Packaging Process Is Terminated Randomly with Error Code 3 on Mac

Hi,

When I try to package assets, the packaging process is terminated randomly with the error code 3 on Mac.

I’m using the following commit:

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commit 4534a89aa7da0edea7da5e3b8fd967dfa63a2c10 (HEAD -> ue5-main)

Author: Thomas Sarkanen <[Content removed]>

Date: Fri Jan 31 10:31:49 2025 -0500

[Backout] - CL39609082

This reverts a backout for a hotfix so we can enable a new fix in its place

fyi euan.carmichael

#rnx

Original CL Desc

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Backout of 38341618. The original backout introduced an upgrade bug where the skeletal mesh asset property, on blueprint-added skel mesh components, that were overriden on actors within the level viewport would be reset to their default value when upgrading to 5.5.2. This change reintroduces a bug where the skeletal mesh asset can’t be set on a blueprint added mesh component via construction script.

#jira UE-241328

#rb nicholas.frechette

[CL 39633796 by Thomas Sarkanen in 5.5 branch]

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I’m using this Mac mini.

When it fails, the build bytes of chunks are always 0.

[2025.04.07-11.38.15:404][ 0]LogPatchGeneration: Created 0 chunks (0 build bytes) (0 compressed bytes)Please check the attached BuildPatchTool.log.

The attached is the LocalBuildLog.

AutomationTool exiting with ExitCode=3 (Error_UnknownCommand)As this log shows, it exited with code 3.

Please note that this happens randomly.

The more assets you packaage, the greatre the chance of errors.

I’m using this SSD.

The engine and the project are stored on this SSD.

This is the current disk space status on the Mac mini.

Hi,

We generally don’t recommend using the main branch for production because new bugs are constantly introduced and fixed as a normal part of development.

Only the official releases are tested by our QA, have you tried using UE 5.5.4 instead?

If you still want to debug this particular crash, you should run it with Xcode attached, and you could share the call stack here.

Regards,

Hugo

Hi Takuo,

Sorry, I meant the call stack in case a crash occurs, not the logs.

I don’t see anything unusual with the logs.

When you say packaging, do you mean that you are using the UI of the editor to package a build for Mac / iOS ?

In the last log you provided I don’t see any cooking or packaging happening.

Can you provide the steps you are using for this?

Thanks,

Regards,

Hugo

Hi Takuo,

Thanks, this time I was able see the issue in the first log and then the failure in the second log.

Unfortunately, we don’t see much informations but this is how I would investigate this:

  • Immediately after a failing go inside of Xcode and set the active scheme to BuildPathTool:
  • [Image Removed]
  • Then click on this again and select Edit Scheme
  • [Image Removed]
  • Add the command line from the second log to the arguments Passed On LaunchAnd finally run it, hopefully it might break at the failure and you will be able to investigate what’s wrong. If not you will have to dig into this process so you can find what is not working.
  • [Image Removed]

It is possible that whatever is failing has been fixed in 5.5.3 or 5.5.4, maybe it’s worth doing this experiment on the side?

Thanks,

Regards,

Hugo

Hi Hugo,

Thank you for your advise!

Let me try running it with Xcode.

I’d like to use UE5.5.3 because our project is not aptimized for 5.5.4 yet.

Best,

Takuo

Hi Hugo,

I try packaging assets with Xcode attached.

I got the code 3 error again.

UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 3The attached is the log from the Xcode.

Could you check it?

Best,

Takuo

Hi Hugo,

Thank you for your reply.

> I meant the call stack in case a crash occurs, not the logs.

It doesn’t crash. It just fails in packaging assets.

> When you say packaging, do you mean that you are using the UI of the editor to package a build for Mac / iOS ?

I am failing to package assets for macos both in the editor and using commands.

I attached the screenshot of the Packaging settings on the editor. Please check it.

> In the last log you provided I don’t see any cooking or packaging happening.

It’s failing in the Staging process. Please check the LocalBuildLog that I shared with you 3 days ago.

Best,

Takuo