Unknown Cook Failure cant build the project for windows

I have encountered mutiple issues while building my project. One of these issues is the Unknown Cook Failure, I have read many forums tried multiple solutions yet nothing seems to work. I am gratefull for any tips or solutions which would help me fix this issue.

Full log: LogStats: Stats thread started at 0 - Google Docs

Here is a part of the log:

ging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): LogInit: Display: Failure - 3 error(s), 48 warning(s)
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): Execution of commandlet took: 27m 1s (1621.58 seconds)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): LogShaderCompilers: Display: === FShaderJobCache stats ===
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total job queries 8 055, among them cache hits 3 603 (44.73%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Tracking 4 452 distinct input hashes that result in 3 074 distinct outputs (69.05%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: RAM used: 60,38 MiB of 819,20 MiB budget. Usage: 7.37%
UATHelper: Packaging (Windows): LogShaderCompilers: Display: === Shader Compilation stats ===
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Shaders Compiled: 4 452
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Jobs assigned 4 452, completed 4 452 (100%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Average time worker was idle: 0.69 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Time job spent in pending queue: average 184.63 s, longest 854.21 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job execution time: average 13.18 s, max 75.98 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job life time (pending + execution): average 197.82 s, max 869.03
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Shader code size: average 31,301 KiB, min 280 B, max 110,211 KiB
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 1527.70 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Jobs were issued in 511 batches (only local compilation was used), average 8.71 jobs/batch
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Average processing rate: 2.91 jobs/sec
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total thread time: 5 939,042 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total thread preprocess time: 215,794 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Percentage time preprocessing: 3.63%
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Effective parallelization: 3.89 (times faster than compiling all shaders on one thread). Compare with number of workers: 4
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSTDistanceFieldShadowsAndLightMapPolicyHQForceVelocity (compiled 2 times, average 11.96 sec, max 12.07 sec, min 11.85 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSTLightMapPolicyHQForceVelocity (compiled 2 times, average 11.08 sec, max 13.46 sec, min 8.71 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSTLightMapPolicyLQForceVelocity (compiled 2 times, average 8.71 sec, max 8.92 sec, min 8.51 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSTLightMapPolicyHQSkylightForceVelocity (compiled 2 times, average 8.69 sec, max 11.68 sec, min 5.70 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSTLightMapPolicyLQSkylightForceVelocity (compiled 2 times, average 8.53 sec, max 11.58 sec, min 5.48 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Top 5 shader types by total compile time:
UATHelper: Packaging (Windows): LogShaderCompilers: Display: FHWRasterizePS - 10.07% of total time (compiled 336 times, average 1.78 sec, max 18.54 sec, min 0.03 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: FMicropolyRasterizeCS - 7.62% of total time (compiled 168 times, average 2.69 sec, max 16.52 sec, min 0.95 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 3.52% of total time (compiled 178 times, average 1.17 sec, max 7.80 sec, min 0.28 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedPointIndirectLightingPolicySkylight - 3.41% of total time (compiled 130 times, average 1.56 sec, max 13.13 sec, min 0.45 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight - 3.34% of total time (compiled 156 times, average 1.27 sec, max 15.49 sec, min 0.30 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): Took 1 645,11s to run UnrealEditor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows): Cook failed.
UATHelper: Packaging (Windows): (see C:\Users\Honza\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 28m 51s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
LogDerivedDataCache: C:/Users/Honza/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:28.203 and deleted 0 files with total size 0 MiB and 0 empty folders. Scanned 14432 files in 17130 folders with total size 6368 MiB.

You have quite a few FSTRUCT errors.

Check this out:

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Thanks, the FSTRUCT errors were an easy fix I just needed to refresh all nodes

The cook failure occured because the List of Maps to build was empty

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