UE 5.6 Packaging project error.Help!!!

After migrating our project from Unreal Engine 5.5 to 5.6, I’ve consistently run into packaging failures, and I can’t figure out where the problem lies. I’ve already tried every troubleshooting method I could find in the Unreal community.The logs are below.

UATHelper: 打包 (Windows): ********** STAGE COMMAND STARTED **********
UATHelper: 打包 (Windows): Creating Staging Manifest…
UATHelper: 打包 (Windows): Patching bootstrap executable; D:\UnrealProjects\SweetDash_UE\Intermediate\Staging\SweetDash.exe
UATHelper: 打包 (Windows): Begin update resource ‘D:\UnrealProjects\SweetDash_UE\Intermediate\Staging\SweetDash.exe’ (0)
UATHelper: 打包 (Windows): Add resource 101, length 20 (True)
UATHelper: 打包 (Windows): Add resource 1, length 130047 (True)
UATHelper: 打包 (Windows): Add resource 201, length 108 (True)
UATHelper: 打包 (Windows): Add resource 202, length 20 (True)
UATHelper: 打包 (Windows): End update resource (True/0)
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\Base.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\BaseCompat.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\BaseDeviceProfiles.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\BaseEditor.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\BaseEditorKeyBindings.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\BaseEditorPerProjectUserSettings.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\BaseEditorSettings.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\BaseEngine.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\BaseGame.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\BaseGameUserSettings.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\BaseHardware.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\BaseInput.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\BaseInstallBundle.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\BaseLightmass.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\BaseMaterialExpressions.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\BasePakFileRules.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\BaseRuntimeOptions.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\BaseScalability.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\BaseSourceControlSettings.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\ConfigRedirects.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\ConsoleVariables.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\DefaultEngine.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\PluginBase.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\Layouts\DefaultLayout.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\Layouts\UE4ClassicLayout.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Localization\Category.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Localization\Editor.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Localization\EditorTutorials.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Localization\Engine.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Localization\Keywords.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Localization\PortableObjectExport.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Localization\PortableObjectImport.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Localization\PropertyNames.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Localization\RepairData.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Localization\ToolTips.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Localization\WordCount.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\VulkanPC\DataDrivenPlatformInfo.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\Windows\BaseWindowsEngine.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\Windows\BaseWindowsInput.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\Windows\DataDrivenPlatformInfo.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Windows\WindowsEditorPerProjectUserSettings.ini
UATHelper: 打包 (Windows): Excluding config file D:\UE_5.6\Engine\Config\Windows\WindowsEditorSettings.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\Windows\WindowsGame.ini
UATHelper: 打包 (Windows): Including config file D:\UE_5.6\Engine\Config\Windows\WindowsInput.ini
UATHelper: 打包 (Windows): Excluding config file D:\UnrealProjects\SweetDash_UE\Config\DefaultCrypto.ini
UATHelper: 打包 (Windows): Excluding config file D:\UnrealProjects\SweetDash_UE\Config\DefaultEditor.ini
UATHelper: 打包 (Windows): Excluding config file D:\UnrealProjects\SweetDash_UE\Config\DefaultEditorPerProjectUserSettings.ini
UATHelper: 打包 (Windows): Including config file D:\UnrealProjects\SweetDash_UE\Config\DefaultEngine.ini
UATHelper: 打包 (Windows): Including config file D:\UnrealProjects\SweetDash_UE\Config\DefaultGame.ini
UATHelper: 打包 (Windows): Including config file D:\UnrealProjects\SweetDash_UE\Config\DefaultInput.ini
UATHelper: 打包 (Windows): The config file ‘SweetDash/Config/DefaultWebView2.ini’ will be staged, but is not explicitly allowed or denied. Add +AllowedConfigFiles=SweetDash/Config/DefaultWebView2.ini or +DisallowedConfigFiles=SweetDash/Config/DefaultWebView2.ini to the [Staging] section of DefaultGame.ini
UATHelper: 打包 (Windows): Including config file D:\UnrealProjects\SweetDash_UE\Config\DefaultWebView2.ini
UATHelper: 打包 (Windows): The config file ‘SweetDash/Config/UserEngine.ini’ will be staged, but is not explicitly allowed or denied. Add +AllowedConfigFiles=SweetDash/Config/UserEngine.ini or +DisallowedConfigFiles=SweetDash/Config/UserEngine.ini to the [Staging] section of DefaultGame.ini
UATHelper: 打包 (Windows): Including config file D:\UnrealProjects\SweetDash_UE\Config\UserEngine.ini
UATHelper: 打包 (Windows): Including config file D:\UnrealProjects\SweetDash_UE\Config\Windows\WindowsEngine.ini
UATHelper: 打包 (Windows): Cleaning Stage Directory: D:\UnrealProjects\SweetDash_UE\Saved\StagedBuilds\Windows
UATHelper: 打包 (Windows): Creating pak using staging manifest.
UATHelper: 打包 (Windows): DumpManifest: C:\Users\ROG\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_5.6\PrePak_Windows_NonUFSFiles.txt, NumItems: 359
UATHelper: 打包 (Windows): DumpManifest: C:\Users\ROG\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_5.6\PrePak_Windows_NonUFSFilesDebug.txt, NumItems: 3
