#packaging

1 messages · Page 6 of 1

winged moss
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the bootstrap launcher just checks dependencies are installed and then runs the real exe in Binaries/Win64

torpid hull
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so in my case I'm wondering if I can have both test and development in the same folder - so I have UE4Client.exe and UE4Client-Win64-Test.exe down in the Binaries/Win64

winged moss
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uh so this is a BP only project?

torpid hull
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so then I wonder how this bootstrap can even know which one to launch - since I only have one bootstrap launcher (ElementalDemo.exe) up higher

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It's elemental, so yes

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(I think so)(

winged moss
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the exe name is a bit of a giveaway, with a code project you can just compile the test/dev exes and use it against the same cooked content if you wish (if you're using the "test" config for the paks you might miss some content). with a BP project, I think you have to specify the uproject path as an argument with those exes

torpid hull
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ok thanks - good to know that could work - I'll give it a try - thanks again

serene storm
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Hey everyone,

Is there new packaging settings in 5.2? I tested my project with both preview 1 and 2, and my package size increased from 3.0 GB to 7.33 GB!

alpine plank
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The problem has been resolved on my packaging. It turns out that 8.0 GB of RAM was barely enough for UE 5.1.1 to package a whole project. But now, my laptop has four times the memory and it packages at a much faster speed.

winged moss
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8GB is barely enough for development, let alone a CPU intensive job like packaging

mystic atlas
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8GB is barely enough just to run windows comfortably.

mortal ridge
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I swear I didn't change my packaging settings at all, but now every build I try to make is corrupted apparently?

ERROR: System.ComponentModel.Win32Exception (1392): An error occurred trying to start process 'C:\Users\[redacted]\Documents\Unreal Projects\Gravedigger\Saved\StagedBuilds\Windows\Gravedigger\Binaries\Win64\Gravedigger.exe' with working directory 'C:\Users\[redacted]\Documents\Unreal Projects\Gravedigger\Saved\StagedBuilds\Windows\Gravedigger\Binaries\Win64'. The file or directory is corrupted and unreadable.

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I've deleted everything in that StagedBuilds folder and restarted my computer, but no dice

mortal ridge
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Okay I tried packaging on another computer, which sucks because it's WAY slower, but it WORKED. So somehow the setup of unreal on my primary packaging machine is fucked

winged moss
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did you try deleting Intermediate?

lunar heron
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i repost this, cause trying to have an answer since month now.

Is there a way to have symbol with game packaged ? to catch error when the player crash.

winged moss
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generally you should not distribute the PDBs to end-users, unless you want to open the floodgates to reverse engineering

lunar heron
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not external.

winged moss
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okay then use the packaging setting for it and your PDBs should be alongside the game exe

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(the one in Project/Binaries/Win64)

lunar heron
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Hum... is there a setting for this ?

winged moss
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but for actual production use, you should consider something like BugSplat or one of the many alternatives, or even roll your own if you have the resources

lunar heron
winged moss
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is it a lot to ask to type "symbols" into project settings?

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actually it might be "include debug files"

lunar heron
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this is presiely why i'm asking, cause

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and include debug files in shipping builds does not bring PDB

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i remember in UE4 this was a setting

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but in UE5, i can't find it.

winged moss
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and are you checking inside ProjectName/Binaries/Win64? The bootstrap exe won't have them

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but whatever is building your game be a it a dev machine or build server, it should exist on the file system

lunar heron
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There is the PDB in binary yup.

mortal ridge
velvet grotto
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Hello everyone, when releasing an UE game through Steam, how do you handle the different .ini files throughout the life of the project? Let's say you update, how do you handle the new updates without overwriting an user settings?

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I was considering not providing an .ini file with the Steam version and have the game build them on first start but I'm wondering if there's a canonical way to do it that might be different.

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(I don't mean just UE default inis, I'm using some custom files)

winged moss
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And I don't know how "custom files" is relevant here when you just distribute the defaults and user settings get applied on top of the defaults

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If you need to change major things with user configs then implement versioning

velvet grotto
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if I distribute the default as part of the default package, whenever there's an update steam will overwrite the users' ini with the new defaults

winged moss
velvet grotto
winged moss
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Then why are you asking here if it's a completely custom implementation?

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And I mentioned versioning. That's what I did before. When the version is incremented and the config has an old version, you can clear it or execute an upgrade path

velvet grotto
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If you hate helping people you are not obligated to.

winged moss
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Huh? I reiterated a solution I mentioned earlier

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But yeah this is #packaging and this relates to a project specific config system

velvet grotto
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I'm asking for a "best practice", it goes without saying that I'm not familiar with the best way to do things. Talking to me as if I'm dumb for asking advice when I'm not following the canonical way is not going to bring any help

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Is there a better channel for this question?

winged moss
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The general channels, #programmer-hangout maybe, since this is best practices. But having config versions is the easiest and most viable way to do it

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#cpp if it's implementation details

velvet grotto
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Thanks for taking the time.

scenic egret
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PackagingResults: Error: System.ArgumentException: An item with the same key has already been added. Key: TwinmotionToUnrealContent

I get this error message when I try packaging in UE 5.1. Can anyone help with how I can fix it?

round vine
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Hi, does anyone know way of passing arguments to UAT from editor? I have game with 2 build targets and since moving to UE5 it complains about not specyfying 'Target' argument for UAT during build. I've set it in 'Build Target' field in packaging settings, but it doesn't seem to get passed to command line. Any help would be appreciated.

visual crag
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Ever seen this error before, it happens during packaging and also when opening some of the scenes of the game. Strangely, it seems to be happening only on one of our machines:

  LogWindows: Error: begin: stack for UAT
  LogWindows: Error: === Critical error: ===
  LogWindows: Error: Assertion failed: ReaderPos + Num <= ReaderSize [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Serialization/BufferReader.h] [Line: 53]
  LogWindows: Error: [Callstack] 0x00007ff93f3afe7c KERNELBASE.dll!UnknownFunction []
  LogWindows: Error: [Callstack] 0x00007ff89d7b0216 UE4Editor-Core.dll!UnknownFunction []
  ...
thick wing
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How can I fix malformed tag asset in 5.1.1?

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PackagingResults: Error: Package D:/Unreal_Projects/Clean_El/Content/Textures/Nebulae/Skybox_1/M_Space_Skybox.uasset has malformed tag
LogUdpMessaging: Warning: UDP messaging encountered an error. Auto repair routine started for reinitialization

muted silo
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Anyone else have issues with the metahuman hair when trying to 'Cook Content' for Windows?

There are a lot of errors, but I assume that the root of the issue is that texture file.

When trying to edit the texture and save it, I get this error.

I'm not too sure how I would recreate this one file since Metahuman textures are imported by importing an entire metahuman. Do I need to delete the metahuman folder and reimport all of them?

flint kayak
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i am Trying to package a cpp plugin

but it fails with this

Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
UATHelper: Package Plugin Task (Windows): (referenced via Target -> JsonConversion_3M.Build.cs -> BlueprintGraph.Build.cs -> KismetCompiler.Build.cs)

Edit: Got it Working

just changed plugin type To Editor

unique merlin
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can you change cooking settings to make it faster? my CPU is at 5proc while cooking

hardy hatch
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Hey there.
I have an Object following a Spline.
Setting it up it's just how you'd expect it to be. Playing in Editor, everything is fine. But once I build it, the Start Point of the Spline [in the packaged Project] gets moved to 0/0/0.
We suspect that it has something to do with World Partition since the Objects following the Spline are Instances and as such may struggle with World Partitioning.
Either way, is there some way to fix this?

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simulating

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built Project

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this is where it used to start

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btw it only happens to instanced objects specifically

errant badger
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Has anyone encountered any packaging issues regarding AnimationModifiers? 🥲 (https://forums.unrealengine.com/t/packaging-failed-unrealed-unable-to-instantiate/849782)

winged moss
winged moss
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why is your editor module listed here?

errant badger
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Shouldn't it be?

winged moss
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nope

errant badger
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oh

winged moss
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it should only be listed in your editor target.cs

errant badger
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it makes so much sense now

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Thank you so much 🙏

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I'll test it and see if it works

hardy hatch
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I have an Actor that sets the Transform of some other Actors every Tick. But after Building it stops working. Apparently setting its Input to Player0 fixes this, but it shouldn't have to rely on Player Input, should it? After all it's completely disconnected from the Player

errant badger
vital glade
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@heavy fulcrum

heavy fulcrum
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I am basically making this Ai bot using ue5 and python
I have 2 main problems
1- when I package, the script doesn't work and she doesn't talk
2- I want to add a mouth animation when she speaks in the python script
Because she talks in the script but the lips aren't moving

mystic atlas
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Python is editor-only. Are you trying to use it at runtime?

nocturne sorrel
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before trying to cook, i run game with standalone SM mode

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no issues were there but when i try to cook this is happening

crude relic
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Hey y'all, I'm running into an issue after packaging my game, and I'm not quite sure what is going on (no errors).

This is for UE 5.1.

I have my build configuration set to shipping, I have each of my maps included in "List of maps to include in a packaged build".

When I package the game and try to test it, I can get from my main menu to my first level fine, but when I try to go from my first level to my second level, it sends me back to the main menu.

Everything works fine in the editor, I've checked several times that everything is spelled correctly for opening the next level.

This is using blueprints only (but doing this here since it seems to be a packaging issue as far as I can tell).

I'm not sure if there is another packaging option that I'm completely missing or if any of y'all have encountered this before and might know what is going on.

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I've done a search through the unreal engine forums and didn't see a solution there, so figured I'd ask y'all in here.

Additionally, this is a game that I've made and that runs fine in UE4.27. I made a copy in 5.1 to update the game to 5.1 and cleaned up a lot of the back end, but none of the levels or menus were adjusted for this process.

So I know, functionally, the game can run, this just seems to be a weird quirk.

Since "List of maps to include in a packaged build" seems to be new (at the very least, I didn't need to specify them in ue4.27), I'm not sure if something else is affecting the packaging process.

winged moss
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how you're changing the level may also matter. there are specific nodes for map travel (in case you're running the "open" console command via BP)

errant badger
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Any idea why this error is happening?

naive ridge
errant badger
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But it's a packaging error..

naive ridge
errant badger
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win64

naive ridge
errant badger
naive ridge
naive ridge
naive ridge
# errant badger and online didnt find anything particular regarding this

https://forums.unrealengine.com/t/cant-package-my-game/282046
Does it look similar as your packaging issue? Maybe try that way.

Epic Developer Community Forums

Hello i have a problem packaging my game from editor or from visual studio on shipping or debug I have rebuild UE4.sln on developement editor 1st and build on developement. Than started to make package the game project. My errors are. Error 1 error LNK2001: unresolved external symbol “bool GIsGameAgnosticExe” (? Error 2 error LNK2001: unres...

errant badger
winged moss
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if it doesn't help, show us the Target.cs file for your game target in its current state

errant badger
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it worked 🙌 thanks a lot

unique merlin
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is there any way to speed up packaging?

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I've got 50 packages out of 8721 that needs to be re-cooked every time I package the project...I guess due to some dependencies right?

stable lantern
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Hi guys, why when i try to make a windows build, the packaging failed?

This are the errors:

LogClass: Error: ObjectProperty FOculusXRCapsuleCollider::Capsule is not initialized properly. Module:OculusXRInput File:Public/OculusXRInputFunctionLibrary.h
LogClass: Error: EnumProperty FOculusXRCapsuleCollider::BoneId is not initialized properly. Module:OculusXRInput File:Public/OculusXRInputFunctionLibrary.h
LogAutomationTest: Error: UObject.Class AttemptToFindUninitializedScriptStructMembers will be marked as failing due to errors being logged
LogAutomationTest: Error: LogClass: ObjectProperty FOculusXRCapsuleCollider::Capsule is not initialized properly. Module:OculusXRInput File:Public/OculusXRInputFunctionLibrary.h
LogAutomationTest: Error: LogClass: EnumProperty FOculusXRCapsuleCollider::BoneId is not initialized properly. Module:OculusXRInput File:Public/OculusXRInputFunctionLibrary.h
PackagingResults: Error: System.ArgumentException: An item with the same key has already been added. Key: OculusXR
PackagingResults: Error: Unknown Error

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This are the warnings :

LogPluginManager: Warning: The same version (v1) of plugin 'OculusXR' exists at '../../../Engine/Plugins/MetaXR/OculusXR.uplugin' and '../../../Engine/Plugins/Marketplace/MetaXR/OculusXR.uplugin' - second location will be ignored.
LogLinker: Warning: [AssetLog] C:\Program Files\Epic Games\UE_5.1\Engine\Plugins\MetaXR\Content\Materials\PokeAHoleMaterial.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.
LogLinker: Warning: [AssetLog] C:\Program Files\Epic Games\UE_5.1\Engine\Plugins\MetaXR\Content\Materials\PokeAHoleInverseMaterial.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.
LogClass: Warning: Property StructProperty FOculusXRSplashDesc::TexturePath defines MetaData key "AllowedClasses" which contains short type name "Texture". Suggested pathname: "/Script/Engine.Texture". Module:OculusXRHMD File:Public/OculusXRHMDTypes.h
LogAutomationTest: Warning: LogClass: Property StructProperty FOculusXRSplashDesc::TexturePath defines MetaData key "AllowedClasses" which contains short type name "Texture". Suggested pathname: "/Script/Engine.Texture". Module:OculusXRHMD File:Public/OculusXRHMDTypes.h
LogOculusPluginWrapper: Warning: wrapper already initialized
LogOculusPluginWrapper: Warning: wrapper already initialized

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LogMaterial: Warning: [AssetLog] C:\Users\franc\projectvr\Content\VrGame\3D\BowAndArrow\Bow\source\Material__21.uasset: Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
(Node TextureSample) Texture Sample> Missing input texture
LogRenderer: Warning: Deprecated CVar r.BasePassOutputsVelocity is set to 0. Remove and use r.VelocityOutputPass instead.
LogRenderer: Warning: Deprecated CVar r.VertexDeformationOutputsVelocity is set to 0. Remove and use r.Velocity.EnableVertexDeformation instead.
LogOculusPluginWrapper: Warning: wrapper already initialized

unique merlin
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Anyone knows what's up with that? I'm making windows Shipping build: UATHelper: Packaging (Windows): Missing precompiled manifest for 'MessageLog', 'C:\Program Files\Epic Games\UE_5.1\Engine\Intermediate\Build\Win64\UnrealGame\Shipping\MessageLog\MessageLog.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in MessageLog.build.cs to override. If part of a plugin, also check if its 'Type' is correct.

winged moss
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Is this a plugin acquired from a location other than marketplace and you installed it to the engine rather than the project?

mystic atlas
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I have a build.cs for it right here in vanilla ue!

