#packaging
1 messages · Page 2 of 1
Or do I need to manually copy the crash reporter?
It's a c++ project, with a source built engine
UATHelper: Packaging (Windows): The system cannot find the path specified
ive been having trouble with this and ive done every tutorial i could find and i acnt figure it out and i need it done cause my game releases tomorw
State the whole error, please.
Boy you have really been moving around haven't you
yeah
again this server is dead
and you killed it
now, if you would, please don't be annoying and provide me with the full packaging error
I'll try to play tech support
you don't have dotnet installed
Go open Visual Studio Installer and check you have all the right SDKs.
i did that already
which versions?
let me show you mine
how do u check sdk
you didn't, did you
i installed it
try this
i checked the sdk boxes
that's alright ig
i already installed visual studio and it wont let me check it again
bro just go to the installer
what do you see?
Individual components
oh
i didnt have the newest version
of the sdk
okay, I just bogged out for a minute lol
so after i download this it should be fixed?
even though i am using blueprints
idk, go ahead and test
its gonna take a bit
it should internally be doing some magic for generating the blueprint virtual machine bytecode some C++ building
ah yes words
Baka
ah, the server reanimates!
unholy abomination!
ah yes just like my
stop embarrassing yourself and tell me when your download completes
its done
good, try to package now I suppose
i had to restart my computer
edit: mistake
i was a mistake
that remains to be seen
what does your packaging say now?
MWHWHAHAHA
IT WORKED
THOUGH
THE ERROR IS =STILL THERE
BUT IT DOSENT MATTER
CUASE THE GAME
IS COMPLETE
there we go
@open rapids your recalcitrance paid off today, but don't go around spamming all channels in the server, because it usually attracts a ban.
noted
sorry for being a prick its just that ive spent the whole day trying to fix this thing aand im very tired plus the game is supposed to release omorow and now it can
so thanks for ur help
I see.
Well, good luck with whatever it is that you will bring to the table!
thank you
Hey guys. I've been beating my head against a wall for the past couple of weeks trying to figure out why my project has a cool failure. If anyone has time to look at my log, here it is. If not, can someone point me at some good documentation for how identifying issues by reading a log? I just don't really know what I'm doing when trying to identify source of the problems. Thanks.
My project packages with CEF3, which I neither need nor use. How do I avoid this?
LogPlayLevel: Script Stack (0 frames):
LogPlayLevel: Error: LogWindows: Error: begin: stack for UAT
LogPlayLevel: Error: LogWindows: Error: === Critical error: ===
LogPlayLevel: Error: LogWindows: Error:
LogPlayLevel: Error: LogWindows: Error: Assertion failed: !IsRunningCommandlet() [File:D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdGlobals.cpp] [Line: 51]
LogPlayLevel: Error: LogWindows: Error: The global mode manager should not be created or accessed in a commandlet environment. Check that your mode or module is not accessing the global mode tools or that scriptable features of modes have been moved to subsystems.
LogPlayLevel: Error: LogWindows: Error:
LogPlayLevel: Error: LogWindows: Error:
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd1c482845 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd1c479c89 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd100675aa UnrealEditor-GameplayDebugger.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd10072fc0 UnrealEditor-GameplayDebugger.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd10065e31 UnrealEditor-GameplayDebugger.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd10065f76 UnrealEditor-GameplayDebugger.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd10064540 UnrealEditor-GameplayDebugger.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd10070d3a UnrealEditor-GameplayDebugger.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd10060dc6 UnrealEditor-GameplayDebugger.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd1f2a6c0e UnrealEditor-Engine.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd1f2bd07a UnrealEditor-Engine.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd1f2bf191 UnrealEditor-Engine.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd1f2ac998 UnrealEditor-Engine.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd1f15a1f3 UnrealEditor-Engine.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffd1bb281ea UnrealEditor-UnrealEd.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ff7af068e46 UnrealEditor-Cmd.exe!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ff7af060bbd UnrealEditor-Cmd.exe!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ff7af060e8a UnrealEditor-Cmd.exe!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ff7af063c4d UnrealEditor-Cmd.exe!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ff7af075564 UnrealEditor-Cmd.exe!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ff7af07788a UnrealEditor-Cmd.exe!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffdaeda7034 KERNEL32.DLL!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error: [Callstack] 0x00007ffdb0102651 ntdll.dll!UnknownFunction []
LogPlayLevel: Error: LogWindows: Error:
LogPlayLevel: Error: LogWindows: Error: end: stack for UAT
LogPlayLevel: Took 22.1059042s to run UnrealEditor-Cmd.exe, ExitCode=3
LogPlayLevel: Error: ERROR: Cook failed.
I was trying to get a dev build to see some baseline perfrmance, but i'm getting this error when trying to build the project
note:
[File:D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdGlobals.cpp] [Line: 51]
this is not a valid path in my computer
Why would it be? It's valid for the build environment
Plus you don't have editor symbols installed
trying to do this but i got this when repackaging. https://docs.unrealengine.com/5.0/en-US/using-google-play-asset-delivery-in-unreal-engine/
No idea what it means:
UATHelper: Packaging (Android (ETC2)): * What went wrong:
UATHelper: Packaging (Android (ETC2)): Could not determine the dependencies of task ':app:assetPackReleasePreBundleTask'.
UATHelper: Packaging (Android (ETC2)): > Could not resolve all task dependencies for configuration ':app:assetPackFiles'.
UATHelper: Packaging (Android (ETC2)): > Could not resolve project :assetpacks:fast-follow:FFPaks.
UATHelper: Packaging (Android (ETC2)): Required by:
UATHelper: Packaging (Android (ETC2)): project :app
UATHelper: Packaging (Android (ETC2)): > Project :app declares a dependency from configuration 'assetPackFiles' to configuration 'packElements' which is not declared in the descriptor for project :assetpacks:fast-follow:FFPaks.```
what descriptor???
Hi all, does anybody have any experience with packaging minimal apk + dlc through mobile packaging wizard ? The idea is to make our levels individually downloadable for the client. Can I use the shown method (https://www.youtube.com/watch?v=h3A8qVb2VFk)here or is the packaging wizard my only option? We are also using level streaming for our level, are these approaches compatible?
Michael Prinke is back on Inside Unreal to talk to us about the ChunkDownloader! We'll walk you through how to do a basic setup of ChunkDownloader, and why you'd use it. We'll be covering how to break up assets into Pak files, how to integrate ChunkDownloader into your GameInstance, and how to test out the system on your local machine.
ANNOUNCE...
Apparently that method of distribution is no longer necessary as you can simply use GooglePAD
I'm struggling with it but it's working
But for additional content, then yes, chunk downloader is the way to go
Hey
can anyone help with this error ? Im trying to package my game for windows(Shipping)
i found the problem in the logs its a include error
My mistake, I should have mentioned this is for a quest 2 application, so I suppose I will not be able to use googlePAD
hi guys any idea why this error occurs?
Hey guys. I fixed a few things that were causing errors and warnings but I'm still getting a Cook Failed error.
if anyone else get this issue, installing vs 2022 fixes it. even if your project is BP only. i follow this persons video, up until packaging ue4 from source anyway. im on ue5 https://www.youtube.com/watch?v=8xJRr6Yr_LU&t=0s
Is there a way to exclude a module when packaging?
In the build.cs file I have Uncooked as the module type in the uproject (I also tried Editor) but neither seem to work and the package still loads i.e. the StartupModule function of the module still gets called while cooking.
@rotund zenith create a primary asset label and add it to your package target folder. Make it tag everything in the directory.
Everything else will be excluded from the build
unless I am mistaken, that's for content? What about the module itself e.g. a plugin module
I never tried. If unused just Uninstall the plugin
it is used, however it causes issues with packaging when cooking
hey i was wondering if anyone here managed to get the open source html5 packaging working for 4.24 ive been trying to get it to work for the last 2 weeks for a school web design project and its due this saturday so i was hoping someone here has it working and can help my group package it for html5
i am getting error codesignfailed when i am trying to package for ios even tho i already have the certificate and provisions
i am using 4.26
anyone who have any idea how to solve this?
Is there a way to get the same functionally as "Get project dir" in a packaged project? I need to get the path of the main folder of my project
I just packaged my project ( shipping ) and it's all good
except for this
I get some terrible screen tearing
what is happening here
ok
so I turnd VSync on using the Nvidia control panel thingy
and the issue is gone
tho I have vsync turned off in unreal ( using blueprints )
The Nvidia panel will override it
ooo
ok hollup
ok that's great to know
I initially set it to 'On' on the Nvidia panel ( that's what I found online )
but now I set it to Off and it works as well ( +VSync is off yay! )
thanks
When using the Media Framework. When does the encoding (for each platform) occour?
anyone got any insight into what all the skipping dirty area creation errors are about with painted foliege? shows up on building out the game and i cant find any useful info online about it, what it is or how to fix it... while i dont think it causes any problems, id rather know why unreal is complaining about it
So im new to this game making scene
and i packaged my first ''game'' and it had this huge file unrealgame.exe making my game size up to 300mb
but on this other game from ichio it dosnt have that, even though its made with the same engine
and ofcourse my game doesnt work without the file
but can i get rid of it somehow and run my game without it, like this other guy did with his game.
Anyone ever received this error when launching the packaged game? I unticked DX12 yet get the same issue. Game files required to initialize the global shader library are missing from...
From what I can tell the shaders are building as expected. Haven't changed anything beyond upgrading from UE4.26 to UE5.
why can't I package my game does anyone know what this error is ?
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: begin: stack for UAT UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: === Handled ensure: === UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: SkeletalBodySetups[i] [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicsAsset.cpp] [Line: 169] UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: Stack:
In my game project that I am currently developing, I rendered today, but the game did not open after rendering, but when I switched the project to a different project, the game opened as a result of rendering, what do you think was the problem?
I'm trying to packaage my game but for the life of me can't figure out where my problem is.
Any info would be handy
I have successfully received the package, but when I open the game, I get such an error.
When packaging shipping build of my project such warning pops up. Build seems to be a success, but when I launch it, it crahes with an error it could not spawn a Player controller. This happened when I switched to UE5 and tried to package it. Is it common?
UATHelper: Packaging (Windows): LogPackageName: Warning: DoesPackageExist called on PackageName that will always return false. Reason: Input '/MProject/Controllers/MDefaultPlayerController' is not a child of an existing mount point.
^-- also same thing for 2 more assets
The warning clearly indicates that it has something to do with the player controller, but I have no idea why
Resolved:
Turns out all 3 files were in one of my plugins which wasn't was not set to run with engine version 5.0.
After adjusting that inside uplugin everything worked just fine. I wonder, why didn't other blueprints from that plugin also throw simillar warning message 🤔 . There was at least dozen of them yet only 3 failed to package properly
I figured it out, but the output log was to long and crashed discord
Hey guys asking again today 😦
I get this error when packaging does anybody know what this is?
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: SkeletalBodySetups[i] [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicsAsset.cpp] [Line: 169]
The file [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicsAsset.cpp] doesn't exist before or after the build so I'm not sure how to even look at what line 169 is...
I'm looking through the project folder for references to PhysicsAsset.cpp and I can't find any?
Can anybody point me in the right direction for troubleshooting this?
I cant find anything on the web related to this issue besides like one unanswered question about the error
Hi folks, I am seeing this error for the first time when packaging after importing a plugin. I am on UE5. I am very comfortable with C++ and poking around engine code, but unfamiliar with UnrealScript. Does anyone know what I should take a look at? Cheers.
UATHelper: Packaging (Windows): LogWindows: Error: Assertion failed: !FUObjectThreadContext::Get().IsRoutingPostLoad [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp] [Line: 1840]
UATHelper: Packaging (Windows): LogWindows: Error: Cannot call UnrealScript (MyGameSettings_C /Engine/Transient.MyGameSettings_C_0 - Function /Script/CustomUserSettings.CustomGameUserSettings:SetCustomSettingsToDefaults) while PostLoading objects
Hi everybody! i'm having some troubles with soft references to static meshes when packaging, they are completely ignored and my actors have no mesh at all (when playing from packaged version on shipping)
This also happpens when just open the unreal engine 5 editor, i need to "validate all assets" under content folder for references to work.
