#packaging
1 messages · Page 8 of 1
i fixed the extras error by creating extras folder
then i decided to use ndk 14
idk what sdk version to use
and if i have to do something else
this is for ue 4.21
Why such an old version?
i am using it for a game
so do you know how to fix it?
not with that pre-historic UE version
isnt it like the same?
later versions will target different SDK/NDK versions
in the web it says 4.21 needs ndk 14
but for the sdk it didnt show anything
is it possible to do it in a newer version for an older version?
can i use 4.27 then use it as 4.21
I sent my friend a packaged build and he ran into this error, any ideas?
I'm having trouble debugging because I can't reproduce the error on either of the machines I have access too
I also have this option checked, so in theory they should have just been installed?
If you included the prereq then they can just run it
Except they can't?
how can't they?
They get the error above, "the following components are required to run this program"
that is not from running the prereq
Also I should be clear, this is the first time someone's run into an issue like this. I've had probably about half a dozen friends play this and no one's run into htis before
But you said they can just run 'it', presumably meaning the game executable?
no, Engine\Extras\Redist\en-us\UEPrereqSetup_x64.exe
Packaging doesn't create an "Engines/Extras" directory at all
Not sure how it didn't stage it then, if this is the same as what you sent, but you can send the the prereq installer from your UE install
This is all my launcher settings
Any idea how I can make this function work in a packaged game? It works in a normal game, but it doesnt retreive any string table data in a packaged game. I guess something with the path.
Is the string table packaged?
In the log, WARNING occurs during the cooking process, but ERROR is not output and SUCCESS is returned.
However, unlike the log, Cook Failed error occurs in real Unreal.
I don't know what the error is, I keep looking through the logs.
Hi guys, when uploading the game on Epic Game Store, I have two .bat files that I want them to run before running the game (1 will install anti cheat and 1 will install/Update EpicOnlineServices), after finishing these two then we would run MyGame.exe
On steam there is an InstallScript that does that, any idea how things work on EGS ?
I am using the NVidia DLSS3 plugin and it works fine in a packaged build and in PIE, but if i launch in standalone. mode from the editor it fails to find one of the Nvidia Enums and crashes, does only know what the difference between launching in stand alone mode vs packaged or PIE new window is and how I can get the stand alone build to correctly find th enums for DLSS modes that Nvidia has declared?
If I wanted to have some code run only on the packaging of my .exe, where would be best to put that code? I assume I would use something like #if UE_BUILD_SHIPPING, but I can't find one more specific to packaging. I was thinking in the StartupModule() of the relevant plugin?
does anyone know why when i try to package a project it says "UATHelper: Packaging (Windows): ERROR: C:\Users\DxrkHail\OneDrive\Documents\Unreal Projects\Backrooms\Backrooms.uproject does not look like uproject file but no targets have been found!
UATHelper: Packaging (Windows): (see C:\Users\DxrkHail\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 0s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown)
PackagingResults: Error: C:\Users\DxrkHail\OneDrive\Documents\Unreal Projects\Backrooms\Backrooms.uproject does not look like uproject file but no targets have been found!
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error"
Does this have c++? Or just blueprints?
only blueprints
how am i abale to fix it?
cause my friend made a brand new project and so did i and hes able to share just fine but when i try in a fresh new third person character it gives me the error
Does he have visual studio installed? I've noticed some people say that might be an issue.
i dont believe so
im going to tell him to download it
I mean, if he doesn't have it and it works, it isn't the problem.
Though I have no idea what the issue is! Nobody has actually said how they fixed the issue.
Hey, I'm trying to debug a seg fault with my Linux dedicated server (ubuntu 18.04) so I went through the route of testing the allocators. Stomp malloc simply crashes before anything. AnsiMalloc didn't help and I'm finally trying ASAN. Running UAT BuildCookRun with -UbtArgs=-EnableASan works and generates MyGameServer-Asan-Linux binaries but the staging process is failing, as it's trying to check if the game was built, but it's looking for the name without the -ASan suffix.
********** STAGE COMMAND STARTED **********
ERROR: Stage Failed. Missing receipt 'Game\Binaries\Linux\ContendersServer-Linux-DebugGame.target'. Check that this target has been built.
(see C:\Engines\UE_5.2_GIT\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
Anyone know how to fix this?
Texture 'T_Default_Material_Grid_N', mip 4, has a BulkDataSize [512] that doesn't match calculated size [256]. Texture size 256x256, format 23```
After swapping engine version to 5.1.1 i get a crash in packaged build that the default material textures BulkDataSize is incorrect. I can't reimport the textures because they are engine files. I've tried deleting saved/intermediate too
Hello people does anyone knows how to have two modules on the same game project?
Just create another module and add it as a private dependency of the first module?
tried that but im failing. "just create module"doesn't seem to be an obviously clear task.
What did you do?
A module requires a folder in teh Source directory and a ModuleName.build.cs file. And a ModuleName.cpp file.
Not sure if you need to add it to the uproject module list (I think they have one of those!)
Yeah. It does.
I believe there's a way to specify which is the primary game module, but I forget how exactly.
good question.
in the .uproject ive added an object section for the new module under the Modules array {name: xxx, type: runtime}
then i went to the source folder and added :
- a directory matching the name and case
- a module.build.cs matching name inside the above folder
- a module.cpp with a ImplementPrimaryGameModule xxxx (it has to be the primary)
i also added the module to the ExtraModuleNames.AddRange( inside the target.cs
Just not doing IMPLEMENT_PRIMARY_GAME_MODULE but IMPLEMENT_MODULE instead is probably what you do.
i need this new module to be the primary. and the old one to be a regular one. i did changed the old one to Implement_Module
You can't have more than 1 primary game module.
i imagined.
Did you update hte uproject file to point to the new module?
what exactly is that?
I added a module in the "modules" array. but not sure what "point to" means.
Just list it in the module list.
rider complains on the target.cs that the module " does not name any module" and when compiling it says it cant find it.
i did that. and apparently unreal is trying to find it. when running says "incompatible or missing module"
Are you checking the actual compiler output or the error summary?
Show your uproject file, your build.cs files and your module files.
Maybe your target files too.
You shouldn't really need to list dependencies there. Except the relationship between your 2 modules. The rest belongs in build.cs
And your build.cs files?
i know, i cant remember if we had issues when packaging or a teammate just added them.
the above image is the build.cs
the module.cpp
Why are you including your own module via include paths instead of the public dependency property?
that was just a test, i thought it was simply not finding the path . but its commented out.
Or, well, you aren't. I didn't see the comment there.
Yeah.
Okay, and the other module?
I assume the other module doesn't know about the game module?
this is the other module
no it doesnt. this new module is just a stub layer on top for now.
Alrighty.
What about your target.cs files?
Also, I'd be careful about blurring instead of just outright deleting.
You can unblur things.
thanks, is not that important and i wanna be quick
Both your target.cs files, that is.
also goes without saying ive been deleting intermediate and binaries and stuff from saved too
Rider shouldn't care about your solution files, but that's only the case if you're actually oipening the uproject directly instead of the solution.
But make sure you regen those too.
Target.cs files?
i only have one but added the module names there.
when i tried to have two it complained saying it could only be one game module. and the other options are useless.
You should have YourGame.Target.cs and YourGameEditor.Target.cs
And potentially YourGameClient and YourGameServer.
ok i renamed the old project.target.cs but not the oldprojecteditor.target.cs i thought they werent related.
ill try renaming.
ok, progress, now i got this error.
could it be because we're using eos? but it was defined in the original module. maybe now is ignoring the old one instead?
That isn't the compiler output
Also that's probably because the module has no dependencies in teh build.cs
Move the "additional depdencies" from your uproj to the build.cs
And slap whoever put them there.
i know but is easier to screenshot than the output and ive checked the output is the same.
ill check that.
sorry dave, i don't think my contract allows me to do that.
also they are in the bulid.cs they're just repeated there. on a case by case basis when the build breaks.
This has nothing in it
They need to be in both build.cs files really
Anyway, it's now a regular compiler error so I'm off to sleep. Night!
cool. have a good night.
that's the output, took me a while.
thanks for the help :)
i don't understand why. but now that i cloned the dependencies over the project is loaded again! thanks so much!
i owe you a tea/coffee
Trying to package my game for a quick test session but i'm getting an error.
UATHelper: Packaging (Windows): Setting up ProjectParams for D:\UnrealProjects\TheReasoning_V2\TheReasoning_V2.uproject
UATHelper: Packaging (Windows): TheReasoning_V2.uproject requires a temporary target.cs to be generated (ScreenFade plugin is enabled)
UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows): Running: D:\EpicGames\UE_5.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "D:\EpicGames\UE_5.1\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" TheReasoning_V2 Win64 Development -Project=D:\UnrealProjects\TheReasoning_V2\TheReasoning_V2.uproject D:\UnrealProjects\TheReasoning_V2\TheReasoning_V2.uproject -NoUBTMakefiles -remoteini="D:\UnrealProjects\TheReasoning_V2" -skipdeploy -Manifest=D:\UnrealProjects\TheReasoning_V2\Intermediate\Build\Manifest.xml -NoHotReload -log="C:\Users\######\AppData\Roaming\Unreal Engine\AutomationTool\Logs
\D+EpicGames+UE_5.1\UBT-TheReasoning_V2-Win64-Development.txt"
UATHelper: Packaging (Windows): Log file: C:\Users\######\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+EpicGames+UE_5.1\UBT-TheReasoning_V2-Win64-Development.txt
UATHelper: Packaging (Windows): Could not find definition for module 'VaultIt', (referenced via TheReasoning_V2.uproject -> VaultIt.uplugin)
UATHelper: Packaging (Windows): Took 1.7485047s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\######\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+EpicGames+UE_5.1\UBT-TheReasoning_V2-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 5s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
i wonder if that plugin has the target enabled, or whether is an editor only plugin.
Has anyone tried to run a package on AWS EC2? I am running on windows server 2022, g5.4xlarge gpu (Nvidia A10g). I am getting like 10 fps.
would really appreciate some help on this.
Hey did you end up being able to fix this? We're running into the same issue, trying to run our proj with bink but the arm64 build boots us out.
If I want to support Linux, should I package for Linux, LinuxArm64, or both?
My packaging project fails and I receive this message
.uproject does not look like uproject file but no targets have been found!
uproject requires a temporary target.cs to be generated (SteamVR plugin is disabled)
also this (but i don't want steamvr plugin enabled!)
Can someone help me ?
Anyone know how to enable console in my packaged game
do you least have a source build? that'll be the first requirement
if you do, great! add GlobalDefinitions.Add("ALLOW_CONSOLE_IN_SHIPPING=1"); to your Target.cs
Hey no I do not, would i have to generate project files first
well there's nothing else to suggest. GlobalDefinitions requires a unique build environment that only an engine built from source can provide
Oh understood, is this something new in UE5? I remember UE4 Packaged builds with development selected had console command working by default
yes but the context of your question sounded like it related to shipping builds anyway
development builds are not really something you'd want to ship to customers
Oh no sorry, im using the development mode
Yeah its just for testing purposes, want to use the open ip command to let friends join
there's no extra step then? it's already present in development builds
Weird, wasnt working on my end. Ill try one more time
Thanks though
then what is your keyboard layout?
UK QWERTY
US and UK English keyboards use the key to the left of 1
I binded another key for console aswell using hash tag along with tilde
"hash tag"?
just a hash then
Yep
if you're using Input.ini to add to the ConsoleKeys array, did you check it was a valid entry from EKeys?
No I didnt, how do i check those?
I'm using the UK English keyboard layout and the console opens fine in dev and editor builds in both UE4 and 5
Oh yeah, there is no problem in editor, just packaged build
then what steps did you do to add the extra console key?
I went into my project settings and added another input for console keys within engine input settings
and are you 100% confident you made a development build?
Im packaging again, hopefully seeing if it worked.
Yep 100% sure, i then tried packaging in debug and still no luck. But ill try once more in development
I've seen people report here that packaging in the editor seems to sometimes force them to make a shipping build, but it should be easy to spot from the executable name anyway
Thanks alot, ill have a look what the name is on this packaged build try
100% blueprint projects might be in a weird spot, if that applies to you
Hey my packaged build just finished with no luck on the console command working, how can i spot the type of build through the executeable?
The executeable name is just the project name.exe
are you looking at the exe in the root or in ProjectName/Binaries/Win64
Oh that was the root
Weird
The binaries / win64 says shipping
Lol
I chose development, yet it packaged as shipping
Thats so weird
are you a BP only project
Yep
probably why
Hmm, do i have to create a c++ class and then package?
creating a single C++ class will convert it, yes
Thanks, will try that
Hey sorry to keep bugging you but I built source in unreal engine, yet now when i try build in editor after adding the c++ class it still reverts to shipping
Is there a way i can build the game inside VS?
