hi guys
i’m trying to package my game for windows link textand i’m keep getting a Critical error and after that “Error Unknown Cook Failure”
i don’t understand why its happening
plz help me out to solve this problem log file attached ! thanks for your helps !
Hi zhuiyingxiaoyao,
Try deleting the period and dashes from the name of this directory:
Let me know if this does not resolve the issue.
.
Thanks for your help. I tried but it didn’t work…Do you know any other solutions?
Looking at the line right after the Critical Error:
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.12.14-08.56.24:742][ 0]LogWindows:Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.12.14-08.56.24:742][ 0]LogWindows:Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.12.14-08.56.24:742][ 0]LogWindows:Error:
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.12.14-08.56.24:743][ 0]LogWindows:Error: Assertion failed: LoadedWorld [File:D:\VRWorksUE4\UnrealEngine-VRWorks-Graphics-4.13\Engine\Source\Runtime\Engine\Private\LevelActor.cpp] [Line: 1150]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.12.14-08.56.24:743][ 0]LogWindows:Error:
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.12.14-08.56.24:743][ 0]LogWindows:Error:
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.12.14-08.56.24:743][ 0]LogWindows:Error:
There appears to be an issue with a level actor so be sure to do a map check for all your levels and correct any issues you find.
Also, you can right click the Contents folder in the the Content Browser and select “Fix up redirectors in folder.”
Lastly, there are a number of unknown characters in the messages before and after the Automation Tool errors at the end of the Output Log. These may not be an issue, but be sure you do not use any non-English characters in your directories or they may cause your build to fail.
Try the first two steps and make sure you have no special characters, try and package again, then post the new Output Log if packaging fails.