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Though, it does this if (Target.bCompileAgainstEngine && Target.Configuration != UnrealTargetConfiguration.Shipping) { PrecompileForTargets = PrecompileTargetsType.Any; }

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So it's not gonna be in the precompiled stuff for shipping builds.

winged moss
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oh I don't know why it didn't show up, must've been a typo

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when you see that error in the binary engine you might be SOL if it's an engine module

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though since this module is logging related, and the binary engine forces you to disable logging for shipping builds, then you might want to remove this module from shipping builds

unique merlin
winged moss
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you will need a preprocessor define to gate any calls to the MessageLog module

unique merlin
winged moss
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when using the binary engine you don't really get the choice

finite pebble
visual crag
robust goblet
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Some Users are reporting this error in packaged version of my game:

LowLevelFatalError [File:B:\GITHUB\UNREAL\5.1-mod\UnrealEngine\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 355] Failed to find requested encryption key 000000000000

The path is actually the path on my machine where my UE editor build is o.O. I find it quite strange that only some users get this error while on most machines it runs fine

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Looks like sometimes the game fails to decrypt the pak files

verbal cargo
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i get error on package project:

dawn hound
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odd bug/issue: I can not package a project in shipping, despite enabling shipping (from project settings and the platform menu) and even enabling "for distribution", the final build is always in development. If I try to use the project launcher, I can see that the build made there is in shipping and it works fine, but it just won't archive it from here. Anyone had this issue (UE 5.0.3 building for windows)? I already tried deleting Intermediate/Saved/Build etc. with no luck, the build is always successful but in dev not shipping

velvet grotto
velvet grotto
dawn hound
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Thank you for that, it seems that messing with the launcher worked for me too (I still get the dev only build if I use the "platform" toolbar directly, regardless of the settings). The good news is that on 5.1 the issue seems to be resolved by default.

unique merlin
# winged moss when using the binary engine you don't really get the choice

Actually found the solution thanks to GraveSerfer. This is very important for shipping builds https://forums.unrealengine.com/t/nativization-fails-missing-precompiled-manifest-for-editorstyle/475191

Epic Developer Community Forums

I keep getting this Error with projects that contain both Blueprint and C++ code when I try to Nativize the blueprints: ERROR: Missing precompiled manifest for ‘EditorStyle’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in EditorStyle.build.cs to ove...

frosty dock
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Plz any one help me this error

rapid bramble
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Can anyone help? Been trying for a week. Whenever I do file > Zip Project > Name and location,it just immediately says SUCCESS with a green tick and sound, and yet it doesn't actually DO anything at all. Please help!

tight iris
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When Lyra is packaged, license file from the Content/Legal/ThirdParty directory are automatically packaged alongside.

Where is this achieved? What formats can I follow to have other license files included there? How do I have a game-project-specific EULA packaged automatically? Can I edit a build script somewhere or is the entire folder contents of Legal copied over?

Thanks!

weak spoke
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Hello , I think this is the best channel for my issue.
In PIE the enemy works fine, Navmesh is working but in the package , the navmesh fails. I use level streaming, first i put the navmesh volume to persistant level , the issue was there, I moved the navmesh to the stream levels and the issue is still there.
What do you suggest to look ? or what i am missing?

edgy frost
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is there way to disable plugin for compling from certain build types (like Shipping) ?

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TargetConfigurationAllowList
tulip magnet
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How do i package for the Microsoft store correctly to create an appx?

winged moss
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for UWP? microsoft maintained a UWP branch but it's long dead, like UWP itself really. pretty much been replaced by GDK. I think you can get the GDK branch of Unreal if you're a registered Xbox developer

tulip magnet
pliant helm
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Real bummer, literally cant find any information on this error so i have no clue where to look.

winged moss
winged moss
pliant helm
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Are you referring to the logs inside the appdata's unreal engine folder?

winged moss
pliant helm
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I guess i can try to pinpoint the issue somewhere else

winged moss
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there are 2 actual errors above that yellow text

pliant helm
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Yep looks like your right, think i see what the issue is now

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Cheers mate, do u by chance know what the audio error is about tho?

winged moss
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unless it actually does something bad, I wouldn't really worry about it, ie. it's related to the actual error you saw earlier in the log

pliant helm
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Fair enough, it's just that i couldn't find any information on it on the internet either, so its a big mystery to me what the error means. It could be a potential performance hit that i dont know about

winged moss
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well if you were worried about performance, then you'd package your game on the command line instead

pliant helm
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Im just packaging this just to test a few things, but while packaging i've noticed this error.

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I guess you don't know the answer tho, thank you.

proud river
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Hi, can anyone tell what is this error ?

frosty dock
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Hey anyone plz help me with this err

naive ridge
# proud river Hi, can anyone tell what is this error ?
Epic Developer Community Forums

I have the same error, but I’ve found a temporary workaround → executing gradle from command line Start cmd.exe manually Cd “D:[PROJECT]\Intermediate/Android/APK\gradle” rungradle.bat :app:assembleDebug This created the .apk file in the folder [PROJECT]\Binaries\Android This step however doesn’t generate the installation file, so I...

naive ridge
iron wraith
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Has anyone had this error when attempting to package for iOS:
The workspace named "[project name]" does not contain a scheme named "[project name]-UseModernBuildSystem=YES"

frosty dock
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@naive ridge
So any solution plz

naive ridge
# frosty dock <@545858763026989058> So any solution plz

I'm sorry that not really familiar with Android metadata, but you must get something from google like token, crypto key or something like store product ID then it goes to a metadata file generated from the store dev account (I guess). And put the file(s) into the correct platform folders in Unreal then it should work.

naive ridge
frosty dock
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Does anyone have solution for this error

hard thunder
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Hi all! After packaging a shipping version and uploaded it to the Epic Games Launcher, there's an issue when a user has downloaded the game. Install and download via launcher works fine, but when starting the game there's a dialog saying "Microsoft Visual c++ runtime" is needed to run this game. Not that strange really, but is there a way of including this in the build/install? Or will this always be something the user need to download separately?

hard thunder
shrewd shard
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I installed all the right sdk , jdk and ndk , applied the right settings , but whenever I try packaging for Android , ue4.27 just opens up the browser and i don't understand why , i used blueprints , and there is no visual studio installed ( this is my first time packaging something )

random glen
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So I'm implementing Steamworks support following the method in the below video, and I was wondering if there's a way to get the steam_api64.dll file to automatically get copied into the resulting Binaries/Win64 folder as part of the packaging process?

By default, it's not being copied over, and although I can always do it manually, that creates the risk of forgetting to update the package-side dll when updating the Steamworks version and so on.

https://www.youtube.com/watch?v=SyCeumSqtbM

frosty dock
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Plz anyone help me with this error

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Plz anyone

fierce raft
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Hey folks, I have a local build script here for starters that uses UAT to build. Weirdly enough sometimes UAT says AutomationTool exiting with ExitCode=0 and then goes to sleep there, so it doesn't continue to the next step (upload to Steam via SteamPipe)

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Deleting the build folder helps - should I generally delete that as part of my build script?

plucky wind
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Hi, I am getting the Unknown Structure error after adding a new member to my FStruct asset. Recompiled all BPs and it is still erroring when packaging. it is used extensively and would take a long time to rebuild, is there any other solution?

heady fable
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any way to include folders of maps to include in package build instead of doing one by one?

random glen
abstract escarp
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I am getting an error packaging a project with Lumen enabled. Pre lumen it was working

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UATHelper: Packaging (Windows): Module.GeometryAlgorithms.1_of_3.cpp.obj : error LNK2019: unresolved external symbol __std_find_trivial_4 referenced in function "int * __cdecl __std_find_trivial<int,char>(int *,int *,char)" (??$__std_find_trivial@HD@@YAPEAHPEAH0D@Z)
UATHelper: Packaging (Windows): Module.GeometryAlgorithms.2_of_3.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_4
UATHelper: Packaging (Windows): Module.Niagara.9_of_12.cpp.obj : error LNK2019: unresolved external symbol __std_init_once_link_alternate_names_and_abort referenced in function "void __cdecl std::call_once<class <lambda_545dfa6eb49ca362ef2cb3c500c8a6b0> >(struct std::once_flag &,class <lambda_545dfa6eb49ca362ef2cb3c500c8a6b0> &&)" (??$call_once@V<lambda_545dfa6eb49ca362ef2cb3c500c8a6b0>@@$$V@std@@YAXAEAUonce_flag@0@$$QEAV<lambda_545dfa6eb49ca362ef2cb3c500c8a6b0>@@@Z)
UATHelper: Packaging (Windows): Module.Niagara.12_of_12.cpp.obj : error LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abor
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This is 5.2 preview

hearty niche
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Hi hope this is right place to ask... Need some help to zip my game for Steam, I can't seem to figure out the issue here... It is a 4gb file after I packaged it. To upload to Steam it has to be 2048 MB. I tried Zipping and again with "Best" compression settings. Both times, my file is 3.75gb ...
How can I compress my game to 2048 MB? Google is not helping much and I feel like I'm going crazy here cause it's not a big game

sly fjord
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Can anyone suggest me a video dor setup ue5 for mobile game ( sdk ,ndk,jdk setup)
I seen lots of turtorial
But no one helps me
At last every video say that build not successful

Can you suggest me which i should follow

random glen
gilded drift
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hey so im trying to package my game and i got this error almost instantly after starting to package
i can share my logs if necessary

tiny birch
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Got a bit of an odd one, posting here just in case someone's come across it.

Using an EOS plugin which seems pretty stable, but I've been having issues with it in packaging for other platforms. Fresh cloned UE from source, set up platform SDK's and a new project and tried to package - ran into an issue where a header file is duplicated in my uhtmanifest.

Internal Compiler Error: System.ArgumentException - An item with the same key has already been added. Key: EOSSubsystem.h

As you can see in the image, PublicHeaders contains four of the same header file which I'm pretty sure is the cause of this error 😅

If anyone has pointers it would be massively appreciated

tiny birch
primal thorn
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hello i'm making a shipping linux dedicated server and it's creating a ProjectName-Linux-Shipping.debug file that takes a lot of space, how do i prevent it from being created since i don't want to debug it?

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i have that disabled

uneven drift
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Hey guys, I'm looking for some advice regarding disabling features for builds. Can you recommend any good practices, programming patterns, Unreal features or tools I can employ to make it easy to quickly disable (and re-enable afterwards) certain functionality (dev/debug tools but also features that should not go into the next build) before packaging?

hearty niche
sweet quiver
#

Hi there I bang my head against the packaging. I haven't done it in a while and last time I build my game to send it to some friends most sounds where missing, some are working and also niagara effects are missing. I have not really an idea what is happening. Does anyone have a hint for me where I could start investigating?

twilit yacht
#

Bit of a silly question perhaps - I'm wondering if anyone has resources for how to do dedicated server build/packaging using GitHub actions or some other CI/CD setup? As I understand it, the only way to build a Dedicated Server target is via a source build of UE4/5, which would mean my CI/CD build agent needs the same source build of the editor that was used to create my project? Has anyone run into this scenario?

flat violet
#

Hi, I created .pak files for updating the game at runtime and when I update the game and click play it gives me this error, after restarting the game everything works and the map has updates

zinc terrace
#

How do I change the path for save files in the game? Because when they are saved to the game folder, when you update the game on Steam, they all get lost. In Unreal 4, this was not the case, a folder was created in Appdata. How can I fix this in unreal 5.1?

random glen
random glen
#

Are you using FPaths::ProjectSavedDir() to get the directory? It's definitely working for me.

#

Anyway I gotta go, hope you can figure it out.

zinc terrace
scenic marlin
#

Hey. Anyone knows how to set some default command line arguments when packaging a game? I tried Project Launcher's "Additional Command Line Parameters", and the hint says exactly what I want to hear, but it does nothing. (Should've posted this here, not in General)

worthy wigeon
#

Is there any guide or tips that people can give for taking a build that typically packages in 3 hours to something more like 15-45 minutes. In my last studio our build system was screaming fast but I never looked into how they were achieving that. I don't think they just threw hardware at the problem, although that could be possible.

