Packaging Error (Ensure condition failed: ObservedKeyNames.Num() > 0 )

  1. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: begin: stack for UAT
  2. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: === Handled ensure: ===
  3. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error:
  4. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Ensure condition failed: ObservedKeyNames.Num() > 0 [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Decorators/BTDecorator_BlueprintBase.cpp] [Line: 67]
  5. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error:
  6. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Stack:
  7. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ffa65fb2de8 UE4Editor-AIModule.dll!UnknownFunction []
  8. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ffa65ea59a9 UE4Editor-AIModule.dll!UnknownFunction []
  9. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ffa94a4c252 UE4Editor-CoreUObject.dll!UnknownFunction []
  10. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ffa94b1ddec UE4Editor-CoreUObject.dll!UnknownFunction []
  11. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ffa94b2d147 UE4Editor-CoreUObject.dll!UnknownFunction []
  12. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ffa94b2c420 UE4Editor-CoreUObject.dll!UnknownFunction []
  13. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ffa7d0b40fd UE4Editor-UnrealEd.dll!UnknownFunction []
  14. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ffa7d0f47f5 UE4Editor-UnrealEd.dll!UnknownFunction []
  15. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ffa7cf61031 UE4Editor-UnrealEd.dll!UnknownFunction []
  16. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ffa7cf8bd5b UE4Editor-UnrealEd.dll!UnknownFunction []
  17. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ff6c7b0363a UE4Editor-Cmd.exe!UnknownFunction []
  18. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ff6c7afb7ec UE4Editor-Cmd.exe!UnknownFunction []
  19. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ff6c7afbb5a UE4Editor-Cmd.exe!UnknownFunction []
  20. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ff6c7b0e31d UE4Editor-Cmd.exe!UnknownFunction []
  21. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ff6c7b1040a UE4Editor-Cmd.exe!UnknownFunction []
  22. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ffadac67bd4 KERNEL32.DLL!UnknownFunction []
  23. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ffadcc0ce51 ntdll.dll!UnknownFunction []
  24. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error:
  25. UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: end: stack for UAT

Everytime I try to package my game I get the error above I read in this post that It was because of bt decorators having null values. The solution in the post is confusing and I’ve been stuck on this for about 2 weeks. Please can anyone help me out.

In case you are still struggling:

I believe the post you mentioned describes the probable cause as follows:

You are using a blueprint Decorator which is using a variable of type Blackboard Key Selector and is Editable in Instances. Then in the instance of the Decorator in the Behavior Tree the variable is not being given a default value in the Details box of the Decorator.

I had the same error but I found my issue was different:

I had created a blueprint Decorator which was not using and variables of type Blackboard Key Selector. When I added a dummy variable of this type and made it editable by clicking on the eye icon, my project packaged successfully.

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Late reply because I forgot about this but thank you.

I’m having this same issue except my blueprint decorator does NOT have any Blackboard Key Selector variables. It is only being used in a single behavior tree in one place and my project still won’t package. Does anybody have any idea what to do?

Hi, I had the same issue. Check this topic: Cant cook content for windows or package game - #6 by zlspradlin
Decorators need to have a dummy blackboard key selector variable and it solves cooking error.

1 Like