Use UnrealFrontEnd or the command line
Your a legend thank you man
Yes
I'm trying to build and package a project but I'm getting this error, Unable to change current directory to H:\DeployedBuilds\Windows\Engine\Binaries\Win64
I can't find anything online to help and it's not really something I can figure out just from this single line any ideas?
Does that directory exist?
DeployedBuilds does but nothing below that
I see you answer questions well 👍
for science I added the directories and now I get BUILD FAILED: Couldn't find the executable to run: H:\DeployedBuilds\Windows\Engine\Binaries\Win64\UnrealGame.exe
Any help with these errors:
Why is this please?
Ensure condition failed: GetSkeleton()->IsCompatible(Sample.Animation->GetSkeleton()) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\BlendSpace.cpp] [Line: 891]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: Stack:
tps ?
tips ?
Hi hi how can i call functions from the command line on a runtime image of my project?
I want to expose certain functions and then put the image in a container and call functions while it's running?
The functions i'm trying to expose are blueprint functions, if that's impossible, i'm cool with writing some c++ functions to handle this too
After upgrading from 5.0.3 to 5.2.1, I can no longer package the game, it just keep stuck in this Derived Data Cache maintainance and it keeps looping even after 24 hours. I tried like 3 times for 24 hour but still doenst package it. How can I fix it? really need help with this
Hey I always get some errors with my structure variable while packaging. after trying to package the game, my widgets also dont work (not right type of structure)
Hey, UE 5.2 from github,
any ideas why i get a spam of "LogRHI: Display: Encountered a new graphics PSO:" in logs?
we are not using -**logPSO **param
cook is in development, not debug
if the structs are in blueprints, try to recmpile widgets and bps that contain that struct
doesnt work... 😦
Hi! Anybody knows why after follow the official guide ( https://docs.unrealengine.com/5.2/en-US/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment/ ) Android is still not detected by UE5.2 (photo)? Do I need to install jdk? They not saying anything about this in the guide...
Hey, can anyone help me with this... I keep getting a packaging error but idk how to fix it
Well the useful information in the error is cut off in the screenshot
That's some path too
the end says has newer custom version of dev-rendering
Try hitting compile and resave the BP?
that didn't fix it
And the full, un-truncated error is what now?
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogAssetRegistry: Error: Package ../../../../../../Users//Content/ThirdPersonBP/Blueprints/ThirdPersonCharacter1.uasset has newer custom version of Dev-Rendering
And are you positive that's the asset you resaved? I would expect a custom version to be cleared on save
yeah I followed the path and recompiled and saved it
this is on 4.26 btw
I am packaging a project that will not launch. Not launch with fatal error, not create log and don’t make window. It never launches and there is no logs or errors. I have narrowed down the issue to one line, a call to “FFileHelper::LoadFileToString” the file path I send is valid, and the file does exist in the packaged project. when I remove that line, and the project packages without that line. Is there exception checking that I need to do around that line to get it to launch?
This is in 5.1.1
Ok, I did more testing and found something stranger. If the file I load is correct, the packaged project doesn’t compile. If it is in correct, meaning the file doesn’t load then the packaged project works.
Maybe you arent cooking that file
sorry i just re-read your first message and it says it is included in the packaged project.. so im not sure, sorry!
and how does a file existing or not affect the compilation? specify errors
also where in the initialisation is the file loaded? you can use -waitfordebugger unless it's really early
I do not get any errors. The packaged project exe never opens.
I have used a plugin refresh all nodes to get around this.
Hey everyone! I was told to link to my question in another channel here in case someone may be able to help. Not sure what the right channel was.
#ue5-general message
Hi every one, I'm trying to figureout how could i digitally sing my project with pfx file for windows package. I've searched but i didn't find how to do. also i didn't find in documents at UE official pages. do you have suggessions?
I'm having this problem when I install the apk in my phone I can't find any solution to it and I've checked the epic community too but does anyone know how to fix this?
does anyone know a way to create a crash report for your game that looks similar to the UE crash reports? trying to figure out how to create create reports for our shipping build for Windows
a lot of games literally just use the UE crash reporter that goes to a different endpoint
I've used bugsplat in the past if you want an off-the-shelf solution
Hey, I recently got a new drive and any one of my past projects that I try to package gives me an error saying unknown cook failure, can anyone help?
There is likely more error output in the log
it also says: PackagingResults: Error: Unknown Cook Failure
and UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
its also giving other errors about child actors not breaking but these projects used to package when I had my other drive so I don't know if like the version of visual studio or something is causing it to corrupt
"other errors" exactly
But I can't suggest anything without seeing the actual error output
yeah but I don't think the issue is in the errors because its on multiple projects suddenly
UATHelper: Packaging (Windows (64-bit)): LogChildActorComponent: Error: Found cycle in child actor component '/Game/HorrorTemplate/Maps/Demonstration.Demonstration:PersistentLevel.BP_Drawer_C_236.DrawerB'. Not spawning
Any error during cook will fail the cook, no exceptions
I am using RunUAT to cook and package a project, but it doesn't include the resource files of PROJ from the GeoReferencing Plugin, am I missing something obvious here?
it worked in 5.1 but seems to hjave stopped in 5.2
you typically don't have to start from scratch
so what to do
Showing the errors in the build output would be helpful
Hi guys, I'm trying to test UE AR template, but I keep receiving this error, I downloaded everything from SDK NDK Java, but nothing seems to work.
UATHelper: Packaging (Android (ASTC)): Could not initialize class org.codehaus.groovy.reflection.ReflectionCache
UATHelper: Packaging (Android (ASTC)): > Exception java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7 [in thread "Daemon worker"]
Debugging for 3 days already 😦
does anyone ever have issues where a shipping build doens't reflect the most recent changes to the game (but a development build does?)
is there cahced data somewhere that isn't obvious, I deleted my projects binaries, build, derived data cache, intermediate, plugins and saved, but a shipping build still builds an old version
Here's hoping anybody knows the answer to this one (documentation is amazingly non-existant from what I can find)
Does anybody know what the environment flag "IsBuildMachine" influences??
I am getting errors when packaging:
ERROR: Stage Failed. Missing receipt '...\Unreal Projects\MyProjectName\Binaries\Win64\MyProjectName.target'. Check that this target has been built.
which leads to:
Error: Missing UnrealGame binary.You may have to build the UE project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UnrealGame <Platform> <Configuration>
I found that ...\Binaries\Win64\MyProjectName.target exists except it is called MyProjectNameNonUnity.target
If I run a package, rename the binary files to remove the NonUnity tag, and then rerun the package it works.
I have bUseUnityBuild = false; in all my .Target.cs files but I dont think this should break packaging
I'm not sure why you'd disable unity builds on the target level
thats the only way ive learned to do it
bUseUnity = false; in the game module (Build.cs). it's almost pointless disabling it for anything but the editor target anyway
I always do something like:
if (Target.bBuildEditor)
{
bUseUnity = false;
}
in Build.cs
Okay cool that is working now. Thank you!
AutomationTool exiting with ExitCode=153 (Error_SymbolizedSONotFound)
PackagingResults: Error: Symbolized .so file not found
any help?
Some context would be nice. Are these the only errors printed? Which platform are you targeting?
Android
yep, those are the only errors which is a weird thing
this is a converted project from ue5.1 to 5.2.1
ue5.2.1 created projects packages fine
5.1 packages fine also
but this converted project, does not get packaged
And you checked the full log right, not just what's visible on screen?
is your game a C++ project with any third party dependencies? did you make sure the Android files in the Epic launcher are installed (if you use the Epic launcher build)?
https://github.com/EpicGames/UnrealEngine/blob/463443057fb97f1af0d2951705324ce8818d2a55/Engine/Source/Editor/UnrealEd/Private/Analytics/EditorAnalytics.cpp#L150
Also I do suspect there might be another error in the output just because this is the only reference I could find to that error text
Yep, I think it is related to some third party dep. thanks for the info tho
i will keep digging into it
hopefuly i find a way to fix it
https://github.com/EpicGames/UnrealEngine/blob/463443057fb97f1af0d2951705324ce8818d2a55/Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs#L1942
oh and this, seems to be related to linking "libUnreal.so" but that appears to be generated as part of the build anyway
Good catch!
Hi guys!
Can you tell me where I can see what settings to set in the Android build configs?
I have an APK being built, but it doesn't run on my device.
And what specific error it throws I can not find in Android Studio
adb: failed to install ATBTT_Match2-arm64.apk: Failure [INSTALL_FAILED_USER_RESTRICTED: Invalid apk]
The problem was here (values were 32): gradle.properties
But in the editor: 20/31
Why might this happen?
i think minimum sdk version should be 26 instead of 20
Try this too, it's changed to 32/32 in gradle.properties
ohh
why u are checking that in android studio
just package the game from ue5
and test on android
minimum sdk 26 and recommended 32
adb: failed to install ATBTT_Match2-arm64.apk: Failure [INSTALL_FAILED_USER_RESTRICTED: Invalid apk]
Because of this error.
My device is on version 30 of android, and gradle builds to at least 32
I want to understand why this is happening.
That gradle.properties is getting the wrong thing in it
u checked that on internt?
like that
All of these errors are more about the bridge itself
yes if speaking truly ue5 is very much complicated for androiod game
And not about Android don't install apk, from UE5 build
is your mobile too old?
If I change the min sdk in gradle, it will be installed
because i also have a old mobile but it still can play games from ue5 build
but then ue5 sdk requirements would not let the game to play
The game launches with a logo screen
Yeah, but maybe I didn't set the start scene or something.
Has anyone gotten an issue with the Lidar PointCloud plugin with UE? My LAZ work in the editor but the collisions are not built when the game is packaged
Should bUsePCHFiles and bEnforceIWYU be set in .Build.cs instead of .Target as well?
I would never mess with build settings on a target level. if you switch to a source build later then the chance of messing up the build are very high
Okay thank you
Is there a way from UAT to create folders with each build? I am trying to archive my builds by date but don't know how I'd achieve this on my own
Launching a ue5 packaged game and getting an error
LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Internationalization\ICUInternationalization.cpp] [Line: 156]
ICU data directory was not discovered:
../../../Engine/Content/Internationalization
../../../Engine/Content/Internationalization
How to fix it?
Anyone know how to fix UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Lv3.4/WarofTomorrow/Content/ThirdPersonBP/Blueprints/ThirdPersonCharacter1.uasset has newer custom version of Dev-Rendering? this issue came after I got a new C drive and i've been trying to fix it for a week
Hey, I am using a marketplace package in my game (the advanced village from a year ago or so) and the showcase map in it is causing my build to fail. I am getting this error:
Warning/Error Summary (Unique only)
LogInit: Display: -----------------------------------
LogInit: Display: LogBlueprint: Error: [AssetLog] H:\Documents\Unreal Projects\MyProject\Content\AdvancedVillagePack\Maps\AdvancedVillagePack_Showcase.umap: [Compiler] Cannot use the editor function "Play" in this runtime Blueprint. Only for use in Editor Utility Blueprints and Blutilities. from Source: /Game/AdvancedVillagePack/Maps/AdvancedVillagePack_Showcase.AdvancedVillagePack_Showcase:PersistentLevel.AdvancedVillagePack_Showcase
ever find a fix? I've got the same error
how can i package different content based on build target, or in some other way?
How do I fix a build error for module rules? ```
UATHelper: Packaging (Windows): Expecting to find a type to be declared in a module rules named 'LivestreamingToolkit' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
UATHelper: Packaging (Windows): Took 0.8503539s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Blake\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\UBT-BlakeCitadel-Win64-Development.txt)
LivestreamingToolkit seems to be something specific to your project
Yes - it's one of those things you have to copy the plugin to the marketplace, instead of a runtime plugin - can't believe Epic hasn't patched that yet, seems borne of 5.0
Ever seen this though?
Querying Platform status?
probably
but if you acquired a plugin that doesn't support 5.0, make sure it's in your project rather than engine
lol it's built for 5.2, I can't believe their installer allowed this
Im trying to build for Android phone version 13, but I keep reciving this error [INSTALL_FAILED_NO_MATCHING_ABIS: INSTALL_FAILED_NO_MATCHING_ABIS] Any advice?
I'm trying to compile my ios game for ios shipping from a macbook using Unreal Engine 5 and have gotten this error:
RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6
Attached as well is the full output log.
For context, I developed my game on windows and zipped it onto my Mac device and compiled it on there and then got that error, my certifications and provision look correct as well.
Can anyone help me out?
So, I've got two template projects, one is the Vehicle template, the other is the First Person template.
I'm looking into BuildGraph (as you might have realized from the project names), though I'm running into a small problem.