#

For packaging for steam we have a large engine compile that I feel like it should skip since it should have engine binaries that are up to date. Additionally when it goes to make UGS builds it also takes a while after the steam builds. It's almost like the two are fighting over a cache that gets wiped out on each build?

#

Perhaps there is a way to tell unreal that if the build configuration is different to then use a different cache? We use jenkins but if I just get the unreal details I am sure I can figure out a way to utilize them in jenkins.

keen moss
#

Hey folks. Any packaging error experts in here? I have no clue what I'm looking at here to be able to sort out why my build is failing:

random glen
# zinc terrace bleuprints does not have a node with a path 🧕

If you are looking for a blueprint node, BlueprintPathsLibrary has the "ProjectSavedDir" function, which is exposed as a blueprint node. The contents just return FPaths::ProjectSavedDir() as a String. So I'm not sure how you're doing it currently, but if you use that node to get the save directory it should work in a Shipping packaged build.

zinc terrace
random glen
# zinc terrace This node only shows, it cannot be changed.

It returns a path (as a string) you can use to specify where to save your game data. It should function correctly, solving your problem (as you explained it), so I don't know why you would need to change the node.

If you want to create a custom directory somewhere else for save data, you will probably have to implement your own solution.

zinc terrace
random glen
# zinc terrace It returns a path. But this does not allow us to change it.

It returns a path as a String. This String is a text representation of the Saved directory path (which should direct to somewhere in the %appdata% folder in Shipping builds). You can modify Strings, or make your own as necessary. If you don't like the path the node gives you, you will need to make your own String representing the path you want, either through Blueprints, or in C++ code. I hope this helps.

#

If you need more help, this is the sort of question that ChatGPT can probably assist you with if you do some Q&A with it.

zinc terrace
grand shadow
#

Greetings everyone 👋
I would like to preview 😊 a level on an Android tablet but keep running into shader compiling errors in the debug log.

For previewing on an Android device (before packaging), what are the ideal steps to take to neutralize the shader compilation errors? 🤔

All settings are set to build, display, and render on the lowest quality available.

Thank you for considering my inquiry 🙏

light junco
# zinc terrace Now it is clear where you get these incomprehensible answers. I also asked this ...

To be fair, the answers aren't incomprehensible. They simply assumed and asked if you are using that Node (which does exist), because it should still point to the appdata folder.

If you are using the SaveGame system of UE, for Blueprints for example, and you aren't actively specifying a path anywhere, then it would ultimately call this:

FString FIOSSaveGameSystem::GetSaveGamePath(const TCHAR* Name)
{
    return FString::Printf(TEXT("%s""SaveGames/%s.sav"), *FPaths::ProjectSavedDir(), Name);
}

Which means it falls back to the ProjectSavedDir:

const FString& FPaths::ProjectSavedDir()
{
    FStaticData& StaticData = TLazySingleton<FStaticData>::Get();
    if (!StaticData.bGameSavedDirInitialized)
    {
        StaticData.GameSavedDir = UE4Paths_Private::GameSavedDir();
        StaticData.bGameSavedDirInitialized = true;
    }
    return StaticData.GameSavedDir;
}

That UE4Paths_Private::GameSavedDir() should ultimately point to the appdata folder.

This does ultimately go down the rabbithole of calling return FPaths::Combine(FPlatformProcess::UserSettingsDir(), FApp::GetProjectName()) + TEXT("/");

#

Where FPlatformProcess::UserSettingsDir() should be, again the appdata folder

#

There are some ways to override this, but since you want it to just work the way it did in UE4, there shouldn't be anything for you to do.

#

Although it can totally be that if you upload Dev builds instead of Shipping, that you might run into saving into the projects folder instead of the appdata one.

#

This is where it controls if it should save to project or user settings:

if (ShouldSaveToUserDir())
    {
        // if defined, this will override both saveddirsuffix and enginesaveddirsuffix
#ifdef UE_SAVED_DIR_OVERRIDE
        return FPaths::Combine(FPlatformProcess::UserSettingsDir(), TEXT(PREPROCESSOR_TO_STRING(UE_SAVED_DIR_OVERRIDE))) + TEXT("/");
#else
        return FPaths::Combine(FPlatformProcess::UserSettingsDir(), FApp::GetProjectName()) + TEXT("/");
#endif
    }
    else
    {
        return FPaths::ProjectDir();
    }
#
bool FPaths::ShouldSaveToUserDir()
{
    static bool bShouldSaveToUserDir =
        FApp::IsInstalled()
        || FParse::Param(FCommandLine::Get(), TEXT("SaveToUserDir"))
        || FPlatformProcess::ShouldSaveToUserDir()
        || !CustomUserDirArgument().IsEmpty();
        
    return bShouldSaveToUserDir;
}
zinc terrace
light junco
#

It should return true for FApp::IsInstalled though

#

So it should save to the correct folder

#

You could try passing SaveToUserDir as command line arg

#

And see if that forces it

#
#if UE_BUILD_SHIPPING && PLATFORM_DESKTOP && !UE_SERVER
        bool bIsInstalled = true;
#

Relatively sure this auto defaults to installed if you are using shipping on a PC

zinc terrace
#

I don't understand why they broke it in 5.1. I didn't do anything out of the ordinary, it was just like on 4.

#

And now, because of this, the saves in my game go to the grave every time it is updated on Steam.

light junco
#

There is no need to use C++ for this. Again, if it isn't working try the command line argument when starting it

#

And see if that forces the correct saved file path

zinc terrace
light junco
#

I assume -SaveToUserDir

zinc terrace
light junco
#

Command line

#

That is part of you starting your .exe game

#

Not part of the Editor

light junco
#

no

#

Again, command line arguments are specified as part of you starting your packaged .exe game

#

Not in the Editor

#

You either use cmd or whatever command line software of your chose to navigate to the file location and execute the .exe with -SaveToUserDir

Or you create a shortcut to your exe, open its properties and append the -SaveToUserDir to the path

#

This is mainly for debugging anyway. It shouldn't be needed, but worth testing

zinc terrace
#

Thank you!

light junco
#

No worries. You should still question why that is needed, because it might be something else that is actually wrong here.

#

--

Is it actually possible to make arbitrary Target files to simply create different packages for the same platforms?
Does that involve more than just creating the Target.cs file or are those limited to predefined words (similar to the Server one)?

#

The main idea here would be setting some different config variables for different builds.

zinc terrace
light junco
#

You say that, but your game apparently thinks that it's not properly installed

#

That's something to keep in mind :P

zinc terrace
#

There is a high probability that this is a problem 5.1

#

As well as disconnecting cables, but these are just the ones I've encountered.

shut remnant
#

Hey, I have a slight problem in understanding how exactly does packaging work for my cpp/bp project. As I want to integrate automation into it I naturally started to search how to package the project from console. I Tried to follow this article https://github.com/botman99/ue4-unreal-automation-tool but found myself even more confused. Let's say i have latest changes from the repository and no binaries/intermediate files etc.

As I understand, after using this command

RunUAT.bat BuildCookRun -project="D:\Repos\AutomationTestProject\AutomationTestProject.uproject" -noP4 -platform=Win64 -configuration=Development -clean -build -cook -allmaps -stage

the UAT will build, cook and stage my whole project that can be launched and played without any additional steps required?

I also encountered BuildGame and BuildEditor commands. What are they for? Just for building? 🤔 Do they function the same as launching Engine\build\batchfiles\build.bat with appropriate args?

for example does calling

RunUAT.bat BuildEditor -project="D:\Repos\AutomationTestProject\AutomationTestProject.uproject" 
RunUAT.bat BuildCookRun -project="D:\Repos\AutomationTestProject\AutomationTestProject.uproject" -noP4 -platform=Win64 -configuration=Development -nocompileeditor -clean -build -cook -allmaps -stage

result in the same thing as above? If not, what's the difference? 🤔

keen moss
#

Is there a good method for narrowing down which errors in a log are causing a packaging/cook failure? I'm just not sure what the best practices are for reading logs and deciphering what's going on.

winged moss
#

there's FPaths::Combine

#

oh damn

#

cursed scrolling

sullen plank
#

Paying whoever can fix my problem with packaging a multiplayer session test game

#

when i package game i get this error
LogInit: Display: LogBlueprint: Error: [AssetLog] D:\Games\Igra\MenuSystem\Content\ThirdPerson\Blueprints\BP_ThirdPersonCharacter.uasset: [Compiler] Could not find a function named "CreateGameSession" in 'BP_ThirdPersonCharacter_C'.
and this
UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: [AssetLog] D:\Games\Igra\MenuSystem\Content\ThirdPerson\Blueprints\BP_ThirdPersonCharacter.uasset: [Compiler] In use pin <Unnamed> no longer exists on node CreateGameSession . Please refresh node or break links to remove pin. from Source: /Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter

and when it packages it only shows that

#

If u have an idea dm me i will give u my c++ code

winged moss
sullen plank
#

It is from steam online subsystem plugin

#

And in the course he made it in third person bp when u click 1 to call the method creategamesession

winged moss
#

I doubt it because the OSS has very little exposed to BP and I can't find it

sullen plank
#

I made a bpcallable void

#

In the header file

#

So its callable

winged moss
#

yeah that's a bad place for it, but bad tutorial aside, it's likely because your game module tries to load BP_ThirdPersonCharacter before the plugin module that adds that node is loaded

winged moss
#

add the plugin that node was added to Build.cs is an easy-ish way

#

but you can't modify engine plugins without a source build, so are you sure?

sullen plank
#

Look

#
// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once
#include "Interfaces/OnlineSessionInterface.h"
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MenuSystemCharacter.generated.h"

UCLASS(config=Game)
class AMenuSystemCharacter : public ACharacter
{
    GENERATED_BODY()

    /** Camera boom positioning the camera behind the character */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
    class USpringArmComponent* CameraBoom;

    /** Follow camera */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
    class UCameraComponent* FollowCamera;
public:
    AMenuSystemCharacter();

    /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Input)
    float TurnRateGamepad;


protected:

    /** Called for forwards/backward input */
    void MoveForward(float Value);

    /** Called for side to side input */
    void MoveRight(float Value);

    /** 
     * Called via input to turn at a given rate. 
     * @param Rate    This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
     */
    void TurnAtRate(float Rate);

    /**
     * Called via input to turn look up/down at a given rate. 
     * @param Rate    This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
     */
    void LookUpAtRate(float Rate);

    /** Handler for when a touch input begins. */
    void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);

    /** Handler for when a touch input stops. */
    void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);

protected:
    // APawn interface
    virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
    // End of APawn interface

public:
    /** Returns CameraBoom subobject **/
    FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
    /** Returns FollowCamera subobject **/
    FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }

public:
    IOnlineSessionPtr OnlineSessionInterface;

protected:
    UFUNCTION(BlueprintCallable)
    void CreateGameSession();

    void OnCreateSessionComplete(FName SessionName, bool bWasSuccessful);
private:
    FOnCreateSessionCompleteDelegate CreateSessionCompleteDelegate;;
};

#

Thats my header file

#

Menusystemcharacter.h

#

And this is the cpp file

#

If u help , and we fix it , i will be very grateful and i will pay you for your time

#

Because i really need to figure this out

winged moss
#

yes, this is a terrible way of doing it. I'm not sure why you'd pay someone for following a bad tutorial, but here we are

#

BP_ThirdPersonCharacter should be a subclass of MenuSystemCharacter if it's not, and you'd want to make sure that the game module is properly referenced in Target.cs, and the uproject file

sullen plank
#

Yeah thanks, but i don't know how to do most of that

#

Actually I can't do none of the things u said

#

Im very new to this

winged moss
#

<GameName>.Target.cs should have a reference to the game module, the uproject file (which is just a JSON file) should list the game module and have the type as Runtime

late jewel
#

you ever find a fix ffor tthis?

rapid flint
#

How come when I package a game it runs so much worse than when it is in the editor

#

When I play the game in the editor it doesn't even use 20% of my GPU to run 4 instances, but once I package and run or click "Launch" it uses 90-100% of my GPU.

grand shadow
ionic mulch
#

Does anyone here have experience with LOD stripping? So I read that fortnite has same meshes on different platforms with stripped LOD versions on mobile.
I tried the same settings, and it only renders specific LODs based on the platform, however, it still keeps all LOD materials in memory.

Anyone here had the same issue? Any way to fix this?

winter arrow
grizzled basin
#

with ue4.27, we are looking to build lighting for multiple levels with sub levels via command line.

I tried adding a -LoadSubLevels flag to the resavepackages command but it didn't appear to do anything.

When we build lighting in editor, it only works if we load all the sub levels first. How can you get around this so you can build lighting via command line for levels that have multiple sub levels?

C:\UE427\Engine\Binaries\Win64\UE4Editor-Cmd.exe E:\jenkins.jenkins\workspace\MoreDetailedVRFItnessPCPipeline\project\VRFitnessProject.uproject -run=resavepackages -buildlighting -quality=Preview -allowcommandletrendering -MapsOnly -ProjectOnly-IgnoreChangeList -map=/Game/Maps/HeroLevels/Highlands/LVL_Highlands_Persistent -unattended -nosplash -nopause -nocontentbrowser -LoadSubLevels

wise gyro
#

Did they change unrealpak.exe in 5.1? It packs all my files in the same directory, but running the same command with the 5.0 exe instead of 5.1 the directories show correctly with -list

inner island
# late jewel you ever find a fix ffor tthis?

