#packaging
1 messages · Page 4 of 1
does an editor build include PDB files? I dont know, I usuaully build from c++ and source, so we get the PDB to get the full callstack.
Is there any reason why packaging a game would have the wrong inputs? My packaged build has inputs different than what are in my project settings.
how to disable title bar??
im getting this error
UATHelper: Packaging (Android (ASTC)): Caused by: java.lang.ExceptionInInitializerError: Exception org.codehaus.groovy.GroovyBugError [in thread "Daemon worker"]
im just trying to package the vr template in ue5.0
ive been trying to package the template now for two days
lmk if anyone knows the problem
let me see ur apk packaging settings
Yep
done that..made a keystore...added it and set the project for distribution
still getting the error
Hi was wondering if some one is able to help please. I'm trying to package a game and keep getting this error
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): error: An organization slug is required (provide with --org)
I have created the Keystore file but not a clue what I'm missing here as I'm new to packaging on android.
Thank you in advanced for any help!
Hello, my multiplayer server travel works fine when playing in editor or playing standalone, but when i package the game, i can't use the server travel, simply nothing happens when i click my start game button
This command
No problems in PIE
did you package the map?
How to enable R8/proguard?
There is no code obfuscation in app bundles built with Unreal Engine
I didn’t think server travel commands work in pie (you should get an error saying server travel cannot execute in editor) (if editor is running as client connected to a standalone process for listen server I think it will work)
You running separate process?
Also what version engine?
Can you build for ubuntu 22 on windows 2019? little confused as to what I need here
surely you can build yourself a server only dedicated build inside a container headless or something at the very least?
i found the documentation, my bad.
never gave that warning before.
it works fine. It is packaged build that doesn't work
Both clients run as standalone, and one creates session as listen server
5.1
i think i found my problem though
according to logs, the map can't be found
So I’ve packaged my project successfully, but now apparently it needs to be converted to a zip file in order to upload to steam & itch.io. Can someone please refer me to a tutorial on how to do that. When I tried, then after attempted to open my original exe, it says “Failed to open”
So I finally got asset labels outputting pakcunks in ue5.1 but now there is a pakchunk0optional along side pakchunk0 …. Anyone have information on what this is specifically? Docs regarding it?
Is there any difference between using File->Package Project and Window->Project Launcher?
I'm trying to update to 5.1, it works fine on my machine but my build server is throwing this .NET error NETSDK1045, I've looked online but not found what .NET stuff needs to be installed to fix it. Has anyone else seen this?
Full error:
C:\Program Files\dotnet\sdk\5.0.407\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.TargetFrameworkInference.targets(141,5): error NETSDK1045: The current .NET SDK does not support targeting .NET 6.0. Either target .NET 5.0 or lower, or use a version of the .NET SDK that supports .NET 6.0.
I've installed the .NET SDK 6.0, the .NET 6.0 thing, Visual Studio 2022... Rebooted my machine.. Kind of running out of ideas.
I'm working with a data asset and I can't figure out why it's always packaged even though I have a primary data asset that is supposed to label it as Never Cook
everything else in the directory labelled by the PrimaryDataAsset doesn't cook except for the Data Asset
is this an issue with data assets in general? i cant figure it out
I can see nothing references the data asset
ah I think the issue was that the data asset had an FText field and that messed it up somehow
In 5.0 we have builds that are 500mb, but 5.1 is 2gb. It looks like it used to only package what is referenced, but in 5.1 it's packaging everything? Did anything major change in 5.1 that might have caused this? I haven't found anything in the change list
did you find out?
Working on it
i think it is enabled on deafult
how have you checked on wether it is enabled or not?
package a project ( shipping/ for disturbiting settings) and open android studio in the gradle folder of the packaged project
then check if it is enabled or not
If enabled by default it shouldn't give warning on Play Console
what is the warning?
and had you this issue on lower versions than 5.1?
is the warning on 5.1 version?
I don't know exactly which version
I lowered minSDK from 27 to 21
UE4
To have more devices available obv
very small percent of users will use sdk26 and below
plus those devices are slow and will just cause crashes and anrs. which will reduce your app visibility in the play store
oh I see
check how much devices at low android versions?
they are very few
like 0.1%
not worth it
make ur min sdk 26
Targetting 10+ seems like a good standard.
solve the other warnings as well. the first warning esp
10+ what?
nah there is some tablets which still on android 8
and min 10 is too high. 8 is pretty good spot
Did you see the chart?
Sorry, misunderstood
Thought 10+ Android versions
in another game i had 4k users.
only 2% are android 7 and below
@mystic atlas do you make games for android also?
Nope
Even Fortnite sets 8.0 as minimum. Not so good standard
yes. as isaid 8 is the good spot
what's your ANR and crash rate
Depends what you're doing I guess. If FN can run on 8, why target much above that?
how to check? its been a while since i opened google play console
let me login and see
You don't make for Android as primary platform?
i do
It's on the Dashboard
i know, but im reffering to the rate
also in Dashboard
You can add it to Dashboard somewhere in settings
@wind crown Should be setup button on Dashboard.
Share screenshot
Does packaging nativized normally take significantly longer then just doing a blueprint only package? I usually work in blueprint. Thought I would do a native package. To see how much better it performs. And the package is way longer.
packageing nativized?
ue4?
yeah ue4 packaging using the native blueprints option
Package is longer?
yeah so when I package my project to be played by the average player. Usually not long. Turn on the native blueprints option. That converts your blueprints to c++. And it has been a lot longer. A lot longer.
dont use that option. it is expermintal and bugged
i dont suggest using it
Usually only takes about 15 minutes. This time it has been hours.
i clicked on that
Nativization seems to be dead
ohh poop. Docs said it made things faster so it looked interesting
@azure ginkgo
better write it in C++.
You have few installs?
So I'm not against this idea. I just think doing that all of a sudden a few years in on the project could be bad. I would have to start again wouldn't I?
Or is there a way to convert what I have to c++?
It just shows 1 user on the stat
coz i dont have many anrs/crashes
that 1 crash is my device btw
it is a development hidden bug
so how can i get the graph?
@azure ginkgo
hey guys i am looking for someone who can help me package a game ASAP i will pay
why don't you just ask the question
No, you can add a C++ class at any time to a project. You can create a blueprint function library in C++ if you don't want to reparent classes
But you can also reparent classes without too much trouble
It's not a start from scratch all or nothing decision
easier in 5.1 though
if you add a native property to a class the same name as a BP property, it'll actually fix it up for you now instead of creating versions of the variable with _1 appended to the name
that is great news for me. Thanks mate. I will start looking into this now.
Where do we change "BootstrapPackagedGame"?
I'm doing a full source 5.1 clean Shipping build via the command line - and it keeps that?
When I hover over the .exe - it has this
Getting this error on my packaged game, using steam online subsystem.
I'm trying to package my project, but it is packaging in development mode instead of shipping even if shipping is set in the project settings or it is manually selected. Have anyone encountered something like this before? I would appreciate any suggestions. (UE 5.0.3)
Why it stuck at this? I'm using blank scaleable tps template
UATHelper: Packaging (Windows): LogCook: Display: Sandbox cleanup took 0.084 seconds for platforms Windows
my all ue5 project stuck at this 😦
I'm using default project packing settings
I'm using SizeMap feature on a Level asset inside Unreal Engine.
The sizes its showing me are their actual sizes on disk, but I want to see the effective size by taking in account my compression settings.
Is this possible?
Hi, has anyone here ever had issues with C++ derived blueprints that do appear in the editor but not in a packaged build?
Yeah that usually means that nothing is referencing them so they're not being included in the cooking process
Actually... I found out why but can't comprehend why.
So for some reason a C++ blueprint that has a box collider as the root component will not package correctly. Im currently making an issue on the Epic Dev Community site for it.
Did you change the root component at some point? I've found in the past if I change the root component on something, any blueprints that were saved before the change become kind of broken. I have to re-make them from scratch with the new root component.
I'm looking around for docs on the Io Store option but there's not much online, does anyone know what it does?
If you change the class of components in a blueprint, you totally break them.
(c++ defined components)
If you change the class and preserve the name? Changing the root component is different isn't it?
I mean going into a blueprint subclass and changing the type of a c++ defined component.
The same as you'd do with the object initializer in c++ to change the cmc component type, for instance.
It might have been fixed, but before it would brick your component.
hello guys having this error while packaging my android game
I got this error for the first time while packaging the game. Anyone knows what's up?
Hey all! I just packaged my game and it runs fine on my computer, but when I said it to a friend it says he doesn't have Microsoft visual c++ runtime. He plays games normally so I'd assume it was already installed?
Any ideas on the issue? Or maybe it's something with how I packaged it?
Or is that pretty typical
😄 hello, randomly my game cant package anymore, its weird because i didnt change anything.
Can someone help me?
It's telling you what the error is right there.
It's not highlighted in red, though.
i dont really understand it
You are not allowed to package Editor-only code.
Your project links to Editor-only code
I have never heard about that, so what can i do to fix this?
Stop linking to editor only code.
In this case, it's UMGEditor.
If you have some sort of editor-only widget thing, you can exclude it from non-editor builds with a few tricks.
If you are trying to use editor-only code in your game, you need to change it to stop using that code.
Take out UMGEditor from your module.build.cs and add these lines: if (Target.Type == TargetRules.TargetType.Editor) { PrivateDependencyModuleNames.AddRange(new string[] { "UMGEditor" }); }
I'm assuming you're using a c++ project.
If it's BP, I'm not sure how to help.
Anyway, then you have to enclose all bits of code that reference UMGEditor with #if WITH_EDITOR #endif
how should i do that?
Try packaging.
Every error that pops up concerning link errors -> you need to exclude.
Like I said, this is assuming you have a c++ project and know about about c++ to copy+paste into a text file.
it says this
yes i have c++
Then you didn't change your build.cs file
i did
Then you may need to recompile with the editor closed.
Try compiling in a non-editor configuration.
You can fix it direct from your IDE
i go in my IDE and build it?
Yes. With the editor closed.
still the same error
That isn't your IDE output log.
it doesnt give me any errors in the IDE i think
What configuration are you building in?
in shipping
In VS? Right click on your project name in the solution explorer and hit build.
That is the most sure solution.
Close VS. Right click your uproject file and do "generate project files" or "generate solution" something like that.
Then open the project again.
Anyway, I'm out. Stuff to do. Good luck!
ah shit, but thank you much for your help tho
I'm using UE 5.0.3 and I'm trying to package my game for Windows 10, but it's still executing after 10 hours. It hasn't hung because messages are still arriving in the output log about once per hour (currently processing DerivedDataCache).
Any ideas as to what I can do to speed up the process? I have a fast machine (16 cores, 96 GB, SSD).