The Vehicle Template generates with these C# Target files:
the First Person template doesn't
what influences the creation of these files, and how would I be able to turn it on for a project
(my guess is that generating VS project files would also create these, but the Vehicle Template doesn't start with a VS solution or any source, and when I copy them manually to the First Person template, it works once, but deletes the .Target.cs, preventing it from working a second time, something that doesn't happen for the Vehicle template)
Seen that once before. That seems to be TurnKey failing to boot. (TurnKey can be seen as the Platform SDK manager that checks for SDK setup, compilation and support). I remember having to fix this by downloading a very specific version of .NET targeting pack. (3.5.2 if I recall correctly). Which had to be manually downloaded and copied into the directory where .NET targeting packs go, since the VS Installer no longer list those versions (probably too old). And for some reason newer targeting packs weren't backwards compatible, 5 didn't work, 6 didn't work, 3.5.1 didn't work, it had to be exactly 3.5.2.
You'll probably see the engine mentioning turnkey in an error or warning upon startup
as an update, I've got part of this figured out, apparently the inclusion of two plugins (Windows RawInput and the experimental ChaosVehiclesPlugin) caused the source files to be created. Having at least one of the two enabled is enough for the engine to generate these files
still not quite sure why though
I noticed that unreal has two different Android RHIs. GLES 3.1, and Vulkan. How do i specify which one is used in the packaged android build?
i see two options for "support vulkan" and "support opengl" but which takes priority?
The logic is in AndroidDynamicRHI.cpp, Vulkan looks like it will be preferred if both are enabled
awesome, thank you
anyone know why this would happen? im building for android
LogPlayLevel: Error: UAT: ld.lld: error: cannot open F:/Design/Personal/StirCrazy/StirCrazy/Binaries/Win64: Is a directory
not without further context
it's at the linking stage so I don't know if your game depends on any third party libraries that are setup incorrectly
ah that's right. I have the discord sdk
im going to rid of those for now
thanks again
hi guys, do anyone how to resolve this issue? I am trying to make a Android build in 4.27. First it shows some build tool is corrupted for which I found this https://www.youtube.com/watch?v=jMkl5FdtvP8 but now I am stuck at this issue. I found some threads on unreal forum that too are unanswered.
00:00 - Intro
00:32 - Install Android Studio
01:04 - Download NDK version "...2462"
01:38 - Download JDK from Oracle
01:55 - Manually select SDK, NDK and JDK
02:39 - Error: "Build tools revision 31 is corrupted"
03:13 - Outro
Helpful links:
Visual Studio:
https://visualstudio.microsoft.com/downloads/?utm_medium=microsoft&utm_source=docs.micr...
there's a batch file that failed to run, I think for more details it might be a good idea to delve into what that batch file is supposed to do, since basically all unreal's saying here is: hey, this thing failed
that said, I'm unfortunately not familiar with gradle
I have a plugin ( Firebase-Features ) that I want to disable for sideloading apk builds ( as opposed to GPlay aab builds ).
I have a pre-build script which disables the plugin at will, BUT then build fails with compile error because we use some blueprint nodes from Firebase. How should we go about side-stepping such an issue?
EDIT Maybe like this : https://forums.unrealengine.com/t/disable-certain-blueprint-nodes-on-certain-platforms/368027
Is there a way I can exclude certain Blueprint nodes on certain Platforms from even compiling? In C++ there are preprocessor macros: #if PLATFORM_WINDOWS MyAwesomeWindowsStuff(); #else MyAwesomeNotWindowsStuff(); #endif This works great. However, when you have a function in Blueprint which depends on MyAwesomeWindowsStuff();, the Blueprint obv...
And another... AAB Build failing
* Where:
Settings file '/Users/macstudio/.jenkins/workspace/autobuilder-helsinki-macstudio-source/Intermediate/Android/gradle/settings.gradle' line: 21
* What went wrong:
A problem occurred evaluating settings 'app'.
> assetpacks/install-time/obbassets/build.gradle (No such file or directory)
Pain Is Fun
Hello! Is there anyone that can explain me how to properly package project that contains custom hardware cursor so it will work in the project, big thanks for any help
how to remove the kernel file from engine files which takes upto 40 mbs in the total build size? i am making an android game and have gone through all the optimization steps
I’m trying to run Audio2Face Livelink (to Unreal Engine 5) on a Linux machine, and I kept on getting the following error.
my build failed after 1h30m.. the log has thousands of lines.. how do I find the errors?
I think it's related to shaders
LogShaderCompilers: Error: ShaderCompileWorker terminated unexpectedly! Falling back to directly compiling which will be very slow. Thread 47.
I'm using substrate.. maybe that's why
found this too
Internal Compiler Error: Invalid Bytecode: Interpolation mode for PS input position must be linear_noperspective_centroid or linear_noperspective_sample when outputting oDepthGE or oDepthLE
it's better to read the log in another editor, it would be nice the color coding followed along
if my project only loads one level.. can I assume that it will discard whatever is not loaded in that level?
and by "only load one level" i mean whatever I set as a game default map in project settings.. I'm not loading any levels in any other ways
Hello 🙂
All the build logs I can find state pretty much the same, "unknown error". Any hints as to how I may get more data on what is going wrong?
AutomationTool executed for 0h 31m 12s
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
Hello, trying to figure out how to exclude Editor only modules in a ServerTarget build. Using an empty project with one plugin, this plugin uses UnrealEd which is editor only. Error i am getting: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
(referenced via Target -> TrueFPSSystem.Build.cs -> AnimGraph.Build.cs -> BlueprintGraph.Build.cs -> KismetCompiler.Build.cs)
full log: https://pastebin.com/V4b3hHkV
command i use to build: https://pastebin.com/pyBeTrBm
uproject: https://pastebin.com/6bNGyCWL
Server.Target.cs: https://pastebin.com/KXNPMdX8
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Build.cs: https://pastebin.com/tuphNbSb
TrueFPSSystem.Build.cs: https://pastebin.com/PsgXNY9D
TrueFPSSystemAnimsUncooked.Build.cs : https://pastebin.com/wGbKUY9a
TrueFPSSystemAnimsRuntime.Build.cs: https://pastebin.com/Yw4bGKwJ
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Hi I am trying to cook and pack my ue5.2.1 project on a M1 Pro max and I am getting the following error,
I am on Ventura 13.5.1 and ue 5.2.1 with xcode 14.3.1:
UATHelper: Packaging (Mac): LogMetalShaderCompiler: Display: Post-processing archive for shader platform: SF_METAL_SM5
UATHelper: Packaging (Mac): LogShaders: Error: Archiving failed: metallib failed with code 1: LLVM ERROR: multiple symbols ('main0')!
UATHelper: Packaging (Mac): LogCook: Error: Saving shared material shader code library failed for Mac.
UATHelper: Packaging (Mac): LogCook: Display: Discovering localized assets for cultures: en
UATHelper: Packaging (Mac): LogCook: Display: Cooked packages 0 Packages Remain 543 Total 543
UATHelper: Packaging (Mac): LogCook: Display: Cook Diagnostics: OpenFileHandles=193, VirtualMemory=403633MiB
PackagingResults: Error: Archiving failed: metallib failed with code 1: LLVM ERROR: multiple symbols ('main0')!
PackagingResults: Error: Saving shared material shader code library failed for Mac.
UATHelper: Packaging (Mac): LogMaterial: Display: Missing cached shadermap for ControlRigGizmoMaterial in METAL_SM5, Default, SM5 (DDC key hash: 956e6ee67fd13c529d235c70b771a6499cd33f1c), compiling.
UATHelper: Packaging (Mac): LogTexture: Display: Texture Encode Speed: Final (cook).
any ideas ?
I have tried on a Ultra and m2 air , same error
were you able to figure this out
I figured it out. For anyone in the future who has the same problem, just disable Shared Material Native Libraries.
I'm cleaning up and migrating my stuff to a new project so I can better isolate the issue. I believe it is related to Substrate along with Pre-Skinned Local Position and VertexInterpolator.
Also, is it normal that enabling substrate dramatically slow down packaging?
Anyway, here is the error I'm getting:
UATHelper: Packaging (Windows): err0r X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Interpolation mode for PS input position must be linear_noperspective_centroid or linear_noperspective_sample when outputting oDepthGE or oDepthLE and not running at sample frequency (which is forced by inputting SV_SampleIndex or declaring an input linear_sample or linear_noperspective_sample). PackagingResults: Error: Invalid Bytecode: Interpolation mode for PS input position must be linear_noperspective_centroid or linear_noperspective_sample when outputting oDepthGE or oDepthLE and not running at sample frequency (which is forced by inputting SV_SampleIndex or declaring an input linear_sample or linear_noperspective_sample).
I see in the log stuff related to shaders I'm not even using in the level at all.. maybe that's why it's slow.. but not sure why it's taken into account.. this is a new project, I don't have much stuff in it
like this:
Warning: Failed to compile Material /Game/MetaHumans/Common/Materials/M_Eyelashes_Cards.M_Eyelashes_Cards for platform PCD3D_SM5,
I'm not even using this material anywhere.
damn!
How to fix it
well what are your packaging settings to start with? do you have a lot of unused assets? have you used unrealpak or the various unreal data mining tools to see what ends up in your pak files?
@fallow matrix unfortunately not ;/
Hello, people. Currently working through some packaging issues. The error code I think is describing the problem is:
saving shared material shader code libarary failed for windows
Currently rebuilding the cache and trying again, just wanted to hear if this sounded familiar to anyone.
I see this might be related to @rapid geysers problem. Trying that tip.
That worked. Leaving my comment in case anyone else searches for the same log message.
Haven't used any data mining tools yet. And yes there's lot of unused assets
Disableing shared library ?
I was able to get it working. Needed to add the folder with .png cursors to list of directories to force package
In project settings
Otherwise it wouldn’t package it
on which directiories you add could u show me ss? non- asset or asset or somewhere else
Non asset
Not by computer atm
Search “packaging” on project settings and Toull see it
u mean this one?
Yep
i did add directory to this exactly when i was trying and it was not work
did you use Project Launcher?
No, I packaged for Linux
just to be sure you didint make uasset from the cursor right?
i will try once again later but i was already did what u mention, i did build a project with shipping mode and without an project build
Nope.
You might as well try to add the directory to more of those options to see if it makes any difference
ye i checked that and it works but only if i want to pack my game with the UE Project itself
but what i need is to pack the project without the unreal engine project itself
Uhh not sure I follow. You aren’t using unreal libs?
so i can share just the baked version
Oh you didn’t get a isolated executable ?
i did get both 😄
depends of configurations
ofcorse
but in neither of them i can make the cursor to work
i added the path everywhere even here
o.O i packed it right now once again and it works, i spend like 2h yesterday figuring it out adding the path's to everything i suppose the saved folder or cache somehow prevent them to be showed or work
ye idk what's happend but it just randomly starts to work
How to do the package settings right?
So only used assets will be packed and selected maps?
or a tutorial for that
That's the default
Ok
I'm using the Nvidia DLSS 3 plugin (official one from the Nvidia website) and everything works perfectly in PIE and in a packaged build but if I try and run as a standalone game from within the editor it crashes here trying to call check(Enum) on one of the Nvidia enums (it crashes as the game is launching)
'Assertion failed: Enum [File:C:\Users\gtora\Documents\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\EnumProperty.cpp] [Line: 320] '
I have some steam integration functionality that I need to debug and currently the only way I can do it is by packaging and running which is a huge hassle, has anyone encountered a similar issue? Does anyone know exactly what is different about running standalone from the editor vs running a packaged build and how I might resolve this?
what is the callstack
Might not be able to figure that one out without attaching to the process with a debugger
It doesn't look directly related to anything you described so far
hmm, just deleting references to the DLSS enums does make the problem go away
how do i attach a debugger to the process that gets launched when you tell it to run as stand alone?
Your BP might be hard referenced somewhere (bad) and it's loaded before the DLSS module
-waitfordebugger command line arg
It might be best to handle DLSS in code anyway, but that's likely what happens. You can guarantee load order in your game module by adding the DLSS module to the Build.cs dependencies list, which results in the DLSS module being loaded first
where can i set that, I tried setting it on my project in VS but that applies it to the editor, not the game that gets launched as standalone, I don't actually know how to send commandline arguments to the standalone launcher
launch the packaged game with that command line arg and then attach from VS
problem doesn't occur in the packaged game
you are in #packaging
haha fair point, i guess i was hoping to understand the difference between launching as standalone vs building and packaging so that I could hopefully fix this issue
also "standalone" is the editor with -game
thank you so much btw this has been incredibly helpful
think that narrows it down, DLSS plugin is split into a ton of modules so just trying to ind the right one
i got it working, tyvm again. I was saving the users DLSS settings into a structure that used the DLSS enums and loading up their chosen settings when they launched the game, saving them as bytes and casting them fixed the problem
There are many packaging error in the brushify material I bought from marketplace. Anyone know how to fix that?