Bro that was in August of last year - presumably I think I ended up remaking the data structure entirely. Sorry I have no idea unless you scroll down and see that I had answered it and figured out how

#

Come to think of it it probably was a blueprint nativeization error and I think I just turned that off

late jewel
ivory pond
#

Hello! I'm trying to build my game for Quest but it's failing. I've gone through the setup a few times already but can't find what I did wrong. I hope someone here has more experience with this

#

It starts the build, but only at the very end it fails

#

Hmm hold up, I might be on to something. It's being annoying about steamvr stuff being included.

runic stratus
#

I'm trying to package my project but it fails and says "UATHelper: Packaging (Windows): ERROR: D:\Unreal Projects\Project_name 5.0\Project_name.uproject does not look like uproject file but no targets have been found!"

frosty dock
#

Help plz

dreamy sequoia
#

I've been asking chatGPT for help with packing stuff and honestly it's been amazing so far. I highly recommend it. It doesn't quite figure the exact issue out right away for me, but upon looking back after problem solving it certainly pointed me in the right direction.

winged moss
#

Yeah except when it gives something that sounds correct but isn't

pine sequoia
#

Anyone know if there is a way to package a project for either a web build or some way to allow for gameplay on the web from Unreal?

runic stratus
#

It won't package because it says I need to install Visual studio 2019 but I already have it installed

wicked rampart
pine sequoia
#

Doesn’t have to be web gl either. Could be something else, my experience with packaging is fairly limited so even having some search terms to get me started on the right path

wicked rampart
#

I believe the term should be Pixel Streaming

short temple
#

hi didn't know where to post that exactly do you know why my mediaplate keeps looping when i'm packaging ?

#

thanks

short temple
#

Any idea what those may be , appears after packaging

spare nexus
#

Hello again people, I'm having a problem where the supported agents nav meshes are not being exported, except one, when packaging the game, I've been looking around in project settings and in the nav mesh and there is nothing about packaging, this causes the different sized npcs I have in my project to not move, this works perfectly inside editor and only happens in packaged game, anybody knows how to fix this? Thanks in advance!

EDIT: It just fixed by itself, for now, until it breaks again, sometimes I love Unreal...

wooden vector
#

hello I encounter missing plugin script when building. how do I manually include plugins scripts?

#

I tried this method and it didn't work

winged moss
# wooden vector I tried this method and it didn't work

/Script/... is a virtual path for native classes and that is not part of the cooking process. But with overly censoring your screenshots it's kinda hard to tell what's going on.

Do you have a class that loads a Blueprint that references a native class from the plugin? If that's the case you can usually fix it by adding the plugin's module to your Build.cs

#

Since that'll guarantee the plugin module is loaded before the game module

azure shell
#

Hey, I'm attempting to build certain parts of my game using the build tools, and I seem to be running into loads of errors. I'm trying to sort them so I can determine better workflows to ensure we can build and package easily in the future.

[2023.04.29-21.05.04:459][ 0]LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/SG_Blueprints/AI/WorldActors/AreaVolumes/SG_AIDistrictVolume.SG_AIDistrictVolume_C:Identities.Identities'. Unknown structure.

These compile and work fine in editor, but the build process seems to hate a bunch of custom structs? Do I need to do something to manually add these into the build tools so they don't get flagged as unknown?

azure shell
wooden vector
#

Also I am not sure about this. The method is to have plug-ins in project plugin folder and not to have them in Unreal engine marketplace folder

tepid grail
#

Hello, has anyone ran into this when trying to build:

UATHelper: Packaging (Windows): Errors generated while parsing 'xx.Target.cs'
xx.Target.cs(3,21): error CS1514: { expected
xx.Target.cs(3,21): error CS1513: } expected
xx.Target.cs(3,21): error CS8803: Top-level statements must precede namespace and type declarations.
xx.Target.cs(3,36): error CS1002: ; expected
xx.Target.cs(3,36): error CS1022: Type or namespace definition, or end-of-file expected
xx.Target.cs(3,38): error CS0116: A namespace cannot directly contain members such as fields or methods
xx.Target.cs(4,2): error CS1513: } expected
xx.Target.cs(5,9): error CS0116: A namespace cannot directly contain members such as fields or methods
xx.Target.cs(5,42): error CS1003: Syntax error, ',' expected
xx.Target.cs(5,50): error CS1002: ; expected
xx.Target.cs(5,50): error CS1022: Type or namespace definition, or end-of-file expected
xx.Target.cs(5,64): error CS1002: ; expected
xx.Target.cs(11,1): error CS1022: Type or namespace definition, or end-of-file expected
quiet comet
#

i have this "cook failure" error. i have:
added my maps to packaging,
deleted saves, intermediate, and derived data cache. pls help im doin a game jam ;-; ❤️ ty!

winged moss
winged moss
quiet comet
winged moss
#

Show actual errors, not a loose description of errors

tepid grail
#

I was posting on ue-general at the time, but thank you!

#

The codes all generated by UE so didn’t think much off it

wooden vector
#

does it have to be in the version to get plugins work?

#

not sure why is failing to find scripts

#

the worst case I have to fix this problem is rebuilt my whole game in UE5.1, Uassets aren't backwards compatible.

#

these plugins are fine in editor tho

ionic mulch
short temple
#

hi there any one has ever had a problem with mediaplate looping only when packaged ?

sly fjord
near torrent
#

Hi, I've created a blank empty project with 5.2 to test, and I'm receiving the following error code when trying to package.

#

Found the issue, 5.2 needs Visual Studio 2022

amber lake
#

Someone please help:

Packaged Win game size is over 40+ Gb

It includes the project file and the contents that’s why it’s this big, how can i remove/ prevent that?

random glen
# amber lake Someone please help: Packaged Win game size is over 40+ Gb It includes the pro...

There are a lot of things that can be done, but to start with:

  • Ensure that compression is enabled in your packaging settings
  • Find and delete assets that aren't in use and which are no longer necessary. I think there might be some free or marketplace plugins which can help with this. The editor also has a built-in size map so you can see what files are taking up the most space.
  • Don't include test assets or other unnecessary/unused assets. You can set which folders to ignore in the packaging settings.
  • Sometimes assets are way bigger than they need to be. Especially things like textures (and this can affect in-game performance too), or if you have meshes with billions of polygons. A lot of 4k textures can be changed to 2k or 1k with little visual difference, and you can get a big space and performance boost in many cases. Might need to export, modify, and reimport the texture for it to affect the package size (just changing the parameters probably won't do it)
winged moss
#

pak compression is sometimes a mixed bag. also unless you selected to cook everything, it shouldn't even cook unreferenced assets

#

disabling plugins that are unused can reduce the overall size

winged moss
frail hornet
#

So on ue4 if you cook for windows you get ubulk/uexp/uasset but when I do the same on ue5.1 I get a shader file, where is the ubulk/uexp/uasset or how do I get them on ue5.1 ? If anyone knows and replies please @me

frail hornet
winged moss
#

where are you looking?

#

what's in your Content folder?

frail hornet
#

im trying to cook my image files in ue5 like you could in ue4 from png to uasset/ubulk/uexp

#

im looking un saved/cooked/windows/"the name of project"/content

hollow jetty
#

Hey Guys

#

Does anyone know how to fix this?

#

UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:570: error: cannot find symbol

odd iris
#

Hi everyone, hope this is the right channel:
I'm using Gitlab to build an UE5 project (Windows, Linux, Linux Server). When packaging, I don't get any errors, but on windows build only, the resulting packaged artifact doesn't have the .exe file in the root directory. The binary in Projectname/Binaries/Win64 exists. On linux, these are small shellscripts that call the binary in Projectname/Binaries/Linux, so I'm assuming the .exe that is missing would do the same.

#

Running UE 5.0.3 on Win10 with VS 2022

verbal cargo
#

Hi

#

I added PublicDefinitions.Add("UE_ALLOW_MAP_OVERRIDE_IN_SHIPPING"); in ProjectName.Build.cs

#

but my shipping build still doesn't accept launch params

verbal cargo
#

if I add it to GlobalDefinition in ProjectName.Target.cs i get this error packaging project: modifies the value of GlobalDefinitions. This is not allowed products in common with UnrealGame.

winged moss
verbal cargo
#

what you mean?

winged moss
#

an engine source build

#

I don't know what's ambiguous about that

verbal cargo
#

ah, i have only the project source

#

another way to set UE_ALLOW_MAP_OVERRIDE_IN_SHIPPING?

#

in GameInstance.cpp there is that precompiler if

#if UE_BUILD_SHIPPING && !UE_SERVER && !UE_ALLOW_MAP_OVERRIDE_IN_SHIPPING && !ENABLE_PGO_PROFILE
    // In shipping don't allow a map override unless on server, or running PGO profiling
    Tmp = TEXT("");
#endif // UE_BUILD_SHIPPING && !UE_SERVER && !UE_ALLOW_MAP_OVERRIDE_IN_SHIPPING && !ENABLE_PGO_PROFILE
#

my goal is to have shipping build that accept launch params

waxen aspen
#

does anyone maybe know why not all grooms were packaged ? The mustache was built but the fur not

they are all hair strands and built the same basically. Only difference is that the mustache has an own material and the others are material instances

#

all the groom plugins are activated

bright crystal
#

Getting these errors when trying to package. They appeared after I enabled level streaming for my project & not sure how to fix them:

PackagingResults: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Blueprints/Logistics/Building/BPC_Build.BPC_Build_C:buildables.buildables'. Unknown structure.
PackagingResults: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Blueprints/Logistics/Building/BPC_Build.BPC_Build_C:SpawnBuild:CallFunc_Array_Get_Item'. Unknown structure.
PackagingResults: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Blueprints/Logistics/Building/BPC_Build.BPC_Build_C:ChangeMesh:CallFunc_Array_Get_Item'. Unknown structure.
PackagingResults: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Blueprints/Logistics/Building/BPC_Build.BPC_Build_C:BuildCycle:CallFunc_Array_Get_Item'. Unknown structure.
PackagingResults: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Blueprints/Logistics/Building/BPC_Build.BPC_Build_C:SpawnBuildGhost:CallFunc_Array_Get_Item'. Unknown structure.
PackagingResults: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Blueprints/Logistics/Building/BPC_Build.BPC_Build_C:ExecuteUbergraph_BPC_Build:CallFunc_GetDataTableRowFromName_OutRow'. Unknown structure.
PackagingResults: Error: Unknown Cook Failure
quick nest
#

I'm trying to use image media sources on 5.1.1 and whenever I restart or try to cook I get warnings like Failed to find script package for import object 'Package /Script/ImgMedia' Unable to load MaggieIdle with outer Package /Game/Movies/MaggieIdle because its class (ImgMediaSource) does not exist. It works fine in the editor when I first create the assets, up until the point I try to reload the project or package the game. Does anyone have advice?

wicked dew
#

Hey guys,
you can see the Package command started and ended.
and the package game not opening.
Can somebody help me resolve this problem?
I'm packing in ue5 for windows btw

brisk thunder
#

(apologies for the double-post. Only have the hardware today)
HALP! Got a game fully built and well, downloaded the code onto a MacBook and pressed compile. It's crashed twice on me already and is using over 100GB RAM before crashing. PC compiles Windows and Android just fine. How can I fix this memory issue on the Mac build??? MUCH APPRECIATED!

frail hornet
#

when i cook content for windows why is it only giving me shader archives

indigo ravine
#

It seems sometime since March, Apple started requiring their apps to use SDK 16.1 in order to be uploaded via Transporter. 16.1 is only available in XCode 14.1 or newer, but UE5 currently cannot build with XCode 14 (need to use 13). Has anyone heard of a potential fix for this? I can't upload builds for testers anymore until this is resolved...

sharp geyser
#

Any idea why this is happening? I'm packaging for windows

gilded adder
#

Hey, using UE 5.0.3, even if the project build is set to Shipping, the package (.exe) still shows PrintStrings messages.
Also Console shows up when pressing `
Is there a way to fix this?

#

Sorry for the double post

hollow thunder
#

Has anyone been able to build for Android in 5.2 Preview 1?

slim rover
#

I'm using UE5.1 with a windows shipping build. When uploading the .exe to steamworks to add steamworks drm wrapper it fails with this message "DRM operation failed.
Error code was 8
Error text: Valve Portable DRM Tool (Build: May 2 2023 12:46:49) (C) Copyright 2012-2022, Valve Corporation, All rights reserved. File region 5 overlaps file region 13 Not a valid PE code module "
anyone know what is happening?

hard yacht
#

Does Test configuration provide a crash report?

wicked rampart
#

Yes

wicked rampart
slim rover
#

@wicked rampart thanks. What do you think of the problem?

#

What do you think is the problem? Sam

gaunt lava
#

I understand that pak file does not contain the binary files so, is there a way to dynamically load a separate Unreal module to a separate packaged build? as a dll? (more like c++ mod support)

For the example use case, I made a TestActor as cpp and made a blueprint class from it, but as soon as I load its pak from a separate build that is created prior, I will get an error as the c++ file is not included. Is there a workaround for this?

crisp otter
#

Guys any ideas?

granite leaf
#

Hey Guys
Does anyone know how to fix this? i am facing a issue in packaging of my android project, My game crashes in OpenGL at the start but VULKAN works fine. The issue only occurs in development build shipping build works fine for both OpenGL and Vulkan.

wicked rampart
analog tinsel
#

Hello, I want to add the Visual Studio c++ Runtime to my build so the users don't have to install it, I've seen that I can add it in the Game Prerequisite Installers, but I'm not sure how

remote haven
#

Hey has anyone ever had bugs that happen in a build but not in the editor, or only intermittently in the editor?

vale birch
#

Does anyone know how to solve the error "Failed to open Descriptor File"

summer dock
remote haven
# summer dock rare, but they do happen on occasion

I've been fighting with my inventory not populating in build for a few days, but it works fine in editor.
An earlier blueprint version works all around, and then I moved some of the heavier functions from UMG into a C++ super class and now none of the items will show in build.