UATHelper: 打包 (Windows): DumpManifest: C:\Users\ROG\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_5.6\PrePak_Windows_UFSFiles.txt, NumItems: 1721
UATHelper: 打包 (Windows): No matching platform for PakFileRules for Section ExcludeContentForMobile : Windows
UATHelper: 打包 (Windows): Using 0 pak order files:
UATHelper: 打包 (Windows): Running UnrealPak with arguments: “D:\UnrealProjects\SweetDash_UE\SweetDash.uproject” -cryptokeys=“D:\UnrealProjects\SweetDash_UE\Saved\Cooked\Windows\SweetDash\Metadata\Crypto.json” -sign -patchpaddingalign=2048 -compressionformats=Oodle -compresslevel=4 -compressmethod=Kraken -platform=Windows -CreateMultiple=“C:\Users\ROG\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_5.6\PakCommands.txt”
UATHelper: 打包 (Windows): Running: D:\UE_5.6\Engine\Binaries\Win64\UnrealPak.exe “D:\UnrealProjects\SweetDash_UE\SweetDash.uproject” -cryptokeys=“D:\UnrealProjects\SweetDash_UE\Saved\Cooked\Windows\SweetDash\Metadata\Crypto.json” -sign -patchpaddingalign=2048 -compressionformats=Oodle -compresslevel=4 -compressmethod=Kraken -platform=Windows -CreateMultiple=“C:\Users\ROG\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_5.6\PakCommands.txt”
UATHelper: 打包 (Windows): LogPakFile: Display: ProjectDir: ../../../../UnrealProjects/SweetDash_UE/
UATHelper: 打包 (Windows): LogPakFile: Display: Parsing crypto keys from a crypto key cache file
UATHelper: 打包 (Windows): LogPakFile: Display: CompressionFormats in priority order: Oodle, Zlib
UATHelper: 打包 (Windows): LogPakFile: Display: Oodle enabled on ‘NoPluginCompression’ files
UATHelper: 打包 (Windows): LogPakFile: Display: Loading response file D:\UE_5.6\Engine\Programs\AutomationTool\Saved\ResponseFiles\PakList_SweetDash-Windows.txt
UATHelper: 打包 (Windows): LogPakFile: Display: Added 1714 entries to add to pak file.
UATHelper: 打包 (Windows): LogPakFile: Display: Collecting files to add to pak file…
UATHelper: 打包 (Windows): LogPakFile: Display: Collected 1714 files in 0.00s.
UATHelper: 打包 (Windows): LogPakFile: Display: Creating signed pak D:\UnrealProjects\SweetDash_UE\Saved\StagedBuilds\Windows\SweetDash\Content\Paks\SweetDash-Windows.pak.
UATHelper: 打包 (Windows): LogPakFile: Display: Using encryption key ‘Default’ [00000000000000000000000000000000]
UATHelper: 打包 (Windows): OodleDataCompression: Display: Oodle v2.9.13 format for pak/iostore with method=Kraken, level=4=Normal
UATHelper: 打包 (Windows): LogPakFile: Display: Created pak file: D:\UnrealProjects\SweetDash_UE\Saved\StagedBuilds\Windows\SweetDash\Content\Paks\SweetDash-Windows.pak
UATHelper: 打包 (Windows): LogPakFile: Display: CompressionFormat 0 [Oodle] : 379 files, 220647960 → 165053378 bytes
UATHelper: 打包 (Windows): LogPakFile: Display: CompressionFormat 2 [None] : 1335 files, 119900781 → 119900781 bytes
UATHelper: 打包 (Windows): LogPakFile: Display: Added 1714 files, 285679161 bytes total
UATHelper: 打包 (Windows): LogPakFile: Display: PrimaryIndex size: 35710 bytes
UATHelper: 打包 (Windows): LogPakFile: Display: PathHashIndex size: 54880 bytes
UATHelper: 打包 (Windows): LogPakFile: Display: FullDirectoryIndex size: 58270 bytes
UATHelper: 打包 (Windows): LogPakFile: Display: Compression summary: 74.80% of original size. Compressed Size 165053378 bytes, Original Size 220647960 bytes.
UATHelper: 打包 (Windows): LogPakFile: Display: Encryption - ENABLED
UATHelper: 打包 (Windows): LogPakFile: Display: Files: 87
UATHelper: 打包 (Windows): LogPakFile: Display: Index: Unencrypted
UATHelper: 打包 (Windows): LogPakFile: Display: Total: 119872 bytes (0.11MB)
UATHelper: 打包 (Windows): LogPakFile: Display:
UATHelper: 打包 (Windows): LogPakFile: Display: Writer and Compression Threads exited.
UATHelper: 打包 (Windows): LogPakFile: Display: UnrealPak executed in 0.695060 seconds
UATHelper: 打包 (Windows): Took 0.99s to run UnrealPak.exe, ExitCode=0
UATHelper: 打包 (Windows): System.NullReferenceException: Object reference not set to an instance of an object.
UATHelper: 打包 (Windows): at AutomationScripts.Project.RunIoStore(ProjectParams Params, DeploymentContext SC, String CommandsFileName, List1 OrderFiles, String AdditionalArgs) in D:\UE_5.6.1++cl++0\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 4675 UATHelper: 打包 (Windows): at AutomationScripts.Project.CreatePaks(ProjectParams Params, DeploymentContext SC, List1 PakParamsList, CryptoSettings CryptoSettings) in D:\UE_5.6.1++cl++0\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 4346
UATHelper: 打包 (Windows): at AutomationScripts.Project.CreatePakUsingStagingManifest(ProjectParams Params, DeploymentContext SC) in D:\UE_5.6.1++cl++0\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 3091
UATHelper: 打包 (Windows): at AutomationScripts.Project.ApplyStagingManifest(ProjectParams Params, DeploymentContext SC) in D:\UE_5.6.1++cl++0\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 5662
UATHelper: 打包 (Windows): at AutomationScripts.Project.CopyBuildToStagingDirectory(ProjectParams Params) in D:\UE_5.6.1++cl++0\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 6202
UATHelper: 打包 (Windows): at BuildCookRun.DoBuildCookRun(ProjectParams Params) in D:\UE_5.6.1++cl++0\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 254
UATHelper: 打包 (Windows): at BuildCookRun.ExecuteBuild() in D:\UE_5.6.1++cl++0\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 43
UATHelper: 打包 (Windows): at AutomationTool.BuildCommand.Execute() in D:\UE_5.6.1++cl++0\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 372
UATHelper: 打包 (Windows): at AutomationTool.BuildCommand.ExecuteAsync() in D:\UE_5.6.1++cl++0\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 381
UATHelper: 打包 (Windows): at AutomationTool.Automation.ExecuteAsync(List1 CommandsToExecute, Dictionary2 Commands) in D:\UE_5.6.1++cl++0\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 284
UATHelper: 打包 (Windows): at AutomationTool.Automation.ExecuteAsync(List1 CommandsToExecute, Dictionary2 Commands) in D:\UE_5.6.1++cl++0\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 308
UATHelper: 打包 (Windows): at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in D:\UE_5.6.1++cl++0\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 168
UATHelper: 打包 (Windows): (see C:\Users\ROG\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_5.6\Log.txt for full exception trace)
UATHelper: 打包 (Windows): AutomationTool executed for 0h 1m 54s
UATHelper: 打包 (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: 打包 (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

