#packaging

1 messages · Page 4 of 1

versed smelt
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I get his when I open the dmp file and don't know how to proceed from there

deep moss
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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.

versed smelt
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I found these files inside the packaged project folder

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location

junior tendon
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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.

deep bane
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how to disable title bar??

velvet turret
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im getting this error

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UATHelper: Packaging (Android (ASTC)): Caused by: java.lang.ExceptionInInitializerError: Exception org.codehaus.groovy.GroovyBugError [in thread "Daemon worker"]

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im just trying to package the vr template in ue5.0

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ive been trying to package the template now for two days

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lmk if anyone knows the problem

deep bane
velvet turret
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allready done sir

deep bane
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remove this bracket from (project)

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you have to setup key store

velvet turret
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like this?

deep bane
velvet turret
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done that..made a keystore...added it and set the project for distribution

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still getting the error

glossy plume
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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!

velvet turret
fleet kraken
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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

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No problems in PIE

winged moss
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did you package the map?

azure ginkgo
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How to enable R8/proguard?

gritty rampart
proven oyster
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You running separate process?

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Also what version engine?

nova lion
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Can you build for ubuntu 22 on windows 2019? little confused as to what I need here

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surely you can build yourself a server only dedicated build inside a container headless or something at the very least?

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i found the documentation, my bad.

azure ginkgo
fleet kraken
fleet kraken
fleet kraken
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i think i found my problem though

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according to logs, the map can't be found

empty spindle
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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”

proven oyster
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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?

hasty vale
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Is there any difference between using File->Package Project and Window->Project Launcher?

dusky fossil
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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.

trail willow
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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

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everything else in the directory labelled by the PrimaryDataAsset doesn't cook except for the Data Asset

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is this an issue with data assets in general? i cant figure it out

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I can see nothing references the data asset

trail willow
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ah I think the issue was that the data asset had an FText field and that messed it up somehow

trail willow
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no that didnt fix it

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im out of ideas

dusky fossil
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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

wind crown
azure ginkgo
wind crown
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how have you checked on wether it is enabled or not?

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package a project ( shipping/ for disturbiting settings) and open android studio in the gradle folder of the packaged project

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then check if it is enabled or not

azure ginkgo
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If enabled by default it shouldn't give warning on Play Console

wind crown
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and had you this issue on lower versions than 5.1?

azure ginkgo
wind crown
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is the warning on 5.1 version?

azure ginkgo
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I lowered minSDK from 27 to 21

wind crown
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i mean ue5 version

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eh?

azure ginkgo
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UE4

wind crown
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why?

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min sdk 26 is fine

azure ginkgo
wind crown
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very small percent of users will use sdk26 and below

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plus those devices are slow and will just cause crashes and anrs. which will reduce your app visibility in the play store

azure ginkgo
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oh I see

wind crown
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check how much devices at low android versions?

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they are very few

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like 0.1%

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not worth it

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make ur min sdk 26

mystic atlas
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Targetting 10+ seems like a good standard.

wind crown
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solve the other warnings as well. the first warning esp

azure ginkgo
wind crown
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and min 10 is too high. 8 is pretty good spot

mystic atlas
azure ginkgo
azure ginkgo
wind crown
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in another game i had 4k users.
only 2% are android 7 and below

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@mystic atlas do you make games for android also?

mystic atlas
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Nope

azure ginkgo
wind crown
azure ginkgo
mystic atlas
wind crown
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let me login and see

azure ginkgo
wind crown
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i do

azure ginkgo
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It's on the Dashboard

wind crown
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i know, but im reffering to the rate

azure ginkgo
azure ginkgo
wind crown
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🤷‍♂️

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i dont have that graph

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i have the crash and anrs as a details panel

azure ginkgo
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You can add it to Dashboard somewhere in settings

wind crown
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yep. that what i was talking about

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@azure ginkgo how did you get the graph?

azure ginkgo
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@wind crown Should be setup button on Dashboard.

wind crown
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i dont have it.

