UE4 引擎 package 可执行文件过程中碰到fatal error的常见解决方法

本文提供了解决Unreal Engine打包过程中遇到的未明确错误来源的fatal error的方法。介绍了三种常见情况下的错误排查与修复技巧。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

一般在Editor里面做Package的过程中,经常会碰到一些红色的fatal error. 如果是源码中明显错误,可以直接看到。

本文的目的在于:帮助大家解决当Editor里面没有具体描述源码中错误来源的情况下,如何定位错误,修正错误,只是一些经验tips的集合,并不是完整的方法论。如果有不当之处请大家在评论中指出,谢谢!


1 UnrealBuildTool相关错误,可能是因为Programs里面的UnrealBuildTool或者Automation Tool没有Build完成,导致的Package失败

2 不明原因的Build Failed,在VS中在Development模式下Run,查看运行过程中是否出现错误。

3 采用2中的方法可以成功运行,但是在package完成运行EXE之后出现fatal error, 可能是

UATHelper: 打包 (Android (ASTC)): LogCook: Display: Cooked packages 3051 Packages Remain 592 Total 3643 UATHelper: 打包 (Android (ASTC)): LogOutputDevice: Warning: UATHelper: 打包 (Android (ASTC)): Script Stack (0 frames) : UATHelper: 打包 (Android (ASTC)): LogWindows: Error: appError called: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 4668] UATHelper: 打包 (Android (ASTC)): /Engine/Private/LocalVertexFactoryCommon.ush:146:32: warning: conversion from larger type 'float4' to smaller type '__restrict min16float4', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): Interpolants.TangentToWorld0 = float4(InTangentToWorld0, 0); UATHelper: 打包 (Android (ASTC)): ^ UATHelper: 打包 (Android (ASTC)): /Engine/Private/LocalVertexFactoryCommon.ush:147:32: warning: conversion from larger type 'float4' to smaller type '__restrict min16float4', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): Interpolants.TangentToWorld2 = float4(InTangentToWorld2, InTangentToWorldSign); UATHelper: 打包 (Android (ASTC)): ^ UATHelper: 打包 (Android (ASTC)): /Engine/Private/LocalVertexFactory.ush:541:17: warning: conversion from larger type 'float3x3' to smaller type 'min16float3x3', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): min16float3x3 LocalToWorld = LWCToFloat3x3(GetInstanceData(Intermediates).LocalToWorld); UATHelper: 打包 (Android (ASTC)): ^ UATHelper: 打包 (Android (ASTC)): /Engine/Private/LocalVertexFactory.ush:542:15: warning: conversion from larger type 'float3' to smaller type 'min16float3', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): min16float3 InvScale = GetInstanceData(Intermediates).InvNonUniformScale; UATHelper: 打包 (Android (ASTC)): ^ UATHelper: 打包 (Android (ASTC)): /Engine/Private/LocalVertexFactory.ush:853:36: warning: conversion from larger type 'float' to smaller type 'min16float', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): Intermediates.TangentToWorldSign = TangentSign * GetInstanceData(Intermediates).DeterminantSign; UATHelper: 打包 (Android (ASTC)): ^ UATHelper: 打包 (Android (ASTC)): /Engine/Private/MobileBasePassVertexShader.usf:42:15: warning: conversion from larger type 'float3' to smaller type 'min16float3', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): min16float3 WorldPositionOffset = GetMaterialWorldPositionOffset(VertexParameters); UATHelper: 打包 (Android (ASTC)): ^ UATHelper: 打包 (Android (ASTC)): Struct member does not have MatrixStride set. UATHelper: 打包 (Android (ASTC)): Failed to compile default material /Engine/EngineMaterials/DefaultLightFunctionMaterial.DefaultLightFunctionMaterial! PackagingResults: Error: appError called: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 4668] PackagingResults: Warning: conversion from larger type 'float4' to smaller type '__restrict min16float4', possible loss of data [-Wconversion] PackagingResults: Warning: conversion from larger type 'float4' to smaller type '__restrict min16float4', possible loss of data [-Wconversion] PackagingResults: Warning: conversion from larger type 'float3x3' to smaller type 'min16float3x3', possible loss of data [-Wconversion] PackagingResults: Warning: conversion from larger type 'float3' to smaller type 'min16float3', possible loss of data [-Wconversion] PackagingResults: Warning: conversion from larger type 'float' to smaller type 'min16float', possible loss of data [-Wconversion] PackagingResults: Warning: conversion from larger type 'float3' to smaller type 'min16float3', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: begin: stack for UAT UATHelper: 打包 (Android (ASTC)): LogWindows: Error: === Critical error: === UATHelper: 打包 (Android (ASTC)): LogWindows: Error: UATHelper: 打包 (Android (ASTC)): LogWindows: Error: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 4668] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: /Engine/Private/LocalVertexFactoryCommon.ush:146:32: warning: conversion from larger type 'float4' to smaller type '__restrict min16float4', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: Interpolants.TangentToWorld0 = float4(InTangentToWorld0, 0); UATHelper: 打包 (Android (ASTC)): LogWindows: Error: ^ UATHelper: 打包 (Android (ASTC)): LogWindows: Error: /Engine/Private/LocalVertexFactoryCommon.ush:147:32: warning: conversion from larger type 'float4' to smaller type '__restrict min16float4', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: Interpolants.TangentToWorld2 = float4(InTangentToWorld2, InTangentToWorldSign); UATHelper: 打包 (Android (ASTC)): LogWindows: Error: ^ UATHelper: 打包 (Android (ASTC)): LogWindows: Error: /Engine/Private/LocalVertexFactory.ush:541:17: warning: conversion from larger type 'float3x3' to smaller type 'min16float3x3', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: min16float3x3 LocalToWorld = LWCToFloat3x3(GetInstanceData(Intermediates).LocalToWorld); UATHelper: 打包 (Android (ASTC)): LogWindows: Error: ^ UATHelper: 打包 (Android (ASTC)): LogWindows: Error: /Engine/Private/LocalVertexFactory.ush:542:15: warning: conversion from larger type 'float3' to smaller type 'min16float3', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: min16float3 InvScale = GetInstanceData(Intermediates).InvNonUniformScale; UATHelper: 打包 (Android (ASTC)): LogWindows: Error: ^ UATHelper: 打包 (Android (ASTC)): LogWindows: Error: /Engine/Private/LocalVertexFactory.ush:853:36: warning: conversion from larger type 'float' to smaller type 'min16float', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: Intermediates.TangentToWorldSign = TangentSign * GetInstanceData(Intermediates).DeterminantSign; UATHelper: 打包 (Android (ASTC)): LogWindows: Error: ^ UATHelper: 打包 (Android (ASTC)): LogWindows: Error: /Engine/Private/MobileBasePassVertexShader.usf:42:15: warning: conversion from larger type 'float3' to smaller type 'min16float3', possible loss of data [-Wconversion] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: min16float3 WorldPositionOffset = GetMaterialWorldPositionOffset(VertexParameters); UATHelper: 打包 (Android (ASTC)): LogWindows: Error: ^ UATHelper: 打包 (Android (ASTC)): LogWindows: Error: Struct member does not have MatrixStride set. UATHelper: 打包 (Android (ASTC)): LogWindows: Error: Failed to compile default material /Engine/EngineMaterials/DefaultLightFunctionMaterial.DefaultLightFunctionMaterial! UATHelper: 打包 (Android (ASTC)): LogWindows: Error: UATHelper: 打包 (Android (ASTC)): LogWindows: Error: UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007fff00956a0e UnrealEditor-Engine.dll!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007fff00954e77 UnrealEditor-Engine.dll!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffefc6c0ba5 UnrealEditor-UnrealEd.dll!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffefc7411fd UnrealEditor-UnrealEd.dll!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffefc7518c7 UnrealEditor-UnrealEd.dll!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffefc7511a5 UnrealEditor-UnrealEd.dll!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffefc4af780 UnrealEditor-UnrealEd.dll!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffefc4d16a3 UnrealEditor-UnrealEd.dll!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ff646b1b0ce UnrealEditor-Cmd.exe!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ff646b12688 UnrealEditor-Cmd.exe!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ff646b1296a UnrealEditor-Cmd.exe!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ff646b15680 UnrealEditor-Cmd.exe!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ff646b271b4 UnrealEditor-Cmd.exe!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ff646b296f2 UnrealEditor-Cmd.exe!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007fff72077034 KERNEL32.DLL!