Packaging error: Unkown Cook Failure -- begin Stack for UAT

Hey guys, im trying to build my game but and the build usually goes fine until i get 40 errors in a row going as follows. The project was started in an older version of unreal and i sent the entire file onto a newer version and have been working on it from there on. Thanks in advance

UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error:
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names
PackagingResults: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
PackagingResults: Error: Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: Stack:
PackagingResults: Error: Stack:
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8ef18a9 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8dc8b4c UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8d415d9 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8d50c59 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8d4cc16 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8d4cacf UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8a054f8 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8ef18a9 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8dc8b4c UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8d415d9 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8d50c59 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8d4cc16 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda3768068 UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8d4cacf UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8a054f8 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda3768068 UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffd984d38c5 UE4Editor-KismetCompiler.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffd984fda88 UE4Editor-KismetCompiler.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffd9fb87e1e UE4Editor-Kismet.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffd9fb31282 UE4Editor-Kismet.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffd9fb2dfc3 UE4Editor-Kismet.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffd984d38c5 UE4Editor-KismetCompiler.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8a32f80 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffd984fda88 UE4Editor-KismetCompiler.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffd9fb87e1e UE4Editor-Kismet.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffd9fb31282 UE4Editor-Kismet.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffd9fb2dfc3 UE4Editor-Kismet.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8a32f80 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8c416fa UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8c78cfa UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8c3f644 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8c78cfa UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8c40104 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8c41bfb UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8c416fa UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8c78cfa UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8c7a20c UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8c3f644 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8c78cfa UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8c40104 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8c41bfb UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8e090d5 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8c7a20c UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8e090d5 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda8e07f30 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda32269ff UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda3226c43 UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda32327b3 UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda3248f56 UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda3085c2e UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda8e07f30 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffda30afaca UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ff7248799e9 UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ff724870eac UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ff72487121a UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ff72488527d UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ff72488732e UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffdff147034 KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00007ffe006dd0d1 ntdll.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error:
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: end: stack for UAT
PackagingResults: Error: [Callstack] 0x00007ffda32269ff UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda3226c43 UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda32327b3 UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda3248f56 UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda3085c2e UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffda30afaca UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff7248799e9 UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff724870eac UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff72487121a UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff72488527d UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff72488732e UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffdff147034 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffe006dd0d1 ntdll.dll!UnknownFunction []
PackagingResults: Error: end: stack for UAT

Then it is fine again until it ends the build by saying that the build failed and there was an unkown cookfailure. If someone knows what to do that would be amazing.

You Seem to be having a similar issue to me. It doesn’t seem to make any sense. I wonder if it’s an issue with 4.26.
Just bumping this to get more eyeballs on it.

I’m seeing the same thing during cook, after updating to 4.26.

Fortunately the error also occurred when loading my game map in editor so I was able to easily breakpoint the engine code and isolate the corrupt asset - in my case my HUD blueprint.

Specifically it was a UserWidget object reference property that was being parsed as a soft reference due to the fallback in FBlueprintEditorUtils::PropertyValueFromString_Direct().

Deleting the property and creating a new one fixed the problem for me.

If any UE4 devs pick this up, I would expect the property to be sanitised if the engine asserts, so the next serialisation writes back valid data for the property. It would also be VERY useful to have correct object context for the log.

Cheers!

I too am now having the same problem, only new on 4.26.
I’m just going through every single thing I’ve changed in the last week. Sadly I haven’t packaged in a week :frowning:

Getting the same error. From what I’ve gathered there could be some kind of corrupted variable in a blueprint somewhere and the only way to know which one is by going script to script deleting and recreating every var until it builds. Sounds incredibly tedious, I really hope we get a better answer soon :frowning:

Edit: I made a hotfix that ‘fixes’ it and doesn’t require me to go through all my files. Definitely not an optimal solution, and will only work if you work off of the engine source code.

In Engine\Source\Runtime\CoreUObject\Private\UObject\SoftObjectPath.cpp on line 74 there’s a check to see if an object path is set to ‘None’ in which case it calls Reset(). I just added a check to see if it is either ‘None’ or ‘NoneNone’ then do the same logic.

My guess is that there’s some functionality that sets an object path to ‘None’ (either to mark it as soft deleted or if it doesn’t need its path for some reason or some other reason) and that functionality is a bit busted and just appended ‘None’ to an object path that had already been marked as ‘None’. Then the error handling isn’t equipped to deal with the cases where there is more than one None in the path.

Here’s my hotfix you could copy into SoftObjectPath.cpp starting with line 72 and rebuild the engine, this worked for me until a faster real fix comes out:

void FSoftObjectPath::SetPath(FWideStringView Path)
{
	if (Path.IsEmpty() || Path.Equals(TEXT("None"), ESearchCase::CaseSensitive) || Path.Equals(TEXT("NoneNone"), ESearchCase::CaseSensitive))
	{
		// Empty path, just empty the pathname.
		Reset();
	}

Hello.

I am going to try this, how can I rebuild the engine after the change?

Bloone workaround worked for me too. At least I can build without receiving this error.

This has been happening to me a lot lately. This is a terrible bug! So hard to figure out what the problem is when it happens.

I’m having this same problem with UE5.1 (after hours of packaging)

1 Like

Same, did you manage to solve it?

This is late, but I was able to solve this, but rather in a dumb way, for me I zipped the entire project from going to my map scene, then file → zip project option and then i went to the new zip, unzipped it, and opened that one and tried to build it. That worked and im setting up my github version control now, and I think you all should too. Also more than likely some file or blueprint is currupted, for me it was actually the autosave blue print that was instantly crashing my game on opening the file, so I knew it had something to do with that. Removed it and used an older autosave of my gamemode blueprint from a few days ago then did that zip process and it worked to package it (specifically it used to always fail on cooking). After that I make another zip to experiment if I could add back one of the newer autosave and i added the most recent autosave possible before it started crashing again.

There was also an issue that I myself caused due to chat gpt telling me to fix the issue I had to delete the redirectors, well it lied to me, you are supposed to right click and fix them if present. Additionally if you end up deleting the redirectors if I remember correct you can go delete DerivedDataCache and Intermediate folders and then right click the uproject (not in ue5 but in your explorer directory of the game) and generate the visual studio files. I cant remember if this was my solution for that other issue or something else, but that was another thing i did that might have contributed to it fixing it.

All in all if I used version control this would have been fixable very easily.