I was just wondering if there was anything I should look into as maybe I've made a small, very dumb mistake somewhere

summer dock
remote haven
summer dock
remote haven
summer dock
remote haven
summer comet
#

How do I fix this?

#

🙂 🙂

rotund sail
#

That is a sea of red

rotund sail
#

I feel like you migrated assets from UE5 to UE4, is this correct?

summer comet
#

🙂 🙂

rotund sail
#

That might be why. Some of the newer stuff may be incompatible

summer comet
#

🙂 🙂

summer comet
#

🙂 🙂

#

🙂 🙂

rotund sail
#

Idk if you would have one being in UE4 but I’m no expert

summer comet
#

🙂 🙂

languid drum
#

hello everyone! I am developing a game for Android which weighs more or less 250MG, I would like to generate OBB files to manage it but I don't know how to generate them in UE5. Can anybody help me?

summer dock
lapis cave
#

I'm trying to do a test build for a project using 5.1 but get an build fail error. Does anyone any idea what's causing it? As far as I'm aware, it's a BP only project so I'm a little stumped.

[434]UATHelper: Packaging (Windows): LogWindows: Error: appError called: Assertion failed: !bIsForCompilationOnly [File:D:\build++UE5\Sync\Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Private\NiagaraGraph.cpp]

crimson aurora
#

hi guys, Have you encountered an error like this when packaging?

UATHelper: Packaging (Windows): LogInit: Display: LogAssetRegistry: Error: Package K:/Epic Games/UE_5.0/Engine/Plugins/Marketplace/EOSIntegrationKit/Content/EIK_PlayerController.uasset is too new. Engine Version: 1004  Package Version: 1008
lapis cave
crimson aurora
#

tried deleting the uasset causing the error and it worked fine after. thanks anyways! 😄

crisp otter
#

Guys, how do i disable vulkan?

languid drum
tidal sundial
lapis cave
random helm
#

does anyone have a docker image for creating iOS builds from a SVN repo?

#

or otherwise a script or pipeline that takes SVN repo and publishes a new iOS build

gaunt lava
#

but I can see the plugin dlls being generated though

#

Also, how do I exactly load the "plugin mod" with this DLLs? As for the pak files, I mount it.

torpid night
#

Having an issue where attempting to package or cook is failing due to an erroneous CPP on line 21, which is now only 17 lines. Yes it has been recompiled, rebooted, etc.

Edit: Further information, Deleted the source cpp/h from project dir, same issue pops up, referencing non existent code on non existent files.

hardy inlet
#

I am having a very strange bug after packaging where all of my in game blueprints are duplicated on top of each other. It’s a simple platformer with collectibles and enemies, and they are all doubled. Any ideas?

pale chasm
gaunt lava
woeful thistle
#

Someone help please. Unreal's complaining at me with this but I have 0 clue what it wants me to do

mystic atlas
#

Your CPP class is missing.

woeful thistle
#

I don't ever remember making that class

#

🤦‍♂️

#

Okay I've made one based on the AssetManager class but do I need to put anything in here?

mystic atlas
#

No.

#

You might consider what is still referencing it if it doesn't exist.

woeful thistle
#

Now what. I hate this so much.

#

Found it

mystic atlas
#

Looks like you had an invite class set as your asset manager.

woeful thistle
#

I think

inland cosmos
#

i was trying to cook my project for windows, and it cooked every folder except the one i wanted. what should i do to fix this

near flame
#

Is there a way to package without having all of my assets re-cooked every time? So it re-cooks only out-of-date assets please?

surreal warren
#

Hello guys. I open template 3d project from UE 5.2, start to compile it for android.What should I do if the processor overheats to 85 degrees when compiling a project in unreal engine 5.2? I Have Ryzen 3700x, dark project rock pro 4 (250w), 32 gb ram, MSI 6650xt, , 7 fans in pc case.

grand shadow
#

Hello everyone 👋、just checking in to inquire as to if anyone has had success launching a UE5 .apk on an Android tablet device?

I have been struggling for over 2 weeks now to do so, as any packaged .apk on my Lenovo M10 HD immediately crashes on startup.

Clearing the tablet cache and reinstalling said .apk also leads to no avail 💦

Any and all recommendations and input would be deeply appreciated at this time. 🙏 Thank you for considering my inquiry.

grand shadow
# torpid night Having an issue where attempting to package or cook is failing due to an erroneo...

Hello, 👋 I achieved success with fully packaging android apks in numerous versions via this recommendation:

https://forums.unrealengine.com/t/unreal-5-1-package-project-for-android-error-org-codehaus-groovy-vmplugin-v7-java7-and-java-lang-unsupportedclassversionerror/793309

However, I now face the issue of being unable to launch my apk on my Lenovo tablet device. Step by step the process continues I suppose. 🤔

grand shadow
# grand shadow Yes, for more clarification on my initial inquiry, the error list that displays ...

As an update on this previously posted inquiry, I discovered an experimental plugin known as 'Color Correction Regions (CCR)' within UE5.1 that was causing the shader compiler errors to pop up while attempting to build a mobile device preview or an APK file. Disabling the plugin resolves the issue.

Hopefully, this information will be helpful for others who may encounter the same or similar shader compiler issues.

Onwards and upwards.. 👍

past anchor
#

Need some help. Our latest packaged build post 5.1.1 update last week will not launch on win 11. We get error "This app cant run on your PC" any thoughts on what might be causing this.

lapis orchid
#

Hello,
Can anyone help us with the packaging part? We want to do packaging for Steam as well as Epic but we want a packaged product that is encrypted and smoother in the gameplay at the same time.
We are new in development so we need some help on this part.
If anyone can help us with that it will be great support to us.
Thank you

coarse citrus
#

Packaging to Mac I just need a macbook to do so right?

swift lily
#

I'm crashing when I try Equipment->EquipmentMeshAnimBlueprint.LoadSynchronous(). It seems like the animBP is not getting cooked from the Game Feature Plugin into the android APK. The error is below. Any ideas?

LogPlayLevel: Warning: UAT: 05-13 22:53:13.274 18721 18868 D UE      : [2023.05.13-19.53.13:274][105]LogUObjectGlobals: Warning: Failed to find object 'Object /Weapons/Animation/ABP_RiggedShield.ABP_RiggedShield'
LogPlayLevel: UAT: 05-13 22:53:13.333 19869 19869 E DEBUG   : failed to read /proc/uptime: Permission denied
LogPlayLevel: UAT: --------- beginning of crash```
#

Further info. The ABP is a soft ref in a "weapon" primary asset Data Asset within the game feature plugin

summer dock
coarse citrus
summer dock
coarse citrus
#

thanks again

proud river
#

Is my packaging done or still packaging ?
this screen is like that from quite sometime now

open rapids
#

can you guys help

#

?

proud river
#

my game size is 1.11GB

proud river
# open rapids

must be SDK, JDK issue happened to me for weeks until i figured it out

lost musk
#

(im new) is packaging the word to use when I am sending out a game to my friends to test

summer dock
#

as there is no specific channel for that sort of thing, I guess this is close enough, or the platform channels for platform specific issues

lost musk
#

is there a way to have my friends test it without "packaging" not sure if it affects the process but it would be a multiplayer game

summer dock
# lost musk is there a way to have my friends test it without "packaging" not sure if it aff...

packaging is easy, press a button, wait a while, you get a folder with a .exe file and a bunch of other stuff. Zip that up, put it on google drive or similar cloud and let your friend download and try it out.

for multiplayer, you will need a lot of stuff. If this is your first stab at gamedev, I do recommend starting out by making a couple of small singleplayer games before going for multiplayer.

lost musk
#

the main reason I'm doing multiplayer first is because I assume if I want to change it later or use the same assets for another project I would have to completley redo the blueprints/code

summer dock
# lost musk the main reason I'm doing multiplayer first is because I assume if I want to cha...

Well, there is some truth in saying if you're going to do multiplayer it is best to do it from the beginning. That said, the blueprints and code one makes in the first year of learning are often pretty rough stuff. In any case, if you design nicely encapsulated actors / features / ui, reusability is generally not too bad.

But now we digress from the packaging theme of the channel

lost musk
#

understandable thank you for the insight. when it comes to packaging should you keep it to google drives until its really close to being ready and then switch to sending it to steam/epicgamestore and just doing updates?

summer dock
# lost musk understandable thank you for the insight. when it comes to packaging should...

I often start with a gdrive/cloud deployment, but once you have a solid playable then it's definitely time to start setting up the proper channels. For your first games I wouldn't stress too much, but as you go on you will want 1) to set up version control, even if you are solo and 2) to consider if you should set up Jenkins or similar to start making nightly builds and automate uploads to providers

terse verge
terse verge
#

that material is the one material that I use for everything everywhere

grand shadow
#

Hello everyone 👋 If anyone here has been able to successfully package and play test their games from UE5.1 on an Android Tablet system, it would also be helpful if you could share your primary project settings as follows:

• Generate Chunks: Y/N?
• Allow large OBB files: Y/N?
• Package game data inside .apk: Y/N?
• Disable verify OBB on first start/update: Y/N?
• Support OpenGL ES3.2: Y/N?
• Support Vulkan: Y/N?
• NDK API Level = ?
• SDK API Level = ?
• Location of JAVA: = ?

Thank you everyone for considering my request 🙏

vivid zephyr
#

Hello, I'm trying to package my game for my quest 2 headset. I've used this video tutorial: (https://youtu.be/TXQhGjVZJ-8) to set my settings. But I keep getting this error when I package:

BuildException: Missing precompiled manifest for 'SteamVR', 'E:\Epic Games\UE_5.0\Engine\Plugins\Runtime\Steam\SteamVR\Intermediate\Build\Android\UnrealGame\Development\SteamVR\SteamVR.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SteamVR.build.cs to override. If part of a plugin, also check if its 'Type' is correct.```

Packaging your project for and Oculus Quest can be quite the challenge the first time around, fortunately the setup is pretty simple. In this tutorial I will be showing you how to setup both your Quest 2 and Unreal Engine project to make the packaging that much easier when its time to test your project.

// WEBSITE LINKS
Android Studio: https://...

▶ Play video
summer dock
# grand shadow Hello everyone 👋 If anyone here has been able to successfully package and play ...

NOTES
* saves seem to be broken for me on Store engine 5.1, I copied over a source fix for that
* GPlay doesn't accept APK or OBB, must be AAB

• Generate Chunks: Y/N? No
• Allow large OBB files: Y/N? Yes
• Package game data inside .apk: Y/N? Yes
• Disable verify OBB on first start/update: Y/N? No
• Support OpenGL ES3.2: Y/N? Yes
• Support Vulkan: Y/N? No
• NDK API Level = ? android-26
• SDK API Level = ? latest
• Location of JAVA: = left blank, env var JAVA_HOME = C:\Program Files\Android\Android Studio\jre 

Android Studio SDK Manager Settings ( some of these might be cruft from old setups )

SDK Platforms
Android API 33
Android 10.0

SDK Build-Tools 34-rc4
33.0.2
30.0.3
29.0.2

SDK Platform-Tools 34.0.1

NDK ( Side by side )
25.1.8937393

SDK Command-line Tools 8.0

CMake 3.10.2.4988404
vivid zephyr
young shale
#

I load two images using LoadObject. One of them is included as an expected and the other is not. Is there a way to force an asset to be packaged?

winged moss
young shale
#

So a Uproperty of a UTexture2D would work?

winged moss
#

yes or TSoftObjectPtr<UTexture2D>

young shale
#

I am trying that. If Strong doesn’t work I will try soft.

winged moss
#

a LoadObject call is pretty redundant if it's hard ref'd

young shale
#

I loadObject to create the strongObjectPtr

winged moss
#

then that's the problem, and not the solution I was suggesting. in the Blueprint, you would set the default to the asset

#

then the cooker knows it's referenced

young shale
#

This is all in cpp

winged moss
#

well it's generally bad to do asset references all in C++, but you can have a UDeveloperSettings class where the image can be set in the editor, that can be found by the cooker

young shale
#

So in theory I should just be able to set the references in that class and that will force the assets to package so I can just do my old workflow, which is only failing since the assets are not packaged.

winged moss
#

the nuclear option is to use the "directories to always package" option in the packaging settings, but this can't be done for individual assets

#

but with the UDeveloperSettings, the cooker will be able to read those and they would get packaged

young shale
#

I think I will try that first. It is dumb but my workflow is already dumb and this is due tomorrow.

winged moss
#

or having a data table with the images in it and setting a reference to that

#

just as long as it's directly referenced

young shale
#

It works now. I used the packaging options to package everything in the content directory. Luckily I am working on a small project with basically no assets so this isn’t a performance night mare.

grand shadow
tight iris
#

Add a line to your Applicable config file (Like DefaultEngine.ini):

+DirectoriesToAlwaysCook=(Path="")

Inside the quotes put the directory you want to include.