Having this error when I package my android game environment not showing as well as the character 🤷🏾♂️
Hey Guys can idk if this is the right chat but can you help me fix this issue if it can be fixed (or I need PC upgrade)
- In ue4 4.27 I was able to run compilation with all available logic or physical cores
- Then it started just before I switch to 5- 5.1 and not I see this calculation
- I have 32GB RAM + 5900X (12 cores / 24 Threads)
- I was pointed that I should change the target C# file but I guess I didn't set it up properly
THE PROBLEM: How to set specific amount of GB per process so that more actions are used ?
if i package my project for client and server build, it ends up eating a lot of space when its completed. so if i re package again after making some changes, should i repackage after deleting the intermediate and build folder? and also the staged build folder in saved ?
can anyone tell me?
You can safely delete your intermediate, build and binary folders. If space is an issue, go for it. It's likely to just create the same files again, though, unless you've deleted source files.
Hey nerds 😄 - Have any of you had problems with Linux not showing up as an available way of building your project. Using Source version, and i have installed the 5.1 cross compiling version, however after checking the env. var. is set correct, and making a full restart of the system (windows), there is still no Linux option showing up under packaging
Hello, does anyone know how to fix this problem? It happens only on built game and not while packaging. I have been stack at it for days now. Also sorry if I am posting in wrong section.
HEYYYYYYYYYYYYYYYYYYYYYYYYYYYYY
How to fix this error?
Does anyone know it ?
Is it Srs?
If anyone is free can you help me fix this prob?
Unreal Engine 5 changed its android requirements and I (at least am thinking) updated my setup.
to
Android Studio 4.2
NDK 25.1
Command Line Tools 8.0 Latest
SDK Build Tools from 28 to 32 (latests of each one of them)
but I can't launch my same project which works on 5.0.3
LogPlayLevel: UAT: Attempting to connect to file server [USB]
LogPlayLevel: UAT: Not connected, attempting to start file server
LogPlayLevel: UAT: Did not find a bind listener
LogPlayLevel: UAT: Trying again
LogPlayLevel: UAT: Did not find a bind listener
LogPlayLevel: Warning: UAT: WARNING: Failed to start Android file server for com.ffreality.opc_ua.test, skipping deploy for R5CNC13G1ZF
Also I found this in logs.
LogPlayLevel: UAT: > Task :permission_library:compileDebugJavaWithJavac
LogPlayLevel: UAT: Note: Z:\permission_library\src\main\java\com\google\vr\sdk\samples\permission\PermissionFragment.java uses or overrides a deprecated API.
LogPlayLevel: UAT: Note: Recompile with -Xlint:deprecation for details.
LogPlayLevel: UAT:
LogPlayLevel: UAT: > Task :permission_library:bundleLibCompileToJarDebug
LogPlayLevel: UAT:
LogPlayLevel: UAT: > Task :app:compileDebugJavaWithJavac
LogPlayLevel: UAT: The following annotation processors are not incremental: lifecycle-compiler-2.0.0.jar (androidx.lifecycle:lifecycle-compiler:2.0.0).
LogPlayLevel: UAT: Make sure all annotation processors are incremental to improve your build speed.
LogPlayLevel: UAT: Note: Some input files use or override a deprecated API.
LogPlayLevel: UAT: Note: Recompile with -Xlint:deprecation for details.
LogPlayLevel: UAT: Note: Some input files use unchecked or unsafe operations.
LogPlayLevel: UAT: Note: Recompile with -Xlint:unchecked for details.
No ideas anyone? It's now been packaging for 33 hours. It hasn't hung because these messages have been logged in the last 3 hours:
LogDerivedDataCache: C:/Users/pete/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:15.341 and deleted 0 file(s) with total size 0 MiB. LogDerivedDataCache: C:/Users/pete/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:13.350 and deleted 0 file(s) with total size 0 MiB. LogDerivedDataCache: C:/Users/pete/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:15.158 and deleted 0 file(s) with total size 0 MiB. LogDerivedDataCache: C:/Users/pete/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:13.620 and deleted 4 file(s) with total size 1 MiB.
It's weird, because the last time I packaged it (a couple of months ago) it took 10 minutes using 5.0 on the same machine. I've added more assets since then - and also enabled nanite - but it shouldn't suddenly change from 10 minutes to 33 hours.
Hey hey hello
I tried packaging my game
It failed
and some errors and warnings were there and i am trying but dont know how to fix it
these are the errors
hello all! im using Data Assets for my NPC clothing system, inside the data asset contains a skeletal mesh and a few settings, but when I build the game all of the clothing is not showing. do I need to include data assets somewhere in the packaging settings?
Hello, can someone help me? I can't build the game
So I'm trying to package my game and I keep getting this message pop up, I press continue and it 'packages' immediately. But when I go to look in the folder I set up, it's blank
welp my editor won't build any more and I haven't changed anything in the project files but now suddenly it's stopped building and the error doesn't make sense
never mind figured it out I think lol
Hi everyone, I'm trying to understand how to playtest a simple puzzle game on iOS. Is it possible to Build to my iphone while using Unreal on Windows? Just for testing purposes.. and I mean not via the Unreal Remove app
I'd like to test some gestures that would only work on a touch screen, like Pinch to zoom
Fixed this yet?
Google admob/ads enabled? Disable it if it's enabled
No, it's been running for 57 hours now. 😦 Google ads aren't enabled. I'm still seeing these DerivedDataCache messages though, so it's doing something...
Delete intermediate folder.
Deleted the cooked and the android folders in the "saved" folder
Delete any android related folders/files in binaries
What's your spec?
If no luck then
Create new EMPTY project
Create a new empty map in it (black map nothing in it )
Then go to settings and tick "cook only maps" and add ur new empty map ONLY to the list
Then set it to shipping export not development
If it works then good. Migrate the entire project into the new working project and package
If not. Then keep trying with it until i get on my laptop and help you out!
Hey, thanks for the suggestions! I'll try these as soon as possible (in a couple of hours). I've already tried deleting /Intermediate but it didn't help. I don't have any android folders - all my target platforms are disabled except Windows.
I am also curious about IO Store. The only info I can find on it is this presentation from someone at Epic Games Japan, which does not have English subtitles, unfortunately. https://www.youtube.com/watch?v=i31wSiqt-7w
講演スライドはこちら:https://www.slideshare.net/EpicGamesJapan/ue425iostore/
UE4.25から実装された新しいロードシステムの一部である IOStore について解説いたします。
Software Engineer Developer Relations, 鍬農 健二郎 ( https://twitter.com/donbutsu17 )
#UE4 #EGJオンラインラーニング
https://www.unrealengine.com/ja/blog/epicgamesjapan-onlinelearning-12
There's also some discussion of it on the unreal forums. https://forums.unrealengine.com/t/undocumented-use-io-store-packaging-setting/144296/9
Bumping this old thread for others since there is almost no documentation on IO STORE For me this saved my game. I am porting my game to the Xbox Series X (4.27plus) and I was getting terrible texture lag and frame time jumps. Packaged with IO STORE and my game runs perfectly smooth! So all I can add is if you are packaging for the Series X tu...
Is there a way to change package name without breaking *.exe ico?
After I changed package's folder name, icon is reset to default's unreal's
is this website showmyudid safe?
I need to get the UDID for provisioning
and don't have a mac with iTunes
Does anyone know how to properly format a .ico file for steamworks checklist? It’s literally the only step I have left before I’m finished setting up my store page. Everytime I attempt to upload the 32 x 32 ico I get an error message telling me I need to upload the correct format. Any help is greatly appreciated 💯
I was able to package an empty project, so I migrated my game there and tried again...but it's still slowing right down when it gets to the DerivedDataCache maintenance. Any suggestions appreciated. 🙂
Machine spec is 16-core Intel(R) Xeon(R) W-3245 CPU @ 3.20GHz with 96 GB RAM and AMD Radeon Pro W5700X with 16 GB VRAM
hmmm, it is not a spec issue it seems to
I would spilt the project content into chunks and package
how many levels you have in the project?
for example say you have 4 levels.
go to the settings and package only 1 level. and cook. if it works then there is an issue with the other levels ( and the realted content to it )
if not, move to the other level ( the second level ) and so on
until you find which level and its content is cuasing this issue
Thanks @wind crown, there are actually 4 levels in the project right now. I'll give that a try.
No worries! I feel how annoying this issue is. So i hope i will be able to help you my friend
hi all, I'm getting an error when building for iOS.. I have Dotnet 3.1 installed already
The specified framework 'Microsoft.NETCore.App', version '3.1.0' was not found.
LogPlayLevel: - No frameworks were found.
LogPlayLevel: You can resolve the problem by installing the specified framework and/or SDK.
LogPlayLevel: The .NET Core frameworks can be found at:
LogPlayLevel: - https://aka.ms/dotnet-download
my editor is installed on the D: drive, could that be the issue?
No
You have visual studio installer? Run it and install all donet 3.0.1 realted
only visual studio code
and visual studio build tools 2019, that I have
the error asks for a framework, but which one?
do I need this?
@teal blade all lol
Hey, thanks so much for your help - I've tracked down the cause of the issue now: it was a plugin I bought during the Black Friday sale. When I remove the plugin, the project packages in a few minutes. I've written to the developers and sent them the logs.
Your suggestion about packaging just one level at a time was what led me to that plugin, so thanks again, I really appreciate your help. 🙏 ♥️
Hi, currently here seeking guidance on how to get packaging for WinGDK working. I'm in the Creators Program and have a game project made, but I can't properly contact Microsoft to get access to the Xbox side of things.
I noticed in here that it was mentioned that the WinGDK side isn't under the NDA, and I found a bit info on it on GitHub. I just can't any documentation on it at all, so some help would be appreciated.
Glad i was able to help! 🙂
i see alot of people talking about turning Unity off during builds, to help pick up on missing includes etc earlier.
Is there any negative to leave it off entirely? Or will it automatically be used in a shipping build regardless?
Unity?
yep - the bUseUnity = false thing. (not Unity the game engine)
hi guys, any help for this error ?
Did you get devKit for xbox or were you asked to convert retail kit to devkits?
Retail devkit
Hey everyone! so i packaged my game using shipping configuration and when i try to start a level the game gives me a fetal error pop up but the level's open and i can play it without any issues (apart from the pop up remaining there). why is that?
btw i can open and play the level in PIE without any issues
OH! so apparently when your game crashes it pasts the error log to your clipboard! so here's what it gave me
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xfffffffffffffff8
0x00007ff7497e0617 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff7499d02d6 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff7499ea057 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff7498cb468 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff7497f889d CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff7497fa687 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff7497fab74 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff7497fb3f0 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff7497fa2a0 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff749804dd4 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff749805122 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff74980506f CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff74a7d6d68 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff74a8d3977 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff74a8cecb1 CodeNameABVA-Win64-Shipping.exe!UnknownFunction []
0x00007ff914b955a0 KERNEL32.DLL!UnknownFunction []
0x00007ff91572485b ntdll.dll!UnknownFunction []
Crash in runnable thread BackgroundThreadPool #0```
So you need pbd files and you need to build along that with package @surreal matrix
yep that's what im doing rn but VS is taking way too long to load them
currently im just waiting for them to load so i can debug the issue properly
really!? it's been like 30 - 40 mins rn
i only have an hdd but still that's a lot
It should not take that long .
hmmm ig i did something wrong
these folders apeared i dont think they should exist
apart from D3D12 that always been there
I guess you did something wrong here. You need PDB only for your exe
omg i just noticed what i did wrong
i thought that said to specify which folder to load symbols from
not cache
fml
🤦♂️
You need to Tick Include Debug Files Option while packaging
5th Checkbox under Project.
