#packaging

1 messages Β· Page 1 of 1 (latest)

hasty valve
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whats the difference between shipping and shipping client

hidden bone
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any devs for android here?

random pewter
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Hi, I have a packaging issue with a couple of structs, I use these structs to build some datatables at runtime, and I have 4 tables, all using structs in different paths, and for some reason it fails with one of the 4 structs.

The struct does exist and works in the editor. I have no idea what is wrong, how do I solve this?

UATHelper: Packaging (Windows): LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Planes/KS_EasyFM_BaseBP.KS_EasyFM_BaseBP_C:PreFlightSetup:PlaneDataRow'. Unknown structure.

EDIT: Solved, renaming the variable accessing the struct solved the issue, seems this issue has been around since Noah floated his boat

agile berry
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I'm using OnPostLogin with my Gamemode, to create a character & possess them. However when I package the game the only thing that gets possessed is the Server.

It did work, but I changed something and cannot recall what. My code seems perfectly fine

wispy lagoon
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Hey, this is a really rookie question here, I'm wondering how/if binaries are optimised? I'm combing through our little jam game and a good 80% of the file size comes from these binaries. I'm comparing to UE4 builds of a previous project, one that was 3D multiplayer and much more fancy, and it has a much smaller size (about 16MB).

So I'm wondering if there's something I'm doing wrong for it to come out like:

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Or if maybe UE5 is just like this right now?

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I've went through what should be the relevant documentation, tired to look through the forums, and searched on here, watched a few video tutorials too, but no luck πŸ˜”

winged moss
wispy lagoon
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Unfortunately whether or not the old one had symbols (that's something I've just learned exists, to be completely honest with you) is lost, but the current install we're working on doesn't:

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And there's no plug-ins that are enabled but not used, I've even specifically just combed the one plug-in we do use to 4MB down from like 300MB.

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Honestly the other game's builds are mostly just my reference point for me wondering why there's such a disparity in size.

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Guess who just learned about this dropdown.

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Kept digging through messages and that's made a decent improvement, like 549MB to 343MB (enough to let Itch.io play it in browser if a html5 build works out which is my goal). Not sure how I missed this in documentation, that's quite silly.
EDIT: Yeah I checked out the first commit, when it was an empty project and it was this same file size (340MB~). I guess that's just the basic size then?

severe ember
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Does Anyone know how can i debug this issue?
want to package my project but have some errors! you can see in attached file.
Thx in advance

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tried fix up redirectory then deleting intermediate, saved and binaries folder and then packaging once more.
still same error

scarlet lily
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here's a question, how to setup platform specific assets?
Lets say I set up a very nice and big mesh for Windows version
and another small and good enough mesh for Android version?

swift cargo
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Anyone know that this issue is? Ensure condition failed: !FindPin(FFunctionEntryHelper::GetWorldContextPinName()) [File:D:/Build/++UE4/Sync/Engine/Source/Editor/BlueprintGraph/Private/K2Node_FunctionEntry.cpp] [Line: 364]

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It's not displaying the function that's causing the issue.

mystic atlas
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Breakpoint that like in code and it may catch it.

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Then you can discover the issue by looking at the vars.

swift cargo
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Is there a specific configuration you should use for the best packaging results for optimization and security or are the out of the box settings fine?

simple sparrow
hasty valve
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how do I stop people reverse engineering my pak file to get the key

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Cause someone did it by going into the exe of the game

mellow bane
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There is no such thing as client-side security

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If it's on someone else's computer, it's gone

hasty valve
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u sure cause people have done it before

mellow bane
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Yeah, I'm sure

mystic atlas
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Whatever you do can be undone.

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No matter what it is.

serene jolt
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anyone know how i can solve:

[2022.07.24-22.16.26:618][360]LogStreaming: Warning: LoadPackage: SkipPackage: /Game/Titans/UI/W_FloatingDamageText (0x9012DFA9E6F8D981) - The package to load does not exist on disk or in the loader

in a packaged game? this particular class is referenced by my developer settings class but for some reason it doesn't seem to be getting packaged

hasty valve
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encryption key for the pak file

serene jolt
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yeah that seems pretty difficult to prevent

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i thought maybe the key was for something else, disregard

hasty valve
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yeah Idk what to do

serene jolt
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what are you trying to prevent

serene jolt
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nevermind, it wasn't the saved folder. this is my bad. it's FloatingCOMBATText not FloatingDAMAGEText Facepalm for some reason the developer settings did not properly update

hasty valve
winged moss
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We didn't even bother with Pak encryption on the last game I worked on

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But it was moddable

hasty valve
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But everyone can cheat

winged moss
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How is this to do with cheating?

hasty valve
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cause they can use hxd and change things in the game

winged moss
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Use Pak signing then?

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I'm surprised you're paranoid about this, they could just do the same with cheat engine

warm grove
hasty valve
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yeah but its like not that many people know about it

winged moss
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Anyone who knows about a hex editor will know about cheat engine

hasty valve
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I have it enabled

winged moss
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Since the paks are signed, modifications to those Pak files will fail verification

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Though I'm not sure if you need to implement something in the game to handle failed signature checks

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It's been a while

hasty valve
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Well Im on 4.18 so i cant generate new pak signing

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like I really need to do something with the encrpytion key

normal dock
winged moss
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Where there's a will there's a way

normal dock
# hasty valve But everyone can cheat

What sort of game are you making? If it's single player why do you care if a player mods the game to make it more fun for them? If it's multiplayer with dedicated servers, you really should invest in some kind of checksum or signing like sswires mentioned. If it's lobby based mp then just have a vote kick or something. If you are worried about tournaments and stuff, the players are usually vetted or aren't allowed to bring their own files for those

hasty valve
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its a multiplayer game

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is there a way to make it so it checks if they are using the pak file

winged moss
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If someone can be disruptive through some modified data files in a multiplayer game, I'd be concerned about how much power a client has in your game, security wise

hasty valve
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they can

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They can modify stats making them be able to get items that are not added in the game

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They can modify stats in game to repair stuff faster and have better strength

simple sparrow
winged moss
hasty valve
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theres over thousands of cpp files

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well lines of it it will take forever

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I know there is a way to do something with the exe so its harder for the person to find the encryption key within it

winged moss
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not really and that's security through obscurity

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which someone will also figure out

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fix your code

mellow bane
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Encryption is a waste of everyone's time that does not give you any meaningful protection

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Breaking Unreal's encryption is literally tutorial level of documented

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Focus on building a good game - and if you're concerned about cheating, here's news for you: no one can prevent client-side cheating and no one does. Latest trend in fighting cheats is suing the cheat makers because the technology battle can't be won.

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(That, or having players install a kernel driver that checks the anticheat for tampering during the OS boot, which I obviously do not suggest)

fossil spruce
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UATHelper: Packaging (IOS): ERROR: Precompiled rules assembly '/Users/ecophobia/Library/Application Support/Epic/UnrealEngine/Intermediate/Build/BuildRules/MarketplaceRules.dll' does not exist.
PackagingResults: Error: Precompiled rules assembly '/Users/ecophobia/Library/Application Support/Epic/UnrealEngine/Intermediate/Build/BuildRules/MarketplaceRules.dll' does not exist.

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anyone ever get this ? when tryiing to ackage for ios in ue5?

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everythhing else painstakingly kosher?

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i even manually got the file and moved it to the right location by creating all the files it wanted

drowsy ember
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Hey, I'm trying to package using ES3.1 (image 1) for windows but my application says this when run (image 2)

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Any ideas on this?

mystic atlas
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That's the generic "You're running a packaged game with uncooked content" message.

drowsy ember
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I know that bit but is there anyway to add what I need in there? I can't see any other option regarding the setting I need

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I'm updating VS and adding a few modules just to make sure it's not that

winged moss
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building the game from VS does not cook content

mystic atlas
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Does it work when you package for a different RHI?

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That too.

drowsy ember
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I'll have a look now

winged moss
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and the ES3.1 emulation RHI would have to the default

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since the default will likely be D3D11 or 12

mystic atlas
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You'd think it would be intelligent enough to not select those as default when you don't select them as targets.

winged moss
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I'm not sure what it does tbh

drowsy ember
winged moss
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odd but I've not had to use mobile rendering so πŸ€·β€β™‚οΈ

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though I do know that's how fortnite's perf mode works

drowsy ember
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no worries, I'm going to try dx12 just in case my pc is being strange. Just cooking content

winged moss
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my UDN ticket where I asked is still around

drowsy ember
winged moss
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yes you need to be a licensee to see UDN content

drowsy ember
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ohhh I see

winged moss
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Yes, the Fortnite performance mode is using the mobile renderer on desktop. It's essentially the same as running with -featureleveles31 on the command line.

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you can also try launching the game with that commandline

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but this is providing you actually cooked content

drowsy ember
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and just packaging regularly?

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lol yeah I did what I always do to package and it said nope

winged moss
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packaging builds the game so yeah

drowsy ember
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I mean without changing the RHI

drowsy ember
# winged moss packaging builds the game so yeah

thanks! you helped fix it. So on when the RHI settings are set to ES3.1 running the application through the exe brings up the uncooked error. Running through a shortcut with " -featureleveles31" stuck on the end lets it open and run at 1000+FPS instead of 200-300FPS on directX11

toxic pier
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Hi, my call to RunUAT from .bat file isn't giving the same results as packaging from the Editor. Yet I copied all the arguments the editor was giving RunUAT, so they should be almost the same calls. It seems to not be getting C++ changes and the cooking fails because of that(Blueprint references C++ function that exists, but says it's not there). Is there additional things like working directory that I should set before hand? (I've tried setting working directory to the unreal engine directory and also the project's working directory with no luck). Or ideas why this might be failing to incorporate the latest C++ changes?

Here's my RunUAT call:

dusk tundra
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can someone help me with this error when i package my android app it runs the unreal starter logo then crash and this the logs can anyone help fix it?

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so the project is basiic just norma first person project create it and than build it without anychanges

molten dirge
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it seens that Unreal 5 don't have XDK for Xbox One Available to Download. (On Epic Games Developer Page)
Can someone cofirm that please?

mellow bane
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So yeah, you won't get it from Epic

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Or rather you'll get it from Epic after signing the NDA stuff etc

barren marten
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is there issues with packaging niagra and / niagra fluid? when i do it and run the build im getting dependency error when it spawns the niagra system

noble trail
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What’s the best way to package for windows to put on a site like itchio where someone can click a link and download just the game. The way i’ve packaged it before had a zip file with all these folders with the game in one of the folders

river gust
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Hey, I hope this is the right channel. Why are some of my patch .paks the same size if not bigger than my regular .paks ?

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The intention with the patch .paks is to just slap them into the folder and the game will read them, right? Is there a better alternative to deploying updates? I've been struggling with this for maybe a week now

snow mural
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When I use "Launch this level on Quest" I get a rock solid fps. When I package and install the game on the Oculus Quest, my fps goes into the gutter on the same level.

What gives?

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For instance, PlayerController tick has 4 input events, it takes .4ms for "Launch this level on Quest" maps, and .8ms in packaged / installed versions of the same map

covert jungle
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i need help

mellow bane
mellow bane
# covert jungle i need help

You have errors in your c++ code, fix them. Likely victim of unity build here that would randomly get your incorrect code to compile anyway despite missing headers.

mellow bane
mint leaf
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yes its a windows feature

prime river
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When I package for Development and play my game my GPU (3080TI) hits about 70-80% usage but when I package for Shipping it pings out at 100%. The game seems to run fine in both versions.