See:
https://docs.unrealengine.com/en-US/API/Editor/UnrealEd/Settings/UProjectPackagingSettings/DirectoriesToAlwaysCook/

Directories containing .uasset files that should always be cooked regardless of whether they're referenced by anything in your project These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game

chrome nacelle
#

im trying to install my IPA file to my iphone, i get this error?

spiral shard
#

my build doesn't go past the main menu even though I have 2 more levels added to the always add to map directory

#

can anyone help me?

vivid lotus
# tight iris Add a line to your Applicable config file (Like `DefaultEngine.ini`): ``` +Direc...

That's not quite what I'm asking, the mesh asset itself is being packaged just fine and exists on both the client and server (I was referencing it via a uprop), the problem is more advanced than it just not being packaged, the client and server get different versions of asset, in the instance of 3D assets, the render data of the mesh is typically ommitted from the servers "version" (since servers don't and can't render anything, the cook system drops it to slim down the total size of the dedicated server package)

tight iris
small wren
#

Has anyone ever ran into an issue trying to package a game if you renamed a module? Core redirects are working for the class names, but the old module names are erroring out the cook process:
LogStreaming: Error: Couldn't find file for package /Script/OldModuleName requested by async loading code. NameToLoad: /Script/OldModuleName

vivid lotus
#

There is also a game redirect, that can redirect the whole module, but it'd need to dig around to find it, doesn't seem to be mentioned on the Core Redirects page

#

Ahhh, here we are, found in one of my older projects' DefaultEngine.ini

[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="OldModule",NewGameName="NewModule")
+ActiveGameNameRedirects=(OldGameName="/Script/OldModule",NewGameName="/Script/NewModule")

EDIT: Found it on the 5.0 documentation, seems it's deprecated and CoreRedirects was what replaced it, so if you're in 5.0+ it may or may not work as expected.

odd junco
#

is it possible to break up a level into small pak files? getting a error saying my level can't fit in the pak size I have set and i don't really want to increase it.

empty ledge
#

Hello everyone, someone here already uploads a game on Steam, i don't know how to "Check" this box "Store and Dev Comp Packages Match" here:

small wren
vivid lotus
orchid cypress
#

anyone else having the packaging stuck in cooking shaders since 5.2 upgrade ?

#
LogMaterial: Display: Missing cached shadermap for PhongSurfaceMaterial in PCD3D_SM5, Default, SM5 (DDC key hash: 0cbfc465d2356e834319b7448f7c0037015c7ae1), compiling.
LogMaterial: Display: Missing cached shadermap for LoadingScreenMaterial in PCD3D_SM5, Default, SM5 (DDC key hash: b8ace3e34f907082763b18645abc14543b727e31), compiling.
small wren
vivid lotus
chrome nacelle
#

Anyone know a fix for this error? I get it when trying to export my project to IOS..

icy tartan
#

Hi,
how can I change SaveGames directory from AppData to Package directory?

past portal
#

hi, which version of visual studio should be used for packaging with 5.2 ?

past portal
#

@summer dock thanks

odd junco
scenic kindle
#

Wonder if anyone could shed some light as to why I get a hefty FPS drop after a default 3rd person template is packaged please.

#

120 FPS in the Editor but barely 40 on a packaged template.

#

I,m wondering if this is related to my PC being slow (i7 8700k 48Gb DDR4 3200MHz, running on a 970 Evo 2TB and a GTX 1070ti) , Only posted specs here as I dont know if it,s relevant, (Monitor is a MSI QHD Monitor 2560/1440p), The only thing I added was a Widget showing FPS as the Stats screen i could seem to show when i launcged the exe from packaging.

summer dock
vivid lotus
#

I typically get 3x the FPS in a packaged build, shipping or dev, @scenic kindle what do the engine stat commands show/say? Enable stat fps and stat unitgraph from the console (using the ` key)

scenic kindle
#

This is the stat fps

#

unit graph

#

Sorry for the late reply, Had some stuff to do thank you all for the replies. 🙂

boreal forge
scenic kindle
#

Anyone got any idea on the low performance of the Third Person Template when packaged please ? I found the GameUserSettings.ini file and changed all the values from 3 to 2 and it increased from 40-60 in the package version but does this mean that you need to have all settings at 1 for it to be even half useable?

scenic kindle
#

For anyone wondering I think I might have solved my issue or at least figured it out.

sg.ResolutionQuality=100
sg.ViewDistanceQuality=2
sg.AntiAliasingQuality=2
sg.ShadowQuality=1
sg.GlobalIlluminationQuality=2
sg.ReflectionQuality=2
sg.PostProcessQuality=2
sg.TextureQuality=2
sg.EffectsQuality=2
sg.FoliageQuality=2
sg.ShadingQuality=2

[/Script/Engine.GameUserSettings]
bUseVSync=False
bUseDynamicResolution=False
ResolutionSizeX=2560  (When this is set to 1920)    
ResolutionSizeY=1440  (And this is set to 1080) I get fixed 60FPS 

So it seems it might be my hardware not being powerful enough to run the template at 60FPS @ 2560 x 1440. (@2560 x 1440 I get 40 FPS (ish))

As a test I exported a Third Person Template from 4.27 and it runs at 1440p at 60FPS so not sure whats causing the FPS drops in the UE5 version of the template maybe it,s more demanding on my 1070ti. 🙂

wooden elm
#

Hey folks, not 100% packaging but it is project related and hoping someone can help me understand whats going on. I am using UE 5.1.1
I have say a Uasset in its corresponding folder, each asset then has multiple copies with strings of letters after them.

For example: uasset~K94AJ93K

This means nearly every asset in my project is quadupled pushing my project size to nearly 1 TB!

What are these duplicates? And What should I do about them?

lost musk
#

I think im finally ready to package and test my game with my friends anyone have a link to somwehere i can learn how to do it there is nothing in pinned

vivid lotus
#

@lost musk Take a simple google of "ue5 package project" and you'll find a million examples 🙂 the first link is from Epic Games themselves, or try one of the top videos that google will suggest, if you prefer a video tutorial

vivid lotus
# scenic kindle For anyone wondering I think I might have solved my issue or at least figured it...

Since you're not seeing the same issues in a UE4 template, my best guess is that it's Lumen being on by default, even on my system, with a i9-7920x and a 3090, I get nearly twice the performance, just by turning Lumen off, I can only imagine on older hardware it'll also make a difference.

Go to Project settings -> Rendering and change the following options
Global Illumination -> Dynamic Global Illumination Method = None
Shadows -> Shadow Map Method = Shadow Maps
Reflections -> Reflection Method = Screen Space

lost musk
#

damn i packaged it and cant get past the mainmenu

lost musk
#

alright so my game works perfectly within UE5 but when i package it and try to open it my button for starting a solo game doesn't do anything and my host game doesn't do anything. I assume the multiplayer thing has something to do with subsystems but i have no idea why the solo game button all of a sudden doesn't work when i package it.

wooden elm
lost musk
hybrid hare
#

anyone know what this could be

#

it pops up right when i package my projec

#

its the only thing stopping it from packaging

winged moss
# hybrid hare

Show your primary asset settings under the Asset Manager section

hybrid hare
#

Alright

#

One sec

#

Where do I find that?

winged moss
#

Project settings. You must have configured it at some point to get this error

hybrid hare
#

Broooo

#

Thank you

#

I litterally seen the issue right when I went in there

#

I’ve litterally been banging my head at this all day

wooden elm
lost musk
vivid lotus
#

Does anyone know if there's a way to include a copy of a client build's mesh in a dedicated server package? (Without just copying the pak file over to the server build)

I have a mesh that I need to access the section data of at runtime (using UKismetProceduralMeshLibrary::GetSectionFromStaticMesh()) and the data being retrieved within that helper function is empty on a server, resulting in a crash.

hollow haven
#

Hello friends. I am trying to package an 10 MB project to test something. It is taking quite a while.. is that normal?

#

I am on Unreal 5.1

hollow haven
#

I packaged actual projects before! T_T

hollow haven
#

Sorry for the spam but I have no idea why Global Shader is crashing in an empty level when packaging the game. 😦

hollow haven
#

Nevermind everyone, reinstalling Windows fixed it. ^-^'

orchid cypress
#

I'm getting desperate trying to resolve this packaging error on 5.2

wraith wadi
#

Hi. I have a problem with remote build from Windows to iOS. I keep getting this error:

UATHelper: Packaging (iOS):   ERROR:   rsync: connection unexpectedly closed (0 bytes received so far) [sender]
UATHelper: Packaging (iOS):   ERROR:   rsync error: error in rsync protocol data stream (code 12) at io.c(228) [sender=3.2.3]

Does anyone know what could be the issue please?

winged moss
#

Hopefully it's not something dumb like the remote Mac machine going to sleep

terse current
#

could anyone help give some guidance on how to fix this?

UATHelper: Packaging (Windows): LogInit: Display: LogCook: Error: Failed to cook /Game/SpaceSim/BaseShip/Forward for platform Windows. It imports class /Script/EnhancedInput.InputAction, which is in a module that is not available on the platform.
UATHelper: Packaging (Windows): LogInit: Display: LogCook: Error: Failed to cook /Game/SpaceSim/BaseShip/Horizontal for platform Windows. It imports class /Script/EnhancedInput.InputAction, which is in a module that is not available on the platform.
UATHelper: Packaging (Windows): LogInit: Display: LogCook: Error: Failed to cook /Game/SpaceSim/BaseShip/Pitch for platform Windows. It imports class /Script/EnhancedInput.InputAction, which is in a module that is not available on the platform.
...

I can't figure out how a 5.1 engine feature isn't "available" for windows packaging

mellow atlas
#

I think you just need to add the module to the dependency if it is c++

#

if it is BP, then it should has been enabled in plugins already

#

is weird tho, you couldn't compile the game first hand if that is the case!

terse current
#

yeah idk :/ it's complaining about the actual input actions themselves

#

these things

mellow atlas
#

BP or C++?

terse current
#

i dont think it can be raw c++ can it?

mellow atlas
#

I mean the project, do u do the binding in c++ or BP?

terse current
#

oh, c++

#

and it works fine when I run it. it's just the packaging that refuses to work

mellow atlas
#

make sure to edit yourpeoject.build.css and add the dependency

#

otherwise u might be missing a header include

terse current
#

the c++ compiles fine though, it's the raw files of the input actions and the mapping context that it claims dont work on windows

mellow atlas
#

yeah, that is what is weird

#

you have both

#include "EnhancedInputSubsystems.h"
#include "EnhancedInputComponent.h"

?

terse current
#

for the file that does the mapping?

mellow atlas
#

yes

terse current
#

it says it'd be unused, but I can try it

#

same issue

mellow atlas
#

I see it is rider, but what I learned so far is that, don't ever trust the IDE when working with Unreal c++ lol

terse current
mellow atlas
#

oh, u have separate modules for your game, not all files in the default module?

terse current
#

wdym?

#

I don't think so?

mellow atlas
#

double check if the dependency included isn't in an if statement in the build.cs, maybe it is included for specific platform

terse current
#

public class FlightAimTrainer : ModuleRules
{
    public FlightAimTrainer(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
    
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "RD", "SlateCore", "ApplicationCore", "Slate", "UMG" });

        PrivateDependencyModuleNames.AddRange(new string[] { "RD", "GameplayAbilities", "GameplayTags", "GameplayTasks", });

        // Uncomment if you are using Slate UI
        // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
        
        // Uncomment if you are using online features
        // PrivateDependencyModuleNames.Add("OnlineSubsystem");

        // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
    }
}
mellow atlas
#

hmm, I don't have other suggestion sry, lets see what others may come up with

terse current
#

perhaps it's just a bug with 5.1.1 :/

#

im trying to package it on 5.2 instead and it's made it a lot farther

mellow atlas
#

haven't encounter such bug yet, even after upgrading to 5.2

#

I'm having some issues with enhanced input myself tho lol

#

but it is related to possessing in multiplayer

terse current
#

i havent had any issues with the inputs for multiplayer yet with enhanced, it was mainly just replication shenanigans that took a few hours to iron out XD

mellow atlas
#

yours automatically posses on spawn? or afterwards? I know I'm being stupid in my case and hopefully I will figure it out soon

terse current
#

yep, auto on spawn

mellow atlas
#

ic, different situation here then, but that is for another time, lets focus on your issue

terse current
#

same issue again on 5.2 :c

mellow atlas
#

what is that Script folder? just an organizing folder? or what?

terse current
#

it isnt mine

mellow atlas
#

as a last resort, try recreating those mapping and actions, with different names then use the new ones, keep the old ones for reference and backup, they might be corrupt or something

terse current
#

just tried that

naive ridge
mellow atlas
#

I know stupid suggestion since the game runs normally, but who knows 😄

terse current
#

didn't work :/

terse current
naive ridge
terse current
#

not particularly, it's fairly lengthy

naive ridge
terse current
#

UCLASS()
class FLIGHTAIMTRAINER_API APlayerShip : public ABaseShip
{
...
}

#

with the base ship being..

