Problems to pack (same key in mscorlib)

Hello, friends. I Trying to pack my game for the simple test but I think I did something wrong and I m getting this message. I appreciate your help friends!


MainFrameActions: Preparando (Windows): Running AutomationTool…
MainFrameActions: Preparando (Windows): Program.Main: CWD=C:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET
MainFrameActions: Preparando (Windows): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=F:/ProjetosUNREAL/GrassBlueprintCOPIA/GrassBlueprintCOPIA.uproject -cook -ue4exe=UE4Editor-Cmd.exe -targetplatform=Win64
MainFrameActions: Preparando (Windows): Automation.Process: IsBuildMachine=False
MainFrameActions: Preparando (Windows): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Preparando (Windows): Automation.Process: Setting up command environment.
MainFrameActions: Preparando (Windows): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files (x86)/Epic Games/4.10/Engine/Programs/AutomationTool/Saved
MainFrameActions: Preparando (Windows): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/mauro/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+(x86)+Epic+Games+4.10)
MainFrameActions: Preparando (Windows): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Preparando (Windows): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Preparando (Windows): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2015
MainFrameActions: Preparando (Windows): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1
MainFrameActions: Preparando (Windows): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools
MainFrameActions: Preparando (Windows): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools…\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
MainFrameActions: Preparando (Windows): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
MainFrameActions: Preparando (Windows): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Preparando (Windows): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
MainFrameActions: Preparando (Windows): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Preparando (Windows): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Preparando (Windows): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\mauro\AppData\Local\Temp\UAT\C+Program+Files+(x86)+Epic+Games+4.10\Rules)
MainFrameActions: Preparando (Windows): Automation.Process: Compiling scripts.
MainFrameActions: Preparando (Windows): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Preparando (Windows): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
MainFrameActions: Preparando (Windows): BuildCookRun.SetupParams: Setting up ProjectParams for F:\ProjetosUNREAL\GrassBlueprintCOPIA\GrassBlueprintCOPIA.uproject
MainFrameActions: Preparando (Windows): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\mauro\AppData\Local\Temp\UAT\C+Program+Files+(x86)+Epic+Games+4.10\Rules\UATRules1271587845.dll
MainFrameActions: Preparando (Windows): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Preparando (Windows): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Preparando (Windows): Program.Main: ERROR: Exception in mscorlib: Já foi adicionado um item com a mesma chave.
MainFrameActions: Preparando (Windows): Stacktrace: em System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
MainFrameActions: Preparando (Windows): em System.Collections.Generic.Dictionary2.Insert(TKey key, TValue value, Boolean add) MainFrameActions: Preparando (Windows): em AutomationTool.ProjectUtils.CompileAndLoadTargetsAssembly(ProjectProperties Properties, String TargetsDllFilename, Boolean DoNotCompile, List1 TargetScripts)
MainFrameActions: Preparando (Windows): em AutomationTool.ProjectUtils.DetectTargetsForProject(ProjectProperties Properties, List1 ExtraSearchPaths) MainFrameActions: Preparando (Windows): em AutomationTool.ProjectUtils.DetectProjectProperties(String RawProjectPath, List1 ClientTargetPlatforms)
MainFrameActions: Preparando (Windows): em AutomationTool.ProjectUtils.GetProjectProperties(String RawProjectPath, List1 ClientTargetPlatforms) MainFrameActions: Preparando (Windows): em AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) MainFrameActions: Preparando (Windows): em AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList1 Port, String RunCo
MainFrameActions: Preparando (Windows): mmandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable1 StageNonMonolithic, String UE4Exe, String SignPak, List1 ClientConfigsToBuild, List1 ServerConfigsToBuild, ParamList1 MapsToCook, ParamList1 DirectoriesToCook, String InternationalizationPreset, ParamList1 CulturesToCook, ParamList1 ClientCookedTargets, ParamList1 EditorTargets, ParamList1 ServerCookedTargets, List1 ClientTargetPlatforms, Dictionary2 ClientDependentPlatformMap, List1 ServerTargetPlatforms, Dictionary2 ServerDependentPlatformMap, Nullable1 Build, Nullable1 Cook, String CookFlavor, Nullable1 Run, Nullable1 SkipServer, Nullable1 Clean, Nullable1 Compressed, Nullable1 UseDebugParamForEditorExe, Nullable1 IterativeCooking, Nullable1 CookAll, Nullable1 CookMapsOnly, Nullable1 CookOnTheFly, Nullable1 CookOnTheFlyStreaming, Nullable1 UnversionedCookedContent, Nullable1 SkipCookingEditorContent, Nullable1 NumCookersToSpawn, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, Nullable1 GeneratePatch, String DLCName, Nullable1 DLCIncludeEngineContent, Nullable1 NewCook, Nullable1 OldCook, Nullable1 CrashReporter, Nullable1 DedicatedServer, Nullable1 Client, Nullable1 Deploy, Nullable1 FileServer, Nullable1 Foreign, Nullable1 ForeignCode, Nullable1 LogWindow, Nullable1 NoCleanStage, Nullable1 NoClient, Nullable1 NoDebugInfo, Nullable1 NoXGE, Nullable1 Package, Nullable1 Pak, Nullable1 Prereqs, Nullable1 NoBootstrapExe, Nullable1 SignedPak, Nullable1 NullRHI, Nullable1 FakeClient, Nullable1 EditorTest, Nullable1 RunAutomationTests, String RunAutomationTest, Nullable1 CrashIndex, Nullable1 Rocket, Nullable1 SkipCook, Nullable1 SkipCookOnTheFly, Nullable1 SkipPak, Nullable1 SkipStage, Nullable1 Stage, Nullable1 Manifests, Nullable1 CreateChunkInstall, Nullable1 Unattended, Nullable1 NumClients, Nullable1 Archive, String ArchiveDirectoryParam, Nullable1 ArchiveMetaData, Nullable1 CreateAppBundle, ParamList1 ProgramTargets, Nullable1 Distribution, Nullable1 Prebuilt, Nullable1 RunTimeoutSeconds, String SpecifiedArchitecture, Nullable1 IterativeDeploy, Nullable1 FastCook, Nullable1 IgnoreCookErrors, Nullable1 CodeSign, String Provision, String Certificate) MainFrameActions: Preparando (Windows): em BuildCookRun.SetupParams() MainFrameActions: Preparando (Windows): em BuildCookRun.ExecuteBuild() MainFrameActions: Preparando (Windows): em BuildCommand.Execute() MainFrameActions: Preparando (Windows): em AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) MainFrameActions: Preparando (Windows): em AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Preparando (Windows): em AutomationTool.Program.MainProc(Object Param) MainFrameActions: Preparando (Windows): em AutomationTool.InternalUtils.RunSingleInstance(Action1 Main, Object Param)
MainFrameActions: Preparando (Windows): em AutomationTool.Program.Main()
MainFrameActions: Preparando (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Preparando (Windows): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown
MainFrameActions: Preparando (Windows): Domain_ProcessExit
MainFrameActions: Preparando (Windows): copying UAT log files…
MainFrameActions: Preparando (Windows): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Preparando (Windows): BUILD FAILED

