#packaging
1 messages · Page 9 of 1
I tried to disable automatic code signing and manually set distribution provision and certificate. But still failed
Dev build is packaging fine
If there is something with an engine plugin - how do you ensure it is packaged correctly
EMERGENCY HELP REQUEST
Something is breaking in packaged, but not editor - yet some of the functions are firing
this doesn't happen in the editor
it works fine and it hits the surface correctly
but in packaged build, it dosen't - what is extremely weird and frustrating is that the trace you see is still being called from the plugin that manages these ballistics - is drawing that trace
So when exporting I get this when I try to make a windows build and it fails
ExitCode = 6
Error: Unknown Error
Online I've seen mention of reviewing the game icon in the project or setting it to default. I've remade the icon and it didn't work and I cannot find the default icon. Does anyone know where I would find the default icon or another solution to this problem
Thanks for all the help, with those information I was able to fix it at the end!
Hi. Has anyone here succeeded in making proper patches in UE5? I always get patch pak files that are the same size as the original (plus any changes), even when trying from clean, new projects. This used to work in UE4. Anyone aware of new/changed settings that need to be set for it to work?
I'm trying to use a DirGravity plugin in a packaged project, yet the plugin module refuses to load in the packaged build (module "DirGravity" could not be found). Plugin is fine in editor. For reference, the uplugin module:
"Modules": [
{
"Name": "DirGravity",
"Type": "Runtime",
"LoadingPhase": "Default"
}
]```
There's no errors in the saved/logs file
https://docs.unrealengine.com/5.2/en-US/updating-unreal-engine-projects-with-patches-after-release/
I'm following this guide, it works for me
The highlighted with "_P" suffix is the patch, I just put it on my base game Pak folder and it just works
I don't know how the proper way to automate the patching. Anyone have an idea? Or does unreal has the workflow for this?
i use itch and butler for patching... creates a full size output each time but then butler creates the patch change automatically....
but that only works if you use itch or not?
I mean, I publish this only on company website
i belive butler does only work for itch... i think steam has the same built in process as well... non published patches, im not sure on unfortunately
Ok thanks anyway Peter
My game is 5.3gb. I need to make an installer for the game that user only download 1 exe file.
I use winrar self extractor, but an exe file cannot exceed 4gb, so winrar sfx needs to part into 2 file.
I tried installforge, I successfully build an installer but make 1 exe file with size of 5.3gb and it is not executable on windows.
Anybody have any idea how can I make an installer less than 4gb in my case?
I don't know, maybe I can build some kinda system where we only package 100mb for the exe, and when we play for the first time, user need to download 5.2gb of game data?
android games use that technique isn't it?
How can I do it? I don't even know what to google.. Thank you
This post might show some clues to proceed https://stackoverflow.com/questions/50225031/windows-service-not-shown-in-add-remove-programs-under-control-panel/50229840#50229840
There's lots of thirdparty services too like Xsolla
I would probably use something like Itch or Steam personally, rather than try to roll my own installers
Thank you. It's a metaverse club game-like, that will connected with crypto, and my office requested the 'game' installer can be downloaded via the company website. Otherwise I think I personally prefer to steam or itch lol
It's possible to save to config in a packaged build right? I can't seem to save to gameusersettings.ini once packagaed... I must be missing something.
Asset validation failed (90174)
Missing Provisioning Profile - Apps must contain a provisioning profile in a file named embedded.mobileprovision. (ID: 9f2702d7-a1c5-4489-9e9d-b094167e7e4a)
Anyone know what I am doing wrong? I keep getting that error when trying to upload my IOS app to the appstore after packaging. I have a valid Provisional profile, and certificate selected
yo chat it would be cool if one of you smart ahh mfs could like
tell me why it crashed and how to fix it
thanks!!! >_<
Hey guys, i updated my project from 5.1 to 5.3 and everything builds fine and i am able to launch the game. However when i launch the shipping build of my game which i built through the project launcher, i just get a blank screen. Any idea? Any help?
I checked for the startup maps and stuff but that does not seem to be the issue. Also my game application shows up as "not responding" under task manager
maybe ur pc cant run it or sum idk
pretty hard to make a game your own pc cant run but idk 😭
thats most definitely not the issue
build as Develpment build & check log files for ideas
or try the amazing idea of runing vs and debugging the application to see where it fails... that helped me no end
it might show what its getting caught on
an issue i have with packing is using img sequences and having 30k imgs open and available in the build... how do i get them to package up
Hey for some reason my game doesn't package well in 5.3.1, does anyone know how to solve it ? I have shader issues it seems, and it gets stuck before running the movie player
This is the part where there's a shader issue (I don't see it with 5.2)
Oh it seems like it's a config issue ? https://forums.unrealengine.com/t/ue5-3-build-loading-broken-on-linux-and-windows/1301286/7
Thanks for the reply! Not an ideal solution unfortunately. I also tried making a shipping build now of clean Lyra with UE 5.3 both installed right from the launcher and the same issue happens there. Not sure, how this can happen. Did they not test this?? It’s odd though that the freezes don’t seem to happen on my source build with clean Lyra. ...
i done work in high engine scalability mode , but when i build it run on low scalability mode
how can i build for high graphics
Good afternoon all... seems when I package I have certain BP's going to world origin..any help would be great..thanks
Sanity check recipe for any anomalous situations : delete Intermediate and rebuild.
If that doesn't help, log/debug
no change...nothing in logs
heya, getting Ensure condition failed: !FindPin(FFunctionEntryHelper::GetWorldContextPinName()) [File:D:\build\++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp] [Line: 404]
I've got a very vague idea what this is related to (blueprint function library and world context pins) but I don't understand what is going wrong here - if anyone can shed some light I'd really appreciate it!
I think there might be an extra world context pin somewhere. These sometimes arise when copying functions. Don't remember how to trace exactly where it is though
right! I've been reading about this on the forums and there is some conflicting information out there about how to solve this. nobody seems to have an answer for finding the specific source of the error (the exact function / FL that is causing the issue)
some people apparently fixed it by adding world context to all the exposed pins in their function libraries.
others, and this seems to be the majority, remove all the pins and fix it that way.
then there are people where nothing works for them and they copied all of their functions to a new FL and remove all the WC pins that appear, delete the old library and re-link everything. this seems like an absolute nightmare though.
since I have tried the first and second option I might have to do this though 😦
ALRIGHT. so I found the error, I should have looked more carefully... 🌜 in my defense it is very late 🌛
so the way to fix this is not to rely on looking just at the Input node and then thinking "well if there's no world context input then I surely have deleted that already" - it's to check the Inputs in the details tab instead. What can happen is that the world context pin does not show on the Input node but still exists, it will only show in the details panel.
also using Window -> find in blueprints and looking for this node icon will help a lot to find the culprit very quickly
so anything that is attached and location zeroed to what it is attached to goes to to origin and sets the new location...how do I avoid this?thank you
this doesn't seem like anything project breaking but since those are the only 4 remaining warnings: how do I fix these? does this mean the asset manager still has a reference to these deleted assets? I have deleted Saved, Intermediate, DerivedDataCache, Build and Binaries but the warning persists.
If so where / how do I flush these?
edit:
turns out I still had references to these deleted assets in an old level - deleting these from the outliner fixed this warning
Can we go through this case a bit more ( world context pins )
- Was it caused by a copy
- You mention Find in Blueprints -> what do you search for here?
admittedly I've been ignoring this error for a while because in 5.2 I was able to build with it but after upgrading to 5.3 today, I wasn't anymore.
-
So I'm not entirely sure if I had copied that function from outside the library into the library or not. It was definitely at least duplicated from within the FL though as it was a variation of another function that I had made a while earlier.
-
I just searched for world context pin there, it found the input and the function with that node icon was the bad one causing the error
ok, good to know the search trick. I believe this will happen to many many more people who may find help there.
yeah hope it will help someone, this bug wrecked my brain for a few hours and the prospect of going through everything did not feel good at all
fix pls epic
most issues demands somebody has made a ticket etc etc... so it goes, this may have slipped the net for years for all I know, but we have seen it a couple of times over the last year or so
Hey there, I am facing the same issue even with a development build
I did try rebuilding
I tried deleting binaries and intermediate and rebuilding
The exe opens but just shows a blank screen.
I have also ensured that i have set the default maps and stuff
Heres the log file for the game
Log file from the project launcher
im trying to package a demo...i dont want anyone unpacking it..how do i prevent this..thank you
Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 7480]
Missing global shader FCopyVelocityGridCS's permutation 0, Please make sure cooking was successful.
After packaging and open the project.
Unreal 5.3 , can someone help me?
Whatever you do to encrypt, it will be undone by somebody.
You either add your key to the game to unencrypt locally or you do it "always online" and they will just fake your connection and get the key.
Or they will simply read the data of your objects and copy them that way when they are in memory.
ok thanks
FCopyVelocityGridCS is global shader in niagara plugin. Beside enbale Niagara , What else should I do?
Oh my god , I figure it out. I just don't know why this come to my mind.
One of my gamefeature plugin use Niagara as private dependency, I change it to public dependency, and fix the errors.
And another problem come out , Where the fuck is my landscape?
Hi Guys Everytime I try compiling project I get this make file target. Can someone help
hey did any of you noticed issues with packaging on 5.3.1 after migration from 5.2.1? I just finish migration, installed new android studio and while testing using quick launch works I'm getting those errors while try to package project:
packageInfo return value: 1
[2023.09.30-23.19.13:827][160]UATHelper: Packaging (Android (ETC2)): SafeCopyFile Exception was Exception in System.Private.CoreLib: The process cannot access the file 'I:\Perforce\***-Android-Shipping.aab' because it is being used by another process.
[2023.09.30-23.19.13:827][160]UATHelper: Packaging (Android (ETC2)): Stacktrace: at System.IO.FileSystem.CopyFile(String sourceFullPath, String destFullPath, Boolean overwrite)
[2023.09.30-23.19.13:827][160]UATHelper: Packaging (Android (ETC2)): at AutomationTool.InternalUtils.SafeCopyFile(String SourceName, String TargetName, Boolean bQuiet, List`1 IniKeyDenyList, List`1 IniSectionDenyList, List`1 IniSectionAllowList, Boolean bSafeCreateDirectory) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 474
[2023.09.30-23.19.13:827][160]UATHelper: Packaging (Android (ETC2)): Failed to copy I:\Perforce\***-Android-Shipping.aab to I:\Perforce\migo_EndlessRunnerUE5\EndlessRunnerGame\Binaries\Android\EndlessRunnerGame-Android-Shipping.aab, deleting, waiting 10s and retrying.```
@mystic atlas its def not the toolchain though
Using Visual Studio 2022 14.35.32217 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.35.32215) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
cause it says its using the correct one here
I mean, correct or not, is it teh same one you're using to package successfully?
yes
Okay then!