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mind sharing screenshots? that might help

azure ginkgo
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Share screenshot

wind crown
flint roost
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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.

flint roost
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yeah ue4 packaging using the native blueprints option

azure ginkgo
flint roost
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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.

wind crown
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i dont suggest using it

flint roost
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Usually only takes about 15 minutes. This time it has been hours.

wind crown
azure ginkgo
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Nativization seems to be dead

wind crown
flint roost
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ohh poop. Docs said it made things faster so it looked interesting

wind crown
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@azure ginkgo

azure ginkgo
azure ginkgo
wind crown
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why?

flint roost
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Or is there a way to convert what I have to c++?

wind crown
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i think UE 5.1 has that feature

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did not use it yet

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blueprint header thing

azure ginkgo
wind crown
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that 1 crash is my device btw

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it is a development hidden bug

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so how can i get the graph?

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@azure ginkgo

warped frost
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hey guys i am looking for someone who can help me package a game ASAP i will pay

winged moss
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why don't you just ask the question

weak scaffold
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But you can also reparent classes without too much trouble

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It's not a start from scratch all or nothing decision

winged moss
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easier in 5.1 though

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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

flint roost
deep moss
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Where do we change "BootstrapPackagedGame"?

I'm doing a full source 5.1 clean Shipping build via the command line - and it keeps that?

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When I hover over the .exe - it has this

fleet kraken
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Getting this error on my packaged game, using steam online subsystem.

errant dock
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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)

hearty crypt
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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

hearty crypt
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my all ue5 project stuck at this 😦

hearty crypt
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I'm using default project packing settings

thorn ether
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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?

hidden stirrup
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Hi, has anyone here ever had issues with C++ derived blueprints that do appear in the editor but not in a packaged build?

dusky fossil
hidden stirrup
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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.

dusky fossil
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I'm looking around for docs on the Io Store option but there's not much online, does anyone know what it does?

mystic atlas
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If you change the class of components in a blueprint, you totally break them.

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(c++ defined components)

dusky fossil
mystic atlas
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I mean going into a blueprint subclass and changing the type of a c++ defined component.

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The same as you'd do with the object initializer in c++ to change the cmc component type, for instance.

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It might have been fixed, but before it would brick your component.

fast pendant
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hello guys having this error while packaging my android game

formal bone
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I got this error for the first time while packaging the game. Anyone knows what's up?

unique harbor
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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?

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Any ideas on the issue? Or maybe it's something with how I packaged it?

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Or is that pretty typical

knotty cedar
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😄 hello, randomly my game cant package anymore, its weird because i didnt change anything.
Can someone help me?

mystic atlas
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It's telling you what the error is right there.

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It's not highlighted in red, though.

knotty cedar
mystic atlas
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You are not allowed to package Editor-only code.

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Your project links to Editor-only code

knotty cedar
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I have never heard about that, so what can i do to fix this?

mystic atlas
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Stop linking to editor only code.

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In this case, it's UMGEditor.

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If you have some sort of editor-only widget thing, you can exclude it from non-editor builds with a few tricks.

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If you are trying to use editor-only code in your game, you need to change it to stop using that code.

knotty cedar
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well i want to exclude it from the my game

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how do i do that?

mystic atlas
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Take out UMGEditor from your module.build.cs and add these lines: if (Target.Type == TargetRules.TargetType.Editor) { PrivateDependencyModuleNames.AddRange(new string[] { "UMGEditor" }); }

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I'm assuming you're using a c++ project.

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If it's BP, I'm not sure how to help.

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Anyway, then you have to enclose all bits of code that reference UMGEditor with #if WITH_EDITOR #endif

mystic atlas
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Try packaging.

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Every error that pops up concerning link errors -> you need to exclude.

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Like I said, this is assuming you have a c++ project and know about about c++ to copy+paste into a text file.

knotty cedar
mystic atlas
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Then you didn't change your build.cs file

knotty cedar
mystic atlas
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Then you may need to recompile with the editor closed.

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Try compiling in a non-editor configuration.

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You can fix it direct from your IDE

knotty cedar
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i go in my IDE and build it?

mystic atlas
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Yes. With the editor closed.

knotty cedar
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still the same error

knotty cedar
mystic atlas
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That isn't your IDE output log.

knotty cedar
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it doesnt give me any errors in the IDE i think

mystic atlas
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What configuration are you building in?

knotty cedar
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in shipping

mystic atlas
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Delete your intermediate and binaries folders.