Hello mgondim,

It seems like there may be more to this log as the actual error message doesn’t seem to be listed here. The error messages like this one:

RunUAT.bat ERROR: AutomationTool was unable to run successfully.

are generally saying “The build failed” and not really giving any details, which would be found further up in log. Could you post the entire log, attached in a .txt file if you can. You can find the logs in your project’s folder under Saved/Logs.

Hey , thank u for answering. I found the log… lots of warning… lol Please help me… :slight_smile:

http://www.jungleclientes.com.br/clientes/GrassBlueprintCOPIA.log

Thank you for the log file. I see a couple things that could be causing this problem but I’m not quite sure which one as it is a bit vague.

The first would be this one: LoadErrors:Error: Erro /Game/TopDownToolkit/Blueprints/DebugHUD : Failed import for FloatProperty /Game/TopDownToolkit/Blueprints/Components/Character/RelogioComponentPlantasFase.RelogioComponentPlantasFase_C:Tempo

This error is saying that it has failed trying to import an asset. The second one would be multiple warnings such as this: LogScript:Warning: Attempted to get an item from array Wind Instance 5 Vector Settings out of bounds [7/0]!

There are a multitude of warnings like this one which are pointing to something attempting to get a value from an array but going out of bounds, which can cause all sorts of issues and is often unpredictable as it could be getting its data from anywhere when going out of bounds.

Could you check up on these things and see if you can find the root cause? I can’t look into the issue itself since it seems logic/asset related and I don’t have access to the project.

Hey , trying to solve this errors but I can assure that this msg( in mscorlib: An item with the same key has already been added ) was before I make this component( /Game/TopDownToolkit/Blueprints/Components/Character/RelogioComponentPlantasFase.RelogioComponentPlantasFase_C:Tempo ) and says the same error… Could be this?

Best!

Thank !
Mauro Gondim

Was that this message?

Program.Main: ERROR: Exception in mscorlib: Já foi adicionado um item com a mesma chave.

I missed it due to it being in Portuguese. If you believe that is the issue, I would suggest taking a look at these posts to see if any of them are any help:

" in mscorlib: An item with the same key has already been added " is saying that…

Hey , I opened the DEFAULTENGINE.INI in “/config” delete every line and left just the default configuration; This file had a lot of thinks; I backup and simply delete… And works. I hope… heheh Its cooking for the last 20 minutes already… :stuck_out_tongue:

I just had to configure collisions and other things on edtor later…

Thank u.

OBS: This is the second project that works for me, delete all in this file.

Mauro