#packaging

1 messages · Page 57 of 1

floral marsh
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I keep getting this error when i try to package my game for distrobution (i want to play on a differnt machine without UE installed(you probably understood that but just in case)) https://pastebin.com/YkbBhY33. ive tried a billin google searches and found no solution

median minnow
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HI Guys, wierd but i packaged my game and now i have a extra folder in there with the gametitle and an empty unreal engine project also... how can i make that it only package the game and dont create the project

mellow bane
median minnow
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the wohle project extra in the folder with a ue project exe and all folders with all assets

mellow bane
median minnow
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i got the win no editor folder, then with the actual game, and again a Folder called by the GAme where the whole unrel engine project is in with a own exe and content folder and so on

mellow bane
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How did you package?

median minnow
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with the projectlauncher

mellow bane
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Check your options then

median minnow
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@mellow bane maybe create chunks?

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or store all content in an uepak file?

mellow bane
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You want that anyway but that's not the issue

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Tick "for distribution", check with the simple File->Package method

median minnow
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ok thaksn i trz that

weak spoke
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hello , I ve a question but not sure where to write. I want to build light/path etc of the level but Unreal crashs when i try to do. I checked the logs and i couldnt understand what is wrong and how can i find the issue. this is from log. I ve no clue to find the problem . I mean how can i find the Callstack 0x00007fff6d36485b.
LogWindows: Error: [Callstack] 0x00007ff68a517fea UE4Editor.exe!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2022.06.20-12.11.43:602][632]LogWindows: Error: [Callstack] 0x00007fff6b7754e0 KERNEL32.DLL!UnknownFunction []
[2022.06.20-12.11.43:602][632]LogWindows: Error: [Callstack] 0x00007fff6d36485b ntdll.dll!UnknownFunction []

median minnow
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Does Nativize on Packaging, helps for performance and reliability? or is it causing new fresh stinky bugs?

winged moss
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well it's pretty much removed in UE5

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and it does cause weird bugs with the event driven loader

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it may marginally improve performance with certain blueprints, like the ABP

median minnow
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weel then i igore it better

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have amultiplayergame and such.. so a lot of replication and pain so...yea only would do it if it helps for sure

winged moss
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it's always better to hand-nativise

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the nativisation generated code was not human readable

median minnow
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ok got it, thakns

simple summit
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ok now launching gives the same error wtf

mystic atlas
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Have you tried increasing the size of your page file?

mild shell
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i'm getting an issue where a packaged build of my game is crashing and got this in the log file from the crash:

Assertion failed: Pair != nullptr [File:C:\SWD\UE_4.26.2\Engine\Source\Runtime\Core\Public\Containers/Map.h] [Line: 621]

anyone know what this means?

outer lodge
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UE4.27

shadow storm
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why is my game doing a full rebuild if I have it unchecked?

mild shell
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how do I enable debug symbols for a source code build of the engine?

mystic atlas
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Build in a different configuration

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Debug Game Editor will build debug symbols for your game, but not the engine

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Debug Editor will include the engine

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Shipping won't make debug symbols or, at the very most, minimal ones.

winged moss
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they're symbols for optimised code but they're still symbols

mystic atlas
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I did say minimal ones!

winged moss
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minimal would mean something like stripped symbols, but they're not stripped either

mystic atlas
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Not as useful as debug or development symbols, better? 😦

mellow bane
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No meaningful difference with Development, both are optimized code that's harder to debug than Debug

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They also include both game and engine

severe basalt
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is there way to reduce .exp file size?

severe basalt
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or loading uexp file from out directory is possible?

ripe fable
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How do I add new input mappings to existing clients? When I add new inputs to my game, and players update through Steam, they can’t see the new inputs until they delete their config file.

static current
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Hello, Ive got a question about packaging. Let's say for example my project is 50 gb, and in the content browser I have 100 meshes, but my game uses 20 of those 100. So when the game gets packaged and exported, will it still be 50 gb and include all the content ? Even the one that is not used in the game ? Or it will include only those 20 meshes that are actually in the game?

winged moss
winged moss
ripe fable
winged moss
slow karma
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Hi there
I have a problem about packaging in .aab

I am a student. My class and I made an Android game with Unreal Engine 4.27. We have to ship and upload it on Google Play Store (and now it accepts only .aab). But the packaging fails with the error you can see in the linked image
Usually we make normal (.apk) ships and it still works. The error occurs only for .aab, so I think Android Studio and Java are good. But I may be wrong

Do you have any solution or suggestion?

slow karma
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Hi again
I succeeded resolving the error
I generated a new keystore with a different alias, applied the new parameter values in project settings and the packaging has good ending

stable path
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Tiles aren't being packaged for my world partition levels so nothing can stream in. What could be causing that? These are the errors I get when trying to load a tile.
LogStreaming: Error: Couldn't find file for package /Game/Maps/Whiteboxes/TerrainTesting/TerrainTest01/Generated/TerrainTest01_MainGrid_L0_X2_Y-1_DL0.

sleek dagger
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Hi. Have a strange bug. with Metahumans and UE5. Then packaging Metahuman's Control rig doesn't work. Obviously it's working in "play in editor" and standalone play modes.
Can't see any errors or something. What it can be?

elder spire
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Hi there, I am currently learning ndisplay in 4.27 and i manage to get it to work using switchboard in the engine, but was wondering is it possible to get ndisplay to work during a package build?

earnest pivot
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Packaging (Windows): ERROR: Cook failed. anyone know how to fix it?

winged moss
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well the rest of the log helps

royal pond
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I have an issue currently with a live build where I get [2022.06.23-08.40.08:306][815]LogWindows: Error: [Callstack] 0x00007ff62b520492 MyGameServer-Win64-Test.exe!UnknownFunction [] over and over in the call stack until eventually

[2022.06.23-08.40.08:303][815]LogWindows: Error: === Critical error: ===
[2022.06.23-08.40.08:303][815]LogWindows: Error: 
[2022.06.23-08.40.08:303][815]LogWindows: Error: Fatal error!
[2022.06.23-08.40.08:304][815]LogWindows: Error: 
[2022.06.23-08.40.08:304][815]LogWindows: Error: Unhandled Exception: EXCEPTION_STACK_OVERFLOW
[2022.06.23-08.40.08:304][815]LogWindows: Error: 
[2022.06.23-08.40.08:304][815]LogWindows: Error: [Callstack] 0x00007ffffe1a8578 PhysX3PROFILE_x64.dll!UnknownFunction []
[2022.06.23-08.40.08:305][815]LogWindows: Error: [Callstack] 0x00007ffffe1a4c72 PhysX3PROFILE_x64.dll!UnknownFunction []
[2022.06.23-08.40.08:305][815]LogWindows: Error: [Callstack] 0x00007ffffe0c1bdb PhysX3PROFILE_x64.dll!UnknownFunction []
[2022.06.23-08.40.08:305][815]LogWindows: Error: [Callstack] 0x00007ffffe0c0d17 PhysX3PROFILE_x64.dll!UnknownFunction []

I'm wondering what configuration I need to change in order to not get unknownFunctions but known functions in my logs.

Thanks in advance.

open rapids
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Need help with an internal compiling error.

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I tried repairing Visual Studio 2022 to no avail.

jagged seal
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I am looking for some guidance / tutorial about how to organize your project to be able to add DLC for PC and mobile game and how to build DLC (so that only DLC assets get packaged)

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seems like one of those subjects that has never been covered in depth with real-life application examples 😦

winged moss
open rapids
winged moss
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then you'd have to backport that fix in that case

marble mesa
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I’m currently packaging the lyra game in development config. For some reason none of the data assets are loading when I play the game. Everything works fine in the editor just not in builds. I’ve also tried shipping config and debug game same result. I’ve set all the data assets to “always cook” in the asset manager still nothing. I’m out of ideas. Has anyone ran into this?

royal pond
winged moss
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ie. a server you control? then stage the PDB files with the build then

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or download the mdmp and view it locally with the symbols for the build

winged crown
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I cannot build for Windows. I keep getting this error and Im not sure exactly why

LogPlayLevel:         ---> System.UnauthorizedAccessException: Access to the path 'C:\Users\Maxs' is denied.
winged moss
open rapids
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What do you mean?

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I found this thus far.
Using Visual Studio 2019 14.32.31332 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.32.31326) and Windows 10.0.20348.0 SDK (C:\Program Files (x86)\Windows Kits\10).

winged moss
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look at changes to IoStore.cpp in the ue5 branch

open rapids
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I am using UE4.27.

winged moss
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yes but that's what backporting means

open rapids
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Why do I need UE5 just to get my engine for 4.27 working again? It never had any problems until after I reformatted my computer months ago.