PackagingResults: Warning: Failed to compile Material /Game/Brushify/Materials/Landscape/M_Landscape.M_Landscape (MI:/DemoMaps/Maps/L_DemoPlayLevel/Generated/L_DemoPlayLevel_MainGrid_L0_X-2_Y-2.L_DemoPlayLevel:PersistentLevel.LandscapeStreamingProxy_5QIXBKB15TL54NMCYXA9KSDO7_252_2_2_0.LandscapeMaterialInstanceConstant_0) for platform PCD3D_ES31, Default Material will be used in game.
UATHelper: Packaging (Windows): I:\Engine\Private\MobileBasePassPixelShader.usf.intermediate.hlsl(318,42-53): warning X3577: value cannot be NaN, isnan() may not be necessary. /Gis may force isnan() to be performed
UATHelper: Packaging (Windows): I:\Engine\Private\MobileBasePassPixelShader.usf.intermediate.hlsl(319,57-68): warning X3577: value cannot be NaN, isnan() may not be necessary. /Gis may force isnan() to be performed
UATHelper: Packaging (Windows): I:\Engine\Private\MobileBasePassPixelShader.usf.intermediate.hlsl(324,325-335): warning X3577: value cannot be NaN, isnan() may not be necessary. /Gis may force isnan() to be performed
UATHelper: Packaging (Windows): I:\Engine\Private\MobileBasePassPixelShader.usf.intermediate.hlsl(332,19-30): warning X3577: value cannot be NaN, isnan() may not be necessary. /Gis may force isnan() to be performed
Should I uncheck ES 3.1 shader formats?
Hey guys, I couldn't insert my project logo into my game. I tried converting the images, somehow I couldn't get them in the project setting. Can somebody help me?
Hey, I'm using c++ code ran by the editor to generate a static mesh for a static mesh instance in my level.. but it doesn't seem to persist after packaging.. does the generated mesh need to be saved as a package or something?
Are all maps in a GameFeature automatically packaged? Seems to be ignoring the "List of maps to include" in package settings and including everything in a Maps GameFeature. Why does Lyra put maps in a game feature? What is benefit?
What's the difference between Linux and LinuxArm64?
Hii, I'm at a lost here but just wondering, does anyone know how to fix Android SDK not installed properly? I get this message every time I package for mobile
"Linux" is Linux a build for x86-64 processors
"LinuxArm64" is Linux a build for 64-bit ARM processors, like on a Raspberry Pi
so which one should i package for if i wanna release a linux version of my game? or should i package and distribute for both
my recommendation is don't, but "Linux" is probably what you want for distribution on Steam
as linux user even i recommend to not package for linux unless you make a major game title...
usually the windows version works well in wine/proton. and as indie you will probably not be able to support all operating systems which ends up in a shitshow
even wildcard wasn't able to support the native linux version of Ark, while their budget should have allowed it...
yeah with proton there's very little need for a native linux port these days
it's definitely worth targeting linux for servers, but a client nah
the best you can do for linux users is probably supporting Vulkan in general, so we don't have to rely on some nasty DX=>Vulkan wrappers
DXVK does a pretty decent job in Proton
yea but modern unreal titles don't run very well, if at all
The desktop Vulkan RHI has a lot to be desired from what I heard
i think they patched it in latest proton/mesa, but that will take some time to deploy to official builds
?
some lumen/nanite stuff just wont work
yeah UE4 doesnt use newest DX12.1 features
<@&213101288538374145> another one
[UE 4.27/Quest 2/Android] Has anyone been able to use Launch on Android Target API 32 (min 23)? Seems its impossible to grant the new MANAGE_EXTERNAL_STORAGE permission on the Quest 2 (at least trough ADB) and without it, the game cannot read from the /sdcard/UE4Game folder. I'm trying to build a PSO cache, but the only way I can run the game at all is if I package it and install it into internal memory and remove the read/write permissions completely :/
Also, is there perhaps a way to add a UE4CommandLine.txt file or start an Android app via adb while passing in command line arguments in a packaged build (not Launch)?
Hi,
My plugin doesn't package for PS5, do I have to add anything special in the .uplugin file?
It does package nicely for windows though
Hello guys! I am tranferring my project, 4.27 Version, from my pc to a laptop.. There i installed 4.27 Version. It opens the editor but when i try to load the main level it crashes the editor..the crash says out of memory.. what can i do so that i can work with my project in another computer? it's a bit heavy project
anyone tried "Multi-Process Cook" in 5.3 ?
I set the count to 31 as I have a Threadripper but the cook is taking waaaaaaaaay too long now, way longer than what it used to be
also I get this in the logs "CookWorkerCrash: CookWorker 29 process terminated before connecting. Assigned packages will be returned to the director"
pretty solid build machine with the bestest disk in the market, not worries about that
for some reason, when i try to package the game either through command line or in gui, or even if i use the project launcher, it doesnt finish those operations, in the case of the project launcher it never launches the game. It just gets stuck at the launch step. For the others it just gets stuck after a certain point. Theres no freezing or anything though, nothing in the logs that looks super incriminating off the top of my head
this is the only thing that looks kind of out of place
Hey guys I have a platformer game with like 20 levels and I can't upload to google play because it's over 150mb how do i go by uploading a game that is big like this
I believe the solution is to upload the base game and then download the other 20 levels after installing.
[Question] what's the best way to make a container image of a linux server build for my unreal game? I saw a tutorial online where the guy used WSL2 to build a linux version of unreal source and then make the container image of a linux build from that.. however, my team uses Clang to cross compile to linux.. sooo.. is there a way I can cut out that step of building unreal from source in WSL?
Hey , some of my player have this error and after days of research i can't find why (seems to be very random )
plz help
Hello, I keep getting this error while building an apk, a 360vr app with 11gb of video content.
There's no way to build an apk sized over sone MB?
This is my config, also I'm using Unreal 5.0 source build
Hello! I have some content that was moved from a project into a plugin. Packaging fails because something is looking for some of the content in what the old project was named:
"/WorldView/[...] is not a standard unreal filename or long path name. Reason: Path does not start with a valid root. Path must begin with:" and then it lists them, among which is /WorldViewPlugin/.
Is there a simple Core Redirect I can do to point it to the right place?
have you tried nuking the temp files in the project directory?
and generate project files. and build?
Building game everytime to test it on mobile devices is so time consuming, it's almost take 4-6 hrs + to compile shaders and build game therefore I want to ask is there something to live test/preview game on Android mobile devices ?
Unity has unity remote connect so is there something similar for unreal engine 5 ?
I want to test/live preview game on Android mobile but building game everytime is not possible and it's time consuming therefore how to test game on Android mobile without building game ?
You can launch to your device instead. It sort of makes a minimum necessary build and then immediately tries to run it on the device
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Deployment/Launching/
It shouldn't be needing to compile all shaders every time you build, at least I think. I'm not sure what's going on there.
I have tried many times to launch game on my Android mobile but it's crashes after ue5 splash screen, and when building game it's work properly & perfectly but it's take more than 4-5 hrs...
Yes, launching game takes 10-20 mins or less than that but it's crashes after ue5 splash screen on mobile devices, I have tried it with Android 9, 10 & 12
It's 12 Am (night), I'm going to sleep 😴, bye see you tomorrow !
Good night !
Wow... I can't believe I didn't think to try that. That did the trick.
Hello, I have a specific set of gameplay tags that don't seem to make it into a packaged dedicated server build. I have other gameplay tags that work fine but this set (115 in count) return None when accessed. They otherwise work fine in the editor (both client and server). Are there any sort of limits here? I probably have more than 200 tags total, all defined in datatables that are added to the Gameplay Tag Table List in the Project Settings. Is there anything specific I need to do to make sure tags make it into packaged server builds? Any insight is much appreciated!
glad to hear! lol.. never underestimate the potential fixing power of "nuking the tempz" lolol
I don't think there's any limit on tags that you'd be getting close to.. some games have 10's of thousdands of tags I've heard
might be something in an ini file that you can specify.. tag paths or something.. i'd ask chat gpt
now for my question...
.... should I just be packaging linux dedicated server builds on my ubuntu virtual machine? or is this clang software fine... I'm getting issues with a certain asset getting ActorChannelFailed and it only happens when we connect to a linux server build, everything works fine on the windows dedicated server... I'm also looking into the asset.. seeing if maybe its just corrupted or something.. but works on windows.. right now we're using clang to be able to cross compile to linux.. but the UE docs basically indicate that you should just be compiling from a linux source build.. bUT I DONT WANNA waaaaagh
outside of just maintaining separate builds, are there any built-in editor tools for having files that are only packed for dedicated servers?
They're included in the project, but I don't want players having access to them.
pretty sure there's a way to not compile chunks of code with like a #if / #endif
yeah, I know of that way but wasn't really thinking about it here, so thanks for reminding me. I'll use that if there's no better built-in tool for it
lol
Never ask chatGPT
Hi I have a little question regarding UAT cli, and custom config via Target.cs
I have CustomConfig = "Server"; in my Server.Target.cs, but the BuildCookRun seems to ignore it, I have all my steam setup there in a DefaultEngine.ini, and steam don't initialize until I move the config in the general DefaultEngine.ini
I'm packaging the server under linux using this command :
RunUAT.sh BuildCookRun \
-project=/tmp/project/LyraStarterGame.uproject \
-target=LyraServer \
-platform=Linux \
-clientconfig=Development \
-serverplatform=Linux \
-serverconfig=Development \
-noclient \
-server \
-build \
-cook \
-stage \
-allmaps \
-SkipCookingEditorContent \
-pak \
-iterate \
-compressed \
-archive \
-archivedirectory=/tmp/project/Packaged
am I missing something ?
never use tools.. build house with hands and rocks
You don't build a house with a jackhammer.
pssh.. you dont
Well you can use DedicatedServerEngine.ini but your DefaultEngine.ini would override which is a bit shitty
Also I don't know if you're using an installed build because CustomConfig requires a unique build environment
Also did you verify that your config files made it into the packaged build? I'm not sure if they get staged automatically
Can someone PLEASE help me with this log? i cannot package my project.
chat chat why did my packaging fail
[2023.09.02-18.57.37:424][655]UATHelper: Packaging (Windows): Unhandled exception: System.IO.IOException: The process cannot access the file 'D:\UE_5.2\Engine\Plugins\Media\WebMMedia\Source\WebMMedia\Private\WebMMediaPrivate.h' because it is being used by another process.
[2023.09.01-16.13.48:089][783]LogOutputDevice: Error: Only plugins can exist outside of the expected target path of 'C:/Users/rober/Documents/Unreal projects/GGO_Final_Showdown/'. 'C:/Users/rober/Documents/Unreal Projects/GGO_Final_Showdown/Content/FirstPerson/Blueprints/HUD/Menu/Sessione_Found_Widget.uasset' will not calculate an accurate result!```
did you hastily copy an asset from a plugin through windows explorer?
you also don't have symbols, which makes the issue harder to investigate
It gives me a 404 page.
because you have to have your epic account linked to github and be actually logged into the github
I downloaded the plugin from explorer. Is that a problem?
I'm also having that problem. I'm logged in and connected through Unreal engine. But it still gives me the 404
https://www.epicgames.com/account/connections well you need to connect it here
but the asset looks like it comes from a plugin, and that it has been manually copied to the project outside the editor
It is connected. I don't really know why it keeps giving me 404
I copied it into the folder. How should I copy it?
First of all, thanks for the help you are giving me
If you get a plugin that has content in it, it should be copied to the plugins folder
not the project's content folder
Now I've understood. I copied it in the plugin folder, not the content. I later imported the model that I needed to the content folder. Is that the problem?
I can't really tell you with certainty because I don't know what plugin, and what the "model" is. The error you gave me looked like a widget blueprint
I'm trying to make a video out of this and I can't even package the file 😅
Hi! I got fatal error when packaging a shipping build but not when i switched to developer. I'm confused.
