#packaging

1 messages · Page 10 of 1

modest yacht
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then you can just start debugging as usual

ivory wigeon
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bruh

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i dunno what allat means

modest yacht
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have you got VS or some other debugger set up for use with the engine

ivory wigeon
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i have VS but i dont have it necessarily set up WITH the engine

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does it matter if im not using c++

modest yacht
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alright, well I don't know this completely for certain, but I'm pretty sure that should still be fine

modest yacht
ivory wigeon
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wait wtf

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i just found a normally built version in Binaries/Win64

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and it works fine...

modest yacht
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wdym normally built

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as opposed to what lillullmoa

ivory wigeon
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well

modest yacht
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what were you using before

ivory wigeon
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nothing, i was just trying to build it

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then i found this

modest yacht
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uhm well, that's good I suppose but.... I'm sorry to say this but your cooker still crashed

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that shouldn't happen

ivory wigeon
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i know but it's just weird that this appeared

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but not the one in my actual folder

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like the proper build folder

modest yacht
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yeah well I mean, it's totally possible that it crashed after completely finishing the cook successfully
while only cleaning up and exiting

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but that seems unlikely

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but yeah a debugger really would make this a lot easier to diagnose

ivory wigeon
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yeah

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hmm

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i thought CUDA and OptiX were different?

modest yacht
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the optix denoiser plugin depends on CUDA internally

ivory wigeon
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what if i disable optix denoiser...

modest yacht
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I think that's an epic decision there, not the optix SDK... but either way that's how it is in UE

modest yacht
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except presumably you do want to have it enabled for game builds

ivory wigeon
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yeesh

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wait it says "for the unreal path tracer"

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lumen isn't a path tracer right?

modest yacht
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no

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optix is for denoising the path tracer mainly

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not for lumen

ivory wigeon
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oh

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lemme try to cook with it disabled then

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one minute

modest yacht
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uh with what disabled? raytracing?

ivory wigeon
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the denoiser

modest yacht
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ok, sure

ivory wigeon
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instant fail lol

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hold up

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oh

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it fixed it

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lmao

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so now lemme try to package it again and see what happens

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yoo

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it worked!

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thanks so much man

modest yacht
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alright, good

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if you're not planning to use the path tracer I'd say just leave it like this

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but I'm still kind of confused as to why I had this same issue and could fix it by disabling the denoiser only for the editor

ivory wigeon
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no no i disabled it in the plugins thing

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i didn't use .uproject

modest yacht
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those do the same thing

ivory wigeon
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but i dunno, maybe its a bug

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oh

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its probably a bug then?

modest yacht
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seems I fixed this in the engine source, then forgot about it again

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so yeah that wouldn't work for you

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but this is only in the ue5-main branch currently

zenith beacon
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any help?

LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 7481]
Missing global shader FUpdateClusterLeafFlags_CS's permutation 0, Please make sure cooking was successful.

true stratus
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Anyone know how to add Steam SDK to the package so it can be loaded to Steam ?

royal pilot
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Hi everyone! I have an app I need to pack for Windows and I've managed to pack it for the first test. Everything worked fine that time. After that I've imported some more models in the app, made UI and some object animations with blueprints using Relative Location.Nothing special... Now I have the error when trying to pack that says:
Ensure condition failed: NewMP.Mass > (1.e-8f) [File: D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Private\Chaos\MassProperties.cpp] [Line: 301]
Anyone knows what to do to fix this?

royal pilot
serene storm
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Hi everyone,

I want to upload a game on Steam, and since I'm compressing my pak files, Steam's documentation says I need to alter the WinPlatform.Automation.cs file located in "Engine/Source/Programs/AutomationTool/Win", changing this line:

string PakParams = " -patchpaddingalign=2048";

To this:

string PakParams = " -patchpaddingalign=1048576 -blocksize=1048576";

But I'm using the binary version of the engine (downloaded from the launcher), and this file is read-only. Will making it read-write and applying the changes above actually work? Or do I need to disable pak compression to prevent large update download sizes?

summer dock
willow saddle
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Hey everyone,

I have a problem I am trying to solve here :

I have a game in development, and I am not distributing it via Steam.
So, I have already distributed the first version of the game to players, but now, I've added more content to it.
I would like to give the players a update .zip containing only the modified files and new files.
So, I would like to avoid the players downloading 4GB for a 200Mb update.

Any help on how to do that?

I tried with Winmerge, but it's not working ( something about it can't compare binary files ) and the Patch file it produces can be opened only in WinMerge itself, I can't extract it or anything .

I have looked at Unreal Chunks, but I would like simpler solution.

summer dock
rare relic
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itchio Butler is a good standalone tool for this purpose. Can generate offline patches, no dependency on distributing with itch.

willow saddle
# summer dock Chunks is the correct way I believe

but,
Let's say I tag my content folders like this:
Media - chunk 0
Audio - Chunk 1
And, now I create a new folder inside of Media ( so, Media\Textures ), and I build the game. Will this create a a new chunk/ pack file? Or will it just replace the first pack file containing the initial Chunk 0?

willow saddle
willow saddle
rare relic
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but of course does not solve users knowing which patch to download etc.