UCLASS()
class FLIGHTAIMTRAINER_API ABaseShip : public APawn, public IAbilitySystemInterface
{
GENERATED_BODY()

naive ridge
#

So this one is the main game project module?

terse current
#

think so?

naive ridge
#

I'm not sure but would you like to try reparent your ABaseShip from APawn to ACharacter?

terse current
#

i doubt that'd do anything except bloat it some more lol

#

but i'll try it

mellow atlas
#

while at it, close everything after the edit, and regenerate the solution, and build again from the IDE, then close the IDE and closing the editor then reopen the editor only and package

terse current
#

reparenting did nothing

mellow atlas
#

u r packaging for windows from mac ?

terse current
#

no

#

guess the only major thing left I can do is just try a fresh project and slowly rebuild it until it breaks lol

mellow atlas
#

😮

naive ridge
terse current
#

already did that

naive ridge
#

And turn off unity build?

terse current
#

not sure what that is

naive ridge
#

bUseUnityBuild in target

terse current
#

so bUseUnityBuild = false then?

naive ridge
#

For your project, don't do that for the whole engine, or it will take you half a day, lol

terse current
#

wellp it's gotta be in my code somewhere

#

so I guess I'll just get cracking on that then, the fresh project built with some bogus input actions/mapping contexts

naive ridge
#

So the thing I'm suspecting that somewhere referencing the enhanced input module which is not supporting blueprint somehow.

terse current
#

oh

#

that could be an easy fix then

#

just make it blueprintable right?

naive ridge
#

I'm not sure but you can give a try.

#

It looks like it.

terse current
#

yeah that didnt work either

#

:/

naive ridge
#

Where did you references these assets? I mean which classes except for the character

terse current
#

thats it :/

naive ridge
#

That's outrageous.😅 No idea why it is not working.

terse current
#

got it built

#

wasn't a code thing after all

#

just a psa for anyone that might be dumb like me, don't have this.

#

needs to be this instead

naive ridge
#

Didn’t you add it by check the box in Editor?

#

Usually it will add all platforms you are supporting.

terse current
#

nah I think i copied it from a different project i made a while ago

violet tundra
#

I have a persistent level that covers other levels. When packing the game, is it enough to choose only this persistant level or do I have to choose the levels below it?

wraith wadi
wise robin
#

How can I tell a packaged game to default to high scalability settings and screen percentage 75? 🤔

#

I've found something about adding a defaultscalability.ini but there's nowhere that says what to type to force a specific scalability setting, most people just say to copy the baseEngine.ini but that simply has a configuration of what each level of settings should have not what it should default to Sadeg

silver kraken
#

Trying to debug this strange packaging error that comes up ... project has been packaging just fine from day 1 - added in a few plugins - OnlineSubsystemSteam, AdvancedSessions, AsyncLoadingScreen(Engine) and now i'm getting this weird package error i dont make sense of:

D:\ue5\UnrealEngine\Engine\Plugins\Runtime\ModelViewViewModel\Source\ModelViewViewModel\Public\MVVMViewModelBase.h(6): fatal error C1083: Cannot open include file: 'FieldNotification/IClassDescriptor.h': No such file or directory```
#

this is like a FRESHLY INSTALLED/compiled 5.2 source as of about 1 day ago.

silver kraken
#

I see that AdvancedSessions and OnlineSubsystemSteam are littered with public I... classtypes - i'll presume this is it but i dont know how to fix the packaging errors.

primal thorn
#

hello can someone tell me how to package ush files?

fast skiff
#

Can someone help please, I am unable to package my project. I am getting error "Object reference not set to an instance of an object"
And
Errors generated while parsing 'W:\Unreal\Unreal Projects\MuyeGame\Intermediate\Source\BeanNG..Target.cs'

undone ravine
#

How can I optimize the size of my packaged game? My previous released version was about 40GB packaged, and the map "builtdata" objects were most of it. Most of that was probably lightmap data, so I reduced the size of my lightmaps. I probably reduced those "builtdata" packages by 40% pre-packaging, but my packaged game is only reduced in size by 5GB. I have no idea what on earth is using up the rest of my package, but I'd love to know.

#

Part of the issue is that once my data is packaged I have no idea what is actually in it and what size it is after being compressed

#

Theoretically the engine is only packaging what I need, but there might be stray references that is causing a whole lot of other junk to also be included that I don't want.

naive ridge
#

First of all, I think you need to check any assets in developer folder got referenced outside of it.

mystic atlas
#

You can also look at the pak file to see what's actually packaged in it.

mellow atlas
#

if u build a game with a completely empty level without anything at all u end up with over 2.5GB packaged game, so a game that shows a black screen will have that size 😦

mystic atlas
#

Depends what you do to it.

#

You can get the mobile version down to about 50mb.

naive ridge
#

And you might use a tool to check the 0 referencing asset and delete them from the project

undone ravine
naive ridge
mystic atlas
#

Never used it before, so use at your own risk etc.

mellow atlas
#

the build system should check for that, we can have 1 TB of asset, none included in the game in any way, why including those in the package?

naive ridge
#

There's one option in the settings.

mystic atlas
#

You can turn off pak'ing, yes.

#

So that's also an option.

mellow atlas
#

nothing referencing them, but anyway, let me stay away of that, lets get back to main question 😉

undone ravine
#

I did try just building it without packaging and compression, but it seemed to be extremely wasteful with size, and I assume certain things can't be compressed, like lightmaps that are already compressed, while other things will compress a lot so in my opinion it's not easy to infer what is actually using your space up

#

The uncompressed unpacked build was like 150GB, so yeah..

naive ridge
#

Wonder how many assets you tossed into the game.

undone ravine
#

Well considering it's about 50% of Titanic It's quite a lot. It's done fairly messy too so there is a lot of optimization possible. However, I was certain most of my data usage was lightmaps, so that's why I'm confused why I'm not getting hardly any disk savings after reducing my lightmaps by approximately 40%.

mystic atlas
#

Oh you're the Titanic guy!

naive ridge
#

That's you!

undone ravine
#

Thatsa me lul

mystic atlas
#

Try packaging your game without pak files and see what happens.

naive ridge
#

So maybe you can try more dynamic lights? I'm not sure your titanic needs to be run on 60 fps or not😛

mystic atlas
#

60 fps, but only 1 ips (icebergs per second)

undone ravine
#

So I reduced the size of the level folder from 42.5GB to 25.6GB between the previous released build and the current one. Since that is mostly compressed lightmap files, I expected the file size reduction to be roughly linear. But there is only a 5GB reduction.

#

I am repackaging the project without encryption and without pak files but still compressed to see what the size looks like, and I'll see if I can figure out what is actually taking up space

mystic atlas
#

Good luck!

#

I guess optimising package size is... a sink or swim issue.

naive ridge
#

If your size is filled mostly with lightmap, there's few things could help.

undone ravine
mystic atlas
#

Find out where the 150gb is residing.

#

I'm assuming the files are identifiable.

#

A program like windirstat might help. I'm not sure the format it will have used.

#

I.e. where the files are placed.

undone ravine
#

The maps folder is 123GB

#

I don't understand why, but some levels have actually inflated in size by a lot

mystic atlas
#

Find the biggest offenders and see what's there!

undone ravine
#

The one built data file before packaging is 1.1GB, but in the built package it's 9.5GB

mystic atlas
#

You might be able to use the asset tools to get a list of the contents of the map package.

#

And its corresponding size.

#

Might

hidden bone
#

cant finde ue4 game error when i try to package??

#

ERROR: Unable to find target 'UE4Game'
PackagingResults: Error: Unable to find target 'UE4Game'

silver kraken
# silver kraken Trying to debug this strange packaging error that comes up ... project has been ...

So this packaged fine in a fresh/new project with 0 code implementation and just the plugins.....

Ive added in a ViewModel to see if theres some mishap there.... due to the original error code in the build - and sure as shit this new project it came up with as well.

All i've done is added to the build.cs - "ModelViewViewModel"
and created a file MyViewModel.h with some attributes in it - not even bound to any attribute set or anything....
Added a UI in the project that has 1 value bound to this ViewModel - and got the same exact error for packaging:

[5/20] Compile [x64] MyViewModel.cpp
D:\ue5\UnrealEngine\Engine\Plugins\Runtime\ModelViewViewModel\Source\ModelViewViewModel\Public\MVVMViewModelBase.h(6): fatal error C1083: Cannot open include file: 'FieldNotification/IClassDescriptor.h': No such file or directory
[6/20] Compile [x64] MyViewModel.gen.cpp
D:\ue5\UnrealEngine\Engine\Plugins\Runtime\ModelViewViewModel\Source\ModelViewViewModel\Public\MVVMViewModelBase.h(6): fatal error C1083: Cannot open include file: 'FieldNotification/IClassDescriptor.h': No such file or directory```
fast skiff
#

Hello everyone

#

I'm getting an error when packaging

#

Object reference not set to an instance of an object

terse verge
#

game doesnt open anymore

#

packaged this project like 3 times already and its been fine, now it just does cursor loading icon and nothing happens

#

I just added some advanced session plugins before latest package

#

yep of course it was the plugin

#

not sure if I need it, not sure how to fix it if I do need it, nobody tells me anything and unreal isnt being very helpful with it

summer dock
silver kraken
terse verge
#

I wasnt blaming the plugin, I just didnt know what I was doing wrong

#

its fixed now, but still cant get any of this multiplayer working at all. hosting and joining works fine in the editor

terse verge
twilit yacht
#

Does anyone have resources or tips for doing Dedicated Server builds for an open source project on github? I know they require engine source to build, so I'm wondring how to make a github action work 😦

undone ravine
mystic atlas
#

What did you have to do?

undone ravine
#

Oodle didn't seem to be turned on properly. Then just turned up all the effort levels on the encoder. Also manually excluded my DEV folder which has a bunch of extra junk I don't actually need.

mystic atlas
#

Heh

undone ravine
#

Oh, and enabled share material shader code and shared material libraries

#

I think there is a lot of room for improvement to make this more user friendly. At a minimum, some kind of tool to let you audit the size of assets after you built them, even a shipping build that is in an encrypted .ucas file

tight iris
wicked rampart
twilit yacht
viscid girder
#

hello, i used to build my project using cmd /c "GenerateProjectFiles.bat %AVALONHOME%\Avalon.uproject" to generate the project files first

#

but that .bat file seems to have gone

#

is it only included in the source code?

mystic atlas
#

Yes

#

I think?

#

Just right click on the uproejct in explorer and do "generate project files"

#

or replace "generateprojestfiles.bat" with the unrealversionselector.exe file that might do it?

fast skiff
#

Hi everyone, i packaged my project and when i launch it theres an error showing up:

Assertion failed: RenderSection.DuplicatedVerticesBuffer.DupVertData.Num() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshLODRenderData.cpp] [Line: 198]
What does this mean and how do i fix this

mystic atlas
#

I think it means one of your skeletal meshes has duplicated vertices

#

I.e. 2 vertices in the same location.

jolly nymph
#

Any way I can force my users' user settings config to reset towards a new build?

#

Perhaps increment some version number or whatever that would do it automatically?

mystic atlas
#

You could change the name of the class.

#

UE supports versioning, but it's a little weird imo.

strange ledge
#

Hi! after project moving to 5.2 we have an strange case android testing device have different behavior
e.g. galaxy9 development+shipping works fine
galaxy 21 development fine, but shipping doesnt opened . no log. even no splash screen.
for ios devices we have mirror case for all devices - shipping build works fine everywhere, development doesnt start at all

cloud thistle
wanton void
#

hello hello, ive got a feeling im not building one of my levels when i package because i get different behavior running the game in editor and via the packaged version, is there a way to confirm that i am indeed building the maps?

i have this code cpp

bool APlayerStateWarlocks::GetIsPlayerInLobby()
{
    APlayerController* PlayerController = GetOwner<APlayerController>();
    if (!ensure(PlayerController != nullptr)) return false;
    
    APlayerPawn* PlayerPawn = Cast<APlayerPawn>(PlayerController->GetPawn());
    if (!ensure(PlayerPawn != nullptr)) return false;

    if (PlayerPawn->GetWorld()->GetMapName() == "UEDPIE_0_Lobby") return true;

    return false;
}

stop the player from being able to readyup in the lobby map, works fine in editor but not in the standalone exe game

let me know if this the wrong place to ask

thorny jasper
echo cedar
#

Hi, any idea what causes this?

wooden stream
#

guys anyone can give me an advice why after packaging game I cant choose localization inside options? its working in standalone

#

I have 2 languages

viscid girder
#

Hello, I am trying to get the plugin version in a batch script, i have a feeling someone is going to say, use python, but all i need is something like RunUAT -plugin=x.uproject get_version

#

then i can simply set the version in the script as part of the build output location

winged moss
viscid girder
winged moss
#

"from the build tool" refers to what exactly

finite pebble
#

help please!

#

cant build my dedicated server anymore and i dont know why .(

winged moss
finite pebble
#

well its not its from a source build but im building thru the editor

winged moss
#

ok then that's never been supported, ever

finite pebble
#

huh ? meaning waht

winged moss
#

to compile a dedicated server, you need a source build. that's remained unchanged since the very first UE4 release

finite pebble
#

but but

#

yeah thats what i did the first time but i can "rebuild it " or recombile it via the editor

#

i just followed a tutorial and it has worked fine untill now

#

The Binaries Folder in the projekt folder

#

will it rebuild if i remove and reopen the program ?

winged moss
#

what? there's no ambiguity here, you need a source build to make a dedicated server

finite pebble
#

this is what i followed

winged moss
#

and that tutorial is using a source build

finite pebble
#

yeah so thats what im using also^*

#

(im new at this obvi)

winged moss
#

well I kinda misread your message I suppose. you may have done an installed build (I much prefer native projects for source builds) but excluded dedicated server support

finite pebble
#

oh i suppose so idnno i just gave it a wack and it worked

#

untill now

mellow atlas
#

are you sure you downloaded the source from github? the Unreal source code

finite pebble
#

yeah

#

199%

#

100*

#

it wont let me build in c++ anymore either

mellow atlas
#

kk, are you sure you are targeting that source build in your project? not another version you have downloaded from the launcher?

finite pebble
#

hm

#

dont remeber how to check that

mellow atlas
#

right click your uproject file then switch unreal engine version

#

make backups before messing with anything if you are deep in the development

finite pebble
#

aye i have backup

#

so i cna select the 5.1 or the sourcebuild

#

i suppose i want the source build right

mellow atlas
#

yup

winged moss
#

I hope by a backup, you mean source control

#

source control is a backup, but a backup isn't source control

finite pebble
#

nope dont have source controll

winged moss
#

well that's stupid

finite pebble
#

but i have external harddrive that i just transferd the project from 2 days ago

#

yeah well unable to connect my project to github for some reason so..

