#packaging

1 messages · Page 8 of 1

open rapids
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i dont know what to do honestly

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i fixed the extras error by creating extras folder

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then i decided to use ndk 14

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idk what sdk version to use

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and if i have to do something else

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this is for ue 4.21

winged moss
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Why such an old version?

open rapids
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i am using it for a game

open rapids
winged moss
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not with that pre-historic UE version

open rapids
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isnt it like the same?

winged moss
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later versions will target different SDK/NDK versions

open rapids
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in the web it says 4.21 needs ndk 14

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but for the sdk it didnt show anything

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is it possible to do it in a newer version for an older version?

open rapids
winged moss
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what

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engine upgrades are one way

open rapids
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the app i am modding uses 4.21

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so will it work if i mod in 4.27?

mortal ridge
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I sent my friend a packaged build and he ran into this error, any ideas?

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I'm having trouble debugging because I can't reproduce the error on either of the machines I have access too

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I also have this option checked, so in theory they should have just been installed?

winged moss
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If you included the prereq then they can just run it

mortal ridge
winged moss
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how can't they?

mortal ridge
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They get the error above, "the following components are required to run this program"

winged moss
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that is not from running the prereq

mortal ridge
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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

mortal ridge
winged moss
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no, Engine\Extras\Redist\en-us\UEPrereqSetup_x64.exe

mortal ridge
winged moss
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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

mortal ridge
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This is all my launcher settings

valid canopy
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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.

winged moss
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Is the string table packaged?

open finch
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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.

hard star
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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 ?

jagged cape
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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?

worldly coral
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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?

raw beacon
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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"

mystic atlas
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Does this have c++? Or just blueprints?

raw beacon
mystic atlas
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Then it probably doesn't have any modules.

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Or targets.

raw beacon
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how am i abale to fix it?

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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

mystic atlas
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Does he have visual studio installed? I've noticed some people say that might be an issue.

raw beacon
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im going to tell him to download it

mystic atlas
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I mean, if he doesn't have it and it works, it isn't the problem.

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Though I have no idea what the issue is! Nobody has actually said how they fixed the issue.

ornate plover
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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)
brave plover
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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
hexed bronze
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Hello people does anyone knows how to have two modules on the same game project?

mystic atlas
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Just create another module and add it as a private dependency of the first module?

hexed bronze
mystic atlas
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What did you do?

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A module requires a folder in teh Source directory and a ModuleName.build.cs file. And a ModuleName.cpp file.

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Not sure if you need to add it to the uproject module list (I think they have one of those!)

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Yeah. It does.

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I believe there's a way to specify which is the primary game module, but I forget how exactly.

hexed bronze
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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)
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i also added the module to the ExtraModuleNames.AddRange( inside the target.cs

mystic atlas
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Just not doing IMPLEMENT_PRIMARY_GAME_MODULE but IMPLEMENT_MODULE instead is probably what you do.

hexed bronze
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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

mystic atlas
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You can't have more than 1 primary game module.

hexed bronze
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i imagined.

mystic atlas
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Did you update hte uproject file to point to the new module?

hexed bronze
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what exactly is that?
I added a module in the "modules" array. but not sure what "point to" means.

mystic atlas
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Just list it in the module list.

hexed bronze
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rider complains on the target.cs that the module " does not name any module" and when compiling it says it cant find it.

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i did that. and apparently unreal is trying to find it. when running says "incompatible or missing module"

mystic atlas
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Are you checking the actual compiler output or the error summary?

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Show your uproject file, your build.cs files and your module files.

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Maybe your target files too.

hexed bronze
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im checking the compiler output.

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rider squiggly says "module cant be found"

mystic atlas
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You shouldn't really need to list dependencies there. Except the relationship between your 2 modules. The rest belongs in build.cs

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And your build.cs files?

hexed bronze
hexed bronze
hexed bronze
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the module.cpp

mystic atlas
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Why are you including your own module via include paths instead of the public dependency property?

hexed bronze
mystic atlas
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Or, well, you aren't. I didn't see the comment there.

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Yeah.

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Okay, and the other module?

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I assume the other module doesn't know about the game module?

hexed bronze
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this is the other module

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no it doesnt. this new module is just a stub layer on top for now.

mystic atlas
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Alrighty.

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What about your target.cs files?

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Also, I'd be careful about blurring instead of just outright deleting.

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You can unblur things.

hexed bronze
mystic atlas
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Both your target.cs files, that is.

hexed bronze
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also goes without saying ive been deleting intermediate and binaries and stuff from saved too

mystic atlas
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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.

