Unknown Packaging Error

I’m currently getting and Unknown Packaging Error. I just updated Windows SDK to the latest version and updated to the latest .Net. I’m pretty sure I have VS setup properly. This is the output log:

LogUObjectHash: Compacting FUObjectHashTables data took 0.92ms
LogTurnkeySupport: Project requires temp target (GameplayStateTree plugin is enabled)
LogLauncherProfile: Unable to use promoted target - ../../../../../Unreal Projects/SaveSystem_DL_03/Binaries/Win64/UnrealGame.target does not exist.
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ““D:/Epic Games/UE_5.6/Engine/Build/BatchFiles/RunUAT.bat” -ScriptsForProject=“D:/Unreal Projects/SaveSystem_DL_03/SaveSystem_DL_03.uproject” Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=54862 -project=“D:/Unreal Projects/SaveSystem_DL_03/SaveSystem_DL_03.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“D:/Unreal Projects/SaveSystem_DL_03/SaveSystem_DL_03.uproject” -unrealexe=“D:\Epic Games\UE_5.6\Engine\Binaries\Win64\UnrealEditor-Cmd.exe” -platform=Win
64 -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory=“C:/Users/abran/OneDrive/Desktop/TestBuild” -clientconfig=Development” -nocompile -nocompileuat ]
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 3,835, among them cache hits 107 (2.79%), DDC hits 265 (6.91%), Duplicates 946 (24.67%)
LogShaderCompilers: Display: Tracking 2,782 distinct input hashes that result in 1,888 distinct outputs (67.86%)
LogShaderCompilers: Display: RAM used: 21.74 MiB of 3.20 GiB budget. Usage: 0.66%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 2,517
LogShaderCompilers: Display: Jobs assigned 2,517, completed 2,517 (100%)
LogShaderCompilers: Display: Average time worker was idle: 12.33 s
LogShaderCompilers: Display: Time job spent in pending queue: average 14.11 s, longest 67.64 s
LogShaderCompilers: Display: Job execution time: average 5.06 s, max 30.02 s
LogShaderCompilers: Display: Job life time (pending + execution): average 19.17 s, max 69.47
LogShaderCompilers: Display: Shader code size: total 29.818 MiB, numShaders 2,550, average 11.974 KiB, min 1.16 KiB, max 51.958 KiB
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 127.82 s
LogShaderCompilers: Display: Mutex wait stall in FShaderJobCache::SubmitJobs: 0.66%
LogShaderCompilers: Display: Jobs were issued in 996 batches (only local compilation was used), average 2.53 jobs/batch
LogShaderCompilers: Display: Average processing rate: 19.69 jobs/sec
LogShaderCompilers: Display: Total thread time: 1,787.052 s
LogShaderCompilers: Display: Total thread preprocess time: 54.039 s
LogShaderCompilers: Display: Percentage time preprocessing: 3.02%
LogShaderCompilers: Display: Effective parallelization: 13.98 (times faster than compiling all shaders on one thread). Compare with number of workers: 16 - 0.873817
LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
LogShaderCompilers: Display: FCloudRenderViewPS110 (compiled 1 times, average 1.96 sec, max 1.96 sec, min 1.96 sec)
LogShaderCompilers: Display: FCloudRenderViewPS010 (compiled 1 times, average 1.95 sec, max 1.95 sec, min 1.95 sec)
LogShaderCompilers: Display: FCloudRenderViewPS011 (compiled 1 times, average 1.91 sec, max 1.91 sec, min 1.91 sec)
LogShaderCompilers: Display: TBasePassCSFNoLightMapPolicy (compiled 12 times, average 1.83 sec, max 2.28 sec, min 1.12 sec)
LogShaderCompilers: Display: FRenderVolumetricCloudRenderViewCS (compiled 68 times, average 1.77 sec, max 2.74 sec, min 1.04 sec)
LogShaderCompilers: Display: Top 5 shader types by total compile time:
LogShaderCompilers: Display: FMicropolyRasterizeCS - 43.10% of total time (compiled 440 times, average 1.75 sec, max 4.15 sec, min 0.00 sec)
LogShaderCompilers: Display: FRenderVolumetricCloudRenderViewCS - 6.73% of total time (compiled 68 times, average 1.77 sec, max 2.74 sec, min 1.04 sec)