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And installed Visual Studio 2022. Yet my other project using built-in 4.27 works fine without error.

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Trying to wonder what suddenly broke my custom engine build.

winged moss
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there's a compiler bug with the toolchain you're using and they addressed it in 5.0.2

open rapids
shadow storm
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is there an unspoken rule in packing for unreal engine? if at first you dont suceed try try again? My packing gave me an error and I have full rebuild unchecked. Now after it failed I did it again but it look like instead of 800 lines of compling code things there was only 3, and then it worked. is this because I have full rebuild UNCHECKED? or why does this happen, does VS fix code in the background each time?

winged crown
winged crown
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I tried packaging for Windows 10 in a UE4.26.2 project and that worked, why can I package for windows 10 in UE4 but not UE5?

neat juniper
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Can someone help me figure out what this means?? I'm an an old 4.22 version and I have no idea what it is and I've packaged this game fine for 3 years. Since the last packaging I've only been working on implementing a complex widget in C++.

Can it be from an include that should be used with Editor-only modules?

Adding "PrecompileForTargets = PrecompileTargetsType.Any" to "EditorStyle.Build.cs" also doesn't work, it gets the same error anyway, maybe I have to recompile the entire engine for it to work

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Full error:

ERROR: Missing precompiled manifest for 'EditorStyle'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in EditorStyle.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for 'EditorStyle'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in EditorStyle.build.cs to override.
UATHelper: Packaging (Windows (64-bit)): Took 13,2121347s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows

Edit: Solution is that my uproject file included a dependency on an Editor module, which is not allowed. In my case it was "UMGEditor". Removing this and re-loading the solution resolved the issue. Also, you shouldn't have your own stuff there at all, all those modules should be moved to the Build.cs file, found in Source\ProjectName\ProjectName.Build.cs in the list with PublicDependencyModuleNames.AddRange

maiden oak
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Hello all, i want to package a some levels of the game not the all of it how can i do that can someone help me thank you

west canyon
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is ASTC incompatible with Android phones or something? It keeps saying not compatible while installing

spark pine
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Also, I have a question: How do you find out what asset is triggering this warning: LogCook: Warning: Unable to find package for cooking /Game/FirstPersonBP/Blueprints/FirstPersonGameMode
that FirstPersonGameMode mentioned by the cooker does not and should not exist.
With the refecrence viewer, I can't find the culprit, and there's nothing in the cooking logs about what asset needs a reference to that FirstPersonGameMode

west canyon
north rose
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Hi guy, would you like to give me an idea about UE5 game release? I mean, if someone make a game on UE5, what are the way he can make his game release able to xbox or make .exe version like this etc. Any resources or tutorial that helps to understand how to work on the production release of a game? Thanks

bleak cove
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hey guys, i have a question on my packaging issue and im still new using unreal. it seems when im packaging my project in html5, my skylight is missing after packaging. is there any solution for this? im using unreal 4.23 and thanks in advance!

west canyon
placid cipher
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Whats causes the packaged project to be not responding when you launch it?

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My packaged project is freezing at black screen when i open it

winged moss
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that could be any number of factors

placid cipher
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It works fine in standalone

winged moss
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attach a debugger and break if you want to know what the game thread is doing

placid cipher
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I dont understand, you mean launching the project with a debugger? F5 in vs

winged moss
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as long as you have compatible PDBs for your packaged build, you can attach to process from VS

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you can then hit break and then switch over to the main/game thread and see what it's doing

placid cipher
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What i understood is package the game as "DebugGame" then open the file in ProjectFolder\MyProjectName\Binaries\Win64\MyProjectName-Win64-DebugGame.exe with visual studio, did i get it right?

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i do have debug symbols installed

winged moss
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this is nothing to do with the "debuggame" target

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you can attach a debugger to even the shipping exe

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you're dealing with optimised code, but it should be enough to tell what's going on

placid cipher
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Dunno if i got it right, but it seems to be looping in extern "C" void __cdecl _Init_thread_header(int* const pOnce) noexcept in thread_safe_statics.cpp, but no idea whats that

winged moss
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and that's in the game thread?

placid cipher
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yea

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it goes over multiple lines but when it reaches that it keeps looping there when i keep clicking step out at the end it goes back to game

winged moss
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show VS interface

placid cipher
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uhm you mean a screen shot?

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Hold on, i think im getting somewhere

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Oh i fixed it xd

placid cipher
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i think you meant screenshot but decided to wait till you confirm, while waiting i was like what would he look for and i kept looking and realized i didnt check the callstack xd

winged moss
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yes it was a screenshot

south mortar
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guyys i am stucking in that error while packaging for android for 11 days someone help me cuz i am gonna lose my mind Intermediate\Android\arm64\gradle\rungradle.bat" :app:assembleDebug

static prawn
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After changing cook from development build to test or shipping i get: The game module 'projectname' could not be found. Please ensure that thia module exists and that it is compiled. Anyone knows why this happens ?

gray bolt
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Any idea what would cause this one?

ERROR: Stage Failed. Failed to delete staging directory

keen moss
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Anyone have any idea what this means? Only happens on a packaged build. Works fine in editor or when launched standalone from editor.

Assertion failed: SchemaIt != SchemaEnd [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\UnversionedPropertySerialization.cpp] [Line: 669]

winged moss
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you might be able to figure out which asset it is

keen moss
half sundial
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Heya, I tried googling this but even after trying some solutions I can't get my hardware cursors to show up after the game is packaged, does anyone have an idea on how to fix this?

clever prism
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Trying to cook project, I simply do not know how can fix this. pls ping me if you guys got a solution

clever prism
south mortar
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someone plz let me end this

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more than 2 weeks working on the same error
and nothing change

dusky tree
fickle sandal
# south mortar

@south mortar Asalaamu 'alaykum brother. Looks like others have had similar issues to you: https://forums.unrealengine.com/t/android-packaging-error-on-com-google-vr-sdk-samples-permission-and-or-java/137734/6

Try these two:

  • Enable Android Runtime Permission plugin
  • Enable Google Play Subsystem Plugin

The issue is one of the plugins you need are disabled. Either you disabled it intentionally or it was already disabled.

marble mesa
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So I was looking at my "CookerOpenOrder.log" file there I see that all of my custom game feature plugins and all of their data are getting cooked. However when I load up the game none of those assets are being loaded. Which is confusing because I don't get any cook or build errors nor warnings about the assets in my game feature plugins

forest token
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someone can help me fix this bug pls
i have been stuck in here for 2 days 😦

mellow bane
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Make sure to installer the required software versions that the release notes for your engine specifically mention

forest token
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hmmmm shoul i download that ?

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should*

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ok

hasty magnet
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I upgraded my project from UE4.27 ---> UE5 . after packaging the project for windows client target and running the exe file this message box appears .
BTW my engine is source version. any idea what is going on ? this module is my main game module .

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Migrating from 4.27 ---> 5.0 was so much painful.

hasty magnet
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Anyone can help?

lofty dome
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  1. Are you sure you included your module in the Build.cs files? That's a good place to verify.
  2. Did you generate visual studio project file and have you run the editor from visual studio? That can possibly fix this issue. Or at least show you if something is wrong inside the code
  3. Also, personally I've found that many problems go away if you ensure that you have all the solution config binaries built.

I don't know if your project is Blueprint or C++, but many packaging methods only work if you convert the project to C++

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@hasty magnet

hasty magnet
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@lofty dome

hasty magnet
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@lofty dome

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its on development editor

winged moss
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why does KillMill have KillMill in its Build.cs?

winged moss
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as well as Target.cs

hasty magnet
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checjed it all . this error appears just when package project for platforms (windowsclient and windows server ,......)

winged moss
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show uproject

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show your Target.cs files in file explorer

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show Target.cs

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also for a server, you'll typically have MyProjectServer.Target.cs, alongside MyProject.Target.cs

winged moss
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as well as MyProjectClient.Target.cs if you are doing the client only target

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SHOW IT THEN

hasty magnet
winged moss
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the contents

hasty magnet
winged moss
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and now the uproject

clever prism
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that's the log

hasty magnet
winged moss
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and how do you cook the game?

clever prism
winged moss
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this is a reply to SatanicDeveloper

clever prism
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oh

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sorry

winged moss
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and it's a BP only game so who knows

hasty magnet
hasty magnet
winged moss
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I'm not talking to you

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there are 2 conversations

hasty magnet
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ah ok :d

winged moss
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I really don't trust packaging from the menus, always BuildCookRun

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though can you see the UAT parameters it's passing? maybe it's skipping build for some reason

hasty magnet
winged moss
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well I did a custom build graph that uses BuildCookRun, but you can find info about it via google

hasty magnet
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you mean using the raw command line parameters ?

winged moss
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yes and that's all this menu does

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if you look at the output window you'll probably see RunUAT.bat BuildCookRun somewhere

hasty magnet
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ok i will check it

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thanks

winged moss
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and it would need the -Build parameter to be passed to the command line for it to build modules

hasty magnet
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the funny thing is that all of these worked perfectly in previous versions 😂

winged moss
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though I would have no idea why "use proejct setting" would refer to the server target rather than the main game target

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also the differences between client and game is that client doesn't have any ability to host listen servers if that matters to you

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and this is a source build right?

hasty magnet
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What is this error

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It appeared when i used project launcher

winged moss
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did you not do a source build properly?

