Help me : Failed to set completion port for job object "UE.ShaderCompileWorker.JobGroup". UE5 5.5

I pack a project using shipping build on UE5 5.5 . I receive this error warning log.

UATHelper: Packaging (Windows): LogWindows: Warning: Failed to set completion port for job object “UE.ShaderCompileWorker.JobGroup”: The parameter is incorrect.

Now my packed build is half in size. Help me remove this warning and explain what cause it. is it a bug? The cook time is so fast, is it even cooked ?

UATHelper: Packaging (Windows): LogSavePackage: Display: Took 0.006753s to verify the EDL loading graph.
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): LogInit: Display: Success - 0 error(s), 0 warning(s)
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): Execution of commandlet took: 26.10 seconds
UATHelper: Packaging (Windows): LogStudioTelemetry: Display: Shutdown StudioTelemetry Module
UATHelper: Packaging (Windows): Took 40.97s to run UnrealEditor-Cmd.exe, ExitCode=0
UATHelper: Packaging (Windows): Cook command time: 42.08 s

UATHelper: Packaging (Windows): BuildCookRun time: 122.98 s
UATHelper: Packaging (Windows): BUILD SUCCESSFUL
UATHelper: Packaging (Windows): AutomationTool executed for 0h 2m 3s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=0 (Success)

please, anyone, help me.

Hi, I had the same problem as you and I managed to solve it.

I had to choose a new location to store the game in my files because I had this bug on my second version.

I hope I was able to help you.

1 Like

hi, thank you for replying. what do you mean by choosing new location. do I change the project file location or the destination of packing ?

I migrated all the useful assets to another project, which was newly created, and then found that they could be packaged.
2025/1/19