Any idea on how to fix this?
Does anyone know how to default video options for all launch clients? I.E first run of the engine it defaults to X settings for graphic settings
Probably in the default engine ini file in your project.
Most likely you want to look in BaseScalability.ini, which you can override in your project by creating a DefaultScalability.ini file.
Also, you'll probably want to look into this node and what it does behind the scenes:
Run Hardware Benchmark
Also, that ini has a comment:
; The definitions here affect the console variables starting with "sg." and define the user quality levels (game/editor video settings)
; To override a specific platform use DeviceProfile.ini (whach out for the different syntax).
while trying to package the game for ios this is the error i get is there any solution for this
The Legacy Build System will be removed in a future release. You can configure the selected build system and this deprecation message in File > Workspace Settings.
Nowadays I have to package twice to get it throught. On the first run there are a bunch of
LogEditorScripting: Error: FindAssetData. Failed to find the AssetPath. The AssetData '/Game/<AssetPath>' could not be found in the Content Browser.
Someone got an idea on what's wrong? Probably setuped something wrong with Cooking.
Hi all,
I'm trying to load assets dynamically from packaged PAK files. And it's working. However, when I mount a PAK file and register a mount point onto /Game/, I can no longer use Open Level as it cannot find the levels from the base PAK anymore.
I've narrowed the culprit code down to this line:
FPackageName::RegisterMountPoint("/Game/", MountPoint);
Without adding this line, I cannot find any content from the mounted PAK via IAssetRegistry scanning. But when I add this line, the levels from the base PAK no longer can be loaded, almost as if it replaces everything under /Game/ with just the contents of the add-on PAK. If I remove this line, Open Level works properly again (but dynamic assets obviously don't). Is there a way to fix this? Thanks!
Edit - things I tried and didn't help:
- Unmounting the add-on PAK files
- Using
FPackageName::UnRegisterMountPoint
Is there perhaps a way to re-register the base PAK before trying to load a level somehow?
Anyone ever have the issue when packaging, that it goes through and produces the exe fine (no errors or warnings). Then on launching, it freezes and goes non-responsive?
Levels are all included in project settings too
I’m building and packaging my first game. Would anyone be available to help walk through the process?
Found this vid maybe try a simple run and see how it goes? https://www.youtube.com/watch?v=eThXSjryg-w
In this tutorial we go over everything you need to know in UE5 / UE4 in order to package your project! 👇 Come Join Our Discord, Down Below 👇
🕺 Come join the Team Beard Discord 🕺
If you're a game developer and looking to join a friendly game dev community which ranges from expert to professional, be sure to hop into the discord! We're alwa...
Thanks for the response, I tried that but I am still getting the same error
you sure it's in the right folder?
and you did restart the editor?
it should go to <your project folder>/Plugins/<pluginname>
I restarted the editor.
Maybe the problem is my plugins folder, I don't have one where you mentioned, my one is <my project folder>/Saved/Cooked/Windows/Engine/Plugins
yeah that's not where you put it
you don't manually put anything to Saved folder
it's all generated files
I just copied the Plugins folder to where you said it should be, and now I am getting this
you actually use that plugin?
if not, you could just disable it?
(cascada to niagara plugin)
if you are done with it, no need to keep it enabled.
also did you restart the editor?
ok. just checking since ue really wants reset when you mess with plugins
Cascade to Niagara isn't enabled at all in my game, since I didn't enable it I assume it was never enabled in the first place
Would I break it if I just deleted it from the Plugins folder?
go to plugins and check if it's enabled, no need to assume
I went to Plugins and it wasn't enabled
ok
is the houdini plugin now loaded twice?
I don't actually know if that's possible even
Do you mean does it show in Plugins twice? If so, it only shows once
I typically just move the marketplace plugins to project folders asap so there's never duplicate on the engine side, don't know how ue handles such case
I'll try to make a habit of doing that, I only started using UE last week and most of that was playing around with textures
in general, you do want to package always after you've added any 3rd party plugins, to check if it still works.. it's not that uncommon it happens
even without third party plugins, doing packaging often to see there hasn't been regressions is a good habit
I'll defnitely do that in future!
I have removed any duplicate folders, but I am still getting the first error
if you've messed with those Saved / Intermediate folders manually, it's possible things there are just very broken
you could close the editor and delete those folders, and then open the editor again. make sure you got backup
wiping Saved, Intermediate and DerivedDataCache folders is safe as they are all generated
just to make sure, you are actually utilizing this houdini plugin in your project? so that it needs to be there?
also does your project have c++ files or is it pure BP only project?
Correct, I made some particles in Houdini and imported them
It's BP only
since the plugin is importer, you might be able to just disable it and try packaging without it
I just tried empty BP project with that plugin enabled on project folder's plugins folder and it packages fine on my end with UE 5.0.3
but I also don't have any content here
I disabled it, but now UE crashes when I try to launch the project for some reason
it doesn't even load it in the editor?
No, when I click to load it in the editor the whole thing crashes.
you can re-enable the plugin from your .uproject fine
I re-enabled it and it will load again. That's strange :/
there must be some assets that still depend on that plugin in editor
I keep putting the FX folder (the Niagara/Houdini one) into my plugins folder in my game folder, but it removes it whenever I load up the editor. I'm guessing that shouldn't happen?
this works for me
And it stays there even after you load it up?
yes, shows in plugins and it's enabled (I had to enable it manually after adding the plugins folder)
packaging works
That's what I get when I load it up with the plugin enabled now
Disabled the plugin and it has gone back to crashing
yeah no idea, can't try things on my own end as it's not crashing here
you also sure you got the 5.0.3 version of the plugin?
HoudiniNiagara-v2.3.0-UE5.0.3-Win64.zip
I am. I even tried to do a test package last night and it worked fine.
I have deleted everything that was made in Houdini and now I can package it, so it was obviously a very localised problem... Unfortunately a big part of my game was solving puzzles with hints from the particles. Back to the drawing board with 2.5 hours left I suppose! Thanks for your help 🙂
@valid crest if you can make the plugin package on new project, you could try migrating your current projects assets over
but the time you have left is making that quite challenging
I think I will just try to add in a few small changes to the game and get it submitted, even if it's not what I had originally planned I think it's better to play it safe. Thanks again for your help!
Stegboi will be in the Game Jam thanks to you!
has anyone here been able to get the open sourced html5 packaging for ue 4.24 to work
I'm getting this when trying to package my finished game, any help is greatly appreciated
16 minutes left and still getting the same message so I have to bow out. Good luck to everyone who got their game submitted!
Hi, i have an error while packaging with this path Failed to load package for import object 'Package /Game/nverse/Avatar/Nv00/BP_Nv00' but this path doesn't exists anymore, where is the cache related to packaging ? Why there is no cache invalidation when the resource doesn't exists anymore ?
Even with a full rebuild it still using inexistant paths
Hi, does anyone know why my data tables aren't being read in packaged versions of my game? They work fine in editor, but once packaged and run, my blueprints don't seem to display any info taken from the data tables. I've found a lot of threads of people asking about this same problem, but no solutions.
Not that I understand why, but setting blueprint nativization to inclusive seems to have fixed it
Hello, I have packaged a file, it runs fine on my PC, however 2 other people cannot open it. It comes back with a CreateProcess() returned 2, error. This was my first packaging, I tried looking around and found I could try packing it as development instead of shipping, both methods come back with the same error. It took a couple of tries to pack, I had to download Visual Studio to get one of the runtimes to v143 I think, could this be causing this error if they don't have that? Or something else maybe?
anyone know how to resolve any of these errors?
Hi. A question. I'm adding a lot of packages from the marketplace for my project and it becomes pretty big. Let's say it's around 150 gb at the moment. But in the maps for example I use 5 meshes (from a pack that contains 50 meshes). In the end when packaging, will it package all the content (150 gb ) or it will package only the 5 meshes and all other meshes that are used in the maps ?
How do I set what name I want the game to be?
It's not the 'Project Name' because it came out as something different to that.
Hi how do I test my android game without uploading to google play or attaching a usb with debugging mode
LogPhysics: Warning: PopulatePhysXGeometryAndTransform(Convex): ConvexElem is missing ConvexMesh LogPhysics: Warning: ForeachShape(Convex): ScaledElem[0] invalid I keep getting this error repeating when I try to package my game. It all comes down to this actor I have in my level and when I remove it I can successfully package my project. What within the actor could be causing this?
Please ping me if you think you have an answer
Hello I have a problem that I have tried to figure out for a while now, I implemented the steam online subsystem, it works whenever I follow my projects directory and hit launch game, but when I package the game, the steam overlay just doesnt appear and its almost as if it doesnt work when its packaged, I packaged it in shipping mode, her is my default engine file where I implemented steam subsystem, any help is appreciated, thank you.
what does this do in a primary asset label?
does this mean that if I have Asset A in pak 1 and pak 2, if pak 1 has a higher priority, it will be part of it or just the references?
and how does that work with this?
Hey folks, I'm getting this error whenever I tried to load my packaged game 🤔 Have no clue what it means.
Well debug and you will see where is the problem
I guess
Anyone got FASTBuild working with LiveCoding?
Hello, I am looking for a tutorial on packaging, I don't know why it bothers me, but I feel a lot of my content is static and won't require many updates, certain code while i develop will, so to make the lives of people helping me easier, (especially those on non-gigabit connections) downloading the delta would be ideal
helllo guys i wanna ask i have packaged game server for windows but i want to package it also for linux but i am missing sdk any instruction how to do it ?
If you are in UE 5.0.3, Linux Cross Compiler is not out yet.
i have source build but no idea which version where to check ?
just open UnrealEditor.exe, will be there in the splash screen
Do you mean you can't release a client for linux yet with UE5? because i packaged up a linux server
i am using 5.0.2
Then should work
but source build
nice thank you where did u find it
so this i Have to add in my engine folder or ?
Install
thank you
Guys i need help on packaging for android...
my Abb is not enabling the Obb upload on google play console
guys I wanted package my server to linux platform and I got this error on the end any tips ?
Heya, I'm trying to pak a subset of assets that are within two different folders?
If I have all the assets in the same folder and I create a PrimaryAssetLabel in that folder and tick on "Label Assets in my Directory" it paks all the assets from that folder into the pak.
If I move those assets into their correct folders and move the PrimaryAssetLabel into a seperate folder, tick off "Label Assets in my Directory", but set Explicit Asset paths to each asset, it doesn't pak anything.
Any ideas? Cheers
Some files are being cooked on some platforms, but not on others, where would the settings be that would cause this?
specifically it is cooked on Android, but not on Win64 (I dont want it to cook on Android either...)
Someone in the plug-ins section was kind enough to offer advice about this a week or so ago, but I still can’t get this packaging error sorted out… What is “Launch” referring to? Most examples of this error that I have seen list a specific plugin…
anyone solution for this please?
I would try to copy/paste the output log into a text editor and search "error" to see if there's some more information earlier
how to get the pak files of a ios package ,it is being stored inside the ipa file,if i edit the ipa file i am not able to test it in the iphone
the pak files are not being created in the saved folder as it does for windows
can someone tell me how to get the pak files for ios
Please can someone give me a solution
hmmm
the ipa is just a zip, try unzipping it and looking through the contents to get your .pak files. If you want to change something you'll need to resign it
Hi, can i tell unreal engine 5 to compile the project on a network server ? (another computer)
Anyone else getting an error like this when packaging in ue5?
FilenameToLongPackageName failed to convert '../../../../../000_Projects/01_ThiefAndMuse/Official_ThiefAndMuse/Content/00_ThirdPersonBP/Maps/Level00.umap'. Attempt result was '../../../../../000_Projects/01_ThiefAndMuse/Official_ThiefAndMuse/Content/00_ThirdPersonBP/Maps/Level00', but the path contains illegal characters '.'
The only period I see is in my .umap, so I'm not sure how I'm supposed to fix that....
