Hello, I made my first game and its not allowing me to package it. Here are the last 100 lines or so from the output log.
UATHelper: Packaging (Windows): LogInit: Display: Warning/Error Summary (Unique only)
UATHelper: Packaging (Windows): LogInit: Display: -----------------------------------
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins Glass 1 and B : Object Reference is not compatible with Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Windows/BP_Generic_Glass.BP_Generic_Glass
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins Target and Glass 1 : Gameplay Statics Object Reference is not compatible with Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Windows/BP_Generic_Glass.BP_Generic_Glass
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Hit Location no longer exists on node Apply Damage . Please refresh node or break links to remove pin. from Source: /Game/ASSETS/ModularHouses/Blueprints/Windows/BP_Generic_Glass.BP_Generic_Glass
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Impulse Dir no longer exists on node Apply Damage . Please refresh node or break links to remove pin. from Source: /Game/ASSETS/ModularHouses/Blueprints/Windows/BP_Generic_Glass.BP_Generic_Glass
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins B and Glass 1 : Object Reference is not compatible with Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Windows/BP_Generic_Glass.BP_Generic_Glass
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] The property associated with Glass 1 could not be found in '/Game/ASSETS/ModularHouses/Blueprints/Windows/BP_Generic_Glass.BP_Generic_Glass_C' from Source: /Game/ASSETS/ModularHouses/Blueprints/Windows/BP_Generic_Glass.BP_Generic_Glass
UATHelper: Packaging (Windows): LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush_C:A list of Effects that alter the Brush.'. Unknown structure.
UATHelper: Packaging (Windows): LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush_C:Custom Parameters'. Unknown structure.
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] The variable Custom Parameters declared in BP_BrushifyBrush has an invalid type Structure from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] The variable A list of Effects that alter the Brush. declared in BP_BrushifyBrush has an invalid type Structure from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Spawn node SpawnActor NONE generated from expanding Spawn Or Update Manager must have a Class generated from expanding Spawn Or Update Manager specified. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin <Unnamed> generated from expanding Set MPC Params no longer exists on node Set MPC Params generated from expanding Set MPC Params . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Target generated from expanding Set MPC Params no longer exists on node Set MPC Params generated from expanding Set MPC Params . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Could not find a function named "Set MPC Params" in 'BP_BrushifyBrush'.
UATHelper: Packaging (Windows): Make sure 'BP_BrushifyBrush' has been compiled for Set MPC Params generated from expanding Spawn Or Update Manager from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Brush Manager generated from expanding Get no longer exists on node Get generated from expanding Get . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Brush Manager generated from expanding Set no longer exists on node Set generated from expanding Set . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Landscape Quads generated from expanding SpawnActor NONE no longer exists on node SpawnActor NONE generated from expanding SpawnActor NONE . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Landscape RT Res generated from expanding SpawnActor NONE no longer exists on node SpawnActor NONE generated from expanding SpawnActor NONE . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Brush Manager no longer exists on node Get . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin <Unnamed> no longer exists on node Set MPC Params . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Target no longer exists on node Set MPC Params . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Could not find a function named "Set MPC Params" in 'BP_BrushifyBrush'.
UATHelper: Packaging (Windows): Make sure 'BP_BrushifyBrush' has been compiled for Set MPC Params from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin <Unnamed> no longer exists on node Jump Flood . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Target no longer exists on node Jump Flood . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Seed RT no longer exists on node Jump Flood . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Curl no longer exists on node Jump Flood . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Could not find a function named "JumpFlood" in 'BP_BrushifyBrush'.
UATHelper: Packaging (Windows): Make sure 'BP_BrushifyBrush' has been compiled for Jump Flood from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin <Unnamed> no longer exists on node Capture Mesh Depth . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Target no longer exists on node Capture Mesh Depth . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Primitive no longer exists on node Capture Mesh Depth . Please refresh node or break links to remove pin. from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Could not find a function named "Capture Mesh Depth" in 'BP_BrushifyBrush'.