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But make sure you regen those too.

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Target.cs files?

hexed bronze
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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.

mystic atlas
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And potentially YourGameClient and YourGameServer.

hexed bronze
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ok i renamed the old project.target.cs but not the oldprojecteditor.target.cs i thought they werent related.

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ill try renaming.

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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?

mystic atlas
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That isn't the compiler output

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Also that's probably because the module has no dependencies in teh build.cs

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Move the "additional depdencies" from your uproj to the build.cs

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And slap whoever put them there.

hexed bronze
hexed bronze
hexed bronze
mystic atlas
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They need to be in both build.cs files really

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Anyway, it's now a regular compiler error so I'm off to sleep. Night!

hexed bronze
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cool. have a good night.

hexed bronze
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that's the output, took me a while.

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thanks for the help :)

hexed bronze
dusty marten
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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
hexed bronze
thick sail
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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.

onyx kite
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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.

foggy nimbus
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If I want to support Linux, should I package for Linux, LinuxArm64, or both?

broken forge
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My packaging project fails and I receive this message

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.uproject does not look like uproject file but no targets have been found!

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uproject requires a temporary target.cs to be generated (SteamVR plugin is disabled)

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also this (but i don't want steamvr plugin enabled!)

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Can someone help me ?

fallen topaz
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Anyone know how to enable console in my packaged game

winged moss
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if you do, great! add GlobalDefinitions.Add("ALLOW_CONSOLE_IN_SHIPPING=1"); to your Target.cs

fallen topaz
winged moss
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well there's nothing else to suggest. GlobalDefinitions requires a unique build environment that only an engine built from source can provide

fallen topaz
winged moss
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yes but the context of your question sounded like it related to shipping builds anyway

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development builds are not really something you'd want to ship to customers

fallen topaz
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Oh no sorry, im using the development mode

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Yeah its just for testing purposes, want to use the open ip command to let friends join

winged moss
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there's no extra step then? it's already present in development builds

fallen topaz
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Thanks though

winged moss
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then what is your keyboard layout?

fallen topaz
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UK QWERTY

winged moss
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US and UK English keyboards use the key to the left of 1

fallen topaz
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I binded another key for console aswell using hash tag along with tilde

winged moss
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"hash tag"?

fallen topaz
winged moss
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just a hash then

fallen topaz
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Yep

winged moss
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if you're using Input.ini to add to the ConsoleKeys array, did you check it was a valid entry from EKeys?

fallen topaz
winged moss
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I'm using the UK English keyboard layout and the console opens fine in dev and editor builds in both UE4 and 5

fallen topaz
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Oh yeah, there is no problem in editor, just packaged build

winged moss
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then what steps did you do to add the extra console key?

fallen topaz
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I went into my project settings and added another input for console keys within engine input settings

winged moss
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and are you 100% confident you made a development build?

fallen topaz
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Im packaging again, hopefully seeing if it worked.

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Yep 100% sure, i then tried packaging in debug and still no luck. But ill try once more in development

winged moss
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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

fallen topaz
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Thanks alot, ill have a look what the name is on this packaged build try

winged moss
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100% blueprint projects might be in a weird spot, if that applies to you

fallen topaz
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The executeable name is just the project name.exe

winged moss
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are you looking at the exe in the root or in ProjectName/Binaries/Win64

fallen topaz
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Weird

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The binaries / win64 says shipping

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Lol

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I chose development, yet it packaged as shipping

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Thats so weird

winged moss
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are you a BP only project

fallen topaz
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Yep

winged moss
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probably why

fallen topaz
winged moss
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creating a single C++ class will convert it, yes

fallen topaz
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Thanks, will try that

fallen topaz
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Is there a way i can build the game inside VS?

winged moss
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Use UnrealFrontEnd or the command line

fallen topaz
wicked rampart
candid tree
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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?

mystic atlas
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Does that directory exist?

candid tree
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DeployedBuilds does but nothing below that

mystic atlas
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I see you answer questions well 👍

candid tree
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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

chrome isle
sweet otter
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Why is this please?

finite pebble
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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:

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tps ?

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tips ?

open rapids
fringe hound
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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?