Share the error
i don't get a log on shipping, just this
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xfffffffffffffff8
0x00007ff757ccb597 LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff758895f14 LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff7588afb5e LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff7587972d8 LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff7586c8cbd LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff7586ca9e7 LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff7586caed4 LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff7586cb750 LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff7586ca600 LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff7586d2ea4 LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff7586d31e2 LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff7586d312f LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff759727e88 LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff759822d37 LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff75981dfc1 LyraGame-Win64-Shipping.exe!UnknownFunction []
0x00007ffc447a7614 KERNEL32.DLL!UnknownFunction []
0x00007ffc450a26b1 ntdll.dll!UnknownFunction []
Crash in runnable thread BackgroundThreadPool #1```
unless you have symbols then this callstack is literally useless
lol not useless actually. i fixed it. somebody had the same problem on the interwebs. turns out it was metasounds print to log. removed it & now works fine.
well you completely omitted that
wym, i just googled it & tried to package again
you mentioned nothing about metasounds
and how should i have known it was the case? like nobody uses metasounds?
by looking at the log file that's generated?
this is all i got. i didn't find the log file
would anyone know what stops config files being packaged in UE5.2?
they're absent in my packaged builds, but I would like them to be there
which config files, where are they located, how have you verified this, etc
any config files - they seem to end up in the packaged build in debug, but there are none included in development
Which is how you asked you were verifying this and the location of the config files
Also default configs end up in pak files
hmm so my exponential height volumetry fog didn,t carry over to the packaged game..?
i closed the editor.. where can I find the log?
hmm I got something like this:
/Engine/Private/VolumetricFogVoxelization.usf:256:46: error: no member named 'VertexId' in 'FVertexFactoryInput'
when i package my project and play it, it says fatal error and quits
nvm i looked at the log files and it was a optix dll file it couldnt find so i turned of optix since im not using path tracer anyways
Hi all, does anyone have a rough estimate for how big a packaged iOS game would be with a size map of 60mb? I'm currently at 300mb packaged and while thats not terrible I was hoping to reduce it a little more. I think i've done most of the usual things you can do to reduce file sizes, im using 5.2 though and i imagine that has a little more bloat than ue4 versions.
*edit: Ah, nevermind. I forgot that shipping builds are dramatically smaller 🙂 no problem.
is there any fatal error that occurs
no the build goes without any issue
in the meantime i've attempted removing any uncesseary plugins, deactivating forward rendering and moving the proect to C instead of E
so it's on tthe same disk as the engine itself
yeah but still nothing :/
still stuck on this:
'''
UATHelper: Packaging (Windows): /Engine/Private/VolumetricFogVoxelization.usf:256:46: error: no member named 'VertexId' in 'FVertexFactoryInput'
'''
are there guides on tricks to migrate over to a new project? migrate project settings? also what is "fix redirectors"?
so no matter what I try.. height fog simply doesn't work in my packaged project
trying to make a build, but whenever I run the executable, the player character doesn't spawn, and it just runs a free cam. the default map and gamemodes are all correct when I check them in the Project Settings.
Is there a switch on the unrealbuilttool.exe to pass a define to the project package? i want to add cheat-enabled code but want it to be controlled by a define (to avoid changing settings each time i need a build with cheats)
is there a way to package to mac from linux?
You can control build-time settings by either defining a different target or using properties with the CommandLine attribute. With BuildCookRun, you can pass args to UBT with -UbtArgs=
interesting, thanks!!
https://www.youtube.com/watch?v=8sz4MbnsUlo
It took me like an hour to follow this tutorial
and set up my project to make it package for android
it still failed to package...
UATHelper: Packaging (Android (ASTC)): ERROR: cmd.exe failed with args /c "C:\Users\sara\Documents\Unreal Projects\Mobile_Test\Intermediate\Android\gradle\rungradle.bat" :app:bundleRelease
😥
so much pain for nothing
Unreal Engine 4.27.2 Packaging For Android | Unreal Engine 4.27.2 Export Android Project .
Packaging for android to any unreal enigne version : https://codeprofessionally.com/unreal-engine-packaging-for-android-to-any-unreal-engine-version
Facebook Page : https://www.facebook.com/Code-Prof-110511874050372
How can i revert the whole thing? This made me spent like 20 GB for nothing...
id just like to revert it
srsly I don't understand UE'S packaging at all.. ti's printing logs about MH skeleton bones.. my level (and only level) only has a SPHERE In it!
i need help better understanding that stuff
Really depends on the packaging settings
After packaging my fps are very low my game is laggy. Anyone know why this happening?
Ensure condition failed: !FindPin(FFunctionEntryHelper::GetWorldContextPinName()) [File:D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp] [Line: 404]
it doesnt tell me where the location of the error or what bp is causing this!
Hey folks, ive run into a weird issue, my game used to run no problems, I came backa after a 2 week break and it still runs fine in PIE but in Standalone or packaged the game seemingly isnt init the game instance (Custom) so it no longer works at all. Any ideas what might cause this?
Is anybody having this issue when packaging in 5.3 with Shipping? I am not having this issue in 5.2
Packaging finishes and says is successful, but then I try to open the .exe and instantly crashes with this error
so im trying to package my plugin and i get this error:
: fatal error C1083: Nie można otworzyć pliku dołącz: 'Launch/Resources/Version.h': No such file or directory
plugin compiles fine from my project and it packages fine prior to ue 5.3
no idea how to fix it
the file has ue version defines which i really need
so I changed the include to 'Runtime/Launch/Resources/Version.h' and it works
whys this so silly
You are probably missing a module include or something
And adding Runtime makes it work with another include path
the module is 'Launch' and indeed i didnt have it but that didnt fix it anyway lol
maybe theres something else but idk
Everything includes it with the Runtime/ directory prefix
Except for this masterpiece: #include "../../../../../../../../Engine/Source/Runtime/Launch/Resources/Version.h"
Shrug

Tool: LogIoStore: Display: ==================== IoStore Utils ====================
PackagePushSteamTool: LogIoStore: Display: Using command line for crypto configuration
PackagePushSteamTool: LogIoStore: Display: Container signing - DISABLED
PackagePushSteamTool: LogIoStore: Display: Directory index - ENABLED
PackagePushSteamTool: LogIoStore: Display: Using memory mapping alignment '16384'
PackagePushSteamTool: LogIoStore: Display: Using compression block size '65536'
PackagePushSteamTool: LogIoStore: Display: Using compression block alignment '65536'
PackagePushSteamTool: LogIoStore: Display: Using compression min bytes saved '1024'
PackagePushSteamTool: LogIoStore: Display: Using compression min percent saved '5'
PackagePushSteamTool: LogIoStore: Display: Using max partition size '0'
PackagePushSteamTool: LogIoStore: Display: Not using DDC for compression
PackagePushSteamTool: Error: LogIoStore: Error: CookedDirectory must be specified
PackagePushSteamTool: LogPakFile: Display: UnrealPak executed in 0.000264 seconds
PackagePushSteamTool: Took 0,27418400000000004s to run UnrealPak.exe, ExitCode=1
PackagePushSteamTool: Error: Command failed (Result:1): E:\UE5.2_Source\UnrealEngine-5.2\Engine\Binaries\Win64\UnrealPak.exe -CreateGlobalContainer=C:\Users\Thomas\Documents\LunarEntertainment\ClientBuilds\September-'23\Windows\ExtractionHorror\Content\Paks\global.utoc -CookedDirectory="C:\Users\Thomas\Documents\UEProjects\ExtractionHorror 5.2 - 3\Saved\Cooked\Windows" -PackageStoreManifest="C:\Users\Thomas\Documents\UEProjects\ExtractionHorror 5.2 - 3\Saved\Cooked\Windows\ExtractionHorror\Metadata\packagestore.manifest" -Commands=E:\UE5.2_Source\UnrealEngine-5.2\Engine\Programs\AutomationTool
\Saved\Logs\IoStoreCommands.txt -ScriptObjects="C:\Users\Thomas\Documents\UEProjects\ExtractionHorror 5.2 - 3\Saved\Cooked\Windows\ExtractionHorror\Metadata\scriptobjects.bin" -patchpaddingalign=2048 -compressionformats=Oodle -compressmethod=Kraken -compresslevel=7 -cryptokeys="C:\Users\Thomas\Documents\UEProjects\ExtractionHorror 5.2 - 3\Saved\Cooked\Windows\ExtractionHorror\Metadata\Crypto.json" -compressionMinBytesSaved=1024 -compressionMinPercentSaved=5 -WriteBackMetadataToAssetRegistry=Disabled . See logfile for details: 'UnrealPak-2023.09.06-20.40.48.txt'
PackagePushSteamTool: AutomationTool executed for 0h 35m 33s
PackagePushSteamTool: AutomationTool exiting with ExitCode=1 (Error_Unknown)
PackagePushSteamTool: Error: BUILD FAILED
PackagePushSteamTool: Packaging command has FAILED.
hi there, does anyone have a clue why it is failing?
I would say take the spaces out of your cook directory folder name
And just every directory related to UE in any way.
cook directory means the place where the packaged build gets saved right?
Yes
C:\Users\Thomas\Documents\UEProjects\ExtractionHorror 5.2 - 3\Saved\Cooked\Windows this one
Though engine version in the folder name is usually a red flag for no source control
just removed all the spaces
just doing a test build to steam, yet have to set up source control :)
That should be the first thing you do... after creating your project 😛
Yep
The next thing you should do is try packaging it to see if it will package with default settings with no assets.
Because if it doesn't work then, you're never going to fix it once you've got 5000 assets.
Ah gotcha, do you have a recommended source control application?
Git or Perforce
Okay I'll look into it, thanks!
Simply removing the space from the folder name fixed it. Thanks for the help :)
Np 🙂
Now setup source control, see the pins in #source-control
Azure DevOps Repos and Perforce are free for 5 users
Hey guys, i am trying to package my game for the first time and I am running into the following issue:
Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
(referenced via Target -> "GameNameHere".Build.cs)
BuildException: Unable to instantiate UnrealEd module for non-editor targets.
I have exhausted google searches and nothing ha worked so far.
this is what my build.cs file looks like:
**public GameName(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[]
{ "Core", "CoreUObject", "UnrealEd", "Engine", "InputCore", "UMG", "Niagara", "MoviePlayer"});
PrivateDependencyModuleNames.AddRange(new string[] { "GameplayAbilities", "GameplayTags", "GameplayTasks", "GameplayCameras" });
}**
Is this related to functional tests i have? because I remove it from this lists and when building my tests get errors. I have also tried removing UMGeditor from my uproject file (it wasnt there) which was a common fix for this. Anyway i can fix this? i can give more log or somerthing if needed. Much appreciated
You can conditionally include UnrealEd with: cpp if (Target.Type == Editor) { PublicDependencyModuleNames.Add("UnrealEd"); }
Or whatever the correct bit for Editor is. TargetType::Editor? idk
if (Target.Type == TargetRules.TargetType.Editor) that's the one
But you should probably have an editor only module for your tests.
thank you! This seems to have overcome the error (i have another one now but thats ok!). I appreciate the help 🧙♂️
How switch android version from latest to low when packaging.
Having a similiar issue again:
**
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.**
it seems messagelog has something to do with logging output on the screen?
i have already implemented what it has suggested in the MessageLog.build.cs:
if(Target.Type == TargetRules.TargetType.Editor)
{
bUsePrecompiled = true;
bPrecompile = false;
PrecompileForTargets = PrecompileTargetsType.Any;
}
ive exhausted most of the google searches and havent found anything that helps, alot of the solutions involve copying the plugins folder from th eengine directory to the project directory, but it seems messagelogs is not a plugin, so many of the folders the solutions suggest are not present. Any help appreciated, been stuck for awhile
Looks like i had to remove the functional testing dependency and that was causing the above issue. I also had to temp delete all my functional tests @mystic atlas sorry for the ping, is there a way i can optionally add a dependency or something like that or i will have to create a seperate module that doesnt get packaged and add a macro to my tests or something
Has anyone had issues with, after packaging my project. I tried opening the game, but it just doesn't do anything. I already tried disabling anti-virus and a few other things, with no luck. Any ideas?
Maybe it was the way I packaged it?
It's probably editor only, so it won't package.
Start it with your ide and debug it.
I'm trying to figure out how to verify that a client has the most recent update of a build, is there a uuid or anything that gets generated for every package I can check for? Any other advice?
can anyone help with android packaging?
hey all - really need some help! after googling and youtube, hoping someone here can help shed some light on how to track down a cook error (on mac): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
I have the win64 discord SDK in my project. When I package for android, how would I ignore this sdk and all code in my header files in regard to this sdk?
when playing on windows, I would like for all discord rich presence features to work, but obviously for android that is not possible, and i need a way for the packager to ignore it
There's probably a UE_Something macro you can use.
To exclude code you don't want in certain builds.
You could also just put all the code you want specifically for windwos into a separate module and only include that module in windows builds
Or make a discord specific module w/e
ahh sounds good. Thanks
For some reason one of my skeletal meshes is invisible in my packaged game? The visibility settings are all correct and have it visible. I have another skeletal mesh on another pawn and the settings seem to be the same but that one is visible. I assign another skeletal mesh to this pawn and it displays correctly, its this certain one and i dont know why
Did you verify it made it into the build? How is the skeletal mesh referenced?
how can i see that? i have looked through the manifest file its there. I have simply attached a skeletal mesh to a pawn in the editor and added my imported skeletal mesh, i have done this process for all others and they work correctly.
