Packaging Errors

I am having an issue with packaging my level. Right after it says build successful it errors out.

I would appreciate any advice and would love to get this fixed so I can test my game.

UATHelper: Packaging (Windows): BUILD SUCCESSFUL
UATHelper: Packaging (Windows): Setting up ProjectParams for E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\FPS Game - With UI.uproject
UATHelper: Packaging (Windows): FPS Game - With UI.uproject is has no code, but is being treated as a code-based project because: Landmass plugin is enabled. Creating temporary .Target.cs files.
UATHelper: Packaging (Windows): Errors generated while parsing ‘E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs’
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(3,18): error CS1514: { expected
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(3,18): error CS1513: } expected
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(3,18): error CS8803: Top-level statements must precede namespace and type declarations.
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(3,30): error CS1002: ; expected
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(3,52): error CS1002: ; expected
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(4,2): error CS1513: } expected
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(5,18): error CS1002: ; expected
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(5,25): error CS1002: ; expected
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(5,45): error CS1003: Syntax error, ‘,’ expected
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(5,53): error CS1002: ; expected
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(5,53): error CS1022: Type or namespace definition, or end-of-file expected
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(5,67): error CS1002: ; expected
UATHelper: Packaging (Windows): E:\FPS Game Files\Personal FPS Build\FPS Game - With UI\Intermediate\Source\FPS Game - With UI.Target.cs(12,1): error CS1022: Type or namespace definition, or end-of-file expected
UATHelper: Packaging (Windows): System.IO.DirectoryNotFoundException: Could not find a part of the path ‘C:\Users\ethan\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+UE_5.4\Rules\UATRules-40e17d229424dacaa9ca061d2aaf0046Manifest.json’.
UATHelper: Packaging (Windows): at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
UATHelper: Packaging (Windows): at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
UATHelper: Packaging (Windows): at System.IO.Strategies.OSFileStreamStrategy…ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
UATHelper: Packaging (Windows): at System.IO.Strategies.FileStreamHelpers.ChooseStrategy(FileStream fileStream, String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, Int64 preallocationSize)
UATHelper: Packaging (Windows): at System.IO.StreamWriter.ValidateArgsAndOpenPath(String path, Boolean append, Encoding encoding, Int32 bufferSize)
UATHelper: Packaging (Windows): at System.IO.StreamWriter…ctor(String path)
UATHelper: Packaging (Windows): at EpicGames.Core.JsonWriter…ctor(FileReference fileName, JsonWriterStyle style) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\Shared\EpicGames.Core\JsonWriter.cs:line 55
UATHelper: Packaging (Windows): at UnrealBuildTool.DynamicCompilation.CompileAndLoadAssembly(FileReference OutputAssemblyPath, IEnumerable1 SourceFileNames, ILogger Logger, IEnumerable1 ReferencedAssembies, IEnumerable1 PreprocessorDefines, Boolean DoNotCompile, Boolean ForceCompile, Boolean TreatWarningsAsErrors) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\DynamicCompilation.cs:line 344 UATHelper: Packaging (Windows): at AutomationTool.ProjectUtils.CompileAndLoadTargetsAssembly(ProjectProperties Properties, FileReference TargetsDllFilename, Boolean DoNotCompile, List1 TargetScripts) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 483
UATHelper: Packaging (Windows): at AutomationTool.ProjectUtils.DetectTargetsForProject(ProjectProperties Properties, List1 ExtraSearchPaths) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 461 UATHelper: Packaging (Windows): at AutomationTool.ProjectUtils.DetectProjectProperties(FileReference RawProjectPath, List1 ClientTargetPlatforms, List1 ClientTargetConfigurations, Boolean AssetNativizationRequested) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 266 UATHelper: Packaging (Windows): at AutomationTool.ProjectUtils.GetProjectProperties(FileReference RawProjectPath, List1 ClientTargetPlatforms, List1 ClientTargetConfigurations, Boolean AssetNativizationRequested) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 178 UATHelper: Packaging (Windows): at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 2453 UATHelper: Packaging (Windows): at AutomationTool.ProjectParams..ctor(FileReference RawProjectPath, BuildCommand Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, String UnrealExe, String UE4Exe, String SignPak, List1 ClientConfigsToBuild, List1 ServerConfigsToBuild, ParamList1 MapsToCook, ParamList1 MapIniSectionsToCook, ParamList1 DirectoriesToCook, String DDCGraph, String InternationalizationPreset, ParamList1 CulturesToCook, ParamList1 ClientCo okedTargets, ParamList1 EditorTargets, ParamList1 ServerCookedTargets, List1 ClientTargetPlatforms, Dictionary2 ClientDependentPlatformMap, List1 ServerTargetPlatforms, Dictionary2 ServerDependentPlatformMap, List1 ConfigOverrideParams, Nullable1 Build, Nullable1 SkipBuildClient, Nullable1 SkipBuildEditor, Nullable1 Cook, Nullable1 Run, Nullable1 SkipServer, Nullable1 Clean, Nullable1 Compressed, Nullable1 ForceUncompressed, String AdditionalPakOptions, String AdditionalIoStoreOptions, String ForceOodleDllVersion, Nullable1 IterativeCooking, String IterateSharedCookedBuild, Nu