I also tried on an older PC with a 1080TI and I get the same outcome, still running fine but the GPU is tapped out in the Shipping build.

All the profiler/stat outputs look good. 5-10ms. I just spent the last few hours doing as many optimizations as I could think of (disabled tick on everything, Merged static meshes, made sure enemy AI wasn't running if I wasn't near it, etc.)

Any ideas? This is my first dive into optimization/profiling in UE

mellow bane
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Keep in mind GPU usage as a percentage is a made-up metric that means nothing

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If performance is good and graphics are good, you're good

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If you want the game to run more lightly, limit framerate and reduce scalability

prime river
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hmm yeah, that makes sense. I just don't like that my 3080TI fans start screaming lol.

prime river
mellow bane
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Normally a vsync button is enough since most people have 60fps monitors

prime river
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@mellow bane working perfectly now, thanks again!

coarse kernel
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Hi there

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I am packaging for Quest 2, and I want to package game data inside .apk

But it gives error in packaging : ERROR: cmd.exe failed with args /c "D:\Work\Makami_Media\Standard_Kits\Standard_Kit_1\Unreal_File\Makami_STD_Kit_1\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug

Do anybody know the solution ?

dusky fossil
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I've disabled "Use Pak File" in my project settings but when I choose Windows > Package Project, the resulting packaged project has .pak files... Is there anything else I could be missing?
Edit: Checking Generate No Chunks seems like it fixed it?

primal pivot
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What is everyone using for crash reporting? I've looked at Sentry and Backtrace so far.

river gust
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Is there any particular reason why my packaged .exe icon would reset back to the default ue4 icon when its moved to a different directory?

primal pivot
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Actually, just found benui's post about bugsplat and its free version is perfect for what I need right now.

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yeah, wow that was too easy to setup. Had a hard time because I expected to have to do more.

winged moss
primal pivot
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Yeah, it looks like Sentry might be cheaper on the lower paid tiers but bugsplat was incredibly simple to setup.

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Now I get to break things on purpose. πŸ˜†

winged moss
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it does annoy me that you have to update the datarouterurl for every build, but we used <ModifyConfig File="Engine/Programs/CrashReportClient/Config/DefaultEngine.ini" Section="CrashReportClient" Key="DataRouterUrl" Value="&quot;bugsplat url here&quot;" /> in the buildgraph to automate it

primal pivot
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Oh, nice

snow mural
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When I package and install my game to target hardware, I'm losing 25 fps compared to the editor launch version of the same map on Oculus Quest. Anyone know why?

primal pivot
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editor launch is probably running on your PC, packaged is using the quest hardware.

snow mural
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That's definitely true for PIE, that is using PC hardware. But this is specifically the launch level button that compiles and launches the map to the headset

primal pivot
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Maybe. Depends on how it's setup.

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have to profile it then

snow mural
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How can I check? I've been profiling and optimizing already, and had to optimize so that even launch on level would run at target fps

primal pivot
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you'll have to profile it packaged using android stuff ,adb or whatever, I learned how to do it through google's documentation.

snow mural
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still a bit confused, what am I looking at for adb profiling vs ue4 profiling?

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cuz for ue4 profiling, one instance has player controller tick taking .4ms, where packaged player controller tick takes .8ms

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for a lot of things it's like ms has just doubled

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and if I run with PIE my fps is effectively uncapped and same stuff takes like .004ms lol

gray ingot
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UATHelper: Packaging (Windows):        (referenced via Target -> Multiplayer5.Build.cs -> UMGEditor.Build.cs -> Sequencer.Build.cs)```
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Anyone know how to fix this?

narrow stratus
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Any idea how to solve this sh*t. Trying to package the project for android, trying to find the answer on stackoverflow but no luck.

mellow bane
dreamy panther
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Hi all,
Just setup a Unreal Project to package via automated building which is using Linux based agents.
Does anyone know if it's possible to make this build process build for Windows on Linux agents, or is cross compile not a thing in this regard

mellow bane
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It's the opposite, Epic suggests compiling Linux releases from Windows.

dreamy panther
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Yeah no problem, it was just easier for us to setup Linux agents vs Windows - we're just about to adjust that haha

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Thanks for the swift reply πŸ™ was pretty sure it was the case, but always nice to get confirmation

rapid sphinx
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Hey everyone! I'm currently trying to package in ue5 for quest 2 and keep running into this error. I've updated android studio, changed my sdk version, restarted etc but can't seem to get anywhere. Anyone know what's causing this maybe?

"PackagingResults: Error: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\Blake\AppData\Local\Temp\UAT\D+Stuffs+Unreal+UE_5.0\Rules\UATRules-a6cf6bf48bd3e735b2f58f99670fd771Manifest.json'."

noble trail
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I just packaged my 2d game and i want to have a download link that i can put everywhere like youtube twitter and itchio but the problem is the game itself is stuck in this windowsnoeditor folder with other file folders and i’m not sure what they are. Is it possible to make it so if someone downloads a zip file of my game they can only download the application. Also could somebody with unreal engine open these file folders and extract my resources used?

coral palm
coral palm
# noble trail I just packaged my 2d game and i want to have a download link that i can put eve...
toxic pier
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Does cooking require Debug/Dev editor DLLs?

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If I delete my UE4Editor-GameName.dll , it fails cooking almost immediately with "LogModuleManager: Warning: ModuleManager: Unable to load module"

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If this is the case, then I need to build the editor versions of my DLLS before I cook - and so I must do this when doing a full packaging (Build NoEditor exe, Build Editor DLLs, cook, package)?

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It seems if I don't build the editor DLLs, blueprints won't cook properly if it's looking for new CPP functions

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Ok hmm going to try removing "-nocompileeditor" from the packaging and see if that works

toxic pier
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Ah that was it all along.. needed the editor to always compile with the packaging or else it won't grab new changes. Didn't think it required this to build non-editor builds I guess...

noble trail
primal depot
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When I package my game with the shipping config the game builds and cooks perfectly fine without any errors but when I launch it the game is just frozen at a blackscreen with nothing happening. There are no logs written and the game does not crash. It just seems to be stuck in an endless loop. Any ideas on how to fix this?

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Development and Debug Game work perfectly fine

noble trail
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Did you add the individual levels (maps) to the packaging build in the settings, I forgot to before and had a similar experience

primal depot
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Yep the levels are packaged correctly

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As I said it works in all configs but Shipping

woeful relic
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Is there a way to create a DDC Pak from the existign DDC?

honest badge
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So for some reason, when I build the game, I get an error of
IOSAccessibilityElement.h(9): [C1083] Cannot open type library file: 'UIKit/UIKit.h': No such file or directory
This just started happening today, and I'm not working with anything related to IOS at all! I'm very confused...
Any input on where I should start digging?

mystic atlas
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Are you using UI Kit?

honest badge
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I'm using the UINav plugin, but that's it, and it hasn't done it before

mystic atlas
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Maybe it updated?

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Find out if it includes UIKit

honest badge
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I'll look into it, thanks!

hoary rapids
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Can someone help me debug this error I received?

[2022.07.28-18.24.39:895][  0]LogWindows: Error: No outstanding IO, no nodes in the queue, yet we still have 58 'AddedNodes' in the graph (with 4 boot nodes).```
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My last packaging worked fine

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and the game runs fine both in PIE and in standalone mode, so I'm not sure what's going on

open rapids
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how do i choose a location to package my game

mellow bane
open rapids
primal depot
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Is there any information about the iostore flag, other than it putting stuff into different files when packaging?

open rapids
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i cant build

winged moss
distant belfry
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1-) What is Build Target in packaging settings?
2-) Can i have a relative path as packaging directory? For example ProjectRoot/Build

mystic atlas
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Win64 Linux etc (I think)

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OR!

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If you have multiple game modules, you can specify which one is your primary one

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It's one of those 2 things.

distant belfry
mystic atlas
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It is possible, yeah.

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It's specified in the uproject what your module is called.

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And you can add more

distant belfry
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I know you can add more with or without plugins but i didn't know you can assign a different one as primary

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It's interesting. Thank you πŸ™‚

mystic atlas
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Not a clue. Try it? πŸ™‚

distant belfry
# mystic atlas Not a clue. Try it? πŸ™‚

I don't know what to type. But looks like whatever i type, it will still open a windows explorer dialogue and want me to select a path. Afterwards it will re-assign selected path as staging directory. So i guess not worth to find out

tight fjord
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is there a way to reduce packaging size especially the world build data?

tight fjord
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The answer is to lower the sm light resolution

wooden jolt
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hi friends, how upload large .aab file in google play store ?

snow mural
# snow mural When I package and install my game to target hardware, I'm losing 25 fps compare...

If anyone else needs this answer; it's two fold. The launch level button uses editor settings and if you've optimized those settings you'll be fine there, but the packaging process does not use those same settings!

You have to add cvars for optimizing in device profiles to match, and you have to select a non-epic scalability in the settings menu dropdown. I did a third thing of copying my DefaultScalability.ini somewhere else, but don't think that actually helped anything.

pale finch
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When I was trying to package Lyra, I got an error "PackagingResults: Error: Stage Failed. Missing receipt '\Lyra\Binaries\Win64\LyraStarterGame.target'. Check that this target has been built." Does anyone know how to fix it?

dusky fossil
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I have vanilla 4.25, 4.26, and 4.27 from the Epic Games Launcher, but I can't run RunUAT.bat BuildPlugin for 4.26 because it can't find AutomationTool.exe. In 4.25 and 4.27 it's named AutomationTool.exe but in 4.26 it's DotNET_AutomationTool.exe. Has anyone else seen this?

slate jetty
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not for me

undone ravine
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How the hell do I prevent the project launcher from packing every single level into my builtproject? I'm trying to reduce the size of my test builds, but it's including every single level from my project into it. I only have the needed maps selected in the project launcher under "cooked maps", and according to the reference viewer, the map I am cooking has no references to the maps I don't want to include, but they still package into my build

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Do I just have some hidden references I haven't found?

cyan wraith
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hey there guys, I'm having issues packaging my project, would this be the right channel to ask?

brittle geyser
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anyone knows when does the packaging process includes the config inis?

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is it on the cooking process?

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or just the packaging overall? (if i do skip cook does it updates the configs?)

