Packaging error!

Packaging error!

I build my project for windows.

Log:

MainFrameActions: Packaging (Windows): UE4Editor-Cmd: [2014.03.21-17.08.43:702][ 0]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2861) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
MainFrameActions: Packaging (Windows): CommandUtils.Run: Run: Took 10,2955888s to run UE4Editor-Cmd.exe
MainFrameActions: Packaging (Windows): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Windows): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows): Program.Main: ERROR: Exception in AutomationScripts.Automation: BUILD FAILED: Failed while running Cook for C:\Users\Shinyonok\Documents\Unreal Projects\MyDemo_1\MyDemo_1.uproject; see log C:\Users\Shinyonok\Documents\Unreal Engine\AutomationTool\Logs\C+Pr
MainFrameActions: Packaging (Windows): ogram+Files+Unreal+Engine+4.0\Cook.txt
MainFrameActions: Packaging (Windows): Stacktrace: at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows): at BuildCommand.Execute()
MainFrameActions: Packaging (Windows): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Windows): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows): Program.Main: ERROR: BUILD FAILED: Failed while running Cook for C:\Users\Shinyonok\Documents\Unreal Projects\MyDemo_1\MyDemo_1.uproject; see log C:\Users\Shinyonok\Documents\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine+4.0\Cook.txt
MainFrameActions: Packaging (Windows): copying UAT log files…
MainFrameActions: Packaging (Windows): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows): BUILD FAILED

#Log off and Log Back in Dont Open VS

Try logging off your computer, log back in


and do NOT open Visual Studio


Sometimes VS hangs onto files that the packaging system needs write access to

Rama

PS: although your error does not seem particularly related to my solution, its worth a shot

LogPhysics:Warning: PHYSX: ....\PhysX\src\NpScene.cpp (2861) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined

Don’t work(

I received the same error. I solved it with a fresh install of VSExpress 2013:

This resulted in a successful build for me, hopefully it works for you.

follow this steps It works fine for me

Hello Shinyyonok,

Sorry for the delay in response. Can you provide us with the full log file? It’s found in your “Project Name”/Saved/Logs folder. This should help us figure out what exactly is going on.

-Max B.

Use this guide to package and distribute your project:

@shinyonok

We haven’t heard from you in a while about this issue. For tracking purposes we’re going to go ahead and mark this question answered. If you are still having issues, just let us know!

-Max B.

LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(2070647399) SRandInit(2070647400).
LogTaskGraph: Started task graph with 4 named threads and 7 total threads.
LogStats: Stats thread started at 0.067231
LogInit: Version: 4.11.2-2946394+++UE4+Release-4.11
LogInit: API Version: 2927265
LogInit: Compiled (64-bit): Apr 18 2016 02:18:46
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.11
LogInit: Command line:
LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.11/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Using libcurl 7.41.0
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with WinSSL
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_IPV6
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: CurlRequestOptions (configurable via config and command line):
LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
LogInit: Presizing for max 16777216 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: DESKTOP-3CVRHET
LogInit: User: Xander
LogInit: CPU Page size=65536, Cores=4
LogInit: High frequency timer resolution =3.234377 MHz
LogMemory: Memory total: Physical=15.9GB (16GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 312.68 MB used, 312.68 MB peak
LogMemory: Process Virtual Memory: 314.70 MB used, 314.70 MB peak
LogMemory: Physical Memory: 4097.30 MB used, 16301.40 MB total
LogMemory: Virtual Memory: 647.57 MB used, 134217728.00 MB total
LogTextLocalizationManager: No specific translations for (‘en-GB’) exist, so (‘en’) translations will be used.
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. ‘NVIDIA GeForce GTX 970’ (Feature Level 11_0)
LogD3D11RHI: 4007MB of dedicated video memory, 0MB of dedicated system memory, and 8150MB of shared system memory, 1 output[s]
LogD3D11RHI: 1. ‘Microsoft Basic Render Driver’ (Feature Level 11_0)
LogD3D11RHI: 0MB of dedicated video memory, 0MB of dedicated system memory, and 8150MB of shared system memory, 0 output[s]
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 970
LogD3D11RHI: Driver Version: 10.18.13.6451 (internal 10.18.13.6451)
LogD3D11RHI: Driver Date: 3-7-2016
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogShaderCompilers: Guid format shader working directory is 6 characters bigger than the processId version (D:/Unreal Projects/ThirdPersonLandscape/Intermediate/Shaders/WorkingDirectory/25364/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/Dalga/AppData/Local/Temp/UnrealShaderWorkingDir/FD80E17C408BEBA512FD7CB535AAD7F4/’.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
LogTemp:Display: Loaded TP WindowsClientTargetPlatform
LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp:Display: Loaded TP WindowsServerTargetPlatform
LogTemp:Display: Loaded TP WindowsTargetPlatform
LogTemp:Display: Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP Android_MultiTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTemp:Display: Loaded TP TVOSTargetPlatform
LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
LogTemp:Display: Loaded TP LinuxServerTargetPlatform
LogTemp:Display: Loaded TP LinuxTargetPlatform
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.18s 46MB C:/Users/Dalga/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Dalga/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file D:/Unreal Projects/ThirdPersonLandscape/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file D:/Unreal Projects/ThirdPersonLandscape/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/Dalga/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.00 MB
LogMaterial: Uniform references updated for custom material expression Custom.
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogMeshUtilities: No distributed automatic mesh merging module available
LogUObjectArray: 27679 objects as part of root set at end of initial load.
LogUObjectAllocator: 5591592 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png’ error.
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png’ error.
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png’ error.
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogAssetRegistry: FAssetRegistry took 0.0213 seconds to start up
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogHMD: Failed to initialize OpenVR with code 110
LogEngine: Initializing Engine…
LogAIModule: Creating AISystem for world NewWorld
LogInit: XAudio2 using ‘Headset Earphone (HyperX 7.1 Audio)’ : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.02s 46MB C:/Users/Dalga/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogCook:Display: Max memory allowance for cook 8192mb
LogCook:Display: Mobile HDR setting 1
LogCook:Display: Done creating registry. It took 0.00s.
LogFileCache: Scanning file cache for directory ‘D:/Unreal Projects/ThirdPersonLandscape/Content/’ took 0.02s
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE=“D:/Unreal Projects/ThirdPersonLandscape/Content/MaterialLandscapeTest.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogBlueprint:Warning: [compiler Ue4ASP_Character] Warning InputAction Event references unknown Action ‘Crouch’ for InputAction Crouch
LogBlueprint:Warning: [compiler Ue4ASP_Character] Warning [0010.80] Compile of Ue4ASP_Character successful, but with 1 Warning(s) [in 5 ms]
LogBlueprint:Warning: [compiler Ue4ASP_Character] Warning [0010.80] Compile of Ue4ASP_Character successful, but with 2 Warning(s) [in 0 ms]
LogBlueprint:Warning: [compiler Ue4ASP_Character] Warning [0010.80] Compile of Ue4ASP_Character successful, but with 3 Warning(s) [in 0 ms]
LogBlueprint:Warning: [compiler Ue4ASP_Character] Warning InputAction Event references unknown Action ‘Crouch’ for InputAction Crouch
