#packaging
1 messages · Page 6 of 1
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
uh so this is a BP only project?
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
It's elemental, so yes
(I think so)(
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
ok thanks - good to know that could work - I'll give it a try - thanks again
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!
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.
8GB is barely enough for development, let alone a CPU intensive job like packaging
8GB is barely enough just to run windows comfortably.
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.
I've deleted everything in that StagedBuilds folder and restarted my computer, but no dice
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
did you try deleting Intermediate?
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.
generally you should not distribute the PDBs to end-users, unless you want to open the floodgates to reverse engineering
yeah it's just for internal testing.
not external.
okay then use the packaging setting for it and your PDBs should be alongside the game exe
(the one in Project/Binaries/Win64)
Hum... is there a setting for this ?
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
Sorry to re-ask, i'm maybe dumb, but do you have the name of the setting ? i can't found it.
is it a lot to ask to type "symbols" into project settings?
actually it might be "include debug files"
this is presiely why i'm asking, cause
and include debug files in shipping builds does not bring PDB
i remember in UE4 this was a setting
but in UE5, i can't find it.
and are you checking inside ProjectName/Binaries/Win64? The bootstrap exe won't have them
but whatever is building your game be a it a dev machine or build server, it should exist on the file system
There is the PDB in binary yup.
Which folder specifically? This could definitely be the problem.
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?
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.
(I don't mean just UE default inis, I'm using some custom files)
What? The inis from ProjectName/Config are coalesced and packaged with the game
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
If you need to change major things with user configs then implement versioning
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
Distributing an update will distribute the updated defaults. It will not overwrite the user's configs
The inis are not generated by UE, they are custom inis that I make myself. They ARE overwritten.
Then why are you asking here if it's a completely custom implementation?
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
If you hate helping people you are not obligated to.
Huh? I reiterated a solution I mentioned earlier
But yeah this is #packaging and this relates to a project specific config system
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
Is there a better channel for this question?
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
#cpp if it's implementation details
Thanks for taking the time.
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?
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.
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 []
...
How can I fix malformed tag asset in 5.1.1?
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
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?
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
can you change cooking settings to make it faster? my CPU is at 5proc while cooking
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?
simulating
built Project
this is where it used to start
btw it only happens to instanced objects specifically
Has anyone encountered any packaging issues regarding AnimationModifiers? 🥲 (https://forums.unrealengine.com/t/packaging-failed-unrealed-unable-to-instantiate/849782)
When trying to package my project, I get this error: So naturally, I looked into PNVEditor.Build to see what the issue may be, and that file looks like this: But I couldn’t really figure out what the problem may be. My modules in the .uproject look like this: Has anyone encountered this issue before?
And what does your game target.cs look like?
why is your editor module listed here?
Shouldn't it be?
nope
oh
it should only be listed in your editor target.cs
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
@winged moss can confirm it works, but now I get an error regarding LiveCoding 😅
@heavy fulcrum
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
Python is editor-only. Are you trying to use it at runtime?
any help on this endless loop of url?
before trying to cook, i run game with standalone SM mode
no issues were there but when i try to cook this is happening
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.
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.
that feature is not new. I would suggest: seeing the log from the packaged game, checking the PAK files to see if the map ended up in the build, combing the packaging log for any references to the level and see if any warnings are emitted
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)
Any idea why this error is happening?
Usually it is some dependency modules in your project has not been added in the build list. Just check <projectname>.build.cs
Well shouldn't that be an error at building then?
But it's a packaging error..
Is it a win64 pack or other platforms?
win64
Checked online and are you sure any plugin using are right version for Unreal?
they're all using 5.1
and online didnt find anything particular regarding this
Do you have any precompiled plugin or are they compatible with 5.1?
OK, one suggestion is delete all binaries and intermediate folders and try a full rebuild.
https://forums.unrealengine.com/t/cant-package-my-game/282046
Does it look similar as your packaging issue? Maybe try that way.
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...
compatible
i tried, the same issue occured 😦
ill check it out now
if it doesn't help, show us the Target.cs file for your game target in its current state
it worked 🙌 thanks a lot
is there any way to speed up packaging?
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?
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
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
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
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.
