How to fix a Packaging error from UE5.4 to Quest 3 saying: Content missing from Cook?

Hi guys, Im getting this Error while trying to package my project from UE 5.4 to Quest:

PackagingResults: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.

PackagingResults: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.

PackagingResults: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.

PackagingResults: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.

PackagingResults: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.

PackagingResults: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.

UATHelper: Packaging (Android (ASTC)): LogStudioTelemetry: Display: Shutdown StudioTelemetry Module

UATHelper: Packaging (Android (ASTC)): Took 1,931.46s to run UnrealEditor-Cmd.exe, ExitCode=1

UATHelper: Packaging (Android (ASTC)): Cook failed.

UATHelper: Packaging (Android (ASTC)): (see C:\Users\osher\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\Log.txt for full exception trace)

UATHelper: Packaging (Android (ASTC)): AutomationTool executed for 0h 32m 49s

UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

UATHelper: Packaging (Android (ASTC)): BUILD FAILED

LogConfig: Display: Audio Stream Cache “Max Cache Size KB” set to 0 by config: “…/…/…/…/…/…/Users/osher/Documents/Unreal Projects/VRtest1/Config/Engine.ini”. Default value of 65536 KB will be used. You can update Project Settings here: Project Settings->Platforms->Windows->Audio->Cook Overrides->Stream Caching->Max Cache Size (KB)

PackagingResults: Error: Unknown Cook Failure

LogWindowsTextInputMethodSystem: Activated input method: English (United States) - (Keyboard).

LogWindowsTextInputMethodSystem: Activated input method: English (United States) - (Keyboard).

LogDerivedDataCache: C:/Users/osher/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:00.000 and deleted 0 files with total size 0 MiB and 0 empty folders. Scanned 0 files in 1 folders with total size 0 MiB.The error you’re encountering during packaging in Unreal Engine, specifically:

kotlinCopy codePackagingResults: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.

rich text editor image

indicates that some content referenced in your project is not being included during the cook process, either because it’s marked as NeverCook or because it’s not valid for the target platform. Here’s how to address this issue step by step:

1. Check for “NeverCook” Markings

Some assets might be explicitly marked to never be included in the cooking process. This can happen with assets that are only meant for development and debugging.

  • Fix the asset settings:
    • Open the asset causing the problem (from the content browser).
    • Go to the Details panel.
    • Look for an option related to cooking or packaging, such as NeverCook .
    • Ensure that this option is not checked .
  • If you’re unsure which assets are causing the issue, Unreal Engine may output specific warnings in the Output Log during the packaging process. Check there to identify the assets marked NeverCook .

2. Check for Non-Cookable Content

Some assets may not be suitable for the platform you’re targeting (in this case, Android (ASTC) ). If your project references assets that are only compatible with specific platforms (like Windows), they may cause errors during packaging.

  • Review your platform settings :
    • Go to Edit > Project Settings .
    • Under Platforms , select Android .
    • Review your asset configurations to ensure that only Android-compatible assets are referenced in the project.
  • Search for non-cookable assets :
    • Look through the Output Log for details on any non-cookable assets being referenced.

3. Fix Cross-Referencing Issues Between Assets

It’s possible that certain assets are referencing other assets that are marked as NeverCook or are not compatible with Android. Unreal might be trying to cook these referenced assets, which then causes a failure.

  • Dependency Checker :
    • In the Content Browser , right-click on the assets you suspect might be causing issues.
    • Select Asset Actions > Find References or Reference Viewer . This will allow you to trace dependencies and identify any assets that are not cookable.
  • If the target asset is not needed, either remove the reference to the problematic asset or make sure the asset is properly marked for cooking.

4. Use the “Fix Up Redirectors” Tool

Sometimes, redirectors (references to moved or renamed assets) can cause issues during packaging. Unreal uses these to redirect the engine from old asset paths to new ones, but they may not always function properly during cooking.

  • Fix Redirectors :
    • In the Content Browser , right-click the folder that contains your assets.
    • Choose Fix Up Redirectors in Folder . This will clean up any invalid references to assets that could be causing cook errors.

5. Rebuild Asset Database

Corrupt asset metadata or incorrect file paths might lead to errors during cooking. Rebuilding the asset database can help fix issues.

  • Clear Derived Data Cache :
    • Go to Edit > Project Settings > Derived Data Cache and clear the cache. This will force Unreal to rebuild the asset data.
  • Recompile Shaders :
    • Sometimes shader-related issues may also contribute to cooking problems. You can force a recompile of shaders by deleting the Saved and Intermediate folders in your project directory and restarting Unreal Engine.

6. Update or Revalidate Plugins

If you’re using plugins (e.g., for VR or other specific functionalities), ensure that the plugins are properly configured for the target platform.

  • Go to Edit > Plugins and make sure all plugins are compatible with Android.
  • Disable any plugins that are not required or cause issues during cooking.

7. Review the Full Log

The final lines of your error message reference the log file:

mathematicaCopy code(see C:\Users\osher\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\Log.txt for full exception trace)

This log file will provide more detailed information about which assets are causing the error. Reviewing this log can help identify the root cause, especially when dealing with specific assets or packages.

8. Restart Unreal and Clear Intermediate Folders

If none of the above works, try the following as a last resort:

  • Close Unreal Engine .
  • Delete the Saved , Intermediate , and DerivedDataCache folders in your project directory.
  • Open the project again and try packaging.

Summary

The error suggests that some assets in your project are marked as NeverCook or are incompatible with the Android platform. Follow the steps to check asset settings, resolve cross-referencing issues, fix redirectors, and rebuild your asset database. Additionally, reviewing the full log will give you more insight into the specific assets causing the issue.

Let me know if you need further assistance!