Yes once you do that, Load Symbols and VS wont complain about missing pdb / symbol files
alright thanks!
Is there a discussion channel on packaging for proprietary platforms like PS5? The private forums are there but it’s really inactive …
I’m bringing it up in general since you need special permission to access the source code so I don’t know if there is something in place to connect these people on UnrealSlackers
ok so i fixed the issue and it was with the print string in metasound that caused the crash lol.
I got a line that says: LogInit: Display: Failure - 1 error(s), 41 warning(s). I got the log but I'm just not sure what to look for before pasting stuff here.
what should I be looking for when trying to find a fix problems that stop me from packaging a project?
searching the log for the word "error" will help
thx the two biggest issues were with dlss plugin and an unused bp that I can delete for now
Ik... but they really should have a channel covering console development and proof because forums are pretty bad for responses
I believe anything and everything under devkits comes under NDA and we arent supposed to discuss outside respective console forums
Hello everyone. I'm trying to make a shipping build of my game but the entire uproject and editor plugins/etc gets included with the shipping build! I'm not sure what to do to sort it, it suddenly started happening after I cloned my project to have a backup.
Hi, trying to package my vr project into an apk for the quest 2, due to high number of assets and levels my obb files are exceeding 4gb limit and packaging is failing. is there any way to exceed this limit or create asset bundles/ expansion obbs in unreal ?
Umm That can be done
Force Small OBB and Allow OBB Patching and Chunks should do the trick
allow large obb, patch obb and overflow obb is on, upon packaging it fails and gives a size limit error : Stage Failed. Could not build OBB ;The file may be too big to fit in an OBB (4 GiB limit)
when forcing small obb files it gives similar error : Stage Failed. Could not build OBB ;The file may be too big to fit in an OBB (1 GiB limit)
While cooking my project in UE5.0.3, I am running into the following error. Does anyone experienced this error before? I can provide the entire log and my project launcher settings if necessary. The project is based on the third person template with one third party plugin, but since the error doesn't reference the plugin, it is probably something with the engine
I would really appreciate if anyone can help me with this
Something related to NDK mismatch
Install the right version
Gotcha you are on Android 12 SDK and you need Android 13 i.e API Level 33
Does anyone know what this error might be?
[File:D:\build++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\Evaluation\MovieSceneEvaluationTree.cpp] [Line: 222]
I'm building a project for dedicated server, shipping stage for Win64, when I run the built project MyProjectServer.exe with -log nothing print in cmd but if i build it for development and run the MyProjectServer.exe with -log, everything works perfectly, any idea what could cause this?
This is the command that i'm building the project with
RunUAT BuildCookRun -project="%CD%/MyProject.uproject" -noP4 -platform=Win64 -clientconfig=Shipping -serverconfig=Shipping -cook -clean -distribution -NoXGE -compressed -server -serverplatform=Win64 -noclient -NoCompile -stage -pak -archive -archivedirectory="%CD%/Build/WindowsServer"
yep - "logs" are not enabled in a shipping build by default.
You need to enable them to be included in your shipping build in the source code
@deep moss i see... okay, are you talking about bBuildAdditionalConsoleApp?
I do have bBuildAdditionalConsoleApp = false disabled in Server Target, cause it just make the build size larger
no - its USE_LOGGING_IN_SHIPPING or something like that
where do you use/set that?
in your {Game}Server.Target.cs
you do
Type = TargetType.Server;
bUseLoggingInShipping = true;
...
oh okay, let me try that
hmm... now it dies before throwing any error
didn't even make log file in saved folder
okay, it asked me to change to BuildEnvironment = TargetBuildEnvironment.Unique and i did it, and build again
it built successfully, but when i run it, it throws critical error
it's more like engine error
No debugs?
I run the .exe with -log tag, and this is the log in the saved folder,
how can I debug a .exe project?
Not sure about server part but when you build with VS you will generate PDB Files right and once EXE crashes will generate a crashdump
i see, the .dmp file in saved folder
If you're using VS, you can add the exe as an "external project" or whatever it is and then run/debug it direct from VS
Okay, I think I'm missing out lots of VS features, thanks for sharing
Is there anything I could do about this? I'm packaging the project for Windows.
Unreal Engine 5.1
I tried open exe in vs, it creates a solution and I can run the debug
should I be able to see the call stack? cause it's empty
You should add it to your already existing solution.
oh okay
And if you've packaged your game, it has probably stripped away a lot of debugging information.
yeah, i think for shipping stage it does remove all that, but let me try to run the exe in my existing vs solution
@mystic atlas how do you add exe to external project as you mentioned? not from file > add > new project, i'm not making another project right?
I guess?
yeah, okay, it works, though UnrealVS doesn't pass on the commands and it doesn't show call stack as well, even for development stage
but it's something i can explore
thanks
Purely at a user interface / ease of use level which would you recommend?
Hi just have a question about Unreal Engines ProjectLauncher, so I know the basic way of making a patch for my project and how to copy the Custom Launch Profile from one engine version to another. Now I have the problem that I have an copy of my project updated from 4.25 to 4.27 but when I am trying to create a Patch for it, it fails or ignores comply the previews version so is making just one big pak. Is this even possible or do my player base have to re download the entire project as soon as I am Upgrading the Engine version?
Thanks in advance
Bugsplat
Thanks!
hey guys i am a student developer i just finished making a racing game but after packaging my game the road textures dont show i dont know why is there anyone who can help me with it ?? i am in voice channel #vc-feedback-support{Completed Thanks}
Does only the texture don"t load so does it only show the default tile Material or does the entire Mesh don"t show up?
According to this link: https://stefanperales.com/blog/ue4-quick-tip-logging-in-shipping-builds/ you can use bUseLoggingInShipping = true; in launcher builds of the editor by simply putting bOverrideBuildEnvironment = true; alongside it in your Target.cs
Devops, programming and gaming
Is this true as when I tested it, the build failed
i'm having a few issues with
UATHelper: Cooking (Windows): LogInit: Display: LogLinker: Warning: Asset '/Game/LastofHumanity/Audio/Ambience/LoH_ambience_2' has been saved with empty engine version. The asset will be loaded but may be incompatible.
How do you set the engine version for assets directly?
why dose the blink meida plugin in unreal fail to package on windows
fatal error LNK1120: 2 unresolved externals
gives this error
I am getting this error.... anyone have a fix?
Hello guys. I developed a game using lyrastarterpack and horrorengine asset packages. It was a 7 month process for me. but I am encountering errors while packaging the game, I would be very happy if there is someone who can help me in this regard. You can reach me by sending a message via dm. thank you in advance
you would need to actually show the errors
setting up ci/cd and getting a lot of these warnings during packaging, is this something i need to worry about?
LogTexture: Display: Building textures: /Game/StarterContent/Textures/T_Brick_Clay_Beveled_D.T_Brick_Clay_Beveled_D (TFO_AutoDXT, 2048X2048 X1X1) (Required Memory Estimate: 80.000 MB), EncodeSpeed: Final
LogTextureFormatOodle: Display: Oodle Texture encode failed!? �汤呥硥䕟牲啟��潰瑲摥�U
LogTextureFormatOodle: Display: Oodle Texture encode failed!? �汤呥硥䕟牲啟��潰瑲摥�U
LogTextureFormatOodle: Display: Oodle Texture encode failed!? �汤呥硥䕟牲啟��潰瑲摥�U
LogTextureFormatOodle: Display: Oodle Texture encode failed!? �汤呥硥䕟牲啟��潰瑲摥�U
LogTexture: Warning: Failed to build TFO_AutoDXT derived data for /Game/StarterContent/Textures/T_Brick_Clay_Beveled_D.T_Brick_Clay_Beveled_D
Heyyy guys I have a weird problem when I try to package. They say me : "Platform IOS is not a valid platform to build. Check that the SDK is installed properly." But before I set up the packaging for android it worked well. Anyone know what's happen ?
I have a question. What exactly is the purpose of encrypting your pak files and such? Online I read that no matter what people can still easily rip your assets anyway by reading gpu memory and such. Is there any advantage to be gained by using encryption at all? Or is it just a completely useless feature as people mention?
I've packaged a game, and I want to use pak file in another packaged game, but after I put my pak file into "Paks" folder, I can't even open a level from the second pak, what should I do?
has anyone seen this error before:
LogMaterial: Warning: Material /Game/SecretBase/Materials/M_Concrete_6.M_Concrete_6 missing bUsedWithInstancedStaticMeshes=True! Default Material will be used in game.
LogMaterial: Warning: The material will recompile every editor launch until resaved.
Hey hey hey
Everyone
Now I Want a Answer
Is There Any Way to Reduce 50 GB Size to 2 GB?
Delete 48gb.
Hello) I have published the game in the "coming soon" section on Steam. I also downloaded the build of the game but I don't know how to update it. I'm using Steam Pipe, creating a new depot and uploading the build via Steam Pipe. But it still says that no packages of this program are associated with this repository. Please help, thanks in advance
When you package, you can specify which maps to include, and unreal will only package the assets used in those maps, to set this up, simply go to the Packaging category in your Project Settings and look for “List of maps to include in packaged build” and only include the maps you want in the packaged game
I won’t guarantee that this will get you down to 2GB but it’ll help
Another thing is, if you have very high res textures, you can limit their maximum sizes in the asset’s details panel
With these, you can hopefully get it down to 2
Reading gpu memory can be a method of ripping assets but the results won’t be as perfect as directly taking them out of the game, it requires quite a bit of boring fixes so boring that you’d rather just remake it(especially characters), encrypting your game means that it’ll be harder for people to directly extract assets from your game unless they REALLY know their way around computers, you can also change the key every update to invalidate anyone who managed to figure it out so I wouldn’t say it’s completely useless
Hmmm ok thanks for the answer!
while packaging project for mobile i'm getting this error
i tried to run rungradle.bat manually then i got wrapper-jar already exists:(
Trying to run a clean exported UE5.1 packaged project on SteamDeck. Ive set the compatabilty to proton 7.0-5
When running it shows a black screen and exist the game.
I have no indication whats going on.
Any advice?
If you can run a dev build and look at the log, should give you some hints.
Hey there I have a packaging problem on 5.1 in a plugin:
CefInitialize(WebBrowserManager::MainArgs, WebBrowserManager::Settings, App, nullptr);
CefInitialize goes to cef_app.h in thirdparty
the same plugin package on an empty project I just don't get it
I'm getting the following error ever since upgrading to UE5.1... It's slowing down the build process and (I think) breaking the final build. Can anyone tell me how I can adjust the MemoryMaxUsedPhysical to be higher than 0MB?