llable1 IterateSharedBuildUsePrecompiledExe, Nullable1 CookAll, Nullable1 CookPartialGC, Nullable1 CookInEditor, String CookOutputDir, Nullable1 CookMapsOnly, Nullable1 CookOnTheFly, Nullable1 CookOnTheFlyStreaming, Nullable1 UnversionedCookedContent, Nullable1 OptionalContent, Nullable1 EncryptIniFiles, Nullable1 EncryptPakIndex, Nullable1 EncryptEverything, Nullable1 SkipCookingEditorContent, String AdditionalCookerOptions, String OriginalReleaseVersion, String BasedOnReleaseVersion, String CreateReleaseVersion, String CreateReleaseVersionBasePath, String BasedOnReleaseVersionBa sePath, String ReferenceContainerGlobalFileName, String ReferenceContainerCryptoKeys, Nullable1 GeneratePatch, Nullable1 AddPatchLevel, Nullable1 StageBaseReleasePaks, String DiscVersion, String DLCName, String DLCOverrideCookedSubDir, String DLCOverrideStagedSubDir, String DiffCookedContentPath, Nullable1 DLCIncludeEngineContent, Nullable1 DLCPakPluginFile, Nullable1 DLCActLikePatch, Nullable1 CrashReporter, Nullable1 DedicatedServer, Nullable1 Client, Nullable1 Deploy, String DeployFolder, String GetFile, Nullable1 FileServer, Nullable1 Foreign, Nullable1 ForeignCode, Nullable1 LogWindow, Nullable1 NoCleanStage, Nullable1 NoClient, Nullable1 NoDebugInfo, Nullable1 SeparateDebugInfo, Nullable1 MapFile, Nullable1 NoXGE, Nullable1 SkipPackage, Nullable1 NeverPackage, Nullable1 Package, Nullable1 Pak, Nullable1 IgnorePaksFromDifferentCookSource, Nullable1 IoStore, Nullable1 ZenStore, String NoZenAutoLaunch, Nullable1 SkipIoStore, Nullable1 GenerateOptimizationData, Nullable1 Prereqs, String AppLocalDirectory, String CustomDeploymentHandler, Nullable1 NoBootstrapExe, Nullable1 SignedPak, Nullable1 PakAlignForMemoryMapping, Nullable1 RehydrateAssets, N ullable1 NullRHI, Nullable1 FakeClient, Nullable1 EditorTest, Nullable1 RunAutomationTests, String RunAutomationTest, Nullable1 CrashIndex, Nullable1 SkipCook, Nullable1 SkipCookOnTheFly, Nullable1 SkipPak, Nullable1 PrePak, Nullable1 SkipStage, Nullable1 Stage, Nullable1 Manifests, Nullable1 CreateChunkInstall, Nullable1 SkipEncryption, Nullable1 Unattended, Nullable1 NumClients, Nullable1 Archive, String ArchiveDirectoryParam, Nullable1 ArchiveMetaData, Nullable1 CreateAppBundle, String SpecifiedClientTarget, String SpecifiedServerTarget, ParamList1 ProgramTargets, Nullab le1 Distribution, String PackageEncryptionKeyFile, Nullable1 Prebuilt, Nullable1 RunTimeoutSeconds, String SpecifiedArchitecture, String ServerArchitecture, String EditorArchitecture, String ClientArchitecture, String ProgramArchitecture, String UbtArgs, String AdditionalPackageOptions, Nullable1 IterativeDeploy, Nullable1 FastCook, Nullable1 IgnoreCookErrors, Nullable1 KeepFileOpenLog, Nullable1 CodeSign, Nullable1 TreatNonShippingBinariesAsDebugFiles, Nullable1 UseExtraFlavor, String Provision, String Certificate, String Team, Boolean AutomaticSigning, String Trace, String TraceHos t, String TraceFile, String SessionLabel, ParamList1 InMapsToRebuildLightMaps, ParamList1 InMapsToRebuildHLOD, ParamList1 TitleID, String Upload) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 1295
UATHelper: Packaging (Windows): at BuildCookRun.SetupParams() in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 50
UATHelper: Packaging (Windows): at BuildCookRun.ExecuteBuild() in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 41
UATHelper: Packaging (Windows): at AutomationTool.BuildCommand.Execute() in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 345
UATHelper: Packaging (Windows): at AutomationTool.BuildCommand.ExecuteAsync() in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 354
UATHelper: Packaging (Windows): at AutomationTool.Automation.ExecuteAsync(List1 CommandsToExecute, Dictionary2 Commands) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 270
UATHelper: Packaging (Windows): at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 164
UATHelper: Packaging (Windows): (see C:\Users\ethan\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 4s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

Hey @The_Atlas! Welcome to the forums!

My first move with seeing something like this would be to make sure your Windows Visual Studio is up to date, if you have it installed. If you don’t have it installed you’ll need to go get the latest version and install it.

After that you need to open Unreal Editor and go to Edit > Editor Preferences > General > Source Code, then set your Source Code Editor to Visual Studio.

After that- restart Unreal, and then try to package, and let us know what happens! :slight_smile:

I appreciate the quick response! I have the latest version of Visual Studio installed and I have the editor preferences set to Visual Studio and still get the same Error.

Any other suggestions?

Unreal is finicky when it comes to directory & project names
I noticed it’s called
FPS Game - With UI
Probably not a good idea to add spaces in the uproject file. It can interfere with the build process.
It’s safer to use camel case.

2 Likes

I tried to change the name to FPSGameWithUI and it is still having the same errors.

Here is a screen shot of the output error if you are interested. I can’t seem to find what’s wrong I have searched the internet so much and have found no fixes yet.

Its not enough to change only the uproject filename. The target files seem to now not reference the name correctly.

Chech the main game file where the game module is decladres and the target files.

I’m not too sure I understand. Can you elaborate more please?