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That'll force it to rebuild.

knotty cedar
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yes i did

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so now i have to rebuild in the IDE again?

mystic atlas
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In VS? Right click on your project name in the solution explorer and hit build.

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That is the most sure solution.

knotty cedar
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now i got something new

mystic atlas
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Close VS. Right click your uproject file and do "generate project files" or "generate solution" something like that.

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Then open the project again.

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Anyway, I'm out. Stuff to do. Good luck!

knotty cedar
fiery pilot
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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).

fast pendant
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Having this error when I package my android game environment not showing as well as the character 🤷🏾‍♂️

quaint shore
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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)

  1. In ue4 4.27 I was able to run compilation with all available logic or physical cores
  2. Then it started just before I switch to 5- 5.1 and not I see this calculation
  3. I have 32GB RAM + 5900X (12 cores / 24 Threads)
  4. 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 ?
zenith musk
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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 ?

zenith musk
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can anyone tell me?

mystic atlas
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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.

smoky kayak
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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

modest idol
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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.

hollow jetty
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HEYYYYYYYYYYYYYYYYYYYYYYYYYYYYY

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How to fix this error?

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Does anyone know it ?

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Is it Srs?

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If anyone is free can you help me fix this prob?

rich thistle
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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.
fiery pilot
#

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.

fiery pilot
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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.

hollow jetty
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Hey hey hello

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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

formal tangle
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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?

uncut folio
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Hello, can someone help me? I can't build the game

rotund oak
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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

undone turret
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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

undone turret
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never mind figured it out I think lol

hollow jetty
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More reduced
Image
anyone know how to fix it?

teal blade
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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

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I'd like to test some gestures that would only work on a touch screen, like Pinch to zoom

wind crown
fiery pilot
wind crown
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What's your spec?

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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

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If it works then good. Migrate the entire project into the new working project and package

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If not. Then keep trying with it until i get on my laptop and help you out!

fiery pilot
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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.

idle tulip
# dusky fossil I'm looking around for docs on the Io Store option but there's not much online, ...

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

▶ Play video
#

There's also some discussion of it on the unreal forums. https://forums.unrealengine.com/t/undocumented-use-io-store-packaging-setting/144296/9

Epic Developer Community Forums

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...

dapper canopy
#

Is there a way to change package name without breaking *.exe ico?

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After I changed package's folder name, icon is reset to default's unreal's

teal blade
#

is this website showmyudid safe?

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I need to get the UDID for provisioning

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and don't have a mac with iTunes

empty spindle
#

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 💯

fiery pilot
#

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

wind crown
#

I would spilt the project content into chunks and package

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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 )

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if not, move to the other level ( the second level ) and so on

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until you find which level and its content is cuasing this issue

fiery pilot
#

Thanks @wind crown, there are actually 4 levels in the project right now. I'll give that a try.

wind crown
teal blade
#

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?

wind crown
#

You have visual studio installer? Run it and install all donet 3.0.1 realted

teal blade
#

only visual studio code

teal blade
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the error asks for a framework, but which one?

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do I need this?

wind crown
#

@teal blade all lol

fiery pilot
#

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. 🙏 ♥️

native jewel
#

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.

deep moss
#

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?

deep moss
#

yep - the bUseUnity = false thing. (not Unity the game engine)

winged laurel
#

hi guys, any help for this error ?

wicked rampart
native jewel
#

Retail devkit

surreal matrix
#

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?

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btw i can open and play the level in PIE without any issues

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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```
wicked rampart
#

So you need pbd files and you need to build along that with package @surreal matrix

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

wicked rampart
#

🧐 probably 2 to 3 mins max

#

Oh alright then.

surreal matrix
#

i only have an hdd but still that's a lot

wicked rampart
#

It should not take that long .

surreal matrix
#

hmmm ig i did something wrong

#

these folders apeared i dont think they should exist

#

apart from D3D12 that always been there

wicked rampart
#

I guess you did something wrong here. You need PDB only for your exe

surreal matrix
#

omg i just noticed what i did wrong

#

i thought that said to specify which folder to load symbols from

#

not cache

#

fml

#

🤦‍♂️

wicked rampart
#

You need to Tick Include Debug Files Option while packaging

5th Checkbox under Project.