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ie. engine and project side-by-side

hasty magnet
winged moss
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I said properly

hasty magnet
winged moss
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damn

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that probably wasted at least 2 hours

hasty magnet
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Yes

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about 4 hour

winged moss
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if you do it properly, then a source build only builds what is used by the project

hasty magnet
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I didnt know that .

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thats good

lofty dome
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What's the key difference between a baked asset and a staged asset? Is it just that a baked asset is still in the same directory as the original, and a staged asset gets moved to an outside directory?

hasty haven
#

Hello there, I've packaged my project to test it and I'm getting this error when I start it. Someone has any idea about what it is and how to fix it? Thank you.

lofty dome
winged moss
winged moss
# hasty haven

check the log, this is usually a circular dependency issue in BP

hasty haven
winged moss
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it's something like that from what I read of the description

hasty haven
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Thank you for your help

velvet kindle
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help please

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unreal build tool always fails

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i do not know why it fails

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this occurs when packaging

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when cooking, everything is fine

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please ping me if you want to reply/respond to my problem/issue

winged moss
velvet kindle
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it is not

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its from the marketplace

winged moss
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well that's what's causing it

velvet kindle
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do you know how should i fix it?

velvet kindle
winged moss
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by yours I mean "a plugin you developed"

velvet kindle
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oh ok

winged moss
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are you using pak encryption? I'm not sure why it would be related

velvet kindle
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really weird

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i am going to join their discord to ask about this issue

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thanks for the help sswires

wanton mural
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my export always gets stuck here, no idea whats causing or how to fix it, it's happened multiple times too

velvet kindle
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and i am also not sure why it would occur

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but hopefully the guys from their discord would help me

velvet kindle
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not really sure

wanton mural
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I'm sure I have enough ram but maybe I don't have enough allocated?

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Where can I allocate more

fickle sandal
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Anyone know why when I make a shipping build of my Lyra project, all the text defaults to internationalization German?

What a strange behavior, this only happens in shipping, and I can't change the language in the main menu settings either

velvet kindle
obsidian walrus
#

hai guys, i'm tearing my hair out here. I'm looking everywhere for information, but i keep turning up empty handed.
I'm looking for help with UE4 and modding games with .pak files
the game i am modding needs the pak files to be versionless... or something?
in essence: "how do i create a pak archive where the files within have a versioning control of 0?"
it would need to end up like this:
https://cdn.discordapp.com/attachments/612791497841967125/991844688879419452/unknown.png
where as when i attempt to package my uassets with: unrealpak.exe [path to output] -Create=[path to txt] i get this:
https://cdn.discordapp.com/attachments/612791497841967125/991844812410077294/unknown.png

winged moss
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this discord isn't really for unofficial modding efforts

bleak cove
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hey guys i have a problem where skylight is missing when packaging html5. is there any solution for this?

woven silo
#

does anyone have experience publishing Unreal packages on the Microsoft Store?

winged moss
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has cooking crashed for anyone with WP and the Linux server with ULandscapeInfo::UpdateAddCollision at the top of the stack?

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someone asked on UDN, in Japanese

hazy goblet
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I am trying to package for Linux server on UE5
But somehow now its importing the OculusHMD, previously it used skip that, as they were after IsDedicatedServer Node , this is inside blueprints.
/Game/MyGame/Maps/WorldLevel for platform LinuxServer. It imports class /Script/OculusHMD.OculusFunctionLibrary, which is in a module that is not available on the platform.

winged moss
hazy goblet
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but in 4.27 it used to packaged fine

mystic atlas
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Are you still using 4.27?

hazy goblet
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I am using UE5

mystic atlas
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Look at the function and see what it's doing.

hazy goblet
winged moss
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That to be managed by the LBP is a bit weird

hazy goblet
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Sorry I did not understand that.

winged moss
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level blueprint

hazy goblet
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yeah, right well even if i am going to put inside another class, it is doing the same thing, so I am just moving all of this to C++ and using Preprocessors now

supple moon
#

what are the maximum compression settings to export the game from unreal?

edgy frost
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did anyone had issues where:

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it does not detec cross compiler chain even though it is installed

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and env vars are set ?

molten marlin
#

Hi, for some reason recently when I package my game I keep getting the error which says "CreateProcess() returned 570." I've read some stuff online, but nothing seems to fix it also in my build log it returns ```
Running: C:\Users\Cengiz\Desktop\WindowsNoEditor\Zombified\Binaries\Win64\ZombifiedRemastered.exe ../../../Zombified/Zombified.uproject SV_Farm+L_DevTesting+LHUD_MainMenu+L_Training -stdout -abslog="C:\Users\Cengiz\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE4.1+UE_4.27\Client.log" -Messaging -Windowed -CrashForUAT -SessionId=33F7BB3B4B3A4CC9CC66EDBA9906037E -SessionOwner="Cengiz" -SessionName="Zombified Dev"
ERROR: System.ComponentModel.Win32Exception (0x80004005): The file or directory is corrupted and unreadable

so I am not too sure wanted to see if anyone is able to help on why this could be happening.
mystic atlas
#

Have you tried rebooting?

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Or a windows restore?

fickle sandal
#

Did anyone ever come across internationalization/language issues after packaging the game for shipping?

My internationalization locks into German lol

sweet girder
#

hey, i'm trying to package a test version, the packaging process is successful, but the exe won't run, that's the log:

lucid laurel
#

Someone knows what can cause this issue?

fair night
#

Hi!
Anyone having the issue where it doesn't load a Streaming level when Packaged as Shipping ?=

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It just doesn't work on packaged project

waxen knot
#

does BuildGraph gets executed when im running a normal Packaging from Editor? i want to test my changes and this is my first time using BuildGraph

normal dock
waxen knot
#

👌 thanks for the confirmation, I'll check my log further then

atomic token
#

Hi all, I have been trying to work out how to fix these errors when packaging my project on 4.26 but can’t find enough info out there to solve it. Has anyone come across these types of errors before and has a way to fix them?

normal dock
atomic token
#

Yeah, I’m going through those warnings now. I just don’t know how to tackle the red errors, and yep am using a source build

mellow bane
atomic token
#

@mellow bane thanks for the response. I’m relatively new to all this. Is there somewhere I can read up or learn about how to do what you just suggested?

mellow bane
#

Open the engine solution in Visual, run the packaging, and do Debug -> Attach to process in VS? wait for crash, investigate though the callstack t ofind which Blueprint could be responsible

atomic token
#

Thank you very much, I’ll be jumping on tonight to try that out 👍

swift gust
#

Hi! Our automated project packaging build fails on "Plugin 'X' failed to load because module 'XRuntime' could not be found..." and we cannot figure out why. Packaging manually via editor works and no errors or warnings popup regarding this plugin. It is also being compiled. What steps do you usually do when this issue occurs?

winged moss
swift gust
# winged moss what is the command line you are passing to BuildCookRun?

I think the moment we started having these issues I just changed the automated pipeline to include the same ones that were used that moment via editor manual packaging:
BuildCookRun -project="*****.uproject" -target=*****Client -clientconfig=development -platform=Win64 -cook -stage -archive -archivedirectory="/Build" -build -clean -nop4 -package -compressed -pak -nocompileeditor -skipbuildeditor -utf8output -prer -ddc=InstalledDerivedDataBackendGraph

winged moss
#

is there a reason to do a client over game build?

#

the only difference with client is that it can't do listen servers

swift gust
#

yeah our plan is to have dedicated servers

winged moss
#

well check your plugin to make sure the runtime module is loaded in the client target

#

which would mean checking the uplugin, your Build.cs file for your project AND plugin, and your client Target.cs file (you must have a ProjectNameClient.Target.cs)

#

also I'm not sure how having dedicated servers would stop you from using the game target, especially if using the client target is introducing more headaches

swift gust
winged moss
#

it just nulls out ?listen

swift gust
#

Okey so the specific plugin's module is of type: "ClientOnly". It is in build.cs under public dependencies and also it is mentioned in the client.target.cs in ExtraModules.

swift gust
dire oak
#

Hello! I’m wondering if it’s possible to integrate “DLC-style” maps and assets into a game that is already packaged?

