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Help! Unreal Tournament Editor Packaging Not Completing [UE 4.15]

  • Jax0
  • July 9, 2017 at 9:34 AM
  • Jax0
    • July 9, 2017 at 9:34 AM
    • #1

    Hello, I'm struggling with a packaging error and I'd *love* some help because surely I'm not the only person to encounter this.

    I'm having a real issue with packaging my map from Unreal Tournament Editor. The issue only arose after I applied materials to the BSP geometry in the scene. I just loaded in materials that showed up when I searched for them, so I imagine it's borrowing from other Unreal Tournament maps.

    When I package, the output log gets hung up on this line: LogPackageContent: Publishing: UE4Editor-Cmd: [2017.07.09-08.06.04:603][ 0]LogCook:Display: Forcing save package ../../../UnrealTournament/Content/RestrictedAssets/Epic/Infiltrator/Env/Underground/Infrastructure/Material/CeilingMetal01.uasset because was already requeued once And will not progress, even if left packaging for over two hours. Quitting the package process is the only option, and I tried to see if it somehow magically completed in the background but no, the map doesn't load in UT.

    Again, this has only been happening since I started applying materials to the BSP geometry.

    This issue was addressed here: https://answers.unrealengine.com/questions/5422…ve-package.html but the answer is very vague and only posed more problems to me when I tried to follow it (ie Unreal then needed me to add most of those folders back in, the ones which I was told to delete, before it would even open. And then other problems occurred, so I'd end up just Verifying the Editor, installing it again, and bam... back to the original issue)


    I can see it's a problem to do with the materials. But I've no idea why it's struggling. Any advice would be amazing, thank you!

  • Jax0
    • July 19, 2017 at 4:47 AM
    • #2

    Anyone?? I'm still encountering this problem :(

  • Sigma
    • July 19, 2017 at 3:50 PM
    • #3

    Sorry Jack. I don't know enough about the behind-the-scenes guts of the Unreal Tournament Editor to help on this one. I suggest you try the unreal forums or the discord channel. There are several people who actively work on the engine (Tournament side) present pretty much 24/7. It sounds to me though like you're trying to force save over a pre-existing uasset. You might consider creating a copy of the problem material (CeilingMetal01) and using that instead on all aspects of the level. Then do a fresh save in a new directory if possible. Like I say, that is a shot in the dark and I don't know for certain, but it's a thought.

    @Castle may have something to add as he knows the engine better than many.

  • Castle
    • July 19, 2017 at 8:13 PM
    • #4

    Packaging can be a real nightmare because if there is even one thing that goes wrong it can happen and it doesn't usually explain why.

    Did you rename and/move move files very often? The engine can get very hung up on that kind of thing.

    In other words you have your material pointing to a few different files. Then you move or rename one of those files and you are not super ultra careful to

    right click => and clean up re directors

    it can cause the material to be confused about a file you have causing it to hang or fail the packaging process. Examine your folders in explorer to see if you have a lot of these weird 1k files hanging around that are the same name as older files you had before.

  • Jax0
    • July 24, 2017 at 2:03 AM
    • #5

    Thank you both for the tips. Knowing this, I'll have a further look into it and at least now I'm better informed on what sort of questions to ask if I need to go to the Unreal discord.

    Will let you know how I go! EDIT: The fix for me was to use the "In Use By Level" filter when searching for the materials that were showing up in the compile log as being requeued, and to remove all instances of them from the scene. I think I may have also deleted the materials, just to be sure. No manner of installations, moving folders, renaming directories etc etc helped. It came down to finding and removing materials

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