All I can think is that it might be a unity error. Have you checked the common loading screen header to see if it's correct?
its not just commonloadingscreen
its happening for all different stuff
that was just an example
00:47:14 E:\TeamCity\buildAgent\work\4d4b7b8c8dcbd5bb\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAudioComponentDetails.cpp(98): error C2660: 'FMOD::Studio::EventInstance::setParameterByName': function does not take 1 arguments
00:47:14 E:\TeamCity\buildAgent\work\4d4b7b8c8dcbd5bb\Plugins\FMODStudio\Source\FMODStudioEditor\Private\FMODAudioComponentDetails.cpp(98): fatal error C1003: error count exceeds 100; stopping compilation
00:47:14 [196/361] FMODStudioEditorModule.cpp
00:47:14 E:\TeamCity\buildAgent\work\4d4b7b8c8dcbd5bb\Plugins\FMODStudio\Intermediate\Build\Win64\UE4Editor\Inc\FMODStudio\FMODAudioComponent.generated.h(17): error C2007: #define syntax
00:47:14 E:\TeamCity\buildAgent\work\4d4b7b8c8dcbd5bb\Plugins\FMODStudio\Intermediate\Build\Win64\UE4Editor\Inc\FMODStudio\FMODAudioComponent.generated.h(24): error C2007: #define syntax
00:47:14 E:\TeamCity\buildAgent\work\4d4b7b8c8dcbd5bb\Plugins\FMODStudio\Intermediate\Build\Win64\UE4Editor\Inc\FMODStudio\FMODAudioComponent.generated.h(31): error C2007: #define syntax
00:47:14 E:\TeamCity\buildAgent\work\4d4b7b8c8dcbd5bb\Plugins\FMODStudio\Intermediate\Build\Win64\UE4Editor\Inc\FMODStudio\FMODAudioComponent.generated.h(54): error C2007: #define syntax
00:47:14 E:\TeamCity\buildAgent\work\4d4b7b8c8dcbd5bb\Plugins\FMODStudio\Intermediate\Build\Win64\UE4Editor\Inc\FMODStudio\FMODAudioComponent.generated.h(69): error C2007: #define syntax
00:47:14 E:\TeamCity\buildAgent\work\4d4b7b8c8dcbd5bb\Plugins\FMODStudio\Intermediate\Build\Win64\UE4Editor\Inc\FMODStudio\FMODAudioComponent.generated.h(76): error C2007: #define syntax
00:47:14 E:\TeamCity\buildAgent\work\4d4b7b8c8dcbd5bb\Plugins\FMODStudio\Intermediate\Build\Win64\UE4Editor\Inc\FMODStudio\FMODAudioComponent.generated.h(83): error C2007: #define syntax
00:47:14 E:\TeamCity\buildAgent\work\4d4b7b8c8dcbd5bb\Plugins\FMODStudio\Intermediate\Build\Win64\UE4Editor\Inc\FMODStudio\FMODAudioComponent.generated.h(84): error C2007: #define syntax```
for example
00:46:57 E:/TeamCity/buildAgent/work/4d4b7b8c8dcbd5bb/Plugins/ST_SparseGrid/Source/ST_SparseGrid/Private/Components/ST_SparseGridComponent.cpp(105): error C2027: use of undefined type 'UST_SparseGridComponent'
00:46:57 E:\TeamCity\buildAgent\work\4d4b7b8c8dcbd5bb\Plugins\ST_SparseGrid\Source\ST_SparseGrid\Public\Grid\ST_SparseGridManager_Basic.h(10): note: see declaration of 'UST_SparseGridComponent'
00:46:57 E:/TeamCity/buildAgent/work/4d4b7b8c8dcbd5bb/Plugins/ST_SparseGrid/Source/ST_SparseGrid/Private/Components/ST_SparseGridComponent.cpp(109): error C2039: 'GetComponentsOwners_Typed': is not a member of 'UST_SparseGridComponent'
00:46:57 E:\TeamCity\buildAgent\work\4d4b7b8c8dcbd5bb\Plugins\ST_SparseGrid\Source\ST_SparseGrid\Public\Grid\ST_SparseGridManager_Basic.h(10): note: see declaration of 'UST_SparseGridComponent'
00:46:57 E:/TeamCity/buildAgent/work/4d4b7b8c8dcbd5bb/Plugins/ST_SparseGrid/Source/ST_SparseGrid/Private/Components/ST_SparseGridComponent.cpp(116): error C2027: use of undefined type 'UST_SparseGridComponent'```
so yeah
its something else
Just looking at c2007, it says it's an issue where you've got a #define with nothing after it.
So maybe it's a file format issue? Like it's checked out in a format the compiler doesn't understand somehow.
Is really reaching here
right
but if i run this command
from the same directory
(that the checked out content is in)
it works fine?
Some sort of broken enviroment variable? 😦
It's going to turn out to be something really simple.
You say you run the command in the actual directory. Does your build script also run it in that directory? Or just wherever the default shell location is?
that same directory
@mystic atlas yeah
so the error is
#define 4d4b7b8c8dcbd5bb_Plugins_prefabricator_Source_PrefabricatorRuntime_Public_PrefabricatorSettings_h_23_SPARSE_DATA
see the define here is fucked
cause it starts with a number?
Ask nicely? 🙂
in 5.3.1. in a blank blueprint project:
is anyone else getting this error when doing a development build through the project launcher?
it doesn't appear in a shipping build
Hey all,
Im trying to package my game. when I go to load my game I get the following error:
LogPluginManager: Error: Unable to load plugin 'OnlineSubsystemSteam'. Aborting
If I play though my editor it works fine. I believe this is some sort of packaging target setting that I am missing? Anyone have some insight into this area?
Ive already setup the Steamworks SDK and also followed these instructions:
https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Online/Steam/
Thank you!
So, in my UE 5.2 game, I have 3 different “modes”, an offline waves based mode (think COD Zombies), some Multiplayer modes (Team Deathmatch, and Control), and a Battle Royale mode. Each mode has 2 pak chunks, one being the modes core stuff, and lower res assets, then the second being higher res assets. Is it possible to make it do something similar to Apex Legends, where you can play it with just low res assets while it still installs the higher res assets. All of these modes are played through one client, and some clever pak chunking.
Does anyone have any idea for where to start looking for implementation?
More clarification, more what I was wondering is how can the client could determine if the pak is fully downloaded or not, and if it’s not fully installed/downloaded, to not load it, so it can continue downloading in the background.
Cool
My packaged game is crashing as soon as it starts
Here is the log
It just says this
What i have tried:
- Deleting the config folder and packaging it again
- Updating graphics drivers
- Packaging it on development and shipping configurations
i have no idea why this is happening and how to fix this
attach debugger to the dmp and figure out
And it's really hard to tell without the log (which should have the BP callstack) or catching it via the debugger
Looks like a widget is doing something weird in its construct event
With a packaged game you can launch it with -waitfordebugger
Is there anyone here that had previously done a sucessful iOS build for mobile in UE4? Having so many build failures and it all seems to be related to the certs and provision. Redid all that so many times with various options, but the build still fails on a mac and completely blocks the build process from starting on a Windows machine. Any advice?
Here's the log
[File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\BlendSpace.cpp] [Line: 891]
how can i find wich file or "blendspace" or whatever thjat messing with me ?
Are you sure they didn't rename it? They made a push to remove the word "blacklist".
Update
i have narrowed the issue down to this right here
url removed for the screenshot
but what could cause the issue even though it works fine in the editor
is the App Id set?
be sure to use yours or the space war demo one.
also in your Ini File/config file be sure to set [/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="/Script/OnlineSubsystemSteam.SteamNetConnection"
make sure Steam is enabled too...
Heh
Hey, thanks for taking some time.
I was actually able to figure out the issue. The issue was that I was using a blueprint package and that I needed to convert it to a C++ package so that I could add in the plugin to the build.cs file
Hi Muhteşem, I am in the same situation right now as you having a class called BP_CharacterBase which is inherited by a lot of other files and very difficult to replace. Did you ever figure out what caused the "Failed to get template for class" error while packaging?
Howdy everyone, I updated my engine to UE5.3.1 and i've now noticed I have a packaging issue, would anyone know how to resolve this issue?
(IOS).xcodeproj: error: Provisioning profile "FruitSquash" has app ID "com.louis.fruitclicker", which does not match the bundle ID "com.louis.FruitClicker". (in target 'FruitClicker' from project 'FruitClicker (IOS)')'
match it for case sensitivity
see what happens 😉
I suggest going for the FruitClicker version since it's used in 3 places at least
/Documents/Unreal Projects/ITFMobile/Intermediate/ProjectFilesIOS/ITFMobile (IOS).xcodeproj: error: Provisioning profile "ITFM Dist Profile" has app ID "
anyone know why for some reason my UE 5.3 is stuck using the wrong xcode project from the intermediate files?
Hi, I have a question about -ubtargs , I've found how it can be used to set flags and variables in UAT. Is there any way to further set some variables directly inside the build game? What I mean is how the argument gets passed from UAT buildcookruninto -ubtargs customVar=stringvalue into the game so I can use it in blueprints(through some custom cpp function exposed to BP) for example .
something like this
mygame.Target.cs, add
public bool TestArg= false;```
then ApplyDefinitions:
```ProjectDefinitions.Add("TESTARG=" + TestArg);```
I think Im not sure that I know what those definitions are exactly. I can access them in cpp in my project somehow?
I see if I can find our example
Another example, we pass the p4 changelist number via ubtargs:
public string Changelist = "";
MakeFStringUsageSafe(ref Changelist);
ProjectDefinitions.Add("CHANGELIST=" + Changelist);```
then later
``` UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyGame | Session")
FString changelist = CHANGELIST;```
yes thanks a lot 🙂 , thats exactly what I am trying to acomplish as you might have deduced from yesterdays conv in #source-control 😄 just to make sure, the CHANGELIST variable in cpp is a global define?
yeah, I think that's how it works. the bools can be used as #ifdefs for example
neat, I'll try to put it all together now 🙂 thanks
Hmmm sorry to bug you again but I'm having problems with rebuilding the project after I modify the ProjectFPS.Target.cs it says 'CommandLine' is not and attribute class. I am using UE5 so it's possible something changed in the meantime? Or perhaps Im forgetting some C# include?
Generating VisualStudio project files:
Discovering modules, targets and source code for project...
D:\UnrealTestProjects\TestFPS\Source\TestFPS.Target.cs(12,3): error CS0616: 'CommandLine' is not an attribute class
D:\UnrealTestProjects\TestFPS\Source\TestFPS.Target.cs(12,15): error CS0246: The type or namespace name 'Prefix' could not be found (are you missing a using directive or an assembly reference?)
Expecting to find a type to be declared in a target rules named 'TestFPSTarget'. This type must derive from the 'TargetRules' type defined by Unreal Build Tool.
hmm. Start of file looks something like this?
using UnrealBuildTool;
using System;
using System.Collections.Generic;
public class myGameTarget : TargetRules
{
nevermind, found a solution 🙂 something did change between ue4 and ue5 in UE4 the CommandLine attribute was in Tools.DotNETCommon and in UE5 its in EpicGames.Core Namespace. So I needed to add using EpicGames.Core; in the Target.cs.
Also I managed to pass in the string after wrapping it with " thingies like so ProjectDefinitions.Add("CHANGELIST=" + "\"" + Changelist + "Test321654" + "\""); Also the usage in my cpp is a little bit different because I dont see the CHANGELIST define in my editor builds but only when building it with the buildcookrun command. like this ```FString UMyBlueprintFunctionLibrary::GetAppVersion()
{
FString AppVersion;
GConfig->GetString(
TEXT("/Script/EngineSettings.GeneralProjectSettings"),
TEXT("ProjectVersion"),
AppVersion,
GGameIni
);
#ifdef CHANGELIST
AppVersion += " CL";
AppVersion += CHANGELIST;
#endif
return AppVersion;
}```
yes thanks 🙂 that was the problem
by the way do you have the Define available in the editor? this solution is already good enough for me, just curious 🙂
Theoretically yes : we have setup some system to read custom setups from a local config file, but we need to rebuild from VisualStudio / Rider for any changes to kick in
So we don't currently see CL in editor, no
But we use it for debugging some other stuff like store providers
the CL is not neccesary in editor anyway if you are connected to source control. I meant if you have the defines available in editor builds in code so in editor you would have something like #define CHANGELIST "CLPlaceholderString" available and in packaged builds it would get rewritten/redefined by the Target.cs
but if you say it needs some deeper custom setup then Im ok with what I have 🙂
yeah you could have defaults like that for sure
but it wouldn't update on the fly
Okey, that is .. suboptimal 😄 , Ill try to tinker with it a little more and post if I come up with anything 🙂
I'm sure you could get CL in editor if you really want but I don't see much point in it
Generally if you want some local configs updating easily for editor, you probably want to read a .json file
true, its not about the cl anymore. Im just interested if it could be used as a general solution to pass in parameters from commandline during build and have a default value if its not added
or create an EWBP ( editor widget blueprint ) if you want nice toggles and stuff
we use the ubtargs for very limited purposes (CL, which server to connect to, provider, that sort of things ), it's a bit clumsy I reckon for general stuff
Yeah you are right. In the meantime I figured it out. You just need to add the defines in the ProjEditor.Target.cs and there you can have default values ProjectDefinitions.Add("CHANGELIST=\"DefaulPlaceholder\""); then you will have the define available in the editor and in the packaged build and won't get any ugly "redefined" warnings
Do anyone know how can I just Pak Black list file in Unreal Engines 5 or later versions?
Someone knows why this is happening when packaging a project?
``LowLevelFatalError
[File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 2802]
Failed to find shader map for default material WorldGridMaterial(/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial)! Please make sure cooking was successful (No inline shaders, null GTSM) ``
It's only happening on Shipping Mode. I already tried to delete temp folders and verify Unreal version but still crashing.
I made one packaged build successfully but the next one crashed.
It looks like, I need to delete the previous build to be able to make a new one. Otherwise, it will crash giving that error
hey, how can I disable -warningsAsError parameter from UHT?
Running Internal UnrealHeaderTool proj.uproject proj.uhtmanifest -WarningsAsErrors
I think I would prefer not to solve any problems by disabling that: If builds fail on HeaderTool phase, there are usually solvable reasons.
