Package problem ue 5.5 win 11

When you package it in Windows 11 using Unreal Engine 5.5 it gives build failed. I have already installed all the SDKs and I cannot generate the executable.

LogOutputDevice: Error: Ensure condition failed: false [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelScriptActor.cpp] [Line: 42]
LogOutputDevice: Error: Detected the creation of more than one LevelScriptActor (/Game/casanova.casanova:PersistentLevel.MainPrincipal_C_11, /Game/casanova.casanova:PersistentLevel.casanova_C_0) within the same outer. This can lead to duplicate level blueprint operations during play.
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ffb1a839a04 UnrealEditor-Engine.dll!FWorldNotifyStreamingLevelLoading::Finished'::3’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelScriptActor.cpp:42]
LogOutputDevice: Error: [Callstack] 0x00007ffb18f4cbd6 UnrealEditor-Engine.dll!ALevelScriptActor::ALevelScriptActor() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelScriptActor.cpp:40]
LogOutputDevice: Error: [Callstack] 0x00007ffb20371179 UnrealEditor-CoreUObject.dll!StaticConstructObject_Internal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:4533]
LogOutputDevice: Error: [Callstack] 0x00007ffb200ce6ad UnrealEditor-CoreUObject.dll!FLinkerLoad::CreateExport() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5481]
LogOutputDevice: Error: [Callstack] 0x00007ffb200cf1eb UnrealEditor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4046]
LogOutputDevice: Error: [Callstack] 0x00007ffb1fd9c7dc UnrealEditor-CoreUObject.dll!FLinkerLoad::RegenerateBlueprintClass() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:753]
LogOutputDevice: Error: [Callstack] 0x00007ffb1fd9064d UnrealEditor-CoreUObject.dll!FLinkerLoad::FinalizeBlueprint() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:2078]
LogOutputDevice: Error: [Callstack] 0x00007ffb200fee43 UnrealEditor-CoreUObject.dll!FLinkerLoad::Preload() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4824]
LogOutputDevice: Error: [Callstack] 0x00007ffb200cec07 UnrealEditor-CoreUObject.dll!FLinkerLoad::CreateExport() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5615]
LogOutputDevice: Error: [Callstack] 0x00007ffb1fe55ada UnrealEditor-CoreUObject.dll!FAsyncPackage2::CreateLinkerLoadExports() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:6152]
LogOutputDevice: Error: [Callstack] 0x00007ffb1fe62525 UnrealEditor-CoreUObject.dll!FAsyncPackage2::Event_CreateLinkerLoadExports() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:6336]
LogOutputDevice: Error: [Callstack] 0x00007ffb1fe68e7c UnrealEditor-CoreUObject.dll!FEventLoadNode2::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:4960]
LogOutputDevice: Error: [Callstack] 0x00007ffb1fe6■■■5 UnrealEditor-CoreUObject.dll!FAsyncLoadEventQueue2::ExecuteSyncLoadEvents() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:5167]
LogOutputDevice: Error: [Callstack] 0x00007ffb1fe89896 UnrealEditor-CoreUObject.dll!FAsyncLoadingThread2::ProcessAsyncLoadingFromGameThread() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:8091]
LogOutputDevice: Error: [Callstack] 0x00007ffb1feae5f9 UnrealEditor-CoreUObject.dll!FAsyncLoadingThread2::TickAsyncLoadingFromGameThread() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:8440]
LogOutputDevice: Error: [Callstack] 0x00007ffb1fe70e24 UnrealEditor-CoreUObject.dll!FAsyncLoadingThread2::FlushLoading() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:9923]
LogOutputDevice: Error: [Callstack] 0x00007ffb1fedcced UnrealEditor-CoreUObject.dll!FlushAsyncLoading() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:327]
LogOutputDevice: Error: [Callstack] 0x00007ffb1fedc9dc UnrealEditor-CoreUObject.dll!FlushAsyncLoading() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:296]
LogOutputDevice: Error: [Callstack] 0x00007ffb20340c97 UnrealEditor-CoreUObject.dll!LoadPackageInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1757]