UATHelper: Packaging (Windows): Make sure 'BP_BrushifyBrush' has been compiled for Capture Mesh Depth from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] The property associated with Landscape RT Res generated from expanding Spawn Or Update Manager could not be found in '/Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush_C' from Source: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins Destructible and Target : Object Reference is not compatible with Gameplay Statics Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A3_D.BP_Door_Outside_A3_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins Target and Destructible : Gameplay Statics Object Reference is not compatible with Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A3_D.BP_Door_Outside_A3_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Hit Location no longer exists on node Apply Damage . Please refresh node or break links to remove pin. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A3_D.BP_Door_Outside_A3_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Impulse Dir no longer exists on node Apply Damage . Please refresh node or break links to remove pin. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A3_D.BP_Door_Outside_A3_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins Destructible and Target : Object Reference is not compatible with Scene Component Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A3_D.BP_Door_Outside_A3_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins Target and Destructible : Scene Component Object Reference is not compatible with Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A3_D.BP_Door_Outside_A3_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] The property associated with Destructible could not be found in '/Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A3_D.BP_Door_Outside_A3_D_C' from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A3_D.BP_Door_Outside_A3_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins Target and DM Wall Window A3 : Scene Component Object Reference is not compatible with Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A2_D.BP_Door_Outside_A2_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins DM Wall Window A3 and Target : Object Reference is not compatible with Scene Component Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A2_D.BP_Door_Outside_A2_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins DM Wall Window A3 and Target : Object Reference is not compatible with Gameplay Statics Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A2_D.BP_Door_Outside_A2_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins Target and DM Wall Window A3 : Gameplay Statics Object Reference is not compatible with Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A2_D.BP_Door_Outside_A2_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Hit Location no longer exists on node Apply Damage . Please refresh node or break links to remove pin. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A2_D.BP_Door_Outside_A2_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Impulse Dir no longer exists on node Apply Damage . Please refresh node or break links to remove pin. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A2_D.BP_Door_Outside_A2_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] The property associated with DM Wall Window A3 could not be found in '/Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A2_D.BP_Door_Outside_A2_D_C' from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A2_D.BP_Door_Outside_A2_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins Destructible and Target : Object Reference is not compatible with Gameplay Statics Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A1_D.BP_Door_Outside_A1_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Can't connect pins Target and Destructible : Gameplay Statics Object Reference is not compatible with Object Reference. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A1_D.BP_Door_Outside_A1_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Hit Location no longer exists on node Apply Damage . Please refresh node or break links to remove pin. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A1_D.BP_Door_Outside_A1_D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin Impulse Dir no longer exists on node Apply Damage . Please refresh node or break links to remove pin. from Source: /Game/ASSETS/ModularHouses/Blueprints/Doors/BP_Door_Outside_A1_D.BP_Door_Outside_A1_D
UATHelper: Packaging (Windows): LogInit: Display: NOTE: Only first 50 errors displayed.
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Decals\Materials\MI_NormalBlend.uasset: Failed to load '/Game/Brushify/Maps/DesertMountains/MaterialOverrides/MI_NormalBlend_DesertMountains': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Decals\Materials\MI_NormalBlend.uasset: VerifyImport: Failed to load package for import object 'Package /Game/Brushify/Maps/DesertMountains/MaterialOverrides/MI_NormalBlend_DesertMountains'
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\ASSETS\ModularHouses\Blueprints\Windows\BP_Generic_Glass.uasset: [Compiler] Could not find a variable named "Glass_1" in 'BP_Generic_Glass_C'.
UATHelper: Packaging (Windows): Make sure 'BP_Generic_Glass_C' has been compiled for Get Glass_1
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\ASSETS\ModularHouses\Blueprints\Windows\BP_Generic_Glass.uasset: [Compiler] Input pin Damage Amount specifying non-default value no longer exists on node Apply Damage . Please refresh node or reset pin to default value to remove pin.
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\M_BrushifyBrush.uasset: Failed to load '/Landmass/Landscape/BlueprintBrushes/MF/PackRG8Height': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\M_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Landmass/Landscape/BlueprintBrushes/MF/PackRG8Height'
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\M_BrushifyBrush.uasset: Failed to load '/Landmass/Landscape/BlueprintBrushes/MF/UnpackRG8Height': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\M_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Landmass/Landscape/BlueprintBrushes/MF/UnpackRG8Height'
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\M_BrushifyBrush.uasset: Failed to load '/Landmass/Landscape/Mats/MF/BrushBlendModes': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\M_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Landmass/Landscape/Mats/MF/BrushBlendModes'
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\M_BrushifyBrush.uasset: Failed to load '/Landmass/Landscape/BlueprintBrushes/MPC/MPC_Landscape': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\M_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Landmass/Landscape/BlueprintBrushes/MPC/MPC_Landscape'
UATHelper: Packaging (Windows): LogInit: Display: LogMaterial: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\M_BrushifyBrush.uasset: Failed to compile Material for platform PCD3D_SM6, Default Material will be used in game.
UATHelper: Packaging (Windows): Missing Material Function
UATHelper: Packaging (Windows): LogInit: Display: LogMaterial: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\M_BrushifyBrush.uasset: Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
UATHelper: Packaging (Windows): Missing Material Function
UATHelper: Packaging (Windows): LogInit: Display: LogMaterial: Warning: Cooking a material resource (in M_BrushifyBrush hierarchy) that doesn't have a valid ShaderMap! Shadermap pointer is null.