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007fff728226a1 ntdll.dll!UnknownFunction [] UATHelper: 打包 (Android (ASTC)): LogWindows: Error: UATHelper: 打包 (Android (ASTC)): LogWindows: Error: end: stack for UAT PackagingResults: Error: begin: stack for UAT PackagingResults: Error: === Critical error: === PackagingResults: Error: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 4668] PackagingResults: Warning: conversion from larger type 'float4' to smaller type '__restrict min16float4', possible loss of data [-Wconversion] PackagingResults: Error: Interpolants.TangentToWorld0 = float4(InTangentToWorld0, 0); PackagingResults: Error: ^ PackagingResults: Warning: conversion from larger type 'float4' to smaller type '__restrict min16float4', possible loss of data [-Wconversion] PackagingResults: Error: Interpolants.TangentToWorld2 = float4(InTangentToWorld2, InTangentToWorldSign); PackagingResults: Error: ^ PackagingResults: Warning: conversion from larger type 'float3x3' to smaller type 'min16float3x3', possible loss of data [-Wconversion] PackagingResults: Error: min16float3x3 LocalToWorld = LWCToFloat3x3(GetInstanceData(Intermediates).LocalToWorld); PackagingResults: Error: ^ PackagingResults: Warning: conversion from larger type 'float3' to smaller type 'min16float3', possible loss of data [-Wconversion] PackagingResults: Error: min16float3 InvScale = GetInstanceData(Intermediates).InvNonUniformScale; PackagingResults: Error: ^ PackagingResults: Warning: conversion from larger type 'float' to smaller type 'min16float', possible loss of data [-Wconversion] PackagingResults: Error: Intermediates.TangentToWorldSign = TangentSign * GetInstanceData(Intermediates).DeterminantSign; PackagingResults: Error: ^ PackagingResults: Warning: conversion from larger type 'float3' to smaller type 'min16float3', possible loss of data [-Wconversion] PackagingResults: Error: min16float3 WorldPositionOffset = GetMaterialWorldPositionOffset(VertexParameters); PackagingResults: Error: ^ PackagingResults: Error: Struct member does not have MatrixStride set. PackagingResults: Error: Failed to compile default material /Engine/EngineMaterials/DefaultLightFunctionMaterial.DefaultLightFunctionMaterial! PackagingResults: Error: [Callstack] 0x00007fff00956a0e UnrealEditor-Engine.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007fff00954e77 UnrealEditor-Engine.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffefc6c0ba5 UnrealEditor-UnrealEd.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffefc7411fd UnrealEditor-UnrealEd.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffefc7518c7 UnrealEditor-UnrealEd.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffefc7511a5 UnrealEditor-UnrealEd.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffefc4af780 UnrealEditor-UnrealEd.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffefc4d16a3 UnrealEditor-UnrealEd.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff646b1b0ce UnrealEditor-Cmd.exe!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff646b12688 UnrealEditor-Cmd.exe!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff646b1296a UnrealEditor-Cmd.exe!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff646b15680 UnrealEditor-Cmd.exe!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff646b271b4 UnrealEditor-Cmd.exe!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff646b296f2 UnrealEditor-Cmd.exe!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007fff72077034 KERNEL32.DLL!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007fff728226a1 ntdll.dll!UnknownFunction [] PackagingResults: Error: end: stack for UAT UATHelper: 打包 (Android (ASTC)): Took 674.0243639s to run UnrealEditor-Cmd.exe, ExitCode=3 UATHelper: 打包 (Android (ASTC)): ERROR: Cook failed. UATHelper: 打包 (Android (ASTC)): (see C:\Users\Administrator\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE5+UE_5.1\Log.txt for full exception trace) UATHelper: 打包 (Android (ASTC)): AutomationTool executed for 0h 11m 45s UATHelper: 打包 (Android (ASTC)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure) UATHelper: 打包 (Android (ASTC)): BUILD FAILED PackagingResults: Error: Cook failed.