And what is MessageLog? I don't see a Build.cs for that in vanilla UE
Is this a plugin acquired from a location other than marketplace and you installed it to the engine rather than the project?
I have a build.cs for it right here in vanilla ue!
Though, it does this if (Target.bCompileAgainstEngine && Target.Configuration != UnrealTargetConfiguration.Shipping) { PrecompileForTargets = PrecompileTargetsType.Any; }
So it's not gonna be in the precompiled stuff for shipping builds.
oh I don't know why it didn't show up, must've been a typo
when you see that error in the binary engine you might be SOL if it's an engine module
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
That's unfortunate indeed. Do you know how to remove it from shipping build?
in Build.cs, you can make it condition on Target.Configuration != UnrealTargetConfiguration.Shipping
you will need a preprocessor define to gate any calls to the MessageLog module
that looks like pain in the ass, isn't a better solution? like editing .uproject? and turn it off completely
when using the binary engine you don't really get the choice
https://gyazo.com/d2268fe1012efb8109a9eb8b87adcc31
im trying to cook my build im getting these error any advice :/ ?
For the record: this was the result of a corrupted hard drive where a couple of uasset files were unreadable.
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
Looks like sometimes the game fails to decrypt the pak files
i get error on package project:
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
Yes, I had to do quite a lot of tunning to get it to not give out the uproject and to actually give shipping. There were a few threads about it recently
here are my settings, if it gives you any help
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.
I still have it on 5.1.1
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
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...
Plz any one help me this error
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!
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!
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?
is there way to disable plugin for compling from certain build types (like Shipping) ?
TargetConfigurationAllowList
How do i package for the Microsoft store correctly to create an appx?
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
So GDK? Can you link where i go to apply?
Hey guys, having trouble packaging my project, im getting a LogAudioMixer: Warning: Decoder Error. There is very little on the internet about this error, does anyone have a clue what's causing it? It's stopping me from being able to package, but suprisingly only one forum post about it.
https://cdn.discordapp.com/attachments/221798819753361408/1097647196482060338/image.png
Real bummer, literally cant find any information on this error so i have no clue where to look.
Warnings don't block cooking. The errors will be prefixed "Error" and will be in red in Unreal's output log
Googleable
Are you referring to the logs inside the appdata's unreal engine folder?
the one you're looking at if you scroll up
I see, so your saying https://cdn.discordapp.com/attachments/221798819753361408/1097647196482060338/image.png is not the reason the packaging is failing?
I guess i can try to pinpoint the issue somewhere else
at the end of a cook log, it provides an error and warning summary. this is why I told you to scroll up
there are 2 actual errors above that yellow text
Yep looks like your right, think i see what the issue is now
Cheers mate, do u by chance know what the audio error is about tho?
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
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
well if you were worried about performance, then you'd package your game on the command line instead
Im just packaging this just to test a few things, but while packaging i've noticed this error.
I guess you don't know the answer tho, thank you.
Hi, can anyone tell what is this error ?
Hey anyone plz help me with this err
https://forums.unrealengine.com/t/android-packaging-error-cmd-exe-failed-with-args/432041/2
Does it look similar?
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...
I haven't built any android build with unreal but it looks like your metadata for the platform not setting right.
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"
Thank you.
@naive ridge
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.
For most console platforms, it is like that.
Does anyone have solution for this error
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?
There was a way 🙂 Including the installer as prerequisite with BuildPatchTool!
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 )
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.
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)
Deleting the build folder helps - should I generally delete that as part of my build script?
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?
any way to include folders of maps to include in package build instead of doing one by one?
Instead of excluding by default and adding map/asset folders individually, you can include all by default and exclude folders manually as necessary:
-> enable "Cook everything in the project content directory" in the packaging settings
I am getting an error packaging a project with Lumen enabled. Pre lumen it was working
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
This is 5.2 preview
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
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
If the package is too big and you can't delete project files to make it smaller, you will have to upload to Steamworks via the SDK. Uploading through the SDK is the normal way of doing things anyway, and has a lot of features, so it is worth figuring out.
https://partner.steamgames.com/doc/sdk/uploading
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
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
Is there a reason you need it to be 2GB? I'd suggest using SteamCMD, no limits on that AFAIK
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?
i have that disabled
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?