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this is what Steam/Itch/EOS/etc distribution platforms solve for you

willow saddle
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Untill I release it on a platform, I need to do it myself 🙂

pastel creek
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Date mismatch C:\Users\Thomas\Documents\Unreal Projects\Horror\Content\Movies\cameralayer.mp4 = 15/10/2023 20:49:07 to C:\Users\Thomas\Documents\Unreal Projects\Horror\Saved\StagedBuilds\Windows\Horror\Content\Movies\cameralayer.mp4 = 14/11/2023 11:55:10

my packaging keeps failing on this, any clue how to fix this?

summer dock
pastel creek
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ive tried packaging to different locations as well

summer dock
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will make for a slightly longer build on that pass. I usually nuke Saved if I hit some weirdness in packaging to make sure it's nothing cached there, and deleting Intermediate + Binaries hasn't helped

peak rivet
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Hey yall

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anyone know what this error means?

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It happens when I try to build any project (including the default first person project) to a standalone window

winged moss
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Well you don't have symbols installed so unlikely

peak rivet
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tf are symbols

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I'm reinstalling the whole engine atm but I'll try that out once it's finished

winged moss
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...debug symbols for the engine

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You install them in the Epic launcher

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A bunch of DLL names doesn't make a readable error

peak rivet
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you're tellin me

peak rivet
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Finally have an error message that's useful

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I mean, not useful for me. Idk what I'm looking for.

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I get different errors as well

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Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000021 and such

summer dock
# peak rivet I get different errors as well

At this point you might want to list your setup

  • Unreal Version
  • verify you are sanity checking with a test project ( bp only or c++ ) ?
  • you mention Standalone window - so you have everything running on editor, and can package normally, but... trying to run Standalone from editor fails?
peak rivet
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Unreal version 5.3.2, the most recent version. My setup can absolutely handle it, I'm running on a 4090 and an i9-13900k with 64GB of ram. I'm using the default first person project with nothing changed. And it seemingly runs fine in the editor. When I try to run standalone, it just opens a black window for a couple seconds and then closes itself and gives me these errors.

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GPU drivers are up-to-date as well.

summer dock
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Hmm hmm

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I would consider first making sure there are no conflicting programs running: clean boot PC, make sure all unnecessary stuff is not running in background

peak rivet
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This is the only program open, I've rebooted several times.

summer dock
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Hmm. The changing errors seem to indicate unpredictable behaviour, which is very suss

peak rivet
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Going to try the quick launch option instead of building to standalone

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It's processing the assets right now

summer dock
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I havent stumbled on this issue myself, so those were just my best guesses. Good luck

winged moss
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though standalone isn't packaging since that's the editor launched with -game?

summer dock
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True, terminology is good to keep straight. Play vs Packaging

peak rivet
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if there's a better channel to be discussing in, just let me know.

winged moss
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even though those specs are excellent, I was thinking if it was just packaging in the editor rather than using UFE/command line

peak rivet
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half the time I get no errors, it just closes.

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The other half, I get different error messages

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I just want to build my game, this is the default project for christ's sake

summer dock
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Try Platform->Windows->Package Project

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Build Logs or, if build is ok, running and if it crashes, getting Saved/Logs might shed more light

peak rivet
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Interestingly

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I made a new blank project without raytracing enabled, and it works just fine.

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Made the same blank project with raytracing enabled, and it crashes just the same as my other ones.

summer dock
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ok, homing in on the problem

peak rivet
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so that narrows it down

summer dock
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good intuition trying that : )

peak rivet
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Blank projects, no difference besides one of them having raytracing

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still doesn't really help because I don't know what the issue is with raytracing

summer dock
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Packaging and running a packaged build might give better logs.

winged moss
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so packaging from the editor does take up system resources, that's why I suggested UFE/BuildCookRun

peak rivet
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yeah, I can try that next.

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Went into the project settings, disabled the raytracing options. Then manually disabled lumen GI and reflections in the postprocessing. Now the FPS default project runs fine

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so it's definitely something with raytracing

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despite Lumen and RTX working absolutely fine in the editor ._.

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and my system is MORE than capable of handling raytracing

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Re-enabled raytracing and restarted the editor, but it crashed the editor and gave me this

winged moss
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well it's crashing in your GPU driver

peak rivet
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I'll try updating my drivers, and checking to see if my GPU is getting enough power

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Updated my drivers, but trying to open the project just bluescreen’d my pc

winged moss
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yeah might need to do some GPU troubleshooting there

peak rivet
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It's a brand-new 4090

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running on a new PSU as well

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games with RTX work fine. Alan Wake 2, Control, Cyberpunk 2077.