( searching through the source code might locate the place where it is set up if really really necessary )
Getting this error during packaging, any suggestions?:
GetWorldContextPinName is notorious in recently copied functions
World Context Pin / GetWorldContextPinName issue solved by searching for it in "Find in Blueprints"
#packaging message
Interesting.. Thanks, that helps. Is it only the Get World Context node or also other ones such as World Context Object, etc..? I have a bunch of world context nodes
I've only seen this pin name thing a couple of times, no others I think
i removed some world context nodes from a few imported functions, but still getting the same issue. I do have a bunch of world context nodes though mainly from PCG and Landmass:
If you are using version control, I would consider checking whether last revision was working, then seeing what files have changed. Also did you do any copying of functions? That seems to be a trigger for it...
To catch all sorts of nasty stuff like this we have jenkins set up to check for new submits every 5 minutes and do a monitor build every time we see changes. Catches funny stuff pretty well and early making life a lot better
yeah i screwed up by not having version control in the first place, but is what it is. I did find one particular pin that had an input set for world context in the details pane, so i removed that and gonna try to re-package again and see how it goes
Well good news is that the worldcontextpin error is gone... but I'm still getting the cook error when packaging lol:
it's good progress, on to the next issue...
SM_Book': Can't find file.
or hmm, that's just a warning. I always search for "error" upwards in a log file to find the last error
yeah that asset is somewhere in my content browser but it’s not actually in my game
the error is
UATHelper: Packaging (Windows): LogInit: Display: LogScript: Error: Script Msg: /Game/MCO_Mocap_Basics/Animation/Walks/Root_Motion/Walk_13_Power_Walk_Loop : Invalid USkeleton supplied```
so, 99% of the time when builds fail you should be able to find pretty clear errors
i wish these errors can be a bit more descriptive rather than just “unknown cook error”. And those are also unused animations, i’m not sure if those still count even if they aren’t directly in the game?
error is error
i guess i’ll try to just remove those then
not sure why it tries to go through assets not being used in game
Try "reference viewer" to see if they are hooked up somewhere
or included in a level that is included in the build
yeah i checked, they’re not. I never touched them anywhere so they don’t have any references
check Project Settings -> List of maps to include in a packaged game
But yeah, might just have to nuke the stuff if it is not able to avoid compiling them
Ok cool, I included just my main 2 levels for that in project settings and removed the MOCAP stuff, gonna attempt again
Hi, is there a way to package standalone applications such as UnrealInsights ?
I need to deploy unreal insights on other machines (network isolated) but couldn't find a way
Hello. I have this weird thing happening where Unreal seems to re-import a datasmith file during packaging. In short, I have an asset that I import with datasmith and perform certain changes on, like materials and other fixes. It is then placed in a Level Instance within a master scene. As I package using the Project Launcher the resulting asset is exaclty as it is when I first import the datasmith file. In other words, the changes are reverted. And even weirder is the fact that this is one of several assets set up this way, and the others package just fine.
Any clues as to what might be going on?
Hello, please help, how should I start debuging this packaging critical error? Thank you
the lack of symbols doesn't help
Hello, please help, how should I start debuging this packaging critical error? None of these callstack function are mine. And I fail to recognise any connection to my work from this log.
Thank you
it might help to attach to the cooking process and have it break in the debugger
not much info there other than it related to an ISMC
Need a little help here. So in a packaged build, if I am on map A and Open Level for map B, map B’s lighting is missing. However, if after I Open map B, I again reload map B while in map B, the lighting will load perfectly. Problem only occurs in packaged, everything works fine in editor. Any ideas?
hey guys, any ideas what this error is? Shows up when compiling/packaging a windows server on 5.2 source
@winged moss Thank you, I am working a lot with HISM, but I packaged the game too many time without issues, I don't think that I was messing with them lately, what do you mean "attach to cooking process?"
any one know how to fix this?
Unless there are other errors in your log, it is likely to be a sdk/tools/etc setup issue.
If you have already had successful packages before, I would clean out Binaries, Intermediate and Saved folders and try again
There is no other errors in the log. And this is my first package. I'm kinda new in coding side can you elaborate it in simple terms
@summer dock Attaching log for reference
Last couple of lines might be clues
UATHelper: Packaging (Android (DXT)): (see C:\Users\edwin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UE_5.3\Log.txt for full exception trace)```
okay will check on these thank you
You seem to at least be on the right track, new errors...
Could not open settings generic class cache for settings file 'Z:\settings.gradle' (C:\Users\edwin\.gradle\caches\7.5\scripts\cl765bryjxd435mdhqx100jn3).
anyone know anything about this error? i have tried so many things that i found on forums but nothing seems to work..
I would proceed to doublecheck your android sdk-tools etc setup, making sure everything is 100% same following the docs https://docs.unrealengine.com/5.3/en-US/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment/
Android is very very fickle to have everything just right...
Same for you, I remember seeing this "assembleRelease" a lot, and having to go through all the SDK/NDK setups with a fine tooth comb. Make sure you ref the docs for your engine version, and google the heck out of it
i have been changing sdk and ndk versions for days.. guess i will keep trying..
Also, delete Binaries, Intermediate and Saved folders between tries to guarantee no nasty cached stuff is doing weird things ( Intermediate is a no-brainer but sometimes I'm pretty sure Binaries have screwed me over )
ok i will do that too
What does those folders consist of ? and deleting the binaries and saved folders will affect the Unreal file?
They are all 'cache' folders, meaning their contents are generated on every build. I suspect sometimes they do not get cleaned out properly.
They should also be ignored in version control.
Hey guys ive got a weird issue when im building my project im getting 2 versions inside the folder a older version and the new version as a sub folder inside the old one ?
the build is succsessull>)
so weird
any advice on how to clean the slate or what to do ?
ERROR: System.ArgumentException: Staged filesystem references cannot end with path separators (TodDrillMode/Content/PostDistrict/Textures/Structure/Windows/).
How can i fix this on packaging game
Never had any issues packaging. Only change now is I’m on source build of engine
Doesn't Generate Chunks config working for UE5 ?
Has anyone encountered a bug where in the editor itself, when you start a game NPCs walk on the navmesh just fine, but after shipping the game and playing it outside the editor, they all stand stuck in place?
out of nowhere after packaging and trying to run my games executable I get this
was packing fine 30 minutes ago and I don't think I made any material changes, anyone ever seen anything like this? Packaging completes with a success message (a few warnings that are always there, no errors), problem only occurs when i try and run the exe. Anyone seen anything like this?
I would be the utmost appreciative if one of you smart ahh mfs would look at dis ting and tell me how to fix it!! (please and thank you!!)
Are these needed for packaged projects?
fwiw deleting intermediate / binaries / etc and rebuilding fixed this
hello. Anyone know where i can start to fix this error?
Hey, does anyone have an idea on why I can't deploy my builds to the steam deck? The build process runs fine until it executes the deployment step.
LogPlayLevel: Error: UAT: rsync error: error in IPC code (code 14) at pipe.c(85) [sender=3.2.3]```
hi I have problem
after I packaged my game and sent to my friend he can't play beacuse he doesnt have visual studio
anyone pls?
<@&213101288538374145>
@silent acorn Do not ping Moderators for questions on UE. They are here to assist with issues related to the operation of the Discord Server and its Members.
Hi which java version is needed for andriod i get this error with latest JDK UATHelper: Packaging (Android (ASTC)): java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7
or i get is unable to create java virtual machine.
Not sure I quite understand, but we use Steam branches to manage different team access, although we don't use playfab.
We added some code to filter server results by branch name, so dev branch can only join dev servers, etc.
No need for different builds, just set them on different branches via steam, and for the servers we pass some metadata which says which branch tag to add to the session.
does anybody know if it's possible to encrypt .ini files in a packaged game?
i'm trying to prevent cheating. some players are disbling fog, for example, to gain advantage
Is there any way to make packaging for ios any faster? The cooking and what follows takes forever to complete. I'm dying inside 😭
On a lucky day I can test once a day this is ridiculous
buy better pc. may seem rude but this is the only way from what I am aware of. packaging takes a very long time, and it will destroy your emotions after that "BUILD FAILED" appears after 2 hours of waiting...
A MacMini with M1 chip builds our iOS project in about 11 minutes, including clearing Intermediate folder and regen solution
Thanks for the reply I'll look into it
is there any official documentation of using http chunk install?
I'm having issues packaging a project that uses plugins in a folder that's not in the Project or Engine folder
ERROR: Can't deploy C:\Perforce\VRNode01\depot\_plugins\UE5.2\PRESENT\ActionResponse\Binaries\ThirdParty\ActionResponseLibrary\Win64\ActionResponseLibrary.dll because it doesn't start with C:\Perforce\VRNode01\depot\PROJECTNAME\ue5\PROJECTNAME or C:\Program Files\Epic Games\UE_5.2
Hey guys, I'm trying to package a project for testing and getting this error:
UATHelper: Packaging (Windows): BUILD FAILED
LogAudioDerivedData: Display: Building compressed audio format BINKA hash BINKA_SCVER_5028_R4DV_false_SR0_48000.000000_SR1_32000.000000_SR2_24000.000000_SR3_12000.000000_SR4_8000.000000_QMOD_1.000000CQLT-1_ASTH_0.000000_INLC_false_CSZE_65536_LCF_false_ZCS_0_MCSO_0_END wave CompileFailed...
PackagingResults: Error: Unknown Cook Failure
LogAudio: Display: Chunk sizes for SoundWave /Engine/EditorSounds/Notifications/CompileFailed.CompileFailed: Chunk0=28 bytes, Chunk1-N=256k
Any ideas what that means?
Sometimes you hit a mystery issue. My usual procedure:
- google it
- look at the source code
- locate the file causing the issue ( this can be a bit tricky though, way too often errors don't tell you what's going on ) - but you may be able to make educated guesses and / or if you are using a source fork, debugging / adding more custom logging
Thanks, I'm very new to this though, so I don't even know where to start. I googled a bit, but "Unknown Cook Failure" could be anything?
What do you mean by looking at source code? I'm only using blueprints.
If you have a c++ project setup, you can view and search all the engine files, f.ex with keyword "BINKA". I've never seen this specific one, but something is likely off with your audio file packaging settings : compression maybe?
Searching for "Building compressed audio format" yields AudioDerivedData.cpp file. Often with Unreal, the source code is the best documentation...
Even if you don't understand everything that is going on, it may often yield clues
Hey!
I can not seem to get Grooms to be packaged. They work fine in editor but are missing in packaged builds.
Anything obvious anyone can think of?
I have both groom plugins enabled ( Groom and Alembic Groom Importer )
Sup slackers. I got an issue that I can't figure out. On my ios build of my game, and on loading levels, my game crashes. The xcode log on my iPhone shows the following
@flint jungle Did you find a solution ? I have the same error. Thanks
@wet cloud No, didn't have time yet. Ping me if you find anything.
I would try something along these lines:
- make sure you have a clear loading sequence to follow
- add your own logging to trace where the issue is triggered
Exponential height fog seems like the possible culprit for this issue and I'm about to prove it
Hey gang, I'm packaging my project for use on a raspberry pi - veeeery minimal graphics and performance isn't important :') - I've installed the vulkan drivers and checked them, but I'm getting the error "Cannot find a compatible Vulkan device", has anyone encountered this before? Can't find anything on google
Hey! Are you fix it?
Sup guys, I'm currently in process of doing a patch for PS and I was wondering if I'm doing everything right, as right now my patch PKG is bigger than my release one.
Is it normal for it to be that way?
my application doesnt oepn
@wet cloud I fixed it. It was as simple as scrolling up a bit until you find red error lines and fixing the stuff. For me it was a faulty blueprint in a demo asset from the marketplace.
@summer dock thanks! 🙂
Alright, I don't know exactly where to post this, but I am having an issue with my project for college.
In the editor, everything looks the way I want it. However, when I build/package the project some actors are no longer where they should be and are moved to 0,0,0 but keeping their relative location to the parent actors. This is what it looks like:
Those buttons and the blocky elevator moved from where they are originally in the level
Please help with the post on my Unreal Engine forum 🙏🏻 I'm having trouble with the Google SDK.
https://forums.unrealengine.com/t/update-google-sdks/1331547?u=wisoldgames
I packaged my Android game, uploaded it to Play Console and enabled admob. But it informed me that the SDK is out of date. I’ve been looking for a solution to this problem for days. Normally, version 18.1.0 came by default and I was able to upgrade it to 19.8.0 at most. But I need to upgrade to 20.x.x-22.x.x. In aar-imports.txt, if I choose high...
I need someone to guide me on this. unable to fix.