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: Failed to load '/Landmass/DistanceFields/Blueprints/JumpFlood_Component2D': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Landmass/DistanceFields/Blueprints/JumpFlood_Component2D'
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: Failed to load '/Landmass/Landscape/BlueprintBrushes/LandmassBrushManager': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Landmass/Landscape/BlueprintBrushes/LandmassBrushManager'
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: Failed to load '/Landmass/Landscape/BlueprintBrushes/Materials/M_SimpleBrush': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Landmass/Landscape/BlueprintBrushes/Materials/M_SimpleBrush'
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: Failed to load '/Landmass/Landscape/BlueprintBrushes/Materials/WaterPlugin/MeshBrush_Weightmap': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Landmass/Landscape/BlueprintBrushes/Materials/WaterPlugin/MeshBrush_Weightmap'
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: Failed to load '/Landmass/Landscape/Mats/Debug/Intersections': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Landmass/Landscape/Mats/Debug/Intersections'
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: Failed to load '/Game/Brushify/AlphaBrushes/Landmass/Erosion/Textures/T_Erosion_01': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Game/Brushify/AlphaBrushes/Landmass/Erosion/Textures/T_Erosion_01'
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: Failed to load '/Landmass/Landscape/BP/Brushes/BrushBlendType': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Landmass/Landscape/BP/Brushes/BrushBlendType'
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: Failed to load '/Landmass/Landscape/BP/Enums/BrushTypes': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Landmass/Landscape/BP/Enums/BrushTypes'
UATHelper: Packaging (Windows): LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: Failed to load '/Landmass/Landscape/BP/Structs/ProcMeshData': Can't find file.
UATHelper: Packaging (Windows): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: VerifyImport: Failed to load package for import object 'Package /Landmass/Landscape/BP/Structs/ProcMeshData'
UATHelper: Packaging (Windows): LogInit: Display: LogClass: Warning: Failed to find enum 'BrushBlendType' when converting property 'Blend Mode' during property loading - setting to 0
UATHelper: Packaging (Windows): LogInit: Display: LogClass: Warning: Property A list of Effects that alter the Brush. of A list of Effects that alter the Brush. has a struct type mismatch (tag ProcMeshData != prop FallbackStruct) in package: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush. If that struct got renamed, add an entry to ActiveStructRedirects.
UATHelper: Packaging (Windows): LogInit: Display: LogClass: Warning: Property Custom Parameters of Custom Parameters has a struct type mismatch (tag ProcMeshData != prop FallbackStruct) in package: /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush. If that struct got renamed, add an entry to ActiveStructRedirects.
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: [Compiler] Could not find a variable named "Landscape RT Res" in 'BP_BrushifyBrush'.
UATHelper: Packaging (Windows): Make sure 'BP_BrushifyBrush' has been compiled for Set Landscape RT Res generated from expanding Spawn Or Update Manager
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: [Compiler] Input pin Instigator generated from expanding SpawnActor NONE specifying non-default value no longer exists on node SpawnActor NONE generated from expanding SpawnActor NONE . Please refresh node or reset pin to default value to remove pin.
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: [Compiler] Render : Usage of 'Render' has been deprecated. Please use RenderLayer instead.
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: [Compiler] Could not find a variable named "Heightmap RT" in 'BP_BrushifyBrush'.
UATHelper: Packaging (Windows): Make sure 'BP_BrushifyBrush' has been compiled for Get Heightmap RT
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: [Compiler] Could not find a variable named "Weightmap RT" in 'BP_BrushifyBrush'.
UATHelper: Packaging (Windows): Make sure 'BP_BrushifyBrush' has been compiled for Get Weightmap RT
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: [Compiler] Could not find a variable named "Landscape Quads" in 'BP_BrushifyBrush'.
UATHelper: Packaging (Windows): Make sure 'BP_BrushifyBrush' has been compiled for Get Landscape Quads generated from expanding Set MID Params
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: [Compiler] Could not find a variable named "World Size" in 'BP_BrushifyBrush'.
UATHelper: Packaging (Windows): Make sure 'BP_BrushifyBrush' has been compiled for Get World Size
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: [Compiler] Could not find a variable named "Landscape RT Res" in 'BP_BrushifyBrush'.
UATHelper: Packaging (Windows): Make sure 'BP_BrushifyBrush' has been compiled for Get Landscape RT Res
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: [Compiler] Could not find a variable named "Depth and Shape RT A" in 'BP_BrushifyBrush'.