The enemy moves correctly and damages the player, all behavior is fine its just invisible
Any warnings in the log?
nope none unfortunately
Not sure what else to suggest other than attaching a debugger and trying to figure it out that way
Is your game code doing anything out of the ordinary with how the mesh is set and how visibility is toggled? It's presumably not broken in PIE?
no i am setting the mesh in the editor and there is no code regarding setting the mesh. I have added other skeletal meshes in place of this skeletal mesh and they appear like normal. not broken in PIE, or standalone game. I might try re rigging and importing this skeletal mesh brand new and see what happens
Ok i literally rerigged and imported my skeletal mesh and its appearing fine 🤷♂️
My navigation of a open world map only load a little bit in packaged game. Anyone know how to fix that?
hi everyone! is it possible to network build / cook a project
between the systems at our studio i cant find much documentation on this
Hi all. Please look at LogFile. What can you recommend?
The problem is in a module called MetaHumanSpeech2Face
I don't want these debug prints to print off - as long as I don't have development build used in packaging, what other changes can I expect if I change the build type to something higher? I don't consider it shipping but how else to turn off these print strings en mass?
How do you change CookProcessCount in UE5.3? Trying to test the multi-thread cook feature...
What did I do wrong that I packaged my game (development) and console did not work
Try making sure that metahuman or it's plugins are enabled in your project
hello everyone , i haave package my project to android but while installing it on my device it is showing " ther was a problem while parsing the package" does anyone knows the fix ?
Heya, I've run into some packaging problem for our project. In UnrealInsights it seems to endlessly loop over ProcessPendingCDO's kinda suggesting to me some sort of circular reference somewhere in our CDO's (See picture).
And the logs doesn't give much at all, the last 50 or so lines look something like this, but I think the error is a false positive since it has packaged fine before with the error and I have other projects that has the same error but works fine.
Anyone have any pointers on a good way to debug where the issue stems from?
[2023.09.12-07.40.15:208][ 0]LogTemp: NiagaraShader requires data interface 'Class /Script/Niagara.NiagaraDataInterfaceColorCurve' and is serialized before Niagara module startup, attempting to load Niagara module.
[2023.09.12-07.40.15:213][ 0]LogNiagaraDebuggerClient: Niagara Debugger Client Initialized | Session: 2E34CBAD4F2CF16E0EAF15B1FBE0A690 | Instance: F5C734DD4723E03F82BF8080F09FCA86 (DESKTOP-SHRHRBM-19712).
[2023.09.12-07.40.15:268][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source.OneShot v1.0]
[2023.09.12-07.40.15:268][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source v1.1]
[2023.09.12-07.40.15:268][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.OutputFormat.Mono v1.0]
[2023.09.12-07.40.15:269][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.OutputFormat.Stereo v1.0]
[2023.09.12-07.40.15:269][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source v1.1]
[2023.09.12-07.40.15:269][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source.OneShot v1.0]
If anyone finds themselves in a similar situation as I described above, the culprit in my case was a "static ConstructorHelpers::FObjectFinder<>" call in a class constructor that had been around for forever but I'm guessing the load order has been changed causing it to start failing suddenly.
To find which class was causing the issue, I went into AsyncLoading2.cpp and logged the class name from the PendingCDOs array in the ProcessPendingCDOs function. It was then clear which CDO never processed correctly.
Hey all having some issue packaging for Source Unreal 5.2.1 Android. I package fine for windows. Just updated the engine and I am trying on a template project (unmodified).
Any help would me much appreciated as I am a bit puzzled by this
hey can anybody tell me why i am getting this error and how can i fix it
i am using unreal engine 4.27.2
Is that all the red errors?
probably yes i think i m getting that error of 1 thing below it is saying error code 3
If you're using a source build, you need to build the shader compile.
It seems to be missing.
hey mate can you give me a short guide how to do it as i am a beginer
If you open VS, go to teh solution browser (shows your files etc) there should be a folder at the bottom called Programs. The shadercompilerworker should be one of them. Right click on it -> build.
okay thanks here a little small help also i am using blueprints how to open this project in vs code
If you aren't using visual studio (not code) already, then that's not really something I have time to help with, sorry!
When I say "source build" I mean one you compiled yourself.
I guess you installed the editor from the launcher?
yes
Then ignore everything I said. Verify your engine via the launcher.
okay
does anyone know what is problem with cooking? game indeed works normally in editor, and also Im able to package build however in 5.3 I need to cook content and cooking always fails
looks like I have similar issue
Hey all, fresh build on 5.2.1 and when I packaging for android I get this error. I am testing on a template project. Thanks for the help.
Packaging for windows work
also to note that cooking on ue5.2 seems to be working
also sometimes I get this unknown error
here is log that file points me to
hello a friend is getting this error when packaging a project
i believe they have all android sdk and such installed
please help
I would say not
hey man did you find any solution i find some so i was using some plugin content then i moved that meshes from engine folder to my content folder delte the saved intermediate folder under packaging in project setting there is a section for list all the maps to include in build copy the path of your map from content browser and paste it there for all maps i fixed that error now getting a new one also disable usless plugins and if you downloaded your engine apart from epic launcher you need to build a source code in vs
I don't use any plugins apart from Jason parser which I need, also I already have list of maps to include in build
okay i also geeting the smae issue i did this it solved for me and please once also check that is every blueprint is compiled there is no error in any bp
no what I did was add to packaged build only empty map with player and few enemies and most systems and that worked
problem is with cooking materials, its sometimes even super basic materials that I need to modify, apply and then cook again and another material pops up where it gets stucked
I even tried to recompile all shaders but that didn't work
ohhh is that a issue actually i am using only 4-5 material i am also getting this erro i will cook them again
I use thousands
How do I make it so that a packaged game will toggle the use of a plugin - specifically, Nvidia DLSS. But my question stands for any plugin in Unreal for a packaged game.
Add the plugin to your uproject file?
Also the DLSS plugin is fine to link against and load even on a system that doesn't support DLSS and there are functions available in C++ and BP to determine if it is supported
And you can toggle it at runtime
Our developer is getting an error for a missing directory that should no longer exists in 5.2 when packaging for Windows. he's not sure how to find what’s still referencing this missing plugin? Any pointers or solutions greatly appreciated!
I'll post the full forum post he made here:
DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_5.2\Engine\Plugins\Online\Experimental\OnlineServices\OnlineServices.uplugin'. I am getting the above error for a missing directory that should no longer exists in 5.2 when packaging for Windows. I’m not sure how to find what’s still referencing this m...
@forest wyvern finally I packaged it successfully but now it's not installing keep saying parsing error . My Android version 12
When I try to get an android package, even though I set everything properly, it gives an error that does not even write the reason. I use 5.3 version
did you find a solution?😀
HELPPPPPPPPPPPPPPP
anyone able to advise how to package for iPad from a windows pc?
Can anyone help with Android packaging I successfully packaged and got the apk but on mobile when I install it keep saying parsing error
Any idea on why on a project w/o any code (bp only) the engine throws this out and fails building?
Microsoft platform targets must be compiled with Visual Studio 2022 17.4 (MSVC 14.34.x) or later for the installed engine. Please update Visual Studio 2022 and ensure no configuration is forcing WindowsTargetRules.Compiler to VisualStudio2019. The current compiler version was detected as: 14.29.30152
However, I do have VS2019 and I updated it to the latest and it didn't come with a newer compiler - ue correctly detects the compiler version as 14.29....
I'd really hate to experiment downloading and installing 20+gb of VS 2022 just to find out it's not actually that.
Hi everyone 🙂 I am running into an issue with packaging on Unreal 5.3.0 with the following error:
UATHelper: Packaging (Windows): Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
UATHelper: Packaging (Windows): (referenced via Target -> GASCourse.Build.cs)
From what I understand, the reason is because I am including "UnrealEd" inside of my [ProjectName].Build.cs file:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "EnhancedInput", "GameplayAbilities", "GameplayTags", "GameplayTasks", "NetCore", "AIModule", "Slate", "SlateCore", "UMG", "UnrealEd" });
However, if I remove the module then I get a LNK error when compiling:
10>GASCoursePlayerCharacter.cpp.obj: Error LNK2019 : unresolved external symbol "declspec(dllimport) public: class FViewport * cdecl UEditorEngine::GetPIEViewport(void)" (imp_?GetPIEViewport@UEditorEngine@@QEAAPEAVFViewport@@XZ) referenced in function "protected: void cdecl AGASCoursePlayerCharacter::CameraEdgePanning(void)" (?CameraEdgePanning@AGASCoursePlayerCharacter@@IEAAXXZ)
10>GASCoursePlayerCharacter.cpp.obj: Error LNK2019 : unresolved external symbol "declspec(dllimport) class UEditorEngine * GEditor" (imp_?GEditor@@3PEAVUEditorEngine@@EA) referenced in function "protected: void __cdecl AGASCoursePlayerCharacter::CameraEdgePanning(void)" (?CameraEdgePanning@AGASCoursePlayerCharacter@@IEAAXXZ)
10>UnrealEditor-GASCourse.dll: Error LNK1120 : 2 unresolved externals
Based on the above error, I know the issue is with the following lines of code inside of my GASCoursePlayerCharacter class:
#if WITH_EDITOR
const FViewport* EditorViewport = GEditor->GetPIEViewport();
bIsWindowFocused = EditorViewport->HasMouseCapture();
#endif
Any help would be appreciated in knowing where I can include the UnrealEd module so that my code compiles and I can package my game again.
You can just throw the UnrealEd dependency in a Target.bBuildEditor condition and call it a day
I still cant solve this cooking error, I can cook and build game perfectly on 5.2, but on 5.3 this happens https://cdn.discordapp.com/attachments/402958499660955658/1151221796503294123/image.png
helps to scroll up until there's some actual error output
I Packaged the Project and Win64 inside looks like this. Is this normal? I'm trying to make a demo.
there are no errors tho
can you put the full build output on a pastebin
its not a build but a cook. and it randomly stops during shaders compiling
sometimes I get this errors code but its random, like 1 out of 10 tries https://cdn.discordapp.com/attachments/402958499660955658/1151216126047563927/image.png
well that callstack is useless because you don't have editor symbols. during shader compilation might make me suspect being out of memory though
did you try cooking from the commandline or UFE? does it still happen there?
just standard cook in platforms-windows-cook
also I checked out I still have around 12gb of vram free 30gb of ram free
and 5.2 does it without issues
anyone tried multi process cook yet ?
Thank you very much, this worked like a charm; can't believe it was that simple 😄
Hey :) My goal is to show a point cloud to the player (imported by the LIDAR plugin) using the default 3rd person template.
Packing the project crashes with the critical error that "Compressed bulk data is not supported in cooked builds". Packing without the Pointcloud works fine.
Does anyone have an idea how to solve this?
Hello ^^ Can someone help me a bit¿? I'm making android builds with the SDK 31, to make it compatible with SDK33, what should I do other than downloading SDK33 and setting target SDK to 33? Thank you in advance <3
Hey, I'm having issues getting media to playback in my apk build of my unreal oculus project.
For context I have screens in the environment each with different video media content playing. This operates perfectly fine when viewing in tethered headset using the play in VR functionality. However when I build the project and install the APK onto the headset the media doesn't play, I'm presented with a white texture.
When using 7zip to inspect the content of the APK (attached) I can see the videos have been successfully added into the build in the content/movies part. They just don't play and I can't find any solution.
Has anyone else had anything similar.
You should ask I'm #mobile too
Hey, I would like to do the equivalent of, on the sln > MyProject > right click > Generate but in command line. what should I use?
I tried using the MSBuild.exe with these arguments, but I don't have the same binaries (I have some boost dll)
ArgumentList = @(
$SolutionFilePath,
"/p:Configuration=$BuildConfiguration",
"/p:Platform=$Platform",
"/t:Build"
)
I'm not sure why you wouldn't just invoke UBT directly since the solution file doesn't really do anything on its own
Hehe! Every time I do a Game Jam I have issues packaging but pretty much never else.
Does anyone know how I can fix this error? I'm not using Paper2D so I don't know that it's talking about:
PackagingResults: Error: System.IO.FileNotFoundException: Could not find file 'L:\UE_5.2\Engine\Plugins\2D\Paper2D\Paper2D.uplugin'.
Nvm I fixed it by removing some mobile support, not sure how that helped but yeah.
When launching my package (works fine in editor, made using NvRTX 5.2.1) I get the error LogPluginManager: Error: Unable to load plugin 'MovieRenderPipeline'. Aborting..
