So I’ve struggled to package a particular project I’m working on. I would like to package the build before adding more content. With the binary and other files in place, it doesn’t succeed in building. However, if I delete them, then reopen Unreal and try to package it again, the build is successful, but I still run into the same error so the project does not fully package.
UATHelper: Packaging (Mac): ** BUILD SUCCEEDED **
UATHelper: Packaging (Mac): Total time in Parallel executor: 36.17 seconds
UATHelper: Packaging (Mac): Total execution time: 42.99 seconds
UATHelper: Packaging (Mac): Took 43.47s to run dotnet, ExitCode=6
UATHelper: Packaging (Mac): UnrealBuildTool failed. See log for more details. (/Users/TaylorBarton 1/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-Do_Not_Disturb_Game-Mac-Development.txt)
UATHelper: Packaging (Mac): AutomationTool executed for 0h 0m 48s
UATHelper: Packaging (Mac): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6
PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 6
PackagingResults: Error: Unknown Error
When I open the log towards the bottom this is what I see:
** BUILD SUCCEEDED **
Total time in Parallel executor: 38.01 seconds
Total execution time: 48.10 seconds
CompilationResultException: Error: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActionsAsync(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute, List`1 TargetDescriptors, ILogger Logger, IActionArtifactCache actionArtifactCache) in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/UnrealBuildTool/System/ActionGraph.cs:line 417
at UnrealBuildTool.BuildMode.BuildAsync(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger) in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/UnrealBuildTool/Modes/BuildMode.cs:line 801
at UnrealBuildTool.BuildMode.BuildAsync(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/UnrealBuildTool/Modes/BuildMode.cs:line 411
at UnrealBuildTool.BuildMode.ExecuteAsync(CommandLineArguments Arguments, ILogger Logger) in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/UnrealBuildTool/Modes/BuildMode.cs:line 252
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.cs:line 659
WriteFileIfChanged() wrote 33 changed files of 34 requested writes.
Timeline:
[ 0.000]
[ 0.000](+48.130) <unknown>
[48.130]
Now I am not a coding genius so if someone could break this down or help me find a solution I would be grateful. I had another project I was able to build with no issues so I’m unsure if there is an asset issue, blueprint issue, or what. I still have plenty of space on my computer so that shouldn’t be a problem. If you need other documentation I can provide it.
Currently using:
Unreal Engine 5.3.2
Macbook Pro 2019 Intel w/ Ventura 13.6
Xcode 15.0.1