Preface
Ever since TMTK's release, some creators have been occasionally been plagued by the error message ugcArtifactNotFound, which appears only after the build process. This is TMTKs "catchall" error message, meaning it appears when none of the other checks or exception handling Frontier has implemented applies. Really an error that could be anything. Therefore, it is notoriously hard to track down. I know that this community isn't very busy anymore, but maybe someone might still benefit from this post.
Some relevant threads:
forums.frontier.co.uk
forums.frontier.co.uk
steamcommunity.com
General Recommendation
If you are affected, you should first try to reduce your zip-contents to the bare minimum: Do not upload any textures (object will just be plain white if TMTK succeeds), and do not use any LODs (meaning just have L1-L5 be a straight copy of L0). If the conversion then succeeds, you know the problem is the textures or the LODs respectively.
Yet another possible cure
If you are trying to create an animated object, I have now found another possible way if fixing this error. It will not work for all objects as I only had one sample to try this on. I'd really like to have more, but I so far did not succeed in provoking this error deliberately.
Scope: Animated objects, which are correctly processed when the animation is removed. (e. g. by deleting the armature in Blender)
Possible fix: Use adjusted vertex group weight normalization, which ensures
As the weights are floating point values, Blender's built-in normalization will only ensure the sum will be very close to 1. Someone who faced this error contacted me on Steam, and writing a custom normalization script I managed to get rid of the error. The Blender project in question consisted of about 15.000 vertices, my script adjusted only 165 of them and that was enough to make the TMTK conversion succeed. As I only had this one sample, I cannot tell which percentage of projects can be fixed this way, so if you are affected, please try it and share your results.
I added my normalization script as an operator to my Blender addon over at https://tmtk.gohax.eu/. You should use it after applying modifiers like Decimate, as those will change the vertex group weights.
Ever since TMTK's release, some creators have been occasionally been plagued by the error message ugcArtifactNotFound, which appears only after the build process. This is TMTKs "catchall" error message, meaning it appears when none of the other checks or exception handling Frontier has implemented applies. Really an error that could be anything. Therefore, it is notoriously hard to track down. I know that this community isn't very busy anymore, but maybe someone might still benefit from this post.
Some relevant threads:
ugcArtifactNotFound???
So I looked up ugcArtifactNotFound: Builder could not generate pcugc artifact. Check the material combinations are valid. Ensure texture file format is valid. These are all 256x256 grayscale maps (even the base color map), so I'd done them in grayscale mode. Thinking that was the problem, I...
ugcArtifactNotFound?
Don't you just love it when you spend hours upon hours of hard work on a model/animation, making sure EVERY vertice has a weight of one, making sure it fits within the 8x8x8m boundary box, making sure all the textures are named right, making sure there was less than 8000 triangles, making sure...

Problem with uploading Thememaker's Toolkit model :: Planet Coaster General PC Discussion
I recently got my tookit model to almost successfully build and upload but got this error: Builder could not generate pcugc artifact. [ugcArtifactNotFound] "Could not find pcugc artifact" Here is the link to my .zip file https://www.dropbox.com/s/tbsgcl8urvbajn4/klutz_entrance_sign.zip?dl=0 I...
General Recommendation
If you are affected, you should first try to reduce your zip-contents to the bare minimum: Do not upload any textures (object will just be plain white if TMTK succeeds), and do not use any LODs (meaning just have L1-L5 be a straight copy of L0). If the conversion then succeeds, you know the problem is the textures or the LODs respectively.
Yet another possible cure
If you are trying to create an animated object, I have now found another possible way if fixing this error. It will not work for all objects as I only had one sample to try this on. I'd really like to have more, but I so far did not succeed in provoking this error deliberately.
Scope: Animated objects, which are correctly processed when the animation is removed. (e. g. by deleting the armature in Blender)
Possible fix: Use adjusted vertex group weight normalization, which ensures
Code:
sum(weights) == 1.0
I added my normalization script as an operator to my Blender addon over at https://tmtk.gohax.eu/. You should use it after applying modifiers like Decimate, as those will change the vertex group weights.