For instance, let’s say I package a game with 1 map and 1 asset pack. For that same game, say I want to download and connect a second map and second asset pack, to the already packaged main game.

What’s the best approach to do this? Thank you 🙂

winged moss
#

usually with a module that shouldn't run on a server I just deny it from the server target, which is also possible from uplugin

winged moss
#

and you package that plugin and if it's in the right directory, then the DLC gets mounted when the game starts

winged moss
#

if it's not additional content files, then it's a bit more tricky where you have to check ownership from the platform and that kind of thing

#

which the steam OSS doesn't support out of the box, but every other OSS does lol

dire oak
winged moss
#

where did you get "IP" from?

dire oak
winged moss
#

what

#

platforms with the concept of DLC have a way of checking if the person owns said DLC

dire oak
#

Thanks for clarifying.

sleek coyote
#

Burns — Hoje às 14:53
Hi everyone, im having some problems when i try to package my android apk for quest 2, and everytime this happen... And i dont know how to solve the problem... 😕

UATHelper: Packaging (Android (ASTC)): ====04/07/2022 14:41:13====PERFORMING FINAL APK PACKAGE OPERATION=====-
UATHelper: Packaging (Android (ASTC)): To honour the JVM settings for this build a new JVM will be forked. Please consider using the daemon: https://docs.gradle.org/6.1.1/userguide/gradle_daemon.html.
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): Unable to start the daemon process.
UATHelper: Packaging (Android (ASTC)): This problem might be caused by incorrect configuration of the daemon.
UATHelper: Packaging (Android (ASTC)): For example, an unrecognized jvm option is used.
UATHelper: Packaging (Android (ASTC)): Please refer to the User Manual chapter on the daemon at https://docs.gradle.org/6.1.1/userguide/gradle_daemon.html
UATHelper: Packaging (Android (ASTC)): Process command line: C:\Program Files\Java\jdk1.8.0_77\bin\java.exe -XX:MaxHeapSize=4096m -Xmx9216m -Dfile.encoding=windows-1252 -Duser.country=BR -Duser.language=pt -Duser.variant -cp C:\Users\LucasBurns.gradle\wrapper\dists\gradle-6.1.1-all\cfmwm155h49vnt3hynmlrsdst\gradle-6.1.1\lib\gradle-launcher-6.1.1.jar org.gradle.launcher.daemon.bootstrap.GradleDaemon 6.1.1

atomic token
#

@mellow bane I ran the Debug attach to process while packaging... nothing came up in the callstack. 😦

normal dock
atomic token
#

@normal dock ahh, so packaging fail will not populate it? 😞

#

I have no idea how to identify where this error is 😞

normal dock
#

can you paste the red text into this chat

#

mostly just the ensure condition failed

atomic token
#

@normal dock
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !FindPin(FFunctionEntryHelper::GetWorldContextPinName()) [File:D:/Build/++UE4/Sync/Engine/Source/Editor/BlueprintGraph/Private/K2Node_FunctionEntry.cpp] [Line: 364]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Stack:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffa950b4499 UE4Editor-BlueprintGraph.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffa94f76a57 UE4Editor-BlueprintGraph.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffa94f58de9 UE4Editor-BlueprintGraph.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffa94f5a4ae UE4Editor-BlueprintGraph.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffa94f015a7 UE4Editor-BlueprintGraph.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffaaf67369d UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffaa78d0241 UE4Editor-Kismet.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffaa78cdfc3 UE4Editor-Kismet.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabcdb2f70 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabcfc16da UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabcfc1bdb UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabcffa27c UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabd1890d5 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabcfb39ed UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabd03b962 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabd039f57 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabd03ba29 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabd039821 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabcfd1da9 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabd03672a UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffabcfc3b4e UE4Editor-CoreUObject.dll!UnknownFunction []

#

thats not all as it was too long for discord 😦

normal dock
#

so

#

it seems like you are trying to use a node that has a world context pin

#

or something like that anyway

#

you really should clean up those warnings first because thats probably whats causing it

atomic token
#

Yeah I was looking at the world context pins… coming from functions from a function library being called in another function library. I went through and made sure all empty world context pins were connected with an actor but that didn’t help

#

Is there a way to find which BP the error is coming from or could it be many cause of all the warnings?

#

Not too familiar with the world context pin… any way to remove it from the function node?

normal dock
#

World context pins are usually hidden because they are implied (ie it uses the world context of the actor it's called on). You might have better luck in #blueprint

#

Does this only happen when you package? Or does it happen at runtime as well?

#

Also if you are using hot reload (or even if you aren't) it could be a corrupted blueprint

atomic token
#

Only when packaging

#

Runtime is all fine and no BP errors when running

#

Even the warnings don’t come up, only packaging brings it all up

atomic token
winged moss
#

while cooking, just attach VS to UE4Editor-Cmd/UnrealEditor-Cmd, and you might be able to figure out the offending BP that way

normal dock
inland dirge
#

hey very minor thing, but it's pretty annoying for me, in ue5 when i package project it plays success sound even if it fails, is there a setting somewhere perhaps for this? 😄

quiet lodge
#

what could be wrong cuz i dont get any error when packaging, but when i try to launch my game it wont open and i get this log file

#

im new to unreal so i dont have any idea

quiet lodge
#

found my problem! i had to build with visualstudio and then with ue

mellow bane
mellow bane
#

You'll have the debugger pause and give you a call stack

atomic token
wooden jolt
#

Hi friends, i'm using ue4.24 and my project is empty but the size of sing apk is 55mb i check the cock folder so under engine/EngineMaterials/DefaultBloomKernel.uexp size is 35mb

#

so anyone know how to reduce this size and remove this bloomkernel file ?

sour ermine
#

Does anyone know why UE4 refuses to create chunks for me?
I've added a primary asset label data asset like so, but in the asset audit it only shows under Editor and not under my target platform (Android ASTC), and when packaging the project the pak chunk doesn't get created either...

manic eagle
#

Anyone know if it's possible to package a game and take into consideration console commands that have been inputted in the editor? For example, texture streaming pool size and enable two sided geometry for raytraced shadows.
Or, is there a way to access the console in a packaged project?
Cause I keep getting texture streaming pool size over budget error when I launch my game from the packaged project .exe

mellow bane
manic eagle
#

is this it? (in the packaged desination folder)

mellow bane
#

They already exist

open rapids
#

How do I change the save directory of the packaged game from AppData to Build directory?

atomic token
#

So I just did it again and this time got some results in the call stack

winged moss
#

you don't have the editor symbols installed

atomic token
#

@winged moss was that a comment for me?

winged moss
#

Yes

atomic token
#

Thank you 🙂 Could you let me know what that is?

#

(again am new to this side of the dev process)

atomic token
#

Is this what you are talking about?

hazy sonnet
#

So question is it still strue that you have to build from engine source to package / have a dedicated server in ue5?

winged moss
normal dock
#

@atomic token once you got them installed the callstack will have all the juicy info about the location in source that those calls came from.

atomic token
#

Oh awesome!!! @winged moss Do you know what its called? Is it an asset from the marketplace?

mellow bane
#

What's your command, how is the pack generated

#

Should be a .pak file I guess?

#

When?

#

What changed?