LogOutputDevice: Error: [Callstack] 0x00007ffb2033ff55 UnrealEditor-CoreUObject.dll!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2121]
LogOutputDevice: Error: [Callstack] 0x00007ffb20340556 UnrealEditor-CoreUObject.dll!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2097]
LogOutputDevice: Error: [Callstack] 0x00007ffb157e2e7d UnrealEditor-UnrealEd.dll!UEditorEngine::Map_Load() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:2603]
LogOutputDevice: Error: [Callstack] 0x00007ffb157cdf6d UnrealEditor-UnrealEd.dll!UEditorEngine::HandleMapCommand() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:6213]
LogOutputDevice: Error: [Callstack] 0x00007ffb157b3f4f UnrealEditor-UnrealEd.dll!UEditorEngine::Exec_Editor() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:5674]
LogOutputDevice: Error: [Callstack] 0x00007ffb20c74b56 UnrealEditor-Core.dll!FExec::Exec() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\Exec.cpp:18]
LogOutputDevice: Error: [Callstack] 0x00007ffb1a034b84 UnrealEditor-Engine.dll!UEngine::Exec() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:5027]
LogOutputDevice: Error: [Callstack] 0x00007ffb1645f792 UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdSrv.cpp:662]
LogOutputDevice: Error: [Callstack] 0x00007ffb15c1f200 UnrealEditor-UnrealEd.dll!FEditorFileUtils::LoadMap() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:2952]
LogOutputDevice: Error: [Callstack] 0x00007ffb15c1ea6e UnrealEditor-UnrealEd.dll!FEditorFileUtils::LoadDefaultMapAtStartup() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:4958]
LogOutputDevice: Error: [Callstack] 0x00007ffb163c5fa8 UnrealEditor-UnrealEd.dll!FUnrealEdMisc::OnInit() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdMisc.cpp:375]
LogOutputDevice: Error: [Callstack] 0x00007ffb1637aaa1 UnrealEditor-UnrealEd.dll!EditorInit() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdGlobals.cpp:137]
LogOutputDevice: Error: [Callstack] 0x00007ff62c9056c2 UnrealEditor.exe!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:166]
LogOutputDevice: Error: [Callstack] 0x00007ff62c90589a UnrealEditor.exe!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:123]
LogOutputDevice: Error: [Callstack] 0x00007ff62c909114 UnrealEditor.exe!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:277]
LogOutputDevice: Error: [Callstack] 0x00007ff62c91bd04 UnrealEditor.exe!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:317]
LogOutputDevice: Error: [Callstack] 0x00007ff62c91f0ba UnrealEditor.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogOutputDevice: Error: [Callstack] 0x00007ffbb98c259d KERNEL32.DLL!UnknownFunction
LogOutputDevice: Error: [Callstack] 0x00007ffbbac8af38 ntdll.dll!UnknownFunction
PackagingResults: Error: Unknown Error

Greetings @marcelobr!

Checking your issue through the community, this problem was encountered in two other threads. Please test their resolution methods for your scenario:

1 Like

Creating a new project and copying it worked, but I lost the level blueprint codes and the foliage I had created.

I noticed that when I open the level with the problem, the maps that are giving an error appear in debug, but I can’t find where to delete them.

This message of zerobored save my life.

I’ve solved the problem and for those with the same problems, here is what I’ve done. I don’t understand why it’s working, but yeh, no problems anymore.
Because of this error I can’t even duplicate my map, I’ve done this.
Open the level with the problems and go to Level BP. There select Class Settings and in the right at Class options, check Generate abstract class. Complie and Save. After that you can duplicate your map.
Open your new map and go again in Level BP and uncheck Generate abstract class. After that you can delete the old map and now my new map doesn’t trigger the event begin play twice.

And works!

1 Like

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