Yes thank you - I didn’t realize there was another way so I’ll start looking into that.
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?
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?
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
Hi, how did you fix this?
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?
I don't believe this has changed. In UE5.1, FPaths::ProjectSavedDir() should result in a directory within %appdata% for Shipping packaged builds. Development packaged builds probably still point to within the game folder.
I put up for shipping
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.
bleuprints does not have a node with a path 🧕
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)
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.
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:
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.
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.
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.
Now it is clear where you get these incomprehensible answers. I also asked this question to ChatGPT and he turned out to be a complete clown, coming up with random answers with non-existent nodes and solutions. Thanks for the "help"
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 🙏
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;
}
I use only Blueprint, the Shipping version, and have tried other build types. It still saves to the game folder.
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
I don't use C++, I don't know what to do with it.
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.
I'm just posting you proof for how it's working
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
What exactly should I write in the command line?
I assume -SaveToUserDir
I entered it, but there is no such command in the lists.
?
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
I entered this into the launch options in Steam and it worked, wow!
Thank you!
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.
I entered this into the Steamworks arguments and it works, for my game, I don't need more than that.
You say that, but your game apparently thinks that it's not properly installed
That's something to keep in mind :P
She doesn't think anything, she does what I tell her. 
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.
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? 🤔
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.
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
weird place to handle sessions, but where does the CreateGameSession function originate from? is it a plugin
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
I doubt it because the OSS has very little exposed to BP and I can't find it
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
How can i fix that
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?
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
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
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
<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
you ever find a fix ffor tthis?
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.
Yes, for more clarification on my initial inquiry, the error list that displays always shows the following: 💦
'121 shader compiler errors compiling global shaders for platform VULKAN_ES3_1_ANDROID'😓
Would anyone happen to know which Android flavor selection and binary configuration would be best for guaranteeing a mobile device preview on a Lenovo TB-X306F? 🙏
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?
Hi guys facing same issue please help out 😪
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
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
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
Its all good no worries, I found it had to do with changing a plugins version number to be compatible and rebuilding the blueprint
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.
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!"
Help plz
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.
Yeah except when it gives something that sounds correct but isn't
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?
It won't package because it says I need to install Visual studio 2019 but I already have it installed
If your game is built for web, then yes
Do you know of any reference or guidance on how to do so? I’ve seen some advice on older versions of Unreal, but nothing for newer versions.
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
I believe the term should be Pixel Streaming
hi didn't know where to post that exactly do you know why my mediaplate keeps looping when i'm packaging ?
thanks
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...
hello I encounter missing plugin script when building. how do I manually include plugins scripts?
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
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?
For anyone searching later: You need to refresh all blueprint nodes in order to clear these errors.
I'll try that when I wake up. Thank you for replying. For more information, I have this plugin that is build for 5.1 but I upgraded my project to 5.2 preview. Now it's pain to reverse to previous version, uassets aren't backward compatible. So I kept making the game until I pack the project. I got these errors that plugin files are missing, but it seems fine when I use them in editor.
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
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
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!
Well show your Target.cs file then...
Show the preceding lines, particularly the warning/error summary
so i realized it was a widget that had errors. I updated a header file in visual studio, but its not updating in the engine for some reason, is there an extra step for compiling/refreshing so the changes in the header appear in project?
Show actual errors, not a loose description of errors
Sorry! I managed to fix it, it was because of - in the name which when it generates the cs uses the project name as the class name which can’t have -
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
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
Bumping this question again, if anyone has faced a similar issue, please let me know 🙂
hi there any one has ever had a problem with mediaplate looping only when packaged ?
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
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?
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)
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
though I don't know what "the project file and the contents" means in regards to the packaged project
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
the "shader file" being?
ShaderAssetInfo and ShaderArchive
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
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
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
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
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.
you will need a source build if you are modifying GlobalDefinitions
what you mean?
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
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
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
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?
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
(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!
when i cook content for windows why is it only giving me shader archives
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...
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
Has anyone been able to build for Android in 5.2 Preview 1?
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?
Does Test configuration provide a crash report?
Yes
Can help u fix this issue. Freelancer here btw.!!
@wicked rampart thanks. What do you think of the problem?
What do you think is the problem? Sam
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?
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.