Hey I asked in #cpp but wasn't able to get a fix on this issue. I have some plain UDataAssets that work fine in editor/pie but when I go to package my game the asset registry can't find them and anything that references them (I have a soft object ptr that's supposed to reference them) it crashes when it tries to load them since they don't exist. I tried making them derive UPrimaryDataAsset and adding the folder these assets are in to always cook/package and tried adding them to the asset manager section in project settings but none of these seem to have done anything to fix the issue
always package directories list is usually the nuclear option. you didn't do something to make the UDataAsset class editor only did you?
i dont think i did anything wrong with the data asset class. this is my class definitions that i used ```cpp
UCLASS(BlueprintType)
class DIALOGUERUNTIME_API USpeakerData : public UDataAsset
{
GENERATED_BODY()
public:
...
}; cpp
UCLASS(BlueprintType)
class DIALOGUERUNTIME_API USpeakerData : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
static inline FPrimaryAssetType AssetType = FName("Speaker");
...
virtual FPrimaryAssetId GetPrimaryAssetId() const override { return FPrimaryAssetId(AssetType, GetFName()); }
};
"DialogueRuntime" is actually runtime?
yep "Modules": [ { "Name": "DialogueRuntime", "Type": "Runtime", "LoadingPhase": "Default" },
Does anyone know what might cause actors to seemingly randomly move to the origin of the world only in a packaged build but not the editor?
Yes. I did
In Play Console "com.google.android.gms:play-services-ads." I got this error when I tried to update it manually because I was getting version errors. What was the problem you encountered?
UATHelper: Packaging (Windows): Initializing script modules... UATHelper: Packaging (Windows): Total script module initialization time: 0.14 s. UATHelper: Packaging (Windows): Executing commands... UATHelper: Packaging (Windows): Installed Sdk validity: UATHelper: Packaging (Windows): Win64: (Status=Valid, MinAllowed_Sdk=10.0.00000.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.22621.0, Allowed_AutoSdk=10.0.18362.0, Current_AutoSdk=, Flags="InstalledSdk_ValidVersionExists") UATHelper: Packaging (Windows): Scanning for envvar changes... UATHelper: Packaging (Windows): ... done! UATHelper: Packaging (Windows): Cleaning Temp Paths... UATHelper: Packaging (Windows): BUILD SUCCESSFUL UATHelper: Packaging (Windows): Setting up ProjectParams for D:\Programs\Unreal\projFolder\projName.uproject UATHelper: Packaging (Windows): Unable to find target 'projName' UATHelper: Packaging (Windows): (see C:\Users\username\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Program+Files+Unreal+Editor+UE_5.3\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) UATHelper: Packaging (Windows): BUILD FAILED PackagingResults: Error: Unknown Error
Hi I am getting this error when trying to package the project. I switched my system and cloned it on new one. Do not have access to old PC. Can anyone help?
Edit: This is another line in automation tool log just after Last line :
AutomationException: Unable to find target 'projName'
at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) in E:\Program Files\Unreal\Editor\UE_5.3\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 2418
Fixed this by switching build target in Rider from Editor to Game. Now i feel dumb for not noticing this earlier.
Hey, how can I run GenerateProjectFiles.bat in command line with ue launcher build?
(where is the .bat)
Still having issues with this if anyone is able to help. I haven't been able to narrow it down or make any kind of progress on this. I found out that it happens when I cook instead of package so I'm guessing it's a cooking issue.. Not sure if this channel covers that as well
Have you tried cooking without pak files to see if they actually do get packaged and are failing to load for some other reason?
I am running into an issue that suddenly started happening.
I made a few builds of my project today, but after I changed a setting on a few actors and went to build the game again, I am getting a large amount of errors that are mostly saying Missing import package name {external actor location} while saving package {level location}. Did you rename an import during serialization?
I see that 2 times
I also see one that says Can't save {level location}: Graph is linked to external private object StaticMeshComponent {static mesh in level} (Referenced because it is an archetype object)
The only thing I changed was to make like 12 actors not spatially loaded
Alright. I have no idea why, but when I changed the static mesh building, where the actors I changed to not be spatially loaded, to also not be spatially loaded, I was able to build it.
If there are unused meshes in my content folder, do these meshes take up space in my packaged game, or are they excluded because they are not inside a cooked level on packaging? Thank you.
Anyone facing issues with gradle in UE 5 versions?
Personally no, building for Quest 2 myself, no issues.
so i can confirm that my data assets are being packaged. maybe its something to do with me using the asset registry too early or something... 🤷
Possibly.
so its all fixed and working now. pretty sure the problem was that a CDO/template seemed to be getting created with i cooked/packaged and that was trying to access the asset registry so i just gated that section with a IsTemplate check
👍
Does anyone know how to get image sequences packaged? I don't want like 30k images in the movie folder with the bnk videos
Hi all, my programmer and I are trying tto package our game, however we're running into an issue where the game runs on desktops, but not on laptops, however a development build works on laptop, but the shippping build doesn't. Any ideas on why a shipping build will not work on a laptop and works on a desktop? The game opens on the laptop, but it just sits at the first loading screen for ever.
Have you tried attaching a debugger to the process to see what it's doing?
Damn
I have a static mesh that i turned collision off, on, which works as intended. Then I package it up and it starts blocking things again. Any ideas? Any help would be appreciated
Don't put spaces in your directory names.
I can just easily rename the folder and it will work fine?
The ue4 project fails to open, after I rename the folder to remove the spaces: ((
Turns out it has to do with the Plugin Paper2D, seems like i had a faulty engine that miss this important built in plugin
Something funky in your Streamline plugin. Perhaps try to search their docs for troubleshooting advice?
It seems like file its trying to copy doesn't exist
Occasionally I have fetched a file or two from Unreal github, for some reason or another. Might be one of those cases where a file has been missed by some glitch. ( Assuming this is a default engine plugin, I don't remember )
Its nvidia DLSS
If there are unused meshes in my content folder, do these meshes take up space in my packaged game, or are they excluded because they are not inside a cooked level on packaging? Thank you.
sup guys, have any of you encountered ERROR: The following directory is mandatory, but not found. (changeinfo)?
I try to make a patch for PS4 and I've tried to add changeinfo folder everywhere, although it doesn't work...
Always the same issue.
If there are no references ( check Reference Viewer ) then theoretically they should not be packaged
Thank you 🙂
Hello, has anyone experienced RHI crashes related to streaming in version 5.3 when running your packaged applications?
[2023.10.18-20.57.51:688][385]LogRHI: Error: Breadcrumbs 'RHIThread' [2023.10.18-20.57.51:688][385]LogRHI: Error: Breadcrumbs 'Parallel' Context 1/2 00 Nanite::Streaming 00 Scene::Streaming
When packaging via command line, how do I exactly include the crash reporter?
-CrashReporter seems to be all that is needed
somehow i had broken my game, (UE 5.2)
i made a win reinstall and its first time after that i made a packacge build today
the game doest not start at all, there is a process of my game in task manager, and thats all, no black screen, no error, even log is empty (only 2 lines, start and end of log file)
the game was working fine before formatting widnows, i can play it normally in editor, standalone play in editor also works, any ideas?
old build alsow works fine, problem is only with new builds
edit. debug buidl works, development does not :v
Done the standard process ( when something doesn't work ) - clear Intermediate, Binaries, Saved, rebuild?
hmmm, no, my bad, will try it, thanks!
hey guys, any ideas why this shows up when packging a server?
Hello everyone. Trying to setup teamcity build for ios/android. Facing this issue
-NDK is passed correctly
-W-no-error doesn't help
-Not sure, did I pass SDK somehow or not
Command on teamcity:
NDKROOT="/opt/ndk" /opt/UnrealEngine/Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
-nop4 \
-utf8output \
-nocompileeditor \
-skipbuildeditor \
-cook \
-project=%teamcity.build.checkoutDir%/*projectname*.uproject \
-target=*targetname*\
-platform=Android \
-cookflavor=ASTC \
-installed \
-stage \
-archive \
-package \
-build \
-pak \
-prereqs\
-archivedirectory=/opt/builds \
-clientconfig=Shipping \
-nodebuginfo \
-nocompile \
-nocompileuat\
The question is, how to avoid this one
It literally tells you that you got 5 errors and a buttload of warnings.
Hey could anyone tell me or point to somewhere that can tell me how to print log to screen or to a file through a packaged debug build please? preferably through BP as there is some logic in there that works in editor but not in build.
How can I create keystore for UE5 project?
I already created it, but Google Play Console is saying abb is not signed!
Sure you have Shipping + distribution configurations setup correctly when you build?
You can use "apksigner" to check what the build signature looks like if you are unsure what is going on
Also can check build log, should have
Task :app:signReleaseBundle
Can you please tell me what is "apksigner"?
A tool for checking how the package is signed. For Example
AppData\Local\Android\Sdk\build-tools\34.0.0-rc4> ./apksigner verify -v --print-certs .\myGame-Android-Shipping-arm64.apk
returns
Verified using v1 scheme (JAR signing): false
Verified using v2 scheme (APK Signature Scheme v2): true
Verified using v3 scheme (APK Signature Scheme v3): false
Verified using v3.1 scheme (APK Signature Scheme v3.1): false
Verified using v4 scheme (APK Signature Scheme v4): false
Verified for SourceStamp: false
Number of signers: 1
Signer #1 certificate DN: C=US, O=Android, CN=Android Debug
Signer #1 certificate SHA-256 digest: b358d5adf98c9227f5ce932c9af06e8647944d3e3ee960fd92fa7c4cd1273a30
Signer #1 certificate SHA-1 digest: ce36fb652ff47cbe9ba56d358524ec51c4de3f0d
Signer #1 certificate MD5 digest: 016cee4047e2adf5f1fbe5de38c92bb5
Signer #1 key algorithm: RSA
Signer #1 key size (bits): 2048
Signer #1 public key SHA-256 digest: 1c9311c13d4c986fc6c2b541e5b346e76abe969a13d2f06ac87e22069a37f42c
Signer #1 public key SHA-1 digest: 0b8f2487427f4ccab64a7227414d0e6edf46df8e
Signer #1 public key MD5 digest: 10b3f81ac0e400eeb2b136dcd96bca8f```
Might be overkill for your situation though
Check the docs ( make sure to change the page to match your engine version ) https://docs.unrealengine.com/5.3/en-US/signing-android-projects-for-release-on-the-google-play-store-with-unreal-engine/
Thank You, I have tried all the things in Documentation and also what you said @summer dock :
cmd.exe failed with args /c "E:\Unreal Engine Projects\Current\Example2DUE4\Intermediate\Android\gradle\rungradle.bat" :app:bundleRelease
app:bundleRelease error usually seen when something is not right in the sdk/ndk/tool setups
but perhaps post the full log
cmd.exe failed with args /c "E:\Unreal Engine Projects\Current\Example2DUE4\Intermediate\Android\gradle\rungradle.bat" :app:bundleRelease
Without checking the "For Distribution" in Packaging, the build is fine, but not with keystore.
Hmm, that's odd
Yes, that's the problem.
Clear the log, run package again, and copy the whole log to a .txt file and post that perhaps
I'm getting no error the game packages, but it wont open, I get this on the log of the package project:
Error: Unable to load plugin GameplayTagsEditor
Need help with including module that only build for editor. I can't package right now because I am using material editor module.
If I don't add the module name on the 1st Picture. I will get cannot find/open generated.h file.
If i Include MaterialEditor in the dependency then I can run the project but can't package the game due to MaterialEditor can only be used for Editor
Anyone know whats causing this? Tried googling but can't find anything
`UATHelper: Cooking (Windows): LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/NaniteHiddenSectionMaterial.NaniteHiddenSectionMaterial for platform PCD3D_SM5, Default Material will be used in game.
UATHelper: Cooking (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: Warning: Failed to compile Material /Engine/EngineMaterials/NaniteHiddenSectionMaterial.NaniteHiddenSectionMaterial for platform PCD3D_SM5, Default Material will be used in game.
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).`
Can you paste the error text the screenshot is unreadable at least on mobile
I added it to my post 🙂
Hmmm 🤔🤔 it looks related to a material but I'm not sure beyond that
hi
When i package my game, plugin doesnt work
anyone have any advice
thankyou
it works on my pc
but not on another
the game will open and such
but will break when trying to use the plugin
i tried copying the plugin folder over, etc
nothing
I couldn't find much on Google either. It's strange
I would attempt
- checking logs
- checking plugin docs
- contacting plugin devs if you have good clues
- adding more logging to the plugin
Good morning everyone, sorry to ask but I'm trying to package my project for android so I can test it out on my phone and see how it works, but I'm encountering an issue with gradle when it's trying to make the package, at least I thinnk that the issue is from this, here is the Log annd for some reason it's trying to look for gradle inn Z:\settings.gradle.
