PackagingResults: Error: Unknown Cook Failure

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```

Hello and welcome to the community. It looks like you have some Blueprint errors. In the logs that you provided you can read that for example BP_BrushifyBrush has some incorrect pins. Also BP_Door_Outside_A3_D… Just go through the whole log, it should print broken classes, then open those Blueprints and check what is going there. Probably there will be some errors if you try to compile those blueprints.