Something related to exes I believe
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
Hey has anyone ever had bugs that happen in a build but not in the editor, or only intermittently in the editor?
Does anyone know how to solve the error "Failed to open Descriptor File"
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
Hard to say... adding lots of logging / on device debugging is the only advice I can come up with
No worries, thanks. I'll keep trying to debug, and maybe just move stuff back over till it works or something.
I've copied everything to code pretty much exactly, and Debug Messaged on screen at pretty much every step, and it should work, they're just not showing on screen. I'm stumped
I guess I might sanity check a couple of things like
- are the widgets created ( as in they certainly exist, just not visible )
- are z-orders correct ( not going under stuff )
Thanks, I appreciate it! I'll look into those.
In the process of reverting to the blueprint versions just to see if it'll work again.
Might slowly transition the functions to see at what point it breaks, because I don't know what else to do at this point
Yeah, that's a good angle to take as well
Finished the revert, and the build is fine again. When I find the issue I'll try to mention it here if I remember
That is a sea of red
Also this?
🙂 🙂
I feel like you migrated assets from UE5 to UE4, is this correct?
I think some yes I fixed the sounds also
🙂 🙂
That might be why. Some of the newer stuff may be incompatible
I see thank you !!
🙂 🙂
Sorry one more question where can I find this landmass folder? im sorry to ask!
🙂 🙂
🙂 🙂
Idk if you would have one being in UE4 but I’m no expert
Hmm then im not sure where I can find it to delete it I dont think im using it not sure lol 🙂
🙂 🙂
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?
OBB is no longer used, or at least GPlay demands AAB ( Android App Bundle ).
We use APK for dev builds, AAB for GPlay
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]
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
That's caused by an asset that was saved/compiled in a newer engine version.
tried deleting the uasset causing the error and it worked fine after. thanks anyways! 😄
Guys, how do i disable vulkan?
but when generating the apk with the option "Package game data inside .apk?" I get an error when trying to run "OpenLevel", as if the level I'm trying to load doesn't exist.
Hi! Does anyone know why it fails when I try to package for android? 😦 https://pastebin.com/iiMyxbaw
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
For anyone else that comes across a similar message when they attempt to package. This was caused by some legacy cascade particles that were being used. After removing them from the levels and BP's they were in, the game packaged fine.
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
Build your project modularly: https://unreal-modding-library.github.io/dev-guide/Basis/C++.html#building-modularly
Thanks for the link, really appreciate it!
I was actually figuring around this way as well. For quick testing, I am using a blank project and a 4.26 version of the engine pulled from github, but I am getting a bunch of linking errors when I compile Development config after setting my TestProject.Target.cs to modular.
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.
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.
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?
There is a built-in engine feature that allows the game to try to mount all plugins from ProjectDir/Mods automatically, including their pak content, their configs and their module DLLs as described in the mod's .uplugin file.
that's interesting, I'll take a look on that. Thank you!
Someone help please. Unreal's complaining at me with this but I have 0 clue what it wants me to do
Your CPP class is missing.
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?
Looks like you had an invite class set as your asset manager.
I think
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
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?
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.
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.
Hello, 👋 I achieved success with fully packaging android apks in numerous versions via this recommendation:
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. 🤔
After 2 days of trying multiple things, I finally was able to make an APK for Android!! I just want to share this step-by-step in case of someone has the same problem. Also the documentation is here for reference: How to Set Up Android SDK and NDK For Your Unreal Engine Development Environment | Unreal Engine 5.1 Documentation 1 - Uninstall And...
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.. 👍
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.
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
Packaging to Mac I just need a macbook to do so right?
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
MacMinis are often the preferred build machine : small and compact. Stick it in a corner, setup Jenkins/TeamCity or something similar and let it do a test build on every change "monitor" and a daily build which is piped to Testflight "nightly".
thank you so much! never ever knew about minis being a thnig and it is more affordable if I just need it for packaging to macOS...
I wonder is ram necessary for increasing packaging speeds? or just CPU cores?
not sure. we have a 2020 m1 and it does the job. Hard drive space is a problem if you have a source fork of the engine, but external drives can help there.
