Packaging/Release Build Failed?

Hello, I am following this page for releasing my game: https://docs.unrealengine.com/en-US/Engine/Deployment/Releasing/index.html

The only part I wasn’t sure about with following this walkthrough was the cooking cultures part. I couldn’t find anything about which cultures I should select, so I hit select all. I don’t know if that is relevant, but I figured I’d include that info. The Launching UAT part failed, saying this but I don’t know what it means:

BUILD FAILED

Parsing command line: -ScriptsForProject=C:/Users/Stephanie/Desktop/Projects/Aliens/Aliens.uproject BuildCookRun -project=C:/Users/Stephanie/Desktop/Projects/Aliens/Aliens.uproject -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe="C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -utf8output -platform=AllDesktop+Win64+Win64+Win64 -client -targetplatform=Win64 -build -cook -map=IntroScreenLevel+MainLevel+EndScreenLevel -unversionedcookedcontent -pak -createreleaseversion=Zenith -basedonreleaseversion=1.0 -distribution -compressed -stage -package -stagingdirectory=E:/Zenith/ -cmdline=" -Messaging" -addcmdline="-SessionId=FF19F99F4CE340FD66498E8EB58F47CC -SessionOwner='Stephanie' -SessionName='New Profile 0' "
Setting up ProjectParams for C:\Users\Stephanie\Desktop\Projects\Aliens\Aliens.uproject
********** COOK COMMAND STARTED **********
HasMapsToCook IntroScreenLevel+MainLevel+EndScreenLevel
Params.HasMapsToCook IntroScreenLevel+MainLevel+EndScreenLevel
Running UE4Editor Cook for project C:\Users\Stephanie\Desktop\Projects\Aliens\Aliens.uproject
Commandlet log file is C:\Program Files\Epic Games\UE_4.24\Engine\Programs\AutomationTool\Saved\Cook-2020.05.15-12.48.19.txt
Running: C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\Win64\UE4Editor-Cmd.exe C:\Users\Stephanie\Desktop\Projects\Aliens\Aliens.uproject -run=Cook -Map=IntroScreenLevel+MainLevel+EndScreenLevel -TargetPlatform=WindowsClient+AllDesktop -fileopenlog -unversioned -createreleaseversion=Zenith -basedonreleaseversion=1.0 -abslog="C:\Program Files\Epic Games\UE_4.24\Engine\Programs\AutomationTool\Saved\Cook-2020.05.15-12.48.19.txt" -stdout -CrashForUAT -unattended -NoLogTimes  -UTF8Output
  LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
  LogInit: Display: Running engine for game: Aliens
  LogHAL: Display: Platform has ~ 32 GB [34290765824 / 34359738368 / 32], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'AllDesktop'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTC'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ATC'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXT'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC1'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC1a'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_PVRTC'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'AndroidClient'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTCClient'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ATCClient'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXTClient'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC1Client'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC1aClient'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2Client'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_PVRTCClient'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_Multi'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_MultiClient'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOSClient'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOS'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxNoEditor'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxClient'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxServer'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64NoEditor'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64Client'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64Server'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Lumin'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'LuminClient'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOSClient'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOS'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsNoEditor'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'Windows'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsClient'
  LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsServer'
  LogTargetPlatformManager: Display: Building Assets For AllDesktop
  LogTargetPlatformManager: Display: Building Assets For WindowsClient
  LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
  LogShaderCompilers: Display: Using Local Shader Compiler.
  LogDerivedDataCache: Display: Max Cache Size: 512 MB
  LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/Stephanie/AppData/Local/UnrealEngine/4.24/DerivedDataCache/Boot.ddc
  LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
  LogMaterial: Display: Missing cached shader map for material Widget3DPassThrough, compiling.
  LogShaderCompilers: Display: Worker (1/13): shaders left to compile 2
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  LogMaterial: Display: Missing cached shader map for material Widget3DPassThrough, compiling.
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  LogMaterial: Display: Missing cached shader map for material Widget3DPassThrough, compiling.
  LogMaterial: Display: Missing cached shader map for material Widget3DPassThrough, compiling.
  LogMaterial: Display: Missing cached shader map for material Widget3DPassThrough, compiling.
  LogShaderCompilers: Display: Worker (13/13): shaders left to compile 8
  LogMaterial: Display: Missing cached shader map for material Widget3DPassThrough, compiling.
  LogMaterial: Display: Missing cached shader map for material Widget3DPassThrough, compiling.
  LogMaterial: Display: Missing cached shader map for material Widget3DPassThrough, compiling.
  LogMaterial: Display: Missing cached shader map for material Widget3DPassThrough, compiling.
  LogMaterial: Display: Missing cached shader map for material Widget3DPassThrough, compiling.
  LogMaterial: Display: Missing cached shader map for material Widget3DPassThrough, compiling.
  LogMaterial: Display: Missing cached shader map for material Widget3DPassThrough, compiling.
  LogAudioDerivedData: Display: Building compressed audio format OGG hash OGG wave CompileSuccess...
  LogAudioDerivedData: Display: Updated SoundWave->RawPCMDataSize from 0 to 95908 while cooking SoundWave /Engine/EditorSounds/Notifications/CompileSuccess.CompileSuccess.
  LogAudioDerivedData: Display: Building compressed audio format OGG hash OGG wave CompileFailed...
  LogAudioDerivedData: Display: Updated SoundWave->RawPCMDataSize from 0 to 89512 while cooking SoundWave /Engine/EditorSounds/Notifications/CompileFailed.CompileFailed.
  LogShaderCompilers: Display: Worker (8/13): shaders left to compile 76
  LogShaderCompilers: Display: Worker (2/13): shaders left to compile 70
  LogShaderCompilers: Display: Worker (5/13): shaders left to compile 64
  LogShaderCompilers: Display: Worker (6/13): shaders left to compile 59
  LogMaterial: Display: Missing cached shader map for material DefaultSpriteMaterial, compiling.
  LogShaderCompilers: Display: Worker (4/13): shaders left to compile 54
  LogMaterial: Display: Missing cached shader map for material DefaultSpriteMaterial, compiling.
  LogShaderCompilers: Display: Worker (3/13): shaders left to compile 51
  LogShaderCompilers: Display: Worker (13/13): shaders left to compile 54
  LogShaderCompilers: Display: Worker (1/13): shaders left to compile 49
  LogShaderCompilers: Display: Worker (7/13): shaders left to compile 45
  LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154
  LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154
  LogShaderCompilers: Display: Worker (12/13): shaders left to compile 41
  LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
  LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
  LogShaderCompilers: Display: Worker (9/13): shaders left to compile 37
  LogShaderCompilers: Display: Worker (10/13): shaders left to compile 34
  LogShaderCompilers: Display: Worker (11/13): shaders left to compile 31
  LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb
  LogCook: Display: Mobile HDR setting 1
  LogCook: Display: Creating asset registry
  LogCook: Display: Discovering localized assets
  LogCook: Display: Cooked content cleared for platform AllDesktop
  LogCook: Display: Unable to read previous cook inisettings for platform AllDesktop invalidating cook
  LogCook: Display: Cooked content cleared for platform WindowsClient
  LogCook: Display: Unable to read previous cook inisettings for platform WindowsClient invalidating cook
  LogCook: Display: Sandbox cleanup took 0.112 seconds for platforms AllDesktop WindowsClient  iterative false
  LogShaderCompilers: Display: Worker (9/13): shaders left to compile 28
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(post truncated)

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did this ever get figured out? I’m getting the same from the same tutorial :frowning:

1 Like