Package for Quest 2 crash

Hey all! I have managed to …I think get things pointing to the correct folder now but I have a new crash issue. Here is what the error codes are. If anyone knows what I am missing I’d love the help and guidance! Thank you!

UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogThreadingWindows: Error: Runnable thread ShaderCompilingThread crashed.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: Assertion failed: IFileManager::Get().MakeDirectory(*DumpDebugInfoPath, true) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 3714]
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: Failed to create directory for shader debug info ‘C:/Users/admin/Desktop/MyProject2/Saved/ShaderDebugInfo/SF_VULKAN_ES31_ANDROID/M_tree_pine_bark_diffuse_material/FInstancedStaticMeshVertexFactory/TMobileBasePassPSFMobileDistanceFieldShadowsLightMapAndCSMLightingPolicyINT32_MAXLDRGamma32Skylight/0’
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error:
PackagingResults: Error: Runnable thread ShaderCompilingThread crashed.
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Assertion failed: IFileManager::Get().MakeDirectory(*DumpDebugInfoPath, true) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 3714]
PackagingResults: Error: Failed to create directory for shader debug info ‘C:/Users/admin/Desktop/MyProject2/Saved/ShaderDebugInfo/SF_VULKAN_ES31_ANDROID/M_tree_pine_bark_diffuse_material/FInstancedStaticMeshVertexFactory/TMobileBasePassPSFMobileDistanceFieldShadowsLightMapAndCSMLightingPolicyINT32_MAXLDRGamma32Skylight/0’
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffc7c5c2d13 UnrealEditor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffc7c5f3c49 UnrealEditor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffc7c5c52c5 UnrealEditor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffc7c5b3f18 UnrealEditor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffc7c5f352b UnrealEditor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffc7c5bf645 UnrealEditor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffc7c5ffa46 UnrealEditor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffca27279fb UnrealEditor-Core.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffca2720a60 UnrealEditor-Core.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffce9427034 KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffceb342651 ntdll.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: Crash in runnable thread ShaderCompilingThread
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: end: stack for UAT
PackagingResults: Error: [Callstack] 0x00007ffc7c5c2d13 UnrealEditor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc7c5f3c49 UnrealEditor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc7c5c52c5 UnrealEditor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc7c5b3f18 UnrealEditor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc7c5f352b UnrealEditor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc7c5bf645 UnrealEditor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc7c5ffa46 UnrealEditor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffca27279fb UnrealEditor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffca2720a60 UnrealEditor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffce9427034 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffceb342651 ntdll.dll!UnknownFunction []
PackagingResults: Error: Crash in runnable thread ShaderCompilingThread
PackagingResults: Error: end: stack for UAT
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): Took 3156.1296475999998s to run UnrealEditor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ERROR: Cook failed.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): (see C:\Users\admin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.0\Log.txt for full exception trace)
PackagingResults: Error: Cook failed.

Hello Charlie,

I did a google search for:

“Assertion failed: IFileManager::Get().MakeDirectory(*DumpDebugInfoPath, true) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp]”

And came across this thread which mentions that the assertion was happening because the filepath was too long.

It looks like it’s possible to remove this limit by editing some Windows registry values. Either that or try shortening some of those folders and assets.

Let us know how it goes!

2 Likes

Alright I was able to get it to package on windows YAY! So that is awesome! Now I am doing a test to sort out how to compile for of quest 2 from a Mac. It says everything is pointed to the right place but then when I go to package it says things aren’t installed properly so I tried packaging anyway and get this error:

UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6

thoughts? Thanks again for any help or tutorials you can point me towards!

Hello @CharlieM92911
I’m stuck with the same problem.
I also get the same error message when building for Quest2 on M1 mac and UE5.2

LogPlayLevel: Error: UAT: RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6

Can someone help me too?

Hello @Kz_9029 !
I cannot help but got the same problem, did you solved it ?
I’m also on mac M1 max, 5.2 and Quest 2