CookSettings for Memory: MemoryMaxUsedVirtual 0MiB, MemoryMaxUsedPhysical 0MiB, MemoryMinFreeVirtual 2048MiB, MemoryMinFreePhysical 2048MiB
With every shader it's telling me that there's not enough memory:
LogCook: Display: Exceeded max memory on all configured triggers:
CookSettings.MemoryMinFreePhysical: Available physical memory 1003MiB is less than 2048MiB.
Cooked packages 147 Packages Remain 1263 Total 1410
Cook Diagnostics: OpenFileHandles=1072, VirtualMemory=1818MiB
Detected max mem exceeded - forcing shader compilation flush
Finished flushing shader jobs at 0
GarbageCollection... (Exceeded Max Memory)
LogCookCommandlet: Display: Item Malloc calls = 0
LogCookCommandlet: Display: Item Realloc calls = 0
LogCookCommandlet: Display: Item Free calls = 0
LogCookCommandlet: Display: Item Total Allocator calls = 0
LogCook: Display: Garbage Collection was not very impactful.
imgetting the same issue its just stuck running garbage collector over and over until unreal crashes and finally packages the game
At least I'm not alone... when did this start happening for you?
what package settings should I enable to have -LogPSO work
in a normal PC build when I enable it, I see it working in the logs but no files are output in the CollectedPSOs folder
when I package a build with shared material code and libraries enabled I get a startup crash that says "Missing global shader FWriteToSliceVS's permutation 0, Please make sure cooking was successful."
just started happening recently the past few days
I have a plugin that i made and it uses a third party dll. In my build.cs i have it in RuntimeDependencies and it works, but when i actually package up my plugin or project the dll is left out. Am i missing something
PackagingResults: Error: PHYSX: (D:\Build++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp 198) eINVALID_PARAMETER : Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!
How cani solve this?
LogInit: Display: LogPhysicsCore: Error: PHYSX: (D:\Build++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp 198) eINVALID_PARAMETER : Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!
Did you do anything differently? Start a UE 5.1 update? Merged to a new version? Anything alike that could help me diagnose??
Hey guys, what happens to UClasses on cooking? They get persisted in the package or are they spin up when the game starts like when in editor?
C++ ones will be loaded at engine start, just like the engine.
They're "baked" into the code.
That's what I thought but when cooking I see this 32428 objects as part of root set at end of initial load.
Im emitting some uclasses that for reason doesnt make it to the final package
Maybe you have an editor-only module that has the class for those objects?
Nope, I can see the code running on the game log
but it maybe something else if what you are saying is the case, one moving piece less
not that ik of hadent packaged anything in while so jus now seeing this issue
Any clue why i'm getting this error
been having it for months on this project
ive reinstalled Unreal several times, upgraded to 5.1, reinstalled VS
cant seem to get it to package
did you build it from said visual studio?
right-click project file, generate visual studio project files
then open the .sln file, should auto-open in Visual Studio, wait for it to be done loading, then hit F7. When done loading, start the project up anew and see if it fixed the issue?
Will try building from vs
Not sure what to do now
all other errors are kinda gone but now its just ERROR: Stage Failed. Missing receipt 'D:\Documentos\Unreal Projects\llama_jump\Binaries\Win64\llama_jump.target'. Check that this target has been built.
wait it might be this little shit
for some reason it has Editor in the name
Whelp at least i got a new error and the IDE thing is gone
Hey guys, whats up? I'm running UE5 on my Mac, do u guys know if theres a way to package my project to Windows?
I'm super new at this, tks 😬
Packaging to Windows requires Windows SDK if I am not wrong .
Guys i updated my project from 5.0 to 5.1. it turns out that some stuff was broken in 5.1. So i did rollback the commit to before the update. But for some reason i get this LogPlayLevel: Error: ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'F:\UE_5.0\Engine\Plugins\Developer\DumpGPUServices\DumpGPUServices.uplugin'. ... LogPlayLevel: at AutomationTool.BuildCommand.Execute() in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 344 LogPlayLevel: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 254 LogPlayLevel: at AutomationTool.Automation.Process(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 153
when i try to build for android. it is trying to access a plugin that was introduced in 5.1 "DumpGPUServices.uplugin". (does not exist in engine 5.0) but i cant find any traces of this in the project files since i did rollback to 5.0 again
im suspecting that this has something to do with the AutomationTool. any ideas what i can do to get rid of this problem?
I tried to apk my project twice, but I can't, I don't know what to do 😔!
Have you solved this issue yet? I've been having the same problem when trying to package any project in UE5.1 and after nearly 24 hour of it the editor will crash.
Are you able to build an empty fresh project?
I don't advice changing the name of that prior file to remove the Editor part. The Editor portion is specifically made for the editor. It's not supposed to reach public builds
That 2nd error means nothing to me. I'd advice a fresh project, compile. Then copy all plugins, compile. Then try copying over segments of your game and see when it stops working. Voila, culprit found
I haven't, no... been able to use the workaround of packaging shipping and running lighting builds through the default launcher engine version, but that's proving insufficient.. I'd love to hear a solution!!
It magically fixed itself after I built from IDR and re-downloaded android & ios target platforms
Packaged all fine!
Great! 😄 though that sounds like you solving the errors. Ain't no magic in skill, just practice 😉
For me when I try to package even an empty project or third person template with the launcher version of UE5.1 it will get stuck on "cooking packages" until the editor eventually crashes.
Look, I know it seems that my problem is not difficult, but I'm doing it for the first time, I've seen YouTube tutorials and it didn't work at all. Please only help me those who want ok.
Are you trying to package in unreal 5.1?
No, on Unreal Engine 4.27
What error are you getting?
Well, the main error that happens is about Java.
I'll show you what I put in, wait a moment.
Dang.... have you tried increasing your V(irtual) RAM to something like 40GB or so? Please be advised to not try this on an HDD and on an SSD ONLY! VRAM is slow, and this size will make the durability of an HDD significantly worse.. I've already got it set to that, so it won't fix the issue.. but hopefully, with a bit of luck, you can compile 😦
Sounds like this should be reported to Epic tbh
I've only been able to package a project with UE5.1 twice after multiple attempts where the editor crashed. The first time it worked it took 1 hour 40 minutes and the second time it took 7 minutes I haven't been able to package it again since that.
I think it's some kind of bug with UE5.1 as I was able to package projects in previous versions with no problem.
I did this , still there are more reduce
Hmm Ill try this
You Need To generate A key store and eneter it in the project settings in android sesion
really dumb question, for client/server when do i need to rebuild in VS vs re-cook content vs re-package? If I only change blueprints and assets in the editor to i need to rebuild in VS or just recook server content and repackage client?
I'm having the same issue. Did you have a few files stuck?
objects that have not yet returned true from IsCachedCookedPlatformDataLoaded:
I had 13 and now finally they are slowly going down. Currently at 7, so I guess it's still working in background anyway.
I also disabled the “XGE Controller” plugin, so perhaps that helped.
Is there any way in the automated build tool or otherwise to only generate pak files without generating the whole build?
I'm assuming there might be a command line parameter passed when running UAT batch script that only generates paks instead of the whole complete build.
If you've only changed BPs and editor content you don't have to recompile in VS. You have to repackage only.
thank you, do you ever get problems where repackaging doesn't seem to include changes that you've made. I am having this problem consistnetly. I found a reddit post saying if you change the default server map, repackage and then change it back that that fixes it and that does work but its annoying to do
I waited a few more hours and I went down to just 2 shaders hanging. I canceled the packaging, I deleted those two assets from the project, and I was able to finish the packaging properly!
Hello! Does anyone know if there's a way to omit material graph logic branch for ambient occlusion output on specific platforms?
Right now we have it so our metallic/roughness/ao maps are packed into a single texture, and on mobile we're using the "force fully rough" and "force non-metal" to omit material logic that calculates those, but there doesn't seem to be an equivalent setting for ao, which means the texture that contains pbr + ao is still being loaded for texture sampling on mobile and we'd like to disable ao on mobile completely. I found a "Mobile Ambient Occlusion" setting, but it's already disabled, so it appears to be a runtime setting, not a cook/compile time setting.
I guess to generalize: Is there an option to disable material output pins for specific build targets?
Not that I know of. You'd have to build several different materials.
You could just use a different material for each platform. Or simply have a "master" material asset that you replace for certain platforms (that would be bad, but would work)
Assertion failed: Response.Status == EStatus::Ok [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Rendering\NaniteResources.cpp] [Line: 287]
Anyone have experience with this error?
How does this work?
yeah, same... does seem to be the case
I have already asked this in the #blueprint section, but nobody was able to help me out. Anyways, is there a way to pre-load a video? So basically, I have a video that plays as soon as the player hits a certain object, but it occasionally takes a split second to load in (it only happens in the packaged game, not inside the editor), so I was wondering if there was a way to pre-load the video right before it was called. Any help would be greatly appreciated. (By the way, I already have "Precache File" checked in the file media source details.
I'm just going to remake my project in UE5.0.3
what is "boilerplate"?
when i enable a plugin, i get these errors on packaging
when i disable, it packages just fine
I have this issue when I want to package the project! I'm using the binary version of the plugin in a blueprint-only project! Furthermore, I wonder why this is happening because it works well on some PCs!
Use a Material Quality Switch expression and pass a constant in for Low quality.
Yeah, I was hoping to have a global setting so as not to have to modify every material in the project. Thanks for the suggestion though, I'll probably have to default to this if I can't modify the compilation process.
Assertion failed: Response.Status == EStatus::Ok [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Rendering\NaniteResources.cpp] [Line: 287]
Anyone have experience with this error?
I have two questions, but for different things.
- How would I use SecondaryEncryptionKeys with a keychain on a server. Similar to Fortnite, to prevent certain paks/utocs from being opened until the key is supplied.
- How would I go about making paks/utocs with naming other than chunk ids? Like
CNData-WindowsClient.pakfor a pak name.
Thanks in advance
Anyone know how to include crash reporter in packages built using a custom launch profile? The option is not there at all
You need compiled version of engine for that
when i try to package it says dotnet does not exist even though it does. How do I fix?
You should be able to just right click the uproj file and select a new engine version. Switching back should also be as easy as that once Epic's fixed the crash
You found an answer?? -curious-
There's links mentioned in your error. Have you tried downloading .Net core 3.1? That's what fixed the error for me when I had it in ue 4.24
UATHelper: Cooking (Windows): LogWindows: Error: begin: stack for UAT
UATHelper: Cooking (Windows): LogWindows: Error: === Critical error: ===
UATHelper: Cooking (Windows): LogWindows: Error:
UATHelper: Cooking (Windows): LogWindows: Error: Assertion failed: Response.Status == EStatus::Ok [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Rendering\NaniteResources.cpp] [Line: 287]
Does anyone have a solution to this? Happens when I was trying to cook/package the project.
How do you package a project in UE5?
