppress this message by setting ‘IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;’ in Architecturetutorial.Target.cs.
[Upgrade] Alternatively you can set this to ‘EngineIncludeOrderVersion.Latest’ to always use the latest include order. This will potentially cause compile errors when integrating new versions of the engine.
[Upgrade]
Determining max actions to execute in parallel (8 physical cores, 16 logical cores)
Executing up to 8 processes, one per physical core
Building 5 actions with 5 processes…
[1/5] Resource Default.rc2
[2/5] Compile SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.cpp
[3/5] Compile Architecturetutorial.cpp
[4/5] Link Architecturetutorial-Win64-Shipping.exe
Version 14.29.30133.0
ExceptionCode = C0000005
ExceptionFlags = 00000000
ExceptionAddress = 00007FF6558E583A (00007FF6557C0000) “C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\bin\HostX64\x64\link.exe”
NumberParameters = 00000002
ExceptionInformation[ 0] = 0000000000000000
ExceptionInformation[ 1] = 0000000000000000
CONTEXT:
Rax = 0000000080070001 R8 = 00000028245FBF98
Rbx = 000001AD6C8070C0 R9 = 000001AD6A90B544
Rcx = 0000000000000000 R10 = 0000000000000001
Rdx = 000001AD6D5F15A8 R11 = 8101010101010100
Rsp = 00000028245FBF40 R12 = 000001AD6D5F15A8
Rbp = 00000028245FBFD0 E13 = 2AAAAAAAAAAAAAAB
Rsi = 0000000000000004 R14 = 000001AD6D5F15A8
Rdi = 000001AD91C69020 R15 = 00000028245FC060
Rip = 00007FF6558E583A EFlags = 0000000000010202
SegCs = 0000000000000033 SegDs = 000000000000002B
SegSs = 000000000000002B SegEs = 000000000000002B
SegFs = 0000000000000053 SegGs = 000000000000002B
Dr0 = 0000000000000000 Dr3 = 0000000000000000
Dr1 = 0000000000000000 Dr6 = 0000000000000000
Dr2 = 0000000000000000 Dr7 = 0000000000000000
[5/5] WriteMetadata Architecturetutorial-Win64-Shipping.target cancelled
CompilationResultException: Error: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List1 ActionsToExecute, List1 TargetDescriptors, ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 387
at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 628
at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments, ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 242
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 648
WriteFileIfChanged() wrote 7 changed files of 7 requested writes.
Timeline:

[ 0.000]
0.000
[ 8.858]

(These are only the last lines).

The log shows the various actions being performed during the build process, such as compiling source code and linking object files to produce the final executable.

The first line of the log indicates that the build process is linking an executable file called “Architecturetutorial-Win64-Shipping.exe”. The command used to perform this action is shown, along with the path to the response file that contains additional arguments for the linker.

The next few lines indicate that the build process is writing a manifest file and that several items that were expected to be produced by previous actions during the build process do not exist. This suggests that there may have been errors or issues during the build process.

The final lines of the log output show an error that occurred during the linking process. The error message indicates that an exception occurred in the linker (link.exe) with exception code C0000005. It also shows the contents of various registers at the time of the exception, which may be useful for debugging the issue.

Are you able to package a completely blank project?

Hello Elias, thanks so much for your information I appreciate it, yes so I figured it could be happening for a lot of reasons, first of all I transitioned from Unreal 4 to Unreal 5, so I had to convert the game to 5.11 file, and then I realized I had a lot of plugins from 4 that are not compatible with 5 so I believe that can be the main issue.

I was able to package a blank project, and everything worked fine, I guess I’ll do a fresh start on Unreal 5 since I’m just learning, so I’m glad I had this problem that got me investigating all over the internet hahaha.

Thanks again for explaining me the log!

Yes, that sounds very plausible. I think it may be conflicts from the files etc.

Usually what people do is to make a blank project and port over all of the content and manually change settings. This will ensure that there are no strange things happening. If you can port over all assets and package, it’s usually some or a specific setting / missing content which is the culprit.