UE5.1.0 Packaging failed

Hi All, I was just trying to package my game to test out a gaming feature which I have just incorporated in and I received error in the Output Log.

Please do advise on how to rectify the errors above.(I use DeepL translation)

Thanks

Launcher UE5.1.0/Windows10/VisualStudio2019
・Use C++ Project

LogCook: Display: Cooked packages 780 Packages Remain 588 Total 1368
LogMaterial: Display: Missing cached shadermap for M_MS_Foliage_Material in PCD3D_SM5, Default, SM5 (DDC key hash: 8B5166232ADF795CDB731E7E6F7F37CCD1D4938F), compiling. 
LogShaderCompilers: Display: Current jobs: 41, Batch size: 6, Num Already Dispatched: 60
LogNiagara: Compiling System NiagaraSystem /Game/Niagara/ShockWave/NS_ShockWave.NS_ShockWave took 0.144753 sec, no shader worker used.
LogMaterial: Display: Missing cached shadermap for M_MS_Billboard_Material in PCD3D_SM5, Default, SM5 (DDC key hash: 6D8BEAE4A99D7523FD0E47C65FD3346FC285CA3A), compiling. 
LogShaderCompilers: Display: Current jobs: 82, Batch size: 7, Num Already Dispatched: 101
LogMaterial: Display: Missing cached shadermap for M_MS_Surface_Material in PCD3D_SM5, Default, SM5 (DDC key hash: 32BE9463DEA8AB9EE2617B0B666FBF110FE5CCA1), compiling. 
LogShaderCompilers: Display: Current jobs: 23, Batch size: 7, Num Already Dispatched: 183
LogNiagara: Compiling System NiagaraSystem /Game/StunVFX/Particles/PS_Trail_Hand_Lightning.PS_Trail_Hand_Lightning took 0.200224 sec, no shader worker used.
LogNiagara: Compiling System NiagaraSystem /Game/StunVFX/NS_Chain_Thread.NS_Chain_Thread took 0.141066 sec, no shader worker used.
LogCook: Display: Cooked packages 916 Packages Remain 529 Total 1445
LogSkeletalMesh: Display: スキン処理されたアセットの準備ができるのを待ってます。0/1 (SK_Mannequin)…
LogSkeletalMesh: Display: スキン処理されたアセットの準備ができるのを待ってます。0/1 (Player_SK_Mannequin)…
LogCook: Display: Cooked packages 1034 Packages Remain 411 Total 1445
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error: 
LogWindows: Error: Fatal error!
LogWindows: Error: 
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038
LogWindows: Error: 
LogWindows: Error: [Callstack] 0x00007ffe77cdfbb9 UnrealEditor-Engine.dll!<lambda_a07cc9876d0e3370c396de40925dc4e5>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimBlueprintGeneratedClass.cpp:615]
LogWindows: Error: [Callstack] 0x00007ffe77d0c06e UnrealEditor-Engine.dll!UAnimBlueprintGeneratedClass::ForEachSubsystem() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimBlueprintGeneratedClass.cpp:411]
LogWindows: Error: [Callstack] 0x00007ffe77d18417 UnrealEditor-Engine.dll!UAnimBlueprintGeneratedClass::Link() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimBlueprintGeneratedClass.cpp:620]
LogWindows: Error: [Callstack] 0x00007ffeb8f55a04 UnrealEditor-CoreUObject.dll!UStruct::StaticLink() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:681]
LogWindows: Error: [Callstack] 0x00007ffeb8dbef11 UnrealEditor-CoreUObject.dll!FLinkerLoad::RegenerateBlueprintClass() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:740]
LogWindows: Error: [Callstack] 0x00007ffeb8da9886 UnrealEditor-CoreUObject.dll!FLinkerLoad::FinalizeBlueprint() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:1952]
LogWindows: Error: [Callstack] 0x00007ffeb907b9e6 UnrealEditor-CoreUObject.dll!FLinkerLoad::Preload() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4471]
LogWindows: Error: [Callstack] 0x00007ffeb904b939 UnrealEditor-CoreUObject.dll!FLinkerLoad::CreateExport() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5241]
LogWindows: Error: [Callstack] 0x00007ffeb904bd9b UnrealEditor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3779]
LogWindows: Error: [Callstack] 0x00007ffeb9075041 UnrealEditor-CoreUObject.dll!FLinkerLoad::LoadAllObjects() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3956]
LogWindows: Error: [Callstack] 0x00007ffeb920f2bb UnrealEditor-CoreUObject.dll!LoadPackageInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1682]
LogWindows: Error: [Callstack] 0x00007ffeb920dc94 UnrealEditor-CoreUObject.dll!LoadPackage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1855]
LogWindows: Error: [Callstack] 0x00007ffeb920e200 UnrealEditor-CoreUObject.dll!LoadPackage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1836]
LogWindows: Error: [Callstack] 0x00007ffe7d655422 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::LoadPackageForCooking() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:3875]
LogWindows: Error: [Callstack] 0x00007ffe7d655652 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::LoadPackageInQueue() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:2603]
LogWindows: Error: [Callstack] 0x00007ffe7d65f460 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PumpLoads() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:2536]
LogWindows: Error: [Callstack] 0x00007ffe7d6714c0 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickMainCookLoop() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1318]
LogWindows: Error: [Callstack] 0x00007ffe7d670df5 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickCookByTheBook() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1261]
LogWindows: Error: [Callstack] 0x00007ffe7d3cff70 UnrealEditor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:883]
LogWindows: Error: [Callstack] 0x00007ffe7d3f2473 UnrealEditor-UnrealEd.dll!UCookCommandlet::Main() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:605]
LogWindows: Error: [Callstack] 0x00007ff60f8fb0ce UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3715]
LogWindows: Error: [Callstack] 0x00007ff60f8f2688 UnrealEditor-Cmd.exe!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:154]
LogWindows: Error: [Callstack] 0x00007ff60f8f296a UnrealEditor-Cmd.exe!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
LogWindows: Error: [Callstack] 0x00007ff60f8f5680 UnrealEditor-Cmd.exe!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
LogWindows: Error: [Callstack] 0x00007ff60f9071b4 UnrealEditor-Cmd.exe!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
LogWindows: Error: [Callstack] 0x00007ff60f9096f2 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogWindows: Error: [Callstack] 0x00007fff38a37614 KERNEL32.DLL!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007fff39c426a1 ntdll.dll!UnknownFunction []
LogWindows: Error: 
LogWindows: Error: end: stack for UAT
LogExit: Executing StaticShutdownAfterError
LogWindows: FPlatformMisc::RequestExit(1)
LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3)
LogCore: Engine exit requested (reason: Win RequestExit)