Nope
I am using source
you need to install the dotnet framework
I did that but it was the wrong version lol
Now however I am having a problem where it say my project does not exist... UATHelper: Packaging (Windows): ERROR: d:\AxiumsBox\AxiumsBox.uproject does not look like uproject file but no targets have been found!
UATHelper: Packaging (Windows): (see C:\Users\Administrator\AppData\Roaming\Unreal Engine\AutomationTool\Logs\d+Program+Files+Epic+Games+UE_5.0\Log.txt for full exception trace)
PackagingResults: Error: d:\AxiumsBox\AxiumsBox.uproject does not look like uproject file but no targets have been found!
Anyone know how to include the crash reporter in a launcher profile in UE5.1 Source?
it works when packaging in the editor but does not work using unreal frontend or launcher profiles
Hey folks!
In UE4.26, when I packaged my game, any additional settings files in the Config folder were included.
In UE4.27, this is no longer the case.
Any idea how to enable this in UE4.27, especially for Android builds?
Hello there, my game is crashing when I open a map, this is the crash: Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000196b9fbb520
0x00007ff680241e95 OriginWorldsClient-Win64-Shipping.exe!FLinkerLoad::operator<<() [E:\Workspaces\UE_Source\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5639]
Crash in runnable thread FAsyncLoadingThread
I just added a bool variable haha
It's not that it says your project doesn't exist, it's saying that you have no build targets are defined even though it also looks like it's defaulting to building for windows, something is missing there, a config file or something maybe, did you read the log file it created? It also looks like either .uproject isn't registered as an unreal project or the uproject might be corrupt.
Click the map tab, then to the right of the play button there's the option to package
thanks!
Version: 1.2.2
Last Login: <t:1671418525> • <t:1671418525:R>
Heartbeat: 73ms
Memory Usage: 58.06 MB
—
Source Code • Report a Bug • Contribute
is there a pack all maps in this folder option? I have like 200 streaming levels and its getting tiring of having to put 200 maps in
can anyone help me package the game
or tell me a tutorial that shows how to do so
where is that
using ue4
tyy
why am I getting this error when I try to run my newly packed game?
Fel = Error if you wanna know 😉
Is there a way to make unreal create folder in the package after packaging?
Anyone has some tips on how I can provide a UE project for my game which allows users to create their own content for my game? I tried creating a "light" version of my project which just contains the necessary asset types. When I use that project to create paks it's hit or miss if the paks are recognized by my main game. I followed Epics documentation on chunking: https://docs.unrealengine.com/5.0/en-US/preparing-assets-for-chunking-in-unreal-engine/
My packaged game runs at 1-5 fps but when playing in the editor its running at 90+
I checked the pins for a general checklist but there's nothing there. Does anyone know of a resource to check before packaging projects?
So setting my resolution scale slider down to .1 in the packaged project brings the framerate back up but not to where it was. It also doesn't seem to have any visual impact on the project? I'd expect having the scale down so low to have some kind of really obvious impact but it doesn't
Yeah so even though I set global illumination to none in the engine settings it was still there in packaged versions, so setting it to 0 as a function solves that and I have killer FPS again. Still don't know what the resolution scale is doing
Hi everyone ! I am looking for the "Directories to Never cook" option in the profile launcher since I need to generate a Patch, but I can't find it... Do you have any info on that ?
DefaultPakFileRules.ini seems to be ignored when using a custom profile in the profile launcher ...
hey. trying to package my project but these show up and it fails:
any idea on what should I do? thanks!
are you using parts of the Modern RPG bundle from the marketplace?
nope
do u want me to tell u what assets from the marketplace I'm using?
is there a way to use a packaged game that have virtual camera? on UE5
okay, just thought i'd ask, because they had a similar problem, but in either case, it looks like there is a naming convention problem with your structures meaning that the stuctures need to be renamed for whatever reason as they are conflicting with something
ah okay. I'll try to check everything, thanks!
you need to go to the blueprints that it lists out as errors and right click, refresh nodes, compile and save, and re-run your build
did that already 😦 still didn't work
mmm
my only other thought would be to change your variables that are giving the problem to "literally anything" and back again, compile and save, try the build again and see if that got rid of the problem for that error, and repeat for the others.
I'll try that. thanks a lot
np
Hey all, trying to package for Android with OpenGL 3.2, but i am getting this crash why i try to launch app. Currently running on Unreal 5.0.3. Any advice? Thanks
Hey guys, usually we cook and then package a project on UE5. My question is is there any automatic tool to test the bugs or etc before package the project file or even bug happens then how to fix those patches efficiently for beginners who have never did it before but required if this problem occured
Slacker dont have a channel for questions about Marketplace assets so I ask here.
Anyone here having an asset on the marketsplace? I gets declined everytime so apparterntly I need some help. Anyone? Please.
Hello, I just built my project for play testing and for some reason when I try to run it, It doesn't work. anybody know why?
"Doesn't work"?
[2023.01.18-10.54.49:714][ 0]LogRHI: Display: Opened pipeline cache after state change and enqueued 0 of 0 tasks for precompile.
[2023.01.18-10.54.49:714][ 0]LogRHI: Base name for record PSOs is ../../../DFC/Saved/CollectedPSOs/++UE5+Release-5.0-CL-0-DFC_PCD3D_SM5_79023B0B40C8A84A90FDF3A3965E2C40.rec.upipelinecache
[2023.01.18-10.54.49:715][ 0]LogRHI: Could not open FPipelineCacheFile: ../../../DFC/Content/PipelineCaches/Windows/DFC_PCD3D_SM5.upipelinecache
[2023.01.18-10.54.49:715][ 0]LogRHI: Display: Failed to open default shader pipeline cache for DFC using shader platform 0.
[2023.01.18-10.54.49:715][ 0]LogRHI: Base name for record PSOs is ../../../DFC/Saved/CollectedPSOs/++UE5+Release-5.0-CL-0-DFC_PCD3D_SM5_0CC64E1C46447DB404577DB0A555D5DB.rec.upipelinecache
[2023.01.18-10.54.49:715][ 0]LogRHI: Could not open FPipelineCacheFile: ../../../DFC/Content/PipelineCaches/Windows/DFC_PCD3D_SM5.upipelinecache
[2023.01.18-10.54.49:716][ 0]LogRHI: Display: Failed to open default shader pipeline cache for DFC using shader platform 0.
anyone ever faced this packaged client error/problem?
I am desperate
Does anyone know how to fix this I have been trying for awhile now but I just can't get it to work
Hey there! My level doesn't launch from main menu in my packaged project, but it works fine in-editor. Packaging options don't change anything. I saw online it could be due to Engine.ini referencing wrong paths but I don't think so. Other suggestion was changing Game Instance but it didn't solve anything. Any ideas? I can provide screenshots.
Can anyone help me package my game? Finished the first build and get this pop up and now my game won't package.
@flat lagoon Я пытаюсь помочь тебе, друг. Опубликуйте свою ошибку здесь
Опубликуйте свой выпуск на английском языке здесь
i can't package the project when i click on the button i get the error UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
@flat lagoon Убедитесь, что нет предупреждений, когда вы переходите в «сборку» в верхнем меню и выбираете «создать все уровни
“Menu” top menu of screen, “build all levels” are there errors?
Введите "/stream" на английском языке в чат
Ok so, I'm finishing of my first game project I ever blueprinted in Unreal
When I package my project, my character just doesn't move
I was trying to build once before, and then I had the same issue
I kinda ignored it, but now I'm pretty much done with my project and I need this build
I already tried all the solutions from the internet
I tried setting "posses" after begin play
same with changing to set input mode to game mode
and changing auto receive input in player controller and the character blueprint itself to Player 0
It's a singleplayer offline game
And I'm out of options
I get no errors
My keys work, bc the sound effects play and esc shows the menu
but character doesn't move
Something I jsut discovered, if I print a name of my player ref variable in player controller in the editor, that's what I get
And that's what I get from the same message in the build
the good looking version is PIE and the bad looking version is the packaged build which is 3 hours later on our CI/CD Docker build, anyone want to throw a humble Aussie a bone?
Sorry, I don't have an answer for you but Can I ask what pipeline you are using? Git/p4/jenkins?
GitLab
well gitlab and DVC and Google Cloud Storage would be more accurate
for a Linux deployment
Do you happen to have a functional yaml file that I can use as a template?
Oh, thanks
but in rough description, you have a unreal-engine:dev-5.1 container and ingress into the Docker container and then hit it with /home/ue4/UnrealEngine/Engine/Build/BatchFiles/RunUAT.sh BuildCookRun -utf8output -platform=Linux -clientconfig=Shipping -serverconfig=Shipping -project=$PWD/YourProject/YourProject.uproject -noP4 -nodebuginfo -allmaps -cook -build -stage -prereqs -pak -archive -archivedirectory=$PWD/project/archived then pick up the artefact from $PWD/project/archived and slurp that into your artifacts, took about 3 days of fiddling with Docker image and CI/CD and has worked flawlessly for about 6 months
Thank you
Thinking about it, are you sure your output is set to either cinematic or shipping for higher quality?
DANG, hell of an idea
@open rapids seems that there is no way to set the quality for shipping imho
Hey all. Trying to make a build for tomorrow and the build completes successfully, but when I try to run the .exe file it doesn’t do anything. Doesn’t even boot up and then crash, just won’t run at all.
I’ve tried going through all our assets and maps and deleting anything that was even throwing warnings and nothing has worked…
I've tried:
Running as admin
Running on someone else's computer
Packaging set to Development instead of Shipping
Building to my C Drive
Disabling and Uninstalling Quixel Bridge
Message Log > Packaging Results is always empty
Which exe are you running? The one is the base dir or the one in teh binaries folder?
The one in my Builds folder
You get 2 exes in a build. One in the base build folder which just runs the other one in teh binaries folder.
Try maybe with -log?
Sorry, not sure what that means
Create a shortcut to the exe file (the one in binaries) and then edit it
So it'll be something like "c:\mybuilds\myawesomegame\binaries\win64\myawesomegame.exe" -log
I'm not sure if it'll do anything, but maybe?
Unfortunately still no
I created a launch profile in the project launcher. How can I build it now with the project launcher?
ok nevermind. I just have an error
[2023.01.18-10.54.49:714][ 0]LogRHI: Display: Opened pipeline cache after state change and enqueued 0 of 0 tasks for precompile.
[2023.01.18-10.54.49:714][ 0]LogRHI: Base name for record PSOs is ../../../DFC/Saved/CollectedPSOs/++UE5+Release-5.0-CL-0-DFC_PCD3D_SM5_79023B0B40C8A84A90FDF3A3965E2C40.rec.upipelinecache
[2023.01.18-10.54.49:715][ 0]LogRHI: Could not open FPipelineCacheFile: ../../../DFC/Content/PipelineCaches/Windows/DFC_PCD3D_SM5.upipelinecache
[2023.01.18-10.54.49:715][ 0]LogRHI: Display: Failed to open default shader pipeline cache for DFC using shader platform 0.
