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.