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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

wanton sun
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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

novel cipher
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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)

rustic cave
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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

rustic cave
celest juniper
merry surge
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Hey, can anyone help me with this... I keep getting a packaging error but idk how to fix it

winged moss
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That's some path too

merry surge
winged moss
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Try hitting compile and resave the BP?

merry surge
winged moss
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And the full, un-truncated error is what now?

merry surge
winged moss
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And are you positive that's the asset you resaved? I would expect a custom version to be cleared on save

merry surge
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yeah I followed the path and recompiled and saved it

young shale
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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

young shale
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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.

brave plover
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sorry i just re-read your first message and it says it is included in the packaged project.. so im not sure, sorry!

winged moss
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and how does a file existing or not affect the compilation? specify errors

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also where in the initialisation is the file loaded? you can use -waitfordebugger unless it's really early

young shale
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I do not get any errors. The packaged project exe never opens.

chrome isle
boreal quest
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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

oblique wolf
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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?

proven roost
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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?

cunning spire
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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

winged moss
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I've used bugsplat in the past if you want an off-the-shelf solution

merry surge
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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?

winged moss
merry surge
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and UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.

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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

winged moss
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"other errors" exactly

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But I can't suggest anything without seeing the actual error output

merry surge
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yeah but I don't think the issue is in the errors because its on multiple projects suddenly

merry surge
winged moss
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Any error during cook will fail the cook, no exceptions

hot inlet
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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?

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it worked in 5.1 but seems to hjave stopped in 5.2

static lion
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anyone knows?

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after 1hr32min

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it hurts

hot inlet
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you typically don't have to start from scratch

static lion
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so what to do

winged moss
frail schooner
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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 😦

jagged cape
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does anyone ever have issues where a shipping build doens't reflect the most recent changes to the game (but a development build does?)

jagged cape
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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

manic cobalt
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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??

acoustic void
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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.

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I have bUseUnityBuild = false; in all my .Target.cs files but I dont think this should break packaging

winged moss
acoustic void
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thats the only way ive learned to do it

winged moss
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bUseUnity = false; in the game module (Build.cs). it's almost pointless disabling it for anything but the editor target anyway

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I always do something like:

if (Target.bBuildEditor)
{
  bUseUnity = false;
}

in Build.cs

acoustic void
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Okay cool that is working now. Thank you!

frigid adder
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AutomationTool exiting with ExitCode=153 (Error_SymbolizedSONotFound)

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PackagingResults: Error: Symbolized .so file not found

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any help?

winged moss
frigid adder
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yep, those are the only errors which is a weird thing

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this is a converted project from ue5.1 to 5.2.1

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ue5.2.1 created projects packages fine

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5.1 packages fine also

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but this converted project, does not get packaged

winged moss
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And you checked the full log right, not just what's visible on screen?

frigid adder
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yep

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the log txt file generated

winged moss
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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)?

frigid adder
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i will keep digging into it

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hopefuly i find a way to fix it

winged moss
frigid adder
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Good catch!

jagged pollen
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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

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adb: failed to install ATBTT_Match2-arm64.apk: Failure [INSTALL_FAILED_USER_RESTRICTED: Invalid apk]

jagged pollen
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The problem was here (values ​​were 32): gradle.properties
But in the editor: 20/31
Why might this happen?

static lion
jagged pollen
static lion
#

ohh

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why u are checking that in android studio

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just package the game from ue5

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and test on android

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minimum sdk 26 and recommended 32

jagged pollen
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Because of this error.
My device is on version 30 of android, and gradle builds to at least 32

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I want to understand why this is happening.
That gradle.properties is getting the wrong thing in it

static lion
#

u checked that on internt?

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like that

jagged pollen
#

All of these errors are more about the bridge itself

static lion
#

yes if speaking truly ue5 is very much complicated for androiod game

jagged pollen
#

And not about Android don't install apk, from UE5 build

static lion
#

is your mobile too old?

jagged pollen
#

If I change the min sdk in gradle, it will be installed

static lion
static lion
jagged pollen
#

The game launches with a logo screen

static lion
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then nothing happens?

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stucks/

jagged pollen
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Yeah, but maybe I didn't set the start scene or something.

static lion
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i can help u come with me

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send me req

eager agate
#

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

acoustic void
winged moss
#

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

acoustic void
#

Okay thank you

proper delta
#

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

lament gust
#

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?

merry surge
#

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

cerulean ridge
#

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
languid glen
#

ever find a fix? I've got the same error

woven whale
#

how can i package different content based on build target, or in some other way?

inner island
#

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)

winged moss
inner island
#

Ever seen this though?

