Download

Help with "unknown cook failure"

So I been trying to package my project so i can test it as a game on another computer. And at first my output log would show red lines of a package I had in there. I removed it because I wasn’t using anything out of it. It was the free infinity adversaries pack. After removing it, I no longer have any red lines in my output log until the very end where it says the build failed because of an unknown cook failure.

I looked it up and I guess there was a “solution” but some responses said their folders got deleted completely or they couldn’t control the player anymore. So I’m hesitant because I been working on this for almost 2 years. Does anyone have a solution? I’m using engine 4.10 because that’s what I started it on.

people are going to need to see the logs if we are going to be able to help you

The entire log or just a certain part?

So here is a zip file of my output log. Sorry I took so long I just been busy. But hopefully someone can see what the problem is. I sure don’t know what it is.

To quickly find what went wrong on a log file, just search for “error:”, which yeilds this:


MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2018.08.07-19.44.29:674]  0]LogOutputDevice:Error:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: begin: stack for UAT
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2018.08.07-19.44.29:674]  0]LogOutputDevice:Warning: === Handled error: ===
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: Ensure condition failed: !ActorCDO->bExchangedRoles [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp] [Line: 1814]
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: Your CDO has had ExchangeNetRoles called on it (likely via RerunConstructionScripts) which should never have happened. This will cause issues replicating this actor over the network due to mutated transient data!
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: Stack:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-Core.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-Core.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-Core.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-KismetCompiler.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-KismetCompiler.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-KismetCompiler.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-KismetCompiler.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-CoreUObject.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-CoreUObject.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-CoreUObject.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-CoreUObject.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-CoreUObject.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-CoreUObject.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-CoreUObject.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-CoreUObject.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-CoreUObject.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: KERNEL32.DLL
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: ntdll.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: ntdll.dll
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2018.08.07-19.44.29:678]  0]LogOutputDevice:Error:
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: end: stack for UAT
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2018.08.07-19.44.32:954]  0]LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/Horror_pack/Bluprints/Table_Blueprint_Child.Table_Blueprint_Child_C:UserConstructionScript; removing parent information, but keeping function


The relevant bit seems to be “Your CDO has had ExchangeNetRoles called on it (likely via RerunConstructionScripts) which should never have happened. This will cause issues replicating this actor over the network due to mutated transient data!”, which means one of your classes is doing something it shouldn’t be doing either in the construction script or in its C++ constructor.

So in other words, go through all my actors scripts and see which ones are having errors. This should be fun. Haha