Packaging fails with Event Driven loader enabled and two function libraries reference each other even though the functions referenced in each library to NOT call each other in such a way as to create a infinite loop.
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.06:962][ 0]LogCook:Display: Cooking /Engine/EditorResources/LightIcons/S_LightError -> C:/Users/charlie.triplett/Documents/Unreal Projects/DeleteWhenDone/Saved/Cooked/WindowsNoEditor/Engine/Content/EditorResources/LightIcons/S_LightError.uasset UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.06:964][ 0]LogSavePackage:Display: Finished SavePackage C:/Users/charlie.triplett/Documents/Unreal Projects/DeleteWhenDone/Saved/Cooked/WindowsNoEditor/Engine/Content/EditorResources/LightIcons/S_LightError.uasset UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:395][ 0]LogSavePackage:Error: Cycle Node Create:Libarary1_C /Game/Libarary1.Default__Libarary1_C UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:395][ 0]LogSavePackage:Error: Cycle Node Serialize:Function /Game/Library2.Library2_C:lib2fun2 UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:396][ 0]LogSavePackage:Error: Cycle Node Serialize:BlueprintGeneratedClass /Game/Library2.Library2_C UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:396][ 0]LogSavePackage:Error: Cycle Node Create:Library2_C /Game/Library2.Default__Library2_C UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:396][ 0]LogSavePackage:Error: Cycle Node Serialize:Function /Game/Libarary1.Libarary1_C:Lib1fun1 UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:396][ 0]LogSavePackage:Error: Cycle Node Serialize:BlueprintGeneratedClass /Game/Libarary1.Libarary1_C UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:396][ 0]LogSavePackage:Error: ----- Create:Libarary1_C /Game/Libarary1.Default__Libarary1_C contained a cycle (listed above). UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:918][ 0]LogWindows:Error: begin: stack for UAT UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:918][ 0]LogWindows:Error: === Critical error: === UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:918][ 0]LogWindows:Error: UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:918][ 0]LogWindows:Error: Fatal error: [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage.cpp] [Line: 3808] UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:919][ 0]LogWindows:Error: EDL dep graph contained a cycle (see errors, above). This is fatal at runtime so it is fatal at cook time. UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:919][ 0]LogWindows:Error: UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:919][ 0]LogWindows:Error: UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:919][ 0]LogWindows:Error: KERNELBASE.dll!0x0000000010F07788 UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:919][ 0]LogWindows:Error: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120] UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:919][ 0]LogWindows:Error: UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70] UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:920][ 0]LogWindows:Error: UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:920][ 0]LogWindows:Error: UE4Editor-CoreUObject.dll!FEDLCookChecker::Verify() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:3810] UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:920][ 0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::NewCook() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:1733] UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:921][ 0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:868] UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:921][ 0]LogWindows:Error: UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2005] UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:921][ 0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:127] UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:921][ 0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:921][ 0]LogWindows:Error: UE4Editor-Cmd.exe!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:922][ 0]LogWindows:Error: UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:922][ 0]LogWindows:Error: KERNEL32.DLL!0x0000000012138364 UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:922][ 0]LogWindows:Error: ntdll.dll!0x00000000146370D1 UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:922][ 0]LogWindows:Error: ntdll.dll!0x00000000146370D1 UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:922][ 0]LogWindows:Error: UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.03.29-17.48.08:922][ 0]LogWindows:Error: end: stack for UAT UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. ---> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for C:\Users\charlie.triplett\Documents\Unreal Projects\DeleteWhenDone\DeleteWhenDone.uproject; see log C:\Users\charlie.tripl UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure) PackagingResults:Error: Error Unknown Cook Failure
Expected: The project would package out with a warning of possible infinite loops (non exist in this example)
Result: The project fails to package even though calling the function in a packaged game does not result in a crash or infinite loop
Head over to the existing Questions & Answers thread and let us know what's up.
11 |
Component | UE - Foundation - Core |
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Affects Versions | 4.15.1 |
Target Fix | 4.25.2 |
Created | Mar 29, 2017 |
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Resolved | Jun 5, 2020 |
Updated | Jan 12, 2021 |