I’m not sure what’s going wrong here. I havent changed any of the settings for the audio, yet I’m getting an error while compiling even though I’ve never gotten it before. Here’s where it aborts for me:
UATHelper: Packaging (Windows (64-bit)): Cook: Execution of commandlet took: 110.32 seconds
UATHelper: Packaging (Windows (64-bit)): Cook: LogOnline: Display: Unloading online subsystem: NULL
UATHelper: Packaging (Windows (64-bit)): Cook: [OVRPlugin][ERROR] ovr_GetAudioDeviceInGuid failed: ovr_GetAudioDeviceInGuid found no audio device of type NONE.
UATHelper: Packaging (Windows (64-bit)): Cook: [OVRPlugin][ERROR] Cannot get preferred VR audio IN device.[OVRPlugin][ERROR] ovr_GetAudioDeviceInGuidStr failed: ovr_GetAudioDeviceInGuidStr found no audio device of type NONE.
UATHelper: Packaging (Windows (64-bit)): Cook: [OVRPlugin][ERROR] Cannot get preferred VR audio IN device.[OVRPlugin][ERROR] ovr_GetAudioDeviceOutGuidStr failed:
UATHelper: Packaging (Windows (64-bit)): Cook: [OVRPlugin][ERROR] Cannot get preferred VR audio OUT device.
UATHelper: Packaging (Windows (64-bit)): Cook: [OVRPlugin][INFO] [CAPI] LibOVR module is located at C:\Program Files\Oculus\Support\oculus-runtime\LibOVRRT64_1.dll[OVRPlugin][INFO] IAD changed to 66.1mm
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 128.8392733s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. ---> AutomationTool.CommandletException: BUILD FAILED: Failed while running Cook for D:\Unreal Shat\CarConfigurator\CarConfigurator.uproject; see log C:\Users\aamir\AppData\Roaming\Unreal Engine\AutomationTo
ol\Logs\C+Program+Files+Epic+Games+UE_4.17\Cook-2017.12.21-16.50.00.txt
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.CookCommandlet(FileReference ProjectName, String UE4Exe, String[] Maps, String[] Dirs, String InternationalizationPreset, String[] CulturesToCook, String TargetPlatform, String Parameters)
UATHelper: Packaging (Windows (64-bit)): at Project.Cook(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)): --- End of inner exception stack trace ---
UATHelper: Packaging (Windows (64-bit)): at Project.Cook(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)): at BuildCookRun.ExecuteBuild()
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] Arguments)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
The only information I could find out about this is in here: Build failed with OVRPlugin Error - XR Development - Unreal Engine Forums
However I’m using the default icon set, so I don’t know how that answer helps me. Any help will be much appreciated
Weird. Turns out that the sound attenuation file I made for playing a sound at a location was screwing everything up. It packages properly after I deleted it… now to figure out how to play the sound and also get it to package
The Oculus error came in when the versions between UE and Oculus fell out of sync. It doesn’t stop packaging/cooking - the error stoping your package will be elsewhere in the log. Those Oculus errors are annoying but don’t stop anything. Here is a the log from a package I build yesterday (with the project name redeacted)
UATHelper: Packaging (Windows (64-bit)): Execution of commandlet took: 31.03 seconds
UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] ovr_GetAudioDeviceInGuidStr failed:
UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] Cannot get preferred VR audio IN device.[OVRPlugin][ERROR] ovr_GetAudioDeviceOutGuidStr failed:
UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] Cannot get preferred VR audio OUT device.
UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][INFO] [CAPI] LibOVR module is located at C:\Program Files\Oculus\Support\oculus-runtime\LibOVRRT64_1.dll[OVRPlugin][INFO] IAD changed to 70.8mm
UATHelper: Packaging (Windows (64-bit)): Took 42.8972247s to run UE4Editor-Cmd.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): ********** COOK COMMAND COMPLETED **********
UATHelper: Packaging (Windows (64-bit)): ********** STAGE COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Creating Staging Manifest…
UATHelper: Packaging (Windows (64-bit)): Cleaning Stage Directory: C:\Barog\Redacted\Saved\StagedBuilds\WindowsNoEditor
UATHelper: Packaging (Windows (64-bit)): Creating pak using staging manifest.
UATHelper: Packaging (Windows (64-bit)): Running UnrealPak *******
UATHelper: Packaging (Windows (64-bit)): Running: C:\Barog\Coop-4-18-2\Engine\Binaries\Win64\UnrealPak.exe C:\Barog\Redacted\Saved\StagedBuilds\WindowsNoEditor\TheQueenVic_BBC\Content\Paks\TheQueenVic_BBC-WindowsNoEditor.pak -create=“C:\Users\Brian\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Barog+Coop-4-18-2\PakList_TheQueenVic_BBC-Wind
owsNoEditor.txt” -encryptionini -enginedir=“C:\Barog\Coop-4-18-2\Engine” -projectdir=“C:\Barog\Redacted” -platform=Windows -abslog=“C:\Users\Brian\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Barog+Coop-4-18-2\PakLog_TheQueenVic_BBC-WindowsNoEditor.log” -installed -order=C:\Barog\Redacted\Build\WindowsNoEditor\FileOpenOrder\C
ookerOpenOrder.log -UTF8Output -multiprocess -patchpaddingalign=2048
UATHelper: Packaging (Windows (64-bit)): LogPakFile: Display: Loading response file C:\Users\Brian\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Barog+Coop-4-18-2\PakList_TheQueenVic_BBC-WindowsNoEditor.txt
UATHelper: Packaging (Windows (64-bit)): LogPakFile: Display: Added 8178 entries to add to pak file.
UATHelper: Packaging (Windows (64-bit)): LogPakFile: Display: Loading pak order file C:\Barog\Redacted\Build\WindowsNoEditor\FileOpenOrder\CookerOpenOrder.log…
UATHelper: Packaging (Windows (64-bit)): LogPakFile: Display: Finished loading pak order file C:\Barog\Redacted\Build\WindowsNoEditor\FileOpenOrder\CookerOpenOrder.log.
UATHelper: Packaging (Windows (64-bit)): LogPakFile: Display: Collecting files to add to pak file…
UATHelper: Packaging (Windows (64-bit)): LogPakFile: Display: Collected 8178 files in 0.06s.
UATHelper: Packaging (Windows (64-bit)): LogPakFile: Display: Added 8178 files, 1220413760 bytes total, time 6.10s.
UATHelper: Packaging (Windows (64-bit)): LogPakFile: Display: Unreal pak executed in 6.352758 seconds
UATHelper: Packaging (Windows (64-bit)): Took 7.0560357s to run UnrealPak.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): UnrealPak Done *******
UATHelper: Packaging (Windows (64-bit)): Copying NonUFSFiles to staging directory: C:\Barog\Redacted\Saved\StagedBuilds\WindowsNoEditor
UATHelper: Packaging (Windows (64-bit)): ********** STAGE COMMAND COMPLETED **********
UATHelper: Packaging (Windows (64-bit)): ********** PACKAGE COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): ********** PACKAGE COMMAND COMPLETED **********
UATHelper: Packaging (Windows (64-bit)): ********** ARCHIVE COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): ********** ARCHIVE COMMAND COMPLETED **********
UATHelper: Packaging (Windows (64-bit)): BUILD SUCCESSFUL
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=0 (Success)
You can see the Oculus errors, but also see the build was successful.