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im gonna guess it's on the final stage

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since there is a lot of "Excluding config file...."

edgy shadow
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Hi guys, i created a project using ue 5.0.3 source code, downloaded from Git.
I created a simple TPS project with a Metahuman, but when i click on Package Project (Dev mode) it starts to compile thousands of files and creates hundreds of folder inside the build folder.
I tried to package a simple project i made with ue 5.0.2 (no source code) and it only compile 30 files and creates a single folder "Engine" inside the build folder.
It seems like there's something wrong in my build config of 5.0.3, what can i do?

thorn oriole
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Hey I'm trying to build for Oculus Quest 2, game works fine in editor and pie but it crashes whenever I try and open it in Quest2, I get the following ```Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0 in tid 13080 (GameThread), pid 13041 (main)
24:51:45.155
DEBUG


24:51:45.155
DEBUG
Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/35444700575000000:user/release-keys'
24:51:45.155
DEBUG
Revision: '0'
24:51:45.155
DEBUG
ABI: 'arm'
24:51:45.155
DEBUG
Timestamp: 2022-08-01 00:51:45+0300
24:51:45.155
DEBUG
pid: 13041, tid: 13080, name: GameThread >>> com.VRCentre.VRClassroom <<<
24:51:45.155
DEBUG
uid: 10118
24:51:45.155
DEBUG
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
24:51:45.155
DEBUG
Cause: null pointer dereference
24:51:45.155
DEBUG
r0 d47fb3f0 r1 bec4434c r2 bec44448 r3 00000000
24:51:45.155
DEBUG
r4 00000000 r5 dcd37780 r6 0000b56d r7 bec443e0
24:51:45.155
DEBUG
r8 bec442d8 r9 0db46c0c r10 bec444b4 r11 bec444a0
24:51:45.155
DEBUG
ip bac24194 sp bec44288 lr b98faf5c pc 00000000```

#
#00 pc 00000000 <unknown>
24:51:46.025
DEBUG
#01 pc 0cc2ff58 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (FNetworkPlatformFile::EnsureFileIsLocal(FString const&)+944) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.025
DEBUG
#02 pc 0cc33c4c /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (FNetworkPlatformFile::GetFileInfo(char16_t const*, FFileInfo&)+276) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.025
DEBUG
#03 pc 0cc37c30 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (FNetworkPlatformFile::FileExists(char16_t const*)+76) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.025
DEBUG
#04 pc 07c7cdd8 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (FPackageName::FindPackageFileWithoutExtension(FString const&, FString&, bool)+276) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.025
DEBUG
#05 pc 07c70f98 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (FPackageName::DoesPackageExist(FString const&, FGuid const*, FString*, bool)+428) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.025
DEBUG
#06 pc 07ccd0bc /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (FAsyncPackage::CreateLinker()+3908) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.025
DEBUG
#07 pc 07ccbecc /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (FAsyncPackage::Event_CreateLinker()+316) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#08 pc 07d50668 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)```
#
24:51:46.026
DEBUG
#10 pc 07cef1e4 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (FAsyncLoadingThread::TickAsyncThread(bool, bool, float, bool&, FFlushTree*)+772) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#11 pc 07cee68c /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (FAsyncLoadingThread::TickAsyncLoading(bool, bool, float, FFlushTree*)+724) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#12 pc 07cff7fc /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (FAsyncLoadingThread::FlushLoading(int)+2140) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#13 pc 07d60ac0 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (FlushAsyncLoading(int)+408) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#14 pc 08013610 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (LoadPackageInternal(UPackage*, char16_t const*, unsigned int, FLinkerLoad*, FArchive*, FLinkerInstancingContext const*)+2320) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#15 pc 080111b0 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (LoadPackage(UPackage*, char16_t const*, unsigned int, FArchive*, FLinkerInstancingContext const*)+184) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#16 pc 0800e6a0 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (ResolveName(UObject*&, FString&, bool, bool, unsigned int, FLinkerInstancingContext const*)+1320) (BuildId: 36363b3fbd24d7768f73109d```
#
24:51:46.026
DEBUG
#18 pc 07ff039c /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (StaticLoadObject(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FLinkerInstancingContext const*)+904) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#19 pc 07401800 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (UStaticMesh* ConstructorHelpersInternal::FindOrLoadObject<UStaticMesh>(FString&, unsigned int)+748) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#20 pc 073f1b44 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (ConstructorHelpers::FObjectFinder<UStaticMesh>::FObjectFinder(char16_t const*, unsigned int)+316) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#21 pc 0b76178c /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (ADefaultPawn::ADefaultPawn(FObjectInitializer const&)+728) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#22 pc 07d9a888 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (UClass::CreateDefaultObject()+1364) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#23 pc 07ffcd00 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (ProcessNewlyLoadedUObjects(FName, bool)+4952) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
#
24:51:46.026
DEBUG
#25 pc 05f441dc /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (FEngineLoop::PreInit(int, char16_t**, char16_t const*)+120) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#26 pc 05f43b70 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (AndroidMain(android_app*)+3028) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#27 pc 05f57368 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (android_main+176) (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#28 pc 05f8d944 /data/app/com.VRCentre.VRClassroom-X4NZBnhPN_fBXWuMKepIsw==/lib/arm/libUE4.so (BuildId: 36363b3fbd24d7768f73109d839987b18158a17b)
24:51:46.026
DEBUG
#29 pc 0009a6d5 /apex/com.android.runtime/lib/bionic/libc.so (__pthread_start(void*)+20) (BuildId: adcfc534098235ba5d6501ea7c144148)
24:51:46.026
DEBUG
#30 pc 00000ffe <anonymous:beb4c000>```
#

This is in a packaged game, it happens in debug, development, shipping, in all of them etc.

umbral galleon
#

Has anyone seen an issue getting outdated shader types when cooking? We just turned on Runtime virtual textures and our build server (and local packaging) seems to be running into issues LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038 LogWindows: Error: LogWindows: Error: [Callstack] 0x00007ffeddb5d3e4 UE4Editor-RenderCore.dll!FShaderMapContent::GetOutdatedTypes() [D:\Perforce\dev1_build\Engine\Source\Runtime\RenderCore\Private\ShaderMap.cpp:597] LogWindows: Error: [Callstack] 0x00007ffece52e46f UE4Editor-Engine.dll!FMaterialShaderMap::GetAllOutdatedTypes() [D:\Perforce\dev1_build\Engine\Source\Runtime\Engine\Private\Materials\MaterialShader.cpp:1102] LogWindows: Error: [Callstack] 0x00007ffecee48207 UE4Editor-Engine.dll!GetOutdatedShaderTypes() [D:\Perforce\dev1_build\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:5014] LogWindows: Error: [Callstack] 0x00007ffecee5d8a7 UE4Editor-Engine.dll!RecompileShadersForRemote() [D:\Perforce\dev1_build\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:5957] LogWindows: Error: [Callstack] 0x00007ffecc1d3a2d UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveGlobalShaderMapFiles() [D:\Perforce\dev1_build\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:5577] LogWindows: Error: [Callstack] 0x00007ffecc1d7a2b UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::StartCookByTheBook() [D:\Perforce\dev1_build\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:6942] LogWindows: Error: [Callstack] 0x00007ffecc00e409 UE4Editor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\Perforce\dev1_build\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:966] LogWindows: Error: [Callstack] 0x00007ffecc038e58 UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [D:\Perforce\dev1_build\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:663] LogWindows: Error: [Callstack] 0x00007ff76b699cfa UE4Editor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\Perforce\dev1_build\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3434] LogWindows: Error: [Callstack] 0x00007ff76b690ddd UE4Editor-Cmd.exe!GuardedMain() [D:\Perforce\dev1_build\Engine\Source\Runtime\Launch\Private\Launch.cpp:132] LogWindows: Error: [Callstack] 0x00007ff76b69116a UE4Editor-Cmd.exe!GuardedMainWrapper() [D:\Perforce\dev1_build\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137] LogWindows: Error: [Callstack] 0x00007ff76b69418d UE4Editor-Cmd.exe!LaunchWindowsStartup() [D:\Perforce\dev1_build\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273] LogWindows: Error: [Callstack] 0x00007ff76b6a5524 UE4Editor-Cmd.exe!WinMain() [D:\Perforce\dev1_build\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320] LogWindows: Error: [Callstack] 0x00007ff76b6a7452 UE4Editor-Cmd.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] LogWindows: Error: [Callstack] 0x00007ffeee5b7974 KERNEL32.DLL!UnknownFunction [] LogWindows: Error: [Callstack] 0x00007ffef0a7a2f1 ntdll.dll!UnknownFunction []

crude granite
#

Is there a supported way in UE4 to specify alternative assets per platform so that only that asset gets cooked for the target platform? A contrived example would be marking a complex Niagara particle system for desktop platforms, and then in the same scene, marking a simple texture flipbook quad for Android.

gray ingot
#

does anyone know why the console is disabled in my development build?

rare relic
#

hello.. what is the difference between debug and shipping build? if i make the debug build all work, but if i try switch to shipping when i start the game a fatal error appear... any suggest?

mellow bane
rare relic
#

How i can find the problem of the fatal error on shipping build?

rare relic
mellow bane
distant belfry
#

Is there any idea why my engine (4.27) tries to use VS 2017 when packaging plugin?
I have VS 2022 and VS 2019 build tools

#

(UE 5.0 builds fine)

mellow bane
#

So you need 2017 too

distant belfry
#

Is build tools enough?

mellow bane
#

Probably

distant belfry
# mellow bane Probably

Do i need "Universal windows platform build tools" or ".net desktop build tools" ?
I don't think so but it's better to make sure

mellow bane
#

You need MSVC

distant belfry
untold thicket
#

Has anyone ever had problems getting the crash reporter to show up in packaged builds? I basically just realized I should've been seeing the same crash reporter I can see in the editor when my packaged build crashes but that's not the case. Include crash reporter is ticked in the packaging settings and I'm building from a binary version of UE4

rare relic
mellow bane
#

Why do you need to force the quality to low

rare relic
mellow bane
tight fjord
#

when i click on packaging for win 64, it gives me a link to UE4 documentation... am i missing something?

sleek dagger
#

Hi all!
So anyone has same problem as me: then I package&run my project, Control Rigs seems to be not working at all in UE5. Works perfectly in PIE on standalone mode.

#

Also, worked good in UE4.

rough marsh
#

Hello good afternoon sorry for the inconvenience but someone could help me translate a document to understand what I am doing wrong in my project of a serious real d e much help here I leave the document thanks

timber hill
rough marsh
#

What does that mean as I solve an apology for the questions but I am new to this ECOSYSTEM OF UE5

timber hill
#

i don't know what it means but it seems you're not the first person to get this error, this SE isn't even talking about unreal https://stackoverflow.com/questions/16888866/what-does-error-rc2175-icon-ico-is-not-in-3-00-format-mean

rough marsh
timber hill
#

that error is blocking compilation, yes

#

it seems to me that Application.ico is somehow corrupted, or not what is expected.

rough marsh
timber hill
#

google how to create .ico files there are tools that will do it

rough marsh
#

Thanks for help I will search

jolly nymph
#

Does anyone know why - when packaging a dedicated server - it's taking so long to cook material resources, when it's for a dedicated server? Isn't it supposed to skip everything rendering related?

mellow bane
woeful relic
#

Once packaged, is there a way I can override a setting that would usually be set in DefaultGame.ini?

mellow bane
#

You'd load the config, change the var and save it

woeful relic
#

It's a setting to a filepath

#

Yeah, but I can't find the config file in the packaged build

#

Or can I put it in Game.ini file?

mellow bane
#

You don't need to find anything

#

Get the UObject that has the Config for it, edit value, call SaveConfig

woeful relic
#

Ah, so I need gameplay logic for that

#

runtime

mellow bane
#

I mean if you want to locally, manually edit settings for a given ini file to debug something, go edit the generated Game.ini in the game's saved folder

woeful relic
#

Yes that is what I'm looking for

#

[PACKAGE]\WindowsNoEditor\[PROJECTNAME]\Saved\Config\WindowsNoEditor\Game.ini is that I should be lookign at right?