#

Try reverting in source control to an earlier version and check

#

🤦

#

No source control = no project

#

I can help you with the knowledge that you need source control today

#

But probably not with your pak file issue

#

Nothing is more important than source control but okay

atomic token
#

@normal dock do you know what the optional component is called/where to install it from?

manic eagle
atomic token
#

@normal dock you're a legend!!!! Looks like i'm in for a night of debugging!!! 🙂

mellow sand
#

Hi, ive just packaged my game as a developer build, but whenever i launch it and try host a session it stops responding, im using Advanced Sessions to handle session creation, any idea's why this would stop responding the second i click the host session button? always works when playing standalone or launching the uproject file so it's only crashing on the test build... Could it have anything to do with Advanced Sessions? The fact its a developer build? or perhaps because I'm still using the standard dev app id?

limber dove
#

@mellow sand your log from your packaged game might have some answers that can help you figure out what's going on. If you're using steam subsystem, you can just ctrl + f "steam" and look out for any errors in the log. Also check the area of the log that corresponds with where your game crashed. When I do this I usually find something that I can google for solutions, or even ask about here for a specific solution. Good luck

waxen knot
runic stump
lavish lodge
#

HI, i try package almost empty project to linux verison on UE5.0.2 Windows. But I got error, any help ?

inner stirrup
#

Hey, I am getting an error wen I package an android project, Please help me fix this…
This is the Error-
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception. UATHelper: Packaging (Android (ASTC)): * What went wrong: UATHelper: Packaging (Android (ASTC)): Could not initialize class org.codehaus.groovy.reflection.ReflectionCache UATHelper: Packaging (Android (ASTC)): > Exception java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7 [in thread "Daemon worker"] UATHelper: Packaging (Android (ASTC)): * Try: UATHelper: Packaging (Android (ASTC)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. UATHelper: Packaging (Android (ASTC)): * Get more help at https://help.gradle.org UATHelper: Packaging (Android (ASTC)): BUILD FAILED in 3s UATHelper: Packaging (Android (ASTC)): ERROR: cmd.exe failed with args /c "C:\Users\Divya\OneDrive\Documents\Unreal Projects\TheEvilMannequin\Intermediate\Android\gradle\rungradle.bat" :app:bundleDebug UATHelper: Packaging (Android (ASTC)): (see C:\Users\Divya\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+EpicGames+UE_5.0\Log.txt for full exception trace) UATHelper: Packaging (Android (ASTC)): AutomationTool executed for 0h 2m 3s UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=1 (Error_Unknown) UATHelper: Packaging (Android (ASTC)): BUILD FAILED PackagingResults: Error: Unknown Error

limber dove
#

is it possible to access a path inside packaged game content folder in ue4?
for example "Content/MyNonAsset/NonAsset.exe"
how would I be able to locate this file in this path in my game's .pak?

dark trench
#

That was not in editor

#

this is packaged

#

in editor it is not looking like that

#

performance got worse aswell

#

in editor its about 10-15 ms

round harness
#

I'm having issues when I package a plugin it doesn't include a required dll and doesn't include some additional folders containing headers and libs.

idle sparrow
#

Hi everyone! Right now I have a slight problem.
In our project we are using:

+DirectoriesToNeverCook(Path="/Game/SpecificPlatformContent")

under [/Script/UnrealEd.ProjectPackagingSettings] secton, inside DefaultGame.ini. To prevent cooking platform specific content to the PC etc.
But right now I need to override one of this record for IOS platform. So I've added:

-DirectoriesToNeverCook(Path="/Game/SpecificPlatformContent")

to ProjectDir\Config\IOS\IOSGame.ini under [/Script/UnrealEd.ProjectPackagingSettings] section. But it doesn't work as I hoped.
Also tried to add this as Always Cook and still no result. Does anyone solved this or similar problem?
What is the proper way to keep default config untouched and fix it with IOS config?

covert jungle
#

i need help

frank garnet
#

@covert jungle You need to look further up in the Output Log to see what the Error is.

modest peak
#

Hi all, I had this error when packing, what do you think it could be?

meager stone
#

Does UE 4.27.2 work with newer version of NDK, or does it only work with r21?

worthy sky
#

Hi everyone, is building the UE source code a pre-requisite to packaging your game using "runUAT"?

lucid laurel
warm gyro
#

hi guys, i unpacked a UE5 project but I can't get uasset from it :/ I've got only uexp and uheader. How can I do to get uasset from package or make Unreal read uexp and uheader ?

granite bridge
#

is there anything i have to consider when packaging a single map? my build process goes nuts and cooks all the things in the content directory?! Oo

#

i'm using the project launcher with cook by the book which just has one map selected

bold snow
worthy sky
#

Thank you @bold snow

vital creek
worthy sky
#

Would anyone know what this error might be about? "Server target not found."

#

This was the command I ran:

export UE4_ROOT=/home/futgdluck777/UE_4.27
export GAME_UPROJECT=/home/futgdluck777/Projects/TPS2/TPS2.uproject
export ARCHIVED_DIR=/home/futgdluck777/Output/TPS2

time $UE4_ROOT/Engine/Build/BatchFiles/RunUAT.sh BuildCookRun -project="$GAME_UPROJECT" -build -cook -stage -noclient -dedicatedserver -servertargetplatform=Linux -pak -archive -archivedirectory="$ARCHIVED_DIR" -utf8output -serverconfig=Development
#

I am trying to package a Linux dedicated server

#

Any help would be appreciated

#

(I have already compiled UE 4.27 engine from source)

#

TPS2.uproject is a default ThirdPersonShooter uproject. I hadn't changed any settings - I only created the new project from template, saved it, zipped it and sent to my Linux server.

#

Perhaps did I have to change something in the uproject itself using UE4 editor?

magic shale
#

Code signing is required for product type 'Application' in SDK 'iOS 15.5'

#

^ Trying to package for IOS

#

losing my mind

#

will venmo for help...

magic shale
#

fixed it!~

normal dock
frail ocean
#

Does anyone know how to resolve this issue?

granite bridge
#

where do i define which modules to include in the cooked build?

#

it complains about missing module, which is part of my project source Oo

#

MyProject2.Target.cs has both in them

ExtraModuleNames.Add("MyProject2");
ExtraModuleNames.Add("CR_Utils");
#

and so does my uproject file

"Modules": [
        {
            "Name": "CR_Utils",
            "Type": "Runtime",
            "LoadingPhase": "PreDefault",
            "AdditionalDependencies": [
                "RigVM",
                "ControlRig",
                "PBIK",
                "FullBodyIK",
                "Engine"
            ]
        },
        {
            "Name": "MyProject2",
            "Type": "Runtime",
            "LoadingPhase": "PreDefault",
            "AdditionalDependencies": [
                "Engine"
            ]
        }
    ],
granite bridge
#

CR_Utils is the missing one

frail ocean
# frail ocean Does anyone know how to resolve this issue?

RESOLVED: I was ignorning the 'warning' messages and going straight for the 'error' messages. It turns out a variable in a BP was still referencing a BP that didn't exist anymore. Deleting the variable allowed me to package successfully.

magic shale
#

RESOLVED: Had to remake provision profile on Apple developer to apply the new certificate I made. Provision profile rely on a specified certificate.

still quiver
#

Is there anyway to change the PersistentDownloadDir? In a UE5 Shipping build it saves to a %appdata% folder and I'd like it to remain in the game files folder.

winged moss
#

Why not just link the actual post

dusky crane
#

PackagingResults: Error: Package C:/UnrealRepo/MultiplayerTemplate/Content/__ExternalActors__/ThirdPerson/Maps/Map_Testing/DG/G6/16OLDCKH3DC1UJ93XOXOU.uasset is too new. Engine Version: 1004 Package Version: 1006 so... not sure what this is about. i switch between source and binary because if i push anything from source build, anyone on a binary version breaks and vice versa, so i do stuff in binary build, switch to source, compile, attempt to package... and this happens. 5.0.2 binary, source is release, which it says is the same version as binary. what am i supposed to do?

mellow bane
dusky crane
#

where can i actually check source version?

#
#define ENGINE_MINOR_VERSION    0
#define ENGINE_PATCH_VERSION    2```
mellow bane
#

The defines are almost always wrong in source builds

dusky crane
mellow bane
#

tag

#

Should read 5.0.2-release

dusky crane
#

ull have to explain that, i just do what im told

#

where

mellow bane
#

Git

#

Should be d11782b9046e9d0b130309591e4efc57f4b8b037

#

To be fair, latest release branch should also be that if you're correctly updated

#

git pull should do nothing

dusky crane
#

does source release update when the binary hasnt?

#

i had a working packaged server a few weeks ago. i havent updated anything, so i dont see why it would have changed

mellow bane
#

(and compile obviously)

dusky crane
#

ya... but isnt the point of release that its the same version as the binary?

#

i get that main updates more regularly and that one would likely be ahead of the binary, but release should be the same. without updating source and binary staying the same, i dont know how or why the versions are now different

mellow bane
dusky crane
#

ok i was able to pull something new from source release, compiled.. same problem though. same version numbers too

dusky crane
#

apparently i had to delete the external actors, the 150 folders it made. theres only 37 actors on the level, im not sure why there were so many uassets for that level in the content folder but whatever

granite bridge
#

i would consider making a binary build for your team from your source

#

that way you should all have the same version tag

mellow bane
#

Make sure you have a list of maps to cook that's correctly set

#

There's a full documentation page on reducing package size

supple moon
mellow bane
#

Google "UE4 reduce package size"

supple moon
#

great! ok .-)

mellow bane
#

Should be the first result

granite bridge
#

is there any way to split data when using I/O Store? Running out of memory when packaging -.-

calm breach
#

Common issue?

