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ue4打包失败_packagingresults: error: unknown cook failure

packagingresults: error: unknown cook failure

ue4打包失败,最后提示 Error Unknown Cook Failure

究竟是什么原因呢,从log最开始查找error,最开始找到的比较可疑的error如下:

MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.27-13.42.02:613][  0]LogCook:Display: Cooking /Engine/Functions/Engine_MaterialFunctions02/Texturing/ScreenAlignedPixelToPixelUVs -> E:/work/Viba/trunk/UnrealEngine-4.10/ShooterGame/Saved/Cooked/WindowsNoEditor/Engine/Content/Functions/Engine_MaterialFunctions02/Texturing/ScreenAlignedPixelToPixelUVs.uasset
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.27-13.42.02:615][  0]LogSavePackage:Display: Finished SavePackage E:/work/Viba/trunk/UnrealEngine-4.10/ShooterGame/Saved/Cooked/WindowsNoEditor/Engine/Content/Functions/Engine_MaterialFunctions02/Texturing/ScreenAlignedPixelToPixelUVs.uasset
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.27-13.42.02:616][  0]LogLinker:Warning: Unable to load package (../../../ShooterGame/Content/RestrictedAssets/PhysicalMaterials/PhysMat_Metal.uasset) PackageVersion 493, MaxExpected 482 : LicenseePackageVersion 0, MaxExpected 0.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.27-13.42.02:616][  0]CookResults:Warning: Warning Package /Game/RestrictedAssets/PhysicalMaterials/PhysMat_Metal supposed to be fully loaded but isn't. RF_WasLoaded is not set
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.27-13.42.02:617][  0]LogCook:Warning: Package /Game/RestrictedAssets/PhysicalMaterials/PhysMat_Metal supposed to be fully loaded but isn't. RF_WasLoaded is not set
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.27-13.42.02:617][  0]LogCook:Display: Cooking /Game/RestrictedAssets/PhysicalMaterials/PhysMat_Metal -> E:/work/Viba/trunk/UnrealEngine-4.10/ShooterGame/Saved/Cooked/WindowsNoEditor/ShooterGame/Content/RestrictedAssets/PhysicalMaterials/PhysMat_Metal.uasset
PackagingResults:Warning: Warning Warning Package /Game/RestrictedAssets/PhysicalMaterials/PhysMat_Metal supposed to be fully loaded but isn't. RF_WasLoaded is not set
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.27-13.42.02:617][  0]LogWindows:Error: Windows GetLastError: 操作成功完成。 (0)
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.27-13.45.13:425][  0]LogOutputDevice:Error: 
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: begin: stack for UAT
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.27-13.45.13:425][  0]LogWindows:Error: === Critical error: ===
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: Fatal error!
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: KERNELBASE.dll
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [e:\work\viba\trunk\unrealengine-4.

红字标识的Fatal error,没有说明具体原因,继续往上看,看到“操作成功完成”,不要被这个迷惑了,再继续往上看,发现一只是在打包输出,但打包到文件PhysMat_Metal就停止了,继续这个文件,发现这个文件在编辑器里看不到,文件夹里倒是存在的,原来这个文件被错误覆盖了,还原到前一个版本就好了。

 

上述知识其中一种情况,还有些时候可能是Cook的问题,比如下例:

MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: [2016.11.25-07.42.11:776][  0]LogOutputDevice:Error: 
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: begin: stack for UAT
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: [2016.11.25-07.42.11:776][  0]LogWindows:Error: === Critical error: ===
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: 
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: Fatal error!
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: 
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: 
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: 
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: 
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: 
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: 
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: [2016.11.25-07.42.11:777][  0]LogOutputDevice:Error: 
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: end: stack for UAT
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: [2016.11.25-07.42.13:768][  0]LogShaders:Display: Finished batch of 10 jobs in 3.173s, TShadowDepthVSForGSVertexShadowDepth_OutputDepthfalse Instructions = 100, TShadowDepthVSVertexShadowDepth_OutputDepthfalse Instructions = 100, TShadowDepthVSForGSVertexShadowDepth_PerspectiveCorrectfalse Instructions = 9
8, TShadowDepthVSVertexShadowDepth_PerspectiveCorrectfalse Instructions = 98, FOnePassPointShadowProjectionGS Instructions = 64, FHitProxyPS Instructions = 72, FHitProxyVS Instructions = 93, TLightMapDensityPSFNoLightMapPolicy Instructions = 98, TLightMapDensityVSFNoLightMapPolicy Instructions = 93, FDepthOnlyPS Instructions = 72
MainFrameActions: ´ò°ü (Windows (64λ)): UE4Editor-Cmd: [2016.11.25-07.42.13:769][  0]LogShaders:Display: Finished batch of 10 jobs in 2.885s, DepthNoPixelPipeline, FVertexDensityPS Instructions = 87, FVertexDensityGS Instructions = 55, FVertexDensityVS Instructions = 66, FVelocityPS Instructions
MainFrameActions: ´ò°ü (Windows (64λ)):  = 78, FVelocityVS Instructions = 103, TShadowDepthPSPixelShadowDepth_OnePassPointLightfalse Instructions = 67, TShadowDepthPSPixelShadowDepth_PerspectiveCorrectfalse Instructions = 68, TShadowDepthPSPixelShadowDepth_NonPerspectiveCorrectfalse Instructions = 67, TShadowDepthVSForGSVertexShadowDepth_OnePassPointLightfalse
 Instructions = 65
MainFrameActions: ´ò°ü (Windows (64λ)): CommandUtils.Run: Run: Took 719.6181598s to run UE4Editor-Cmd.exe, ExitCode=3
MainFrameActions: ´ò°ü (Windows (64λ)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: ´ò°ü (Windows (64λ)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. ---> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for E:\Work\FPS\UnrealEngine-VXGI-4.12\ShooterGame\ShooterGame.
MainFrameActions: ´ò°ü (Windows (64λ)): uproject; see log E:\Work\FPS\UnrealEngine-VXGI-4.12\Engine\Programs\AutomationTool\Saved\Logs\Cook-2016.11.25-15.44.05.txt
MainFrameActions: ´ò°ü (Windows (64λ)):    ÔÚ AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters) λÖà E:\Work\FPS\UnrealEngine-VXGI-4.12\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:ÐкŠ359
MainFrameActions: ´ò°ü (Windows (64λ)):    ÔÚ Project.Cook(ProjectParams Params) λÖà e:\Work\FPS\UnrealEngine-VXGI-4.12\Engine\Source\Programs\AutomationTool\Scripts\CookCommand.Automation.cs:ÐкŠ24
MainFrameActions: ´ò°ü (Windows (64λ)):    --- ÄÚ²¿Òì³£¶ÑÕ»¸ú×ٵĽáβ ---
MainFrameActions: ´ò°ü (Windows (64λ)):    ÔÚ Project.Cook(ProjectParams Params) λÖà e:\Work\FPS\UnrealEngine-VXGI-4.12\Engine\Source\Programs\AutomationTool\Scripts\CookCommand.Automation.cs:ÐкŠ262
MainFrameActions: ´ò°ü (Windows (64λ)):    ÔÚ BuildCookRun.DoBuildCookRun(ProjectParams Params) λÖà e:\Work\FPS\UnrealEngine-VXGI-4.12\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:ÐкŠ212
MainFrameActions: ´ò°ü (Windows (64λ)):    ÔÚ AutomationTool.BuildCommand.Execute() λÖà E:\Work\FPS\UnrealEngine-VXGI-4.12\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:ÐкŠ28
MainFrameActions: ´ò°ü (Windows (64λ)):    ÔÚ AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) λÖà E:\Work\FPS\UnrealEngine-VXGI-4.12\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:ÐкŠ538
MainFrameActions: ´ò°ü (Windows (64λ)):    ÔÚ AutomationTool.Automation.Process(String[] CommandLine) λÖà E:\Work\FPS\UnrealEngine-VXGI-4.12\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:ÐкŠ509
MainFrameActions: ´ò°ü (Windows (64λ)):    ÔÚ AutomationTool.Program.MainProc(Object Param) λÖà E:\Work\FPS\UnrealEngine-VXGI-4.12\Engine\Source\Programs\AutomationTool\Program.cs:ÐкŠ131
MainFrameActions: ´ò°ü (Windows (64λ)):    ÔÚ AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) λÖà E:\Work\FPS\UnrealEngine-VXGI-4.12\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:ÐкŠ704
MainFrameActions: ´ò°ü (Windows (64λ)):    ÔÚ AutomationTool.Program.Main() λÖà E:\Work\FPS\UnrealEngine-VXGI-4.12\Engine\Source\Programs\AutomationTool\Program.cs:ÐкŠ54
MainFrameActions: ´ò°ü (Windows (64λ)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
MainFrameActions: ´ò°ü (Windows (64λ)): Domain_ProcessExit
MainFrameActions: ´ò°ü (Windows (64λ)): AutomationToolLauncher exiting with ExitCode=25
MainFrameActions: ´ò°ü (Windows (64λ)): copying UAT log files...
MainFrameActions: ´ò°ü (Windows (64λ)): BUILD FAILED
PackagingResults:Error: ´íÎó Unknown Cook Failure

注意看日志里标红的部分,需要去日志文件Cook-2016.11.25-15.44.05.txt里查看具体Cook的原因,打开此文件,果然就定位到具体文件了。

以上是一个具体的例子,当出现打包失败的时候原因可能是多方面的,一般来说,主要包含两部分:

1.如果烘焙失败,可以先进行烘焙,解决烘焙的问题

2.如果打包时编译报错,假设你打包时选择的Development,那就打开代码,选择Development,一般来说,会和打包报同样的错误,这时候只要修改了编译报错,直至Development可以正常编译,再进行打包

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