Hey everyone. I have a weird error involving Oodle texture processing during the cook stage. I get error messages along these lines:
LogTextureFormatOodle: Display: Oodle Texture encode failed!? 潏汤呥硥䕟牲啟獮灵潰瑲摥偃U
LogTexture: Warning: Failed to build OODLE_AutoDXT derived data
LogTexture: Warning: Failed to build OODLE_DXT1 derived data
LogTexture: Warning: Failed to build OODLE_BC5 derived data
Has anyone ever encountered anything like it? I'm building on a Windows 11 VM hosted in a virtualization environment.
Hey @heavy marlin , I'm doing this using GIT version control and Gitlab pipelines running on a Windows VM. So then for each commit you'll get a packaged version of the project.
I got it figured out after putting the whole error in a search. Someone said to delete the Saved and Intermediate folders in the project
How to pass commandline when building from Project Launcher?
So for this i need to run windows in a vm ?
You could install a Gitlab runner on that network server that you were speaking about. Then it would run whatever you script in the project.
so i would need to use Git ?
Anyone have experience with DLC on steam?
I've made the .pak file with the dlc content, it work when I put the pak file in {Game}\Content\Paks
in local it work as follow:
{Game}\Content\Paks{MainGame.pak}
{Game}\Content\Paks{Dlc.pak}
But now i'm trying to figure out how to push it to steam
Is it this structure?:
GameContent{Game}\Content\Paks{MainGame.pak}
DLC{Game}\Content\Paks{Dlc.pak}
Or this
GameContent{Game}\Content\Paks{MainGame.pak}
DLC{Dlc.pak}
-> and somewhere in the depot script, I need to put a setting to indicate it has to go in "content\paks"?
FYI, this is the answere:
GameContent{Game}\Content\Paks{MainGame.pak}
DLC{Game}\Content\Paks{Dlc.pak}
How to change crashdumpmode?
guys I wanted package my server to linux platform and I got this error on the end any tips ?
any tip?
would help to show the actual compilation error
I've got two computers. one packages the game and its 20gigs. the other packages the game and its only 10 gigs. I don't recall having any different settings. This is quite frustrating, anybody have any ideas?
I'm using project launcher to create both dev and shipping builds
Hi all, when packing my project with EOS on linux I receive following error :
From EOS plugin dir I see there is not a Linux directory :
Any idea how to proceed ? how to add linux support for EOS, when compiling the project. Thanks
Question: Has anyone had issues where you could compile plugin code in both Live Code or in Visual Studio with no issues.... but when you go to package the plugin, they just won't compile due to a variety of C++ errors that only exist when attempting to package?
And I mean, only when packaging the plugins as plugins. I can compile and export them as part of a whole project fine.
Yes, and that was due to the -nocompileeditor flag in the command line if I remember correctly.
I solved my issues with the Oodle texture compression. Apparently Oodle algorithms are using SSE cpu extensions. When not enabled in the VM Oodle compression will fail with the mentioned errors. Enabling the extensions solved the issue.
I'll check that out, thanks!
Hi everyone - I've got a quick question: I've just tried to package my game and play it through the EXE. For some reason, it just doesn't open/load anything. Please see image below
if I right click and run as Admin, Windows will ask for permission where I click yes and it will think about something but will never load 🙃
So I did build this project to a Dropbox, so thinking it could be due to that I decided to build the game to my machine locally but this didn't open the .exe either - anyone got any suggestions?
My Editor module seems to be packaged as well which I don't want.
I have my Editor module declared as Type: "Editor". Isn't that enough? What else do I have to setup so it doesn't get packaged?
"Modules": [
{
...
},
{
"Name": "Socs2Editor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit"
}
Or maybe it doesn't get really packaged.
To be more clear.
My Editor module subscribes to the SavePackage event which seems to fire while packaging my project:
void FMyEditorModule::StartupModule()
{
...
UPackage::PackageSavedWithContextEvent.AddRaw(this, &FMyEditorModule::HandlePackageSave);
}
void FSocs2EditorModule::HandlePackageSave(const FString& PackageFileName, UPackage* Package, FObjectPostSaveContext ObjectContext)
{
// FString PackageName = Package->FileName.ToString();
#if WITH_EDITORONLY_DATA
const FString PackageName = Package->GetLoadedPath().GetPackageName();
const FAssetData AssetData = UEditorAssetLibrary::FindAssetData(PackageName);
...
#endif
}
and the UEditorAssetLibrary::FindAssetData causes a lot of errors while packaging, saying that the asset couldn't be found in the content browser.
How do exclude the module or functionality from the package process?
As a quick update: I'm still not able to get any further with this issue that I'm having with this particular scene.
I've packaged up and run a different exe from a basic scene and it loaded instantly with no issue at all
If you add #if WITH_EDITOR around the subscription line, it should not be subscribed to while packaging
I try that. Thanks Daekesh
Generally you want to use WITH_EDITORONLY_DATA in headers and WITH_EDITOR in cpp.
The former is to exclude editor-only uproperties and such
good to know!
Just had an error come up when building the project on a different PC saying 'Error - this program is used for packaged games and is not meant to be run directly'
How do I fix this?
Has anyone ran into issues with plugins and generating patches through the project launcher?
I've successfully been able to generate patch files previously, I have no idea why I'm having issues now. Using 4.27 built from source.
The base release packages fine, I've had no issues, no errors. However, when I try to generate patch files, one of the plugins I'm using throws a ModuleManager: Unable to load module, 0 instances of that module found.
I'm using the same settings I've always used, following along with this post: https://forums.unrealengine.com/t/the-proper-way-of-releasing-updating-and-patching-your-ue4-games/154663
Edit: Update, found the issue. I downloaded a profanity filter plugin via github, disabling it fixed all my issues. Thankfully I wasn't using it anyway 🎉
anyone know why i get ERROR: System.ArgumentException: An item with the same key has already been added. <name of plugin here>
despite the fact that i already deleted the duplicate plugin from engine?
bp only project so there's no target files to cause problems either
nevermind... epic games launcher took a shit and didn't actually remove it lmao
Anyone familiar with packaging for quest 2? I constantly get multiple kinds of errors when trying to package
I've been iterating with live coding, and have modified a c++ class to have a BlueprintReadWrite property thusly:
// Particle used when the projectile impacts against another object and explodes.
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Effects")
class UParticleSystem* ExplosionEffect;
When I modify the property in the blueprint and run in the editor, I have no issues.
However, when I try to package, I get the error:
[Compiler] TestProjectile.ExplosionEffect is not blueprint writable
Am I missing a step? Do I need to regenerate the visual studio project files for visual studio at some stage or something?
You should probably close the editor, recompile and then open it again.
Live coding generates patch files which change in-memory modules, it doesn't actually change the files that packaging might be using.
How do I enable logging on a linux dedicated server ?
Preferably in a file
why there is no documentation about the feature to boost packaging. by turning off steam automatic updates ?
Does anyone know if 'Include Debug Files in Shipping Builds' also produces them for Development builds?
I've encountered a crash during a playthrough in a dev build and I'm trying to get more information
If you build your game in vs, you can literally just copy the exe/pdb over
Hello I got a problem here, whenever I package my game, the lighting is way brighter than how it is when I hit play in engine, im using ultra dynamic sky, not sure if that info is relevent, anyone got a clue why?
Never mind I fixed it
When I try to package my Project to the console and I get compile errors printed out from the engine source, am I suppose to fix the engine source? Shouldn't the Engine source be ready to be compiled for the platforms they support? That's maybe a lot to ask for, but I'm just trying to understand what the workflow is. Maybe that's normal to fix the engine yourself for that. Maybe I setuped something wrong?
it still does :/
Oh.
I didn't quite read that. Yeah, WITH_EDITOR is always going to be true in an editor module
I guess you're packaging from within the editor?
That shouldn't happen if you're packaging non-editor code.
Is your module set to editor only?
yes
Shrug 😦
Maybe find out if some global variable is set to true while packaging or something
okay, I will check
Could please get some help with this error message? been at it for hours now
The folder im trying to package to is in D drive with 40gb
Though My C drive has 2gb, I didn’t believe that should affect it
It literally says on the second line not enough disk space
Hello everyone, somebody knows how to fix this problem? Trying to build for android
Bad class file. class file has wrong version 55.0, should be 52.0
so we just packaged our game, the packaging itself worked just fine, but for some reason we cant launch the game with the created .exe
the only message we get is in the event viewer and its just a simple "Application Error" with an exception code of 0xc0000005
anybody got an idea what we could be doing wrong?
launch game with -waitfordebugger and attach a debugger
crashes before i can attach, but i found something with error code -1073741819 in UHT, which looks like it is our problem
just need to figure out where it is and how to fix it...
that's what -waitfordebugger is for
yes, but it doesnt get that far
it crashes immediately
theres no process to attach to
does anyone have any tips or articles they could point me to on packaging large maps with sub levels for android into separate obb files? I am not sure if I can do things for example like have a map with sub levels that is larger than 4 gigs and separate it between different different obbs.
I was also curious if anyone knew how to properly refresh this view on Asset Audit
i'm getting a client crash with this message displayed, tbh I have no idea why it's happening, the code that is crashing it doesn't really have to do with slate or UI elements really. anyone know what might cause this?
is it possible to change the location of the intermediates directory for a project? it takes up a significant amount of space on my ssd and would like to offload those build files onto an external drive. If it's not possible i was thinking of symlinking to where i want them to go instead possibly, but was hoping there might be some built in configuration i can change.
E: please ping me if you have an answer.
Hey guys anyone here with experience porting to Xbox devkits?
Bumping this question since I still haven't been able to solve it 😦
Are there any 'tips' for packaging a shipped game? The only thing I've seen is dont include your PDB files (but keep them separate for crash reports).
Is there anything else that people would recommend? (Nothing is pinned in this channel)
You could use mklink to link the intermediate folder to a folder on another drive.
Hacks++
depending on what the follow up question is here, it might be NDA. usually you would post console questions on UDN
Hello, I have a old project in unreal engine but when I open I get a error, could not find definition for module DetectRayTracingSupport, how I can download this plugin?
Unreal Engine 4.27
hello
I have this game I am making and basically it's running on roughly 90fps on viewport and pie playing modes, but the packaged game.....it plays on 50-40 fps. Is this normal? I am using lumen BTW.
I've got a question regarding exclusion of assets. I was trying to reduce file size by checking the "exclude editor content", which made it so materials didn't get pushed to the build but I guess that is supposed to happen? But anyway I unchecked that box and also went ahead and set everything else back to default but in the build output, the engine is still excluding material files and such. How do I fix this?
Okay a little more context. So the packages I've been doing are for Android. I decided to test real quick and make a build for Windows, and it did not exclude the textures for that build, but it is still excluding them for the Android build. It was not excluding them for the past 5ish builds i've done for the past couple weeks
Hello Everyone,
Is it possible to test dedicated server related stuff without using source build by using the following command:
"C:\Program Files\Epic Games\UE_5.0\Engine\Binaries\Win64\UnrealEditor.exe" "D:\Unreal Projects\myProject\MyGame.uproject" ServerLevel -server -log
I'm trying to figure out how to build a WindowsEditor release. I'm looking through documents and settings, but can't seem to find the settings.
Never mind. I can't use modding support anyway.
You can't release editor stuff.
You aren't allowed to ship anything in any editor module.
Wow, my game exported at under 1GB.... I'm amazed, was expecting it to be WAY bigger than that.
That's not even it zipped lmao. I almost feel like I must've done something wrong.
would anyone know why my game isnt opening even after a successful build?
the executable "loads" but nothing shows in the task manager and nothing happens
Getting this error on packaging
I'm running into this too, were you able to fix it?
I found the issue, it was a skeletal mesh with a material assigned that had a missing reference. For anyone seaching the Discord in the future...
For this error
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Fatal error!
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffe7119d0c8 UE4Editor-RenderCore.dll!FShaderMapContent::GetOutdatedTypes() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderMap.cpp:597]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffdd9a9604f UE4Editor-Engine.dll!FMaterialShaderMap::GetAllOutdatedTypes() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShader.cpp:1102]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffdd9f96127 UE4Editor-Engine.dll!GetOutdatedShaderTypes() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:5014]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffdd9fab6e7 UE4Editor-Engine.dll!RecompileShadersForRemote() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:5957]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffe30a02f1d UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveGlobalShaderMapFiles() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:5577]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffe30a07043 UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::StartCookByTheBook() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:6942]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffe3083e33f UE4Editor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:966]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffe30868f4d UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:663]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff79cdda02c UE4Editor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen()
I just finish to package LyraStarterGame as dedicated server, but I cannot start the server, there are binaries 😱.