Nothing happens except it triggers some logs. No popup or anything is shown
Full log, also noticed some errors at the top about dll files not found
I tried removing the render queue systems. It seems to go further, but now fails at LogPluginManager: Error: Plugin 'DLSS' failed to load because module 'DLSSUtility' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
how did you even install the DLSS plugin?
Its installed by default in the NvRTX branch I think\
oh that branch that probably excludes 30% of PC gamers from playing your game?
I got the game to launch by settings "EnabledByDefault": true in the packages their uplugin files
That branch that is specificly highlighted on the game jam site
I just wanna play around with the latest tech
kinda odd for a game jam to require or even mention a custom source branch of the engine
but I do see it's included there
Yeah I also was surprised. So far RTXDI is pretty cool for performance in-editor
Got the build to work, just got a render thread timeout when enabling ray tracing via the UI
I've installed DLSS to a vanilla source build before but the plugin was placed in the project's Plugins dir instead
is the project itself a C++ project?
Owh got it to work the 2nd run, time to start on the game
I think so, I added a C++ file to be sure
But it seems to be working now, thanks!
Now sleep time, I can finally start the actual game tomorrow :P
Anyone who knows why a 35mb project is being packaged into a 3.4Gb application on macOS?
I see the binary twice in different subfolders and another binary with the name UnrealGame-Mac-Shipping appears four times. Each binary is about 400Mb
I would guess that you need to exclude the point cloud from the list of data to be cooked
I'm a little confused on how patching works. Following the guide on Epic's site I was able to create a base game build and then generate a patch with a "0_P.pak" in the file name. Moving the P.pak file in and out of the directory successfully demonstrates the game is running with and without the patch. My issue is creating additional patches on top of that.
Rather than creating a "1_P.pak" or "2_P.pak" it just generates another "0_P.pak" instead.
I figured out that this behavior changes if I add a C++ file (that was a Blueprint-only project). Now I am getting it down to about 700Mb ... the UnrealGame binary is no longer there because now the packager uses Xcode to compile everything into a single binary (which is 350Mb given or taken). But the game binary now appears two times in the packaged app.. and it makes no sense... worst case it should be a symlink.
I remember something a few weeks ago with the DLSS plugin that adding a delay to certain things worked as the modules were being slow
Hello good people I programmed a sphere to open anew level when my character over laps with it … it works with the play in editor but not the cooked build please help
Should i pack my textures into atlases for optimization before packaging, or does Unreal do it automatically?
I don't believe UE does it.
Is there a reason why packaged games behave differently from editor versions? I have ui elements that are adjusted based on game state variables at the start of the level and works correctly in editor but not packaged
Hello, I've packaged my game with no problems but I just get a black screen when loading the game. I've set the default map to the correct map, but it is still a black screen.
Hi, I am trying to run a packaged game with Online subsystems/steam. I notice in steam it starts to run, but it just opens with a black screen and then closes without any error. The cook and build seemed fine except for these warnings.
UATHelper: Packaging (Windows): LogInit: Display: LogNNE: Warning: RDG MLOperator:MaxPool is not registered
UATHelper: Packaging (Windows): LogInit: Display: LogNNE: Warning: Hlsl MLOperatorRegistry failed to find validation for operator:MaxPool
UATHelper: Packaging (Windows): LogInit: Display: LogNNE: Warning: Model validator RDG Model validator detected an error.
UATHelper: Packaging (Windows): LogInit: Display: LogNNE: Warning: Model is not valid, skipping optimization passes.
UATHelper: Packaging (Windows): LogInit: Display: LogNNE: Warning: RDG MLOperator:Transpose is not registered
UATHelper: Packaging (Windows): LogInit: Display: LogNNE: Warning: Hlsl MLOperatorRegistry failed to find validation for operator:Transpose
Any idea if these warnings would cause it to crash when trying to execute it? Or if there is a way to crash with some kind of log/error report? This is just a cook and regular development package, not shipping.
Oh I figured it out. It's because of the Metahuman plugin. Kind of weird that it doesn't work if you have the metahuman plugin enabled
when i pacakage the game for windows this error pops up anyone has any idea as to what might be happenning this is ue 5.3
i have no idea. but the message implies that serialization is having issues, and needing a size that is bigger than the current size.
if you use 5.3 chances are you've upgraded from an older one, chances are some uassets might be missing data hence the smaller size.
i'm having a similar issue but unsure if that's what you are experiencing.
could it be that the aspect ratio or the dpi is different (there are checkboxes in teh settings to change the dpi of the viewport in editor)
hello, im having a critical issue. after porting my game from 5.2 to 5.3, after packaging, the game doesnt load and stays with a black screen.
when debugging it seems there's a double flushasync going on. it seems like a bug in the engine to me.
happens on windows and linux.
https://forums.unrealengine.com/t/ue5-3-build-loading-broken-on-linux-and-windows/1301286
Hey, really need some help here. I’ve ported my project from ue 5.2 to .3 recently. and it was all good until i decided to make a build. the build proceeds fine, but when executed it never loads, it just gets stuck. apparently in a loop of sorts. i tried building in windows and in linux and in both it has the exact same behavior. when i trie...
Oh sorry this is for replication. I set a variable for the server then host it with those settings and when the client joins it gets that info correctly in the editor, but seems like I need additional delays in a packaged version as it seems like that info isn't replicated to the client yet when their hud is initialized.
sounds good. timing is a great issue always. replication would make it worse. good luck.
Yeah 5.3 has some issues but how I tackled it was I just added the map I wanted to export and it worked earlier I was exporting it normally
This is the worst bug/issue of Unreal Engine 5.2 And 5.1. Have you ever got that before guys? It is project breaker issue with no logical reasons. Unreal thinks there is a hidden "world context"pin in the BlueprintLibrary . and no clue which one 🙂 and which function cause it.
Any body knows how i can see which function or blueprint cause this?
Add a breakpoint on that error message and pray.
there is no error message , this is from packaging. I am trying to get the source with VS but there tons of text but non of them which actor which blueprint is the responsible. this is the worst thing that could happen. in 2 days we have a showcase . and we have got this.
yeah 404 , and i did and no clue of which one is the responsible 😦
Is there a way to find the function or blueprint from the call stack number ?
Honestly, I don't know. This is where the pray part comes in.
Trying to find out. this is not a common issue but yeah there some people have got the same painhttps://www.reddit.com/r/unrealengine/comments/ympxxe/world_context_object_pin_error_when_cooking/
Hi all, I posted this in the audio channel as its a packaging issue related to wwise, however I will also post a link here in case someone knows a potential fix. #audio message
We tested this further and the issue also affects my friend who integrated wwise initially into the project.
My game was packaging fine a week ago - I've been spending 10 hours on it a day so I'm not sure if can remember what changerd - definately seems to be related to ShaderCompiler - I'm building in 5.2 stock though, no custom editor build Helper: Packaging (Windows): LogWindows: Error: appError called: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 4825] UATHelper: Packaging (Windows): /Engine/Generated/Material.ush(3218,19-43): warning X4008: floating point division by zero UATHelper: Packaging (Windows): /Engine/Private/GammaCorrectionCommon.ush(28,9-27): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them UATHelper: Packaging (Windows): Failed to compile default material /Engine/EngineMaterials/DefaultLightFunctionMaterial.DefaultLightFunctionMaterial! PackagingResults: Error: appError called: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 4825] 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: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 4825] UATHelper: Packaging (Windows): LogWindows: Error: /Engine/Generated/Material.ush(3218,19-43): warning X4008: floating point division by zero UATHelper: Packaging (Windows): LogWindows: Error: /Engine/Private/GammaCorrectionCommon.ush(28,9-27): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionall
UATHelper: Packaging (Windows): LogWindows: Error: Failed to compile default material /Engine/EngineMaterials/DefaultLightFunctionMaterial.DefaultLightFunctionMaterial!
Are you using any blueprint graph plugins? I use a thing calle Blueprint Assist - it organizes the graph but it used to have 'empty' nodes that it would leave an these would cause editor crashes as well as failure to package
World context pins are normally used in editor utility (blulity) widgets - it possible you have a bugged one that is being loaded/referenced by some asset it calls, so when the editor packages the asset, it tries to access the editor utility and screws up - are you using any of those
the issue is unreal engine 5 1+ bug. If you copy any blueprint function from your unreal engine 4 project, it usually adds a annouying "_worldcontext" pin to your input node. If you dont remove it, you would not cook the the levels. Thats simple but hard to find. Luckly I found that 🙂
Hi. I've packaged my game but I can't launch it from the exe.
I have a log but not sure what I'm looking for
paste it here. any other detail aside from "can' t launch" ?
Not really
The blue loading circle appears but that's it
I did notice in the log it said something about Bridge not being able to be loaded
Hi everyone, quite desperate with 5.3 cooking fails on Windows 11 with the following message. Any ideas? I have big regrets using 5.3 for EMJ... It was cooking fine in 5.2.1
yeah apparently is brigde causing problems. i do have a plugin that when packaged will break. you can disable the plugin before packaging.
ok the panic passed and verifying the engine files ended up restoring ability to cook xD
When packaging, if there are loose blueprint nodes not connected, are they still present in the package or are they completely ignored?
I'm not a 100% sure, but my wild guess would be that since blueprint nodes are just visual representation of c++, and when you compile a BP it's basically just like adding more code to the project, whatever is not connected to the exec flow is not added into the code at all (hence the whole compiling part)
so it wouldn't be in the packaged game either
Awesome good to know
why does it takes half an hour to package the blank template
Worked like a charm btw
thx
Is there a solution for this
How can I exclude Engine/EngineMaterials folder when packaging the game?
Anyone have a clue why cursor that turns into eye-dropper would function in editor but disappears in packaged game?
When hovering the cursor over a color wheel image via widget, it changes to eye-dropper. Except on packaged 5.1.1
Oh yeah and tested on 5.3 same behavior
my hunch is your version of android or java is not correct.
im using java 8, android studio (i forgot i think it was 4.0.2), android-28 (28.0.3), ndk 21 (21.4.7075##)
I have a blueprint null error when spawning an actor which only happens when package. Maybe this is a good place to ask as well before it gets burried
What's the correct way to strip a component from actors in shipping builds? For example
UMyActorComponent- does not compile for shipping builds
BP_MyActorComponent- should never be cooked or packaged in shipping builds
BP_MyActor- has an instance ofBP_MyActorComponent. Actor should be cooked for shipping WITHOUT theBP_MyActorComponent
The compilation is fine, but I can't see anything for stripping the data
And is there a way to make sure a class is included?
For me no Master Field (for Chaos destruction) are included in builds
Enclose the instantiation/assignment of the component in #if WITH_EDITOR and the UPROPERTY and variable within #if WITH_EDITORONLY_DATA
That's just making it editor only and limited to components added in cpp
I'm looking for something Like IsEditorOnly() that strips the component in packaged builds, but only does it for shipping
Well that sucks
Just putting your component class in an editor-only module should stop it being packaged.
But you'll have issues then using it from within a runtime package.
That's still just IsEditorOnly()
Like, I'm not having any problems excluding it from all builds
Do you know what the concept of DevelopmentCookAssets is in the asset manager?
Maybe that's also just editor only by another name
I'm just not seeing the difference between "not in shipping" vs "only in editor" - there's no shipping editor build.
There are development builds
So you want it in a packaged development build?
yeah!
Yeah, if there is nothing built in, I'll probably look into customizing the cook (if that's possible), or just creating a stub component that spawns debug components on begin play - should cover a lot of use cases
Never heard of any thing built in at least.
Probably isn't - there's defo some things that look like they might be related, but I can't immediately see how to hook into them and it's not high prio. Does seem weird to me to not have that kind of stripping - it's been super useful in previous (not unreal) projects I've been on, but maybe I'm not thinking in an "Unreal" way 🙂
BP just isn't that technical.
with viewport FPS with epic settings 100% screen percentage is 130 FPS
but packaged is getting 117 FPS why??
any help or leads?
That's 147 and 127?
Anyone have a clue why cursor that turns into eye-dropper would function in editor but disappears in packaged game?
When hovering the cursor over a color wheel image via widget, its supposed to change to eye-dropper. Error is on packaged 5.1.1 and 5.3
Hey I packaged my project in UE 5.3, but when I launch the packaged executable I only get a black screen and the Application doesnt respond. I am not experienced enought to determine what causes this behavior by looking at the log file :/
anyone familiar with packaging in macOS? I tried packaging the sample first person project, which is less than 1GB, but once packaged is 3.45GB??!!
I went and checked the files and there's like 3 executables? no idea what's going on
Yes! I had a corrupted widget that gave no error on compile. Had to go through too many files to find the problem 
Refreshing nodes did not help or zeroing references
just one last question: was the error stated in your shipped applications log file?
Shipped, Development... all of them
But the problem did not come up with Standalone or in-editor run
so there you could see the error in the log file?