Yup already have external drive for source build, so space won't be an issue I guess I will just get the cheapest mini I can find since the core difference compared to the prices doesn't justify spending more
thanks again
Is my packaging done or still packaging ?
this screen is like that from quite sometime now
it's been 6 hours still packaging..
my game size is 1.11GB
must be SDK, JDK issue happened to me for weeks until i figured it out
(im new) is packaging the word to use when I am sending out a game to my friends to test
packaging is the process of creating a build : distribution / deployment are common terms for sending the builds out into the wild
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
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
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.
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
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
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?
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
what
I also get this
that material is the one material that I use for everything everywhere
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 🙏
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://...
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
.... I had SteamVR as a module in my build.cs... I dont use it
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?
you can force a specific directory. if you have a UPROPERTY of the image somewhere (can be soft) then it'll get packaged
So a Uproperty of a UTexture2D would work?
yes or TSoftObjectPtr<UTexture2D>
I am trying that. If Strong doesn’t work I will try soft.
a LoadObject call is pretty redundant if it's hard ref'd
I loadObject to create the strongObjectPtr
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
This is all in cpp
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
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.
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
I think I will try that first. It is dumb but my workflow is already dumb and this is due tomorrow.
or having a data table with the images in it and setting a reference to that
just as long as it's directly referenced
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.
Thanks again!
Thank you for sharing 🙏👍
Add a line to your Applicable config file (Like DefaultEngine.ini):
+DirectoriesToAlwaysCook=(Path="")
Inside the quotes put the directory you want to include.
im trying to install my IPA file to my iphone, i get this error?
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?
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)
Oh that is interesting. Sorry. Thank you for correcting me though. That is very important to be aware of.
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
Are you just redirecting classname and not the module too?
+ClassRedirects=(OldName="/Script/MyOldModule.MyOldClass",NewName="/Script/MyNewModule.MyNewClass")
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.
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.
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:
I've tried both those methods. The first one you mentioned is the one we've been using, and the classes redirected just fine. The game builds and runs fine, up until we try to package it for Android or iOS. Then we get the cook error I mentioned above where it is only complaining about the old module name.
If you're getting it to run fine with those options applied, what you'd want to do is resave all blueprints and then try to package, that will update (permanently) the module and classname so you can remove the options from the config, just resave the folder with the majority of your blueprints in for a test and then try packaging again
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.
I just realized I can package the same code on a different machine just fine. There must be something cached somewhere thats causing the issue?
I would guess there's something like that going on, yes
Anyone know a fix for this error? I get it when trying to export my project to IOS..
Hi,
how can I change SaveGames directory from AppData to Package directory?
hi, which version of visual studio should be used for packaging with 5.2 ?
@summer dock thanks
You need to setup your branches and depots
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.
That seems odd: generally editor should be slower than packaged shipping builds. Dev builds I'm not so certain of
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)
This is the stat fps
unit graph
Sorry for the late reply, Had some stuff to do thank you all for the replies. 🙂
I'm trying to debug a GPU crash that happens when I play my exe, can anyone help me to figure out how to actually get the gpu crash information using this command? I tried running it in the shortcut but couldn't tell what changed / where the gpu crash logs ended up
https://docs.unrealengine.com/5.0/en-US/how-to-fix-a-gpu-driver-crash-when-using-unreal-engine/
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?
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. 🙂
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?
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
@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
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
damn i packaged it and cant get past the mainmenu
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.
Might sound stupid, but did you make sure to select all of the maps needed for the final game when packaging?
under default maps I selected my main menu map for both options, is there more im supposed to do? I do have some code that takes me to my gameplay map on a button click but that only works when im in UE5
anyone know what this could be
it pops up right when i package my projec
its the only thing stopping it from packaging
Show your primary asset settings under the Asset Manager section
Project settings. You must have configured it at some point to get this error
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
Yes when you package your game you have to select all of the maps you need for the game (not just the ones under project settings) I use the package launcher to do my packaging and under there you just select all the ones you need
I cant seem to find the package launcher, is that a plugin?
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.
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
I packaged actual projects before! T_T
Sorry for the spam but I have no idea why Global Shader is crashing in an empty level when packaging the game. 😦
Nevermind everyone, reinstalling Windows fixed it. ^-^'
I'm getting desperate trying to resolve this packaging error on 5.2
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?