surreal matrix
#

ok 🤔

#

ig i will do that

#

VS wont complain about missing symbol files, right?

wicked rampart
#

Yes once you do that, Load Symbols and VS wont complain about missing pdb / symbol files

surreal matrix
#

alright thanks!

abstract escarp
#

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

surreal matrix
dreamy scaffold
#

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?

winged moss
#

searching the log for the word "error" will help

dreamy scaffold
abstract escarp
#

Ik... but they really should have a channel covering console development and proof because forums are pretty bad for responses

wicked rampart
snow glacier
#

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.

spare comet
#

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 ?

wicked rampart
#

Umm That can be done

#

Force Small OBB and Allow OBB Patching and Chunks should do the trick

spare comet
#

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)

wraith spindle
#

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

proper void
wicked rampart
#

Install the right version

wicked rampart
#

Gotcha you are on Android 12 SDK and you need Android 13 i.e API Level 33

coarse ruin
#

Does anyone know what this error might be?

[File:D:\build++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\Evaluation\MovieSceneEvaluationTree.cpp] [Line: 222]

desert anchor
#

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"
deep moss
desert anchor
#

@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

deep moss
desert anchor
#

where do you use/set that?

deep moss
#

in your {Game}Server.Target.cs

you do

        Type = TargetType.Server;
        bUseLoggingInShipping = true;
                ...
desert anchor
#

oh okay, let me try that

#

hmm... now it dies before throwing any error

#

didn't even make log file in saved folder

desert anchor
#

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

wicked rampart
#

No debugs?

desert anchor
#

how can I debug a .exe project?

wicked rampart
#

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

desert anchor
mystic atlas
desert anchor
celest mountain
#

Is there anything I could do about this? I'm packaging the project for Windows.

Unreal Engine 5.1

desert anchor
#

should I be able to see the call stack? cause it's empty

mystic atlas
#

You should add it to your already existing solution.

desert anchor
#

oh okay

mystic atlas
#

And if you've packaged your game, it has probably stripped away a lot of debugging information.

desert anchor
#

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?

mystic atlas
#

I believe so

desert anchor
#

i see... okay

#

and i can use UnrealVS to run the command

mystic atlas
#

I guess?

desert anchor
#

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

crisp patrol
#

Purely at a user interface / ease of use level which would you recommend?

graceful orbit
#

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

crisp patrol
#

Thanks!

open rapids
#

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}

graceful orbit
crisp patrol
#

Is this true as when I tested it, the build failed

severe hare
#

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?

true thistle
#

why dose the blink meida plugin in unreal fail to package on windows

fatal error LNK1120: 2 unresolved externals

#

gives this error

frozen crow
#

I am getting this error.... anyone have a fix?

warped dirge
#

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

winged moss
atomic forum
#

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
burnt kindle
#

can someone plz help me I'm losing my mind

noble lagoon
#

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 ?

plain lodge
#

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?

dapper canopy
#

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?

severe hare
#

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.
mystic atlas
#

The fix should be pretty obvious...

#

Toggle that flag on in the material.

hollow jetty
#

Hey hey hey

#

Everyone

#

Now I Want a Answer

#

Is There Any Way to Reduce 50 GB Size to 2 GB?

mystic atlas
#

Delete 48gb.

solid wraith
#

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

gloomy badger
# hollow jetty Is There Any Way to Reduce 50 GB Size to 2 GB?

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

gloomy badger
# plain lodge I have a question. What exactly is the purpose of encrypting your pak files and ...

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

plain lodge
#

Hmmm ok thanks for the answer!

real quarry
#

while packaging project for mobile i'm getting this error

#

i tried to run rungradle.bat manually then i got wrapper-jar already exists:(

eager yoke
#

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?

marsh chasm
long abyss
#

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

long abyss
#

the same plugin package on an empty project I just don't get it

brisk thunder
#

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.
true thistle
#

imgetting the same issue its just stuck running garbage collector over and over until unreal crashes and finally packages the game

brisk thunder
dusty rapids
#

can anyone help

#

exit code = 6

#

PackagingResults: Error: Unknown Error

teal kettle
#

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."

true thistle
rocky wave
#

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

lyric hedge
#

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!

brisk thunder
woven escarp
#

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?

mystic atlas
#

C++ ones will be loaded at engine start, just like the engine.