I might have understood your question wrong. The packaged project did not give any error that could have pointed me what's wrong. Only the log line you had too.
alrigth thank you o7
Nope, good luck finding out what's wrong with the project. May the Unreal path be with you 
haha I hope so 😄
As a comparison, same first person template project packaged in 5.1.1 is 460MB, vs 3.45GB
So, very simple question and can't found the answer :
I've got a Primary Asset Data, cooked in the build, but the primary asset data have a
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
TSoftObjectPtr<UStreamableRenderAsset> Mesh;```
How to make this soft reference cooked in packaged ?
found someone else with the same problem https://forums.unrealengine.com/t/packaging-a-35mb-project-on-macos-produces-a-3gb-app/1297299
so I guess is not just me
I have seen different posts about packages size and how to reduce that but none really helped. I have a pretty small project which is about 35Mb and whenever I package it for macOS, it produces a 3Gb app file. Why is that happening? Any clue how to bring it down to a decent size? It is silly because I see the same binary being copied over in ...
i am packaging it for android i am getting this error can somebody tell me how can i fix this
Well seeing as the error is cut off, that's not much use. But you likely need to fix that Blueprint
but that blueprint is fixed i compiled all the blueprints and saved all are working fine
Did you find any solution in order to keep the functional test dependency inside the project for editor builds? Or are you turning it on/off as you need it?
its was some reference to my player character in a C++ game mode.. I just replaced the game mode with a Blueprint one and everything works now! Took me 2 days to fix it xD But at least my Content folder is now tidy 😄 thanks again!
i was packaging my game for android and i faced this issue can somebody help me
Thanks for your response Laura. Since Iam no expert I will have to lookup what uncookedonly modules are or rather how to setup them up. Nonetheless I appreciate your response greatly even if you aint Booktab 🙂
Will do. Thanks!
can anybody tell me what error is this i dont use c
i am not using c++ but still gettin it
First step, remove spaces from directory names.
can you tell me where i dont know where are the directory names
ohhkay
and one more query i am going through some forms where i find one possible reason could be low disk space
Delete some stuff and find out.
my full project size is 3 gb and i have fress space on my disk around 8.6 gb
on my c disk it is 8 gb and the h disk where project is stored it is around 70 gb
i followed the first step is there any more steps
Depends if you still get errors.
Spaces in directories is just a general problem and may not be your issue.
oh okay
thanks man i didnt get that error again but got a new one
Oh?
it is this earlier it was about devloper setting i created a key but that got delted so i created it again and now i am facing this
You didn't fix the directory name space problem
ohhh i did it and it is showing me without space but here it is not done
should i clone it and then rename
i fixed that space but facing this unknown error
Not sure about that.
ohh okay
Maybe try deleting intermediate and binaries?
yes i delted that even saved game also
WTF is wrong with 5.2 and shader compiling and packaging -
UATHelper: Packaging (Windows): LogWindows: Error: appError called: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 8304```
UATHelper: Packaging (Windows): LogMaterial: Display: Missing cached shadermap for ControlRigGizmoMaterial in PCD3D_SM6, Default, SM6 (DDC key hash: bc1828796d2492f20efa970ecedece5f5e3727f4), compiling.
UATHelper: Packaging (Windows): LogShaderCompilers: Error: ShaderCompileWorker terminated unexpectedly! Falling back to directly compiling which will be very slow. Thread 22.
UATHelper: Packaging (Windows): LogShaderCompilers: Error: SCW 1 Queued Jobs, Unknown number of processed jobs!
PackagingResults: Error: ShaderCompileWorker terminated unexpectedly! Falling back to directly compiling which will be very slow. Thread 22.
PackagingResults: Error: SCW 1 Queued Jobs, Unknown number of processed jobs!
UATHelper: Packaging (Windows): LogShaderCompilers: Error: Job 0 [Single] Failed: ControlRigGizmoMaterial_b1df0d0e1c3f4193/Default/FLocalVertexFactory/FLumenCardPS<false>/0:/Engine/Private/Lumen/LumenCardPixelShader.usf VF 'FLocalVertexFactory' Type 'FLumenCardPS<false>' '/Engine/Private/Lumen/LumenCardPixelShader.usf' Entry 'Main' Permutation 0
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Retry shader compiling through workers.
UATHelper: Packaging (Windows): LogOutputDevice: Warning:
UATHelper: Packaging (Windows): Script Stack (0 frames) :``` need to deliver this in like 24 hours so that's nice
hey you have any idea about this one
help please when i cook or launch in platform camera is in underground i have added firstperson character but it doest start on that
when i run on seletected viewport , that runs normal
collision also added on floor
okay
Under advanced packaging....Exclude additional directories to never cook
same issue on viewport on my mesh...
did you found a solution ?
same error (i'm not even packaging)
same but have not found any fix on forums nor elsewhere
This problem occure when I'm just opening a scene or opening a mesh
or if I delete/reimport the mesh, when I try to change nanite settings on the mesh
Why packaging in UE5.3 takes 3-5 times longer than UE4.27.2?
It's hard to answer. Truth be told, packaging was never optimized for speed, more important is reliability and consistency so patches are smaller and it always works. usually studios do it on a build machine somewhere and nobody cares how long it takes since it's done during the night or so.
There are however summary stats in the log if you wish to dig deeper which part took so long
they should be similar between versions so it should be easy to compare
How studios test though? One test a day? @open rapids
Hi all, got an error packaging my WindowsServer build:
LogBlueprint: Error: [AssetLog] F:\UnrealEngine\Crowbar\Content\UI\Settings\Editors\W_SettingsListEntry_KBMBinding.uasset: [Compiler] A required widget binding "Button_ResetToDefault" of type Lyra Button Base was not found.
I have not touched any of Lyra's default assets so I don't know what's going on here?
Anybody that is still on 5.2 that can screenshot W_SettingsListEntry_KBMBinding ?
Could it be beacuse I updated to 5.3? I'm rebuilding everything again now to see if it helps. (can take some time....)
Usually you test 2 kinds of builds
- uncooked repository with -game (or even in PIE) for some quick tests
- latest cooked build (from the day before).
It takes time to properly report bugs, put them in bug tracking software, the devs already have their work so it's very rare that someone starts working on a reported bug the same day. Even if so, devs use the uncooked build to work on. Only ever programmers debug issues on cooked builds, because they tend to have issues 'in cook only' or need quick repro to improve workflow and cooked build launches much faster. In such cases, they usually cook themselves, but they have such beast machines, that a full game cook for my case is around 30-40mins, from zero. If I have cooked the game before, the engine only cooks the c hanged assets and then it's super quick. The biggest improvement in speed is a lot of RAM and hard drive speed.
There were cases where we've debugged cooking and packaging, but that was usually only when 'one small change' resulted in 3GB patch
There is enough of work to do with testing the last day build (many systems, many issues in each) that it's not a problem really. usually it's the other way around - the QA teams rarely end the day with "we've found everything" faces 🙂
And then there is the work of verifying fixes from the day before, searching for differences between builds if something breaks and nobody knows why - t o narrow down the revision in which it broke.
works fine in editor and from project launcher
hi all!
Can you help me clear some confusion about UE? I am trying to make a minimal C++ project and I can't understand why 13 KB of Source turns into 10 GB once you build the game target.
My question: After building UE 5.3 Source which already has 200 GB of build artifacts, why does my empty project require a rebuild of ~700 engine files?
Aren't these build artifacts supposed to be in the engine folder instead of my project folder?
The project itself is completely blank, no assets and basically 1 empty module.
So, summary:
- Base source is 13 KB
- Editor build is 70 MB
- Game build is 10 GB - this is the part that I'm having trouble understanding.
Can anybody shed some light on this?
Hello, I moved a project from UE5.2 to UE5.3.. IT has a Server Target for packaging but in UE5.3 is not working at all I check everything and looks good, but I only get this in the output log with one Error, the last "BUILD FAILED" and no warnings neither, and in the full log I don´t see what can it be..
(I cleaned everything and recompiled the engine from source and also the projects intermediate, saved, etc, etc leaving only the core project's data to rebuild it from scratch, but in UE5.3 doesn´t wanna work)
Anyone had a problem like it or knows what can it be?
Could not find definition for module 'Unique53', (referenced via Unique53Server.Target.cs)
That's your error
Has anyone encountered a similar problem?
Unreal version 5.3
I had a similar problem when building in VS 2022, on a different project.
This is a demo version of Cropout, without any modifications. Just wanted to build it
Missing precompiled manifest for 'BuildSettings', 'G:\Unreal\UE_5.3\Engine\Intermediate\Build\Android\UnrealGameNU\Development\BuildSettings\BuildSettings.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in BuildSettings.build.cs to override. If part of a plugin, also check if its 'Type' is correct.
My old 5.1.1 project works fine
Strange problem with v5.3
PrecompileForTargets = PrecompileTargetsType.Any; inside BuildSettings.build.cs did nothing
It's an engine file, not a plugin. Why would it get an error?
I also can't create just an empty C++ project
Compilation problem 🤣
Hello :). I am looking into a build of my game and its size. I extracted the pak files to see which assets are included. It seems to me that a mesh that is used in the scene, and has a specific material assigned in that scene, the original material and textures are included in the build even though the instance of this mesh in the scene use a different material. Is there any way to stop the packaging process from including these unused original assets?
In unity, we completely removed these files from the fbx. To avoid referencing them
Hmm... Should work, sounds cumbersome on a larger team/game though 😛
Maybe in Unreal, there are certain import settings to avoid this
What's your dependency profiler showing?
I am not sure what the dependency profiler is. I checked reference viewer, inspected the packaged project. And tested it in an empty project to be sure nothing else is referencing this
So in the reference viewer some old material's and textures?
I tried to summarize it in Paint 😛
Since I'm only using the blue material I made, I don't want the stuff that is still linked to the StaticMesh
Of course, deleting the default material on the StaticMesh "solves" the issue. Still, if there is a way to automate it in larger projects would be useful
Have you cross checked in the map you want on default one in Maps and Modes ?
Thank you, but where should be that module, or how can I create it? because that was part of the previous 5.2 and nothing additional was created, I will check it too.. thanks !!
Check your target.cs file and make sure it's correct.
If you don't ahve that module... don't include it?
If anyone has the same problem with generated.h files in version 5.3 and can figure it out
Pls ping me!
For now, I will probably continue to sit on 5.1
Hi everyone, its one of my first project on unreal and my packaging keep failing and I can't find any solution online that could fix it. Here is the log. The problem is that the log sound like he don't like my Vistual studio version (2019) so I upgraded it to 2022 and it still say its not the good version. I have a other project in unreal on the same exact version and this one there is no problem on building so I wonder if its something on my setting for the project? I aim to packaging on Windows
here is the unreal output log:
Which versions of the toolchain do you have installed?
Run the VS installer, click modify on the version you have installed and put "14." in the search bar.
yep its detecting both 2019 and 2022 installed, might need to remove 2019 or make sure your toolchain is updated "Found Visual Studio toolchain: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133"
in the individual components? I'm not sure of what am I supose to find after clicking modify
Do what MathewW said!
both said they are up to date, am I missing something? (sorry I never played with it before)
If you don't need 2019 any more, uninstall it.
is there a other way? I might need it (2019 is the one I use on unity for the compagnie I work with so they might just paying for a seat and not paying for the 2022 version) worst case scenario I can ask tomorow if its alright if I upgrade to 2022
yep so, click on the modify button for the VS that its using
go to individual components, and search for tool
if you scroll down you can find...
and in your logs it says "Microsoft platform targets must be compiled with Visual Studio 2022 17.4 (MSVC 14.34.x) or later for the installed engine."
and you have 14.29.30133 installed
chances are you have the 2019 toolchain installed, and didnt install a newer one when you installed 2022
got it, I will try this out!
Look like I still have this message, so that mean it doesn't pass throught 2019 right?
I also changed it in the source code in unreal but it doesn't really get it
changed Microsoft platform targets must be compiled with Visual Studio 2022 17.4 (MSVC 14.34.x) or later for the installed engine. Please update Visual Studio 2022 and ensure no configuration is forcing WindowsTargetRules.Compiler to VisualStudio2019. The current compiler version was detected as: 14.29.30152
My project won't package either, for some reason it just won't install at all, and it kept telling me before that my sdk was installed wrong, even though I've installed plenty, and it the output log the last thing it says is PackagingResults: Error: Unknown Error
Why does some of my geometry “tear” when I package?
Happens the same without it, so I will migrate it to a new project and see if that clears it.. thanks ..
So after not working yesterday, Today I unistall Visual studio 2019 to only have 2022 and now the error is that I don't have visual studio 2019?
it might be due to it all being set up for 2019 firstly, you might need tp regenerate the sln/project soi it uses 2022
Hello guys