Someone success to package Lyra dedicated server on Linux ?
I'm having a weird issue when packaging. The character's groom physics is fine in the editor, but when packaged the groom physics are not working, and it's clipping through the character mesh. Any ideas on how to fix this?
How can we cook packages faster when it barely use my computer resources on Windows 10 ?
Anyone know how to fix this issue in UE5? I have no idea what menu it's talking about
I am getting this error when packaging, I wasn't getting this error last night when packaging this set of maps, but an artist on my team committed new HLODs and now it fails packaging at the cooking stage every time. The level is a big set of sub levels with HLOD's built for all of them. I am thinking there is some kind of corrupt mesh in it but I am not sure how to track it down.
Anyone have any tips for isolating what it is causing the error?
Google windows SDK and microsoft has a download for it. Then restart. If that doesn't work, I think this is the video that helped me: https://www.youtube.com/watch?v=EoIdyhjW9e0&ab_channel=UnrealEngine5Tutorials
Use the following link by September 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=SEP2022
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 L...
anyone seen this issue when cooking/packaging? Not sure how to start debugging it :/
Hi all!
I need to package my game so I can submit it to App Store. I opened the project and it started compiling shaders. I don’t have time to wait forever to build.
Can I start packaging in parallel?
You can enable on-demand shader compilation.
Why somebody has taken a screenshot of this, I don't know.
Do I really need Visual Studio to package even if I'm BP-only right now?
Maybe not VS, but the toolchain?
Hrm. I should probably have VS anyways, what version do people recommend for Unreal development?
2022
So, I run the packaging process, and it doesn't SEEM to fail, but when it finishes there's nothing in the output directory I chose. Where do I look into to debug this?
Check your firewall? Mine blocked access at first
Fucking love when the log file tells me to look at the log file?
==============================================================================
ERROR: Cook failed.
(see C:\Users\<USERNAME>\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.0\Log.txt for full exception trace)
CommandletException: Editor terminated with exit code 1 while running Cook for C:\Users\<USERNAME>\Documents\Unreal Projects\<GAME>\<GAME>.uproject; see log C:\Users\<USERNAME>\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.0\Cook-2022.09.15-12.43.09.txt
at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UnrealExe, String Commandlet, String Parameters, String& DestLogFile, Int32 ErrorLevel) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 425
I have absolutely no idea what in here is breaking the build. Obviously there's a lot of errors but I don't actually see any that impacts the actual game, it's all junk brought in by asset packs from the marketplace.
Obviously I could go through and delete everything breaking, but that'll be time consuming so I don't want to unless I'm sure that'll help.
Cook only the maps you are using, and only the folders that have assets you are using maybe? Then go from there.
Where's the options to restrict maps? That could help a lot.
Go to packaging settings to set that up. I would also package using the project launcher, and create a custom profile thing which you can set that up too. For me when packaging outside the launcher it doesn't package as shipping for some reason.
project launcher is less buggy in my very limited experience
what is this "project launcher"? I have no idea what you mean by that
its in the drop down menu in the screen shot you posted
Nice!
...I don't get it, everything about this build seems to be working, but I don't see an installer I could use to give this to someone else
I have an EXE I can run and everything, but how do I get an installer or archive of some sort? I picked the "Archive" option in the project launcher but the directory I picked was empty after
Not sure, I think there is an option for an installer. The executable should be able to run fine though? I'm really new at this though so hopefully someone way more experienced can help.
The executable can run fine locally but I expect it probably has hard references, and would stop running if I moved it to a different directory
This is incorrect. I can zip this folder up and run it annnnywhere, even tested sending it to another computer
Hey guys I renamed my project and I changed everything and added core redirects and it works in the editor. Problem is when I try to package a game I get this error.
make sure you right click content folder and click Fixup Redirectors, and then Resave all. That will apply all the redirects you have, and then you can remove the core redirects and then package as you wish
core redirects, especially certain types, can be slow, so they should be removed as quick as possible. Resave all is the trick
Hey! I'm currently using the function "GetCommandLine" to pass in arguments on opening the packaged application by launching any files associated with it. This function currently doesn't seem to work with a shipping build. Is there any other way to pass in arguments on launching these associated files or the application itself?
Packaging for android in UE5, Im getting the Sdk for android not properly set up blah blah (we've all seen it once before surely)
I swear, ive been at this for 3 days straight and ive done everything by the book dotting the i's and crossing the T's.. I cannot for love nor money work out what ive missed
any tips or help at all Ill be so grateful
Hey I'll try that as soon as I get home. When I tried to delete the redirectors, my c++ parents unbinded from my blueprint children. But I didn't fix up redirectors so I'll try it out.
And resave all!
Can anyone tell me how to solve this?
LogFeaturePack: Error: Error in Feature pack D:/Games/UE_5.0/FeaturePacks/TP_VirtualRealityBP.upack. Failed to parse manifest: Invalid Json Token. Line: 43 Ch: 4
this is the only red line in the output log
besides the PackagingResults: Error: Unknown Error ofc
if someone resolves this, please either ping me or DM me
That says your icon isn't supported
Verify engine through launcher. The little arrow down on the engine version
how do i delete or revert icon?
will do, so this has nothing to do with my project itself?
You posted 2 errors. The first is your icon. The second is an invalid file in the engine
You can probably change icon through project settings
Look further up in your log, search for error
Or better yet, open that log file it lists
Heyy, does anybody know a fox for this (I've done everything to the letter) still can't package to android
Deleting the .ico file fixed the issue, and yea i verified the whole engine, no issues so far <3 thanks
My groom asset is perfect in editor, but after package behaves strange
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogCook: Error: GameDefaultMap contains a redirected reference '/Game/FirstPerson/Maps/FirstPersonMap'. The intended asset will fail to load in a packaged build. Select the intended asset again in Project Settings to fix this issue.```
Why does this level cannot be default one?
Good day. When I download the project in the Play Console, the error "We've detected this app uses unsupported version of Play billing. Please upgrade Billing Library" appears. I did everything in the video but it didn't fix the problem. Please suggest a solution, I can't find a solution anywhere
Hi, I am getting this error when I try to package. It seems to be related to the new animations we put in the game. I still have a lot to learn about animation and debugging packaging errors so I don't know where to start. Does anyone know what might be wrong or how to go about debugging it? I did go to the error in the code but I'm not sure what it means.
This is the line where it breaks Swap(PlatformRenderData->NextCachedRenderData, Mesh->GetResourceForRendering()->NextCachedRenderData);
I'm trying to package a game I've already successfully packaged before (I've made changes so this is the new version), but now I'm getting an error: 'There can be only one Game target per project.'
The original is in a completely different folder, so I don't think it's because of that, but I'm not sure why this is doing this now.
Any ideas would be appreciated! :)
The target is the Blah.Target.cs in your source folder... do you have 2 of them?
Aha! That seems to have done the trick I think! Thank you very much. :)
Np
You can have like Blah and BlahEditor and BlahServer etc
But only 1 of them can be of type Game
The other is Editor or Server etc
Hello I have a problem, when I package my game, the cel shading and lighting looks different compared to when in editor, Is this because im using 3 different types of shading methods (Material Shader, Cel shader in post process, and outline in post process)
It migth be that the editor is using different render settings than your packaged game.
and there is a way to make these settings match (So that the packaged visuals will look the same as the editors visuals?
It's gone.
how do you add platform specific overrides for ProjectPackagingSettings?
i want to package up an mp4 movie on my windows builds, package up a webm on other platforms
nvm i figured it out
I've packaged my game a couple of times and each time on a random amount of levels the navigation for my enemies won't work.
Any ideas why this might be?
It works fine in the editor (although I have had this glitch occasionally but it resolves itself without me doing anything), and most of the levels work fine, but for each packaged version of the game there'll be a couple of levels where navigational doesn't work for some reason.
Hi, is there any way possible for packaging my game project for MAC/Ubuntu' from windows
you will need macOS to package for Mac
for Linux, you install the cross-compile toolchain
Quick question: you know when you package a game and it comes in the 'WindowsNoEditor' folder, can I rename that to the game's name for publishing?
why not just publish the WindowsNoEditor folder (assuming this is UE4 then) instead?
I could but it just but I'd have thought it'd be better to have the folder the game is in titled the name of the game as opposed to WindowsNoEditor?
I could be wrong I've never published a game before, just trying to consider what would look best.
if this is for distribution on steam, then that's handled
no it's gamejolt
I have no idea what that is
ah xD i tested out other people's UE4 games from gamejolt and it did seem to download it as 'WindowsNoEditor'.
and if that's even a problem, you can just rename the directory after the cook finishes
when you say 'the cook finishes' you mean the packaging?
yes
ah, okay very cool! thank you very much for your help, i'll do that! :)
Hey folks, has anyone gotten any luck with generating more than one patch tier?
I can generate a single patch off of my base release just fine, but creating a new patch tier just gives me a bunch of _0 patch files. Am I supposed to rename these manually?
Here are my settings for the patch tier
Edit: Okay, it looks like renaming the pak files from 0 to 1 worked. Is there any better solution to renaming the pak files, or is this just what I'm going to have to put up with?
Can I get more info than that? I can run my game with debug game config or with dev config through the editor (not as standalone). whenever I try to package it crashes because of this.
I am using VS22 and UE 5.0.3
Would anyone here have any suggestions as to why my DataTable in UE 5.0.3 does not seem to cook its contents when packaging. It's included in the asset directories to cook and does not import from a CSV file. It runs fine in the editor but comes out empty inside a packaged build. Happy to provide any additional information.
Strip from Client Builds is disabled on the table too.
does unreal engine have an installer?\
I need something to install my game so people can get updates!
can someone recoomend something
Hey. Having an issue with creating patches in UE5. The patch paks seem to always get the same-ish size as the original pak. In UE4 the patching worked as it should. Have tried a lot of tweaking of the options sent to UAT without luck. Any ideas? Thanks!
what are you using to insall you game @cerulean harness ! Thats the issue I am having I need a good installer or you will never patch your games correct!
because of registry issues
There's no default installer. You may want to set up a game launcher. There are a few systems like https://gamelaunchercreator.com/ for example.
You are the Creator, the Developer.
I've created a custom launcher myself, in Electron. So the patching/downloading itself is taken care of. My current issue is with the packaging.
I haven't used that one. But they do have a system for patching there: https://gamelaunchercreator.com/unreal-launcher-patch-system/
There's also an open source one based on C#. Let me see if I can find it.
A bit cumbersome to set up and design, but I've used this before. Includes system for patching/updating as well: https://github.com/Nihlus/Launchpad
Sure, checking the licensing is always important.
Has anyone got this error when packaging for android:
UATHelper: Packaging (Android (ASTC)): java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7
UATHelper: Packaging (Android (ASTC)): Caused by: java.lang.ExceptionInInitializerError: Exception org.codehaus.groovy.GroovyBugError [in thread "Daemon worker"]
Fixed that by downloading Java 8 update according to a thread I found and pointing Unreal Editor settings at it... running through some other errors though. Will update if I get it working or not as I am plowing through these errors...
hi ! BUILD FAILED: AddBuildProductsFromManifest: any idea what that could mean ? thanks a lot*
.debug was in manifest \Intermediate\Build\Manifest.xml" but could not be found.
trying to package from Linux
hello is there a way to filter assets that are cooked per platform without using the PakBlacklist txt file?
Hi all, I'm having issues with people opening my packaged build. It's successfully building, I can open it, I can zip it and open it.. however when I share it with my programmer or others, the program splash screen pops up for an instant and then the entire program closes, it doesn't even boot into the game menu. Any ideas what I'm missing on my packaging for this to occur or at least a direction I can start looking into this issue? Thanks so much !!!
Hi, can someone take the time to explain me what is the difference between those ? My game is Multiplayer (dedicated server), i searched a lil bit on google, "Windows" is for Standalone game which requires cooked data to run, "WindowsClient" is same as "Windows" but with no server code ?