Hopefully it's not something dumb like the remote Mac machine going to sleep
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
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!
yeah idk :/ it's complaining about the actual input actions themselves
these things
BP or C++?
i dont think it can be raw c++ can it?
I mean the project, do u do the binding in c++ or BP?
oh, c++
and it works fine when I run it. it's just the packaging that refuses to work
make sure to edit yourpeoject.build.css and add the dependency
otherwise u might be missing a header include
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
yeah, that is what is weird
you have both
#include "EnhancedInputSubsystems.h"
#include "EnhancedInputComponent.h"
?
for the file that does the mapping?
yes
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
:/
oh, u have separate modules for your game, not all files in the default module?
double check if the dependency included isn't in an if statement in the build.cs, maybe it is included for specific platform
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
}
}
hmm, I don't have other suggestion sry, lets see what others may come up with
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
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
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
yours automatically posses on spawn? or afterwards? I know I'm being stupid in my case and hopefully I will figure it out soon
yep, auto on spawn
ic, different situation here then, but that is for another time, lets focus on your issue
same issue again on 5.2 :c
what is that Script folder? just an organizing folder? or what?
it isnt mine
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
just tried that
In which class you are including the enhanced input headers?
I know stupid suggestion since the game runs normally, but who knows 😄
didn't work :/
an actor class
Can you show me the class by the way?
not particularly, it's fairly lengthy
Just wanna check the declaration of the class
UCLASS()
class FLIGHTAIMTRAINER_API APlayerShip : public ABaseShip
{
...
}
with the base ship being..
UCLASS()
class FLIGHTAIMTRAINER_API ABaseShip : public APawn, public IAbilitySystemInterface
{
GENERATED_BODY()
So this one is the main game project module?
think so?
I'm not sure but would you like to try reparent your ABaseShip from APawn to ACharacter?
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
reparenting did nothing
https://forums.unrealengine.com/t/recompiled-for-mac-but-cant-package-failed-to-cook-it-imports-class-which-is-in-a-module-that-is-not-available-on-the-platform/717254
Looks like someone has the similar issue but still no answer.
u r packaging for windows from mac ?
no
guess the only major thing left I can do is just try a fresh project and slowly rebuild it until it breaks lol
😮
Maybe yeah, the last way is trying delete all the intermediate folders, lol
already did that
And turn off unity build?
not sure what that is
bUseUnityBuild in target
so bUseUnityBuild = false then?
For your project, don't do that for the whole engine, or it will take you half a day, lol
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
So the thing I'm suspecting that somewhere referencing the enhanced input module which is not supporting blueprint somehow.
Where did you references these assets? I mean which classes except for the character
thats it :/
That's outrageous.😅 No idea why it is not working.
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
Didn’t you add it by check the box in Editor?
Usually it will add all platforms you are supporting.
nah I think i copied it from a different project i made a while ago
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?
I figured it out. The problem is I was using the name of the Mac in Unreal Engine Settings in "Remote Server Name". I need to type the IP Address there and generate the ssh key for it. I thought it is just for the ssh connection and ssh works with either of them, but Unreal requires the IP.
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 
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.
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.
hello can someone tell me how to package ush files?
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'
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.
First of all, I think you need to check any assets in developer folder got referenced outside of it.
You can also look at the pak file to see what's actually packaged in it.
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 😦
And you might use a tool to check the 0 referencing asset and delete them from the project
But how though? Especially in the compressed package
You still have unreal basic stuff packed and cannot avoid that
I was curious myself and found this: https://github.com/tshao4/UnrealPakGUI
Never used it before, so use at your own risk etc.
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?
By the way, I remember you can choose if package it as a .pak or with all the assets there not in only 1 file?
There's one option in the settings.
nothing referencing them, but anyway, let me stay away of that, lets get back to main question 😉
Sweet, thanks. I'll check this out
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..
That sounds crazy dude😆
Wonder how many assets you tossed into the game.
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%.
Oh you're the Titanic guy!
That's you!
Thatsa me 
Try packaging your game without pak files and see what happens.
So maybe you can try more dynamic lights? I'm not sure your titanic needs to be run on 60 fps or not😛
60 fps, but only 1 ips (icebergs per second)
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
If your size is filled mostly with lightmap, there's few things could help.