[2023.01.18-10.54.49:715][ 0]LogRHI: Base name for record PSOs is ../../../DFC/Saved/CollectedPSOs/++UE5+Release-5.0-CL-0-DFC_PCD3D_SM5_0CC64E1C46447DB404577DB0A555D5DB.rec.upipelinecache
[2023.01.18-10.54.49:715][ 0]LogRHI: Could not open FPipelineCacheFile: ../../../DFC/Content/PipelineCaches/Windows/DFC_PCD3D_SM5.upipelinecache
[2023.01.18-10.54.49:716][ 0]LogRHI: Display: Failed to open default shader pipeline cache for DFC using shader platform 0.
anyone ever faced this packaged client error/problem?
when I run client it has blackscreen and nothing is happening in log I see that info above :/
UE 5.1
Hey folks, really hope someone can help me, I will try and outline whats going on.
- Packaged game, package ran properly - uploaded to steam and works fine
- New Build, compiles, runs standalone and builds successfully
- New Package crashes on opening with only "Fatal Error"
- New Package runs ok when downloaded via steam on other computers
- Restored backup of stage 1
- Stage 1 packaged game now crashes with Fatal error on my machine despite previously running without any problems.
- New Clean Project (TP) Also packages and runs
- Dev build also runs ok
It seems like there is something cached causing both packages to fail but dont really know, or maybe a missing dependency. Have spent all day debugging but cant work it out.
Worst case I can package upload to steam then download to test but its really slowing down my iteration. Really hope someone can help me unravel this!
Hey gang, I'm encountering some big headaches with 4.27 packaging to Android (Pico Neo 3). My project has the following environment setup per the Pico documentation:
Java JDK 1.8.0_351
Android SDK 30.0.3
Android NDK 21.3.6528147```
We have some UPL/APL xml scripts doing things C++/Java side in our project, but upon packaging it gets to the last step and then fails. It claims it doesn't recognize imports like
```import android.core.support.v4...
import androidx.core...```
I've been experimenting for a while, as I saw "jetifier" allows us to use old android imports however it would appear to be active and still failing. So I get a bunch of errors at the end like this:
```ATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:223: error: cannot find symbol
UATHelper: Packaging (Android (ASTC)): import android.support.v4.app.ActivityCompat;
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): symbol: class ActivityCompat
UATHelper: Packaging (Android (ASTC)): location: package android.support.v4.app```
Does anyone have any ideas? I saw some suggestions online to remove the Android 33 API which we did among other things, to no avail.
Surely this is packaging 101 super obvious derpsville city limits
Fixed by going to Project Settings - Packaging - Advanced and adding my level to the list of maps to pack. No clue why I didn't have the problem before, since I never used this menu, but glad to know it solved it.
heyall!
Got a question... can I have 2 separately packaged programs inside a single folder? I need to change the .pak and .ucas file but I can't do that cus they're in use while the game is playing
Getting this error when packaging:
Missing precompiled manifest for 'Launch', 'C:\Program Files\Epic Games\UE_5.1\Engine\Intermediate\Build\Android\arm64\UnrealGame\Development\Launch\Launch.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override. If part of a plugin, also check if its 'Type' is correct.
UATHelper: Package Plugin Task (Windows): Took 5.6566312s to run dotnet.exe, ExitCode=6
Any suggestion where I should start my investigation lol - happens when i try to package a plugin for Android
Hello, I am trying to package my game and playtest it (Multiplayer) but for some reason when I try opening the executable, it doesn't work at all. The build process seem to go well and there aren't any errors, I am using the advance session plugin, I don't know if that could cause any problem. can anybody help?
It didn't package that material.
I am currently trying to repack a .pak file, but I am getting a fatal error after unrealpak tries to allocate way too many bytes (in the neighborhood of 18 billion gigabytes) of memory. It seems to happen almost immediately after it frees about 3 megabytes of memory, and about 1/3rd of the way into packing the .pak file. How can I make it... not allocate way too much memory and fatal error itself?
i'm currently trying to package a project but i keep getting this error
ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_5.1\Engine\Plugins\Enterprise\StaticMeshEditorExtension\StaticMeshEditorExtension.uplugin'.
Don't like to editor only modules/plugins
tried to disable some plugins, looked around for more info but nothing
what do you mean
Are you using c++?
both c++ and bp
Are you linking to any Editor modules in your build.cs?
Post your build.cs and uproject (or uplugin, if you're making a plugin)
the actual project only uses
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "Paper2D" });
And you have just a single module?
yeah
And what about your uproject file?
{
"FileVersion": 3,
"EngineAssociation": "5.1",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "Project",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine",
"AIModule",
"UMG"
]
}
],
"Plugins": [
{
"Name": "DatasmithImporter",
"Enabled": true
},
{
"Name": "DatasmithRuntime",
"Enabled": true
},
{
"Name": "PTMTool",
"Enabled": false,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/946185f2400d4be9b8d4190e95df86c8"
},
{
"Name": "Water",
"Enabled": true
},
{
"Name": "Landmass",
"Enabled": true
},
{
"Name": "Bridge",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64",
"Mac",
"Linux"
]
},
{
"Name": "ChaosVehiclesPlugin",
"Enabled": true
},
{
"Name": "ModelingToolsEditorMode",
"Enabled": true
},
{
"Name": "SteamVR",
"Enabled": false,
"SupportedTargetPlatforms": [
"Win64",
"Linux"
]
},
{
"Name": "OculusVR",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64",
"Android"
]
},
{
"Name": "OpenXR",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64",
"Linux",
"Android",
"HoloLens"
]
},
{
"Name": "VisualStudioTools",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/362651520df94e4fa65492dbcba44ae2",
"SupportedTargetPlatforms": [
"Win64"
]
}
],
"PreBuildSteps":
{
"Win64": [
"$(ProjectDir)\prebuild.bat $(ProjectDir)"
]
}
}
Then no idea I'm afraid.
Maybe one of the VR modules you use is linking to an editor plugin
mhh
I've definitely seen that specific error before, so you're not the only one.
It's been ages, though. 😦
yeah i've seen a couple of people having this issue, but never a specific answer
i'll keep looking and trying anyway
if i figure something out i'll let you know
Good luck!
thx
Is there a way to package a build without rendering capability? Basically a dedicated server build, but it's a stand-alone build.
Running with -nullrhi works, but the executable could be smaller.
Hello! I'm trying to package a game on Linux, but get an error:
LogModuleManager: Warning: ModuleManager: Unable to load module '/var/d/UE426/Engine/Plugins/Online/OnlineFramework/Binaries/Linux/libUE4Editor-LoginFlow.so' because the file couldn't be loaded by the OS.
Message dialog closed, result: Ok, title: Message, text: Plugin 'OnlineFramework' failed to load because module 'LoginFlow' could not be loaded. There may be an operating system error or the module may not be properly set up.
I'm using source version of 4.26
Is it possible to rebuild certain modules or whole engine without opening an IDE?
Sure. You'd need to know the command to do it. It is not simple.
I know I need to know it, but what is it?
Or maybe a fix for the issue above?
Shrug
Hey guys, i'm looking to package a game for Windows, got the "Buildsucceful" but when i execute the .exe it don't run. Got an error of compatibility version 64bits of windows. When i try to execute from /binaries/win64/.exe it says "this application cannot be executed on your pc"
If you have any idea that be very nice ! thanks a lot
(i'm using ue 5.0.3)
(+ its a VRgame)
does anyone have a template yaml file for gitlab for a simple build? i've considered other options and pipelines but haven't found any yaml related content that is helpful at my current stage. at the moment, i just want to do a test build of the content i have, and while i can do that locally, i want to start using the cicd in gitlab rather than doing it locally. any help would be greatly appreciated.
Does anyone know how to enable logging-in-shipping for an installed build? I've enabled bUseLoggingInShipping in my .Target.cs but this fails if I try to package with an installed build, presumably because the installed build has already stripped those symbols out
I've been in this state for a half day already. It looks like it keeps on looping. Is my packaging still healthy or am I just wasting time?
first time doing this on unreal5 and ive never had problems packaging in unreal4
Hi i m trying to package a plugin, i added the platforms to the whitelist but the packaging try to build for platforms i didn t add, is there something else to configure ?
Ok. My Build is succesfull without Errors 👍 BUT I cant open the .exe
tried:
- as administrator
- compatability mode
- added to firewall
- pray to the unreal gods
- Switching between Shipping/Development
What can I do at this point guys?
run it -waitfordebugger and attach
Can the "Full Rebuild" checkbox be safely unchecked when doing frequent test packages to fix a shipping bug for example? (small changes that aren't touching most of the source files in the game)
Just sending out feelers again with this issue I encountered while packaging to Android with 4.27:
#packaging message
I can't seem to export my project, I have this plugin called AMD FSR 2.1 and I've installed it in UE_4.27/Engine/Plugins/Runtime/AMD and it works flawlessly in the engine and test play, but when it comes to exporting it, it gives me this error, I removed the folder (also removes the plugin) and it allows me to export, I don't know if I installed it right but it seems to be causing the issue, does anyone know how to fix it?
the entire log file if it helps: https://pastecord.com/izeqazoqyf.yaml
Actually I fixed it, the plugin folder itself had 3 other folders within it and I had to choose one with the version of my project
You ever find the answer?
lol fair
okay so
I don't know if this is relevant but I'm on a source build of 5.0.3
When I package my project
It's really weird
The packaging works
But when you run the exe
There's an infinite black screen
BUT
it works perfectly like, 10% of the time
It's incredibly inconsistent and I have no idea what's causing it
I have a default map picked
Have you tried debugging it?
I'm kind of unfamiliar with the debugging tools in unreal unfortunately
It's not an Unreal tool you'd use to debug it!
I was hoping it would just generate a log for me so I could figure out what's happening but as far as I can tell it doesn't even make a log
Even though it''s test build
Please teach me your black magic, black mage
Visual Studio!
Yes
Not yet.
Hi, I have a problem with packaging when using HDR to import Bloom: the left eye is black, you guys have a solution?
I´m at Feedback & Support if anyone can join
C:\Perforce\Circadian House VR Experience UE5\depot\CH_VR_Experience_UE5.1\Binaries\Win64\CH_VR_Experience_UE5.exe : fatal error LNK1169: one or more multiply defined symbols found
Why am I getting this error when trying to package my project?
Is that the only error you get?
Reposting this here from #mobile, hope thats ok
Hey, anyone else using UE5.1 and having trouble packaging for android with Support OpenGL ES3.2 enabled? Packaging with Vulkan support works fine, but whenever I enable OpenGL, packaging fails with this error, says that it can't compile an EngineMaterial.
Can anyone help? I'd really prefer supporting OpenGL
Can anyone help? I cant package/build my project. Unknown error ;/
UE5.1
Logs: https://paste.gg/p/anonymous/da82356019594afb866ee1ee2e85ea65
Yeah it was a bug with Cesium and nDisplay. I've removed Cesium from the project now.