Those are the two that interests me. I already know WindowsServer builds the server
i just had a long build fail un UE4, could anyone help me out? is someone responds, ill send them the packaging log
the log states its an unknown cook failure and i cant find what exactly is causing the error
it seems like this is one of the persistent errors but i dont know if it has anything to do with cook failure or why its there in the first place
any1 knows how to package game with Code. Any1 knows its location??
"Client" in this context means a dedicated client. the ability to host listen servers (ie. ?listen) is removed
So "Windows" is the same but with ability to host a server ?
So i only pick, WindowsClient.. or Both ?
you would pick one
I'm having the same issue. Anyone ever found a solution?
My project is successfully recording in-game audio and playing it back using "Start Recording Output" and "Finish Recording Output". I specify a path and name for the saved file.
But when I package the build....it does not work. I suspect it has something to do with saving the SoundWave files. I am saving to Content/Audio/RecordedSoundWaves. Any ideas on where I can troubleshoot?
Sorry if this is in the wrong category but I'm sure where else to ask about it
In engine, the game starts up fine with no errors, but in a build the game will crash and give a fatal error. It says it’s an issue with AudioThread, but I don’t know what could be causing it.
Even stranger, it only seems to happen one time, as once the crash happens if you start the game again it usually doesn’t happen again. It also seems to happen sometimes if there’s no save data in appdata, which is also weird.
I’m on UE4 4.27.2.
If anyone has any ideas or suggestions they’d be much appreciated:
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
0x00007ff6cf509ad8 Title_Pending-Win64-Shipping.exe!UnknownFunction []
0x00007ff6cef3b2f6 Title_Pending-Win64-Shipping.exe!UnknownFunction []
0x00007ff6cefe4eba Title_Pending-Win64-Shipping.exe!UnknownFunction []
0x00007ff6cefef003 Title_Pending-Win64-Shipping.exe!UnknownFunction []
0x00007ff6cd2ee889 Title_Pending-Win64-Shipping.exe!UnknownFunction []
0x00007ff6cd7910fb Title_Pending-Win64-Shipping.exe!UnknownFunction []
0x00007ff6cf00e430 Title_Pending-Win64-Shipping.exe!UnknownFunction []
0x00007ff6cd8db7fb Title_Pending-Win64-Shipping.exe!UnknownFunction []
0x00007ff6cd8d5bf1 Title_Pending-Win64-Shipping.exe!UnknownFunction []
0x00007fff1e2b7034 KERNEL32.DLL!UnknownFunction []
0x00007fff1ece26a1 ntdll.dll!UnknownFunction []
Crash in runnable thread AudioThread
Hello, how do i create platform specific packaging settings? for example, i want my iOS to never package a certain folder, but i want that folder to be packaged when i do it for windows. I tried adding +DirectoriesToNeverCook=(Path="/Game/Maps/LVL_Desktop") on the Config/iOS/iOSGame.ini, but that didnt work. Anything i'm missing?
it doesn't help that you don't have symbols
Hello i would like if it's possible to get the unreal projet from a package game (exe) and how
nah
You probably could. But anyone able to do it wouldn't be asking how to do it.
For some reason it looks like my packaging button is missing?
Anyone know what could have caused that?
I'm on linux fwiw
Can you read the BuildID from a .exe? I'd like to be able to check the version of a ServerBuild without having to run it NVM i see now that the BuildID is the identifier for the engine and not the game project.
so i got this warning when trying to package my game for windows, and when told to continue anyways the console threw this error
(this is in the latest version of Unreal Engine 5 btw)
What is the proper way to add a target ? This does not seems to work.
fixed, just had to install the dotnet sdk
Has anyone come across of the error: Error: FCompression::GetCompressionFormat - Unable to find a module or plugin for compression format None?
For anything I can find in proj settings, I have oodle/kraken set.
Guys i get this when i package from android to my vr headset
anyone knows why it fails?
usually main errors appear in the beginning of Log 😁
anyone here familiar with packaging a dedicated server in a docker container?
When it comes to pak files how do you go about having items that should be bought with in game currency both not accessible in the main build but also able to display the item (3D mesh) basically I don’t want players to have access to these items without making the purchase. How does epic handle the item security in fortnite. Is everything like downloadable content or some other security measure?
(RE #multiplayer message)
@open rapids so it works for you it outputs 2 folders: Windows and WindowsServer on the packaging path you specified? For me it only did WindowsServer :/
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
Yeah
Do you tried to package only Windows ?
then u're good ?
no because
I want it to do it both in one run
and you are saying it works for you but not for me
😅
maybe I will try again.
yea I tried again and still only the server gets packaged..
my issue is both are selected but only WindowsServer gets packaged
hello, is there a way to change a boolean that already exists on all the actors in a project through a global console variable?
or maybe there is a better way other than console var?
the main idea is to have a custom static mesh actor that has two static meshes, one for PC and one for mobile. the boolean will switch between the two states and enable/disable cooking one one component instead of the other
Hey, I'm looking to get my windows package build to add the command line arg -SaveToUserDir by default. (We're using Test builds and want the package to look in the user/appdata for ini files instead of from the install root, just like the Shipping build does by default).
I remember using a UE4CommandLine.txt that you can put such cmd args into but I can't get it to work, it may be for other platforms (andriod, xb only). Has anyone had any luck with this?
Did you ever figure this out? I'm having the same issue
This fixed it for me
So I’ve been trying to package up my game but I always get an unresolved external symbol error. Cannot find any solutions online so any help would be appreciated. Full log file here
Thanks!!! This actually fixed it for me https://forums.unrealengine.com/t/cant-package-my-game/282046/2 hopefully helps anyone searching Discord in the future
Hello, Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this iss...
Hey guys I've been beating my head against the wall for a few weeks now trying to solve this cook failure. I confess that I don't really know the right way to read logs and I've had difficulty finding any guide to help with that. When packaging fails and the output log is throwing 39 errors, where should I start? Any key words (besides error) I should be looking at first? Thanks ahead of time and sorry for the noob enquiry.
Hey guys! I'm having a problem with launching my packaged game on my phone. It takes 2-3 minutes for it to load past Unreal Engine logo screen. Then it works fine without any problems. Even if the app is installed on the phone it takes roughly the same amount of time.
Is there a way to check what's going on within those 2 minutes so i can try to reduce the time it takes? Thanks!
Here's the video: https://youtu.be/3t9fJlb7sew
This is what the log looks like and I'm not sure what to do about it. It seems to all derive from the engine itself.
just search for 'error' in the log and fix each error, google if u don't know what it means.
try making a new project and see if it packages correctly
if not then reinstall the engine or osmething
Thanks. I will try this
Hey guys. I'm trying to set up the mobile preview stuff for UE but can't get past the SetupAndroid.bat section
I just end up with this
For some reason my build works fine on development but on shipping it gives this error in the log
[Callstack] 0x000000004DA91550 VCRUNTIME140.dll!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x000000003F4D5CDE Win64-Shipping.exe!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x000000003F34B0E4 Win64-Shipping.exe!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x000000003F62FEEB Win64-Shipping.exe!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x000000003F76D4D9 Win64-Shipping.exe!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x000000003F764556 Win64-Shipping.exe!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x000000003F1D2882 Win64-Shipping.exe!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x000000003F1CE34A Win64-Shipping.exe!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x000000003F1CE5BA Win64-Shipping.exe!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x000000003F1D58D1 Win64-Shipping.exe!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x0000000040F8A0E7 Win64-Shipping.exe!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x000000005DB17034 KERNEL32.DLL!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x000000005EDE26A1 ntdll.dll!UnknownFunction []
[2022.09.26-20.22.29:090][ 0]LogWindows: Error: [Callstack] 0x000000005EDE26A1 ntdll.dll!UnknownFunction []
it would help to have symbols
shipping is dumb. just ship a development build.
and ye, if u want to debug it, u need that
but if it's a packaged shipping build Idk how u can get that
so Idk
yeah it says I dont have the required symbols
you need the associated PDBs with your build
UnknownFunction tells you literally nothing
How I get that
they're produced as part of packaging your build?
do u know where to look
there's an option to stage them with your build, but search your drive for *.pdb in a tool like https://voidtools.com
Hi 🙂 For some reason my packaged project gives a crash report after quitting the application. The game works with no issues before and after packaging, but it's just annoying to see a crash notification each time you quit the game (and also I don't want end users to think something is wrong with the game when it's working perfectly). However I don't know where to start investigating why that message keeps popping out. Any thoughts? (I'm using UE4.17)
helps to see a callstack
Embarrassed to ask but what is a callstack?
the lines of the crash reporter that have the function calls
Let me get that and I'll be right back
well this is a packaged build anyway
Maybe he won't have anything then. 😦
it might be if it's a BP only game
Unfortunately this is what I see, no callstack according to the message
It is a BP only game
4.17??
update ur version?
Yes it is 4.17
I can't update the version because the project is already finished. Tried updating it a while back and nothing worked
install engine symbols
from the epic launcher ue downloader
and install visual studio
and attach debugger
see if that works to give u info
but this sounds like an engine bug
but I guess must be somethnig specific u r doing causing it that u just need to find out and then work around
also if u r packaging for shipping, maybe instead package for development, and see if it still crashes
If it is packaged for development, will it still be suitable for giving it out to the end user?
I just packaged it for development and still get the same crash when I quit the packaged game.
I'm installing engine symbols
yes
After installing the engine symbols, this is what I'm getting after quitting the packaged game
how do I get UE to include a map when it packages?
is it not possible anymore?
why doesn't this work
[2022.09.27-03.17.23:267][787]LogLoad: LoadMap: /Game/PoppyAndBuddy/Base/Library/Library
[2022.09.27-03.17.23:298][787]LogStreaming: Error: Couldn't find file for package /Game/PoppyAndBuddy/Base/Library/Library requested by async loading code. NameToLoad: /Game/PoppyAndBuddy/Base/Library/Library
[2022.09.27-03.17.23:370][787]LogNet: Warning: Travel Failure: [ClientTravelFailure]: Failed to load package '/Game/PoppyAndBuddy/Base/Library/Library'```
Does this happen with all your users or just you? You're on a pretty old engine version but the text input stuff makes me think it's IME related
Did you check the paths?
in what sense? that's where the map is
trying something now. some value called serverdefaultmap was set to an old path
I can't even see in the project settings where that would have been set
When in doubt, show it in the CB
the path is right
Show it in the CB
yeah, there was a mention of an old path., after removing the serverdefaultmap entry from an ini file that went away
trying the next build now
I asked this somewhere else, how do you inspect pak files?
like I've been asking that for months, I am dying to know
UnrealPAK CLI, there are some third party tools
I got feedback from two different end users who reported seeing the crash report when they exited the game. So I'm naturally assuming that others are also seeing it but not providing feedback. Also, no problems during the game, but when they quit the crash report pops up.
Yeah but do you use IME on your machine?
Which is the system used to enter Japanese, Korean, and Chinese characters
What is IME?
No Japanese, Korean or Chinese characters.
How about a system wide spell checker or something like that? You won't be able to fix this without engine source
It's likely fixed in a later engine version
I did however imported a new font for the game a while back, I don't know if that has anything to do with it?
IME is a system for text entry, not display
There is no text entry in the game either. Even the save system is checkpoint based.
I can't get it to use any of the commandline arguments. what's a good third party tool?
removing the serverdefaultmap entry didn't seem to help, the map still isn't found
Hi I'm getting crashes when packaging the game with the folllowing stacktrace. Does anyone know what the problem could be?
Hi, is there any way to debug blueprints in Debug Game Package build ?
hello, im trying to package a plugin, and I get the following error:
ERROR: This version of the Unreal Engine can only be compiled with clang 10.0, 9.0, 8.0, 7.0 and 6.0. clang 11.0.1 may not build it - please use a different version.
how do I install a different version of clang? I downloaded 10.0.0 from llvm and ran the installer, and the x64 native tools command prompt says its at 10.0.0 with --version, but i still get the error
Hey, is it possible to ship a game for ios from windows pc ? i have installed itune but i am still getting "sdk not installed" error.