It's 150GB without paking, so not sure how I'm supposed to get anything useful out of this
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.
The maps folder is 123GB
I don't understand why, but some levels have actually inflated in size by a lot
Find the biggest offenders and see what's there!
The one built data file before packaging is 1.1GB, but in the built package it's 9.5GB
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
cant finde ue4 game error when i try to package??
ERROR: Unable to find target 'UE4Game'
PackagingResults: Error: Unable to find target 'UE4Game'
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```
Hello everyone
I'm getting an error when packaging
Object reference not set to an instance of an object
Here's the log
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
Unreal is frankly a painful engine, demanding, poorly documented ( the source code is the documentation, really... ) and with a much much smaller community than f.ex. Unity. If you feel it is too much, you might consider trying something a bit easier... But there's pain everywhere, so if you have already made inroads and are liking it, then... pain is fun!
I literally went through a bullet list of plugins today and packaging and can tell u advanced sessions is fine.
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
yeah Ive been using unreal for around 6 years, never been a coder so dont really have any other options
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 😦
So I managed to get it down to 28GB, so I think I'm happy with that for now
What did you have to do?
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.
Heh
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
GitHub actions would cost a fortune to build UE once, I think. You'll want to build yourself it is not hard.
I would suggest setting up a build farm on EC2 🙂
got it, was worried the answer was trending this direction. thanks for the feedback, will start figuring out a plan 😅
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?
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?
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
I think it means one of your skeletal meshes has duplicated vertices
I.e. 2 vertices in the same location.
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?
You could change the name of the class.
UE supports versioning, but it's a little weird imo.
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
Hi. When ever i package my project in UE 4.27, and do windows 64, it redirects me here: https://docs.unrealengine.com/5.2/en-US/Tutorial/Installation/InstallingVisualStudioTutorial.InstallingVisualStudioTutorial
and it does not package
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
Hi. I also have this problem where some Niagara effects are missing after packing with shipping configuration. Anyone know what went wrong?
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
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
what is even going on with your build automation with all these questions? like you don't even need a project file to do a build, and with this, this is likely a string inside the uplugin file which is JSON, though the screenshot is overcropped so I don't know where you're reading that from
I am just struggling to find a way to get the version info from the build tool, i've wrote a python script in the end to read the .uproject file
"from the build tool" refers to what exactly
if this is the Epic launcher engine, then you've never been able to build a dedicated server
well its not its from a source build but im building thru the editor
ok then that's never been supported, ever
huh ? meaning waht
to compile a dedicated server, you need a source build. that's remained unchanged since the very first UE4 release
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 ?
what? there's no ambiguity here, you need a source build to make a dedicated server
Patreon: https://www.patreon.com/SneakyKittyGaming
Discord: https://discord.gg/W5g6pZXfjh
Ultimate FPS Template Plugin: https://www.unrealengine.com/marketplace/en-US/product/ultimate-multiplayer-first-person-shooter-template
In this video we setup our project so make it easy for us to package both client and server builds!
this is what i followed
and that tutorial is using a source build
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
are you sure you downloaded the source from github? the Unreal source code
kk, are you sure you are targeting that source build in your project? not another version you have downloaded from the launcher?
right click your uproject file then switch unreal engine version
make backups before messing with anything if you are deep in the development
aye i have backup
so i cna select the 5.1 or the sourcebuild
i suppose i want the source build right
yup
I hope by a backup, you mean source control
source control is a backup, but a backup isn't source control
nope dont have source controll
well that's stupid
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
use UFE or use BuildCookRun from the command line
UnrealFrontend and BuildCookRun are googleable
Find that exe in \Engine\Binaries\Win64
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.
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
ah ok but will it help with my current problem ?
it says i cant do it while live coding enabeld
but ive disabeld it
Is it possible to use Custom Launch Profiles for packaging? does this make sense?
don't just disable, close the editor, close visual studio, then reopen the editor and package, or run the UFE
okok
do not disable live coding because it enables hot reload
meaning ?
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
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
hm ok
hm ok how do i use it
is there a tutorial or just simple instructions ?
dont wanna do something wrong
Let's see, they are basically the same thing. But I have to admit that only the frontend eats me less resources than the whole editor and for me the interface is easier and more accessible. It's a matter of taste. But I have to say that for my colleagues (not programmers or with little experience) to configure a frontend profile and click on the button is more comfortable.
