I opened a new project and copied over all of the files in use for my project so there wouldn’t be any files not in use, and I get a build failed in about 30 seconds. [link text][1]
52267-uat_log.txt (392 KB)
I opened a new project and copied over all of the files in use for my project so there wouldn’t be any files not in use, and I get a build failed in about 30 seconds. [link text][1]
52267-uat_log.txt (392 KB)
Hey FrozenDT,
Looking over the that you provided, I noticed the following errors:
[2015.07.31-14.11.12:659][ 0]LogInit:Display: LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/Blueprints/Game/Utilities/Inventory/BP_ItemMaster.BP_ItemMaster_C:Stacking'. Unknown structure.
[2015.07.31-14.11.12:659][ 0]LogInit:Display: LogTextLocalizationManager:Warning: Loaded localization resources contain conflicting entries for (Namespace:ContentBrowser, Key:ImportAssetToolTip):
Localization Resource: (D:/Program Files/Epic Games/4.8/Engine/Content/Localization/Editor/en/Editor.locres) Source String Hash: (-630476809) Localized String: (Import to {0}...)
Localization Resource: (D:/Program Files/Epic Games/4.8/Engine/Content/Localization/Editor/en/Editor.locres) Source String Hash: (1271782899) Localized String: (Imports an asset from file to this folder.)
[2015.07.31-14.11.12:660][ 0]LogInit:Display: LogEnum:Warning: Enum Text NewEnumerator4 for Enum AudioType failed to resolve to any value
[2015.07.31-14.11.12:660][ 0]LogInit:Display: LogClass:Warning: UUserDefinedStructEditorData::RecreateDefaultInstance Cannot parse value. Property: Audio Type String: "NewEnumerator4" Struct: /Game/Blueprints/Game/Utilities/OptionsMenu/AudioUpdateStruct.AudioUpdateStruct
[2015.07.31-14.11.12:661][ 0]LogInit:Display: LogEnum:Warning: Enum Text (INVALID) for Enum AudioType failed to resolve to any value
[2015.07.31-14.11.12:662][ 0]LogInit:Display: LogEnum:Warning: Enum Text NewEnumerator0 for Enum AudioType failed to resolve to any value
[2015.07.31-14.11.12:662][ 0]LogInit:Display: LogClass:Warning: Property Stacking of BP_ItemMaster_C struct type mismatch STRUCT_REINST_S_ItemsStacked_0/FallbackStruct for package: ../../../../../../UnrealProjects/Project_Vulcan/Project_Vulcan_Build/Content/Blueprints/Game/Utilities/Inventory/BP_ItemMaster.uasset. If that property got renamed, add an ActiveStructRedirect.
[2015.07.31-14.11.12:663][ 0]LogInit:Display: LogClass:Warning: Property Stacking of BP_ItemMaster_C struct type mismatch FallbackStruct/S_ItemsStacked for package: FObjectReader. If that property got renamed, add an ActiveStructRedirect.
[2015.07.31-14.11.12:663][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to find object 'Object /Script/CoreUObject.Object.Vector'
[2015.07.31-14.11.12:663][ 0]LogInit:Display: LogBlueprint:Warning: [compiler AudioMasterControl] Warning Default Enum value 'Sound Type' for class 'AudioMasterControl_C' is invalid in object 'Default__AudioMasterControl_C'
[2015.07.31-14.11.12:664][ 0]LogInit:Display: LogBlueprint:Warning: [compiler AudioMasterControl] Warning [0022.35] Compile of AudioMasterControl successful, but with 1 Warning(s) [in 17 ms]
[2015.07.31-14.11.12:664][ 0]LogInit:Display: LogBlueprint:Warning: [compiler AudioMasterControl] Warning [0022.35] Compile of AudioMasterControl successful, but with 2 Warning(s) [in 0 ms]
[2015.07.31-14.11.12:664][ 0]LogInit:Display: LogLinker:Warning: Asset '../../../../../../UnrealProjects/Project_Vulcan/Project_Vulcan_Build/Content/Materials/PP_Outliner_M.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2015.07.31-14.11.12:665][ 0]LogInit:Display: LogLinker:Warning: Asset '../../../../../../UnrealProjects/Project_Vulcan/Project_Vulcan_Build/Content/Materials/MF_ConvolveTexture.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2015.07.31-14.11.12:666][ 0]LogInit:Display: LogLinker:Warning: Asset '../../../../../../UnrealProjects/Project_Vulcan/Project_Vulcan_Build/Content/Materials/MF_ExtractDepth.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2015.07.31-14.11.12:666][ 0]LogInit:Display: LogLinker:Warning: Asset '../../../../../../UnrealProjects/Project_Vulcan/Project_Vulcan_Build/Content/Materials/MF_SampleSceneTextureNeighbourUVs.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2015.07.31-14.11.12:667][ 0]LogInit:Display: LogLinker:Warning: Asset '../../../../../../UnrealProjects/Project_Vulcan/Project_Vulcan_Build/Content/Materials/PP_Outliner_Inst.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2015.07.31-14.11.12:667][ 0]LogInit:Display: LogBlueprint:Warning: [W_ConatinerMain] CreatePinForVariable: 'ContainerItemStacking' variable not found. Base class was probably changed.
[2015.07.31-14.11.12:667][ 0]LogInit:Display: LogBlueprint:Warning: [W_ConatinerMain] CreatePinForVariable: 'Inventory' variable not found. Base class was probably changed.
Please review all of the files/blueprints/assets mentioned within the warnings and ensure they’re set up properly. It looks like the majority of this falls back on your blueprint structure(s).
Once you’ve looked over these, please try to build your project again and if it fails, please upload the again.
Thank you!
Hey FrozenDT,
I have not heard from you since your initial post and for that reason, I will be marking this question as resolved. However, if you have further questions regarding this topic, please do not hesitate in replying back.
Thank you and have a nice day!
I am having a similar problem stopping me from packaging. Any ideas that this means?
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at Project.Cook(ProjectParams Params) MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (64-bit)): at BuildCommand.Execute() MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary
1 Commands) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main() MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: BUILD FAILED: Failed while running Cook for C:\Users\Jazz.Laurie-PC\Documents\Unreal Projects\DragonGame 4.8\DragonGame.uproject; see log C:\Users\Jazz.Laurie-PC\AppData\Roaming\Unreal Engine\AutomationTool\C+Program+Files+Unreal+ MainFrameActions: Packaging (Windows (64-bit)): Engine+4.8\Cook.txt MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25 MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files… MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully. MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
Hey The Cheese Dragon,
Which version of the engine are you working in? What is your method of packaging your project, Unreal Frontend or File > Package Project? Could you please upload your full error in your next reply so that I can see what’s happening? Please make sure they’re uploaded as a .txt file.
Thank you!