I updated the NNDK and downloaded the Android 33 SDK
but I'm still getting the same error
i got it working
but it doesnt work on the Steam Deck
Has anyone packaged a game for the Steam Deck before?
It runs- I think it may be failing to connect to the interent, I'm not sure. Or maybe Proton isnt working with it
UATHelper: Packaging (Android (ETC2)): 64 actionable tasks: 64 executed
UATHelper: Packaging (Android (ETC2)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ETC2)): * What went wrong:
UATHelper: Packaging (Android (ETC2)): Execution failed for task ':app:signReleaseBundle'.
UATHelper: Packaging (Android (ETC2)): > A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
UATHelper: Packaging (Android (ETC2)): > Failed to read key pyragames from store "E:\Unreal Engine Projects\Current\Example2DUE4\Intermediate\Android\arm64\pyragames.keystore": Invalid keystore format```
Invalid keystore format
How?
I generated it as normally all do.
Dunno, but that's what the log says... something is wrong with it
Ok, Thank You, let me generate again
Good Day, Has anyone else been having issues getting levels to package with your Nintendo deployments?
I'm experiencing an unusual issue with Unreal Engine versions 5.2 to 5.3. When I load a level at the start of the game, move away from it causing it to unload through asynchronous streaming, and then wait a while before re-entering the same streaming level, the application encounters an RHI error and crashes. It's worth noting that this level exclusively consists of Nanite static meshes. Have you encountered a similar issue during your testing? ( all work nice on editor )
getting this error while doing a regular shipping package for the first time
https://docs.unrealengine.com/4.27/en-US/Basics/Projects/Packaging/#:~:text=Clicking File >%20Package%20Project%20>%20Packaging,options%20for%20the%20packaging%20feature.&text=The%20build%20configuration%20to%20compile,a%20code%20project%2C%20select%20DebugGame.
hey, do you want me to read this whole page? the highlighted part just says select Debug Game
Yes, you need to learn how to package your application for this or that platform. It's quite simple, but get into the habit of referring to the documentation first
alright, I was just building my game to submit for a game jam and rushed to ask for help just incase i couldn't figure it out on my own in time
I've read through it and can't say it's that helpful
Stage Failed. Missing receipt 'O:\plasticscm\Stranded\Binaries\Win64\Stranded-Win64-Shipping.target'
I'm getting this in my log
no idea what it means
hey guys, any idea why running a server from a windows server VM now gives an error of missing C++ runtime? This did not happen in previous versions
build.cs looks like this too
is there something 5.3 requires in addition to this?
Anything im missing in UE5.2 Packaging that involves lumen/nanite? Scene looks nice in editor, but in a packaged build lumen seems to be disabled and some shaders dont display
( Migrated UE 4.23 Project which worked fine )
@summer dock the error is gone but keystore still not assiged to it.
What can be solution, because in logs, now there is not error too.
Rinse and repeat, post logs
Thanks @summer dock it's finally done
I just created keystore again and it's work
UE5 packages the project, but there is no Saved folder in the Windows folder(Only have binaries, content folder, no Saved folder). I had test shipping, development, debug, there are same result, somebody know how to solve it ?
Saved folder is generated when you start playing and the game creates saves?
Probably not, my game project does not have an archive function
Nor will print any log 😂
Shipping builds don't generate logs, except crash stuff if I recall correctly... But if everything works as expected otherwise, all is ok?
project have saved folder,
If I recall correctly, packaged project does not have a Saved folder out of the box, until you run the game and it creates the folder + stuff there as needed
ok, I run my packaged project first
Thanks , that is right
Hello,
I'm trying to build ue5.1 from source on mac, so that then I can build a macOS client package of my game.
The issue is that some errors related to SDK versions is poping up and the build of the UE5.1 engine is failing.
Already tried different versions of the xcode and the command line tool but nothing works.
Any suggestions about how to fix it?
I think I'm having a similar issue
When I try to run the Turnkey command with Admin rights it works and shows me the right SDKs. When I run without admin rights, it outputs this: (Unreal 5.3 latest from git)
Turnkey
Running AutomationTool...
Using bundled DotNet SDK version: 6.0.302
Building AutomationTool...
Microsoft (R) Build Engine version 17.2.0+41abc5629 for .NET
Copyright (C) Microsoft Corporation. All rights reserved.
Build succeeded.
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:19.50
Starting AutomationTool...
Parsing command line: Turnkey
Initializing script modules...
Unhandled exception: System.UnauthorizedAccessException: Access to the path 'C:\Windows\system32\config\systemprofile\.nuget\packages\microsoft.extensions.logging.abstractions\6.0.1\build\Microsoft.Extensions.Logging.Abstractions.targets' is denied.
at System.IO.FileSystem.GetLastWriteTime(String fullPath)
at System.IO.File.GetLastWriteTime(String path)
...
We have definitely got 5.1 and 5.2 source working on Mac, don't remember if we had any specific surprises there...
Check XCode version first, I reckon https://docs.unrealengine.com/5.1/en-US/building-unreal-engine-from-source/
ok thx will report back when done
Hi everyone, I managed to package the game thanks to the help of this forum question: https://forums.unrealengine.com/t/packing-for-android-in-5-3-targets-gradle-7-4-2-but-pulls-7-5/1266827.
SOLUTION: Manually installed the SDK I needed, reinstalled the PC and now Automation Tool recognizes the SDK version.
Does anyone know why I'm getting this warning when packaging: HUD\WBP_PlayerHUD.uasset: VerifyImport: Failed to find script package for import object 'Package /Script/InputBlueprintNodes'
does open level by name not work in ue5? Seems no matter the solution I find on the internet/older discord post. nothing works. I've added the maps to the packaging settings,etc. But still can't load a level in a packaged project from my main menu's "load game" option.
which node are you using? I think "https://docs.unrealengine.com/5.2/en-US/API/Runtime/Engine/Kismet/UGameplayStatics/OpenLevel/" Might be what you are looking for?
I am using open level by name. I've tried by obj ref and that works. But if i but any kind of boolean or something in front of it so i can check which level i want to be opened. it wont work. But it does print string in development build. it just wont open the level. all works in editor though
Hmmm now I am thinking did we have to add all the wanted levels/maps to a list somewhere... hmm, it's been a while
I did that also
OpenLevel should def work
hi, I am having issues with my level loading and keep getting this error. I am trying to trouble shoot my foliage but unsure how to fix it without removing all of them.
Does anyone know where I can find info on all available virtual paths names used in packaging (e.g. Game/, Engine/)?
Yeah but it don't 😛 hm i even tried upgrading to 5.2 but it still didn't work. I'm clearly doing something wrong i'll try to figure out what but idk lol it works in PIE just not packaged. i've triple checked the maps are added ;/
They are 'persistent' levels versus streaming levels?
Yeah they are persistent, i dont use level streaming
Hmm. I think you might only be able to open those with object references
We have it setup so we have one root Level called "StartingLevel", which is persistent, and pretty much all others are streamed into that, Open Level by name works there for us
I don't really see why that would be though. And especially if stuff just works in editor, that seems odd. Would have expected symmetry here
Yeah idk i'm completely stumped, I even tried to upgrade to 5.2 like somebody in the forums suggested but that didn't work either. Whats even stranger is Open level by obj ref will work to open a level. But then i have no way of picking when to load which level that i want, example level 1, 2 or 3, So i put a boolean that i set to true for level 1, in level 1s begin play. Save it as true, and then when i hit "load game" in my main menu. if that bool is true, load level 1. it prints string,etc in editor and when i package for development to test if it'll print. it just wont open the level O.o so bizzare haha
What I would usually do in the situation where I am stumped:
Start a new Empty project.
Do a tutorial which shows a simple level change, for example : https://www.youtube.com/watch?v=yj04QBEjc38
Verify that works, then compare to own project setup
Yeah i tried that before asking for help just to make sure it wasn't my own mess up xD
Even though it may seem like extra work I highly recommend this method to sanity check small things. We have a little BlankTestProject set up in version control so there's a little base ready with a couple of widgets that can be repurposed each time we want to do a quick test of something.
So, the test project worked as expected? Then there must be something funky in your setup
no the test project didn't work, i was just saying that I tried that prior to asking for help xD Ill try a fresh project with 5.2 and see though i only tried with 5.1
Hey guys
How can I make my replicated project of unreal 5 work multiplayer through steam services
See if you can find some information in the pinned messages of #multiplayer about the steam online service subsystem
Hi everyone, I have managed to package my game but when I play it on windows I only get a black window and the game stays stuck I have to log files for the two packages I created, in one of them there is a error that is happening in the enemy Behaviour tree and I'm not sure why, in the second one there is no error but I still get a black screen, if anyone could help me out with this, I'm really not sure what I should be looking at to fix this
Seems to me this might be a build toolchain problem. Doublecheck your setup from docs I reckon ( Visual Studio, .NET frameworks etc )
Since upgrading to 5.3.1 we are being plagued with this error during cooking:
LogCook: Error: CookPackageSplitter failure: We are demoting a generator package from save and removing our references that keep its objects loaded.
If I delete the HLODs it seems reliable, but HLODs are important to us!
If I run it over and over eventually it will succeed.
Anyone got any ideas?
EDIT:
For anyone who finds this in the future, I have a workaround. Seems to happen when the GC runs during packaging the map. I disabled 'soft GC' and so far it has packaged without error. Add this to your DefaultEditor.ini
[CookSettings]
bUseSoftGC=false
Thank you, but what do you mean by an error in tool chains? Is there anything in the log that points to that, so I can read it and see if I can point out the exact issue
Hi, when i'm packaging the game, a non-specific error like this appears, do you know the cause?
I already tried:
-Deleting DerivedDataCache in my project folder
-Reverting changes on my source control from the first commit that caused this error- Despite doing that- error still appears despite doing that
-Clearing my Appdata/Local/UnrealEngine folder
-Re-downloading my repository with the project
As noted in #ue5-general it's probably the child actor component... just being a child actor component.
They are fraught with issues. Highly recommend not using them.
Aw mannnnnnn
I am trying to package an Android game on ue 4.27 .. as per Google play policy I can't upload any app unless it has api level 33 at least .. is there a way can do that on this version of the engine ? Cause I keep running into errors whenever I try doing so and as far as I heard it doesn't support this api level
Hi, I'm having single error in Android packaging:
LogAssetRegistry: Error: Package D:/repos/Content/Maps/PlaygroundAbilities.umap has malformed tag
I have already tried everything suggested at forums. Theres no place where anybody could explain what does this error even mean? I can try to fully delete my level and create another one but thats lame
You may have more luck asking in #mobile
Can you package for windows?
Oh sorry I've found the error
My map is in Content/Maps/Test/PlaygroundAbilities.umap
So seems like its a random unreal move file tool bug
If you move assets you need to "fix up redirectors" in the location you moved from.
I mean file has been duplicated for some reason
I fixed up several times
Didnt work
Fair enough!
Anyway thanks! Now everything packages
Okie dokie thanks
Hey! I'm trying to package for android locally in UE 5.2 but it seems to get stuck in an endless look of trying to cook packages?
I'm sure somebody probably mentioned before but I couldn't find the post on here 😅
I came across some forum posts about editing the Editor.ini files or disabling xge plugin and stuff but nothing works so far.
I'm on windows 11 if that helps !
No, that's just what it does, I think.
Hi everyone I have a packed game that no matter how I pack it, it will always show me a Black Screen, I just did a clean install of Windows and everything related to UE5 and I still onnly get a black screen, here is the Log I get when I try to play the game.
good day everyone, I've changed the radius of my AI agents and then UE prompted me to run WorldPartitionResaveActorsBuilder to resave all the actors.
so I looked at the docs and ran the command like they ask me:
UnrealEditor.exe "G:\P4_Workspaces\ForcedAmnesia53_Jannis\ForcedAmnesia53\ForcedAmnesia53.uproject" "Game/Maps/Production/ForcedAmnesiaProduction/M_ForcedAmnesiaProduction" -run=WorldPartitionBuilderCommandlet -SCCProvider=None -builder=WorldPartitionResaveActorsBuilder
but it then comes up with this error and asks me to provide it with the name of the World.
- how do I get the name of the world in blueprints?
- where do I place the argument?
🙏
I have a simple question: Does unused levels/assets get packaged? If so is there a way I can prevent them from getting packaged?
Unless you selected to package everything, it'll package the list of levels you've given it, and the assets packaged will be based on references from those levels
Did you ever resolve?