#

Does any one have idea i uninstalled sdk 33, 32, 31 versions

granite bridge
#

2022 and software "devs" still post screenshots like this?

mellow bane
#

You probably aren't using the appropriate NDK version as outlined in the Release Notes for your engine version

granite bridge
#

does anyone know if you unreal mounts DLC pak's on its own?

#

or how should i proceed with them? 😄

mellow bane
#

Unreal mounts paks in the content folder automatically

granite bridge
#

anywhere there, or just in the root of it? (but neither root seem to work for me)

mellow bane
#

No idea

granite bridge
#

seems like Content/Paks/Foobar.pak is the way to go

willow saddle
#

Hey people,
Any idea on why when I'm packing my game I also get this .uproject file? And maybe how to pack the game so I am not getting it?
I've tried to remove it, but then the game is not launching.

#

this is with 4.25

mellow bane
#

How did you package

granite bridge
#

ok now i'm facing another issue, the pak loads too early, and tries to access assets from the core app, which aren't loaded yet

willow saddle
mellow bane
#

Okay but how

willow saddle
mellow bane
#

Make sure to tick "use pak file"

willow saddle
#

I'm not sure I want to use the .pak file, as I'm releasing the game on Steam, and I don't know if small updates would make the players download the whole .pak file ?

mellow bane
#

Yes you want the pak, no updates wouldn't redownload it.

willow saddle
#

Hmm, Ok, I'll give it a try.
Thanks!

granite bridge
#

as long as you pack updates as patch

#

and not a whole rebuild

mellow bane
#

Contrary to popular belief

#

You should always push a full build to Steam

granite bridge
#

so steam runs their own diff on the pak file or how does it work then?

mellow bane
granite bridge
#

have you tested that with pak containers?

mellow bane
#

Yes

granite bridge
#

ok

mellow bane
#

I routinely patch a 5GB pak file with 50MB Steam updates

granite bridge
#

i only have experience as player with unreal games when it comes to steam updates, and ark for example has awful large patches considering that they don't contain new content

mellow bane
#

The only problem is that Steam will make a local copy of the pak file during updating, post-download, so large unique paks may result in slower Steam updates; download size is unaffected

mellow bane
granite bridge
#

ah right, encryption would probably screw over the steam patch system

mellow bane
#

Baked lighting is a pretty safe way to have gigabytes of patching for every hotfix

granite bridge
#

yea, sounds reasonable

mellow bane
#

Any vaguely decent encryption obviously guarantees a 100% full redownload of the pak too as you guessed

granite bridge
#

they fixed landscape clipping issues often, which might have invalidated their map build data

mellow bane
#

(it's also pointless, so like, don't)

granite bridge
#

from what i know the encryption of UE paks isn't really safe either

#

i mean, how should it even if the key has to be in the packaged build somewhere...

#

i cant for the sake of it figure out how to tell unreal when to load the dlc pak

#

it seems like it's loading it way too early

mellow bane
mystic atlas
#

Whatever can be done on PC can be undone on PC

#

Probably within a day or two of you releasing it into the wild.

granite bridge
#

yea, specially when you use known systems (bet there are tools for stuff like that already, considering that UE is a pretty popular engine)

rough marsh
#

Hi Guys someone has any idea how to repair the unreal builtool because it won't let me compile my game and I don't see it telling me any errors.

granite bridge
#

task 3 clearly shows an error to me

rough marsh
#

What error ben can you help me please I have searched for several videos and articles and nothing else I do not give with that

granite bridge
#

copy & paste the whole line with the error

mellow bane
#

Never use OneDrive for game version control, move your project out of it and use Perforce or Git instead

winged moss
#

well it's not the issue, but it is an issue

mellow bane
ebon fern
#

hello guys, i want to load a .pak file in realtime on Unreal... Does anyone have a tutorial or doc about this?

rough marsh
tulip solar
#

Hi, I'm having an issue where the custom game instance I made for saving variables across levels isn't being used in the packaged build.

#

Any ideas on why that may be the case?

river gust
#

Hey folks, having a weird one, google is of no help. After packaging today it seems I'm no longer able to connect to my dedicated shipping server because the client is apparently outdated. The only instances where I found this happening is when the server and client builds were packaged in different projects or on different machines, but I'm packaging both the client and server from the same project.
My LogNetVersion / LocalNetworkVersion in the server log is showing a seriously outdated version and I have no idea where its getting this information, I've been changing the version through the project settings and the client appears fully up-to-date in both the editor and in shipping builds. I've tried rebuilding both the engine from source and the project files themselves.
Anyone have any ideas?

lavish lodge
#

in UE 5.0.3 I need clang 12.0.1 version, where can I download it ? on the doc still 11.0.1 is available

spark tartan
#

Hi! Can anyone help me to package an ue4 level to oculus quest? I already installed all the drivers needed but it would show me some errors

cursive fjord
#

Anyone got a solution for assets referenced in code using ConstructorHelpers::FObjectFinder automatically gets included in Chunk0 instead of the chunk I assigned it to?

mystic atlas
#

TSoftObjectPtr ?

ebon plover
#

Working with UE5.0.1 and packaging works with no errors, but when launching the game binary I get this:

#

It is a blueprint-only project, what do I need to do to make UE compile and add external plugins to a packaged build?

#

Usually this would work without doing anything manually on my end in UE4.27 IIRC.

#

I've already tried doing this:

#

didn't change anything.

#

Would I have to package the plugin manually by itself and then place it into the packaged game folder somewhere? All this seems too cumbersome to be correct.

#

This is the .uproject file:

    "FileVersion": 3,
    "EngineAssociation": "5.0",
    "Category": "",
    "Description": "",
    "Plugins": [
        {
            "Name": "ModelingToolsEditorMode",
            "Enabled": true,
            "TargetAllowList": [
                "Editor"
            ]
        },
        {
            "Name": "Bridge",
            "Enabled": true,
            "SupportedTargetPlatforms": [
                "Win64",
                "Mac",
                "Linux"
            ]
        },
        {
            "Name": "PBCharacterMovement",
            "Enabled": true
        }
    ]
}```
woven mango
#

Hi everyone, not sure if this is the right place, but I want to set some default settings in my game for temporal AA. I use a lot of baked animation on static meshes via the world offset node in the materials, and the default temporal AA settings have a really bad shimmering effect. Does anyone know how I can configure settings like r.TemporalAA.Algorithm at the config level? If I add it to DefaultEngine.ini I just get a warning saying "Couldn't parse 'r.TemporalAA.Algorithm 4' in UnrealBuildTool.ConfigFileSection". I've tried adding it under the [/Script/Engine.RendererSettings] and [SystemSettings] sections

#

I'd like to avoid trying to hard-code it in the game logic if I can avoid it

robust gull
#

Does shipping build lightings? Or do I need to build it via cmd line first?

open rapids
#

Someone please help me with deploying Android builds.

#

This is pissing me off now. I cannot find answers on the net, UE4 forums, nor even YouTube.

thin frost
#

I'm having trouble packaging my project. Haven't had any issues until now. Here's the output log and a screen of the only code of mine it references.

tropic marsh
#

Anyone understand what "Make Binary Config" actually does in the Packaging settings in UE5?

#

"If enabled, staging will make a binary config file for faster loading" is all it says.
That sounds good, so why isn't it checked by default?

mystic atlas
#

Text-based config files are good for end-users to edit?

tropic marsh
#

@mystic atlas The DefaultGame.ini and those are still made, so I don't think that's it?

mystic atlas
#

So what config does it binarify?

tropic marsh
#

I just tried the option out while packaging, but couldn't notice any difference

#

That's what I'm curious about too. Couldn't find anything on google.

#

And in the engine source I only saw the part where it checks/toggles that checkbox, but didn't dig much deeper than that.

sage parrot
#

Banner ads are coming but not interstitial ads , help me

ebon plover
winged moss
#

and it literally tells you what to do in the error

true falcon
#

does anyone know how to fix the "Game files required to initialize the global shader library" error? I tried cooking and packaging with all the run configurations through the editor without any success.