#

They're "baked" into the code.

woven escarp
#

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

mystic atlas
#

Maybe you have an editor-only module that has the class for those objects?

woven escarp
#

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

true thistle
olive scaffold
#

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

jagged jolt
brisk thunder
# olive scaffold cant seem to get it to package

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?

olive scaffold
#

Will try building from vs

olive scaffold
#

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

deft karma
#

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 😬

wicked rampart
#

Packaging to Windows requires Windows SDK if I am not wrong .

wooden coyote
#

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?

tribal forge
#

I tried to apk my project twice, but I can't, I don't know what to do 😔!

wet jackal
brisk thunder
# olive scaffold Whelp at least i got a new error and the IDE thing is gone

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

brisk thunder
olive scaffold
#

Packaged all fine!

brisk thunder
wet jackal
tribal forge
wet jackal
tribal forge
#

No, on Unreal Engine 4.27

wet jackal
tribal forge
#

Well, the main error that happens is about Java.

#

I'll show you what I put in, wait a moment.

brisk thunder
# wet jackal For me when I try to package even an empty project or third person template with...

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

tribal forge
wet jackal
#

I think it's some kind of bug with UE5.1 as I was able to package projects in previous versions with no problem.

hollow jetty
hollow jetty
#

Okay did that

#

now

#

does anybody have any idea how to solve this?

open rapids
#

You Need To generate A key store and eneter it in the project settings in android sesion

jagged cape
#

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?

fathom lark
#

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.

ionic mulch
#

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.

ionic mulch
jagged cape
#

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

fathom lark
lost jay
#

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.

lost jay
#

I guess to generalize: Is there an option to disable material output pins for specific build targets?

mystic atlas
#

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)

frozen crow
#

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?

long abyss
#

How does this work?

brisk thunder
dark swallow
#

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.

wet jackal
tight fjord
#

what is "boilerplate"?

#

when i enable a plugin, i get these errors on packaging

#

when i disable, it packages just fine

plucky geyser
#

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!

rare relic
lost jay
frozen crow
#

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?

native jewel
#

I have two questions, but for different things.

  1. 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.
  2. 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

steel dagger
#

Anyone know how to include crash reporter in packages built using a custom launch profile? The option is not there at all

wicked rampart
mortal inlet
#

when i try to package it says dotnet does not exist even though it does. How do I fix?

brisk thunder
brisk thunder
brisk thunder
frozen crow
#

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.

vast swallow
#

How do you package a project in UE5?

native jewel
steel dagger
gritty rampart
mortal inlet
#

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!

steel dagger
#

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

stable tulip
#

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?

analog tinsel
#

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

open rapids
brisk thunder
vast swallow
#

thanks!

harsh totemBOT
shadow storm
#

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

short torrent
#

can anyone help me package the game

#

or tell me a tutorial that shows how to do so

#

where is that

#

using ue4

#

tyy

steel schooner
#

why am I getting this error when I try to run my newly packed game?

#

Fel = Error if you wanna know 😉

dapper canopy
#

Is there a way to make unreal create folder in the package after packaging?

robust goblet
#

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/

How to divide assets into chunks and cook them into .pak files

open rapids
#

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

open rapids
mortal spruce
#

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 ?

mortal spruce
#

DefaultPakFileRules.ini seems to be ignored when using a custom profile in the profile launcher ...

forest token
#

can someone help me solve this one,its always error

fierce pawn
#

hey. trying to package my project but these show up and it fails:

#

any idea on what should I do? thanks!

open rapids
fierce pawn
#

do u want me to tell u what assets from the marketplace I'm using?

past pollen
#

is there a way to use a packaged game that have virtual camera? on UE5

open rapids
# fierce pawn nope

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

fierce pawn
#

ah okay. I'll try to check everything, thanks!

open rapids
fierce pawn
open rapids
#

mmm

open rapids
# fierce pawn did that already 😦 still didn't work

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.