#

I need to load some external files up and it differs for each computer

#

Thanks! That worked, I just needed to be nudged in the right direction

radiant pond
#

is there a way to name the chunks so they are not "pakchunk0" "pakchunk1" but instead "Meshes.pak" "Textures.pak" etc.?

mellow bane
#

A Python script

radiant pond
#

you mean for renaming? can I just rename those and unreal will still load them?

mellow bane
#

Yes

radiant pond
#

oh, I thought they had to be the exact name, so how does unreal loads the paks? it just loads everything that's inside the pak folder?

mellow bane
#

Yes

#

Well, "load"

#

It mounts them

radiant pond
#

right

#

thank you @mellow bane !

static prawn
#

Anyone knows about what I need to do to get gameplayability system Cues to play on a packaged build? it works in the editor fine, but when I package the cues just dont do anything.

primal thorn
#

hello, when i package my game in shipping if i go to the task manager the main process is called UE4 and then it has a child process with the actual executable name, is there a way to get rid of that UE4 main process or change it to something else?

digital rain
#

in packaging i got:

Error: Hung shadermap detected, time spent compiling: 7200.007620 seconds, NumPendingJobs: 1067, FinishedJobs: 3612

what is solution

digital rain
#

how can change this icon? i changed game icon in project settings but this didn't changed

hearty crypt
#

Is there easy way to crerate dlc?

jolly nymph
#

If I want my data asset to cook correctly into shipping builds but it's not referenced anywhere except a config file as a TSoftObjectPtr, do I just need to add its directory here?

#

Because from my tests that also doesn't seem to work, and the TSoftObjectPtr returns a null object

#

I'm wondering what I might be doing wrong

jolly nymph
winged moss
#

yes but you need to keep a hard reference to it for it to stay loaded

jolly nymph
#

Yeah, I do that with whatever calls that function

#

Argh I have no clue why it isn't working then

winged moss
#

use unrealpak to inspect your cooked pak file then

jolly nymph
#

Oh? I don't know what unrealpak is, but I'ma look for it, thanks πŸ’ͺ

open rapids
#

Hello! I have this error and i made all the steps of this video what should i do? https://www.youtube.com/watch?v=EoIdyhjW9e0

Use the following link by July 31, 2022 for a huge discount on a 10-hour Unreal Engine 5 Beginner's course: https://www.udemy.com/course/unreal-engine-5-the-complete-beginners-course/?couponCode=JUL2022

How to Fix SDK Not Setup - The SDK for Windows is not installed properly, which is needed to generate data. Check the SDK section of the Launch...

β–Ά Play video
#

can somebody add me and help me in DM, pls?

astral moat
#

Well this is something new. Project packaged just fine, no major adjustments were made and this looks weird since it Not even related to my project but missing a DOTNET thingy. Can I get some clues as to how to fix this?

UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to load script DLL: C:\Program Files\Epic Games\UE_4.27\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll: Could not load file or assembly 'AutomationScripts.Automation.dll' or one of its dependencies. The system cannot find the file specified.

#

As a note No projects can be packaged. I also verified the instal to repair anything with UE4

#

So I get the same error no matter what project I package.

#

Err try to package.

fair night
#

I really don't understand Unreal Engine way of doing stuff.
Packaged game works fine... except one single mesh does not load.... other meshes from the same folder are loading properly. Did the Fix redirect thingy but still nothing. You guys have any syggestions? Did this happened to you?

astral moat
#

I am not the only one experiencing this issue I posted above and posted on the UE Dev forums.
https://forums.unrealengine.com/t/error-launching-packaging-project/594764

hearty crypt
#

Hi,
How to create mod to my game that replaces low res textures with high res textures?

mint leaf
stray maple
#

How to change CrashDumpMode for dedicated server builds?

fair night
# mint leaf check the build log, it can be super helpful

It was something I really couldn't realize until I placed a static mesh in the world as StaticMeshActor...

For some reason one of the meshes in my BP was Stereo Static Mesh, something related to VR and I have no idea how I added such component instead of a Static mesh

orchid cypress
#

I have a UMG widget that displays properly when playing in editor, but when I package the game with shipping configuration the UI doesn't appear
I tried using create widget from the Game Mode, Level Blueprint, Player Controller BP
all the same result
the widget blueprint are being cooked properly in the built pak file as I have checked the cook log and extracted the files themselves

arctic prawn
#

does anyone know why my packaged project gets flagged as a virus

#

every single one of my friends has their anti virus go crazy whenever they try to launch the gmae

#

and i need to have it finished before 12 am today or they wont let me in the jam

#

i would appreciate afast answer because it takes a while to package and publish on gamejolt

winged moss
#

Typically code signing will make anti viruses generally trust your game more but that costs money

arctic prawn
#

and that was completely free to do

#

so far

winged moss
#

Well that sounds like bullshit frankly

arctic prawn
winged moss
#

And it's not the same as code signing

arctic prawn
#

so i just gotta hope that the game jam guys dont instantly disqualify me

winged moss
#

So what AV detects it and as what

#

If it's just one or two then you should be fine

arctic prawn
#

avast which goes ape shit over it

#

and windows defender which is fine it just gives you a notification saying it might be harmful

winged moss
#

And by this I mean show the virustotal for it

#

Avast is trash so no surprises there though

#

And is the second thing just Smartscreen?

arctic prawn
#

yea

arctic prawn
#

it was the shipping.exe

winged moss
#

You know what a false positive is right

arctic prawn
#

nope

winged moss
#

Also this isn't uploading the exe to virustotal

arctic prawn
winged moss
#

Yes

arctic prawn
#

oh then yeah i do know. i thought it was a fancy term for ue stuff

#

thanks for telling me tho

#

i wouldve spent too much time trying to fix it

somber creek
#

im trying to pass a level as a command line param to a dedicated server. the map is definitely in the packaging list of maps to package, but i get ...

#

And town, the default map, loads fine with no param

#

when i select the map from explorer with the ..., it actually changes content to /Game, which is probably my issue

#

but, why would it be /game and not my actual folder name?

winged moss
#

which for the project is /Game/

sudden onyx
#

Does anyone know how to fix these problems?
LogFeaturePack: Error: Error in Feature pack C:/Epic Games/UE_5.0/FeaturePacks/TP_VirtualRealityBP.upack. Failed to parse manifest: Invalid Json Token. Line: 43 Ch: 4
PackagingResults: Error: LyraGameEOS modifies the value of CustomConfig. This is not allowed, as LyraGameEOS has build products in common with UnrealGame.
PackagingResults: Error: LyraGameEOS modifies the value of CustomConfig. This is not allowed, as LyraGameEOS has build products in common with UnrealGame.
PackagingResults: Error: LyraGameEOS modifies the value of CustomConfig. This is not allowed, as LyraGameEOS has build products in common with UnrealGame.

winged moss
sudden onyx
#

But how can I fix that

#

Cant find any help on the internet if I google this

rough star
#

Hi, im running into this error while packaging my project

UATHelper: Packaging (Windows (64-bit)): Running: C:\Users\HP\Documents\Unreal Engine\UE_4.27.2\Engine\Binaries\DotNET\UnrealBuildTool.exe test Win64 Development -Project="I:\Unreal project\test\test.uproject"  "I:\Unreal project\test\test.uproject" -NoUBTMakefiles  -remoteini="I:\Unreal project\test" -skipdeploy -Manifest="C:\Users\HP\Documents\Unreal Engin
e\UE_4.27.2\Engine\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\HP\Documents\Unreal Engine\UE_4.27.2\Engine\Programs\AutomationTool\Saved\Logs\UBT-test-Win64-Development.txt"
-UATHelper: Packaging (Windows (64-bit)):   ERROR: No target name was specified on the command-line.
-PackagingResults: Error: No target name was specified on the command-line.

UATHelper: Packaging (Windows (64-bit)): Took 0.6508656s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\HP\Documents\Unreal Engine\UE_4.27.2\Engine\Programs\AutomationTool\Saved\Logs\UBT-test-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
-PackagingResults: Error: Unknown Error

Im setting up dedicated server, i cannot package my project using 'test' build target but i can package 'testServer' build target. I can run the game on the server normally if i start the game in PIE mode. But I want to package the game so i can test run it with my friends. I have stuck on it for quite a while, can anyone help me on this?

winged moss
winged moss
sudden onyx
winged moss
sudden onyx
#

Aight ... the more I "play" with Lyra the more I got the feeling it is not for newbies

winged moss
#

it definitely isn't

sudden onyx
#

It is nice but getting it mp ready, nightmare

rough star
inland onyx
#

The reason for the project not being able to cook or package, would be line 108 in "FWGChunk", where "DestroyComponent" is called, right?

https://pastebin.com/TWAVx4xK

wicked rampart
#

Hello, Willing to Offer help / assistance to Game Dev teams with Source Control, Packaging, Revision Maintaining and prebuilds. That will also enable me to learn and grow in my Career . Not an expert btw

winged moss
inland onyx
winged moss
#

because it was being GC'd

#

so the destructor will be called for the actor

inland onyx
#

I guess I could do without the DestroyComponent(?), it's just calling it for some triggerboxes

open rapids
#

does anyone know about this error?
I've been stuck on it for a long time.

wicked rampart
#

Run UE as admin and try

#

by Looking at the logs, UE seems to be missing perms

#

@open rapids

inland onyx
stray maple
#

How to clear config files so that config variables don't get packaged if they have been set in editor? I have some variables in my UUserWidget classes, but somehow they also end up into packaged game

open rapids
#

Hiya! I'm trying to give my packaged game a test run but when I startup a level, I get a fatal crash like this one. I'm not sure what went wrong but usually someone would tell me to show my log

#

So here it is

#

If anyone could help that would be great!

wicked rampart
#

LogStreaming: Error: Couldn't find file for package /Game/BP_SonicWorldMenuGameMode requested by async loading code. NameToLoad: /Game/BP_SonicWorldMenuGameMode

open rapids
#

thanks for responding. This error is kinda weird to me because how come it can't find the file?
the game modes work in the editor
literally everything works in the editor. It's just when I package the game when It becomes a problem

rough star
#

can you ever pause packaging

wicked rampart
rapid sphinx
#

Hey everyone! I'm currently trying to package in ue5 for quest 2 and keep running into this error. I've updated android studio, changed my sdk version, restarted etc but can't seem to get anywhere. Anyone know what's causing this maybe?

"PackagingResults: Error: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\Blake\AppData\Local\Temp\UAT\D+Stuffs+Unreal+UE_5.0\Rules\UATRules-a6cf6bf48bd3e735b2f58f99670fd771Manifest.json'."

wicked rampart
#

can u share the full logs?

rapid sphinx
#

Yeah let me get that quick!

near gyro
#

Hey all, can't package for some reasons - plays well in editor

wicked rampart
#

Full logs pls @near gyro

near gyro
#

Is this what you need?

rapid sphinx
#

Where did you find that @near gyro ?

near gyro
#

C:\Users\MYUSERNAME\AppData\Roaming\Unreal Engine\AutomationTool\Logs\A+Program+Files+Epic+Games+UE_5.0

rapid sphinx
#

Awesome, thanks for that!

wicked rampart
#

LogMaterial: Display: Missing cached shadermap for LandscapeMaterialInstanceConstant_0 in PCD3D_SM5, Default, SM5 (DDC key hash: FB08A4532D0A7F966FABE6A111F44BD91FA4B79B), compiling.
LogMaterial: Display: Missing cached shadermap for LandscapeMaterialInstanceConstant_0 in PCD3D_SM5, Default, SM5 (DDC key hash: DD634B68F36918C902FBFDD9DD431312EFCA31D7), compiling.
LogMaterial: Display: Missing cached shadermap for LandscapeMaterialInstanceConstant_11 in PCD3D_SM5, Default, SM5 (DDC key hash: 1DFB0CC40A6689668BD62028ECB4F4E5C0E608B9), compiling. Is special engine material.