This error message is most likely related to handling of blueprint classes. It appears that there is a problem with the linker when it tries to regenerate a blueprint class during the cook and package process. The error message shows that it’s trying to access a memory address (0x0000000000000038) that it doesn’t have permission to access, which is causing an EXCEPTION_ACCESS_VIOLATION.

Here are a few things you can try:

  • Make sure your project is up-to-date and that all dependencies are properly installed.
  • Check for any missing or corrupted assets in your project and make sure that they are properly included in the packaging settings.
  • Check that your blueprint classes are not broken and that they are properly set up.
  • Verify that your project is not using any deprecated or outdated features.
  • Try restarting the editor, clearing the cooked content, and re-building the project.
  • If the problem persists, try reproducing the issue on a new project to see if it’s specific to your current project.
1 Like

Thanks for the answer. I just tried for a week and could not solve the problem.
・Rebuild project → Error
・Disable Plugin → Error
・Migrate to a new project and package it →Error

This is a very strange problem. What is the flow to locate the error?

I upgraded from UE5.1.0 to UE5.1.1 and the problematic package was successful. Thanks also for the support of @EliasWick who gave me some tips.

Hello, I am trying to package my game and I get a “packaging failed”. I created a copy of the game in another folder on my computer and started to delete objects but no deletion fixed the problem. In the Output Log if get this:

LogAutomationController: Ignoring very large delta of 6.08 seconds in calls to FAutomationControllerManager::Tick() and not penalizing unresponsive tests
UATHelper: Packaging (Android (ASTC)): Total script module initialization time: 0.11 s.
UATHelper: Packaging (Android (ASTC)): Executing commands…
UATHelper: Packaging (Android (ASTC)): Installed Sdk validity:
UATHelper: Packaging (Android (ASTC)): Android: (Status=Valid, Allowed_Sdk=r25b, Current_Sdk=r25b, Allowed_AutoSdk=r25b, Current_AutoSdk=, Flags=“InstalledSdk_ValidVersionExists, Sdk_HasBestVersion”)
UATHelper: Packaging (Android (ASTC)): Scanning for envvar changes…
UATHelper: Packaging (Android (ASTC)): … done!
UATHelper: Packaging (Android (ASTC)): Cleaning Temp Paths…
UATHelper: Packaging (Android (ASTC)): BUILD SUCCESSFUL
UATHelper: Packaging (Android (ASTC)): Setting up ProjectParams for C:\Users\abell\OneDrive\Desktop\FinalApps\ArtGallery3\ArtGallery3.uproject
UATHelper: Packaging (Android (ASTC)): Project contains multiple Game targets (ArtGallery, ArtGallery3, ThisIsATest) but no DefaultGameTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini
UATHelper: Packaging (Android (ASTC)): (see C:\Users\abell\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\Log.txt for full exception trace)
UATHelper: Packaging (Android (ASTC)): AutomationTool executed for 0h 0m 1s
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED
PackagingResults: Error: Unknown Error
LogDerivedDataCache: C:/Users/abell/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:01:33.103 and deleted 0 files with total size 0 MiB and 0 empty folders. Scanned 49041 files in 48324 folders with total size 13821 MiB.

OBTW, I have built a previous version of the same game with no problems. Any suggestions?

Thanks