06-26
LogUObjectHash: Compacting FUObjectHashTables data took 0.81ms LogTurnkeySupport: Project requires temp target (已启用OSC插件) LogLauncherProfile: Unable to use promoted target - ../../../../../../引擎项目/CS_523/CS_523/Binaries/Win64/UnrealGame.target does not exist. LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""E:/Epic Games/ue/UE_5.3/Engine/Build/BatchFiles/RunUAT.bat" -ScriptsForProject="E:/引擎项目/CS_523/CS_523/CS_523.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=53146 -project="E:/引擎项目/CS_523/CS_523/CS_523.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="E:/引擎项目/CS_523/CS_523/CS_523.uproject" -unrealexe="E:\Epic Games\ue\UE_5.3\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -SkipCookingEditorContent -installed -stage -archive -package - build -pak -iostore -compressed -prereqs -archivedirectory="C:/Users/24994/Desktop/cs" -CrashReporter -clientconfig=Development" -nocompile -nocompileuat ] UATHelper: 打包 (Windows): Running AutomationTool... UATHelper: 打包 (Windows): Using bundled DotNet SDK version: 6.0.302 UATHelper: 打包 (Windows): Starting AutomationTool... UATHelper: 打包 (Windows): Parsing command line: -ScriptsForProject=E:/???Ŀ/CS_523/CS_523/CS_523.uproject Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=53146 -project=E:/???Ŀ/CS_523/CS_523/CS_523.uproject BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=E:/???Ŀ/CS_523/CS_523/CS_523.uproject -unrealexe="E:\Epic Games\ue\UE_5.3\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -SkipCookingEditorContent -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory=C:/Users/24994/Desktop/c s -CrashReporter -clientconfig=Development -nocompile -nocompileuat UATHelper: 打包 (Windows): Initializing script modules... UATHelper: 打包 (Windows): Total script module initialization time: 0.27 s. UATHelper: 打包 (Windows): Executing commands... UATHelper: 打包 (Windows): Installed Sdk validity: UATHelper: 打包 (Windows): Win64: (Status=Valid, MinAllowed_Sdk=10.0.00000.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.18362.0, Allowed_AutoSdk=10.0.18362.0, Current_AutoSdk=, Flags="InstalledSdk_ValidVersionExists, Sdk_HasBestVersion") UATHelper: 打包 (Windows): Scanning for envvar changes... UATHelper: 打包 (Windows): ... done! UATHelper: 打包 (Windows): Cleaning Temp Paths... UATHelper: 打包 (Windows): BUILD SUCCESSFUL UATHelper: 打包 (Windows): Setting up ProjectParams for E:\引擎项目\CS_523\CS_523\CS_523.uproject UATHelper: 打包 (Windows): ********** BUILD COMMAND STARTED ********** UATHelper: 打包 (Windows): Running: E:\Epic Games\ue\UE_5.3\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "E:\Epic Games\ue\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" CS_523 Win64 Development -Project=E:\引擎项目\CS_523\CS_523\CS_523.uproject -Manifest=E:\引擎项目\CS_523\CS_523\Intermediate\Build\Manifest.xml -remoteini="E:\引擎项目\CS_523\CS_523" -skipdeploy -log="C:\Users\24994\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Epic+Games+ue+UE_5.3\UBT-CS_523-Win64-Development.txt" UATHelper: 打包 (Windows): Log file: C:\Users\24994\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Epic+Games+ue+UE_5.3\UBT-CS_523-Win64-Development.txt UATHelper: 打包 (Windows): Creating makefile for CS_523 (.uproject file is newer) UATHelper: 打包 (Windows): Writing manifest to E:\������Ŀ\CS_523\CS_523\Intermediate\Build\Manifest.xml