I'm not sure why you'd ever have the engine version in the project name, but asset packages will start with a forward slash
well for the engine version... it's there - please don't ask any more questions 
for the forward slash, this is how it's in the docs
edit: nevermind I'm stupid, you meant it's supposed to be /Game/... not Game/...
it works now... thanks so much 🙂
I understand that Shipping Build doesn't pipe logs out and doesn't have any debug tools that we can use like Unreal insights. is there any other big difference that make shipping build much more performant?
The assumption is that when debug features are disabled, performance will be generally better. I don't know of exact benchmarks though
5.3 Source and I'm getting the ProjectName_IOS_ProjectName.workspace idk why it's trying to append it twice
in the project settings the name is just ProjectName and that is the sceheme it wants to use in the workspace but it's naming it incorrectly when packaging?
Hi everyone.
I managed to finally package my game for both Windows and Android, but when I run the game, it start and only shows a black screen and nothing else happens, I think everything is configured correctly but here are some screenshots and a GIF where I try to test the game but it fails.
Here is also the Log the game gives after the Blackscreen.
Thank you for any help.
Why would a Vulkan build still ask for Direct X when trying to run?
Hey Guys When testing my game everyting works
now when im building its all black ?
i recently updated to 5.3 dose something reset or ?
What is the longest time you've waited at this black screen?
Also how are you packaging the game and does it fail the same way on both platforms?
Cmd: MAP LOAD FILE="../../../../../UnrealProjekt/HeroesofEverglade/Content/Maps/Level_1Map.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=4
what is this saying :/ ?
The engine code is the documentation ( in most cases ). I highly recommend peeking at it from time to time
FString LoadCommand = FString::Printf(TEXT("MAP LOAD FILE=\"%s\" TEMPLATE=%d SHOWPROGRESS=%d FEATURELEVEL=%d"), *Filename, LoadAsTemplate, bShowProgress, (int32)GEditor->DefaultWorldFeatureLevel);
If for example you want to know what the feature level means, you trace a bit and find
* The RHI's feature level indicates what level of support can be relied upon.
* Note: these are named after graphics API's like ES3 but a feature level can be used with a different API (eg ERHIFeatureLevel::ES3.1 on D3D11)
* As long as the graphics API supports all the features of the feature level (eg no ERHIFeatureLevel::SM5 on OpenGL ES3.1)
*/
namespace ERHIFeatureLevel```
@summer dock ok erhm and what dose that mean really :/ could that cause the blackscreening ?
or rather the engine freezing ?
Look at your log file ( I usually copy it to a text editor of choice with good search capabilities like Notepad++ )
- search for string "error", all occurences. Look at those first.
- if that doesn't immediately get you somewhere, work back from the end, looking for clues
The thing you posted looks pretty normal to me
No errors, no warnings...
@summer dock yeah, i mean i have no error no warrnings either... and on editor everything works as it should
Send the log file and we can have a peek
sure where can i find it -,.-
depends. what platform, pc .exe?
<game>/Saved/Logs
i mean inte not the bug file right
holy moly
i have a few
wich one the most recent one ?
most recent yes. Also good devs have "show file extensions" turned on in File Explorer
Ah so this is back to the VtuneApi
Hmm
so, in this file we can see lots and lots of errors
orly ?
in addition to the beginning load fails, you see several "Accessed None trying to read property" errors
So, now you have to start googling the errors and trying to figure out what has gone wrong
hm what are the errors then i cant se any 😮
[2023.10.26-18.54.59:543][605]PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property MainMenu_WB". Node: Add to Viewport Graph: EventGraph Function: Execute Ubergraph Main Menu Controller Blueprint: MainMenu_Controller
[2023.10.26-18.54.59:544][605]PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property Settings_WB". Node: Add to Viewport Graph: EventGraph Function: Execute Ubergraph Main Menu Controller Blueprint: MainMenu_Controller
[2023.10.26-18.54.59:544][605]PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property Settings_WB". Node: Set Visibility Graph: EventGraph Function: Execute Ubergraph Main Menu Controller Blueprint: MainMenu_Controller
[2023.10.26-18.54.59:544][605]PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property Settings_WB". Node: Load Settings Graph: EventGraph Function: Execute Ubergraph Main Menu Controller Blueprint: MainMenu_Controller
[2023.10.26-18.54.59:544][605]PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property Settings_WB". Node: Load Sound Graph: EventGraph Function: Execute Ubergraph Main Menu Controller Blueprint: MainMenu_Controller
this is the onlt one i can se
if i rebuild now
this is the only "warning i get"
i think i arleady fixed the access none
how am i suppose to find the "staticMeshActor_12
its so Vague O.o
That's just a warning in any case, it might not even be that important. But maybe it is.
"Find in Blueprints" can be useful, but doesn't find everything.
You need to start thinking about how to debug stuff like this.
My process is usually something like this:
- Put PrintStrings at beginning of things, like when anything starts doing work. Create Actor, Create Widget etc.
- When you have a problem start adding more PrintStrings in areas of interest to trace where exactly things go wrong
yeah i get that but the thing is everything is working as intended,
all my previous builds worked fine
i updated to 5.3 at the start of the week from 5.1 and this is the first build since then
i think it would be more related to that in some way ?
Very likely.
That still means you need to trace stuff to figure out what goes wrong
Find out how far you get in the process. Does the LevelBlueprint get created etc
yeah but i dont think its the "build" itself rather then some setting or whatever
i mean the problem is
A) The game packages ok? The problem MIGHT not be here, but it's good to go through the build logs as well.
B) The game launches ok but there are issues? Log, log, log
the game packages ok no problems thgere
when launching the game
instantly goes "non responsive"
freezes
have to go into task mgr to close
Something indeed goes disastrously wrong. Do you happen to use version control?
nothing even start to load or whatever instantly freezes
no :/
can i remove all previous builds and do a new "Full Rebuild" ?
or do i just need to enable "Full Rebuild" to overwrite the old ones ?
The log file seems to indicate a clean exit though
aye but the first build were on 5.1 and i just kept rebuilding from 5.3 to those maybe thats something ?
or sounds like thats not thje case
Yes, you can wipe all old builds, and I recommend clearing project Intermediate ALWAYS, and Binaries + Saved if something is suss.
When upgrading engine version, it is very wise to either have backups or source control so you can be confident you havent 'lost' anything. Learn version control asap would be my advice to all devs who dont use it
yeah i mean in school we uses Github,or P4V
but im unable to connect it from home
"remote" connection lost something balbla tried 1000 times
There's a build folder somewhere, where you have decided to put the packaged builds. It should really not make much difference clearing that, but it doesn't hurt. Clearing the project Intermediate, Binaries and Saved is the critical bit to ensure a clean start
ok testing
so i removed all that so rebuilding now should take like 1 -4 hours i suppose
depends totally on your machine spec vs project size
aye i just rember the frist build takes forever but lets se
hmm this pops up now
Engine version upgrades are always a 100% likelihood of some pain. This is why having a backup ( at least ) or version control ( preferably ) is critical, so you can make a branch to test how the upgrade goes, fix things incrementally, while always being confident you still have a safe place to restore to / compare
but was it a success : E
yeah
0 errors
0 warnings
or only the scale thing
but 100% thats not the problem
yeah so idnno its all broken it seems :/
how the hell this isent a small issue
this is
Most people migrate with various issues. Jumping from 5.1 straight to 5.3 might be a factor as well, I usually increment step by step ( though I am in no way sure that is related )
Solving those issues always takes patience and time.
yeah but i dont even know where to start :/
The log file you sent was from editor, not from a packaged build by the way
Pain is Fun. Pain is Learning.
You learn things the hard way
i just built a "develop" build
this is log from that
yeah ... but so annoying when everything worked be4
and i build every week to stay that way
...
Good place to start is "sanity checking" things.
Did your 5.1 packaged build show these
Failed to load 'aqProf.dll'
errors in log?
If not, I would start googling those
hm
Building every week is a good start. Once you have version control setup, all professionals worth their salt setup Jenkins ( or similar ) to package automatically on every change, ensuring nothing slips past easily : )
not at a quick glance. That one does seem to just stop after the Niagara init, which is odd. Still, I would probably try to verify whether those aqProf and Vtune thingies might be critical or not...
Assuming you still have a copy of your 5.1 project, I might consider trying to upgrade it to 5.2 and seeing how that goes, also in the name of "sanity checking"
Sometimes one just has to scramble for clues any way one can. Gather data, try to get as clear a picture as possible of where things go wrong.
Another angle would be to create an empty test project on your 5.3 setup and check that packages and runs normally. Again, just in the name of "sanity checking".
@finite pebble I just checked our project, and we get the same aqProf and Vtune errors, so they are not the problem, it seems
After Niagara, the next lines on my log are
[2023.10.26-16.27.08:437][ 0]LogAudio: Display: Registering Engine Module Parameter Interfaces...
[2023.10.26-16.27.08:438][ 0]LogMetasoundEngine: MetaSound Engine Initialized
[2023.10.26-16.27.08:479][ 0]LogCEFBrowser: CEF GPU acceleration enabled```
So that could maybe point to either particles or audio having some issue. But that is a very wild guess
So yeah, my advice at this point:
- Try 5.1->5.2 upgrade ( assuming you have a 5.1 backup of your project )
- Try 5.3 blank project test
ok so that worked
blank project 5.3 worked
sigh...
then it must be something with the build right :/?
something in your project and/or the build yes
It is still progress : you have checked a box: "5.3 installation + packaging of empty project works as expected" in your sanity checklist : )
i guess :/
Have we looked at your packaging log yet?
Packaging : in unreal editor, first clear log. Then package. That log can be found somewhere, but I usually just copypaste the lot into notepad++ and proceed
link it please, i don't remember
hm do u mean the log in UE_5.3 folder ?
probably yes, the editor log, all the output from the packaging process
oh inside the editor when im building gotcha
one sec
@summer dock
nothing here thats im dumbly missing ?
any pluggins i need or anytihng :/( ?
because we see "StaticMeshActor_12" being a warning, I think I would try to sanity check that first. Make a new blank level to load into, make a copy of your level "Level_1Map" and move it outside the project. rebuild
erhm
just a new blank level and replace it ?
how do i keep it outside the project :/ ?
can i just "list of included maps" remove the level_1 ?
yeah that should be fine true
yeah ill try that
ok so building now 0 errors
lets se
same error
unreal game unresponsive
now i removed both maps
lets se
Yeah, if you just load into a blank level... interesting to see
yeah
i mean then it wouldent be anything level related
more likley some settings or something
but yeah same thing
Unresponsive
Could try moving your whole Content folder to the new blank test project, which was confirmed to package and run cleanly
like migrate it ?
since you are just copying your base into the new test project, does it matter? it's a test : )
yeah but like the original file will breake then /: ?
oh wait i have a 5.1 copy left still
your original files are untouched when performing a copy paste?
or you mean they might not run at all in the paste-project?
try and see, I think it should actually work ok
good to hear
but its like 2 weeks ago of conent missing from that
still, now make sure you immediately take a backup of that
yeah
I would still try the copypasta for fun, but then
- check 5.1 package and run?
- upgrade to 5.2, package and run?
- upgrade to 5.3, package and run?
_keep backup of working upgrade if you get intermediate 5.2 working!
oh
i guess i can do that
tbh
cant i copy past everything to my 5.1 version somehow instead 😛
5.1 was way better then 5.3 <-<
s slow
no no no, once you have upgraded, there's no going back without backups / version control
yeah but i mean i have the 5.1 Versiob
cant i go into 5.3 and copy all folders and paste it in the 5.1
kinda
Well, you can try ( on a copy of 5.1! Make damn sure you don't lose your baseline original now )
But I would not be optimistic, I presume files will already be meta marked as 5.3
Hey folks, I'm getting build errors. I'm using Metahuman in my project. Any tips to solve these issues?
I'm having problems with physics in the packaged build. I've tripled check, but it isn't detecting the AI with a custom trace channel and is instead hitting the floor
Oh by the way, let's all please do more use of three ` marks before and after instead of screenshots
post your code snippets like this
this makes it much easier to copypaste relevant bits
are you using Rider or Visual Studio? ( I've seen something similar in the Rider plugin )
Will do! Stand by, and Visual Studio 2019? Blueprint project. It's the Advanced Locomotion System 4 project
Was a clone as well
I'm restarting the project file
those std_ errors are usually a sign of some toolchain issues
I did a quick AI scan, said it's something to do with Live Coding, not sure if that checks out
I don't really even know what Live Coding is or have used it before
which unreal version are you on?
