When trying to package project in 4.14, packaging fails, this was not the case with 4.13.
It fails on packaging some levels, if I remove the problematic levels from the packaging settings, it works.
I was able to trace the issue to Child Actor Components, removing these and recreate makes it work.
Edit: Actually no, after recreating all child actors in an actor, put it inside a level and made the level be packaged, error still happens.
But removing all child actors makes it work.
After reading over your issue, it appears that it is related to a specific map, if I’m understanding correctly.
I’ve not come across this issue before, and the error you’re seeing does not appear to be logged in our database.
As a result, here’s what I recommend:
Migrate your content piece by piece into a clean project (not the map itself, just the actors and such that exist in that map). If you are able to determine which asset is causing the issue, that will help narrow down the cause of the error. When you have narrowed it down, it would be great if you could provide a simplified test project containing just that asset so that I can see the packaging error on my end.
I found that Add Child Actor Component with Child Actor Class NONE followed by Set Child Actor Class with In Class that have UStaticMeshComponent as RootComponent will cause this crash on packaging.
Working fine on older ue version and on current version Editor and PIE.
I’ve tested this but I’m not seeing the same issue. Is your ChildActorClass that contains the Static Mesh a C++ class or a blueprint class? Does it occur if you just do AddChildActorComponent->SetChildActorClass on BeginPlay?
AInteractiveObjectActor::AInteractiveObjectActor()
{
m_rootMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
//Let's make the meshComponent the RootComponent
RootComponent = m_rootMeshComponent;
// Setup trigger
m_trigger = CreateDefaultSubobject<UBoxComponent>(TEXT("TriggerCollider"));
m_trigger->SetupAttachment(RootComponent);
// Both colliders need to have this set to true for events to fire
m_trigger->bGenerateOverlapEvents = true;
// Set the collision mode for the collider
// This mode will only enable the collider for raycasts, sweeps, and overlaps
m_trigger->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
// Setup raycast sphere
m_oRaycastedPoint = CreateDefaultSubobject<USphereComponent>(TEXT("VisibilityCollider"));
m_oRaycastedPoint->SetupAttachment(RootComponent);
m_oRaycastedPoint->bGenerateOverlapEvents = true;
m_oRaycastedPoint->SetCollisionObjectType(ECC_GameTraceChannel11);
m_oRaycastedPoint->SetCollisionResponseToAllChannels(ECR_Ignore);
m_oRaycastedPoint->SetCollisionResponseToChannel(ECC_GameTraceChannel11, ECR_Block);
m_oRaycastedPoint->SetSphereRadius(1, false);
m_oInteractionIconsLocation = CreateDefaultSubobject<USceneComponent>(TEXT("InteractionIconsLocation"));
m_oInteractionIconsLocation->SetupAttachment(RootComponent);
m_oInteractionIconsLocation->SetRelativeLocation(FVector::ZeroVector);
}
Thanks for the additional info. I’m still not seeing the same issue on my end unfortunately. Would you be able to create and provide a simple test project that experiences the same issue?
(in 4.14) I’ve run into this or a similar problem caused by placing a blueprint actor that contains a child actor component inside a level. When the packaging/cooking reaches that level it will fatal crash and fail the build.
I am currently in the process of upgrading to 4.15, if these problems persist I will write a more thorough bug report.