#

Querying Platform status?

winged moss
#

probably

#

but if you acquired a plugin that doesn't support 5.0, make sure it's in your project rather than engine

inner island
#

lol it's built for 5.2, I can't believe their installer allowed this

frail schooner
#

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?

split wave
#

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?

manic cobalt
#

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)

manic cobalt
# inner island Ever seen this though?

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

manic cobalt
#

still not quite sure why though

torn pilot
#

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?

winged moss
torn pilot
#

awesome, thank you

torn pilot
#

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

winged moss
#

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

torn pilot
#

ah that's right. I have the discord sdk

#

im going to rid of those for now

#

thanks again

sweet anvil
#

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...

▶ Play video
manic cobalt
#

that said, I'm unfortunately not familiar with gradle

summer dock
#

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

Epic Developer Community Forums

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

hoary iron
#

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

tawny solar
#

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

drowsy iron
#

I’m trying to run Audio2Face Livelink (to Unreal Engine 5) on a Linux machine, and I kept on getting the following error.

dreamy scaffold
#

my build failed after 1h30m.. the log has thousands of lines.. how do I find the errors?

winged moss
#

Ctrl+F "error:"

#

Also there's usually an error summary towards the end

dreamy scaffold
#

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

dreamy scaffold
#

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

flint olive
#

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)

limber gate
#

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

#

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

rapid geyser
#

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

fallow matrix
rapid geyser
dreamy scaffold
#

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.

tawny junco
#

Why my packaged build is the same size as my whole project?

#

its HUGE

dreamy scaffold
#

damn!

tawny junco
#

How to fix it

winged moss
#

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?

hoary iron
#

@fallow matrix unfortunately not ;/

flint olive
#

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.

flint olive
#

That worked. Leaving my comment in case anyone else searches for the same log message.

tawny junco
fallow matrix
#

In project settings

#

Otherwise it wouldn’t package it

hoary iron
fallow matrix
#

Not by computer atm

#

Search “packaging” on project settings and Toull see it

hoary iron
fallow matrix
hoary iron
#

i did add directory to this exactly when i was trying and it was not work

#

did you use Project Launcher?

fallow matrix
hoary iron
#

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

fallow matrix
#

You might as well try to add the directory to more of those options to see if it makes any difference

hoary iron
#

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

fallow matrix
hoary iron
#

so i can share just the baked version

fallow matrix
hoary iron
#

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

tawny junco
#

How to do the package settings right?

#

So only used assets will be packed and selected maps?

#

or a tutorial for that

mystic atlas
#

That's the default

tawny junco
#

Ok

jagged cape
#

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?

winged moss
#

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

jagged cape
#

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?

winged moss
#

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

jagged cape
#

haha you edited too fast for me lol

#

let me try that

jagged cape
# winged moss `-waitfordebugger` command line arg

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

winged moss
#

launch the packaged game with that command line arg and then attach from VS

jagged cape
#

problem doesn't occur in the packaged game

winged moss
jagged cape
#

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

winged moss
#

also "standalone" is the editor with -game

jagged cape
#

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

jagged cape
wooden wave
#

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

wooden wave
#

Should I uncheck ES 3.1 shader formats?

azure flower
#

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?

balmy bough
#

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?

pastel marlin
#

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?

leaden raft
#

What's the difference between Linux and LinuxArm64?

candid cobalt
#

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

winged moss
leaden raft
winged moss
#

my recommendation is don't, but "Linux" is probably what you want for distribution on Steam

granite bridge
#

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...

winged moss
#

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

granite bridge
#

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

winged moss
#

DXVK does a pretty decent job in Proton

granite bridge
#

yea but modern unreal titles don't run very well, if at all

winged moss
#

The desktop Vulkan RHI has a lot to be desired from what I heard

granite bridge
#

i think they patched it in latest proton/mesa, but that will take some time to deploy to official builds

winged moss
#

?

granite bridge
#

some lumen/nanite stuff just wont work

winged moss
#

I tested a Windows UE4 game on Steam Deck

#

Worked flawlessly

#

DX11 RHI

granite bridge
#

yeah UE4 doesnt use newest DX12.1 features

winged moss
#

<@&213101288538374145> another one

sour ermine
#

[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 :/

sour ermine
#

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)?

unique radish
#

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

tired tiger
#

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

orchid cypress
#

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"

mystic atlas
#

I imagine cooking assets is heavily disk dependent anyway

#

I may be wrong!

orchid cypress
#

pretty solid build machine with the bestest disk in the market, not worries about that

swift shell
#

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

bold sonnet
#

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

mystic atlas
#

I believe the solution is to upload the base game and then download the other 20 levels after installing.

humble temple
#

[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?

severe matrix
#

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

dreamy nest
#

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

fossil helm
#

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?

humble temple
#

have you tried nuking the temp files in the project directory?