#

I never had that problem in UE4, haven't changed anything in the content as well, so I really dont know what that means.

mellow bane
#

This happens when launching a non-editor target from VS usually

true falcon
#

Haven't changed any details on the packaging settings as far as I can remember. I am packaging for Windows. I have tried all binary configurations, but whenever I start the deployed .exe (or the Shipping configuration via Visual Studio), it gives me that error message.

true falcon
#

But I tried via. the editor, literally all combinations. At this point i just try everything lol.

mellow bane
#

Normally you would do File->Package in the editor and then doubleclick the executable in the packaged folder

#

Using Shipping build in packaging

true falcon
#

Okay, yea I have it under "Platforms->Windows->Package Project"

#

Yea thats what I did, but it returns me that error each time. I also tried with the option "Full Rebuild" in the Project Settings, but same error.

true falcon
#

I don't know if that makes a difference

mellow bane
#

Alternatively Platform->Windows->Cook should allow you to launch Shipping from VS

mellow bane
#

What's the packaging log

true falcon
mellow bane
#

The one in the Output Log window of the engine is fine

true falcon
#

yea it says build successful

#

when i launch it with "Quick Launch" with shippment configuration through the editor

#

it returns that

mellow bane
#

Okay so check out that log after doing Platform->Windows->Cook

true falcon
#

yea sry that was the message when i start via "Quick Launch", i am going to check the output for cooking now

true falcon
mellow bane
#

Any of those warnings say anything interesting?

true falcon
mellow bane
#

And you're using the same engine here right, no source + binary or something like that?

true falcon
#

I am using UE5 with a bunch of plugins, including libraries like boost and eigen included as plugins.

mellow bane
#

Yeah, no idea what's going wrong here

open rapids
# open rapids

Nevermind. I partially fix the problem (or rather worked around it).

true falcon
rugged flame
#

In my packaged game I have a very strange Issue.

#

These two are variants of the same textures but one has twice the resolution. All settings have been applied with python scripts and are identical apart from the resolution. The internal metrics show that the double resolution is 4 times as many KB, as it should be. My project uses normally around 100mb RAM. When I load all small textures into memory at once they use 3.5GB, but when I load all double sized textures they take up 34GB of RAM. This is 10 times more and 2.5 times more they should.

Why is are double resolution textures taking up 10 times the RAM? What can I do to correct this?

cold yew
#

Hey guys does anyone know why this BP shows the correct mouse direction values in editor but not in a packaged build ?

mellow bane
#

Show your game mode code

#

I mean, you wrote that

#

The constructor, since that's what's crashing

#

Getting the feeling that you didn't actually write that code? Anyway, ASCGameMode::ASCGameMode

#

Apparently there's an error in it so show ASCGameMode::ASCGameMode in that file to see if it's easy to fix

#

You just showed the beginning

#

The full function

#

Copypaste the full function into blocks of ```cpp <code> ```

#

Read my previous message and copypaste the full constructor here

#

Full function

#

put it on pastebin

#

Now show the crash again since you deleted your message

#

The full error, not just a cropped screenshot that removes information

#

Guessing some of the referenced assets in the constructor don't exist

#

Assets, in content

#

Look, you should take it up with the person who wrote that code

#

Not the issue

narrow widget
#

Hello, why am i getting this error while packaging? Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>

mellow bane
mint oak
#

anyone know how to fix 😄

mellow bane
open rapids
#

Folks, I have installed two versions of Clang: v19 for UE4.27 and v20 for UE5. Problem is When packaging my game for Linux on 4.27, it complains about Clang v20. How do I force the engine to consider only v19 instead. I need both for UE4.27 and UE5 respectively for Linux builds.

open rapids
#

Also Android refuses to save any data on packaged build.

#

I followed this thread and several videos on this to no avail.

#

The Profile storage system.

dire oak
#

Hi everyone! I am looking for some guidance on releasing my game for public sale.

I see the guides from this link: https://www.unrealengine.com/en-US/release

I'm wondering more about how to prepare my actual project? Such as:

  • how do I set app icons, splash screens, and other branded assets in my game and game files?
  • is there any proper way to package the game (beyond just the Shipping configuration) to deliver my game files publicly? Is there a best practice to encrypt the contents or codes, or build more into binary files rather than other filetypes?

Looking to see if anyone knows any resources they could point me to. Or, if you know what topics I should be looking further into. Thanks 🙂

mellow bane
# dire oak Hi everyone! I am looking for some guidance on releasing my game for public sale...
  • how do I set app icons, splash screens, and other branded assets in my game and game files?
    Project settings have those
  • is there any proper way to package the game (beyond just the Shipping configuration) to deliver my game files publicly? Is there a best practice to encrypt the contents or codes, or build more into binary files rather than other filetypes?
    You should package for Shipping, ensure you keep a copy of each build including PDB files; you should not keep PDB files in the public build; encryption is pointless. Publishing is easy on PC, on Steam you pretty much just need to create a new package for each update and have Steam process it, for example.
coral palm
#

Do disabled plugins still compile? Or will it make the build smaller?

winged moss
#

disabled plugins do not compile

dire oak
mellow bane
dire oak
mellow bane
#

Encryption on PC will be broken in minutes by anyoen who knows what they're doing and will completely destroy your update sizes

mellow bane
#

Just keep them for debugging

dire oak
#

Thanks for all the insights @mellow bane. I've already looked into the project settings and seen what you alluded to, thanks.

Last thing I was wondering is, where do I need to look for the PCB files in my packaged game?

mellow bane
#

PDB files are under Binaries in Engine in ProjectName dirs

hushed snow
#

Hi everybody - I am having some trouble with setting up and connecting to my dedicated server through remote desktop, and I would really appreciate any assistance.

We are making a simple multiplayer mobile game in UE5. I followed the official docs regarding setting up a dedicated server. I have built the engine from source, created Server.Target.cs, built and packaged it. I did not make a separate client target but rather just packaged the default build target (as per the docs).

Everything works fine locally when I run the game and server exe's separately. But when I copy the packaged server files over to the remote desktop (where the actual server is running), run it and try connecting to it as a client I get this error:

"FailureType = OutdatedClient, ErrorString = The match you are trying to join is running an incompatible version of the game. Please try upgrading your game version., Driver = PendingNetDriver IpNetDriver_21**"

I tried googling this and had no luck. The builds/packages are identical with what I have locally and what I copy to the server desktop. I tried packaging Shipping versions, rebuilt the engine from source and retraced all the steps - all with no avail.

An associate with a lot more experience recommended us to change to UE4, which would be less than preferable to say the least.

Any help would be much appreciated!

mystic atlas
#

Did you also build your client from source? You probably should match server and client build configurations/sources.

hushed snow
#

yes , I did

mystic atlas
#

From the same source on the same pc?

#

Did you delete the entire game server / whatever UE was installed on your remote server before copying over?

#

Does the server have any useful logs?

hushed snow
#

I only copy the packaged server files and executable over to the remote server. Editor is not installed there.
Weird thing is, the server logs do not show any signs of connection but the client obviously finds the server since it only complains about the game version/incompatibility and not an invalid ip address

#

Maybe it's worth mentioning again that identical server files work locally when I connect to 127.0.0.1 or the actual public ip of the current pc

mystic atlas
#

Are you sure it's connecting to the right port?

hushed snow
#

yes, 7777

#

Also, the same remote server hosts a dedicated server for a different project I'm not involved with and it works fine. That project is on UE4

mystic atlas
#

You're absolutely sure it's not trying to connect to that other project's server?

hushed snow
#

Not really sure actually now that I think about it. Perhaps the other project is also running on 7777 and we are trying to connect to it?

mystic atlas
#

Yeah...

hushed snow
#

Would you mind telling me how to specify a port on the server?

mystic atlas
#

I have no idea, tbh.

hushed snow
#

I changed the port and it works now - thank you very much!

mystic atlas
#

Np

dire oak
normal dock
azure grove
#

Attempting to package a brand new project from UE5. I have installed some plugins from the Epic Launcher and I seem to be getting an error that the UnrealBuildTool.exe can't find the plugins???

azure grove
#

Some searches showed people in earlier versions were getting packaging results if they moved their /Plugins/Marketplace plugins to the project's Plugins folder. But now I'm getting a new warning during packaging with a "UATHelper: Packaging (Windows): ERROR: Stage Failed. Missing receipt 'D:\Unreal Projects\Tetrabliss\Binaries\Win64\Tetrabliss.target'. Check that this target has been built."

coral palm
#

UAT has a -clean argument that will clean intermediate files before the build. Is there an argument that will clean intermediate files as it builds, or before it cooks? My goal here is to never be in a situation where >100 GB is on disk. And seems once you built, there is tons of stuff that could be removed before you cook and package.

winged moss
#

As it builds would also be a little dumb

coral palm
# winged moss As it builds would also be a little dumb

Yeah, sorry I meant more so at some strategic time during the build, cook, package process. How do you guys do your CI/CD then. I doubt everyone can afford Windows VMs on the cloud with >120 GB of space, or distributed build system like Incredibuild.

winged moss
#

On-prem server with adequate storage

#

A bog standard Win 10/11 license is actually okay too

coral palm
#

What about indies working in the cloud… No prem?

