Receiving an unknown packaging failure, any help figuring it out is appreciated.

I am new to the Unreal Engine and game development, and I am having a major problem getting the project to package. I have looked through all of the forums I could find on similar issues and I have read that some people think that this turned out to be one of the toughest aspects of game development. I am getting errors like something is out of bounds in my blendspace for the character. Which I could not find anything that was, but I do not think that is it. I think these errors telling me that it could not find any base for all of these different things might be it. I do not know what they mean or are pointing to however. I attached the log to a drop box link because it was too long for preformatted text in the forum postPackaging Failed output log. Hopefully, someone can pin out what it may be. I installed the latest version of visual studio with all of the advised packages and SDKs and SDK updates. So I do not think that it has anything to do with that. I think that it is something in the project.

Edit: So, it is definitely not operating system requirements such as SDKs and what not, the third person starter file just packaged fine. Does anyone know if assets can be too heavy on an enviorment and that is what it could be? I wanted to make a winter wonderland type of level base and I have snow going with a bunch of germanic homes decorated in christmast decoration and lights all filling up two mountain sides that surround a valley path that leads up to where the main character lives. Crowding the house up the mountain which is outside a town, I have a bunch of pine trees that have pine needles made from cut planes that look really nice with realistic snow generated in blender and decimated and then christmas decorations and lights going on all of those that fill in between the houses going up the mountain type landscapes and everytime the camera hits that area it slows down. I have seen huge games done in the Unreal Engine and I figured it would be okay. Because everything in the world is more confined to a smaller area than say some of those huge open world games the Unreal Engine has made. So, I do not know, I cannot find any blue prints that point to the relative location. If anyone has any ideas, please let me know.

Edit: All of the yellow errors issues in the screen shot are pointing to C++ files within the document. I cannot make out what the issue is though.

My builds always report an error, except they actually do work. I just grab the build from Project Folder / Saved / Staged Builds.

That is what I am even uploading to steam and it works like normal.

I don’t think this is the same issue you are having, I just mention it in case it is useful. For your case, are you able to just show a screenshot of the errors? I don’t really want to download a whole log file.

If it is pointing to specific part of your code, that likely means that there is something about your code which may work in editor but not in build. So perhaps you were using like, display names or something like that?

If I or nobody else can discern anything specific from the error, but it does point you to some class at least, the simplest thing to start trying is just replace with a dummy and see if that solves the issue. Then you can just whittle down like that until you find the problem spot.

Yes, such as migrate everything into a new project perhaps and rebuild from there, unfortunately. That is a lot of work and I am starting to see why individual projects are sometimes not as ambitious as one would think they could be.


What question would migrating the project answer?

The red error seems pretty simple - it tells you the exact animation that has some issue. I am not sure what out of bounds means exactly here, perhaps the animations transformations weren’t zeroed before export or something. But that is a case where the simple thing to do is just take a look at the animation, if you can’t find anything wrong then just replace it.

The landscape warnings are warnings, not errors, but it appears something to do with maybe you moved the landscape or something, but it wasn’t meant to be?

Finally, you haven’t shown the actual error describing why the build failed. You can filter the log to just show errors. It would probably be the final error at the bottom, usually would say BUILD FAILED and have some reason why.

It says it is an unknown cook error. And I fixed the blendspace thing, I just had to hit the save button. It did not do anything.

So it was the walk run blendspace thing. For some reason some extra jog animation made it on there in some spot that I could not see for a while. But, the reason I was trying to package it at this point was to see how it handled the forest of decorated pine christmas trees and it did not do so well. I was kind of surprised a bit. I heard there was a blender addon that could turn 3d trees into low poly meshes, but it only works with eevee, it would be nice if that was possible for the Unreal Engine too. But, I am sure it does not work that way. What a buzz kill. If anyone has any ideas on this, it would be much appreciated.

Perhaps compressing the textures on the trees all to 512 would help, and maybe it is a texture thing and not a polycount issue.

if they are high amount of triangles you should enable nanite (if you are in 5.1). Actually, I think you are meant to use nanite for most anything really (static meshes).

Smaller textures always helps performance. For trees I dont find a need for anything over 512, assuming it’s typical third person style game or something like that.

you can set the max size for textures using the batch editor in unreal, so its easy to do.