Hello guys! I packaged my game but the performance horrible! In standalone mode the game work perfectly with max FPS , join to the steam also, but in packaged game I have 4-5 fps and doesn't join to steam. Guys anybody had this issue?
hi, when i add -ue4exe="C:\Program Files\Epic Games\UE_4.27\Engine\Binaries\Win64\UE4Editor-Cmd.exe the command line gives me "UAT Failed to find command Files/Epic"
hi I think u need to package it for development not shipping
and then u need to install visual studio and go to debug -> attach process
no
blueprints get compiled to cpp in packaged
but it depends on what u mean by debug bps exactly
you might have to attach a debugger to the cooker (the UnrealEditor-Cmd.exe process) to see which asset this is
this is opt in in UE4 and completely removed in UE5
u mean nativization? I didn't talk about that. yea I just didn't udnerstand what he meant by debugging blueprints in packaged.
Yeah, I guess so, thanks!
"blueprints get compiled to cpp in packaged" - isn't this talking about nativisation?
because if it's not, then this is false
I have no experience with visual studio; I have a bad feeling that I'm stuck with my project giving out a crash report every time the user quits the game. Appreciate all the help.
Hey guys. So i have a question. I'm trying to package a project to windows then i'm getting the error "LINK : fatal error LNK1158: cannot run 'cvtres.exe" cannot find path specified. Any ideas on how to solve this?
well, I guess so.
Hey guys. So i have a question. I'm trying to package a project to windows then i'm getting the error "LINK : fatal error LNK1158: cannot run 'cvtres.exe" cannot find path specified. Any ideas on how to solve this?
Hey, does anyone know how I can get clang 13.0? I cant package my plugin without it:
ERROR: This version of the Unreal Engine can only be compiled with clang 13.0. clang 11.0.1 may not build it - please use a different version.
Usually I get it from here: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/GettingStarted/, but ue5 isnt on that list, and its what im using
yes because you are looking at the UE4 documentation
clicking on the 5.0 documentation takes you to https://docs.unrealengine.com/5.0/en-US/linux-development-requirements-for-unreal-engine/
ah tysm
Is it a BP project you "converted" to C++?
anyone ?
Yup
Create a blank C++ class in your project, then drop it in the level and try baking/packaging
You need to have a mac for remote build, You might be able to do something using a VM - but its against the EULA and non trivial
I'll let you know how it goes, cheers
It's also a risky idea to rely on a VM or hackintosh to support a released product
I dont disagree, thats why it was a might - it might get you up and running, but long term you need a better solution - now apple has moved to arm
Hi! I'd appreciate some help in this error that I'll send about a quick launch in Oculus Quest, for android using ES 3.2 and Vulkan
hi there, can someone explain me what is the Stage Build exactly?
Hey guys, how do i include all my maps in my unreal engine 5 package?
project settings-> packaging -> look there in the drop-down menu for list of maps to include
Plugin asset failed to load after package:
Error: Couldn't find file for package /MyPlugin/CharacterMeshes/mt_female/hand_f
however asset is valid in editor runtime
how to solve that?
I don't have 'Full Rebuild' checked, so why does UE5 keep rebuilding all my packages on each time I, er, package the packages
Got a problem with ChunkDownloader
Just stucked with this
Does anyone can help with this?
Trying ChunkDownloader for a week now and I still got no luck
When my game crashes, and the crash reporter app pops up, is there way to have it so that that crash info is sent to me? Where do I access that or set that service up?
didn't work unfortunately.
unrealpak is working again though and the map is definitely wrongly going into the http chunk install pak
(I meant to reply to the suggestion to create a new C++ actor and place it in the map)
Is there a way of making a blueprint only work in PIE and not in a packaged version?
If you're thinking of specific functionality in the blueprint that should only be run in PIE, you could use a little bit of C++ to create a node that checks if you're in PIE or not. You also have the "Is Packaged for Distribution" function that you can use for functionality that only works in PIE and with a Development package.
you have to change where the crash data is sent. I've used BugSplat which is an off-the-shelf service you can use unless you want to roll your own
Yeah thanks, I took a look into BugSplat and a couple other services. Thanks for the response!
Hello there, I'm having some errors in my Linux Server build with my plugins.
These plugins are not suppose to exist in the server, but I'm referencing content from them.
[2022.10.01-14.28.29:338][ 0]LogStreaming: Error: Found 1 dependent packages...
[2022.10.01-14.28.29:338][ 0]LogStreaming: Error: /Game/API-Example/HUD2/BP_HUD_Origin```
I already added the plugin's content as additional dependencies to add, but nothing happens
Hey guys, whenever I package my project in client mode, I am not able to open a certain level. Here is the log
Warning: Travel Failure: [PackageMissing]: /Game/W_Maps/SomeMap [2022.10.01-15.43.12:831][558]LogNet: TravelFailure: PackageMissing, Reason for Failure: '/Game/W_Maps/SomeMap'
As you can see, it says that some package is missing, could someone tell me what might be going wrong? There are quite a few maps in our game, could that be an issue?
@rotund depot check on the Cooked folder if the missing map is there
PackagingResults: Error: Unknown ErrorUATHelper: Packaging (Windows (64-bit)): C:/LS Local Build/LiveSimProject/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Public/BP_ValveParentClass__pf1309408580.h(362) : Error: Unrecognized type 'IPumpInterface_C' (in expression TScriptInterface<IPumpInterface_C>) - type must be a UCLASS
PackagingResults: Error: Unknown Error``` this file isn't a one my list of nativized assets - so why did I get this packaging error?
adding the assets to Nativization list didn't change the errors - I can't find direct references on these two original ones to the ones listed as errors
hi, when I build for android/pico neo 3 I get the following error:
error: method AndroidThunkJava_IsOculusMobileApplication() is already defined in class GameActivity
but the Oculus VR plugin is disabled. does someone know what this could be?
hello, windows defender gives warning messages while my build is running. This is pc build and no idea what i am missing, i thikn i should make a certificated build but no idea how to make it
Hey guys, I wonder where are the ini files gone after packaging the project? I'm stuck in wrong resolution for some reason and my cursor doesn't work
Epic problem 🙂
Oh found it, C:\Users\username\AppData\Local\yourgame
Hey folks, first time packaging. Well, I did it once, ages ago but figured it's about time I learn the process again.
Tried packaging tonight, but ended up getting a fail. 110 errors, the only ones I can see in the first 50 are these:
LogInit: Display: LogCook: Warning: Package /Game/ExternalActors/PROJECT/SCENES/PortRoyal/PortRoyal/4/F7/9U5D0942UIP0J9YLW3VDXT exists on disk but does not exist in the AssetRegistry
There is a list of about 27 I can see.
The issue I have, is I can't tell what these particular files even are thanks to the really useful naming system. I'm also not familiar with the error itself, and a quick Google didn't seem to return anything.
The files themselves seem to be basically empty.
Hey i am not sure if i am in correct channel , so i was wondering how can i achieve a smooth loading levels from these settings
higher value means no pause but stuttering loading right?
When building My current Game I Am Getting the error " LogUObjectGlobals: Warning: Failed to load '/Game/***/ThirdPersonOverview': Can't find file."
this is a difrient source code project and it does not need This File. so I do not know why it is attempting to build it.
Sorry about the repost I wasn't meant to share out that person's name.
Is there a way to package a game so it will run on Windows XP 32 / 64 and above? I'm asking because there are millions of gamers who use XP and don't want to / can't upgrade. Thank you for any help 🙂
I know this has been asked before but I've never seen a proper answer-
I added a new plugin to my project, but my clients already have a base release build that doesn't include this plugin.
Is there any way to deploy a patch / update a few files so this plugin works properly in shipping, or do I have to deploy an entire new build? Either way, not an issue. Just curious if there's an easier way so I send out as few files as possible, makes it easier for my clients.
Hello. So I have an issue now where my "launch" function works correctly from the editor but not from a packaged build. I have the map URL's set up correctly according to the game project but I don't see them anywhere in the packaged build even thought I have included them in my packaging settings. Any clue why this might be happening? It acts like its loading but then it goes back to the main menu map.
Hello!
I posted this on the MacOs channel, but perhaps, it is better suited here.
I'm trying to package my game after I migrated to UE5 from UE4.27.
I'm on MacOs Big Sur and using UE5.0.3
I'm getting this error:
UATHelper: Packaging (Mac): Undefined symbols for architecture x86_64:
UATHelper: Packaging (Mac): "_SecTrustCopyKey", referenced from:
UATHelper: Packaging (Mac): -[FHttpResponseAppleWrapper connection:willSendRequestForAuthenticationChallenge:] in Module.HTTP.cpp.o
UATHelper: Packaging (Mac): "___darwin_check_fd_set_overflow", referenced from:
UATHelper: Packaging (Mac): UE::Trace::Private::Writer_UpdateControl() in Module.TraceLog.cpp.o
UATHelper: Packaging (Mac): FSocketBSD::HasState(ESocketBSDParam, FTimespan) in Module.Sockets.cpp.o
UATHelper: Packaging (Mac): "_OBJC_CLASS_$_MTLBinaryArchiveDescriptor", referenced from:
UATHelper: Packaging (Mac): objc-class-ref in Module.MetalRHI.1_of_3.cpp.o
UATHelper: Packaging (Mac): objc-class-ref in Module.AGXRHI.cpp.o
UATHelper: Packaging (Mac): ld: symbol(s) not found for architecture x86_64
UATHelper: Packaging (Mac): clang: error: linker command failed with exit code 1 (use -v to see invocation)
Does anyone knows how to repait this?
I've been looking for the whole day, tried different options, nothing worked.
Thanks!
Hi!
Packaging to html5 is not supported since 4.23, Emscripten seems to be working only for 4.24, but somehow there are new web projects on UE4/5, especially related to NFT. Do you think it's possible to build newer version to html5 or they have to use an old one? Has anyone managed to package lets say 4.27 to html5?
Thank you for any guidance here!
Hey people, was wondering if anyone that has done steam dlc before with Unreal could explain how it is that you setup your depot, does it end up being that I need to somehow create a seperate Pak file for the engine to use or something on a seperate steam depot id or do you just upload like an entire build and steam figures out a diff between the two for 'downloading the dlc'. Atm we mainly have uassets that we want to replace in game with some dlc versions, being asset replacement and not functional changes.
you can use the project launcher UE feature to package a DLC
or better just put the dlc files with the base game, and have the DLC just add some file that allows access to it or something Idk
Hi. Has anyone here succeeded in making proper patches in UE5? I always get patch pak files that are the same size as the original (plus any changes), even when trying from clean, new projects. This used to work in UE4. Anyone aware of new/changed settings that need to be set for it to work?
Hi,
Anyone run into this before
I would like to know what the XGE controller is that they're suggested to disable and what side effect that might have
trying to build my project, but when it finishes nothing is in the build folder and it tosses out an error saying "Cannot find the path specified"
https://i.gyazo.com/1979755580aa27aa7392aa8833018108.png
would really appreciate the help
Don't have spaces in your directory names.
I removed the space and now I'm getting this error:
https://i.gyazo.com/e98aba450d914d65fa8c353756a3c984.png
You still have space in your directory names
"Unreal Engine"
Though that might not be an issue, that's just appdata...
Maybe just renaming the directories broke something!
bruuuhhhhh
Hello developers
I have an issue with building and packaging the MQTT Plugin from github, while building and packaging i got this error.
ProcessResult.StdOut: C:/Program Files/Epic Games/UE_4.26/Engine/Plugins/Marketplace/SteamBridge/Source/SteamBridge/Public/SteamStructs.h(49) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
Please can anyone help help me with this issue
Thank you in advance.
The plugin has a fault. Contact the plugin developer
Just disable the plugin and call it a day?
Any ideas why this info wouldn't be filled in in the exe despite the fields clearly being set in the project settings?
makes my game exe look very unpolished -.- not a super huge deal though, most people probably wont' even see the exe file directly
Hey everyone at #packaging ! 🙂
New to UE5 here. Quick questions regarding the build configurations for UE5.
