Hi, all! I’m trying to migrate project to new UE version and have Unknown Cook Failure. So I can not even figure out what’s the issue to fix it
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error!
PackagingResults: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038
PackagingResults: Error: [Callstack] 0x00007ff985ac8640 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff985aaf215 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9983ab5c0 UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9983e3db3 UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9983f988f UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff99822e6a0 UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff998258f4d UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff65031a02c UE4Editor-Win64-DebugGame-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff650310d2c UE4Editor-Win64-DebugGame-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff6503110ba UE4Editor-Win64-DebugGame-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff6503140dd UE4Editor-Win64-DebugGame-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff650325984 UE4Editor-Win64-DebugGame-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff6503278ca UE4Editor-Win64-DebugGame-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffa87a77034 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffa88f22651 ntdll.dll!UnknownFunction []
PackagingResults: Error: end: stack for UAT
UATHelper: Packaging (Windows (64-bit)): Took 77.1219999s to run UE4Editor-Win64-DebugGame-Cmd.exe, ExitCode=3
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Fenyx\AppData\Roaming\Unreal Engine\AutomationTool\Logs\d+Games+UE_4.27\Log.txt for full exception trace)
PackagingResults: Error: Cook failed.
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
At the beginning I couldn’t start Editor die to Python Script plugin and exception:
assertion failed: !generatedwrappedtypes.contains(typeregistryname) [file:d:/build/++ue4/sync/engine/plugins/experimental/pythonscriptplugin/source/pythonscriptplugin/private/pywrappertyperegistry.cpp] [line: 1455]
I had only one Niagara asset so I removed it and related Bluprints and turned of Python and Niagara. But anyway the issue with package persissts.
What’s could be wrong? Thx!
UPD: with editor symbols I have found at least issue with python script plugin. The issue in one of my core structs, but I have no clue what’s wrong with it…
USTRUCT(BlueprintType)
struct FCharacterAttributes : public FCharacterAttributesRow
{
GENERATED_BODY()
//Base mesh props. Created once per Character
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
FString AttributesRow{""};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
TSubclassOf<ATacticalCharacter> BP{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
ECharacterSize Size{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
TSubclassOf<UAnimBP> Animation{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
USkeletalMesh* HeadGear{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
USkeletalMesh* Hair{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
USkeletalMesh* Beard{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
USkeletalMesh* Head{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
USkeletalMesh* Torso{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
USkeletalMesh* Legs{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
EModularCharacterTypeEnum modularType{EModularCharacterTypeEnum::MasterPose};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
FColor HairColor{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
FColor BeardColor{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
FColor SkinColor{};
//Secondary stats
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
int32 WeightCurrent{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
int32 HealthPointsCurrent{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
int32 HealthPointsLowest{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
int32 MindPointsCurrent{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
int32 ActionPointsCurrent{};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
FString Name{""};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
int Exp{0};
UPROPERTY(EditAnywhere, BlueprintReadOnly, SaveGame)
int Level{1};
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
TMap<FName, float> morphs;
UPROPERTY(Instanced, EditAnywhere, BlueprintReadWrite, SaveGame)
TArray<UCharacterFeature*> Abilities;
UPROPERTY(Instanced, EditAnywhere, BlueprintReadWrite, SaveGame)
TArray<USkill*> Skills;
FCharacterAttributes() = default;
FCharacterAttributes(const FCharacterAttributesRow& row) : FCharacterAttributesRow(row)
{
};
static int32 GetTemplateStat(int32& stat) {
return stat;
}
static int GetTemplateCurrent(int32& curr, int32 max) {
if (curr > max) {
curr = max;
}
return curr;
}
static int GetTemplateMax(int32& max, int32& stat, float& statGrowth) {
int32 nMax = max + stat * statGrowth;
return nMax < 0 ? 0 : nMax;
}
static void AddSubtractTemplateCurrent(float addition, int32& curr, int32 max) {
curr += addition;
if (curr < 0) {
curr = 0;
}
if (curr > max) {
curr = max;
}
}
static void AddSubtractTemplateBaseMax(float addition, int32& max) {
max += addition;
}
void Init() {
HealthPointsCurrent = GetTemplateMax(
HealthPoints,
Constitution,
ConstitutionToHealthPoints
);
HealthPointsLowest = HealthPointsCurrent;
}
};
UPD1: After removing parts of struct I could locate the issue… BlueprintType in USTRUCT definition. But I still don’t have idea how to fix it.