UATHelper: 打包 (Windows): Building CS_523... UATHelper: 打包 (Windows): Using Visual Studio 2022 14.44.35208 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10). UATHelper: 打包 (Windows): [Upgrade] UATHelper: 打包 (Windows): [Upgrade] Using backward-compatible build settings. The latest version of UE sets the following values by default, which may require code changes: UATHelper: 打包 (Windows): [Upgrade] CppStandard = CppStandardVersion.Default => Updates C++ Standard to C++20 (Previously: CppStandardVersion.Cpp17). UATHelper: 打包 (Windows): [Upgrade] WindowsPlatform.bStrictConformanceMode = true => Updates MSVC strict conformance mode to true (Previously: false). UATHelper: 打包 (Windows): [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V4;' in CS_523.Target.cs, and explicitly overriding settings that differ from the new defaults. UATHelper: 打包 (Windows): [Upgrade] UATHelper: 打包 (Windows): Determining max actions to execute in parallel (8 physical cores, 16 logical cores) UATHelper: 打包 (Windows): Executing up to 8 processes, one per physical core UATHelper: 打包 (Windows): Requested 1.5 GB memory per action, 3.8 GB available: limiting max parallel actions to 2 UATHelper: 打包 (Windows): ------ Building 6 action(s) started ------ UATHelper: 打包 (Windows): [1/6] Compile [x64] SharedPCH.Engine.Cpp17.cpp UATHelper: 打包 (Windows): c1xx: fatal error C1083: �޷��򿪱������м��ļ�: ��E:\引擎项目\CS_523\CS_523\Intermediate\Build\Win64\x64\CS_523\Development\Engine\SharedPCH.Engine.Cpp17.h.pch��: No such file or directory UATHelper: 打包 (Windows): [2/6] Compile [x64] SharedPCH.Core.Cpp17.cpp UATHelper: 打包 (Windows): c1xx: fatal error C1083: �޷��򿪱������м��ļ�: ��E:\引擎项目\CS_523\CS_523\Intermediate\Build\Win64\x64\CS_523\Development\Core\SharedPCH.Core.Cpp17.h.pch��: No such file or directory UATHelper: 打包 (Windows): Total time in Parallel executor: 1.07 seconds UATHelper: 打包 (Windows): Total execution time: 3.10 seconds LogSlate: Last resort fallback font was requested. Font: '../../../Engine/Content/Slate/Fonts/DroidSansFallback.ttf', Character: '޷ (U+07b7)' LogSlate: Took 0.005769 seconds to synchronously load lazily loaded font '../../../Engine/Content/SlateDebug/Fonts/LastResort.ttf' (5269K) UATHelper: 打包 (Windows): Took 3.49s to run dotnet.exe, ExitCode=6 UATHelper: 打包 (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\24994\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Epic+Games+ue+UE_5.3\UBT-CS_523-Win64-Development.txt) UATHelper: 打包 (Windows): AutomationTool executed for 0h 0m 6s UATHelper: 打包 (Windows): AutomationTool exiting with ExitCode=6 (6) UATHelper: 打包 (Windows): BUILD FAILED PackagingResults: Error: Unknown Error
05-31
fatal error是指程序发生了严重的错误导致无法继续执行,通常会导致程序直接崩溃或者出现严重的异常。解决fatal error方法如下: 1. 检查错误日志:fatal error通常会产生错误日志,我们可以通过查看错误日志来获取详细的报错信息,以便更好地定位错误原因。 2. 代码逻辑检查:检查可能存在错误的代码逻辑,如循环、条件判断、函数调用等,确保代码的正确性。特别是要关注可能导致程序崩溃的地方,如内存操作、文件操作等。 3. 调试工具:使用调试工具进行调试,可以设置断点、观察变量的值,以及执行过程中的跟踪,帮助我们更好地理解程序运行时的情况,进而根据调试信息找出并解决问题。 4. 检查依赖包和库:fatal error也可能是由于依赖包或库的问题引起的,因此我们需要检查是否安装了必要的依赖,并且版本是否匹配。 5. 硬件和操作系统检查:某些fatal error可能是由于硬件故障或者操作系统问题导致的,这时候我们需要检查硬件设备的连接情况以及操作系统是否更新或出现了异常。 6. 找相关资料和寻求帮助:通过搜索相关资料或咨询专业人士,可以获取他人的经验和建议,帮助我们更好地解决fatal error问题。 在解决fatal error过程中,需要耐心和持续跟踪调试,同时也要学会从错误中吸取教训,不断提高自己的编程能力和错误处理能力。
评论 7
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值