Unknown cooking failure 4.9 First person

I got the error “Unknown cooking failure” and I don’t know what it causes,

can anyone help me?


Also, I migrated folders to this project and it said that X is no game folder, migrate here anyway? And I did it, does this affect anything?

Hi SiraX -

There looks to be a few compiling errors in your blueprints which need to be addressed:

LogBlueprint:Error: [compiler ThirdPerson_AnimBP] Error Blendspace Player ‘(None)’ references an unknown blend space
LogBlueprint:Error: [compiler ThirdPerson_AnimBP] Error Play (None) references an unknown sequence
LogBlueprint:Error: [compiler ThirdPerson_AnimBP] Error ICE: Player node Play (None) was not processed prior to handling a transition getter K2Node_TransitionRuleGetter that used it

There are also quite a few Warnings which would not stop cooking but you might want to address. My suspicion is that when you migrated some dependencies and blueprint connections did not make it. This can happen if you don’t do a one to one folder to folder migration. It is easy enough to fix, you will need to go through all you assets though and make sure you don’t have disconnected nodes or missing variable inputs.

If after you have cleared that up, you still are unable to package, please report back here with the new packaging logs as before.

Thank You

Eric Ketchum

Looks like you have an cyclical error in one of your child blueprints:

LogChildActorComponent:Error: Found cycle in child actor component ‘/Game/FirstPersonCPP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.BigWallRotation_C_0.BigWallRotation’. Not spawning Actor of class ‘BigWallRotation_C’ to break.

See if correcting this error allows you to complete a package.

Thank You

Eric Ketchum

I deleted the Thirdperson stuff about half an hour ago but I still get an error:

Could you please help me finding the problem?

Also I think it’s important to know following:

Performing full C++ include scan (building a new target)

Creating makefile for MyProject (no existing makefile)
Performing full C++ include scan (no include cache file)
Parsing headers for MyProject
Running UnrealHeaderTool “C:\Users\arthu\Documents\Unreal Projects\MyProject\MyProject.uproject” “C:\Users\arthu\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\MyProject\Shipping\UnrealHeaderTool.manifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -rocket -installed
Reflection code generated for MyProject in 10,4992109 seconds
Performing 10 actions (4 in parallel)
[10/10] Link MyProject-Win64-Shipping.exe
Creating library C:\Users\arthu\Documents\Unreal Projects\MyProject\Binaries\Win64\MyProject-Win64-Shipping.lib and object C:\Users\arthu\Documents\Unreal Projects\MyProject\Binaries\Win64\MyProject-Win64-Shipping.exp
-------- End Detailed Actions Stats -----------------------------------------------------------
Total build time: 101,81 seconds

I hope you don’t mind to scroll to the side :expressionless:

Thank you so much I can’t thank you enough

I deleted the Blueprint that made a box rotate, it was working though so I don’t know what the problem was. If you want to see it:Screenshot by Lightshot

Also, could you please tell me where you find there errors? Do you search for anything with ‘ctrl + f’ ?

And the last thing ‘since you are here’ ^^, do you know whether it’s possible to make a chair follow you? Like, adding movement or something?

thank you very much again you saved my calm sleep for later

Do you have time for a few questions?

So the issue with your Blueprint setup was that you were calling a Timeline on Tick which means every frame it was going to start that timeline again. Definitely what was causing you massive headaches. Alternatively you can go into the Timeline and set to Auto-Play and remove the Event Tick. That methodology should work and package correctly and without error.

Eric Ketchum

Also the errors are at the bottom of your Log File, it can be hard to read, but a program like Notepad++ which knowns how to format code text can be useful. You will see a ERROR/WARNING Summary header (in your last github linked log it was around line 2430). The Warnings are not great but should not necessarily stop packaging or deployment, the errors will stop the build process, so you will want to try to address them.

For the Chair Movement, I would add a socket to your Character Mesh and offset it by the distance you want the chair to lag behind or in front of. Then in the Character Blueprint I would set up a function that would attach and detach the Chair from the socket as needed. That way the chair will follow you when you want it to and not when it is detached.

I actually want to use ‘Move to location or actor’ but i dont know what a new pawn needs (components) for the chair etc.

I created a pawn blueprint and added the skeletal mesh but it didnt collide with my character or follow me

Can you show me how you have this setup currently? You will need to have the Move to location or actor set to run on a Timer or Tick in order to get the constant motion of the table. The collision will have to be setup in the Mesh itself and not an added component of the blueprint for movement.

Eric Ketchum

Screenshot by Lightshot ← the character’s details. I know there is something missing but I don’t know what, since I use templates

Screenshot by Lightshot ← all of the blueprint stuff.

The reason I didn’t create the Folow Actor stuff is because I want to duplicate this AI. As I said, the last time I did it in the Level Blueprint and cloned the AI, they all had different names and thus they had to be given seperate functions for each one of them

Basically what I want and don’t know how to do is a basic enemy or AI which I can clone and it keeps it’s functions

AH, ok so this is an AI question and I am not the most skilled on this aspect of the engine. Can you post this as a new question in the Using UE4 section and I will try to get one of our AI Support people to help you out.

Thank You

Eric Ketchum

Here’s the link

I’d be glad if your AI support could message me today