#

and generate project files. and build?

dull rampart
#

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 ?

fossil helm
#

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.

dull rampart
#

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 !

fossil helm
strange zealot
#

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!

humble temple
humble temple
#

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

toxic dragon
#

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.

humble temple
toxic dragon
humble temple
#

just ask chat gpt lol

toxic dragon
#

lol

mystic atlas
fiery coral
#

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 ?

humble temple
mystic atlas
humble temple
winged moss
#

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

half cloud
warm hawk
winged moss
#

[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.

winged moss
# half cloud Can someone PLEASE help me with this log? i cannot package my project.
[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

winged moss
#

because you have to have your epic account linked to github and be actually logged into the github

half cloud
winged moss
#

that's the line of code that generates the error

#

yes?

half cloud
winged moss
#

but the asset looks like it comes from a plugin, and that it has been manually copied to the project outside the editor

half cloud
half cloud
#

First of all, thanks for the help you are giving me

winged moss
#

If you get a plugin that has content in it, it should be copied to the plugins folder

#

not the project's content folder

half cloud
#

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?

winged moss
#

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

half cloud
#

I'm trying to make a video out of this and I can't even package the file 😅

somber finch
#

Hi! I got fatal error when packaging a shipping build but not when i switched to developer. I'm confused.

winged moss
#

Share the error

somber finch
#

i don't get a log on shipping, just this

winged moss
#

then attach a debugger and see what's up?

#

launch with -waitfordebugger

somber finch
#

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```
winged moss
#

unless you have symbols then this callstack is literally useless

somber finch
#

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.

winged moss
#

well you completely omitted that

somber finch
#

wym, i just googled it & tried to package again

winged moss
#

you mentioned nothing about metasounds

somber finch
#

and how should i have known it was the case? like nobody uses metasounds?

winged moss
#

by looking at the log file that's generated?

somber finch
#

this is all i got. i didn't find the log file

mighty lodge
#

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

winged moss
mighty lodge
#

any config files - they seem to end up in the packaged build in debug, but there are none included in development

winged moss
#

Also default configs end up in pak files

dreamy scaffold
#

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'

urban edge
#

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

short temple
#

hi there any idea why i have a black screen after packaging ?

#

here is the log

fluid condor
#

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.

urban edge
short temple
#

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 :/

dreamy scaffold
#

still stuck on this:
'''
UATHelper: Packaging (Windows): /Engine/Private/VolumetricFogVoxelization.usf:256:46: error: no member named 'VertexId' in 'FVertexFactoryInput'
'''

dreamy scaffold
#

are there guides on tricks to migrate over to a new project? migrate project settings? also what is "fix redirectors"?

dreamy scaffold
#

so no matter what I try.. height fog simply doesn't work in my packaged project

dusky axle
#

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.

brittle geyser
#

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)

fallow matrix
#

is there a way to package to mac from linux?

winged moss
rough arrow
#

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

▶ Play video
#

How can i revert the whole thing? This made me spent like 20 GB for nothing...

#

id just like to revert it

dreamy scaffold
#

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

winged moss
#

Really depends on the packaging settings

serene osprey
#

After packaging my fps are very low my game is laggy. Anyone know why this happening?

hybrid hare
#

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!

wooden elm
#

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?

burnt magnet
#

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

wise knoll
#

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

wise knoll
#

so I changed the include to 'Runtime/Launch/Resources/Version.h' and it works

#

whys this so silly

mystic atlas
#

You are probably missing a module include or something

#

And adding Runtime makes it work with another include path

wise knoll
#

maybe theres something else but idk

mystic atlas
#

Everything includes it with the Runtime/ directory prefix

#

Except for this masterpiece: #include "../../../../../../../../Engine/Source/Runtime/Launch/Resources/Version.h"

wise knoll
#

interesting

#

then why it worked fine prior 5.3

mystic atlas
#

Shrug

wise knoll
pastel creek
#

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?

mystic atlas
#

I would say take the spaces out of your cook directory folder name

#

And just every directory related to UE in any way.

pastel creek
#

cook directory means the place where the packaged build gets saved right?