5.2.1
UATHelper: Packaging (Windows): FaceTracking.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2
UATHelper: Packaging (Windows): PCARigCreator.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2
UATHelper: Packaging (Windows): ImageIO.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2
UATHelper: Packaging (Windows): VertexWeights.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2
UATHelper: Packaging (Windows): solver_utils.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2
UATHelper: Packaging (Windows): string_functions.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2
UATHelper: Packaging (Windows): JointRigOptimization.cpp.obj : error LNK2019: unresolved external symbol __std_find_trivial_8 referenced in function "class epic::nls::Joint<class epic::nls::DiffDataAffine<float,3,3,void> > * * __cdecl __std_find_trivial<class epic::nls::Joint<class epic::nls::DiffDataAffine<float,3,3,void> > *,class epic::nls::Joint<class epic::nls::DiffDataAffine<float,3,3,void> > *>(class epic::nls::Joint<class epic::nls::DiffDataAffine<float,3,3,void> > * *,class epic::nls::Joint<class epic::nls::DiffDataAffine<float,3,3,void> > * *,class epic::nls::Joint<class epic::nls::D
iffDataAffine<float,3,3,void> > * const)" (??$__std_find_trivial@PEAV?$Joint@V?$DiffDataAffine@M$02$02X@nls@epic@@@nls@epic@@PEAV123@@@YAPEAPEAV?$Joint@V?$DiffDataAffine@M$02$02X@nls@epic@@@nls@epic@@PEAPEAV012@0QEAV012@@Z)
UATHelper: Packaging (Windows): RigGenerateTrainingData.cpp.obj : error LNK2019: unresolved external symbol __std_find_trivial_4 referenced in function "unsigned int const * __cdecl __std_find_trivial<unsigned int const ,unsigned int>(unsigned int const *,unsigned int const *,unsigned int)" (??$__std_find_trivial@$$CBII@@YAPEBIPEBI0I@Z)```
I suspect you might try to upgrade to VS2022 at this point
making sure to doublecheck steps https://docs.unrealengine.com/5.2/en-US/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine/
Will do!, I'll give that a try. Thanks! I'm also using metahumans version 5.2 instead of 5.3
I'm going to install windows 2022 and set my build to use it too
I would estimate 80% chance at least of this being the solution, but fingers crossed
I'll keep you posted
@summer dock 😮 i did full rebuild and i got build fail!
were on to something
how would i know what that is reffering to :/ ?
K2Node_LatenGameplayTaskCall_1
which unreal version is this now?
5.3
I have no idea what "Was a class deleted or saved on a non promoted build?" means in practice, hmm
is something deleted now, on which the player depends?
i mean playing it works as normal no error or whatever
or wait
i remobed a custom plugin
i had a node still left for it ..
could have been that i suppose
so, you are green, package and run work?
your communication is conflicting - worked, but error. perhaps you are getting tired for the day
yeah ,,,-.- its 23:51 need to go up 06:30 tomorrow so yeah super tired
the package worked
no error
but when testing the build
= freezes
"unresponsive"
bashing heads on build walls is a process that may take some time
best to get some rest and attack again refreshed
yeah , i guess ill call it a night
yeah
thanks for the help tho ..
really hopes this will be solved
<>zZz
guys anyone had problem like this? I tried install linux sdk to package project for linux but getting this
i generated new files for ue source
and built my ue again
but still this
tried centos 19 and 17
check the specs for your engine version : "developing with engine" - it may be that it only works on very specific os versions https://docs.unrealengine.com/5.3/en-US/linux-development-requirements-for-unreal-engine/
my engine is 5.0.0 source build
I already have Linux SDK on one machine
same way how I made it here idk
what is problem
tried centos 19 and 17 too
docs on 5.0 start with
Ubuntu 20.04 (5.0), Ubuntu 22.04 (5.0.2+), Centos 7
so I would try one of those to sanity check
little lost now so what's version it should be
up top, there's engine version, always have to set that right
5.0
Ubuntu 20.04, CentOS 7
Visual Studio Code, Rider
clang 11.0.1 -v19 clang-11.0.1-based -v19 clang-11.0.1-based```
The setup.sh should take care of those I think though?
good morning guys
so, im still having hte issue that i converted to 5.3 from 5.1 and the packaging is successfull with 0 error but when i test the game the game freezes instantly (any advice) ==????===
@summer dock so ui converted a 5.1 V project to 5.3 and built and that worked 😮
a blank project? if yes, that would be the expected result
no the same project
so all green now?
no i mean i opened my "backup" 5.1 project
i converted that to 5.3 and built that worked
but my previous version still dont woprk so there must be something inside it thats breaking righjt
Correct. If you can isolate changes you made in the past couple of weeks, you should be able to pinpoint the problem
Good to hear still, having the original project upgraded working is again a nice big point in the sanity bucket
yy
really hopes this works now
ok so dident work
so something in content is broekn
hmm dont even know how i would start checking that 😮
rip stuff out until it works : )
hmm like how should i remove folder from folder and build opr :/
oh i can make a copy of the whole project and just delete from that to narrow it down
i guess thats the best way
Hi @winged moss and thank you for trying to help me, I have stayed in the Black screen for over an hour and when I package for Android instead of the black screen, it stays in the Unreal Engine Splash screen and never moves. the package settings are has shown in the question I asked but tell me if you need anything else and I will screenshot it
@summer dock !!
i found the problem
or rather where its located
The first folder i removed and then it worked
nice nice
however i cant find anything wrong with it :/
This was the folder my "minimap"
when i delete the content
Binary search time. Remove half, check if it works. If yes, then the other half should contain breaking changes. Keep splitting until found
That seems a bit suss
yeah idnno what that is
meansÄ
yeah so removed all content now it works so its 100% related to that
Congratulations - now just remake that from scratch, and you should be good to go
@summer dock hi last question..
ive narrowd it down to these 3 "sprites" they are the ones causing the problem if i remove them it works if i add/remakes them from texture it dosent work anymore
any ideas ?
If you have the original images, I would reimport them and chuck the old ones
rather strange that some innocent looking sprites would cause such pain, but such are the mysteries of unreal sometimes. Probably there is some good reason for it but hard to say what it is
yeah i mean this is super weird
hm ill try reimport images and that step
@summer dockaye so that worked it seems corrupted images somehowO.o
Patience in the face of trouble and keeping a cool head, greatest skills a developer can have
Because if one thing is sure in gamedev, there will be times of trouble
🫡👍
Yeah still not working tho 😅 but i know where the issue is now atleast
Ty for help
Hey folks, have you ran into this error before using metahumans? I have a whole pile of them from the plugin. File path too long maybe? I'm verifying files now
LogStreaming: Warning: Failed to read file '../../../Engine/Plugins/Marketplace/MetaHuman/Content/Icons/IdentityBody_000.png' error.
Is your game full of hard references or something?
guys do you know what can cause problem ? I am trying to build Linux server even I have clang installled its saying it cant find sdk
found it also in system
Fixed
Please always mention what the solution was for future reference, instead of just saying "fixed"
I had to generate files again for my source build of unreal engine, and then rerun it
GenerateFiles.bat
Yes there are some but mostly calling BP's for my player, the controller and other stuff like that
I would be incredibly dubious about circular references, and I would make sure you're not overdoing hard references
Great I'll look into it tomorrow, anything else that I should look for
Hi, I'm getting this error after trying to package, but I have this level included for packaging
hey guys, im getting errors when packaging for windows,
I get this error when i actually try to package the project
UATHelper: Packaging (Windows): at UnrealBuildBase.CompileScriptModule.Build(RulesFileType RulesFileType, HashSet`1 FoundProjects, IEnumerable`1 BaseDirectories, IEnumerable`1 DefineConstants, BuildFlags BuildFlags, Boolean& bBuildSuccess, Action`1 OnBuildingProjects, ILogger Logger) in P:\UnrealEngine\UE5Launcher\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Build\System\CompileScriptModules.cs:line 350
UATHelper: Packaging (Windows): at UnrealBuildBase.CompileScriptModule.InitializeScriptModules(RulesFileType RulesFileType, String ScriptsForProjectFileName, List`1 AdditionalScriptsFolders, Boolean bForceCompile, Boolean bNoCompile, Boolean bUseBuildRecords, Boolean& bBuildSuccess, Action`1 OnBuildingProjects, ILogger Logger) in P:\UnrealEngine\UE5Launcher\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Build\System\CompileScriptModules.cs:line 196
UATHelper: Packaging (Windows): at AutomationToolDriver.Program.MainProc() in P:\UnrealEngine\UE5Launcher\UE_5.3\Engine\Source\Programs\AutomationTool\Program.cs:line 478```
and I also get this warning beforehand
but I have updated my windows 10 sdk
everything set up as docs guide in the the c++ tools section? https://docs.unrealengine.com/5.3/en-US/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine/
Any idea why my shipping packages aren't working on laptops? All laptops I've tested on just display a black screen, but on all PCs the game opens up and runs fine.
Help! i can't seem to get it to package.
Assuming you have a dev build, open up a log file and investigate rendering setups
well, you have a lot of errors in there... I would perhaps start by solving the "Couldn't save package, filename is too long" part. Why do some of your files have crazy long names like
M_Shape_Plane_M_M_Shape_Plane_M_M_Shape_Plane_M_Water_Ocean_104482284FC13AB2195009A9A7444C40_DFA7C01045E48D13A88AB898C17938C2_798871124B5E477944E40FA106232ABE.uasset
idk...
i'm completely new to unreal, so a lot of information i don't know.
Do those files show with names like that when you look at them in editor content browser?
If yes, rename and strip out the excess bits
done
well it helps to see the rest of the log
what's next
clear log, package again, see how far you get
Standard procedure : locate the editor log file, or copy paste the output from editor to notepad++. Search for all occurences of "error" and look through them, usually backwards -> the last error is usually the problem.
Alright so i fixed most of the issue
But i get this one:
I deleted that file from content
Why am i still getting this?
Hey Guys,
Not realy sure where this fits best:
I finally got my 5.3 project to package without errors.
So I made a DevBuild/Package. However when I run my packaged game there is no Landscape.. I haven't turned on Nanite yet for my Landscapes, yet, I also turned off spatially loaded for the proxies.
Is there anything I'm missing?
Hope anyone can help, check the Screenshots below. It worked fine in 5.2.1
search for errors:
UATHelper: Packaging (Windows): LogWindows: Error: appError called: Can't save C:/Users/johne/Videos/Unreal Projects/Mochi_Adventure/Saved/Cooked/Windows/Mochi_Adventure/Content/ForestLandscape/Maps/LandscapeDemo.umap: Graph is linked to object LandscapeHeightfieldCollisionComponent /Game/GrassLandscape/Map/LandscapeDemo.LandscapeDemo:PersistentLevel.baseLandscape.LandscapeHeightfieldCollisionComponent_13 (CollisionComponentRef) in external map
Working on the build pipeline for UE5, when I call these lines in batch I get these errors. Any pointers?
Posted this in blueprints, but they send me here, I'm getting a crash only in packaged builds. I noticed people have had this error in forum posts but i'm not sure i "get" how it is solved.
LogPlayLevel: Error: UAT: [2023.10.31-16.32.56:041][283]LogWindows: Error: appError called: Assertion failed: !InTemplate || InTemplate->IsA(InClass) || (InFlags & RF_ClassDefaultObject) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 4184]
the error always ends in
not an instance of class Class /Script/Niagara.NiagaraDataInterfaceColorCurve and it is not a CDO.
This is always in relation to widgets that are spawned in the character BP when the enemy is spawned. This does not throw errors or crash in editor.
this seems to be the thing stopping it from compiling
Take the spaces out of your directory names.
I believe the error is not dir names, but an improper reference of some object
UATHelper: Packaging (Windows): LogWindows: Error: Can't save C:/Users/johne/Videos/Unreal Projects/Mochi_Adventure/Saved/Cooked/Windows/Mochi_Adventure/Content/ForestLandscape/Maps/LandscapeDemo.umap: Graph is linked to object LandscapeHeightfieldCollisionComponent /Game/GrassLandscape/Map/LandscapeDemo.LandscapeDemo:PersistentLevel.baseLandscape.LandscapeHeightfieldCollisionComponent_13 (CollisionComponentRef) in external map
Maybe it’s the forest pack I installed but never used
Having issue on my WP map in UE 5.3, In editor it seems to perform fine no real glitches but once project is packaged and i test the player in certain areas will fall threw the map. Note im using WP and have HLOD's. if anyone has had this or knows a way to help that be appreciated ty
We had the same problem. Seems to be a bug in 5.3. this was our solution, requires source build though.
https://forums.unrealengine.com/t/landscape-components-intermittently-loading-with-no-collision-in-packaged-build/1292937/10?u=roach_1
I did look at this ty very much saved it to my Possible fix folder , to note and i dont know if you are still exploring other options i changed the LOD screen size values on my world landscape from .5 to 1.5 and the issue seems to be corrected
The bug seemed to be caused by loading a tile, then unloading it without destroying, then loading again. No collision.
perfect ty so nuch!