fierce pawn
#

I'll try that. thanks a lot

open rapids
#

np

sage folio
#

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

hollow jetty
#

HEYYYYYYYYYYYYYYYYYYYYYY

#

How to solve this

north rose
#

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

white flower
#

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.

ebon oracle
#

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?

mystic atlas
#

"Doesn't work"?

wooden stream
#
 [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

buoyant atlas
#

Does anyone know how to fix this I have been trying for awhile now but I just can't get it to work

manic eagle
#

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.

rotund oak
#

Can anyone help me package my game? Finished the first build and get this pop up and now my game won't package.

scenic cypress
#

@flat lagoon Я пытаюсь помочь тебе, друг. Опубликуйте свою ошибку здесь

#

Опубликуйте свой выпуск на английском языке здесь

flat lagoon
#

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

scenic cypress
#

@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?

flat lagoon
scenic cypress
#

Введите "/stream" на английском языке в чат

patent igloo
#

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

patent igloo
#

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

limpid trench
#

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?

open rapids
limpid trench
#

GitLab

#

well gitlab and DVC and Google Cloud Storage would be more accurate

#

for a Linux deployment

open rapids
#

Do you happen to have a functional yaml file that I can use as a template?

limpid trench
#

not that belongs to me

#

I have NDA

open rapids
#

Oh, thanks

limpid trench
#

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

open rapids
limpid trench
#

DANG, hell of an idea

limpid trench
#

@open rapids seems that there is no way to set the quality for shipping imho

open rapids
#

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

mystic atlas
#

Which exe are you running? The one is the base dir or the one in teh binaries folder?

mystic atlas
#

You get 2 exes in a build. One in the base build folder which just runs the other one in teh binaries folder.

open rapids
#

Ah, the one in the base folder

#

The binaries one also doesn't run

mystic atlas
#

Try maybe with -log?

open rapids
mystic atlas
#

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?

open rapids
#

Unfortunately still no

rose pulsar
#

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

wooden stream
#
 [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 :/

wooden elm
#

UE 5.1
Hey folks, really hope someone can help me, I will try and outline whats going on.

  1. Packaged game, package ran properly - uploaded to steam and works fine
  2. New Build, compiles, runs standalone and builds successfully
  3. New Package crashes on opening with only "Fatal Error"
  4. New Package runs ok when downloaded via steam on other computers
  5. Restored backup of stage 1
  6. Stage 1 packaged game now crashes with Fatal error on my machine despite previously running without any problems.
  7. New Clean Project (TP) Also packages and runs
  8. 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!

wanton olive
#

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.
limpid trench
manic eagle
brisk thunder
#

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

hoary oak
#

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

ebon oracle
#

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?

stone bramble
#

anyone why this happens when running packaged game (DEBUG) on another PC

mystic atlas
#

It didn't package that material.

kind gorge
#

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?

atomic dirge
#

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'.

mystic atlas
#

Don't like to editor only modules/plugins

atomic dirge
#

tried to disable some plugins, looked around for more info but nothing

atomic dirge
mystic atlas
#

Are you using c++?

atomic dirge
#

both c++ and bp

mystic atlas
#

Are you linking to any Editor modules in your build.cs?

atomic dirge
#

not too sure rn would have to check

#

give, me a minute

mystic atlas
#

Post your build.cs and uproject (or uplugin, if you're making a plugin)

atomic dirge
#

the actual project only uses
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "Paper2D" });

mystic atlas
#

And you have just a single module?

atomic dirge
#

yeah

mystic atlas
#

And what about your uproject file?

atomic dirge
#

{
"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)"
]
}
}

mystic atlas
#

Then no idea I'm afraid.

atomic dirge
#

i see

#

thanks anyway

mystic atlas
#

Maybe one of the VR modules you use is linking to an editor plugin

atomic dirge
#

mhh

mystic atlas
#

I've definitely seen that specific error before, so you're not the only one.