mystic atlas
#

Yes

#

C:\Users\Thomas\Documents\UEProjects\ExtractionHorror 5.2 - 3\Saved\Cooked\Windows this one

winged moss
#

Though engine version in the folder name is usually a red flag for no source control

pastel creek
mystic atlas
#

That should be the first thing you do... after creating your project 😛

winged moss
#

Yep

mystic atlas
#

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.

pastel creek
#

Ah gotcha, do you have a recommended source control application?

winged moss
#

Git or Perforce

pastel creek
#

Okay I'll look into it, thanks!

pastel creek
mystic atlas
#

Np 🙂

winged moss
#

Azure DevOps Repos and Perforce are free for 5 users

supple mist
#

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

mystic atlas
#

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.

supple mist
#

thank you! This seems to have overcome the error (i have another one now but thats ok!). I appreciate the help 🧙‍♂️

lean zinc
#

How switch android version from latest to low when packaging.

supple mist
#

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

haughty turtle
#

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?

mystic atlas
mystic atlas
strange zealot
#

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?

serene osprey
#

can anyone help with android packaging?

near ridge
#

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)

torn pilot
#

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

mystic atlas
#

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

torn pilot
#

ahh sounds good. Thanks

supple mist
#

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

winged moss
supple mist
supple mist
winged moss
#

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?

supple mist
supple mist
#

Ok i literally rerigged and imported my skeletal mesh and its appearing fine 🤷‍♂️

wooden wave
#

My navigation of a open world map only load a little bit in packaged game. Anyone know how to fix that?

main snow
#

hi everyone! is it possible to network build / cook a project

#

between the systems at our studio i cant find much documentation on this

dapper bay
#

The problem is in a module called MetaHumanSpeech2Face

inner island
#

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?

dull phoenix
#

How do you change CookProcessCount in UE5.3? Trying to test the multi-thread cook feature...

inner island
#

What did I do wrong that I packaged my game (development) and console did not work

inner island
quick sundial
#

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 ?

hushed ledge
#

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]
hushed ledge
# hushed ledge Heya, I've run into some packaging problem for our project. In UnrealInsights it...

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.

sage folio
#

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

vestal comet
#

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

mystic atlas
#

Is that all the red errors?

vestal comet
#

probably yes i think i m getting that error of 1 thing below it is saying error code 3

mystic atlas
#

If you're using a source build, you need to build the shader compile.

#

It seems to be missing.

vestal comet
mystic atlas
#

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.

vestal comet
#

okay thanks here a little small help also i am using blueprints how to open this project in vs code

mystic atlas
#

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?

vestal comet
#

yes

mystic atlas
#

Then ignore everything I said. Verify your engine via the launcher.

vestal comet
#

okay

slate shadow
#

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

slate shadow
sage folio
#

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

slate shadow
#

also sometimes I get this unknown error

slate shadow
#

here is log that file points me to

pine osprey
#

hello a friend is getting this error when packaging a project
i believe they have all android sdk and such installed

pine osprey
#

please help

mystic atlas
#

I would say not

vestal comet
# slate shadow looks like I have similar issue

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

slate shadow
vestal comet
slate shadow
#

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

slate shadow
vestal comet
slate shadow
#

I use thousands

inner island
#

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.

mystic atlas
#

Add the plugin to your uproject file?

winged moss
#

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

fossil pagoda
#

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:

https://forums.unrealengine.com/t/unreal-5-2-project-updated-from-4-27-to-5-0-then-5-2-getting-package-errors-for-plugin-folder-missing-that-no-longer-exists-on-5-2/1294330

Epic Developer Community Forums

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...

serene osprey
#

@forest wyvern finally I packaged it successfully but now it's not installing keep saying parsing error . My Android version 12

hexed reef
#

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

hexed reef
#

HELPPPPPPPPPPPPPPP

vivid mango
#

anyone able to advise how to package for iPad from a windows pc?

serene osprey
#

Can anyone help with Android packaging I successfully packaged and got the apk but on mobile when I install it keep saying parsing error

modern anvil
#

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.

cunning sparrow
#

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.

winged moss
slate shadow
winged moss
misty jacinth
#

I Packaged the Project and Win64 inside looks like this. Is this normal? I'm trying to make a demo.

slate shadow
winged moss
#

can you put the full build output on a pastebin

slate shadow
#

its not a build but a cook. and it randomly stops during shaders compiling

winged moss
#

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?

slate shadow
#

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

orchid cypress
#

anyone tried multi process cook yet ?

cunning sparrow
eager vector
#

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?

river solar
#

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

trail wolf
#

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.

