Please help

I’m a super new to UE5 and have ran into some problems. Just the other day I packaged my project fro the first time after having some issues. I’ve packaged it twice more since with no issues. Today however I added some features to my game, things like camera wobble, audio prompts and the odd jump scare. I went to simulate my game as standalone and the program crashed. After a couple more tries and a full system reboot i decided to try package the game. Then i was met with a page of errors (seen below) and me not having the knowledge i obviously need a very frustrated me. Can anybody fire some ideas my way?

UATHelper: Packaging (Windows): Script Stack (0 frames):
UATHelper: Packaging (Windows): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectHash.cpp] [Line: 319]
UATHelper: Packaging (Windows): LogWindows: Error: Trying to modify UObject map (FindOrAdd) that is currently being iterated. Please make sure you’re not creating new UObjects or Garbage Collecting while iterating UObject hash tables.
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcfb2a30db UnrealEditor-CoreUObject.dll!HashObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectHash.cpp:1384]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcfb282d50 UnrealEditor-CoreUObject.dll!UObjectBase::AddObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:201]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcfb2c4978 UnrealEditor-CoreUObject.dll!StaticAllocateObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2620]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcfb2c5f7e UnrealEditor-CoreUObject.dll!StaticConstructObject_Internal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3516]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcfb2c7426 UnrealEditor-CoreUObject.dll!StaticDuplicateObjectEx() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2122]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcfb2c6ee6 UnrealEditor-CoreUObject.dll!StaticDuplicateObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2061]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffc610b8a46 UnrealEditor-UnrealEd.dll!FBlueprintCompileReinstancer::MoveDependentSkelToReinst() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetReinstanceUtilities.cpp:1663]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcf157fbe3 UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:889]
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectHash.cpp] [Line: 319]
PackagingResults: Error: Trying to modify UObject map (FindOrAdd) that is currently being iterated. Please make sure you’re not creating new UObjects or Garbage Collecting while iterating UObject hash tables.
PackagingResults: Error: [Callstack] 0x00007ffcfb2a30db UnrealEditor-CoreUObject.dll!HashObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectHash.cpp:1384]
PackagingResults: Error: [Callstack] 0x00007ffcfb282d50 UnrealEditor-CoreUObject.dll!UObjectBase::AddObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:201]
PackagingResults: Error: [Callstack] 0x00007ffcfb2c4978 UnrealEditor-CoreUObject.dll!StaticAllocateObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2620]
PackagingResults: Error: [Callstack] 0x00007ffcfb2c5f7e UnrealEditor-CoreUObject.dll!StaticConstructObject_Internal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3516]
PackagingResults: Error: [Callstack] 0x00007ffcfb2c7426 UnrealEditor-CoreUObject.dll!StaticDuplicateObjectEx() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2122]
PackagingResults: Error: [Callstack] 0x00007ffcfb2c6ee6 UnrealEditor-CoreUObject.dll!StaticDuplicateObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2061]
PackagingResults: Error: [Callstack] 0x00007ffc610b8a46 UnrealEditor-UnrealEd.dll!FBlueprintCompileReinstancer::MoveDependentSkelToReinst() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetReinstanceUtilities.cpp:1663]
PackagingResults: Error: [Callstack] 0x00007ffcf157fbe3 UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:889]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcf1524167 UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:267]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcf1523f20 UnrealEditor-Kismet.dll!FBlueprintCompilationManager::CompileSynchronously() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3159]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffc6103018a UnrealEditor-UnrealEd.dll!FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:2094]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcef43d4c2 UnrealEditor-BlueprintGraph.dll!UEdGraphSchema_K2::HandleParameterDefaultValueChanged() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\EdGraphSchema_K2.cpp:7457]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcef4d65a0 UnrealEditor-BlueprintGraph.dll!UK2Node_FunctionEntry::ModifyUserDefinedPinDefaultValue() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp:916]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcef4e2621 UnrealEditor-BlueprintGraph.dll!UK2Node_EditablePinBase::UpdateUserDefinedPinDefaultValues() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_EditablePinBase.cpp:386]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcef4c1c96 UnrealEditor-BlueprintGraph.dll!UK2Node_FunctionEntry::FixupPinStringDataReferences() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp:907]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcef44db7c UnrealEditor-BlueprintGraph.dll!UK2Node::Serialize() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node.cpp:130]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcef4de38c UnrealEditor-BlueprintGraph.dll!UK2Node_EditablePinBase::Serialize() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_EditablePinBase.cpp:195]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcef4dea9d UnrealEditor-BlueprintGraph.dll!UK2Node_FunctionEntry::Serialize() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp:247]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcf295b767 UnrealEditor-Engine.dll!UE::Core::Private::Function::TFunctionRefCaller<<lambda_629dac390930005c2c4a02d516d3a114>,bool __cdecl(UObject *)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:539]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcfb29acf6 UnrealEditor-CoreUObject.dll!ForEachObjectWithOuterBreakable() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectHash.cpp:1067]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcf4713964 UnrealEditor-Engine.dll!FSoftObjectPathFixupArchive::Fixup() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\SoftObjectPath.h:492]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcf4739a14 UnrealEditor-Engine.dll!FWorldPartitionLevelHelper::RemapLevelSoftObjectPaths() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelHelper.cpp:124]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffcf4711f1b UnrealEditor-Engine.dll!UWorldPartition::FinalizeGeneratorPackageForCook() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartition.cpp:1361]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffc60a69a8b UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::SplitPackage() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:2360]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffc609e3fea UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::BeginPrepareSave() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:2526]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffc60a4add7 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PumpSaves() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:3097]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffc60a6f4e0 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1259]
