If a IO Store file being packed by UnrealPak is larger than the MaxSourceBufferMemory in FIoStoreWriteRequestManager then the Writer will wait indefinitely in FIoStoreWriteRequestManager ::Start for room in the buffer leading to the application just spinning and logging a stalled status forever.
I will caveat this by stating I think my 4GB .ubulk terrain file is erroneous and I am in the process of trying to figure out why our Linux Server has this file while our Windows Client doesn’t seem to, but regardless I would have preferred an error and a failure than indefinite stalling of UnrealPak leading to our builds mysteriously timing out for an unknown reason.
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