@near gyro Can u look into LandscapeMaterialInstanceConstant_0 and fix the errors?

near gyro
#

That must be an engine thing, will take a look

#

as i havent made a landscape material

#

Hmm ok ive found that asset but it doesnt show any errors for me

wicked rampart
#

@near gyro ERROR: Cook failed. [491]

#

Edit -> Project Settings -> Packaging and add necessary maps to be included in game. Should help

wicked rampart
#

C:\Users\danpo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\A+Program+Files+Epic+Games+UE_5.0\Cook-2022.08.09-14.50.05.txt

#

LogSkeletalMesh: Building Skeletal Mesh Player Avatar...
LogSkeletalMesh: Built Skeletal Mesh [0.00s] /Game/Blueprints/Characters/BP_DiceCharacter.Default__SKEL_BP_DiceCharacter_C:Player Avatar
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ff821fb9973 UnrealEditor-Engine.dll!GetPlatformSkeletalMeshRenderData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:1662]

#

Something related to your Skeletal Mesh

median portal
#

I am new to Unreal and trying to get a better understanding of difference between building a pak and executing the compileAllBlueprints cmdlet. The goal is to create a CI pipeline that is faster than building the full pak.

Currently my team can build a pak and run our "game" without errors however the 'UEditor-cmd.exe -run=compileallblueprints' cmdlet fails with many errors
example 'Error: Detected key mismatch in uber graph frame for instance <name> of type <type>, iteration will be unsafe'
we are using Unreal 4.22
why would our pak build not need to compile the same blueprints and also fail?

near gyro
#

i wonder why its referencing that, maybe it installed something to the drive when I installed UE5

wicked rampart
#

It has nothing to do with D

#

Game/Blueprints/Characters/BP_DiceCharacter.Default__SKEL_BP_DiceCharacter_C:Player Avatar something is missing or corrupted here

near gyro
#

Im jst verifying my UE install then will look into that BP and Skeleton

#

thanks for the help

rapid sphinx
#

@wicked rampart , got it all figured out, thanks for the help here! 🀘

wicked rampart
#

Glad am able to help you with the issue .

near gyro
#

Got my issue figured out too thanks @wicked rampart !

wicked rampart
#

what was the issue though?

#

Game/Blueprints/Characters/BP_DiceCharacter.Default__SKEL_BP_DiceCharacter_C:Player Avatar ??? With this or something else?

near gyro
#

In my CPP file for DiceCharacter

#

which derives from ACharacter

#

I was creating a skeletal mesh component called Player Avatar

#

but the ACharacter class already has a skeletal mesh component

#

so i guess it just didnt like that

wicked rampart
#

glad i was able to point the issue atleast

near gyro
#

commenting out this line of code solved it

#

yeah definitely sent me down the right route, and now know where to find the logs for future packaging issues

unreal creek
#

Hey there! I hope this the right place to ask. I have troubles building my project using a GitLab worker. I specified building the "Client" target of the game, which does not seem to cause it to build the "Game" target it requires. Anyone has some pointers on how to debug this?

"C:\UE\Engine\Build\BatchFiles\RunUAT.bat" BuildGraph -Script=Z:/Wj4y4/BuildScripts/Lib/BuildGraph_Project.xml -SingleNode=Compile LyraClient Win64 DebugGame -SharedStorageDir=C:\jx15xf-s-in7j8hns4cxudhl3aqew09fmrtsnxvywlzhwx-w\ -NoP4 -WriteToSharedStorage -set:EnginePath="C:\UE" -set:GauntletTests="" -set:UProjectPath="Z:\Wj4y4\Lyra\Lyra.uproject" -set:ProjectRoot="Z:\Wj4y4\Lyra" -set:GameTargets="" -set:StageDirectory="Z:\Wj4y4\Lyra\Saved\StagedBuilds" -set:RepositoryRoot="Z:\Wj4y4" -set:ClientConfigurations="DebugGame" -set:BuildScriptsLibPath="Z:\Wj4y4\BuildScripts\Lib" -set:PrepareCustomCompileScripts="" -set:ExecuteBuild="true" -set:ServerTargetPlatforms="Linux" -set:EditorTarget="LyraEditor" -set:GameConfigurations="" -set:DeploymentSteam="" -set:ServerConfigurations="DebugGame" -set:ClientTargets="LyraClient" -set:TempPath="Z:\Wj4y4\BuildScripts\Temp" -set:ClientTargetPlatforms="Win64" -set:CustomTests="" -set:ServerTargets="LyraServer" -set:IsUnrealEngine5="true" -set:StrictIncludes="false" -set:Distribution="Lyra-WithDedicated" -set:BuildScriptsPath="Z:\Wj4y4\BuildScripts" -set:GameTargetPlatforms="" -set:DeploymentCustom="" -set:ExecuteTests="true" -set:MacPlatforms="Mac;IOS" -noturnkeyvariables

BuildCookRun -project=Z:\Wj4y4\Lyra\Lyra.uproject -nop4 -NoCodeSign -platform=Win64 -clientconfig=DebugGame -SkipCook -cook -pak -stage -stagingdirectory=Z:\Wj4y4\Lyra\Saved\StagedBuilds -unattended -stdlog -noturnkeyvariables

Stage Failed. Missing receipt 'Z:\Wj4y4\Lyra\Binaries\Win64\LyraGame-Win64-DebugGame.target'. Check that this target has been built.

#

Content of Target.cs

public class LyraClientTarget : TargetRules
{
    public LyraClientTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Client;
        DefaultBuildSettings = BuildSettingsVersion.V2;

        ExtraModuleNames.AddRange(new string[] { "LyraGame" });

        LyraGameTarget.ApplySharedLyraTargetSettings(this);
    }
}
wicked rampart
#

can we get logs?

unreal creek
#

Sure, one sec

wicked rampart
#

C:\Users\Administrator\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+UE\Log_2.txt

#

can i get this?

#

@unreal creek

unreal creek
#

Sure, one moment please

gleaming mason
#

Hello, I'm new to UE (and using UE5), I'm learning to package a tutorial game in windows. I'd like an EXE of the project so I don't have to load UE to play it. I can package it up, but when I run the executable after a couple pop-ups requesting some permissions, the load halts at this error,

LogPluginManager: Error: Unable to load plugin 'Bridge'. Aborting.

I've tried all the different windows packaging options from shipping to use project settings, and get the same result. Any ideas what I may need to do? Thanks.

wicked rampart
#

Try copying the project from Engine/Plugins to Project/Plugins and try again

#

Also Try adding a Cpp class and then recompile

#

one of the solution should work

gleaming mason
#

Thx for the reply. To disable the plugin I do what?
The copying should be done in main project, or in the packaged version?
Add a cpp class to do what? IE, create a cpp 'bridge'? I'm a little unsure how to go about that, but I can experiment.

wicked rampart
#

Will DM you

#

Edit -> Plugins

#

Disable, Repackage and try. Should Work

gleaming mason
#

Thanks @wicked rampart - disabling the 'Bridge' plugin did the trick.

open rapids
#

Hey guys, I'm back again because I have been messing around with my packaged game for testing purposes and so far I have been getting fatal errors in specific areas of the game. I need to fix them to have my game be in a playable condition so I've tried to replicate the errors in a debug build. so far I've gotten this in my logs

#

it's this part that I think is the issue but I feel like I'm not getting enough info on how to fix it

#

or why it's calling an unknown function

#

again, this works perfectly fine in the editor

wicked rampart
#

LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist

open rapids
#

What does that mean...

#

I'm sorry, I'm just

#

really bad at translating packaging errors

#

😭

#

VTtuneApi is very new to me

wicked rampart
#

i assume u changed a lot with Project plugins and preferences

#

Why dont u try migrating your content to a new project and try

open rapids
#

The only plugin I remember was wwise

#

I have a lot of content though so I think that'll be my last resort

wicked rampart
#

Delete intermediate, Saved and try repackaging

open rapids
#

okay I'll try that

#

welp, that didn't work

#

does 'aqProf.dll' and 'VtuneApi.dll' look familiar to you? I ask because maybe they come from a plugin idk

wicked rampart
#

I have never seen this before

#

must be more project settings related

#

Try migrating to a blank and package

open rapids
#

is there a button for migrating? or is it all manual? πŸ˜…

wicked rampart
#

right click and migrate

#

or copy content folder and paste

#

you gotta redo project settings though

open rapids
#

yeah that's fine but where should I be right clicking? In the editor? On the blank project?

#

Or my current project?

wicked rampart
#

current project

#

and point to new one

open rapids
#

Okay ima load that up rq. Just finished making the blank one. Is there a specific area to be right clicking?

wicked rampart
#

naah . Just on your folder view

open rapids
#

bet

#

I've only got 2 folders so hopefully everything will be fine

#

from there I'm assuming I go into blank project folder->Content and put them inside

#

bc rn its asking for me to select a destination content folder

wicked rampart
#

yes

open rapids
#

well, can c++ classes be migrated? lol

#

They havent been imported here

#

They are 100% necessary for the game to run πŸ’€

wicked rampart
#

πŸ₯² i feel we are complicating everything lol

open rapids
#

My b brother

open rapids
#

So me and ToxXxic ended up solving the issue! Running the debugged build is key. But it won't show which lines of code are causing the error until you tick this box in package settings (Shown below which was not enabled by default in my case.) From there you can check the logs and fix the messed up code lines

#

Thank you @wicked rampart 🀝

wicked rampart
#

Glad i can help with the issue

wooden elm
#

Could anyone help with this? When I try to run my packaged game, only started last day or so:
Assertion failed: Level == 1 [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp] [Line: 4495]
__scrt_common_main_seh() [d:\a01_work\43\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
0x00007ffa314f7034 KERNEL32.DLL!UnknownFunction []
0x00007ffa32ca2651 ntdll.dll!UnknownFunction []

sudden onyx
#

Does someone know how to fix PackagingResults: Error: 262144

tawny spoke
#

i've got a problem and i wish i could tell you what it was but i can't
when i package my game, i get no errors or anything in the output log, however i can't start the game at all on any configuration
i simply double click on the program, the cursors shows that something is loading and then nothing, not even an error message or anything. nothing happens at all, the game isn't even in the background

#

trying to run it from cmd with -log attached doesn't do anything either. i have no clue what's wrong because the packaging doesn't yield any errors or warnings

ocean berry
#

hey

#

can someone help me pls

#

i keep getting this error

#

i really need help quickly man 😭

remote arch
#

leaving this here for the next person as stuck as i was getting PSO cache generation working on PC and not finding anything anywhere - doesnt work on dx11, add -dx12 as a launch param in the project launcher

near rose
#

Hey has anyone had any experince fixing this issue?

wicked rampart
wicked rampart
# near rose

Install Windows SDK from Visual Studio Installer

near rose
#

thanks! actually just got it fixed haha

#

now trying to figure out "navmesh needs to be rebuilt"

wicked rampart
#

So in Unreal, Down arrow next to Build, you can see Build NavMesh option

wicked rampart
wicked rampart
near rose
wicked rampart
#

slightly move the navmesh?

#

should rebuild automatically

near rose
#

got it! fixed my issues thanks!

#

I just rebuilt all and that seemed to get it

wicked rampart
#

okay

rain bane
#

Where can I go to install the linux packaging sdk?

#

I already have the toolchain and everything

wicked rampart
#

just toolchain is enough right?

rain bane
#

I thought so but this is what I'm getting in the editor

#

Now that I think about it my android adk isn't showing up anymore either

wicked rampart
#

not sure. Sorry

rain bane
#

Thanks

jaunty phoenix
#

Hi
Is there a good way to debug what gets packaged and why?

thick marlin
#

Hello all, how can I reduce V-Ram usage do you know any information about that?

wicked rampart
#

no i guess

wooden elm
# wicked rampart More info or Logs pls

Hi Sam, re packaging seemed to fix this error when creating a development build. However when creating a shipping build I do get the following error "Game files required to initialize the global shader library are missing from" its set to shipping in editor cooks and builds fine but I cannot launch in on my machine.

wicked rampart
#

Might be DX12 is Ticked in Project Settings

wooden elm
wicked rampart
#

so did it work?

inland onyx
hollow isle
#

Hello, does anyone know how to fix this issue that appears during game packaging:

UATHelper: Packaging (Windows (64-bit)): LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/VertexAnimToolset/VertexAnimFunctions/ExtractAnimData_Pivot_Interp' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/'...