#

They can’t have automated builds?

marble ruin
#

Hello! I'm having trouble understanding the build process. Will all plugin dependencies noted in .uplugin be packaged in the build, even if some are conditional? By conditional, I mean some plugins are loaded based on the platform. Any thoughts would be appreciated 🙏

coral palm
winged moss
#

Also the on-prem part is a fancy way of saying "a CPU workhorse computer in a cupboard setup as a Jenkins agent"

#

It's actually all consumer grade hardware too

coral palm
rare relic
winged moss
#

why would you want to do this? cooking is based on references

mellow bane
#

Personally my approach is to DirectoriesToAlwaysCook a directory that has master asset lists (asset labels) pointing to main assets. Those in turn point recusively to all non-level content that needs to be packaged.

#

Trivial to set up, ensures whitelisting of content, zero unused asset in game.

#

The level list in packaging options works exactly like that for level content already

#

The default engine behaviour, if you have populated the level list, is to ignore all assets that aren't in the dependency chain for those levels

#

You don't normally want to blacklist level content

#

Since, you know, it would break the levels

#

Not sure what you want that differs from that behaviour

#

In my case since the levels don't actually reference gameplay content, I simply have a whitelist of assets on top.

#

No, the default engine behaviour is to cook all, that are referenced. You can override this with bCookAll
Referenced by the levels added manually in packaging options, yes

#

You can simply only add an empty level there and get an empty package

#

Like take your 300GB project, don't change any packaging option, just add an empty level in packaging options's map list

#

Voila, empty package

#

You can then whitelist your assets as needed with DirectoriesToAlwaysCook

#

Do you have levels set to be packaged in project settings?

#

Then they (unreferenced assets) get cooked but not packaged

#

I know for a fact that if your packaging option's list of levels to package is non-empty, any asset not referenced by those levels, will be cooked but not packaged.

#

"lists of maps to include in package" or something under PSettings/packaging

#

Then everything gets packaged

#

Dummy mode for people who haven't configured packaging

#

Add your levels there, and you'll find that all content not referenced directly or indirectly by levels won't package

#

Feel free to do what you want, but I can vouch that the behaviour I described can be relied upon

#

It's 30s of setup for fairly foolproof stuff

#

TLDR:

Is there a way to make this setup work so I only have whitelist to cook instead i.e. I set
+DirectoriesToNeverCook=/
and then just add an override which assets should be cooked?

  1. set lists of levels (can be one empty dummy level)
  2. whitelist any non-packaged-level-referenced asset manually with DirectoriesToAlwaysCook to package directories & dependent assets
#

Okay, but this trivially solves the problem you described

#

As in "I only want to whitelist assets starting from zero assets packaged"

#

I wouldn't expect DirectoriesToNeverCook / DirectoriesToAlwaysCook to work reliably at scale starting from the default full package mode

#

Cooks, or package? Make sure to test in the packaged game with the asset registry to diagnose included files.

#

The final asset copy log should also be reliable IIRC

#

And it's not "according to me", this is the normal expected behaviour and I've relied on it for years across all releases

#

Probably want to try in an empty project if you've changed options before, to minimize the risk of error

#

No idea how / if cooking is influenced, since personally I just care about what's in the package

#

Start by getting packaging right and next see if / how to also get assets not packaged to also not cook, if they do

lethal pelican
#

Im creating a plugin with a dependency on an Engine plugin, during packaging I'm getting an error about an #include file not found inside the engine plugin..
The file is verified to be where the include is pointing (Third party folder). What can I do to make it compile?

mellow bane
#

Check that the plugin has a dependency on the engine plugin, that the header isn't private

#

You could also check whether the header is something editor only that doesn't get exposed during packaging

winged moss
#

no need to be a dick about it, but it's not conventional workflow because the cooker will cook things referenced by levels that are cooked

mellow bane
#

You do come across as a bit aggressive imho

mellow bane
#

Public dep for the plugin, right?

lethal pelican
#

Yeah

#

And I am building for Android, shipping 😄

mellow bane
#

So your plugin depends on GooglePAD and you have this include missing when compiling your module correct?

lethal pelican
#

Yes, that is my situation.. Really not sure what I can do to fix it

mellow bane
#

So I think this is expected behaviour here

#
string PlayCoreSDKPath = Path.Combine(ModuleDirectory, "..", "ThirdParty", "play-core-native-sdk");
string PlayCoreIncludePath = Path.Combine(PlayCoreSDKPath, "include");
PrivateIncludePaths.Add(PlayCoreIncludePath);
#

Assuming "play/asset_pack.h" is under "ThirdParty/play-core-native-sdk/include"

#

You would need to copy that setup in your plugin's build.cs

#

(Root cause being include path is private, so not propagated to you, but you include that header which in turns includes it)

lethal pelican
#

I'm going to see if I can get that to work, I appreciate you pointing it out!
I've been looking at the file for so long I didn't even think to check the bottom part of it out, rank 1 stupidity but o well >.>

mellow bane
#

Honestly the only way this include path should be private is if GooglePADFunctionLibrary.h is also expected to be

#

But assuming no engine change + needing the include, yeah

brave sedge
#

Hey all, I'm shipping an Xbox title real soon, and we suddenly have to split the game into two different builds for different regions, world and Japan. I'm trying to figure out what the best practice is for, but my google fu is failing me ("regions" means so many things). On PS5 I used shared binaries, but that doesn't appear to be a thing on XB1/XSX. Can anyone point me in the right direction?

brave sedge
# winged moss NDA'd platform so ask on UDN

Maybe I can rephrase that - how about best practices for multiple SKUs on any platform other than PS5? WinGDK or Win64 or Android or anything, I'd imagine it's going to be fairly similar

winged moss
#

well you could always do a separate build/cook, there's all sorts of things you can do with Target.cs files

brave sedge
winged moss
#

it also depends what your regional differences are and such

#

that would be my first idea anyway, but the console game I was on the team for just used a single build for xbox

brave sedge
#

Basically just a single if(isJapan()) { /*something something*/ } that came up at the last minute. Fun stuff!

winged moss
#

that does seem like a job for a Target.cs thing you can add a CommandLineAttribute for

brave sedge
#

Oooh that sounds like a thing that I want to know more about

winged moss
#

in Target.cs, you can add:

public bool bJapaneseBuild = false;

if (bJapaneseBuild)
{
  ProjectDefinitions.Add("JAPANESE_BUILD=1");
}
else
{
  ProjectDefinitions.Add("JAPANESE_BUILD=0");
}```
#

and in C++ you can add a #if JAPANESE_BUILD block

#

and then when you cook with BuildCookRun, pass -Japan inside the -UBTArgs="..." arg

brave sedge
#

That looks perfect, giving that a shot now!

thorny bough
#

Whenever i disable any plugin admob stops working?? I want to disable some plugins to reduce game size
Blueprint based project
ANdroid project. UE4.27.2

wraith token
#

Hello, I have encountered some issues when packaging a game. I recieved multiple warnings of "missing NodeGuid because of upgrade from old package version, this can cause deterministic cooking issues please resave package." What is the problem there and how do I resave a package ? I'm new to UE and have no idea what has gone wrong. Any help would be appreciated.

mellow bane
floral parcel
#

Hi, is it possible to package the game with -NoAssetRegistryCache instead of passing it as a command line argument when executing the build?

junior light
#

Anyone had package splitter errors during cooks? Prints a lot of unreachable actors, gonna try to resave them and see if it helps. Meanwhile fishing for any tips if you have encountered this 🙂

03:41:51 
 LogCook: Error: PackageSplitter found the Generator package still in memory after it should have been deleted by GC.
03:41:51      This is unexpected since garbage has been collected and the package should have been unreferenced so it should have been collected, and will break population of Generated packages.
03:41:51      Splitter=World /Game/Maps/Level/Level.Level
static current
#

Hey guys, i'm trying to package just a single level (and no other content from other levels), but I can't seem to do it properly. I read about frontend? Is this how you do it ?

mellow bane
static current
#

yeah I did that

#

but the cook failed

#

Im getting warnings

#

and some errors

mellow bane
#

So fix them

static current
#

it's many of them and most of them I have no idea what is it about

#

damn

#

doesn't look good I think

mellow bane
#

Start with the first one, google the error, fix the asset, move on to the next

#

Probably a lot of assets deleted improperly without saving dependent assets, etc

static current
#

ahh