#

It's been ages, though. 😦

atomic dirge
#

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

mystic atlas
#

Good luck!

atomic dirge
#

thx

scarlet creek
#

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.

south jacinth
#

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

south jacinth
#

Is it possible to rebuild certain modules or whole engine without opening an IDE?

mystic atlas
#

Sure. You'd need to know the command to do it. It is not simple.

south jacinth
#

Or maybe a fix for the issue above?

mystic atlas
#

Shrug

smoky pollen
#

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)

open rapids
#

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.

autumn mural
#

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

frosty oar
#

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

raw timber
#

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 ?

rose pulsar
#

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?

winged moss
#

run it -waitfordebugger and attach

crisp patrol
#

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)

wanton olive
#

Just sending out feelers again with this issue I encountered while packaging to Android with 4.27:
#packaging message

rain sluice
#

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?

#

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

terse mulch
#

OH

#

THIS IS A CHANNEL??????????

#

Someone plz help

#

I need advanced knowlege

mystic atlas
terse mulch
#

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

mystic atlas
#

Have you tried debugging it?

terse mulch
#

I'm kind of unfamiliar with the debugging tools in unreal unfortunately

mystic atlas
#

It's not an Unreal tool you'd use to debug it!

terse mulch
#

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

terse mulch
mystic atlas
#

Visual Studio!

terse mulch
#

Can I do that with a packaged exe?

#

;0

mystic atlas
#

Yes

terse mulch
#

:0

#

0:

#

thank you, I'll look into how to do that once I'm done helping a guy

deep moss
edgy niche
#

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

rose pulsar
#

Please tell me someone knows a solution

limpid raptor
#

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

limpid raptor
mystic atlas
#

Is that the only error you get?

bold pawn
clear verge
limpid raptor
halcyon light
#

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

limpid raptor
#

UAT error I believe. Not sure what it means. Can anyone help?

royal bough
#

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.

river hare
#

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

clear verge
south jacinth
#

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

tepid abyss
#

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?

royal bough
tepid abyss
royal bough
#

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

native jewel
#

I have two questions, but for different things.

  1. 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.
  2. 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

proper void
wary wasp
#

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.

autumn rock
#

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...

wooden elm
#

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

royal bough
#

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?

limpid raptor
#

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.

limpid raptor
limpid raptor
limpid raptor
deep abyss
#

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?

deep abyss
#

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.

snow path
#

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.

clear verge
fossil galleon
#

what happen when packaging without saving or compiling?

native shuttle
#

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.

limpid raptor
#

"LogInit: Display: LogCook: Warning: Unable to find package for map ."

limpid raptor
mystic atlas
#

It means it can't find the umap file for a level you've made.

limpid raptor
mystic atlas
#

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.

mystic atlas
#

Show missing?

limpid raptor
# limpid raptor

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.

mystic atlas
#

Not a clue, sorry!

limpid raptor
limpid raptor
# limpid raptor

@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.

limpid raptor
mystic atlas
#

Nope

limpid raptor
mystic atlas
#

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.

limpid raptor
mystic atlas
#

ctrl+shift+f

limpid raptor
#

Yeah but how do you search every file in the Source Code all at once?

mystic atlas
#

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. 😦

limpid raptor
#

This is what it looks like

limpid raptor
# limpid raptor 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?

mystic atlas
#

Ah. Not with VS?

#

You can avoid using an IDE if you use something like wingrep

limpid raptor
mystic atlas
#

Does it not come with a sln file? Maybe in a parent directory?

limpid raptor
#

If I open the "Engine" folder in VS I get this

mystic atlas
#

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)

limpid raptor
mystic atlas
#

Strange that there's no project for you to open in VS and debug with!

limpid raptor
limpid raptor
# limpid raptor

So I searched "Unable to find package map" and then I get this

limpid raptor
#

These are where it could be happening. Now you're saying to add a breakpoint here?

limpid raptor
# limpid raptor

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.

limpid raptor
limpid raptor
#

Were you able to solve this?!

limpid raptor
#

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?

trim flare
#

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...

empty cliff
#

does anyone know what would cause it to write error unknown

winged moss
limpid raptor
#

What could be causing my packaged game to be missing Level Sequences? I have no errors on packaging.

kindred burrow
#

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 ?

unborn quest
#

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?

clear verge
hollow jetty
#

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?

limpid raptor
limpid raptor
clear verge
hollow jetty
#

What Should I do?

mystic atlas
#

Create it as an empty file?

limpid raptor
limpid raptor
ornate plover
#

did u get to fix this?

severe hare
#

@ornate plover you having the same issue?