It seems like it's some issue with the VertexAnimToolset plugin that I use, but I can see and open the material functions that are listed as errors just fine. The game also runs as intended, only the packaging is problematic.

wicked rampart
#

Try unticking the plugin while packaging?

#

Looks like a editor plugin

#

Or may be you no longer have that plugin?

hollow isle
#

I tried unticking it but then it starts complaining that the functions can't be detected (since plugin is disabled). I tried both installing this plugin into the engine, then into the project, then both. Nothing seems to solve the issue

#

I also tried deleting Intermediate, Config and Saved and regenerating the files, but the error is still there

wicked rampart
#

Is reference missing in your project?

#

Try running -FixupRedirectors once

#

is it a BP only or cpp?

#

Sometimes long path can also cause this

rain bane
#

@wicked rampart From my issue yesterday, I think I might've found why it doesn't compile

wicked rampart
#

SDK one?

rain bane
#

Yeah

#

I think it's because clang isn't out for UE 5.0.3 yet, and I'm using 5.0.3

wicked rampart
#

oh damn xD

#

will keep in mind

rain bane
#

Looks like im gonna have to download another version then 😭

wicked rampart
#

Downgrading package? project?

#

So i have tried downgrading from 4.25 to 4.24 and It gave me errors! Not sure if its possible now.

#

also lots of fuckups happen with art assets and rigs and meshes

hollow isle
hollow isle
#

thanks for helping btw! I really appreciate it

sudden onyx
#

Does someone know what "PackagingResults: Warning: FLwsWebSocket[1]::Connect: State is not None (StartConnecting), unable to start connecting!" is?

#

UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 3128 Packages Remain 46 Total 3174
UATHelper: Packaging (Windows): LogWebSockets: Warning: FLwsWebSocket[1]::Connect: State is not None (StartConnecting), unable to start connecting!
PackagingResults: Warning: FLwsWebSocket[1]::Connect: State is not None (StartConnecting), unable to start connecting!
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 3128 Packages Remain 46 Total 3174

#

i dont know what this is

wicked rampart
#

Packaging for? Which Platform?

sudden onyx
#

Windows

wicked rampart
#

UE version?

sudden onyx
#

5.0.3

#

its gone ... it was the plugin Replica Voice thingy

#

but still got a lot

#

😒

wicked rampart
#

its alright as long as its fixed

sudden onyx
#

I want to cry

wicked rampart
#

bruh 😱

sudden onyx
#

yes ...

#

I feel pain

#

suffering

#

agony

#

i dont know whats wrong with the assets

#

think i will remove them xD

wicked rampart
#

πŸ₯²

#

See you all tomorrow guys ! πŸ˜›

#

Have a great day

sudden onyx
#

u2

broken frigate
#

Hello, question if I may: Is there a way to make the packaging process output smaller individual ".ucas" files, rather than trying to pack it all into one large one?

sudden onyx
#

I dont know if someone can help me, but these are my errors and warnings, idk how to fix them

wicked rampart
#

are you trying to build a update?

#

Also lots of missing files

wicked rampart
#

PDB files can be reverse engineered to a extent.

#

Also why do you have to include pdb files in shipping build

swift cargo
#

And I can’t reproduce it

#

So I want at least some kind of log

#

As opposed to just β€œfatal crash”

#

Or 0xfffffff memory invalid

wicked rampart
#

You can ask them to share crash dumps and then figure out yourself

#

Wont wont that work?

#

Also setting up Crash Reporter should let you know the retail crashes right?

#

Not sure how this works though, but thats the functionality

swift cargo
#

If I use the crash reporter, do I also need to include debug files?

#

Since the crash reporter isn’t very helpful if it just gives you a memory address with no context

mystic atlas
#

You want the crash dump which you then load up in VS

#

You don't need them to have the debug files for you to do that.

wicked rampart
#

How will VS debug without PDB file?

wicked rampart
#

You need to configure in a way that It will send the minidump to server you specify

swift cargo
#

just want to make sure it won't expose any sensitive code

wicked rampart
#

Crash dumps can be found here : %localappdata%\CrashDumps

swift cargo
wicked rampart
#

You can have pdb on your repo and not ship them on Steam

swift cargo
#

that otherwise wouldn't be?

#

The game is already shipped

#

and the bugs aren't reproducible by me.

winged moss
#

NEVER distribute PDBs to the public

swift cargo
#

While the client only includes the crash reporter

#

and that PDB on the backend translates the raw crash?

winged moss
#

this is windows debugging 101

swift cargo
#

Sorry, I'm a web dev who got into game development

winged moss
#

a PDB is a symbol file, that is able to translate dumps into something readable

swift cargo
#

all i know about are stack traces

winged moss
#

it's also useful for debugging a running process

swift cargo
mystic atlas
winged moss
#

also with "crash reporting server" you need to implement one or use something off the shelf (bugsplat, sentry)

swift cargo
winged moss
#

what

swift cargo
#

I mean package the game in order to get the .pdb files to upload to Sentry

winged moss
#

you only package once with PDBs

#

when you upload to steam or wherever your game lives, you just exclude the PDB files from the upload

swift cargo
#

Gotcha

wicked rampart
#

So PDBs are compile specific, Even if you dont make any change, PDB of one compile wont work with another compile

swift cargo
#

Ahh ok got it

wicked rampart
swift cargo
#

so that they can just send it directly to that

#

no need to manually ask them for it

wicked rampart
#

Umm even that works, just u gotta pay for the service

swift cargo
#

Looks like I need to compile from source in order to add Sentry...

wicked rampart
#

Try backtrace, free upto 25K

swift cargo
#

welp, how can I debug the PDBs locally against the crash dump?

wicked rampart
#

Run in visual Studio, load symbols and Debug

#

Will point you to the exact source file and line

swift cargo
#

brb let me compile from source for 5 hours to change 1 config file.

wicked rampart
#

Backtrace doesnt need source compliation

swift cargo
wicked rampart
#

Assuming CrashReport Config file is the one you are mentioning about

swift cargo
winged moss
#

the most expensive solution to this on the market

winged moss
swift cargo
winged moss
#

no?

#

but I've only ever used a source build

#

you would need a way of modifying that INI though, but you still get PDBs that are suitable for upload

wicked rampart
#

F:\UE_5.0\Engine\Programs\CrashReportClient\Config

winged moss
#

typically yes, not sure if it's PDBs multiple with a binary engine though

#

why would it

wicked rampart
#

Keep PDB backup

wicked rampart
#

logging in Production as in Development or Retail

mystic atlas
#

Logging is disabled in shipping, but you can turn it back on I think. Not sure how/where.

wicked rampart
#

run game with commandline -log

ashen finch
#

Need some help getting some of my files loose in packaging

Content
|-Things
  |-LooseBinaryAsset01.bin
  |-LooseBinaryAsset02.bin
  |-LooseBinaryAsset03.bin
  |-LooseBinaryAsset01GeneratedDir
    |-PackagedAsset.uasset
  |-LooseBinaryAsset02GeneratedDir
    |-PackagedAsset.uasset
  |-LooseBinaryAsset03GeneratedDir
    |-PackagedAsset.uasset

So I need all of the *.bin files in "Things" to be loose. However, I need all of the uassets located in the GeneratedDirs to be packaged and known to the Asset Registry. How would I accomplish this?

tawny spoke
# tawny spoke i've got a problem and i wish i could tell you what it was but i can't when i pa...

ok, so this is weird
last time i said that there's no error or anything but the game doesn't start at all
that was when i had C++ code in the project
i removed it so it's purely blueprints and now i do get an error when crashing
it says that a plugin that i made is missing a module and can't find it
but the module is right there and everything in my plugin compiles just fine
when removing the plugin, the game actually works
however, i really need this plugin working so i can't do that

this is the whole screen and i can't figure the issue out

winged moss
#

blueprint projects can't contain code plugins for a start

tawny spoke
#

that's kinda whack
but it still doesn't work even with a C++ project. i tried the event viewer and all it's telling me is that the application crashed with event id 1000

winged moss
mystic atlas
#

It doesn't. Logging is compiled out of shipping builds.

#

You juts need to google how to re-enable it.

#

You could remove them.

#

Or create your own logging function

#

That wraps the stadnard ones

winged moss
#

you also need a source build to enable logs in shipping

astral stirrup
#

Unreal doesn't seem to be recognizing my SDK. And when I try to package it shows error System.Exception: Found no script module records. I've installed the latest VS SDK, also tried the SDK Installer, installed .net core 3.1.0 runtime, and copied the hostfxr.fll file to the proper location. I've also restarted and rebuilt the engine and project. Any ideas?

tawny spoke
# tawny spoke ok, so this is weird last time i said that there's no error or anything but the ...

got some good news
i found out what causes the game to instantly crash
in one of my plugin's modules, i have a static variable of type ISocketSubsystem
and in my cpp i set it to ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)
that is the thing causing my issues
if i set the variable to nullptr then the game starts

so there we go, i found the root of the problem
for some reason, ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM) makes the game crash in a packaged build, but works just fine in the editor

what could i do about this? i do need that part of code so i can create objects of type FInternetAddr

wicked rampart
mystic atlas
#

Have you tried debugging your packaged game (yes, you can do this quite easily) to see where the problem is?

tawny spoke
#

i don't know how i could debug the packaged game

#

if it involves attaching something to the process, that wouldn't work because the game doesn't start at all, not even an error message that pops up

#

the weirdest thing for me is that the code compiles perfectly but that part just breaks everything. i don't even have to do anything with the property
i tested that by removing the affected module and defining it in another module. that still breaks, so i know for certain that ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM) is the issue

mystic atlas
#

Add the exe of the packaged game as a project in VS and then set it as the startup project

#

(to your current solution)

tawny spoke
mystic atlas
#

When you do what?

#

Have you added a breakpoint to the line that's erroring?

tawny spoke
#

no, that's just when i debug the exe and nothing else

#

i can't add a breakpoint for an exe, though

#

and the code has no problems in the editor

mystic atlas
#

You don't "add a breakpoint to the exe"

#

The breakpoint you add to your code. If the pdb file is there, it will automaticlaly use your solution to debug the exe.

#

It works just like any other project you start from VS

tawny spoke
#

well, i don't know about any pdb file, but i think i may have solved the problem

i set the variable to nullptr like before, but then i set it again in StartupModule to ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM) and it booted up

i need to make some more tests to see if all is well, though

astral stirrup
#

Any idea how to fix this? It built fine last night.
** Error: Couldn't find target rules file for target 'LyraEditor' in rules assembly 'UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null**

wicked rampart
#

May be check Package configuration

astral stirrup
#

It's just not finding the SDK at all on UE5 source. It does see it on UE5 Launcher

wicked rampart
#

Do you have build Target for LyraClient, LyraGame, Lyra Server and duck?

#

Also SDK you have to install via VIsual Studio Installer

astral stirrup
#

Yeah I have the SDK. Do I need to do something for a build target?

wicked rampart
#

yeah

#

So generally Build Target is available for debug, shipping release and default one

#

Since here its Lyra, u have to create

quasi mulch
#

Heyo! Can anyone else not package a shipping build on UE5?
Whenever I do it just defaults to development

tiny storm
#

hey could you solve that issue ?

