Unable to package/launch project - "Unknown error"

Hi,

I am really frustrated with this issue as I have found no working solutions online while searching everywhere for a whole week. I desperately need this fixed as my project is due very soon for a school assignment. This issue occurs both when I attempt to launch or package the project, or even the default/blank projects and I can’t seem to narrow the issue down in the output log. I’ve attempted to upgrade my engine from 4.11 to 4.12 in hopes of fixing it, to no avail. I would really appreciate a solution, or any assistance at all.

The project is purely in blueprints with no C++ of my own, however I have purchased and included two asset packages from the Unreal Marketplace.

This is the output log when I try to package the project:

MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=D:/Unreal Projects/Elementalists/Elementalists.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=D:/Unreal Projects/Elementalists/Elementalists.uproject -cook -stage -archive -archivedirectory=C:/Users/Myste/Desktop/
Elementalists SDD Submission -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\Unreal Projects\Elementalists\Elementalists.uproject
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe Elementalists Win64 Shipping -Project="D:\Unreal Projects\Elementalists\Elementalists.uproject" -clean "D:\Unreal Projects\Elementalists\Elementalists.
MainFrameActions: Packaging (Windows (64-bit)): uproject"  -remoteini="D:\Unreal Projects\Elementalists" -nobuilduht -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Unable to determine module type for D:\Unreal Projects\Elementalists\Source\Elementalists\Elementalists.Build.cs
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.912715s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe Elementalists Win64 Shipping -Project="D:\Unreal
MainFrameActions: Packaging (Windows (64-bit)):  Projects\Elementalists\Elementalists.uproject" -clean "D:\Unreal Projects\Elementalists\Elementalists.uproject"  -remoteini="D:\Unreal Projects\Elementalists" -nobuilduht -NoHotReloadFromIDE. See logfile for details: 'UnrealBuildTool-2016.07.10-18.09.55.txt' 
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.CleanWithUBT(String TargetName, UnrealTargetPlatform Platform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride,
 Dictionary`2 InTargetToManifest)
MainFrameActions: Packaging (Windows (64-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
MainFrameActions: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Program.MainProc(Object )
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object )
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

Hello ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you provide your entire log?
  2. Does this build error happen without the marketplace assets?
  3. What platform are you trying to package for?

Thank you so much for responding.

  1. link text

  2. How do I remove the marketplace assets from my project? Do I simply delete the asset folders from my project?

  3. Windows 64-bit

Also if it helps, I have tried the “Cook Content for Windows” option that, after a relatively long time (compared to the packaging which was almost instant before the error), I have received the “Missing UE4Game Binary” message.

Additionally, I could not generate a Visual Studio project file where the error along the lines of “unable to determine module type for…” came up.

Thank you so much for responding, I really need this fixed ASAP as my school marks heavily depend on submitting and completing this project.

Hello ,

To clarify what I meant about the market place assets, I was asking if you could reproduce this issue in a clean project. Also, what version of 4.12 are you currently using? Are you using 4.12.5?

I am using 4.12.5.

It seems that the packaging is successful when I attempt to package a clean project (I used the Side Scroller template which my project was based on).

This is the log for this instance of successful packaging: link text

I then tried to “port” my project over to this dummy project to see if packaging will work (I did this by copying the entire “contents” folder where all my assets & bps etc were stored), and surprisingly packaging worked. However I would still like this issue to be resolved as it would be much better to be able to continue the project on the original project file just to make sure nothing is left behind/changed during the porting.

Could you try adding an empty C++ class to your project and let me know if this changes anything? Could you also go through your project settings and look for differences between the clean project and the one that is failing to build?

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,

Hi, after I had initially resolved this issue by porting the project over to a new template, and after some further work and additions to the project, I’ve encountered a new error when packaging “PackagingResults:Error: Error Unknown Cook Failure”.

I’ve made a thread here containing the full output logs.