UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: Fatal error: [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Core\Public\Serialization/MemoryWriter.h] [Line: 42]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: FMemoryWriter does not support data larger than 2GB. Archive name: None.
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: KERNELBASE.dll!0x00000000FE4F9E08
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Core.dll!0x00000000928914B4
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Core.dll!0x000000009267AD5B
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Core.dll!0x0000000092610179
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-CoreUObject.dll!0x0000000095302734
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-CoreUObject.dll!0x00000000953FA7B7
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-CoreUObject.dll!0x000000009552BC2A
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-UnrealEd.dll!0x000000008DA748FD
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-UnrealEd.dll!0x000000008D92E9F1
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-UnrealEd.dll!0x000000008D92FE53
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-UnrealEd.dll!0x000000008D93B837
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-UnrealEd.dll!0x000000008D7DE3E2
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-UnrealEd.dll!0x000000008D8036E1
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Cmd.exe!0x00000000AFDEB53F
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Cmd.exe!0x00000000AFDE379A
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Cmd.exe!0x00000000AFDE39EA
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Cmd.exe!0x00000000AFDF02D9
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Cmd.exe!0x00000000AFDF1083
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: KERNEL32.DLL!0x00000000FF632774
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: ntdll.dll!0x0000000001C60D51
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: ntdll.dll!0x0000000001C60D51
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: end: stack for UAT
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 546.661972s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. —> AutomationTool.CommandletException: BUILD FAILED: Failed while running Cook for C:\Unreal Projects\Smartcamp2\SmartCamp_TestPrj.uproject; see log C:\Users\leong\AppData\Roaming\Unreal Engine\AutomationT
ool\Logs\C+Program+Files+UE_4.17\Cook-2017.11.01-11.40.22.txt
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.CookCommandlet(FileReference ProjectName, String UE4Exe, String[] Maps, String[] Dirs, String InternationalizationPreset, String[] CulturesToCook, String TargetPlatform, String Parameters)
UATHelper: Packaging (Windows (64-bit)): at Project.Cook(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)): — End of inner exception stack trace —
UATHelper: Packaging (Windows (64-bit)): at Project.Cook(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)): at BuildCookRun.ExecuteBuild()
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, Dictionary
2 Commands)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] Arguments)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
i have tried reducing the builtdata to less than 2gb and yet still doesnt package and the error is the same. None of my files are above 2GB
Hi,
I’m suffering from the same issue. Could you make any progress?
Thanks…
Hi @TeeHokken so apparently my Builtdata was too big, also do check whether your naming convention of all your assets is properly named. Lastly, what I did was to reduce my built data and changed my postprocessing volume → misc → screen percentage to 200%
If your scene is small then just migrate your contents to a new project and cook for windows to check for any errors in the content and delete/edit them accordingly. That should solve the errors, otherwise, do this as a copy and see the errors if your scene is too big and then edit them accordingly over on your main project. Lastly, package the project as shipping instead of development. Hope this helps!
Hi @TeeHokken so apparently my Builtdata was too big, also do check whether your naming convention of all your assets is properly named (if it is too long it will cause error in the packaging). so what I did was to reduce my built data and changed my postprocessing volume → misc → screen percentage to 200%
If your scene is small then just migrate your contents to a new project and cook for windows to check for any errors in the content and delete/edit them accordingly. That should solve the errors, otherwise, do this as a copy and see the errors if your scene is too big and then edit them accordingly over on your main project. Lastly, package the project as shipping instead of development. Hope this helps!
thank you for your very fast answer…
I did what you said here… “naming convention of all your assets is properly named (if it is too long it will cause error in the packaging). so what I did was to reduce my built data and changed my postprocessing volume → misc → screen percentage to 200%”
and no result.
my log file is,
link text
do you understand anything about the log file? maybe you can see something…
Thanks a lot…
Hey ya! if you dont mind, can you send me your project and ill have a look at it and see what i can do to solve this issue on my side.
Heeyyy… Of course I can send it to you. That would be great. Can you give me your email address? I will send it via WeTransfer…
hey so sorry for the late reply heres my email
Hey guys, any update on this problem. I’m having the same package fail out put notes.