flat dust
#

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"
)
winged moss
#

I'm not sure why you wouldn't just invoke UBT directly since the solution file doesn't really do anything on its own

red orchid
#

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'.

red orchid
errant cliff
#

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

errant cliff
errant cliff
#

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.

winged moss
#

how did you even install the DLSS plugin?

errant cliff
winged moss
#

oh that branch that probably excludes 30% of PC gamers from playing your game?

errant cliff
#

I got the game to launch by settings "EnabledByDefault": true in the packages their uplugin files

errant cliff
#

I just wanna play around with the latest tech

winged moss
#

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

errant cliff
#

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

winged moss
#

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?

errant cliff
errant cliff
#

But it seems to be working now, thanks!

#

Now sleep time, I can finally start the actual game tomorrow :P

bleak fiber
#

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

bleak fiber
junior tendon
#

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.

bleak fiber
# bleak fiber Anyone who knows why a 35mb project is being packaged into a 3.4Gb application o...

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.

mystic atlas
#

What's it called in each instance?

#

Same name?

fast hearth
nova swift
#

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

sonic condor
#

Should i pack my textures into atlases for optimization before packaging, or does Unreal do it automatically?

mystic atlas
#

I don't believe UE does it.

upbeat adder
#

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

vivid zephyr
#

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.

fast sapphire
#

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

proven roost
#

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

hexed bronze
hexed bronze
hexed bronze
#

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

upbeat adder
hexed bronze
proven roost
weak spoke
#

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?

mystic atlas
#

Add a breakpoint on that error message and pray.

weak spoke
#

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.

mystic atlas
#

It gives you a file and a line.

#

Breakpoint it!

weak spoke
#

yeah 404 , and i did and no clue of which one is the responsible 😦

mystic atlas
#

You need to examine the call stack and local vars/function params.

#

It's a dick.

weak spoke
#

Is there a way to find the function or blueprint from the call stack number ?

mystic atlas
weak spoke
#

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/

Reddit

Explore this post and more from the unrealengine community

hot laurel
#

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.

inner island
#

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!

inner island
inner island
weak spoke
woeful thistle
#

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

hexed bronze
woeful thistle
#

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

woeful thistle
#

Was out earlier so wasn't able to paste the log

flint basalt
#

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

hexed bronze
flint basalt
#

ok the panic passed and verifying the engine files ended up restoring ability to cook xD

still quiver
#

When packaging, if there are loose blueprint nodes not connected, are they still present in the package or are they completely ignored?

valid canopy
#

so it wouldn't be in the packaged game either

still quiver
#

Awesome good to know

outer elbow
#

why does it takes half an hour to package the blank template

woeful thistle
#

thx

unique plover
unique plover
compact night
#

How can I exclude Engine/EngineMaterials folder when packaging the game?

open rapids
#

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

hexed bronze
errant cliff
#

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

#blueprint message

mystic furnace
#

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 of BP_MyActorComponent. Actor should be cooked for shipping WITHOUT the BP_MyActorComponent

The compilation is fine, but I can't see anything for stripping the data

errant cliff
#

And is there a way to make sure a class is included?
For me no Master Field (for Chaos destruction) are included in builds

mystic atlas
mystic furnace
#

I'm looking for something Like IsEditorOnly() that strips the component in packaged builds, but only does it for shipping

mystic atlas
#

Doesn't exist.

#

Nothing that works for bp as well, anyway.

mystic furnace
#

Well that sucks

mystic atlas
#

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.

mystic furnace
#

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

mystic atlas
#

I'm just not seeing the difference between "not in shipping" vs "only in editor" - there's no shipping editor build.

mystic furnace
#

There are development builds

mystic atlas
#

So you want it in a packaged development build?

mystic furnace
#

yeah!

mystic atlas
#

UE_SHIPPING?

#

Or whatever the macro is.

#

Again, c++ only.

mystic furnace
#

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

mystic atlas
#

Never heard of any thing built in at least.

mystic furnace
#

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 🙂

mystic atlas
#

BP just isn't that technical.

nocturne sorrel
#

with viewport FPS with epic settings 100% screen percentage is 130 FPS
but packaged is getting 117 FPS why??

#

any help or leads?

mystic atlas
#

That's 147 and 127?

nocturne sorrel
#

yes

#

but avr is 130 and with pack is 117-120

open rapids
#

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

mild tinsel
#

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 :/

sterile tulip
#

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

mild tinsel
#

did you managed to fix it?