Would anyone here be able to tell me about this error message and how to fix it? I have had successful builds in UE5.1 but an now running a Source build and getting fails
UAT error I believe. Not sure what it means. Can anyone help?
Anyone know where this is located, so I can change the name?
I have cloned, renamed, used the UE4ProjectRenamer, and even did a ReplaceAll in VisualStudio, and it still shows up as The original name I created the project with.
Config/DefaultEngine game=XXXXX didn't work either.
I'm having this problem when trying to open a map. Does anyone know what the issue might be or how to solve it?
That is I'm trying to open a level sequence
Can anyone help? I cant package/build my project. Unknown error ;/
UE5.1
Logs: https://paste.gg/p/anonymous/da82356019594afb866ee1ee2e85ea65
Hi! Trying to package a game, but recieve this error at the end of Cook stage
LogInit: Display: Warning/Error Summary (Unique only)
LogInit: Display: -----------------------------------
LogInit: Display: LogCook: Error: Could not clear asyncdelete root directory 'C:/Users/Jenkins/AppData/Local/Jenkins/.jenkins/workspace/Clash_Android_tech_jenkins-build/Saved/Cooked/Android_ASTC_Del'. LastError: 145.
Does anybody why this might happen? If I remove this folder and try again, I still get this error
I've attempted to package my prototype for some friends to try, and I have a very simple title screen that loads the first level...There's a start game event that gets fired when you click the mouse on the title screen (per the brick breaker tutorial) that removes the title screen widget and then fires an Open Level (by Name) node with the first level of the game in it...it runs fine in the editor, but when I run the packaged version the title screen just reloads every time I click, like that's failing...any ideas? How can I debug that?
I have my level in a Levels folder...it's in Content/Levels/Level_01...do I have to put the path in the by name node?
sond slike you never moved the video into the propper directory. Unlike other files (materials and such) videos do not self transfer. You need to personally move them into the Movies folder, before draginging them into your project. then they will build with the project.
Level not video...but I just figured it out...I actually have to either add it to the list of levels to package or check "cook everything" in the packagine options
for me, I use a lot of 'print' statments all over to help me find where the issues are.
it also helps me find where tick is going crazy
I have two questions, but for different things.
- How would I use SecondaryEncryptionKeys with a keychain on a server. Similar to Fortnite, to prevent certain paks/utocs from being opened until the key is supplied.
- How would I go about making paks/utocs with naming other than chunk ids? Like CNData-WindowsClient.pak for a pak name.
Thanks in advance
@hoary oak I am having the same issue are you able to solve it?
I have a C++ project that was already built for release. Now I want to add a content-only plugin to it and package without building as it technically shouldn't be necesarry.
But whenever I do that the plugin is being cooked but looks like it is not included in the final package.
Any ideas?
If I also build the project then everything works.
I'm having trouble cross compiling UE5 Windows -> Linux. I've installed the toolchain for ue5, and added the root dir for the toolchain as an Environment Variable LINUX_MULTIARCH_ROOT, but UE5 still tells me no Linux SDK is installed...
Could anyone help explain what this cook error is? Up until last night my game cooked/packaged for shipping with no problems :/
Am I right in thinking there is some error with a spline on one of my WP maps?
UE 5.1
Anyone have any idea why a level would reload itself, instead of the requested level?
I have an opening credit level, where it just plays a movie in front of the player.
12 seconds.
Then the command OpenLevel(ByName)
The name given is Level01
This works fine in the simulation, and in Preview, but when I build, it reloads the Credit Level (itself). So it's just a cycle.
Ideas?
What does this warning mean and should I be worried about it? My project seems to package fine anyways, but it's also my only warning (despite some pose stuff) and I'd like to solve it if I can.
I think this is due to a Blueprint trying to access a null
You could go to the folder it lists and open the CPP file and go to line 88 and try to decipher some more information. The rest of the call stack is likely failing because of this.
https://github.com/nachomonkey/RefreshAllNodes
Just putting this here. This free plugin has really helped me solve errors like this.
Hello, does anyone know why sometimes maps work in the packaged build when I include** only Persistent** map (without sublevels) in this list, but sometimes I have to include all sublevels as well?
Ok, so I'm partially answering myself now: from the engine source code it looks like it should not be required to add sublevels to this list, if the persistent map is added.
From GenerateDistillFileSetsCommandlet.cpp:
`// Load all maps
{
for ( auto MapIt = MapList.CreateConstIterator(); MapIt; ++MapIt )
{
const FString& MapPackage = *MapIt;
UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT( "Loading %s..." ), MapPackage );
UPackage Package = LoadPackage( NULL, *MapPackage, LOAD_None );
if( Package != NULL )
{
GRedirectCollector.ResolveAllSoftObjectPaths();
AllPackageNames.Add(Package->GetName());
UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT( "Finding content referenced by %s..." ), *MapPackage );
TArray<UObject *> AllPackages;
GetObjectsOfClass(UPackage::StaticClass(), AllPackages);
for (int32 Index = 0; Index < AllPackages.Num(); Index++)
{
FString OtherName = AllPackages[Index]->GetOutermost()->GetName();
if (!AllPackageNames.Contains(OtherName))
{
AllPackageNames.Add(OtherName);
UE_LOG(LogGenerateDistillFileSetsCommandlet, Log, TEXT("Package: %s"), *OtherName);
}
}
UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT( "Collecting garbage..." ) );
CollectGarbage(RF_NoFlags);
}
}`
So probably sth else is broken in my case.
Is there a way to see what is eating the resources in my 'Packaged Game'; VRPreview runs at a smooth 90FPS, packaged drops to an unplayable 10-15fps (VRPreview is running at Low scalabilty, on a resolution of 1080, so I have added these-SEE IMAGE-into GameState to replicate that in the Packaged Version). However performance is still shocking. Is there a way I can see what is causing this (I know that would require intricate knowledge of my project but if there is anything common that comes to mind please enlighten me) or is there any 'good practice' that I may be missing in the packaging process as I am self taught and this is my first experience packaging. Cheers.
Can anyone help? I cant package/build my project. Unknown error ;/
UE Version: 5.1
Logs: https://paste.gg/p/anonymous/da82356019594afb866ee1ee2e85ea65
what happen when packaging without saving or compiling?
Greetings!
Does anyone know how fix this error. Occurred while packaging
Error: Module 'ChaosVehicles' (Engine Plugins) should not reference module 'Chaos' (Project). Hierarchy is Project -> Marketplace -> Engine Programs -> Engine Plugins -> Engine.
"LogInit: Display: LogCook: Warning: Unable to find package for map ."
What does this error mean?
It means it can't find the umap file for a level you've made.
Why does it not list the map?
Or for a reference to a level you've made.
Because log messages weren't made to be useful! /s
I would find the error string in the source code and breakpoint it.
Show missing?
Thanks for your help! I'm a little confused between selecting maps in my Project Launcher versus in Packaging Settings. Where should I do it? Should I do both? I have one Persistent level with many sublevels. There's no Maps appearing under show missing.
Not a clue, sorry!
@mystic atlas no worries. This is what I mean. I don't get which one of these I should be using. Packaging Settings or Project Launcher.
Regarding the source code, do you know what folder those log messages are located in?
Nope
You've never done that before?
I've search for error string in the source code, sure. I use the search function, I don't look in specific directories. There are thousands. If not tens of thousands. When I say "source code" I mean the engine source code, not log files.
I know! I'm not a programmer, forgive me. I usually just go to the CPP file that it points to and search it in VS. How do you search it all at the same time?
ctrl+shift+f
Yeah but how do you search every file in the Source Code all at once?
^ Select "entire solution"
Honestly I'm not sure if the engine source code is available for searching like that if you don't have a source build.
I haven't used the launcher in forever. 😦
This is what it looks like
Usually I go into these folders if it gives me a path and open up the CPP file in VS where the error's happening. Is there a way to open up this entire folder in VS and then do Ctrl+Shift+F?
No I use VS. I'm just confused how I look at all the files at once. I open up this folder in VS I guess?
Does it not come with a sln file? Maybe in a parent directory?
If I open the "Engine" folder in VS I get this
That'll do.
Though I don't think you can debug the engine like that. :
😦
Do you have the debugging symbols installed?
(they're in the launcher as an engine option)
I do
Strange that there's no project for you to open in VS and debug with!
So I searched "Unable to find package map" and then I get this
These are where it could be happening. Now you're saying to add a breakpoint here?
It sounds like it's this. But I just don't understand why I would list maps here in Packaging Settings and in the Project Launcher.
It's for sure this one.
Were you able to solve this?!
What process do I attach a VS Breakpoint to if I'm trying to find a Log Message that's firing during the Build process in Project Launcher?
So unreal will let me package my 'game' (it's really just a single level) for shipping, but the exe won't actually run or do anything at all?
Ive set a 'default game level' and 'default game mode', so I expected the game to run in the same way as me hitting the test button in the ue editor...
does anyone know what would cause it to write error unknown
For some reason you have a Chaos plugin in your project, but the engine plugin ChaosVehicles is enabled
What could be causing my packaged game to be missing Level Sequences? I have no errors on packaging.
Can anyone give their 2c about upgrading from a 1080 -> 4070ti vs 4090 in terms of improving packaging times ?
I'm also wondering about the 12gb/24gb vram, is that gonna make a diff to packaging times ?
Hi everyone!
I've found interesting command line params for the Cook commandlet, and now I'm wondering in which situations that parameters could be used. I mean, does DisableUnsolicitedPackages mean that nothing will get into the final build? Do you have some examples when these params can be usefull?
Can anyone help? I cant package/build my project. Unknown error ;/
UE Version: 5.1
Logs: https://paste.gg/p/anonymous/da82356019594afb866ee1ee2e85ea65
ERROR: Failed to start local process for action ("The system cannot find the file specified"): C:\Program Files\Epic Games\UE_4.26\Engine\Plugins\Lumin\MLSDK\Intermediate\Build\Lumin\UE4\Shipping\MLSDK\mlsdk\internal\tools\mldb /C Project\Intermediate\Build\Android\vvo\Shipping\PreBuild-1.bat"
Does anybody know how to fix this?
Check the file path and see if that file is still there
UATHelper: Packaging (Windows): Failed to compile global shader FParticleCurveInjectionPS . Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.
It seems to be related to this
What does ShaderDevelopmentMode do?
Yeah Not there
What Should I do?
Create it as an empty file?
I'm not sure exactly but that's the error in your call stack which is causing the problem I believe - https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Rendering/ShaderDevelopment/
Information for graphics programmers writing shaders.
Yeah I think the answer from @mystic atlas would be worth trying
did u get to fix this?
@ornate plover you having the same issue?
WAS
I FIXED THIS SHIIIIT
it turns out there was a weird BP casting to my BP Character. Just changed to cast to native cpp ACharacter and it fixed
i'm now having a issue with my navmesh not properly working for the AI they aren't moving
this is the last damn bug and i can finally launch LoH
its irritating
ohh really?
part of the process haha
mine was a sequence was added to a level
and had to go through evey single level and delete them
lol
does anyone know if we can pull the command being used by the editor so that we can use it in a commandline?
