PackagingResults: Error: Unknown Cook Failure

I’m trying to package my game project in UE 5.5.4.
Development build configuration for Windows
But it packaging failed mid way.
Help! I seriously don’t know how to fix. Attached is the full output log
https://docs.google.com/document/d/1JjyJXgBofBBtj9GvW79erF2pBKCgi3nw9BCCJv5Le58/edit?usp=sharing

LogStreaming: Warning: Failed to read file ‘../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png’ error.
LogStreaming: Warning: Failed to read file ‘../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png’ error.
LogStreaming: Warning: Failed to read file ‘../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png’ error.
LogStreaming: Warning: Failed to read file ‘../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png’ error.
LogStreaming: Warning: Failed to read file ‘../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png’ error.
LogStreaming: Warning: Failed to read file ‘../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png’ error.
LogConsoleManager: Warning: Console object named ‘PixelStreaming.StartStreaming’ already exists but is being registered again, but we weren’t expected it to be! (FConsoleManager::AddConsoleObject)
LogConsoleManager: Warning: Console object named ‘PixelStreaming.StopStreaming’ already exists but is being registered again, but we weren’t expected it to be! (FConsoleManager::AddConsoleObject)
LogStreaming: Warning: Failed to read file ‘../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png’ error.
LogStreaming: Warning: Failed to read file ‘../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png’ error.
LogStreaming: Warning: Failed to read file ‘../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png’ error.
LogStreaming: Warning: Failed to read file ‘../../../Engine/Plugins/Interchange/Editor/Content/Old/Tiles/Outer/alertSolid.png’ error.
LogStreaming: Warning: Failed to read file ‘../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png’ error.
LogStreaming: Warning: Failed to read file ‘../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png’ error.
LogStreaming: Warning: Failed to read file ‘../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png’ error.
LogStreaming: Warning: Failed to read file ‘../../../Engine/Plugins/Interchange/Editor/Content/Old/Tiles/Outer/alertSolid.png’ error.
LogClass: Warning: Property IntProperty UPixelStreaming2PluginSettings::WebRTCPortAllocatorFlags defines MetaData key “BitmaskEnum” which contains short type name “EPortAllocatorFlags”. Suggested pathname: “/Script/PixelStreaming2Core.EPortAllocatorFlags”. Module:PixelStreaming2Core File:Internal/PixelStreaming2PluginSettings.h
LogStreaming: Warning: Failed to read file ‘Common/Selector.png’ error.
LoadErrors: Error: Collision Profile settings do not include an entry for the Water Body Collision profile, which is required for water collision to function. Add entry to DefaultEngine.ini?
LogClass: Warning: Property ConvaiChatbotComponent::AvatarImageLink (SourceClass: ConvaiChatbotComponent) was not registered in GetLifetimeReplicatedProps. This property will not be replicated. Use DISABLE_REPLICATED_PROPERTY if not replicating was intentional.
LogEOSSDK: Warning: LogEOS: Error response received from backend. ServiceName=[Friend], OperationName=[GetBlockList], Url=[], HttpStatus=[403], ErrorCode=[errors.com.epicgames.common.insufficient_scopes], NumericErrorCode=[1056], ErrorMessage=[Insufficient access scopes. Expected: [friends_list]], CorrId=[EOS-cB1ZYb1U5U6tf9EygkgKEA-nM0vDvJ-jUqWlpk89V83SA]
PackagingResults: Warning: Failed to set completion port for job object “UE.ShaderCompileWorker.JobGroup”: The parameter is incorrect.
PackagingResults: Error: Collision Profile settings do not include an entry for the Water Body Collision profile, which is required for water collision to function. Add entry to DefaultEngine.ini?
PackagingResults: Warning: [AssetLog] C:\Games\UE_5.5\Engine\Plugins\Media\PixelStreaming2\Content\HiddenCursor.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.
PackagingResults: Warning: [AssetLog] C:\Games\UE_5.5\Engine\Plugins\Media\PixelStreaming2\Content\TextEditBeamCursor.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.
PackagingResults: Warning: [AssetLog] C:\Games\UE_5.5\Engine\Plugins\Media\PixelStreaming2\Content\DefaultCursor.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.
PackagingResults: Warning: Property ConvaiChatbotComponent::AvatarImageLink (SourceClass: ConvaiChatbotComponent) was not registered in GetLifetimeReplicatedProps. This property will not be replicated. Use DISABLE_REPLICATED_PROPERTY if not replicating was intentional.
LogD3D12RHI: Warning: GPU timeout: A payload (0x000007F411049A00) on the [0x000007F3EDE7E300, 3D] queue has not completed after 5.000123 seconds.
PackagingResults: Error: Unknown Cook Failure

Hello there @raytran8!

Checking through your log, the main conflict seems to stir from the following errors:

Error: Collision Profile settings do not include an entry for the Water Body Collision profile, which is required for water collision to function. Add entry to DefaultEngine.ini?

This is interfering with your packaging at the end of the process. In order to fix the problem, we need to add that missing collision value to your DefaultEngine.ini file. Please follow the post below on how to do it:

After that’s fixed, perform a clear cache on your project, via deleting these folders from your project directory:

  • Binaries/
  • Intermediate/
  • Saved/
  • DerivedDataCache

Once completed, regenerate your project files. And before attempting to pack again, I would suggest disabling Ray Tracing from your project, and updating your GPU drivers to the latest version available (use Developer drivers with a clean install, if possible). Hope this helps!

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