#

ok so rebuilding now with the source version

#

and the build got longer but still failed

#

@mellow atlas

winged moss
finite pebble
#

oh

#

yeah

#

just saw it

#

lol

winged moss
#

use UFE or use BuildCookRun from the command line

finite pebble
#

ok how do i do that or :/ X?

#

first time user bro

winged moss
#

UnrealFrontend and BuildCookRun are googleable

dark echo
#

This is the unreal frontend. It will allow you to create a profile to get a build. In it you can select if you want WindowsClient and WindowsServer at the same time. It is better to do the build in the editor.

winged moss
#

by what definition is it better to do it in the editor? UFE runs the BuildCookRun UAT job, and so does the editor. At least UFE is less resource intensive to run

finite pebble
#

ah ok but will it help with my current problem ?

#

it says i cant do it while live coding enabeld

#

but ive disabeld it

random helm
#

Is it possible to use Custom Launch Profiles for packaging? does this make sense?

mellow atlas
#

don't just disable, close the editor, close visual studio, then reopen the editor and package, or run the UFE

finite pebble
#

okok

winged moss
#

do not disable live coding because it enables hot reload

finite pebble
#

meaning ?

winged moss
#

hot reload can corrupt blueprints. and since you willing choose to not try and figure out your Github issue, that should be an extreme concern to you

finite pebble
#

hmm alirght

#

ill have to look into that then lateron

#

but for now

#

i still get live coding is enabled blabla so cant build

#

even after restart

winged moss
#

then use UFE like suggested?

#

that can be run with the editor closed

finite pebble
#

hm ok

#

hm ok how do i use it

#

is there a tutorial or just simple instructions ?

#

dont wanna do something wrong

dark echo
viscid girder
#

i just spotted something the version number for a plugin is in the .uplugin but in a .ini file for a main project

zenith summit
#

Our Perforce server seems to be out of service and it won't be fixed before tomorrow. Anyone know how to prevent a source control disconnection from breaking cooking? (Thanks, Epic.)

#
PackagingResults: Error: P4ERROR: Failed to connect to source control provider.
PackagingResults: Error: Connect to server failed; check $P4PORT.
viscid girder
#

my p4v client is using 26gb of ram

finite pebble
#

owsServer\SongsOfEverGladeServer.exe" -log

#

Why dosent this work 😮

#

the " log" function

zenith summit
#

Shipping build?

#

@finite pebble

finite pebble
#

no server

#

development*

zenith summit
#

Is it launching the executable but not opening a log window, or just not opening the executable at all?

finite pebble
#

i dont think its opening anything

#

i mean how can i tell ?

#

oh i could look at the task mnger ofc

odd nest
#

Any information on these two errors? They seem to go hand in hand but I cannot for the life of me figure out the issue, and recreating the entire blueprint and setting up references would take atleast 10+ hours. I am willing to try anything

UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: ClassDefaultObject for ThirdpersonCharacter created at the wrong time - it may be corrupt. It is recommended that you save all data and restart the editor session
and
PackagingResults: Error: ClassDefaultObject for ThirdpersonCharacter created at the wrong time - it may be corrupt. It is recommended that you save all data and restart the editor session

finite pebble
#

why cant i connect to server :/ ?

celest harbor
#

hi, i'm trying to build server build from command line and was following this link,
https://nerivec.github.io/old-ue4-wiki/pages/how-to-package-your-game-with-commands.html

it worked for client build but for server build, batch file window just opens and quickly closes. i tried to run this batch file from cmd and
there it shows, 'RunUAT.bat' is not recognized as an internal or external command,
operable program or batch file.

i tried to rebuild automation tool of source version (using 5.1 source) too but still same error comes..

zenith summit
#

Edit the batch file to make sure you have the correct path to the folder containg RunUAT.bat.

celest harbor
#

oh, but if it is the case, for the client build command , the same error must have come but it packages fine with client build ..that's why i am confused

winged moss
zinc terrace
#

UE 5.1 android packing, unexplained error. Please help me with this.

daring saffron
#

is this a normal amount of time to cook? it is the first time cooking but it will take 5+ hours at this rate

fast skiff
#

I am getting an error when packaging

#

PackagingResults: Error: System.NullReferenceException: Object reference not set to an instance of an object.
PackagingResults: Error: Unknown Error

#

I have been constantly getting this error

fast skiff
#

bruh a this point im ready to send my project to anyone who can package it lol

winged moss
#

That is not even close to the full error

craggy fulcrum
#

Hi all, hoping somebody has an idea why when I try to package with UE5.2 for Windows everything starts off great and then it just sits and appears to be building however no further progress is displayed in the log and it never completes the packaging. I let it run for 36 hours and it just sits and spins after a certain point. No errors or warnings, and the "packaging project" indicator is still showing with the little circle spinning away.

dreamy sequoia
craggy fulcrum
flint kayak
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i have a Custom Rendertarget2D That Derives From Rendertarget2d and uses Tag to get Actor and Draw 2D bounding Box but In Editor It Works Like Charm bu in Build Version its not Same here is Code and Example

Any Idea What is changed During the packaging Of the Project?

i am using unreal engine 5.2 visual Studio 2022
windows build

plain lodge
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Hello. I'm using a new computer and when trying to package my game I get following error:

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Anyone know what this is? 🤔

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My game packaged perfectly fine before on my old PC

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Could it be that I don't have the proper Visual Studios yet? Currently only have 2022 installed. Maybe I need 2019?

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(using 4.27)

timber musk
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getting this when trying to package for android

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any idea how to fix this?

timber musk
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nvm solved it

pallid coral
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Having trouble packaging, anyone know why I might get the error "No matching platform for PakFileRules for Section ExcludeContentForMobile: Windows"

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How might I fix this?

modest badger
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its hilarious

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the engine fks itself now and then

broken forge
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I'm releasing my demo on steam. Do I really have to write everything again??

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Can't the demo page be the same as the main game page?

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Can't the demo page be the same as the main game page?

lusty ivy
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Hi guys, does anyone know if it is possible to create a patch based on another patch using Unreal packaging? like i have _0_P.pak, how can I build on that and make _1_.pak

winged jetty
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Good day to all! Who faced such problem? When starting the game on the phone, it crashes and gives this error.
LogVulkanRHI: Error: MapFormatSupport: R64_UINT is not supported with VkFormat 110
The strange thing is that when I download the game from the server, it works, but when I change something, it results in this error

rare relic
lusty ivy
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Its for art installation updates not distributed game

rare relic
lusty ivy
clear plume
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I'm packaging a project at the moment, the content folder is about 1.8Gb but my packaged project is coming out at 2.5Gb, any way to optimise this?

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I only have assets which are being used in this project and don't want to optimise my textures is there any other way to reduce the size of the packaged project?

hearty wasp
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Staging directory option gone?

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Also I don't have any build targets. So strange. Using 5.2 source

scarlet pagoda
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When attempting to package for Windows, I get an Accessed None trying to read property on my GameInstance... I've checked for redirectors (there are none) and in DefaultEngine.ini, which appears to have the right location and BP. Anyone know of other things I can try?

copper parcel
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New to unreal and trying to set up wwise. Project plays and cooks fine but fails on packaging.

UATHelper: Packaging (Windows): C:\Users\diabo\OneDrive\Desktop\wwise\Source\wwise\wwise.Build.cs: warning: Referenced directory 'C:\Users\diabo\OneDrive\Desktop\wwise\Source\WwiseAudioLinkRuntime\Public' does not exist.
PackagingResults: Warning: Referenced directory 'C:\Users\diabo\OneDrive\Desktop\wwise\Source\WwiseAudioLinkRuntime\Public' does not exist.
UATHelper: Packaging (Windows): C:\Users\diabo\OneDrive\Desktop\wwise\Source\wwise\wwise.Build.cs: warning: Referenced directory 'C:\Users\diabo\OneDrive\Desktop\wwise\Source\WwiseAudioLinkRuntime\Private' does not exist.
UATHelper: Packaging (Windows): Plugin 'Wwise' (referenced via default plugins) does not contain the 'Wwise' module, but lists it in 'C:\Users\diabo\OneDrive\Desktop\wwise\Plugins\Wwise\Wwise.uplugin'.
UATHelper: Packaging (Windows): Took 0.7376844s to run dotnet.exe, ExitCode=6

Any ideas on how to resolve? The repo is https://github.com/sailor-snouts/wwise-test

GitHub

Contribute to sailor-snouts/wwise-test development by creating an account on GitHub.

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I assume C:\Users\diabo\OneDrive\Desktop\wwise\Source\WwiseAudioLinkRuntime\Public should be C:\Users\diabo\OneDrive\Desktop\wwise\Plugins\Wwise\Source\WwiseAudioLinkRuntime\Public

winged moss
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Odd if this is using the official plugin since that has Wwise in the Source directory of the plugin

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Oh that's why. You called your project (or at least the game module) wwise

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So it conflicts

copper parcel
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ah thats probably why. Can I rename it or do i need to make a new one?

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looks like more trouble than its worth, ill start a new project with a non conflicting name this time

hollow thunder
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I have this line that I run,

C:\UE_5.2\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -project=D:/SanctifiOrigin/SanctifiOrigin.uproject -noP4 -platform=Android -clientconfig=Development -cook -allmaps -build -stage -pak -archive -archivedirectory="D:\SanctifiBuilds\"

and it gives this error,

ERROR: Could not find a project file C:\UE_5.2\D:\SanctifiOrigin\SanctifiOrigin.uproject.

I can't find any reason for this error, or anyone experiencing the same error. Any ideas?

winged moss
hollow thunder
winged moss
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I've not not seen this work, but I've always used a source build

hollow thunder
winged moss
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see what command the editor or UFE generates, but it might set a different working directory

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so having the project folder as the working directory, using the full path to the batch file, and passing -project as just the uproject filename

hollow thunder
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C:\UE_5.2\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -project=SanctifiOrigin.uproject ..."

Running from the project directory gives the same error. How do I see what command the editor runs?

winged moss
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it's probably the first thing it prints, but UFE might be easier to sus out

hollow thunder
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Ohh, in the message log. I'll report back soon 💓

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🙃🙃🙃 I gave it the wrong name of the .uproject file

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It works now.

winged moss
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It's always something stupid in the end

fast ridge
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Hi! I have always packaging failed in UE5.1.1 when i use DLSS

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Please Help!!!

mystic atlas
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And the error is...?

fast ridge
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it doesn't want to package, directly stoped

hybrid hare
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after a successful package i get this message when opening project

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how can i fix

scarlet pagoda
# hybrid hare

look in Project Settings -> Platforms -> Windows and see which shader formats you're targeting

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there should be a section called Targeted RHIs

hybrid hare
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Its set to direct x 11

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I tried setting it to defaul & i tried with directx11 & both give me this message upon packaging

scarlet pagoda
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have you tried DirectX 12?

hybrid hare
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nope but i lose like 30-40 fps with direct x 12 on

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my map sits at around 60-70 fps with direct x 11, then if i turn on 12 my map is like 20 fps..

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So i stayed with 11 cause of the terrible performance i get with direct x 12

scarlet pagoda
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give it a shot, just to see if it solves the launching issue

hybrid hare
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alright

winged moss
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"it doesn't work" is never enough information

orchid ridge
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Any help for this issues?

fiery terrace
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I wonder if anybody can help me with my issue. I've just upgraded the engine version to Unreal 5.2 with no issues everything works.
I've packaged the game for windows to test, and to my surprise, the first thing I see it's a black screen until the first map it's loaded. It takes at least 20 seconds and I feel like this is too much.
The first ever map I load it's very simple, just a widget with a image as a background. This image is 1mb in size but I don't think it's that much.
I don't have any hard references and anything strange, it's very basic.
Any ideas?

tame kelp
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I'm getting a packaging build error that is really unhelpful

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UATHelper: Packaging (Windows): LogWindows: Error: appError called: Assertion failed: Actor->GetLevel() == this [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 602]
PackagingResults: Error: appError called: Assertion failed: Actor->GetLevel() == this [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 602]
UATHelper: Packaging (Windows): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: Assertion failed: Actor->GetLevel() == this [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 602]
hearty wasp
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Why would it package successfull for windows but for linux packaging a server complains about:

UATHelper: Packaging (Linux):         ANSICHAR *KeyAnsi = (ANSICHAR*)TCHAR_TO_ANSI(KeyTChar);
UATHelper: Packaging (Linux):                                        ^~~~~~~~~~~~~~~~~~~~~~~
UATHelper: Packaging (Linux): D:\Unreal Source\UnrealEngine\Engine\Source\Runtime\Core\Public\Containers\StringConv.h(960,39): note: expanded from macro 'TCHAR_TO_ANSI'
UATHelper: Packaging (Linux): #define TCHAR_TO_ANSI(str) (ANSICHAR*)StringCast<ANSICHAR>(static_cast<const TCHAR*>(str)).Get()```