PackagingResults: Error: [Callstack] 0x00007ffcf1524167 UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:267]
PackagingResults: Error: [Callstack] 0x00007ffcf1523f20 UnrealEditor-Kismet.dll!FBlueprintCompilationManager::CompileSynchronously() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3159]
PackagingResults: Error: [Callstack] 0x00007ffc6103018a UnrealEditor-UnrealEd.dll!FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:2094]
PackagingResults: Error: [Callstack] 0x00007ffcef43d4c2 UnrealEditor-BlueprintGraph.dll!UEdGraphSchema_K2::HandleParameterDefaultValueChanged() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\EdGraphSchema_K2.cpp:7457]
PackagingResults: Error: [Callstack] 0x00007ffcef4d65a0 UnrealEditor-BlueprintGraph.dll!UK2Node_FunctionEntry::ModifyUserDefinedPinDefaultValue() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp:916]
PackagingResults: Error: [Callstack] 0x00007ffcef4e2621 UnrealEditor-BlueprintGraph.dll!UK2Node_EditablePinBase::UpdateUserDefinedPinDefaultValues() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_EditablePinBase.cpp:386]
PackagingResults: Error: [Callstack] 0x00007ffcef4c1c96 UnrealEditor-BlueprintGraph.dll!UK2Node_FunctionEntry::FixupPinStringDataReferences() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp:907]
PackagingResults: Error: [Callstack] 0x00007ffcef44db7c UnrealEditor-BlueprintGraph.dll!UK2Node::Serialize() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node.cpp:130]
PackagingResults: Error: [Callstack] 0x00007ffcef4de38c UnrealEditor-BlueprintGraph.dll!UK2Node_EditablePinBase::Serialize() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_EditablePinBase.cpp:195]
PackagingResults: Error: [Callstack] 0x00007ffcef4dea9d UnrealEditor-BlueprintGraph.dll!UK2Node_FunctionEntry::Serialize() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp:247]
PackagingResults: Error: [Callstack] 0x00007ffcf295b767 UnrealEditor-Engine.dll!UE::Core::Private::Function::TFunctionRefCaller<<lambda_629dac390930005c2c4a02d516d3a114>,bool __cdecl(UObject *)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:539]
PackagingResults: Error: [Callstack] 0x00007ffcfb29acf6 UnrealEditor-CoreUObject.dll!ForEachObjectWithOuterBreakable() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectHash.cpp:1067]
PackagingResults: Error: [Callstack] 0x00007ffcf4713964 UnrealEditor-Engine.dll!FSoftObjectPathFixupArchive::Fixup() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\SoftObjectPath.h:492]
PackagingResults: Error: [Callstack] 0x00007ffcf4739a14 UnrealEditor-Engine.dll!FWorldPartitionLevelHelper::RemapLevelSoftObjectPaths() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelHelper.cpp:124]
PackagingResults: Error: [Callstack] 0x00007ffcf4711f1b UnrealEditor-Engine.dll!UWorldPartition::FinalizeGeneratorPackageForCook() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartition.cpp:1361]
PackagingResults: Error: [Callstack] 0x00007ffc60a69a8b UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::SplitPackage() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:2360]
PackagingResults: Error: [Callstack] 0x00007ffc609e3fea UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::BeginPrepareSave() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:2526]
PackagingResults: Error: [Callstack] 0x00007ffc60a4add7 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PumpSaves() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:3097]
PackagingResults: Error: [Callstack] 0x00007ffc60a6f4e0 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1259]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffc6087b1bd UnrealEditor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:1048]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffc6089cb5c UnrealEditor-UnrealEd.dll!UCookCommandlet::Main() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:685]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff673b7948e UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3659]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff673b70bbd UnrealEditor-Cmd.exe!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:137]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff673b70e8a UnrealEditor-Cmd.exe!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff673b73c4d UnrealEditor-Cmd.exe!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff673b85564 UnrealEditor-Cmd.exe!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff673b8788a UnrealEditor-Cmd.exe!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffd40a974b4 KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffd41ec26a1 ntdll.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: end: stack for UAT
PackagingResults: Error: [Callstack] 0x00007ffc6087b1bd UnrealEditor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:1048]
PackagingResults: Error: [Callstack] 0x00007ffc6089cb5c UnrealEditor-UnrealEd.dll!UCookCommandlet::Main() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:685]
PackagingResults: Error: [Callstack] 0x00007ff673b7948e UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3659]
PackagingResults: Error: [Callstack] 0x00007ff673b70bbd UnrealEditor-Cmd.exe!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:137]
PackagingResults: Error: [Callstack] 0x00007ff673b70e8a UnrealEditor-Cmd.exe!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
PackagingResults: Error: [Callstack] 0x00007ff673b73c4d UnrealEditor-Cmd.exe!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
PackagingResults: Error: [Callstack] 0x00007ff673b85564 UnrealEditor-Cmd.exe!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
PackagingResults: Error: [Callstack] 0x00007ff673b8788a UnrealEditor-Cmd.exe!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
PackagingResults: Error: [Callstack] 0x00007ffd40a974b4 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffd41ec26a1 ntdll.dll!UnknownFunction []
PackagingResults: Error: end: stack for UAT
UATHelper: Packaging (Windows): Took 14.4479039s to run UnrealEditor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Windows): ERROR: Cook failed.
UATHelper: Packaging (Windows): (see C:\Users\smith\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.0\Log.txt for full exception trace)
PackagingResults: Error: Cook failed.