#

having the same
Assertion failed: OutputPin->LinkedTo.Num() > 0 [File:D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp] [Line: 323]

astral stirrup
mystic atlas
#

Create new .Target.cs files in your project source folder?

astral stirrup
#

Okay I don't see anyone else saying they've had to do this with Lyra but it does give me somewhere to look ty

mystic atlas
#

I mean they should already be there?

astral stirrup
#

I would think so

#

Does the target need the same name as my uproject? Yourproject.Target.cs?

mystic atlas
#

Honestly, I don't know.

#

But I suppose not?

#

You can have YourProjectEditor, for instance.

#

Whether it has to start with your project name is another question

deep scroll
#

SDK not set up for Windows packaging. Any help?

#

Need some help with setting up the SDK for Windows Packaging.

mystic atlas
#

Install all the windows sdks with the visual studio installer.

deep scroll
#

Do you have a video

#

I need visual guidance

mystic atlas
#

I do not.

deep scroll
#

darn

wicked rampart
#

πŸ₯² not rocket science, u can figure out urself

deep scroll
#

OK

deep scroll
#

thanks

wicked rampart
#

May be u can hire someone to do ur builds if its difficult πŸ˜‰

echo stratus
#

So I'm having issues with packaging our linux server via the BuildCookRun command. It works just fine when packaging via the Project Launcher in the editor, but as soon as I try to run that same exact command in PowerShell (via a .bat file) outside of the editor, cooking fails. I've turned on verbose logging and I get nothing helpful. The only thing that seems relevant is this: Plugin 'AutoSettings' failed to load because module 'AutoSettings' could not be found. Then the log line immediately after says LogCore: Engine exit requested (reason: EngineExit() was called). What's odd though is when I disable that plugin, it just fails to load the next plugin, then the next, etc. Until it says that it's failing to load the project module. So I'm not sure if this is what's causing the build to fail or not, but I also don't no how to go a bout solving that error if it is causing it. My gut is telling me that some code is trying to reference something from a module before it's loaded.

wicked rampart
echo stratus
#

Done

raw timber
#

Hi, i would like to know how the packager works.
When i'm packaging my project, i guess the BP are compiled, those BP use tags added from C++ but the native tag adder function is called later so there is an error saying my tags doesn't exists.
It's working with tags added in the ini file.
Is this the expected behaviour ?

deep scroll
#

Tried to package my game and it wont work. Here is the log

winged moss
#

since it literally tells you what to do

#

the "Warning: Visual Studio 2022 is installed, but is missing the C++ toolchain. Please verify that the "MSVC v 143 - VS 2022 C++ x64/x86 build tools (Latest)" component is selected in the Visual Studio 2022 installation options." part

deep scroll
#

where is that tho?

winged moss
#

in the screenshot that you provided

deep scroll
#

no I mean where in VS?

winged moss
#

in the installer

#

run it, and find it in optional components

#

you probably did not install VS with C++ components installed

deep scroll
#

It was already installed tho

wicked rampart
deep scroll
#

But I have no clue, the MSVC was selected, but the project is acting like it wasnt

raw timber
wicked rampart
#

Just the package log file

#

and yes, complete txt file

raw timber
#
LogPackageName: Warning: FPackagePath::TryFromMountedName was passed an ObjectPath (/Game/nverse/Avatar/Neia/Ability/Shield/GA_Neia_Shield.GA_Neia_Shield) rather than a PackageName or FilePath; it will be converted to the PackageName. Accepting ObjectPaths is deprecated behavior and will be removed in a future release; TryFromMountedName will fail on ObjectPaths.

Maybe that's not related to the packaging but i have this warning i don't understand

#

And the logs :

#

Native tags from C++ are loaded after the warnings, but tags from ini files are loaded before

deep scroll
#

Ok new set of errors now

wicked rampart
#

.NET isnt installed

#

Red Lines - Read them please

deep scroll
#

ok im sorry

#

.NET Desktop or Multiplatform?

wicked rampart
#

Apologies if my tone is bit rude, But just read them once before asking in group

deep scroll
#

I understand

wicked rampart
#

no, you can find multiple versions of .NetSDK

#

3 - 5.0

deep scroll
#

The NET Framework SDKs?

wicked rampart
#

Yes

deep scroll
#

Got it

wicked rampart
deep scroll
#

all of them

#

right?

#

Im only worrying beacuse I dont have much space on my C drive

wicked rampart
#

Anything 4.6.0+

deep scroll
#

got it

wicked rampart
#

Just one is fine

deep scroll
#

so just 4.8.1?

wicked rampart
#

That should work

#

@raw timber
Log UATHelper Packaging (Windows): LogAbilitySystem: Warning: No GameplayCueNotifyPaths were specified in DefaultGame.ini under [/Script/GameplayAbilities.AbilitySystemGlobals]. Falling back to using all of /Game/. This may be slow on large projects. Consider specifying which paths are to be searched. Log UATHelper Packaging (Windows): LogAbilitySystem: Warning: Found GameplayCue tag GameplayCue.Ability.Anekra.Ultimate in asset /Game/nverse/Avatar/Anekra/Ability/Ultimate/GC_Anekra_Ultimate but there is no corresponding tag in the GameplayTagManager. Log UATHelper Packaging (Windows): LogAbilitySystem: Warning: Found GameplayCue tag GameplayCue.Ability.Attack in asset /Game/nverse/GAS/Ability/bolt/GC_Bolt but there is no corresponding tag in the GameplayTagManager. Log UATHelper Packaging (Windows): LogAbilitySystem: Warning: Found GameplayCue tag GameplayCue.Ability.Shield in asset /Game/nverse/GAS/Ability/shield/GC_Shield but there is no corresponding tag in the GameplayTagManager.

#

GameplayTagManager Looks like tags are missing in gameplay manager, sure everything is setup right?

raw timber
#

I know, but the packager seems to load tags from ini files first, but i add native tags from C++ code, so i don't know if it's normal FGameplayTagNativeAdder is called too late during packaging

#
Log          UATHelper                 Packaging (Windows): LogNverse: Display: Load Tag Ability.Attack 1

You can see on this line i'm adding tags, but it's after the warnings (i removed other tags from the logs to avoid flooding)

#

Everything works while playing in editor, tags are working when used only in C++, but the packager can't find the tags, no idea why

deep scroll
#

Ok so I have a massive wall of Red and Yellow errors and I really have no idea what they are

wicked rampart
#

am not sure how cpp works. Try asking here #cpp

deep scroll
#

can I DM you?

wicked rampart
#

yeah

raw timber
#

They said to ask here :p w/e i will just try to debug the packager i guess, thanks :p

open rapids
#

I keep on trying to package or launch a game for IOS using a Mac. Can somebody please help me?

LogPlayLevel: Error: Code Signing Error: Provisioning profile "MobileTestGame" doesn't include signing certificate "Apple Development: Matthew Freedman (YQ6CPNUF7X)".
LogPlayLevel: Error: Code Signing Error: Code signing is required for product type 'Application' in SDK 'iOS 15.5'
LogPlayLevel: BUILD FAILED
LogPlayLevel: The following build commands failed:
LogPlayLevel: Check dependencies
LogPlayLevel: (1 failure)
LogPlayLevel: Took 4.210421s to run env, ExitCode=65
LogPlayLevel: Error: ERROR: CodeSign Failed
LogPlayLevel: (see /Users/matthewfreedman/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 39.278986
LogPlayLevel: Error: RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults: Error: Launch failed! Failed to Code Sign

If I select no certificates I have 2 green ones but if I select any all of the certificates turn gray.

wicked rampart
#

The Signing Certificate you select in your Project Settings must match the one used to generate your Provisioning Profile, otherwise your project will fail to package.

shrewd ibex
#

Hey, is consolevariables.ini created by default in appdata when a package is run?

astral stirrup
#

It's weird. I was able to package LyraStarterGame in source. My project using Lyra still does not find SDK. Any ideas?

shrewd ibex
#

Another question, but is there a way to add, change or remove lines from engine.ini? Seems like i have to do changes there to make them apply, because execute console command doesnt work

astral stirrup
#

My project recognizes SDK in UE5 Launcher. It does not recognize SDK when using UE5 source build. What am I missing?

viscid girder
#

Hi, i've made a build and my friends want to play, the build is a little bigger than maybe it should have been so i thought maybe i could package up the assets than change less frequently and have some sort of sync for those helping me

digital dust
#

hello, can anyone help me resolve this error?

#

had a similar problem with the common ui plugin

wicked rampart
digital dust
#

@wicked rampart i have this

#

also, i should probably mention that im on my second tutorial, so i pretty much dont know anything

wicked rampart
#

Change build config to Debug or Shipping and try

digital dust
#

that was on shipping, debug has the same error

#

@wicked rampart

winged moss
viscid girder
#

Hi, i am looking at this pretty big file, is it possible to break it down into smaller more static packages? I think my friends will kill me if i ask him to download 5gb when i do an update

open rapids
open rapids
digital dust
winged moss
#

not really, is this a BP only project or something?

digital dust
#

it is, yes

#

not the best tutorial by any means πŸ€·β€β™‚οΈ

torpid elk
#

Does anyone know how to solve unreal automation error code 6 when trying to package a project? It works perfectly in editor and the solution file builds in VS without error but I can't get it to package

mystic atlas
#

Code 6 is a general failure.

#

You'll need to paste the log.

digital dust
#

@winged moss any clues?

burnt remnant
#

ERROR: System.ArgumentException: An item with the same key has already been added.
I get this while launching UAT during a project launcher build., what causes it?

#

this always happens with windows builds, it must not happen to other people because there's no indication of how to fix it

#

is there a way to package without that error or is that it?

#

fuck, I just remembered what causes it. unreal doesn't like having a copy of a plugin in the engine and in the project folder

#

that was it

#

it could be a lot better

mystic atlas
#

Handy to know!

bronze lark
#

Hi! Help please. This happening during build. Seems there is a double of the persistent level. Don't now how to fix this error because i have only one world composition map (with sublevels) and one persistant (i guess)

silent orbit
#

im trying to package my game (mostly just to test if the game still works in a packaged state) and the notification in the corner says its successful instantly, but doesnt make any files. theres a few errors in my log, but i dont know what to make of them.
i did make my project in ue5.0 initially, but am running it with 5.0.3 now. everything works fine in the editor but with some of the references specifically to 5.0 in the log i think that might be the cause of the issue, but i have no clue how to fix that either as things people use on ue4 simply dont seem to exist for ue5

wicked rampart
#

Something with toolchain

maiden oak
#

Hello all i packaged my game but it works only in my pc when i sent to my friends nobody can play it. it has visual problem can somebody help me please

winged moss
#

then what is the visual problem

maiden oak
#

@winged moss what should i do

winged moss
#

you didn't describe the problem in any detail

#

until you do, I don't know

#

you didn't show a screenshot or video even

maiden oak
#

@winged moss it is the videos i sent now its like this it will upload now

#

video dosent upload .
problem is i package my game and i sent to my friend

#

he can open it but game has sound but white blank in background

calm hollow
#

Anyone know why the options to package my game are missing?

#

I don't see the option even under my File header

#

using UE5

maiden oak
#

Hello All, i have movies in my game when i package it how can i add them that appears in game when i send it to someone else

open rapids
maiden oak
#

all in packaging there is " specific movies to package " in there i should i add movies that will show in game in other pcs i think but what name should i write there the place of the movies in my drive?