I've noticed that builds wary very much when selecting different configs. Sometimes, development builds work much differently than shipping and produces artifacts that we could not see earlier while playing through the editor. I did refer to https://docs.unrealengine.com/5.0/en-US/build-configurations-reference-for-unreal-engine/ but cannot find a definitive answer as to how we could identify exactly what configuration needs to be used for optimal development conditions.
Our project uses both C++ and blueprints.
What is the proper procedure to follow if my game (which is working perfectly when started from the editor) crashes after being packaged in its final release state?
Hey everyone,
Currently running into a weird cook issue where it says it's cooking packages but things aren't being saved properly
116 objects that have not yet returned true from IsCachedCookedPlatformDataLoaded
Has anyone run into this and know what causes it?
How can I fix this?
Seems like there's not much help here. Is there anyone who can give some insights on this please? <@&213101288538374145> <@&608320500170620938>
To give some more details on the above message:
Editor files work flawlessly but when packaged as-
Development: The gun assets in our game float way above in the air than their intended location however collision works fine when walking through it on the ground. Hence they are there but visually the assets are above
Shipping: The gun assets are fine and where thy're supposed to be. But several functions/events that are triggered during the gameplay that operate on the backend are missing. The widgets also don't operate properly (which use the same backend functions).
please do not ping moderators for something that isnt an issue with server
It's annoying to know that games behave differently in different build configurations and there is no way to actually get it streamlined.
We mostly use Dev/DebugGame however when packaged they translate into something else that isn't supposed to be there.
Noted @ashen pewter , could you please help me out with where/who would be perfect to answer/troubleshoot such queries? DM could be fine too.
@wheat ivy If you need dedicated help, you should use the job-board of this server and ask for help there (paid..). If you however need dedicated help but you don't want or can't pay for it, then you gotta stick around with waiting until someone who knows the answer is here and willing to spend their free time on it.
And in the meantime post on Forums and AnswerHub fwiw
Also the UE Community Team is also not there for UE Technical Questions, so please don't ping them either
No one on this server here is theoretically pingable for questions, despite single users who state that you can ping them
And don't get me wrong, I know how annoying it is to have those bugs where different dev setups cause different results. Sadly that's also the most annoying bugs to get help with, cause it can be everything from an engine bug to a bug on your end.
I think you would even have a hard time with that on UDN
Hey @light junco, very well noted. Thanks for understanding and talking about this.
In reality there's not much talk about this out there which is sad as many devs I know are facing this issue (online and IRL as well)
Yeah, again I also had issues with this in the past, most of them were due to errors on our end though.
Which makes it either harder for outside people to actually assist
The only thing you can really do is either debug it yourself, be lucky that someone here reads it and knows the issue, or hire someone
I do think that this question could be posted into #ue5-general though. This channel here is more about the actual packaging process
Also do you have the same issues in Standalone?
Thanks @light junco I'll look into this and see if we can fix it. If not, I'll definitely see if anyone from #ue5-general or any other dev can help. Thanks 🙏 again
P.S- I've read your Network Compedium PDF previously as well. Pretty comprehensive and fantastic content you have there.
Standalone in net mode in editor? Not really. Works majority of the times.
No, Standalone is when you start it outside the Editor, but not packaged
E.g. rightclick the UPROJECT file and press the Launch Game entry, or whatever it is called
If it breaks there already you'd at least not need to constantly package to check if it's fixed
I just checked that. Works in standalone as well.
sad beep
While this popped up as well. Quick question....
So we're building a multiplayer game (listen server for now). In order to test or demonstrate we usually package the game and distribute it within the team.
Is that efficient or is there any way we can test from within our editors? Everyone is connected via source control (perforce)
If everyone has access to the Project, it would be enough to do it via Standalone. Editor itself I would not connect to another Editor. But tbh, it's best if you do Dev Packages, because that's the closest you can get to the actual game.
If you want something easier, look into setting up a Build Machine
Packaging and transferring them is a painful and time consuming 😛
We have a simple Ryzen driven PC in our Office that acts as a Build Machine. It creates Nightly Builds for the Game and uploads them to Steam.
So we basically have a new project uploaded to steam for people to test latest on every day, theoretically
Using Jenkins as automation software
Needs a bit of CI/CD setup, but you save a lot of time in the future
You can also use that in the future to build DedicatedServer builds and upload to whatever you want
As well as build Editor Binaries for your Artists and Designers that don't have C++ Code Access
And then use UGS for them to sync
Instead of the p4 client
It's all a tad involved but really nice once setup
Yes for sure a pipeline would really ease building and distribution. Your setup is definetely something worth considering.
Think #automation talks about this, but never visited that channel
Anyway, I gotta go, doggo has to be walked. Good luck with your bug solving.
Try to maybe remove logic step by step and divide/conquer the issue that way
Thanks a lot @light junco . Doggo needs some air for sure! 😄
Hey everyone,
Currently running into a weird cook issue where it says it's cooking packages but things aren't being saved properly
116 objects that have not yet returned true from IsCachedCookedPlatformDataLoaded
Has anyone run into this and know what causes it?
Is it possible to package projects so that the person you send it to is not required to make any extra downloads to get your game running? When I send my project to my laptop it brings up a UE gui and forces me to download some visual studios and direct x stuff.
How do most games that use UE normally do packaging, do they all require the end user to download all the necessary files themselves or is there any way to package those files with the game download?
It used to be included, I'm sure.
You'll want to look for the redist (ributable) packages for the things it wants to install and just add those.
This right? How would I go about adding the prerequisites would I just put them in the main game folder; what if the user already has the prerequisites installed?
I'd put it in a Prerequisites fodler myself, but yeah.
How can I setup my texture pool size to be a certain size in my final packaged build?
It seems to default to 1000mb in the packaged build, no matter if I set it to 3000mb in the console.
Did you try packaging a "Development" build and check the error/crash logs?
Hi. Recently I deleted the Saved and Intermediate folder, and the next build seems to fail for an unexpected reason, with lots of these kinds of errors:
So it can't find some files in the Volumetrics folder of UE4, but I haven't changed something in regard to this, and it's located where it always was
Oh hold on.. how did it end up with Experimental/Volumetrics/Content/Content.. is this how this path is with any of you?
I've fixed it, nvm, but I have noooo idea how the path suddenly became Content/Content. I haven't touched this at all. Very strange.
does anyone know how to fix this? it's happened over multiple engine versions and multiple project files and ive found nothing online that helps with the situation
i have no idea what is causing this to happen
is there anything what I can do?
Please is there someone who can help? The deadline ends in 3 hours
Might be the spaces in your directory name.
scroll up in the log, there might be more info, or atleast a message saying which asset it's cooking at the time when it crashes
don't nest your project so deep, try and keep the project as close to your root hard drive as possible, and remove spaces from directory name.
Also scroll up, theres likely an error saying why the apk wasn't built
is it true that if we encrypt our projects it will make it run slow?
mainly affects loading and streaming, not so much fps
but yes, last time i tried it, there was a noticeable impact in load times
although they've changed the encryption library now i think, so it's a bit faster, but i'm sure theres still an impact
still fighting packaging with http install data enabled.
this is the level blueprint of the entry map, that definitely does get packaged. the UMG widget referenced does NOT get packaged. it's infuriating.
it's like turning on http install data just breaks a whole lot of stuff
its trying to cook assets that dont exist
like assets that ive deleted from the project
it worked, thank you very much : )
Np
How can I enable Test configuration ?
c++ project
When packaging my project it includes old blueprints that I've since updated and changed. I'm doing a "Full Rebuild" with "Shipping" configuration, so I don't know why it's not including the updated blueprints. I've tried redownloading the project from our source control freshly and it didn't fix the issue.
Any ideas how to fix it?
Try not using spaces in directory names.
Is that so
It's a far too common problem.
Really do you face it
I have crying for half an hour
If this help me
Then from now on you are my best buddy
I'm trying to create a patch pak file (with unrealpak.exe on the commandline). I created the 'lista.txt' file and created the pak. It gets picked up when the game runs but I get an error "Error: Seeked past end of file ../../../NOR/Plugins/Entities/Content/Meshes/SKEL_2000.uasset (89130 / 89126)". The file asset to replace the main pak asset is 89126kb. Why is the engine trying to read 89130kb?
Nvm. Had to rebuild automation tools
Anyone had the fmemorywrite error ONLY when packaging a patch but not when packaging a full build? 🙂
Removing the spaces didn't fix it then?
Dear Daekesh please help
I have been working on this project for more than 6 month
I don't know from where to remove space
Take a screenshot challenge
Or even posting the log file
Your path still has spaces in it
It also has your rl name.
Is there a good frame work for incremental distribution of packaged builds? I want to be able to rapidly iterate with a group of play testers but dont want to have them redownload a zip file with a packaged build every time. Would the easiest solution be to just setup a git repo for the build or would that even work since they are binaries? How does steam do it?
Anything preventing you from using Steam and distributing release override keys?
just impatience, i know the playtest platform is promising but it takes 3-5 days for store review and 3-5 days for build review. Even if you main store and build is live.
and the username
Oh yes.
also still loving these photos of a tiny resolution laptop
I don't know how that's even good to work with
Sooo, I'm trying to build my game with different .exe names instead of the project name
I found this thread on the forum
Hi, there, is there a way to let me give a name to my game being packaged. thus i could run the WindowsNoEditor/ProjectName/Binaries/Win64/SpecifiedGameName.exe through WindowsNoEditor/SpecifiedGameName.exe. Thank you!
So i did what was on the bottom post but it still just names it the project name
put the -target=newbuildname in the extra parameters section of the custom launcher, not sure if that is the right place.
Hi together,
i try to package Android package, but it still does not works. Android Studio 3.5.3 is installed, but he says, that it cannot find Android Studio.
Does anyone know a solution or a working tutorial for Android in UE5?
Hello, I have a packaging error that I cant solve, its basically telling me that a file cant be found or starts with the wrong name, I provided the error that it printed, does anyone know a way to fix this? thank you in advance
hi guys, When I do shipping, there is no connection to steam, but when I do DEV packing, the connection is established.has anyone encountered this problem?
Hi, i am packaging my game, i see a console error of LogAssetManager: Error: Registered PrimaryAssetId Maps:MainMenu for asset /Game/Maps/MainMenu/MainMenu.MainMenu does not match object's real id of Map:/Game/Maps/MainMenu/MainMenu! This will not load properly at runtime! what does this mean? the object's real id?
Did you ever fix this? Started running into this issue recently and haven't had any luck fixing it yet, have every .NET and Windows SDK installed and have refreshed the Engine (source build 5.0.3/release branch) and project. Also interesting is that the problem area no longer even exists in the 5.1 preview's source code, I may try packaging with that version and see what happens
Does anyone has a tip how to fix this?
Hey I’m trying to pakage my game on Mac but it keeps telling me Xcode is not installed but it is does anyone know what to do
?
Hi everyone, I packaged my project with absolutely no warnings and no shown errors aside from the last surprising error/message above:
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
Any ideas where to look at and how to proceed with completely unknown error?
the log file it shows the path to is probably a good start
Hello, I created a plugin that works fine in the editor and in my project, but when I try to package my plugin it doesn't recognize some core dependencies and fails, any hint on what I'm messing up?
is your plugin relying on unity build or something because you should fix that instead
I really don't know, i just created my plugin and clicked on package on the plugin menu. Default options on my plugin.uplugin and myplugin.Build.cs besides my modules includes
https://pastebin.com/C0v83r2a here's a pastebin of my output log
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Yes and do you include the necessary headers, explicitly, for FFileHelper or not
oh, i think i might not, strange how my project can compile and run without it on the editor, my fault, thanks
The plugin compile mode compiles under much stricter conditions for include what you use, and unity build modes. I'm not sure on the exact details to replicate it in your build.cs so you can find the problems earlier, but yeah, it's something to watch out for and package your plugin early and regularly to find problems earlier
Thanks
It's pretty annoying tbh. If i knew the build.cs settings it'd make life easier
bUseUnityBuild = false
Is that different from bUseUnity?