Hello there!
I have a question with Startup Movies.
I have set up them with both options
- "Movies are skippable" ✅
- "Wait for movies to complete" ✅
The problem is that I can't skip the videos at all by mouse clicking or any other key.
I don't know if I have to setup any other option in project settings or anywhere to make it work.
I would really appreciate it if you could help me.
Thanks!
Hi I am currently getting this issue when I try to package my game for windows:
i get this when i try packaging as well:
when i try updating device i get these errors:
i've installed sdk updates with visual studio and seperately and a bunch of other solutions from searching forums
any help would be appreciated
after further googling this solution seems to have helped:
https://forums.unrealengine.com/t/sdk-turnkey-error-code-1/679339
trying to build but it's tossing out this error, can anyone give me a hand?
I'm looking into it some more and it's saying 'Unable to instantiate module UnrealEd for non-editor targets'
nvm there were some additional dependencies in the uproject file that didn't belong and I had to delete those
what are the files necessary for zipping a windows build and still have it work? Right now if i were to send the build, player would have to unzip, then click through several folders before seeing the proper exe. id like to have the exe be the first thing you click on. or at least decrease the amount of folders or clicks to go through before finding the exe
I selected the top folder as the build location
but some reason a windows folder was generated below/outside of it
then if i go into the intended folder
another windows folder...
then go into that windows folder and you see all of this stuff
IF i were to send this to anyone, Id like to lower the chance of them feeling lost as part of the experience.
my packaged game keeps crashing at launch. anyone knows whats this about? seems like about graphic settings
works fine on pie.
Hello, I have a Windows desktop project, which I am packaging right now by going to File>Package Project>Windows. I want to change this workflow such that it automatically increments the Project Version in the Project Settings whenever it is packaged. How can I go about achieving this?
hey when packaging our game the Game Icon for windows somehow doesn't work.
any idea why that might be? does it need a specific folder structure? when i selected it from our folder it automatically created a copy in the build/windows folder. it's a 256x256 .ico file
hello i packaged my project and when i went to open it it crash a little bit after opening
and gave me this error
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 953]
Rendering thread exception:
Assertion failed: IsInGameThread() [File:D:\build++UE5\Sync\Engine\Source\Runtime\HeadMountedDisplay\Public\IHeadMountedDisplayModule.h] [Line: 90]
0x00007ff7526d0cde UnrealGame.exe!UnknownFunction []
0x00007ff7526d6430 UnrealGame.exe!UnknownFunction []
0x00007ff7526d501c UnrealGame.exe!UnknownFunction []
0x00007ff7526d5235 UnrealGame.exe!UnknownFunction []
0x00007ff7526d6f53 UnrealGame.exe!UnknownFunction []
0x00007ff756cc8508 UnrealGame.exe!UnknownFunction []
0x00007ff756cbe043 UnrealGame.exe!UnknownFunction []
0x00007ff756cbf96c UnrealGame.exe!UnknownFunction []
0x00007ff752727844 UnrealGame.exe!UnknownFunction []
0x00007ff752727d5e UnrealGame.exe!UnknownFunction []
0x00007ff755f06375 UnrealGame.exe!UnknownFunction []
0x00007ff755f09819 UnrealGame.exe!UnknownFunction []
0x00007ff752dafdf2 UnrealGame.exe!UnknownFunction []
0x00007ff752da7b80 UnrealGame.exe!UnknownFunction []
0x00007ffba8ce7614 KERNEL32.DLL!UnknownFunction []
0x00007ffba93a26a1 ntdll.dll!UnknownFunction []
i tried fixing it but im stuck
Look up the Project Launcher
Hi I've recently just packaged my game and I'm getting the following error. Does anyone have any idea what might be causing this as I can't really find much on it. Thanks
Stuck on the following error while packaging:
UATHelper: Packaging (Windows): LogDirectLinkNet: Error: Endpoint 'UE5-Editor': Unable to start communication (error code:2):
PackagingResults: Error: Endpoint 'UE5-Editor': Unable to start communication (error code:2):
Can anyone assist?
Oi, does anyone here have any experience with Epic's BuildPatchTool? Trying to get a build up on EGS and the tool is not behaving. Throwing errors about not being able to check for the latest version and about missing McpArtifactService, whatever that means in this context. Anyone seen something like this before?
Hi @deft reef , if you could create a private discussion on EOSHelp (https://eoshelp.epicgames.com/), my team should be able to look into this for you.
If you could include the full log file from the BuildPatchTool, that would help a lot. A common cause for this error is that you may have modified the tool directory structure or have only copied across the executable.
The tool relies on the files in the zip archive to function and the whole zip archive should be extracted to a directory and left as-is.
As far as I'm aware it hasn't even produced any logfile so maybe there is indeed something off with the whole directory structure. I'll relay your message to the person on our team who's currently fighting the tool and we'll get back to you.
I'm the one "fighting the tool" and one simple comment: "zip archive should be extracted to a directory and left as-is." reminded me that I've done one not-so-smart thing. And that would be going into ZIP Engine directory and extracting directories inside it (to my designed disk directory), omitting the overlaying Engine directory. Thank You for pointing this out - it seems the tool is working properly right now 🙂
@wicked vapor Thanks a lot of the help ^ 🙂
Hey - sorry for the very late reply. I found a forum page saying it doesn't work with Android with the latest version and they will fix it in the next one ( I think 5.2 but not sure)
Hey! Sorry if this doesn't fit into the topic. I'm trying to use Alembic geometry caches in my game. It's work fine in the editor, but once I pack it as a standalone game, the caches stop randomly and the texture are became blurry. In this example, the cache and textures are loaded during playtime, but in my normal project, this doesn't even happen and I need to restart the game a few times for everything to work perfectly.
https://youtu.be/zJztCHRLQQQ
Hey, anyone know a fix for it ?
I never had an Error like this, before
Do niagara function scripts show up in a packaged project? I'm not seeing the function scripts in the folder hierarchy and was wondering if UE5 just compiles the function scripts into the niagara system.
what’s the difference between the build stored in “intermediate” and the build stored in “saved”? which do I need to keep, in order speed up subsequent packaging times?
is there any reason that some business logic would fail in a packaged version vs. editor?
im trying to start a quest when i enter an area, it works in the editor, but in packaged version it doesn't show up
why "MyActor" gets packaged inside .pak01 file instead of .pakchunk1001?
when audit asset on Myactor, I can see chunk id is 100
any idea why print string doesnt show up when i package in 5.0.3 as debug, or dev build? Or is there any work around to see the print string result in a packaged version?
i literally have the same exact problem, my 2nd quest wont get picked up in a packaged build and i cannot figure out why
Hello,
I am trying to package my game in UE5 but cant seem to get the SDK installed correctly. Do I need 3.1?
Hi, my game runs at 100-120 FPS on high graphics, this is in editor, but when playing as a standalone application it lags, does anyone know how to fix
if you run the game in standalone then it loads your computer along with the engine
in the finished assembly, the fps will be even higher
awesome thx
Has anyone ever faced that error when packaging ?
That's the log :
UATHelper: Packaging (Mac): ERROR: A package store manifest is required when staging to IoStore. Expected to find /Users/gastondemourgues/Documents/Unreal Projects/StoryB_V16.11/Saved/Cooked/Mac/Story_B_16/Metadata/packagestore.manifest. Ensure that cooking was successful.
UATHelper: Packaging (Mac): (see /Users/gastondemourgues/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
UATHelper: Packaging (Mac): AutomationTool executed for 0h 2m 18s
UATHelper: Packaging (Mac): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 1
PackagingResults: Error: Unknown Error
[SOLVED]
By removing the '"use Io store" option in package settings it actually works 😉
is there a way to make .pak file for specific asset from content browser?
sorry, it was a long time but didnt work ;/
Error: https://paste.gg/p/anonymous/a19e140b92c345c0964cd28466d72afe
I found out that disabling Use IO Store fixes the issue, but is this a good idea?
Hello, I have build the engine from source code
When I want to build my project using the Server Target, I get the following error. I can build for Editor without problems.
Microsoft.MakeFile.targets(44, 5): [MSB3073] The command "G:\UnrealEngine-5.1\Engine\Build\BatchFiles\Build.bat TestGameServer Win64 Development -Project="G:\Unreal Engine\Unreal Projects\TestGame\TestGame\TestGame.uproject" -WaitMutex -FromMsBuild" exited with code 6.
Any ideas what could be the problem? I have tried clean source build too.
using UnrealBuildTool;
using System.Collections.Generic;
public class TestGameServerTarget : TargetRules
{
public TestGameServerTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Server;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "TestGame" } );
}
}
does anyone know why my packaging is stuck like this? its been like this very long
nvm its going now
Does anyone know of a video explaining how to package a project on mac for apple silicone device ? It's such a mess the difference btw arm64 and x86_64. I don't have enough knowledge to apply the things explained in this link https://docs.unrealengine.com/5.0/en-US/supporting-arm64-and-universal-binaries-for-apple-arcade-in-unreal-engine/
Hello I have an error wehre i might have duplicate keys? Its my first time building a project and i have a plugin. anyone know how to get rid of this error? Its my first time doing so and its for a game jam any help would be gretly appreciated
What is an IO Store in packaging? (Project settings -> Use IO Store)
I heard it made the game more efficient
Is there some kind of 'minimum required setup' to build out a working demo of a game? I have a level, and a working pawn (I can hit play in the editor and control it). I wanted to export the level to have someone else test some of the setups, and it builds for windows "fine" (no errors) but the exe doesn't seem to do anything
I have a default game mode and default level selected
@trim flare Check the logs and see if there's anything in there, if there are no logs make sure you have a development build.
i tried everything
i am deeply broken
my unreal engine just wont package anytthing
its not even project related anymore
i set it up to be a shipping config... press the package button... and out comes a development build
and no matter what i do
i can
not
fix
it
I hear pressing enter less has code improving benefits!
Are you using the launcher engine?
no
wait
yes
the default engine
freshly installed today
Also i installed the missing libraries, i had the same issue on my other pc until 5.1 came...
all my builds turn out to be development, i have the console and i can see the print messages.
Can the launcher engine package shipping? I thought it was development only.
it can ofc
it works fine on my other pc
i have no idea why it doesnt work
it doesnt even give an error
as soon as i hit package like normal... it has switched to development config
I blame Laura.
i wish laura was here
would know
you know what
time to todo something i never do
i will ask in forums
Good day hello, Every time i try to package my game on my NEW computer where i FRESHLY installed unreal engine i cant package anything anymore… It cooks the project and makes a Pak but ingame i still get all the Prints and have access to the console. I made sure its shipping build for full distribution and stuff, it works on the other PC total...
ok
@fierce pebble Tried going to the "Packaging Settings" and checking if you didn't specify a specific build target?
i never had to wrote there
what should i write?
WIndows?
i can try if you want
As in it should be empty.
Is this for a specific project only?
no
Did you try it with a basic template for example?