#

please if anyone knows helps me i

supple moon
#

can i test my game on android? how?

hushed snow
#

Hello everyone! I can't get the Open Level node to work in the Shipping build. It works in Development but not in Shipping. Any assistance is appreciated! Thanks

maiden oak
#

all pls is there some one helps me

dry cedar
#

I am using UE5 and want to try unrealcontainers for a project i'm working on so I am following the tutorial on youtube https://youtube.com/playlist?list=PLa-0TOOD3kaN3pzT2GTPWGu_pf6HMq9p9 but in the 3rd video while packaging a first person shooter template as a sample project as shown in the 3rd video, i'm following the same steps but i'm getting an Unknown error and the packaging fails everytime with logs as below:

#

Can anyone help

#

?

wicked rampart
maiden oak
#

hello all i have a problem, when i package game and send to other pc the movies dosent work its only white blank screen but game is working pls what should i do some one help me

wicked rampart
maiden oak
wicked rampart
#

Yes

maiden oak
#

i added them but maybe i wrote something wrong what should i write there

#

i wrote name of the movies exactly and also path of the movies in project>content>movies too

wicked rampart
#

Exclude movie files when staging - Did u tick this?

maiden oak
#

yes

#

still not working

wicked rampart
#

can u put all ur movies in one folder and add them to Additional Non-Asset Directory to Package

maiden oak
#

i done that too

#

it only accepts project>content>movies

#

but again no result

#

it works on my pc but in other pcs its blank white screen

#

it has sound but no visual

wicked rampart
#

which UE version?

maiden oak
#

4.27.2

wicked rampart
#

weird though

maiden oak
#

yeah it made me crazy if you want i can come to discord and share my screen

#

why this is not working i dont know

open rapids
#

Is packaging for IOS better/easier on Mac or Windows? I don't really know

winged moss
#

well on Windows it remotely compiles the project on a Mac, so either way you need one

open rapids
#

Okay. Thanks

inner island
#

Build failed - I checked into the log and found the error :
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/IncidentCommand/FullScenario/Widgets/AssignmentMenus/FireAttackMenu.FireAttackMenu_C:Button Pressed:Specific Assignment Pressed'. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/IncidentCommand/FullScenario/Widgets/AssignmentMenus/FireAttackMenu.FireAttackMenu_C:ExecuteUbergraph_FireAttackMenu:K2Node_MakeStruct_IC_FireAssignmentsStruct'. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/IncidentCommand/FullScenario/Widgets/AssignmentMenus/FireAttackMenu.FireAttackMenu_C:ExecuteUbergraph_FireAttackMenu:K2Node_CustomEvent_Specific_Assignment_Pressed'. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/IncidentCommand/FullScenario/Widgets/MainButton.MainButton_C:AssignmentsStruct'. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/IncidentCommand/FullScenario/Widgets/SpecificAssignmentMenu.SpecificAssignmentMenu_C:AssignmentParentMenu'. Unknown structure.

however when I open up the blueprint in question, it compiles fine - I've tried refreshing nodes, that didn't work (and again, it compiles fine) the blueprint seems to be asking for a deprecated structure - I'm not sure how the build log says it's unknown

#

You can see the blueprint, the structure variable is listed and hooked up correctly -

fallow sand
#

Hi, anyone know how to fix this error?

wicked rampart
#

Something wrong with template may be

hidden egret
#

Hello! I am having an issue at cooking phase with included headers in a custom material expression node.

#

The cooker cannot import the shader file as the virtual directory is not mapped. Do you know how I can fix this?

lethal pelican
#

I'm trying to package a texture to a separate chunk than chunk0.
The AssetLabel has a higher priority than chunk0, the texture isn't referenced in any blueprints or materials, the only reference shown is the one to the DataAsset, the asset audit and size map shows it being inside the separate chunk, I've added ObbFilter to DefaultEngine.ini to exclude the separate chunk...
Yet when I check after packaging the texture still ends up in chunk0. Anyone got a clue why that is?

lethal pelican
ornate plover
#

Hey guys, I have a dependency for BlueprintGraph (a blueprint node I created) that's inside a module, inside a plugin.
The module is set to UncookedOnly, but packaging still throws the error "Unable to instantiate UnrealEd module for non-editor targets". I don't reference UnrealEd directly, but BlueprintGraph does.
How to proceed with this? Any help is highly appreciated.

meager dragon
#

hi, im trying to submit my project in the marketplace and its the second time i receive this issue where it says that β€œYour product looks to only contain 117 unique meshes. While the rest of your 2000+ meshes are just duplicates that need to be removed. When we say unique, we mean a mesh that has a different design than the other meshes within the level. So only changing the scale, Textures, or Materials on a already existing mesh, is not considered to be unique.” (image)
Basically the project consists in 117 unique meshes with some variations of color making a total of 2000+ assets, i have already that specified on the project description but still have the same issue
Can someone explain me what is the problem and how to solve it?

wicked rampart
#

Tell them its 117 meshes and shit tons of textures πŸ˜›

gloomy garnet
#

Hi y'all. Let's say you want to package a project for mac but you are using a Virtual machine (Virtual box in specific) and your host machine is windows. Unreal engine and your unreal engine project is in windows. Does anyone know how to package an unreal project directly from the windows side after doing a SSH into the VM Mac? What are the steps? Would really appreciate. Thanks!

open rapids
#

Hello buddies ^.^
Any help with this?

wicked rampart
#

So ProgramFiles has spaces in between

#

Install it to somewhere where there is no space

#

Like E:\SDK

open rapids
tranquil star
#

Hey i have currently a packaging problem, could some one help me?

fathom void
#

hi, when i have animated metahumans in level i get always a cooking failed error. any idea about that how to fix that?

ripe geyser
#

Anyone know if it's possible to have a transparent splash screen?

north rose
#

Guys, is there any tuts available to show the process of releasing a game on Steam or Xbox platforms to learn it:)

summer pasture
#

per game it’s also 100$

#

steam is kind of pricy

#

if you want to upload on xbox or playstation you need game ratings like ESRB

#

IARC is free, submitting through ESRB isn’t

winged moss
#

$100 is a very minimal cost in game development

mellow bane
#

(and not in fact pricy)

north rose
nova kraken
#

I'm facing this issue here in making server build, any idea guys????

summer pasture
#

it’s so little kids don’t play something they’re not supposed to and get traumatized

north rose
#

I see, it make sense

winged moss
#

also by the looks of it, that is also assuming a correctly setup source build

keen moss
#

Hey guys. If anyone has a few minutes to take a look at my log and help me figure out why this cook failed I would appreciate it.

inner island
#

Does blueprint nativization inclusive cook EVERY single blueprint in the content folder, or just the ones that are referenced via the cooked maps?

#

I'm getting a lot of this in my log - it hasn't failed yet but I bet it will (first time cooking with BP nativization)

talSwordGrabbable1
UATHelper: Packaging (Windows (64-bit)):   LogBlueprint: Warning: [AssetLog] /Temp/__TEMP_BP__/Game/IncidentCommand/Widgets/CustomBenchmarks_PanelCW.CustomBenchmarks_PanelCW (no disk path found): [Compiler] OnTextCommitted (Editable Text) (AgencyNameTextINPUT)  does not have a valid matching component!
UATHelper: Packaging (Windows (64-bit)):   LogBlueprint: Warn```
nova kraken
nova kraken
patent apex
#

Greetings! I've ran into a little bit of trouble with the packaged build of my game. The game works great in PIE, however when I'm running a packaged build some blueprints just stop working as like it skips certain commands and events, returns 0 values of variables etc. I think it might be connected with me clearing the Saved folder. I backed it up and try puting back the Config folder into saved but to no effect. Does anyone have any thoughts?

woven glade
#

Any idea why my packaged project is crashing? It appears to be calling FClassFinder Recursively. From a bit of research I've found that it could have something to do with the BindWidget meta tag used in my Menu class. Is there a better way of handling things than the Bind Widget or am I misinterpreting this error?

winged moss
#

liberal use of FClassFinder is bad

inner island
#

first time trying to using a nativized blueprint when packaging - got many errors - why is the include in the wrong spot? C:/LS Local Build/LiveSimProject/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Public/WB_Button01_Native__pf2491387312.h(22): Error: #include found after .generated.h file - the .generated.h file should always be the last #include in a header

opal sorrel
#

Currently packaging my project, it's in the 'Compiling Shaders' stage and has been for like an hour but the number of shaders keeps going up. Is this normal?

winged moss
#

did you not use material instances or something?

keen moss
inner island
opal sorrel
tight fjord
#

Does chunking hard references only cause larger chunk? My project went up by 40 mb almost

robust goblet
#

Hi, everytime I do small changes an package my game it takes very long. I noticed that the command taking the most time is 'ARCHIVE COMMAND'. I remember that in the past, that packaging after a small change usually was very fast.

#

should I use the project launcher instead?

proper chasm
#

Hi guys, is it normal when I package I got a lot of errors related to stuff that is deleted and no longer exist in the project ?
It's trying to load and access deleted references and assets ?

Also how can you Identify what caused the package to fail ?

deft dust
deft dust
#

What could be causing this

winged moss
#

debug the cooker? are you using a custom UAnimInstance class that uses sparse data?

indigo jackal
#

Hey ! Coming from the same problem as yesterday : Does someone know why the grooms from my character are available everywhere in the editor / in play mode, but not when I package my game ? Thank you a lot ! πŸ˜‰

winged moss
#

"grooms"?

indigo jackal
#

From Metahumans

shrewd ibex
#

Is there any logs to see why an package wont open?

#

We are currently only getting this error

#

This error appears on some computers but not all

winged moss
indigo jackal
#

They are parented to my character

winged moss
#

assets have to be referenced in some way to be packaged

#

and if you have some weird way of referencing the assets then add the containing directory to the list of directories to always package

indigo jackal
tight fjord
#

long shot but why not, when i package my game for android, the packaging works fine. I even do it inside a directory inside the project.
When i try to do it through the projectLauncher as per: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/MobilePackagingWizard/
I get errors for failure to copy a manifest file.

ERROR: Failed to copy "D:\Custom Unreal Projects\Sphero_A\DLC\HTTPchunks\DLC1.0\Android_ETC2\CloudDir"\Sphero_A_Sphero_ADLC1.0.manifest to D:\Custom Unreal Projects\Sphero_A\DLC\HTTPchunks\DLC1.0\Android_ETC2\ManifestDir\Sphero_A_Sphero_ADLC1.0.manifest
ERROR: System.ArgumentException: Illegal characters in path.```
The weird bit is that it should work but fails and if i copy paste it myself, it deletes it and fails anyways....

Using the Mobile Packaging Wizard to reduce the install size of your UE4 mobile project

#

I am basically trying to make a DLC that can be downloaded on demand however this keeps failing at the last step

autumn flicker
#

Hi, I'm having a problem when packaging maybe someone could help me
The error is this one:
UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to find target 'UE4Game'
PackagingResults: Error: Unable to find target 'UE4Game'

I've searched it on google but there is no solution, at least what I tried, does anyone have any suggestion please?^^

thank you ^^

indigo jackal
shrewd ibex
#

So weird, we are having issues opening a package, getting descriptor failed to open in shipping builds, but not in development builds..

south jacinth
viscid girder
#

I was wondering, is it possible to control what goes into a .pak file? as I am developing there will be things that get updates and things that won't

#

i figured it would be better to only give out the delta of the changes not an entirely new .pak file

winged moss