LogBlueprint:Warning: [compiler Ue4ASP_Character] Warning [0010.82] Compile of Ue4ASP_Character successful, but with 1 Warning(s) [in 5 ms]
LogBlueprint:Warning: [compiler Ue4ASP_Character] Warning [0010.82] Compile of Ue4ASP_Character successful, but with 2 Warning(s) [in 0 ms]
LogBlueprint:Warning: [compiler Ue4ASP_Character] Warning [0010.82] Compile of Ue4ASP_Character successful, but with 3 Warning(s) [in 0 ms]
LogMaterial: Uniform references updated for custom material expression TemporalAA SampleID.
LogMaterial: Uniform references updated for custom material expression Custom.
LogAIModule: Creating AISystem for world MaterialLandscapeTest
LogMaterial:Warning: Material /Game/InfinityBladeGrassLands/Environments/Plains/Env_Plains_Flora/Materials/M_PLains_Fern01.M_PLains_Fern01 needed to have new flag set bUsedWithInstancedStaticMeshes !
LogMaterial: Missing cached shader map for material M_PLains_Fern01, compiling.
MapCheck:Warning: Warning M_PLains_Fern01 Material /Game/InfinityBladeGrassLands/Environments/Plains/Env_Plains_Flora/Materials/M_PLains_Fern01.M_PLains_Fern01 was missing the usage flag bUsedWithInstancedStaticMeshes. If the material asset is not re-saved, it may not render correctly when run outside the editor. Fix
LogMaterial: 0.00 seconds spent updating 1 materials, 1 interfaces, 0 instances, 0 with static permutations.
LogPhysics:Warning: AddConvexElemsToRigidActor: ConvexElem is missing ConvexMesh (0: /Game/MaterialLandscapeTest.MaterialLandscapeTest:PersistentLevel.BlockingVolume_0.BrushComponent0.BodySetup_50)
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 1 Warning(s), took 55.639ms to complete.
LogFileHelpers: Loading map ‘MaterialLandscapeTest’ took 27.346
LogCollectionManager: Loaded 1 collections in 0.067363 seconds
LogFileCache: Scanning file cache for directory ‘D:/Unreal Projects/ThirdPersonLandscape/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘D:/Unreal Projects/ThirdPersonLandscape/Content/Developers/Xander/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘D:/Unreal Projects/ThirdPersonLandscape/Content/Collections/’ took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 1 collections in 0.000004 seconds
LogCollectionManager: Rebuilt the hierarchy cache for 1 collections in 0.000001 seconds
LogContentBrowser: Native class hierarchy populated in 0.0067 seconds. Added 1979 classes and 343 folders.
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s
LogContentBrowser: Native class hierarchy updated for ‘GameplayTags’ in 0.0003 seconds. Added 12 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0003 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SuperSearch’ in 0.0003 seconds. Added 1 classes and 2 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0003 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0004 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
LogContentBrowser: Native class hierarchy updated for ‘HierarchicalLODOutliner’ in 0.0003 seconds. Added 1 classes and 2 folders.
LogLoad: Full Startup: 38.02 seconds (BP compile: 0.09 seconds)
LogExternalProfiler:Warning: No registered external profiler was matched with a command-line switch (or the DLL could not be loaded). External profiling features will not be available.
LogOcInput: OculusInput pre-init called
LogContentStreaming: Texture pool size now 1000 MB
LogRenderer: Reallocating scene render targets to support 884x436 (Frame:2).
Cmd: UpdateLandscapeEditorData -warnings
LogAssetRegistry: Asset discovery search completed in 50.6426 seconds
LogCollectionManager: Rebuilt the object cache for 1 collections in 0.000001 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 1 collections in 0.000017 seconds (updated 0 objects)
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: 2016-04-25T00:15:24.8014658Z: Running on WindowsHostPlatform as a 64-bit process.
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=D:/Unreal Projects/ThirdPersonLandscape/ThirdPersonLandscape.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=D:/Unreal Projects/ThirdPersonLandscape/ThirdPersonLandscape.uproject -cook -stage -archive -archivedirec
tory=D:/Games/Ue4 Packing Folder/MyLandscape -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -pak -nodebuginfo -nativizeAssets -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: ERROR: NOTE: Please ensure that 64bit Tools are installed with DevStudio - there is usually an option to install these during install
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: Assuming no compilation capability.
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\Unreal Projects\ThirdPersonLandscape\ThirdPersonLandscape.uproject
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: You are attempting to compile on a machine that does not have a supported compiler!
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars)
MainFrameActions: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

Is this the same issue?
I can’t build this level. And last build on the project was not the level i wanted to build for testing.
Could my issue be related to having more than one level in the project? or that a level is deleted/imported?

I had a issue that took me days to find out. I found out just now!
The problem for me was that some StaticMeshes/foliage was “not on the disk”
So i had to delete all the trees and grass etc. And paint it all again…

So if something is missing from the folder it was in when you put it in the level, it could crash on packing i guess.