I’d say this is the crucial line.

You have a map data type somewhere, and you’re trying to iterate over it ( use it in a loop ), and modifying it at the same time.

That’s all I can tell you… :slight_smile:

2 Likes

Thanks for the tip! I’m a bit thick when it comes to this, do you have any ideas on how to do that?

You have to look at your code.

Where are you using a map data type?

Have you changed a bit of code with the in recently?

1 Like

The only code I’ve added recently have been trigger boxes, ai move to, and play sound.

Sorry for my lack in knowledge :joy:

1 Like

Sorry, can’t tell you any more. Did you make this from scratch, or do you have a lot of someone else’s code in here?

1 Like

All from scratch :joy:

It was working fine until I added these nodes

It’s not his code, error is thrown from blueprint compiler code during build process.
Sounds like an engine bug tbh.

2 Likes

I’m completely stumped :confused:

Luuurrvely…

1 Like

Sorry to bother you again but I thought I’d keep you posted. I tried removing some Ai Move To nodes because I saw that these cause crashes and I ran a map check and hit “fix” on some warnings in there. I also deleted some meshes but I’m still having the same issues. :person_shrugging:t2:

I’m going to try installing 5.1 see if that changes anything if it is an engine bug. But I’m completely lost, just looks like 4 months of work going down the drain :joy::joy:

Hey there @theverybigfish! Welcome to the community! So I agree with Chatouille in that a specific blueprint was mis-compiled and is causing massive issues. If you’d used source control, you may need to back up your current iteration, revert to a time when the standalone built fine, then take stock of what BPs you added since, this would give you a list of things to remove then test the build and if it works then you have to go through systematically and find which one. It’s a bit of a pain but I’ve run into something similar.

1 Like

Thanks for the tip, I haven’t a clue on how to do all you just said however :joy: but in good news I downloaded 5.1 and opened it in there and somehow this fixed my issue. I’ve no idea how mind you :person_shrugging:t2:

I understand thanks for getting back to us, if you’re fine working in 5.1 we can leave it at that, if you wanna keep digging I could walk you through how to back up the files and clean things up and it might work on the original build. If that solves it for you, feel free to mark your last comment as your solution for future members to come across it!

1 Like

Thanks I really appreciate the help from everyone! I’m so close to completing this game now I’m just going to soldier on and make sure I learn about backing up the project for next time.