Is there a way to optimize or strip down the compiles build? It’s 1.44 GB, and I’m trying to keep it under 4GB.
All it has is The player and a single map.
What’s this for? I can’t just start over with a new template…
Anyone know what it is?
I find solution on google, but it doesnt work, its says i need to disable "arkit" plugin i did not using it either
project packing for windows, so i dont need for any others platform
Hello.
I'm trying to package the project to test it outside the editor,
but I'm getting errors that don't help me find the fix path. Would anyone know how I can fix this?
Reading the error is useful. "Apple" is the name of a platform group and your project contains a directory named "Apple". You can either rename this folder to something else or make the INI tweak it suggests.
This has also been an issue with "Windows" for environment props since that's also a platform name
Look at what they did to reduce size. It's an example.
To reduce build time (compile time) of our project I'm trying to pre-compile some of our plugins, packaging and every other things works when we open project using Visual Studio but we can not package project when we open project directly using UE editor.
I get Missing precompiled manifest error because I removed the Intermediate folder of pre-compiled plugin. The folder contains many .obj files with huge file size.
Is there a way to use pre-compiled plugin without adding that large files to our project repository?
hello guys , i have a small problem after i package project for windows platform when i test the project the texture on hdribackdrop dont show is there any solution please
:_: XDD Thanks for help, I didn't think that the name of the folder in my files was the cause, I was looking for engine maintenance
My dedicated server is working fine on my machine, yet when I send it to the server provider I use, it's giving them a error
specifically "The file or directory is corrupted and unreadable"
how can i fix this?
PackagingResults: Error: Unknown Cook Failure
hi
did u find that issue?
Look at the whole log, search for lines with "error"
then?
Ponder the error and fix : )
Can post whole log file here if you wish
(UE5.3.1) Anyone of you ever encounter such a strange behaviour with totally broken WorldPartition in packaged? (sometimes even in PIE)
I have no clue what's going on here
the 2D grid has is completely off, the 3d hash seems to be finer, but also should be different
this is how it should look:
Hey guys! I have a problem building for mac. I'm having this error PackagingResults: Error: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/lipo: unknown flag: - Any idea on how to solve this?
hi again these are my errors 👆🏻
i think the problam is by async level loading plugin i added and removed it later
Look closely at the errors. At least there are some clear issues with BP_DVSMovieRenderQueue.
Your technique should always be to open up the log file in a proper text editor like Notepad++, and search for all occurences of "error". Then start working through them.
Not sure what is up with the "GetSuperClass" error, but it might clear up once you fix up the other issues
i fixed that by removing it also i migrated my content to another project but still give me that super class and... error
thanks for your help i will find it out with removing some asset packs
Not sure if this is the best channel for this.
My "play in standalone" is broken. It's like it doesn't load the correct gameinstance or something. My cvars that I register in the gameinstance aren't being registered, and my playercontroller isn't working because my keybinds don't work properly.
Tried changing the gameinstance in the DefaultEngine.ini,
And tried deleting the temporary/saved folders in the project directories.
I can't do any profiling because of it. Anyone have any ideas?
hi all! just wondering if im missing something, so im trying to package my game, i managed to package it but its not opening my second level when i test it? so basically i have the main menu level and thats all working great, but when i press the "play button" it goes back to the main menu (which its not suppose to do)
i also have just done this
You probably want to start by packaging development builds first so you can get log files on what is going on
alright so the development option?
sweet
If I package a game, fix something like deleting one broken actor, then repack will it try to repack the whole thing or will it be faster?
Like does it compare before packaging
UATHelper: Packaging (Windows): Running AutomationTool... UATHelper: Packaging (Windows): Using bundled DotNet SDK version: 6.0.302 UATHelper: Packaging (Windows): Starting AutomationTool... UATHelper: Packaging (Windows): Parsing command line: -ScriptsForProject="C:/Users/giosh/Documents/Unreal Projects/BLEAK_5 5.3/BLEAK_5.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=56659 -project="C:/Users/giosh/Documents/Unreal Projects/BLEAK_5 5.3/BLEAK_5.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="C:/Users/giosh/Documents/Unreal Projects/BLEAK_5 5.3/BLEAK_5.uproject" -target=BLEAK_5 -unrealexe="C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory=B:/BLEAK_Builds -clientconfig=Development -nocompile -nocompileuat UATHelper: Packaging (Windows): Initializing script modules... UATHelper: Packaging (Windows): Total script module initialization time: 0.17 s. UATHelper: Packaging (Windows): Executing commands... UATHelper: Packaging (Windows): Installed Sdk validity: UATHelper: Packaging (Windows): Win64: (Status=Valid, MinAllowed_Sdk=10.0.00000.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.22000.0, Allowed_AutoSdk=10.0.18362.0, Current_AutoSdk=, Flags="InstalledSdk_ValidVersionExists") UATHelper: Packaging (Windows): Scanning for envvar changes... UATHelper: Packaging (Windows): ... done! UATHelper: Packaging (Windows): Cleaning Temp Paths... UATHelper: Packaging (Windows): BUILD SUCCESSFUL UATHelper: Packaging (Windows): Setting up ProjectParams for C:\Users\giosh\Documents\Unreal Projects\BLEAK_5 5.3\BLEAK_5.uproject UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED ********** UATHelper: Packaging (Windows): Running: C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" BLEAK_5 Win64 Development -Project="C:\Users\giosh\Documents\Unreal Projects\BLEAK_5 5.3\BLEAK_5.uproject" -Manifest="C:\Users\giosh\Documents\Unreal Projects\BLEAK_5 5.3\Intermediate\Build\Manifest.xml" -remoteini="C:\Users\giosh\Documents\Unreal Projects\BLEAK_5 5.3" -skipdeploy -log="C:\Users\giosh\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+F iles+Epic+Games+UE_5.3\UBT-BLEAK_5-Win64-Development.txt" UATHelper: Packaging (Windows): Log file: C:\Users\giosh\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-BLEAK_5-Win64-Development.txt UATHelper: Packaging (Windows): Creating makefile for BLEAK_5 (no existing makefile) UATHelper: Packaging (Windows): Total execution time: 0.92 seconds UATHelper: Packaging (Windows): Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets. UATHelper: Packaging (Windows): (referenced via Target -> BLEAK_5.Build.cs -> BlueprintGraph.Build.cs -> KismetCompiler.Build.cs) UATHelper: Packaging (Windows): Took 1.03s to run dotnet.exe, ExitCode=6 UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\giosh\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-BLEAK_5-Win64-Development.txt) UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 2s UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Windows): BUILD FAILED PackagingResults: Error: Unknown Error
So I keep getting this error with exit code 6 when trying to compile in 5.3.1. I made sure my build.cs file does not contain anything to do with UnrealEd but I keep getting errors and im having a hard time tracking down how to fix this. anyone seen this before?
1st time is always longest, after that it still pretty much does everything again but it will be faster.
If you run into weird glitches I recommend deleting Intermediate and rebuilding. If that doesn't help, Binaries + Saved also.
Probably some problem along these lines : https://forums.unrealengine.com/t/unable-to-instantiate-unrealed-module-for-non-editor-targets/150048/4
AH, thank you so much, there was a video at the end that fixed it, in my .uproj file I had an Additional Dependency called "BlueprintGraph" removing that fixed it. I dont think I would have ever found that on my own lol
I'm getting this error when I launch into a development build. Any suggestions on how to fix it?
Using 5.3
When I try to change the directory to package a project, I get the following error (and it instantly fails packaging) - PackagingResults: Error: Unknown Error LogUObjectHash: Compacting FUObjectHashTables data took 4.36ms LogTurnkeySupport: Project does not require temp target LogLauncherProfile: Unable to use promoted target - ../../../Engine/Binaries/Win64/MyProject-Win64-DebugGame.target does not exist. LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""C:/Program Files/Epic Games/UE_5.2/Engine/Build/BatchFiles/RunUAT.bat" -ScriptsForProject="C:/LiveSimDepotRoot/depot/LiveSimulator.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=53203 -project="C:/LiveSimDepotRoot/depot/LiveSimulator.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="C:/LiveSimDepotRoot/depot/LiveSimulator.uproject" -target=MyProject -unrealexe="C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platf orm=Win64 -installed -stage -archive -package -build -clean -pak -archivedirectory="C:/LiveSimCurrentBuildPackaged_LEO" -CrashReporter -clientconfig=DebugGame" -nocompile -nocompileuat ]
I don't necessarily want to delete intermediate - I want to build to different folders based on some configuration settings I'm doing for testing
When i start my packaged game it get this error
Assertion failed: Index.IsExport() && ExportMap.IsValidIndex(Index.ToExport()) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\Linker.h] [Line: 165]
And the game instantly closes.
I dont really know why this happens
I found it it has to do something with my level
So when packaging a project, is it enough to exclude the editor content or do I have to manually remove all the unused files? I'm currently using Oodle's Leviathan compression. I can use Kraken to reduce even more but its slow decompress causes some issues for me.
Theoretically anything not referenced by the Maps included in levels should not be packaged unless explicitly set up somewhere ( I forget where that can be done )
Can someone explain the logic behind not being able to build mac packages of unreal games on windows? Unity does it, so why can't Unreal?
Native vs. .NET IL
Wdym? Project launcher
I mean I could have a 500Gb project and package an empty Map only and it should make a very small package that doesn't include all the 500Gb of junk I don't want
Exclude editor content option should do that.
well, to be precise that only affects Editor folder.
bSkipEditorContent ... This won't save out any packages in Engine/Content/Editor
and that's probably a small amount of content anyway
So what you saying. Any docs on what you saying?
what need to be done then?
to do what?
what is packaged is based on references which was previously stated
unless you've ticked the "package everything" option
Not sure if I should post here or elsewhere but - Hi everyone! I posted the question on Reddit and it led me here! I'm hoping I may be able to get a little bit of help. Currently I'm having issues with some testers not being able to hear the in game audio at all so my temp solution until I can look further in to it was to make an audio setup screen where they can see their audio input device (changing that has been difficult to figure out as well) and set their audio output device. Everything works fine and dandy in the editor but on the packaged version (I've tried all three) the audio devices don't populate in the widget but the log prints that every output device was found. Am I doing something wrong for them to not populate in the packaged version?
not really #packaging , but it would be good to explain how you populate the list
Sorry I didn't know if it could possibly be something related to how I'm packaging the game as to why I'm having the issue.
What I'm doing is creating an audio settings menu and the menu controller gets all of the audio output devices and for each one, creates a button on the audio settings list in a scrollview so the player can click on the correct output device.
yes, so it would be good to work through that instead
All of that is working in the editor, but I've packaged the project in every variation (debug, development, shipping) and all of them are having the same issue. Would it be an issue with the BP then?
I would expect it being to do with how it's populated, especially if it logs the list of available devices elsewhere.
Right on, thanks. I'll just dig deeper in to the BPs then, thanks.
Greets loucas : I don't suppose you got any clarity on this "duplicate class" issue with android plugins? Running into a similar issue, but having trouble reproducing it on a test project or even figuring out exactly what causes it ( beyond the plugin involved )
Does anyone know what causes this build error?
I'm guessing you've got a dependency on CUDA somewhere (through a plugin?), and you're not disabling this module for command line editor builds
I had this when I enabled OptiXDenoise in my project
fixed it by setting its Type to ClientOnly in .uproject
though, I have to say I don't remember if that will disable it only for command line editors, or all editor builds
so you mean like this?
https://docs.unrealengine.com/5.3/en-US/API/Runtime/Projects/EHostType__Type/ here are the types - RuntimeNoCommandlet might be a better option depending on what you want
yep
okay i'll try both
thanks for your help
the main thing to take away is that the Editor-Cmd.exe can't initialize a CUDA context
so as long as you avoid that it should be OK
oh wait it also says the same error when i try to cook
the same obviously goes for dedicated servers though, so maybe that's why I picked ClientOnly 🤔
but then this doesn't agree with my cooker no longer crashing either
in general you really only want to have CUDA loaded on anything that can render
i just tried both ClientOnly and RuntimeNoCommandlet and they both did the same thing
unfortunately
OK, in that case run the cook from VS and debug it, so you can see the callstack
it may be a different module initializing CUDA
how do i do that