Hello there @b113e6757f904004803620cbfd030cc0 !

Checking through your log, the pak file is created succesfully, as seen here:

UATHelper: 打包 (Windows): LogPakFile: Display: Created pak file: D:\UnrealProjects\SweetDash_UE\Saved\StagedBuilds\Windows\SweetDash\Content\Paks\SweetDash-Windows.pak

The conflict happens afterwards, during the IoStore generation step:

UATHelper: 打包 (Windows): System.NullReferenceException: Object reference not set to an instance of an object.
UATHelper: 打包 (Windows): at AutomationScripts.Project.RunIoStore(ProjectParams Params, DeploymentContext SC, String CommandsFileName, List1 OrderFiles, String AdditionalArgs) in D:\UE_5.6.1++cl++0\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 4675 UATHelper: 打包 (Windows): at AutomationScripts.Project.CreatePaks(ProjectParams Params, DeploymentContext SC, List 1 PakParamsList, CryptoSettings CryptoSettings) in D:\UE_5.6.1++cl++0\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 4346

Following similar cases around the community, whenever a migration is involved, this is where errors tend to show up. If your projet does not strictly require the IoStore container, disabling the feature should fix the crash. Simply navigate to Project Settings > Packaging > Search for “Use Io Store” and disable it:

Afterwards, the other major source of crashes after a migration, are old cache files lingering from previous builds. In order to perform a cache clear, please check the following steps:

  • With both UE and VS closed, navigate to your project’s main directory, and delete the following folders:

    • Intermediate
    • DerivedDataCache
    • Saved
  • You should also go to %AppData%\Local\UnrealEngine\5.6 and delete all contents from there

  • After deleting these elements, go back to your main directory, locate your project’s .uproject file, right-click it and select “Generate Visual Studio project files”

Now you can open back your project, allow it to fully rebuild, then test packaging again. Hope this helps, and good luck!