RunUAT that seems to be the build tool?
i just spotted something the version number for a plugin is in the .uplugin but in a .ini file for a main project
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.
my p4v client is using 26gb of ram
owsServer\SongsOfEverGladeServer.exe" -log
Why dosent this work 😮
the " log" function
Is it launching the executable but not opening a log window, or just not opening the executable at all?
i dont think its opening anything
i mean how can i tell ?
oh i could look at the task mnger ofc
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
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..
Edit the batch file to make sure you have the correct path to the folder containg RunUAT.bat.
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
it's not going to be anything but what was stated. RunUAT is a batch file, so it needs to be able to find that file
UE 5.1 android packing, unexplained error. Please help me with this.
is this a normal amount of time to cook? it is the first time cooking but it will take 5+ hours at this rate
First time can take a while
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
bruh a this point im ready to send my project to anyone who can package it lol
That is not even close to the full error
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.
36 hours seems like a very VERY long build time. Perhaps your PC is just very slow or maybe the project has TONS of unique content to process and it just takes a very long time or maybe your system run out of disk space? Hard to say what’s going on without seeing the log.
i9 32gig ram 3090GPU it's a solid rig. Very strange
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
Hello. I'm using a new computer and when trying to package my game I get following error:
Anyone know what this is? 🤔
My game packaged perfectly fine before on my old PC
Could it be that I don't have the proper Visual Studios yet? Currently only have 2022 installed. Maybe I need 2019?
(using 4.27)
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
getting this when trying to package for android
any idea how to fix this?
nvm solved it
Having trouble packaging, anyone know why I might get the error "No matching platform for PakFileRules for Section ExcludeContentForMobile: Windows"
How might I fix this?
I'm releasing my demo on steam. Do I really have to write everything again??
Can't the demo page be the same as the main game page?
Can't the demo page be the same as the main game page?
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
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
That's usually done by the distribution platform toolset, eg Steam. How are you distributing?
I wanna know how to do with unreal
Its for art installation updates not distributed game
Can't you just copy a whole new build each time?
Alternatively you could look at something like Butler tool by itch.io
I can but its alot of gb and the network isnt always good at installation site for remoting
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?
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?
Staging directory option gone?
Also I don't have any build targets. So strange. Using 5.2 source
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?
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
I assume C:\Users\diabo\OneDrive\Desktop\wwise\Source\WwiseAudioLinkRuntime\Public should be C:\Users\diabo\OneDrive\Desktop\wwise\Plugins\Wwise\Source\WwiseAudioLinkRuntime\Public
Only the last thing is an error
Odd if this is using the official plugin since that has Wwise in the Source directory of the plugin
Oh that's why. You called your project (or at least the game module) wwise
So it conflicts
ah thats probably why. Can I rename it or do i need to make a new one?
looks like more trouble than its worth, ill start a new project with a non conflicting name this time
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?
try quotes, using backslashes for the directory separator?
I tried both 😭
I've not not seen this work, but I've always used a source build
Same, it just always seems to assume a local path
see what command the editor or UFE generates, but it might set a different working directory
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
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?
it's probably the first thing it prints, but UFE might be easier to sus out
Ohh, in the message log. I'll report back soon 💓
🙃🙃🙃 I gave it the wrong name of the .uproject file
It works now.
It's always something stupid in the end
And the error is...?
it doesn't want to package, directly stoped
look in Project Settings -> Platforms -> Windows and see which shader formats you're targeting
there should be a section called Targeted RHIs
Its set to direct x 11
I tried setting it to defaul & i tried with directx11 & both give me this message upon packaging
have you tried DirectX 12?
nope but i lose like 30-40 fps with direct x 12 on
my map sits at around 60-70 fps with direct x 11, then if i turn on 12 my map is like 20 fps..
So i stayed with 11 cause of the terrible performance i get with direct x 12
give it a shot, just to see if it solves the launching issue
alright
that's still not enough information, there will be an error that's in the output log
"it doesn't work" is never enough information
Any help for this issues?
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?
I'm getting a packaging build error that is really unhelpful
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]
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()```