ornate plover
#

I FIXED THIS SHIIIIT

severe hare
#

yeah same

#

it was annoying

#

lololol

ornate plover
#

it turns out there was a weird BP casting to my BP Character. Just changed to cast to native cpp ACharacter and it fixed

severe hare
#

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?

ornate plover
#

part of the process haha

severe hare
#

mine was a sequence was added to a level

#

and had to go through evey single level and delete them

#

lol

open rapids
#

does anyone know if we can pull the command being used by the editor so that we can use it in a commandline?

glacial tulip
#

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!

opal mesa
#

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

opal mesa
dusky axle
#

trying to build but it's tossing out this error, can anyone give me a hand?

dusky axle
#

I'm looking into it some more and it's saying 'Unable to instantiate module UnrealEd for non-editor targets'

dusky axle
#

nvm there were some additional dependencies in the uproject file that didn't belong and I had to delete those

meager mural
#

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.

heady fable
#

my packaged game keeps crashing at launch. anyone knows whats this about? seems like about graphic settings

#

works fine on pie.

desert aurora
#

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?

silk hull
#

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

lapis cave
#

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

brazen summit
#

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

desert aurora
#

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?

deft reef
#

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?

wicked vapor
# deft reef Oi, does anyone here have any experience with Epic's BuildPatchTool? Trying to g...

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.

deft reef
#

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.

lost raft
# deft reef As far as I'm aware it hasn't even produced any logfile so maybe there is indeed...

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 🙂

deft reef
#

@wicked vapor Thanks a lot of the help ^ 🙂

hoary oak
ornate chasm
#

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

reef oyster
#

Hey, anyone know a fix for it ?
I never had an Error like this, before

copper sierra
#

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.

inland mulch
#

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?

hard otter
#

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

nocturne snow
#

why "MyActor" gets packaged inside .pak01 file instead of .pakchunk1001?

#

when audit asset on Myactor, I can see chunk id is 100

woeful star
#

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?

woeful star
jagged temple
#

Hello,

I am trying to package my game in UE5 but cant seem to get the SDK installed correctly. Do I need 3.1?

carmine birch
#

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

zinc terrace
#

in the finished assembly, the fps will be even higher

carmine birch
#

awesome thx

vapid scarab
#

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

vapid scarab
#

[SOLVED]

#

By removing the '"use Io store" option in package settings it actually works 😉

nocturne snow
#

is there a way to make .pak file for specific asset from content browser?

clear verge
#

I found out that disabling Use IO Store fixes the issue, but is this a good idea?

pearl frigate
#

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" } );
}
}

green trellis
#

does anyone know why my packaging is stuck like this? its been like this very long

#

nvm its going now

vapid scarab
#

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/

Apple Arcade requires support for both ARM64 and x86-64 architectures on Macs. Learn how to support Macs with both of these architectures, and how to create merged binaries for Apple Arcade.

quiet comet
#

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

clear verge
#

What is an IO Store in packaging? (Project settings -> Use IO Store)

vapid scarab
#

I heard it made the game more efficient

fierce pebble
#

ouf new pc...

#

i think i forgot to install smething

#

help

trim flare
#

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

fleet void
#

@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.

fierce pebble
#

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

mystic atlas
#

I hear pressing enter less has code improving benefits!

#

Are you using the launcher engine?

fierce pebble
#

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.

mystic atlas
#

Can the launcher engine package shipping? I thought it was development only.

fierce pebble
#

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

mystic atlas
#

I blame Laura.

fierce pebble
#

i wish laura was here

#

would know

#

you know what

#

time to todo something i never do

#

i will ask in forums

#
Epic Developer Community 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

fleet void
#

@fierce pebble Tried going to the "Packaging Settings" and checking if you didn't specify a specific build target?

fierce pebble
#

i never had to wrote there

#

what should i write?

#

WIndows?

#

i can try if you want

fleet void
#

As in it should be empty.

fierce pebble
#

oh

#

its empty yes

#

absolutly empty

fleet void
#

Is this for a specific project only?

fierce pebble
#

no

fleet void
#

Did you try it with a basic template for example?

fierce pebble
#

i ttried the template yes

#

i tried building it 3 times