I have this block in there to try and help match up
//Same setup from Subsystem Browser, to easily test the dev environment when compiling as an engine plugin
//https://github.com/aquanox/SubsystemBrowserPlugin/blob/3e08e14ea609e2e3217444e58a45ee2e59ea1fc8/Source/SubsystemBrowser/SubsystemBrowser.Build.cs#L12
if (Target.Configuration == UnrealTargetConfiguration.DebugGame
|| Target.Configuration == UnrealTargetConfiguration.Debug)
{
bUseUnity = false;
bTreatAsEngineModule = true;
}
Still seems a bit different than the package plugin UAT command
bUseUnityBuild doesn't exist, so it must just be bUseUnity
I had one for enforcing IWYU too, but it didn't make much difference
Thank you for the response, could you point me to where/which log file to look at?
Also, I can see that just above the error message there is this line:
UATHelper: Packaging (Windows): Command failed (Result:-1073741521): C:\UnrealEngine\Engine\Binaries\Win64\UnrealPak.exe -CreateGlobalContainer=C:\<path_to_game>\Saved\StagedBuilds\Windows\<game_name>\Content\Paks\global.utoc -CookedDirectory=C:\<path_to_game>\Saved\Cooked\Windows -PackageStoreManifest=C:\<path_to_game>\Saved\Cooked\Windows\<game_name>\Metadata\packagestore.manifest -Commands=C:\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\IoStoreCommands.txt -ScriptObjects=C:\<path_to_game>\Saved\Cooke d\Windows\<game_name>\Metadata\scriptobjects.bin -patchpaddingalign=2048 -compressionformats=Oodle -compressmethod=Kraken -compresslevel=4 -cryptokeys=C:\<path_to_game>\Saved\Cooked\Windows\<game_name>\Metadata\Crypto.json -compressionMinBytesSaved=1024 -compressionMinPercentSaved=5 . See logfile for details: '[None!, no output produced]'
Hi, is it possible to package a UE project on shipping with logs without the need for the source?
no
does UnrealPak exist in that location
@winged moss thanks for the response, yes it looks like it does, as shown here
@winged moss however when I open it manually, it seems to be broken as shown here:
any recomemndation to get it installed again? should i delete intermediate/binaries of the unreal and install it again? or actually install it from scratch (of course the source build)
is this a source build or from the launcher?
Getting an error that doesnt really tell me where to look for solutions, anyone know what i could do to fix this? Its latest version of unreal 5.
[2022.10.14-17.57.30:748][ 0]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.108 s [2022.10.14-17.57.30:748][ 0]LogOutputDevice: Error: === Handled ensure: === [2022.10.14-17.57.30:748][ 0]LogOutputDevice: Error: [2022.10.14-17.57.30:748][ 0]LogOutputDevice: Error: Ensure condition failed: !FindPin(FFunctionEntryHelper::GetWorldContextPinName()) [File:D:\build\++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp] [Line: 380] [2022.10.14-17.57.30:748][ 0]LogOutputDevice: Error: [2022.10.14-17.57.30:748][ 0]LogOutputDevice: Error: Stack: [2022.10.14-17.57.30:748][ 0]LogOutputDevice: Error: [Callstack] 0x00007ffd1080f5e5 UnrealEditor-BlueprintGraph.dll!UnknownFunction [] [2022.10.14-17.57.30:748][ 0]LogOutputDevice: Error: [Callstack] 0x00007ffd107a35c9 UnrealEditor-BlueprintGraph.dll!UnknownFunction [] [2022.10.14-17.57.30:748][ 0]LogOutputDevice: Error: [Callstack] 0x00007ffd107a5121 UnrealEditor-BlueprintGraph.dll!UnknownFunction [] [2022.10.14-17.57.30:748][ 0]LogOutputDevice: Error: [Callstack] 0x00007ffd107a4c67 UnrealEditor-BlueprintGraph.dll!UnknownFunction [] [2022.10.14-17.57.30:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007ffd1600b43d UnrealEditor-UnrealEd.dll!UnknownFunction [] [2022.10.14-17.57.30:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007ffd0d9908b2 UnrealEditor-Kismet.dll!UnknownFunction [] [2022.10.14-17.57.30:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007ffd0d98e303 UnrealEditor-Kismet.dll!UnknownFunction [] [2022.10.14-17.57.30:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007ffdba747660 UnrealEditor-CoreUObject.dll!UnknownFunction []
@winged moss it's a source build yeah
so rebuild UnrealPak
though that path looks like a separate engine and project, the incorrect way to do it.
Please help - we are Unable to **PACKAGE **for android error. Project is building fine.
@winged moss when I right click and rebuild it in visual studio, it does nothing at all, I think it is corrupt, not sure which related files to delete for it or how to rebuild it properly, any ideas? 😄
Does anyone here know anything about GPU lightmass? Im running into several issues trying to get GPU baked lighting for my Android Oculus Quest build. I would love to know if this is even possible and maybe troubleshoot what Im getting wrong....
is landmass a plugin ?
nvm
i have an error, which crashes the UAT after successful cooking
any idea how to trace the reason ?
Hi All - has anyone come across this result: In the editor - I am getting max frame rate (120 FPS), however once I deploy the game and run from the .exe, I am getting <10 FPS. Compiled in UE5.1. Windows settings as shown below.
So changed to Default - instead of DX12 and instant max frame rate in the deployed game.
@desert matrix Hmm is it possible you don't have a DX12 compatible GPU? Because otherwise you should see better frame rates with DX12?
Thanks for the response, I don't think that's the issue, running a 3080ti with the latest drivers, and runs 100% in the editor.
I'll see if I can force DX12 to run, might be trying to initialise DX11, because obviously need DX12 for Nanite etc with newest versions of UE
This is in the editor - Nanite Trees enabled
Appears the game is packaging DX12, however in runtime, any nanite asset disappears and FPS drops to <10 fps. If I force to run in DX11, runs full frames, but again no nanite assets. Any ideas anyone?
Turns out it was simplescatter not compiling properly... as a forced copied it to 5.1. It was scattering all the nanite objects. So all sorved.
Hey folks. I have some actors in my scene (created by Datasmith). Basically they act as parent/group parents for the collection of static meshes within them. In the packaged build they're getting randomly offset/rotated which totally collapses/breaks the visual of the level, and frankly they're dead weight anyway, because a packaged build doesn't care about pretty outliner hierarchy.
Anyway, I've tried deleting them manually before building, and that works. The child static meshes remain correctly placed, and everything looks fine once packaged. So I wondered if there was a way to remove them automatically when packaging? I tried making them 'Editor Only' in the level, but that seems to break things in a similar way as keeping them ( stuff just gets moved/vanishes/rotated randomly). Is there a way to physically delete them as part of packaging the level instead?
Heyyy
Do you guys have any ideas why have I that error (after .exe lunching)?
You're running a cooked version of the game with uncooked content.
Hello Everyone
Im having trouble pakaging for ios
i already did on this machine a previus version
now im getting signing error
anyone has this?
im using UE 4.27 with perforce versioning
UATHelper: Packaging (iOS): Code Signing Error: NewOds has conflicting provisioning settings. NewOds is automatically signed for development, but a conflicting code signing identity iPhone Distribution has been manually specified. Set the code signing identity value to "Apple Development" in the build settings editor, or switch to manual signing in the Sig
ning & Capabilities editor.
UATHelper: Packaging (iOS): Code Signing Error: Code signing is required for product type 'Application' in SDK 'iOS 15.2'
I really need help
Any ideas why my packaged shipping game would hitch and stutter badly while my packaged development build performs fine?
Even weirder is that when I'm windowed mode in this shipping build, and my mouse leaves the screen, my fps shoots through the roof and runs smooth as butter. When my mouse is over the game window, it slogs hard.
I've seen that with other applications if the mouse polling rate is super high. Windows default is 125, if you set it to 1000 you could be getting a TON of mouse events every frame. Are you doing anything strange with mouse input?
Or do you have a plugin that might be doing something strange?
Hmm I’m using a plugin called switcheroo for detecting mouse vs controller input. I’ll try gutting that and seeing if it fixes it.
Guys i really need help, i have already changed from developer to production and i still got the error
looks like google says it's an xcode issue are you building this on a mac or a pc?
ah mac hmm
this might help
@undone turret would you recomend build on a pc using remote build of a mac?
honestly I don't know enough about building on Macs I know apple has a lot of protections against vms but idk
is automatically signed for development
where do i find this on the project settings?
Im having some issues packaging for Android, I keep receiving UATHelper: Packaging (Android (ASTC)): ----------------------------------------------
UATHelper: Packaging (Android (ASTC)): ERROR: Command E:\GameDev\UE5\UE_5.0\Engine\Extras\Android\SetupAndroid.bat android-28 28.0.3 3.10.2.4988404 21.4.7075529 -noninteractive failed [Exit code 3, working dir = E:\GameDev\UE5\UE_5.0\Engine\Extras\Android]
PackagingResults: Error: Command E:\GameDev\UE5\UE_5.0\Engine\Extras\Android\SetupAndroid.bat android-28 28.0.3 3.10.2.4988404 21.4.7075529 -noninteractive failed [Exit code 3, working dir = E:\GameDev\UE5\UE_5.0\Engine\Extras\Android]
LogSlate: Window 'Turnkey' being destroyed
Message dialog closed, result: Yes, title: Turnkey, text: Do you want to attempt again?
UATHelper: Packaging (Android (ASTC)): ERROR: Command E:\GameDev\UE5\UE_5.0\Engine\Extras\Android\SetupAndroid.bat android-28 28.0.3 3.10.2.4988404 21.4.7075529 -noninteractive failed [Exit code 3, working dir = E:\GameDev\UE5\UE_5.0\Engine\Extras\Android]
If i try to launch on an android emulator via UE5 I get LogPlayLevel: Error: ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly.
Also get this - LogFeaturePack: Error: Error in Feature pack E:/GameDev/UE5/UE_5.0/FeaturePacks/TP_VirtualRealityBP.upack. Failed to parse manifest: Invalid Json Token. Line: 43 Ch: 4
Anyone got any ideas please? : )
This is some screenshots of the errors.
UATHelper: Packaging (Windows (64-bit)): Stacktrace: bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
UATHelper: Packaging (Windows (64-bit)): bei System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.InternalUtils.SafeCopyFile(String SourceName, String TargetName, Boolean bQuiet, List1 IniKeyBlacklist, List1 IniSectionBlacklist) in D:\Build++UE4\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:Zeile 378.
UATHelper: Packaging (Windows (64-bit)): Failed to copy D:\Epic Games\UE_4.26\Engine\Source\Programs\PixelStreaming\WebServers\SignallingWebServer\Start_AWS_WithTURN_SignallingServer.ps1
Programs\PixelStreaming\WebServers\SignallingWebServer\Start_AWS_WithTURN_SignallingServer.ps1, deleting, waiting 10s and retrying.```
what can I do here?
Managed to get a lot of the above errors fixed seems it was a bad file location but now i get UATHelper: Packaging (Android (ETC2)): > Exception java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7 [in thread "Daemon worker"]
I found the issue to my problem - but not sure what the reason is.
I have to disable the PixelStreaming plugin. Then it packages correctly.
The weird thing is that I have another Project where it packages fine with the plugin enabled. I am not sure if I need to change some settings?
a short and maybe pretty stupid question: if i package my game, does my lighting get built automatically?
im asking because my packaging usually takes 5-10 minutes, but only building my lighting takes about an hour
Does anyone have issues packaging a game for Android in UE5? I,ve been here a whole day and feel like I have made 0 progress if its not one error its another gradle error :S
Now just get
Android deployment seems so hard to do or i am doing something seriously wrong.
I do get an APK but when i drag it into Bluestacks it says it cannot install the app.
Hello, is anyone familiar with this error? I've search online but I could only found 1 unresolved forum post. Any help is greatly appreciated!
For anyone else having issues I found this video which might be helpful to some. https://www.youtube.com/watch?v=OAYEpiTgeXI&ab_channel=NilsGallist
Here is a complete tour on: "How to set up Unreal Engine 5 (4.27.2) for your mobile/AR/VR development".
This process is long and painful! However, I spent my days searching the web, so you don´t have to!
This workflow lets you build to all Android devices from Android 10+.
!!!HERE ARE ALL THE NECESSARY LINKS!!!!
-----------------Android Quick...