#

thats exactly my last log too :/

tidal flax
#

Refreshing nodes did not help or zeroing references

mild tinsel
#

oh no xD not the answer I hoped for haha

#

thank you

#

I will clean up my project.. 😄

mild tinsel
tidal flax
#

But the problem did not come up with Standalone or in-editor run

mild tinsel
#

so there you could see the error in the log file?

tidal flax
#

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.

mild tinsel
#

alrigth thank you o7

tidal flax
#

Nope, good luck finding out what's wrong with the project. May the Unreal path be with you alex

mild tinsel
#

haha I hope so 😄

sterile tulip
lunar heron
#

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 ?
sterile tulip
# sterile tulip As a comparison, same first person template project packaged in 5.1.1 is 460MB, ...

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

Epic Developer Community Forums

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 ...

vestal comet
#

i am packaging it for android i am getting this error can somebody tell me how can i fix this

winged moss
vestal comet
slow lion
mild tinsel
vestal comet
#

i was packaging my game for android and i faced this issue can somebody help me

slow lion
#

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 🙂

slow lion
#

Will do. Thanks!

vestal comet
#

can anybody tell me what error is this i dont use c

#

i am not using c++ but still gettin it

mystic atlas
#

First step, remove spaces from directory names.

vestal comet
mystic atlas
vestal comet
vestal comet
# mystic atlas

and one more query i am going through some forms where i find one possible reason could be low disk space

mystic atlas
#

Delete some stuff and find out.

vestal comet
#

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

vestal comet
mystic atlas
#

Depends if you still get errors.

#

Spaces in directories is just a general problem and may not be your issue.

vestal comet
vestal comet
mystic atlas
#

Oh?

vestal comet
# mystic atlas 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

mystic atlas
#

You didn't fix the directory name space problem

vestal comet
#

ohhh i did it and it is showing me without space but here it is not done

#

should i clone it and then rename

vestal comet
mystic atlas
#

Not sure about that.

vestal comet
mystic atlas
#

Maybe try deleting intermediate and binaries?

vestal comet
inner island
#

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
vestal comet
mystic atlas
north quiver
#

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

vestal comet
gritty violet
dense birch
#

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

rustic onyx
#

Why packaging in UE5.3 takes 3-5 times longer than UE4.27.2?

open rapids
#

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

rustic onyx
#

How studios test though? One test a day? @open rapids

cosmic tulip
#

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....)

open rapids
# rustic onyx How studios test though? One test a day? <@456226577798135808>

Usually you test 2 kinds of builds

  1. uncooked repository with -game (or even in PIE) for some quick tests
  2. 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

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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 🙂

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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.

pearl berry
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works fine in editor and from project launcher

coral igloo
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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?

hallow hill
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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?

mystic atlas
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Could not find definition for module 'Unique53', (referenced via Unique53Server.Target.cs)

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That's your error

jagged pollen
#

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.

jagged pollen
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My old 5.1.1 project works fine
Strange problem with v5.3

jagged pollen
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PrecompileForTargets = PrecompileTargetsType.Any; inside BuildSettings.build.cs did nothing

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It's an engine file, not a plugin. Why would it get an error?

jagged pollen
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I also can't create just an empty C++ project
Compilation problem 🤣

misty cedar
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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?

jagged pollen
misty cedar
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Hmm... Should work, sounds cumbersome on a larger team/game though 😛

jagged pollen
misty cedar
jagged pollen
misty cedar
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I tried to summarize it in Paint 😛

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Since I'm only using the blue material I made, I don't want the stuff that is still linked to the StaticMesh

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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

gritty violet
hallow hill
mystic atlas
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If you don't ahve that module... don't include it?

jagged pollen
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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

formal gulch
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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

mystic atlas
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Which versions of the toolchain do you have installed?

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Run the VS installer, click modify on the version you have installed and put "14." in the search bar.

fair vault
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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"

formal gulch
mystic atlas
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Do what MathewW said!

formal gulch
mystic atlas
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If you don't need 2019 any more, uninstall it.

formal gulch
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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

fair vault
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yep so, click on the modify button for the VS that its using

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go to individual components, and search for tool

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if you scroll down you can find...

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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."

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and you have 14.29.30133 installed

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chances are you have the 2019 toolchain installed, and didnt install a newer one when you installed 2022

formal gulch
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got it, I will try this out!

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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

stone flume
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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

gaunt gazelle
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Why does some of my geometry “tear” when I package?

hallow hill
formal gulch
fair vault
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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

rustic onyx
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Hello guys