UATHelper: Packaging (Windows): Make sure 'BP_BrushifyBrush' has been compiled for Get Depth and Shape RT A
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: [Compiler] Could not find a variable named "JumpFlood_Component2D" in 'BP_BrushifyBrush'.
UATHelper: Packaging (Windows): Make sure 'BP_BrushifyBrush' has been compiled for Get JumpFlood_Component2D
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: [Compiler] Input pin Scene Capture Z specifying non-default value no longer exists on node Jump Flood . Please refresh node or reset pin to default value to remove pin.
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: [AssetLog] C:\Users\m\OneDrive\Documents\Unreal Projects\FirstGame\Content\Brushify\Materials\Landscape\Landmass\BP_BrushifyBrush.uasset: [Compiler] Input pin Use Depth specifying non-default value no longer exists on node Jump Flood . Please refresh node or reset pin to default value to remove pin.
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Warning: The following member variables in blueprint 'Blueprint /Game/Brushify/Materials/Landscape/Landmass/BP_BrushifyBrush.BP_BrushifyBrush' have invalid type. Removing them.
UATHelper: Packaging (Windows): A List Of Effects That Alter The Brush.
UATHelper: Packaging (Windows): Custom Parameters
UATHelper: Packaging (Windows): LogInit: Display: LogPhysics: Warning: TConvex Name:BodySetup /Game/ASSETS/ModularHouses/Meshes/Roof/Type_C/SM_Roof_C_Complete_A.SM_Roof_C_Complete_A:BodySetup_0, Element [111] has no Geometry
UATHelper: Packaging (Windows): LogInit: Display: NOTE: Only first 50 warnings displayed.
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): LogInit: Display: Failure - 340 error(s), 221 warning(s)
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): Execution of commandlet took: 2m 20s (140.41 seconds)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): LogShaderCompilers: Display: === FShaderJobCache stats ===
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total job queries 862, among them cache hits 0 (0.00%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Tracking 826 distinct input hashes that result in 414 distinct outputs (50.12%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: RAM used: 9.68 MiB of 3.20 GiB budget. Usage: 0.30%
UATHelper: Packaging (Windows): LogShaderCompilers: Display: === Shader Compilation stats ===
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Shaders Compiled: 862
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Jobs assigned 862, completed 862 (100%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Average time worker was idle: 0.00 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Time job spent in pending queue: average 10.37 s, longest 48.24 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job execution time: average 6.83 s, max 18.96 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job life time (pending + execution): average 17.21 s, max 59.28
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Shader code size: average 35.624 KiB, min 268 B, max 96.824 KiB
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 65.47 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Jobs were issued in 152 batches (only local compilation was used), average 5.67 jobs/batch
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Average processing rate: 13.17 jobs/sec
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total thread time: 759.165 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total thread preprocess time: 30.047 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Percentage time preprocessing: 3.96%
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Effective parallelization: 11.60 (times faster than compiling all shaders on one thread). Compare with number of workers: 12
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
UATHelper: Packaging (Windows): LogShaderCompilers: Display: FLumenCardPS<true> (compiled 4 times, average 1.87 sec, max 2.45 sec, min 1.64 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSTDistanceFieldShadowsAndLightMapPolicyHQSkylight (compiled 22 times, average 1.61 sec, max 2.65 sec, min 0.71 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylight (compiled 38 times, average 1.61 sec, max 3.19 sec, min 0.77 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicy (compiled 24 times, average 1.60 sec, max 3.18 sec, min 0.73 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedVolumeIndirectLightingPolicySkylight (compiled 22 times, average 1.57 sec, max 3.42 sec, min 0.76 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Top 5 shader types by total compile time:
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylight - 8.06% of total time (compiled 38 times, average 1.61 sec, max 3.19 sec, min 0.77 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicy - 5.06% of total time (compiled 24 times, average 1.60 sec, max 3.18 sec, min 0.73 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSTDistanceFieldShadowsAndLightMapPolicyHQSkylight - 4.67% of total time (compiled 22 times, average 1.61 sec, max 2.65 sec, min 0.71 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedVolumeIndirectLightingPolicySkylight - 4.55% of total time (compiled 22 times, average 1.57 sec, max 3.42 sec, min 0.76 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSTDistanceFieldShadowsAndLightMapPolicyHQ - 4.54% of total time (compiled 22 times, average 1.57 sec, max 3.46 sec, min 0.71 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): Took 148.87s to run UnrealEditor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows): Cook failed.
UATHelper: Packaging (Windows): (see C:\Users\m\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UR5+UE_5.3\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 2m 29s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure```