Why can´t build? Error unknow error

First sorry for my english, this is my problem:

LogPlatformFile: Not using cached read
wrapper LogInit:Display:
RandInit(370212944)
SRandInit(370212945). LogTaskGraph:
Started task graph with 4 named
threads and 7 total threads with 1
sets of task threads. LogStats: Stats
thread started at 0.070034 LogInit:
Version:
4.12.5-3039270+++UE4+Release-4.12 LogInit: API Version: 2992821 LogInit:
Net Version: 3039270
LogDevObjectVersion: Number of dev
versions registered: 13
LogDevObjectVersion: Dev-Blueprints
(B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2):
3 LogDevObjectVersion: Dev-Build
(E1C64328-A22C-4D53-A36C-8E866417BD8C):
0 LogDevObjectVersion: Dev-Core
(375EC13C-06E4-48FB-B500-84F0262A717E):
1 LogDevObjectVersion: Dev-Editor
(E4B068ED-F494-42E9-A231-DA0B2E46BB41):
2 LogDevObjectVersion: Dev-Framework
(CFFC743F-43B0-4480-9391-14DF171D2073):
6 LogDevObjectVersion: Dev-Mobile
(B02B49B5-BB20-44E9-A304-32B752E40360):
0 LogDevObjectVersion:
Dev-Networking
(A4E4105C-59A1-49B5-A7C5-40C4547EDFEE):
0 LogDevObjectVersion: Dev-Online
(39C831C9-5AE6-47DC-9A44-9C173E1C8E7C):
0 LogDevObjectVersion: Dev-Physics
(78F01B33-EBEA-4F98-B9B4-84EACCB95AA2):
0 LogDevObjectVersion: Dev-Platform
(6631380F-2D4D-43E0-8009-CF276956A95A):
0 LogDevObjectVersion: Dev-Rendering
(12F88B9F-8875-4AFC-A67C-D90C383ABD29):
2 LogDevObjectVersion: Dev-Sequencer
(7B5AE74C-D270-4C10-A958-57980B212A5A):
0 LogDevObjectVersion: Dev-VR
(D7296918-1DD6-4BDD-9DE2-64A83CC13884):
0 LogInit: Compiled (64-bit): Jul 6
2016 09:09:46 LogInit: Compiled with
Visual C++: 19.00.23026.00 LogInit:
Build Configuration: Development
LogInit: Branch Name:
++UE4+Release-4.12 LogInit: Command line: LogInit: Base directory:
G:/Diseño y Programacion-/Epic
Games/4.12/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Using libcurl 7.41.0 LogInit:

  • built for x86_64-pc-win32 LogInit: - supports SSL with WinSSL LogInit: - other features: LogInit:
    CURL_VERSION_SSL LogInit:
    CURL_VERSION_IPV6 LogInit:
    CURL_VERSION_ASYNCHDNS LogInit:
    CURL_VERSION_LARGEFILE LogInit:
    CURL_VERSION_IDN LogInit:
    CurlRequestOptions (configurable via
    config and command line): LogInit: -
    bVerifyPeer = true - Libcurl will
    verify peer certificate LogInit: -
    bUseHttpProxy = false - Libcurl will
    NOT use HTTP proxy LogInit: -
    bDontReuseConnections = false -
    Libcurl will reuse connections
    LogInit: - CertBundlePath = nullptr
  • Libcurl will use whatever was configured at build time. LogInit:
    Presizing for max 8388607 objects,
    including 0 objects not considered by
    GC, pre-allocating 0 bytes for
    permanent pool. LogInit: Object
    subsystem initialized LogInit:
    Selected Device Profile: [Windows]
    LogInit: Applying CVar settings loaded
    from the selected device profile:
    [Windows] LogInit: Computer:
    DESKTOP-MGUD13J LogInit: User: marti
    LogInit: CPU Page size=65536, Cores=4
    LogInit: High frequency timer
    resolution =3.125011 MHz LogMemory:
    Memory total: Physical=7.9GB (8GB
    approx) LogMemory: Platform Memory
    Stats for Windows LogMemory: Process
    Physical Memory: 189.82 MB used,
    189.82 MB peak LogMemory: Process Virtual Memory: 194.89 MB used, 194.89
    MB peak LogMemory: Physical Memory:
    1681.29 MB used, 8119.96 MB total LogMemory: Virtual Memory: 549.61 MB
    used, 134217728.00 MB total
    LogTextLocalizationManager: No
    specific translations for (‘es-CL’)
    exist, so (‘es’) translations will be
    used. LogD3D11RHI: D3D11 adapters:
    LogD3D11RHI: 0. ‘NVIDIA GeForce GTX
    960’ (Feature Level 11_0) LogD3D11RHI:
    4011/0/4059 MB
    DedicatedVideo/DedicatedSystem/SharedSystem,
    Outputs:2, VendorId:0x10de
    LogD3D11RHI: 1. ‘Microsoft Basic
    Render Driver’ (Feature Level 11_0)
    LogD3D11RHI: 0/0/4059 MB
    DedicatedVideo/DedicatedSystem/SharedSystem,
    Outputs:0, VendorId:0x1414
    LogD3D11RHI: Chosen D3D11 Adapter: 0
    LogD3D11RHI: Creating new
    Direct3DDevice LogD3D11RHI: GPU
    DeviceId: 0x1401 (for the marketing
    name, search the web for “GPU Device
    Id”) LogWindows: EnumDisplayDevices:
    LogWindows: 0. ‘NVIDIA GeForce GTX
    960’ (P:1 D:1) LogWindows: 1.
    ‘NVIDIA GeForce GTX 960’ (P:0 D:1)
    LogWindows: 2. ‘NVIDIA GeForce GTX
    960’ (P:0 D:0) LogWindows: 3.
    ‘NVIDIA GeForce GTX 960’ (P:0 D:0)
    LogWindows: DebugString:
    FoundDriverCount:4 LogD3D11RHI:
    Adapter Name: NVIDIA GeForce GTX 960
    LogD3D11RHI: Driver Version: 358.91
    (internal:10.18.13.5891,
    unified:358.91) LogD3D11RHI:
    Driver Date: 11-5-2015 LogRHI: Texture
    pool is 1361 MB (70% of 1945 MB)
    LogD3D11RHI: Async texture creation
    enabled LogD3D11RHI: GPU Timing
    Frequency: 1000.000000 (Debug: 2 2)
    LogShaderCompilers: Guid format shader
    working directory is 22 characters
    bigger than the processId version
    (…/…/…/…/…/MyProject/Intermediate/Shaders/WorkingDirectory/4008/).
    LogShaderCompilers: Cleaned the shader
    compiler working directory
    ‘C:/Users/marti/AppData/Local/Temp/UnrealShaderWorkingDir/829777934C2CD324D38BE5908E750333/’.
    LogShaderCompilers:Display: Using
    Local Shader Compiler.
    LogTemp:Display: Loaded TP
    AllDesktopTargetPlatform
    LogTemp:Display: Loaded TP
    WindowsClientTargetPlatform
    LogTemp:Display: Loaded TP
    WindowsNoEditorTargetPlatform
    LogTemp:Display: Loaded TP
    WindowsServerTargetPlatform
    LogTemp:Display: Loaded TP
    WindowsTargetPlatform LogTemp:Display:
    Loaded TP AndroidTargetPlatform
    LogTemp:Display: Loaded TP
    Android_ASTCTargetPlatform
    LogTemp:Display: Loaded TP
    Android_ATCTargetPlatform
    LogTemp:Display: Loaded TP
    Android_DXTTargetPlatform
    LogTemp:Display: Loaded TP
    Android_ETC1TargetPlatform
    LogTemp:Display: Loaded TP
    Android_ETC2TargetPlatform
    LogTemp:Display: Loaded TP
    Android_MultiTargetPlatform
    LogTemp:Display: Loaded TP
    Android_PVRTCTargetPlatform
    LogTemp:Display: Loaded TP
    HTML5TargetPlatform LogTemp:Display:
    Loaded TP IOSTargetPlatform
    LogTemp:Display: Loaded TP
    TVOSTargetPlatform LogTemp:Display:
    Loaded TP LinuxNoEditorTargetPlatform
    LogTemp:Display: Loaded TP
    LinuxServerTargetPlatform
    LogTemp:Display: Loaded TP
    LinuxTargetPlatform
    LogTargetPlatformManager:Display:
    Building Assets For Windows
    LogDerivedDataCache:Display: Max Cache
    Size: 512 MB LogDerivedDataCache:
    Loaded boot cache 0.05s 48MB
    C:/Users/marti/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
    LogDerivedDataCache:Display: Loaded
    Boot cache:
    C:/Users/marti/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc
    LogDerivedDataCache:
    FDerivedDataBackendGraph: Pak pak
    cache file
    …/…/…/…/…/MyProject/DerivedDataCache/DDC.ddp
    not found, will not use a pak cache.
    LogDerivedDataCache: Unable to find
    inner node Pak for hierarchical cache
    Hierarchy. LogDerivedDataCache:
    FDerivedDataBackendGraph:
    CompressedPak pak cache file
    …/…/…/…/…/MyProject/DerivedDataCache/Compressed.ddp
    not found, will not use a pak cache.
    LogDerivedDataCache: Unable to find
    inner node CompressedPak for
    hierarchical cache Hierarchy.
    LogDerivedDataCache:Display: Pak cache
    opened for reading
    …/…/…/Engine/DerivedDataCache/Compressed.ddp.
    LogDerivedDataCache: Using Local data
    cache path
    C:/Users/marti/AppData/Local/UnrealEngine/Common/DerivedDataCache:
    Writable LogInit: Selected Device
    Profile: [Windows]
    LogContentStreaming: Texture pool size
    is 0.00 MB LogMeshUtilities: No
    automatic mesh reduction module
    available LogMeshUtilities: No
    automatic mesh merging module
    available LogMeshUtilities: No
    distributed automatic mesh merging
    module available LogAssetRegistry:
    FAssetRegistry took 0.0213 seconds to
    start up LogPackageLocalizationCache:
    Processed 3 localized package path(s)
    for 2 prioritized culture(s) in
    0.019005 seconds LogUObjectArray: 28739 objects as part of root set at
    end of initial load.
    LogUObjectAllocator: 5855624 out of 0
    bytes used by permanent object pool.
    LogUObjectArray: CloseDisregardForGC:
    0/0 objects in disregard for GC pool
    LogInit: WinSock: version 1.1 (2.2),
    MaxSocks=32767, MaxUdp=65467 LogSlate:
    SlateFontCache - WITH_FREETYPE: 1,
    WITH_HARFBUZZ: 1 LogSlate:
    SlateFontCache - WITH_FREETYPE: 1,
    WITH_HARFBUZZ: 1
    LogSubstanceCoreModule: Substance CPU
    Engine Loaded, Max Texture Size 2048
    LogUdpMessaging: Initializing bridge
    on interface 0.0.0.0:0 to multicast
    group 230.0.0.1:6666. SourceControl:
    Información El control de código
    fuente está desactivado SourceControl:
    Información El control de código
    fuente está desactivado SourceControl:
    Información El control de código
    fuente está desactivado SourceControl:
    Información El control de código
    fuente está desactivado LogEngine:
    Initializing Engine… LogHMD: SteamVR
    failed to initialize. Err: 110
    LogHMD: SteamVR failed to initialize.
    Err: 110 LogAIModule: Creating
    AISystem for world NewWorld LogInit:
    XAudio2 using ‘Altavoces (C-Media USB
    Headphone Set )’ : 2 channels at 44.1
    kHz using 16 bits per sample (channel
    mask 0x3) LogInit: FAudioDevice
    initialized. LogDerivedDataCache:
    Saved boot cache 0.03s 48MB
    C:/Users/marti/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
    LogInit: Texture streaming: Enabled
    LogInit: Transaction tracking system
    initialized BlueprintLog: New page:
    Cargar el editor LocalizationService:
    Información Localization service is
    disabled LogCook:Display: Max memory
    allowance for cook 8192mb
    LogCook:Display: Mobile HDR setting 1
    LogFileCache: Scanning file cache for
    directory ‘G:/Diseño y
    Programacion-/MyProject/Content/’ took
    0.01s SourceControl: Información El control de código fuente está
    desactivado Cmd: MAP LOAD
    FILE="…/…/…/…/…/MyProject/Content/ThirdPersonBP/Maps/ThirdPersonExampleMap.umap"
    TEMPLATE=0 SHOWPROGRESS=1
    FEATURELEVEL=3 LightingResults: New
    page: Diseñar la iluminación MapCheck:
    New page: Revisión del mapa
    LightingResults: New page: Diseñar la
    iluminación LogAIModule: Creating
    AISystem for world
    ThirdPersonExampleMap LogEditorServer:
    Finished looking for orphan Actors
    (0.000 secs) Cmd: MAP CHECKDEP
    NOCLEARLOG MapCheck: Información Map
    check complete: 0 Error(s), 0
    Warning(s), took 30,58ms to complete.
    LogFileHelpers: Loading map
    ‘ThirdPersonExampleMap’ took 0.584
    LogCollectionManager: Loaded 0
    collections in 0.001160 seconds
    LogFileCache: Scanning file cache for
    directory ‘G:/Diseño y
    Programacion-/MyProject/Saved/Collections/’
    took 0.01s LogFileCache: Scanning file
    cache for directory ‘G:/Diseño y
    Programacion-/MyProject/Content/Developers/marti/Collections/’
    took 0.01s LogFileCache: Scanning file
    cache for directory ‘G:/Diseño y
    Programacion-/MyProject/Content/Collections/’
    took 0.01s LogCollectionManager:
    Rebuilt the GUID cache for 0
    collections in 0.000002 seconds
    LogContentBrowser: Native class
    hierarchy populated in 0.0073 seconds.
    Added 2062 classes and 375 folders.
    LogStats:
    UGameplayTagsManager::ConstructGameplayTagTree:
    Construct from data asset - 0.000 s
    LogStats:
    UGameplayTagsManager::ConstructGameplayTagTree:
    GameplayTagTreeChangedEvent.Broadcast
  • 0.000 s LogContentBrowser: Native class hierarchy updated for
    ‘GameplayTags’ in 0.0004 seconds.
    Added 12 classes and 0 folders.
    LogContentBrowser: Native class
    hierarchy updated for ‘WidgetCarousel’
    in 0.0003 seconds. Added 0 classes and
    0 folders. LogContentBrowser: Native
    class hierarchy updated for
    ‘AddContentDialog’ in 0.0004 seconds.
    Added 0 classes and 0 folders.
    LogContentBrowser: Native class
    hierarchy updated for ‘SceneOutliner’
    in 0.0003 seconds. Added 1 classes and
    2 folders. LogCrashTracker:
    Crashtracker disabled due to settings.
    LogUObjectGlobals:Warning: Error al
    encontrar el objeto ‘Class Ninguno.’
    LogContentBrowser: Native class
    hierarchy updated for
    ‘HierarchicalLODOutliner’ in 0.0003
    seconds. Added 1 classes and 2
    folders. LogLoad: Full Startup: 5.03
    seconds (BP compile: 0.06 seconds)
    LogExternalProfiler: Found external
    profiler: VSPerf LogExternalProfiler:
    Using external profiler: VSPerf
    LogOcInput: OculusInput pre-init
    called LogContentStreaming: Texture
    pool size now 1000 MB LogRenderer:
    Reallocating scene render targets to
    support 924x460 (Frame:2).
    LogAssetRegistry: Asset discovery
    search completed in 2.7685 seconds
    LogCollectionManager: Rebuilt the
    object cache for 0 collections in
    0.000001 seconds (found 0 objects) LogCollectionManager: Fixed up
    redirectors for 0 collections in
    0.000018 seconds (updated 0 objects) LogSavePackage: Save=314.74ms
    LogSavePackage: Moving
    ‘…/…/…/…/…/MyProject/Saved/UEDPCThirdPersonExampleMap14FD8E1640108552949B0E943972A90C.tmp’
    to
    ‘…/…/…/…/…/MyProject/Saved/Autosaves/Game/ThirdPersonBP/Maps/UEDPCThirdPersonExampleMap.umap’
    LogSavePackage:Display: Finished
    SavePackage
    …/…/…/…/…/MyProject/Saved/Autosaves/Game/ThirdPersonBP/Maps/UEDPCThirdPersonExampleMap.umap
    LogEditorTransaction: Undo Spawn Play
    From Here Start MainFrameActions:
    Empaquetado (Android (Todo)): Running
    AutomationTool… MainFrameActions:
    Empaquetado (Android (Todo)):
    Automation.ParseCommandLine: Parsing
    command line:
    -ScriptsForProject=G:/Diseño y Programacion-/MyProject/MyProject.uproject
    BuildCookRun -nocompile
    -nocompileeditor -installed -nop4 -project=G:/Diseño y Programacion-/MyProject/MyProject.uproject
    -cook -st MainFrameActions: Empaquetado (Android (Todo)): age
    -archive -archivedirectory=G:/Nueva carpeta -package
    -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Android -build -CrashReporter -utf8output MainFrameActions: Empaquetado (Android
    (Todo)): Automation.Process: Setting
    up command environment.
    MainFrameActions: Empaquetado (Android
    (Todo)): BuildCookRun.SetupParams:
    Setting up ProjectParams for G:\Diseño
    y
    Programacion-\MyProject\MyProject.uproject
    MainFrameActions: Empaquetado (Android
    (Todo)): Project.Build: **********
    BUILD COMMAND STARTED **********
    MainFrameActions: Empaquetado (Android
    (Todo)): CommandUtils.Run: Run:
    G:\Diseño y Programacion-\Epic
    Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe
    UE4Game Android Development
    -remoteini=“G:\Diseño y Programacion-\MyProject” -noxge
    -generatemanifest -NoHotReloadFromIDE MainFrameActions: Empaquetado (Android
    (Todo)): UnrealBuildTool: NDK version:
    19, GccVersion: 4.9 MainFrameActions:
    Empaquetado (Android (Todo)):
    UnrealBuildTool: building WITHOUT
    VULKAN define MainFrameActions:
    Empaquetado (Android (Todo)):
    UnrealBuildTool: ERROR: No modules
    found to build. All requested binaries
    were already part of the installed
    engine data. MainFrameActions:
    Empaquetado (Android (Todo)):
    CommandUtils.Run: Run: Took 0,9576699s
    to run UnrealBuildTool.exe, ExitCode=5
    MainFrameActions: Empaquetado (Android
    (Todo)): Program.Main: ERROR:
    AutomationTool terminated with
    exception:
    AutomationTool.AutomationException:
    Command failed (Result:5): G:\Diseño y
    Programacion-\Epic
    Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe
    UE4Game Android Development
    -remoteini=“G:\Diseño y Programacion-\MyProject” -noxge
    -generatemanife st -NoHotReloadFromIDE. See logfile for details:
    ‘UnrealBuildTool-2016.07.21-05.04.54.txt’
    MainFrameActions: Empaquetado (Android
    (Todo)): en
    AutomationTool.CommandUtils.RunAndLog(String
    App, String CommandLine, String
    Logfile, Int32 MaxSuccessCode, String
    Input, ERunOptions Options,
    Dictionary2 EnvVars) MainFrameActions: Empaquetado (Android (Todo)): en AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
    MainFrameActions: Empaquetado (Android
    (Todo)): en
    AutomationTool.UE4Build.BuildWithUBT(St
    MainFrameActions: Empaquetado (Android
    (Todo)): ring TargetName,
    UnrealTargetPlatform TargetPlatform,
    String Config, FileReference
    UprojectPath, Boolean ForceMonolithic,
    Boolean ForceNonUnity, Boolean
    ForceDebugInfo, Boolean ForceFlushMac,
    Boolean DisableXGE, String InAddArgs,
    Boolean ForceUnity, Dictionary2 EnvVars) MainFrameActions: Empaquetado (Android (Todo)): en AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1
    InDeleteBuildProducts, Boolean
    InUpdateVersionFiles, Boolean
    InForceNoXGE, Boolean
    InUseParallelExecutor, Boolean
    InForceNonUnity, Boolean InForceUnity,
    Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1
    InChangelistNumberOverride,
    Dictionary2 InTargetToManifest) MainFrameActions: Empaquetado (Android (Todo)): en Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) MainFrameActions: Empaquetado (Android (Todo)): en BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Empaquetado (Android (Todo)): en AutomationTool.BuildCommand.Execute() MainFrameActions: Empaquetado (Android (Todo)): en AutomationTool.Automation.Execute(List1
    CommandsToExecute,
    CaselessDictionary1 Commands) MainFrameActions: Empaquetado (Android (Todo)): en AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Empaquetado (Android (Todo)): en AutomationTool.Program.MainProc(Object Param) MainFrameActions: Empaquetado (Android (Todo)): en AutomationTool.InternalUtils.RunSingleInstance(Func2
    Main, Object Param) MainFrameActions:
    Empaquetado (Android (Todo)): en
    AutomationTool.Program.Main()
    MainFrameActions: Empaquetado (Android
    (Todo)): Program.Main: AutomationTool
    exiting with ExitCode=5 (5)
    MainFrameActions: Empaquetado (Android
    (Todo)): Domain_ProcessExit
    MainFrameActions: Empaquetado (Android
    (Todo)): copying UAT log files…
    MainFrameActions: Empaquetado (Android
    (Todo)): BUILD FAILED
    PackagingResults:Error: Error Unknown
    Error

This is the error, any solution,
I have tried many things already and nothing works :confused:

Hello,

Try adding a blank C++ class to your project. Go to File->New C++ Class-> None. Then attempt to package the project again.

Have a great day

Any other solution? it doesn’t work…

I have the same problem: LogUObjectGlobals:Warning: Error al encontrar el objeto ‘Class Ninguno.’

I have solved it updating my NVPACK. But now, I have a problem with the reflections cooking for mobile. It doesn’t appear, neither the post process effects (AO for example). I am cooking with sphere reflections and mobile HDR checked.

Any solution? Thank you in advance.

Could you please provide your full output log from your Saved->Logs folder after the packaging failure occurs again?

For your new issue, please open a new topic in the Packaging and Deployment section so that we can investigate it separately.

Thank you

After adding blank C++ class… i can’t open my project anymore :frowning: “UE4Editor-[projectname].dll missing” appears… UE4 required me to install visual studio previously… maybe could be that 2015 version the problem?

Hey arkinetics,

Please open a new thread for your issue, as it is different from what was originally posted.

Thanks