LogShaderCompilers: Display: FDebugViewModePS - 5.70% of total time (compiled 103 times, average 0.99 sec, max 2.31 sec, min 0.54 sec)
LogShaderCompilers: Display: FHWRasterizeMS - 3.80% of total time (compiled 120 times, average 0.57 sec, max 0.77 sec, min 0.30 sec)
LogShaderCompilers: Display: TMaterialCHSFNoLightMapPolicy - 2.46% of total time (compiled 43 times, average 1.02 sec, max 1.85 sec, min 0.60 sec)
LogShaderCompilers: Display: === Material stats ===
LogShaderCompilers: Display: Materials Cooked: 0
LogShaderCompilers: Display: Materials Translated: 174
LogShaderCompilers: Display: Material Total Translate Time: 0.17 s
LogShaderCompilers: Display: Material Translation Only: 0.04 s (23%)
LogShaderCompilers: Display: Material DDC Serialization Only: 0.00 s (1%)
LogShaderCompilers: Display: Material Cache Hits: 21 (12%)
LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): Running AutomationTool…
UATHelper: Packaging (Windows): Using bundled DotNet SDK version: 8.0.300 win-x64
UATHelper: Packaging (Windows): Starting AutomationTool…
UATHelper: Packaging (Windows): Parsing command line: -ScriptsForProject=“D:/Unreal Projects/SaveSystem_DL_03/SaveSystem_DL_03.uproject” Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=54862 -project=“D:/Unreal Projects/SaveSystem_DL_03/SaveSystem_DL_03.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“D:/Unreal Projects/SaveSystem_DL_03/SaveSystem_DL_03.uproject” -unrealexe=“D:\Epic Games\UE_5.6\Engine\Binaries\Win64\UnrealEditor-Cmd.exe” -platform=Win64 -installed -stage -archive -package -build -pak -iostore -compre
ssed -prereqs -archivedirectory=C:/Users/abran/OneDrive/Desktop/TestBuild -clientconfig=Development -nocompile -nocompileuat
UATHelper: Packaging (Windows): Initializing script modules…
UATHelper: Packaging (Windows): Total script module initialization time: 0.15 s.
UATHelper: Packaging (Windows): Using C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe
UATHelper: Packaging (Windows): Executing commands…
UATHelper: Packaging (Windows): Installed Sdk validity:
UATHelper: Packaging (Windows): Win64: (Status=Valid, MinAllowed_Sdk=10.0.19041.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.22621.0, Allowed_AutoSdk=10.0.22621.0, Current_AutoSdk=, Flags=“InstalledSdk_ValidVersionExists, Sdk_HasBestVersion”)
UATHelper: Packaging (Windows): Scanning for envvar changes…
UATHelper: Packaging (Windows): … done!
UATHelper: Packaging (Windows): Cleaning Temp Paths…
UATHelper: Packaging (Windows): BUILD SUCCESSFUL
UATHelper: Packaging (Windows): Setting up ProjectParams for D:\Unreal Projects\SaveSystem_DL_03\SaveSystem_DL_03.uproject
UATHelper: Packaging (Windows): Project contains multiple Game targets (SaveSystem_CP_01, SaveSystem_DL_03) but no DefaultGameTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini
UATHelper: Packaging (Windows): (see C:\Users\abran\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_5.6\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 1s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

I have also verified version 5.6.1 and have Unreal set to run as administrator. Not sure what else to do. Any help would be appreciated.

I solved it. There were actually two problem. First, I was getting this message:

UATHelper: Packaging (Windows): Project contains multiple Game targets (SaveSystem_CP_01, SaveSystem_DL_03) but no DefaultGameTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini.

After some research it turn out I had some files not relating to this project in the Game project file > Intermediate file > Source File. I deleted any files not relating to the project and the build got quite a bit further but still failed. After that, I addressed some warnings about Type Mismatches in some of my blueprints. I just opened the blueprints and went to File → Refresh All Nodes. That took care of the second problem.

1 Like