"Unknown Cook Failure" on packaging

Unreal Engine Version 5.3.2
The game runs inside the editor, but when packaging my project for Windows, I get an error:

UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): LogInit: Display: Warning/Error Summary (Unique only)
UATHelper: Packaging (Windows): LogInit: Display: -----------------------------------
UATHelper: Packaging (Windows): LogInit: Display: LogRigVM: Error: No handler found for function 'DISPATCH_RigVMDispatch_ArrayGetNum::Array:TArray<FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE>,Num:int32' for VM '/Engine/Transient.RigVM_7'
UATHelper: Packaging (Windows): LogInit: Display: LogRigVM: Error: No handler found for function 'DISPATCH_RigVMDispatch_ArrayGetAtIndex::Array:TArray<FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE>,Index:int32,Element:FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE' for VM '/Engine/Transient.RigVM_7'
UATHelper: Packaging (Windows): LogInit: Display: LogRigVM: Error: No handler found for function 'DISPATCH_RigVMDispatch_ArraySetAtIndex::Array:TArray<FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE>,Index:int32,Element:FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE' for VM '/Engine/Transient.RigVM_7'
UATHelper: Packaging (Windows): LogInit: Display: LogRigVM: Error: No handler found for function 'DISPATCH_RigVMDispatch_ArrayIterator::Array:TArray<FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE>,Element:FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE,Index:int32,Count:int32,Ratio:float,BlockToRun:FName' for VM '/Engine/Transient.RigVM_7'
UATHelper: Packaging (Windows): LogInit: Display: LogRigVM: Error: No handler found for function 'DISPATCH_RigVMDispatch_ArrayAdd::Array:TArray<FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE>,Element:FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE,Index:int32' for VM '/Engine/Transient.RigVM_7'
UATHelper: Packaging (Windows): LogInit: Display: LogRigVM: Error: No handler found for function 'DISPATCH_RigVMDispatch_ArrayGetNum::Array:TArray<FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE>,Num:int32' for VM '/Game/Characters/Mort/MortMovement_ControlRigBlueprint.Default__MortMovement_ControlRigBlueprint_C:VM'
UATHelper: Packaging (Windows): LogInit: Display: LogRigVM: Error: No handler found for function 'DISPATCH_RigVMDispatch_ArrayGetAtIndex::Array:TArray<FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE>,Index:int32,Element:FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE' for VM '/Game/Characters/Mort/MortMovement_ControlRigBlueprint.Default__MortMovement_ControlRigBlueprint_C:VM'
UATHelper: Packaging (Windows): LogInit: Display: LogRigVM: Error: No handler found for function 'DISPATCH_RigVMDispatch_ArraySetAtIndex::Array:TArray<FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE>,Index:int32,Element:FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE' for VM '/Game/Characters/Mort/MortMovement_ControlRigBlueprint.Default__MortMovement_ControlRigBlueprint_C:VM'
UATHelper: Packaging (Windows): LogInit: Display: LogRigVM: Error: No handler found for function 'DISPATCH_RigVMDispatch_ArrayIterator::Array:TArray<FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE>,Element:FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE,Index:int32,Count:int32,Ratio:float,BlockToRun:FName' for VM '/Game/Characters/Mort/MortMovement_ControlRigBlueprint.Default__MortMovement_ControlRigBlueprint_C:VM'
UATHelper: Packaging (Windows): LogInit: Display: LogRigVM: Error: No handler found for function 'DISPATCH_RigVMDispatch_ArrayAdd::Array:TArray<FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE>,Element:FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE,Index:int32' for VM '/Game/Characters/Mort/MortMovement_ControlRigBlueprint.Default__MortMovement_ControlRigBlueprint_C:VM'
UATHelper: Packaging (Windows): LogInit: Display: LogRigVM: Warning: FRigVMTemplateArgumentType(): Input CPPType 'None' could not be resolved.
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): LogInit: Display: Failure - 10 error(s), 1 warning(s)
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): Execution of commandlet took:  20.05 seconds
UATHelper: Packaging (Windows): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): LogShaderCompilers: Display: === FShaderJobCache stats ===
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total job queries 0, among them cache hits 0 (0.00%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Tracking 0 distinct input hashes that result in 0 distinct outputs (0.00%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: RAM used: 240,00 B of 1,60 GiB budget. Usage: 0.00%
UATHelper: Packaging (Windows): LogShaderCompilers: Display: === Shader Compilation stats ===
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Shaders Compiled: 0
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Jobs assigned 0, completed 0 (0%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 0.00 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: ================================================

I see the errors such as “No handler found for function ‘DISPATCH_RigVMDispatch_ArrayGetNum::Array:TArray<FUserDefinedStruct_5EF6324E47EFD62000E515A428F16ACE>,Num:int32’”,
but I have no idea how to fix it. I understand it’s somehow related to the arrays in my control rig animation blueprint, but I do not see any issues there.
I would appriciate any help! Thank you in advance!

1 Like

have the same problem :sob: lmao. Did u find a solution XD?

I hope this has been resolved in 5.4, but as I encountered the same problem in 5.3 I have a workaround solution. It seems that the problem only occurs with arrays created from user Structures.
The workaround is that instead of having an array, you can creat separate single type variables and instead of using the For Each Loop, just use the Sequence node.
It’s a horrible workaround, but it’s what I’ve come up with and well… it works.