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The only issues I've had with BSOD have been with the unreal editor.

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I'll try disabling RTX in my main project and seeing if it builds

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Now the project won't even open

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no error message

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Luckily I have version control, restoring to a version before I disabled RTX makes it open again.

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I would attribute it to a GPU issue if I was having trouble with all raytraced games, but it's only happening with the unreal editor. So I think it something to do with the engine itself.

summer dock
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peak rivet
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Yeah I've seen that one

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not helpful in this case

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Because it crashes on an empty level that has raytracing enabled. It isn't a problem with my project specifically, it's something to do with Unreal engine itself.

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Or maybe windows 11, idk.

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rn I'm going to switch to studio drivers instead of game drivers and see if it fixes anything.

peak rivet
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(it did not)

peak rivet
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something to do with raytracing shaders?

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I'm going to end up bricking my machine or something in pursuit of a fix

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really wish Unreal had some sort of support email I could contact instead of a bunch of forums.

winged moss
peak rivet
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yes, I verified my install

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A custom license better not be crazy expensive

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I’m a single developer funding this out of my own pocket, I shouldn’t have to pay them hundreds of dollars so they can troubleshoot an error with their engine.

chrome isle
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I keep running into this error when trying to package my game for Windows only. I have tried verifying engine. It happens in 5.3.2 and 5.2.1. I have checked and updated VS. Not sure where else to troubleshoot as I could not find a lot on this error while searching.

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UATHelper: Packaging (Windows): LogThreadingWindows: Error: Runnable thread Background Worker #24 crashed.

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The project will cook fine but fail on packaging.

peak rivet
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Sorry to interrupt but I just want to say that I updated windows and it works now

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I spent the last five hours troubleshooting this and the issue was my windows 11 install was 1 update behind

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I might kill myself

winged moss
chrome isle
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Different each time now and again

winged moss
# chrome isle

Does it still do it if you use a different Pak compression?

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I would also monitor RAM usage during cook to see if that's a problem too

chrome isle
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RAM is has been at 18-20 out of 64

chrome isle
winged moss
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In the packaging settings since I'm sure you opted into Kraken compression at some point

chrome isle
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Yea it is using Kraken

peak rivet
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I actually didn't

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still haven't

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it was a false positive. Deleting certian files "fixed" it but it also turned raytracing off, which is the opposite of what I wanted.

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Now I'm 12 hours deep and I've just reinstalled my motherboard BIOS. Nearly bricked my machine. Time to see if it works again.

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However, I found that a bunch of unreal engine games were giving me "out of video memory" errors (on a 4090?) So I looked it up and a bunch of people had posted screenshots of UE errors that look exactly like the ones I was getting

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and the consensus seemed to be that older bios versions just had less compatibility for 40 series cards and the rtx tech they use.

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My bios hadn't been updated from the original beta version it was using

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going to try building again now.

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so far no crashes or errors when booting the project, which is new.

summer dock
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Pain Is Fun

peak rivet
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not really

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Im tired

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and I just want to build my game

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this killed all my motivation to work on my game today, and until I can fix it. Which might be never.

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Didn’t work. Still crashes when I try to run standalone, still can’t cook an empty project.

summer dock
peak rivet
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Just a bunch of shader cache errors or something

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Shouldn’t be happening in a blank project

summer dock
runic quarry
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I'm trying to build a UE5 project (shipping). I can build everything BESIDES shipping just fine. Not sure what's going on. UATHelper: Packaging (Windows): Log file: C:\Users\JONATHAN\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_5.2\UBT-TheTrollGame-Win64-Shipping_2.txt UATHelper: Packaging (Windows): Library 'gdiplus.lib' was not resolvable to a file when used in Module 'TheTrollGame', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning. UATHelper: Packaging (Windows): Library 'gdi32.lib' was not resolvable to a file when used in Module 'TheTrollGame', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning. UATHelper: Packaging (Windows): Missing precompiled manifest for 'DesktopPlatform', 'D:\UE_5.2\Engine\Intermediate\Build\Win64\UnrealGame\Shipping\DesktopPlatform\DesktopPlatform.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in DesktopPlatform.build.cs to override. If part of a plugin, also check if its 'Type' is correct. UATHelper: Packaging (Windows): Took 1.7899498s to run dotnet.exe, ExitCode=6 UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\JONATHAN\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_5.2\UBT-TheTrollGame-Win64-Shipping_2.txt) UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 5s UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Windows): BUILD FAILED

summer dock
runic quarry
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well there was a c++ actor that references/uses that. but the thing is, it builds JUST fine for everything BUT shipping. shipping is what fails to package/build

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i'm confused as to why specifically shipping is broken

summer dock
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we recently realized some engine function was editor only, but not the same case here... hmm

runic quarry
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hm

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i guess i just wont do a shipping build for now, only have less tha n24h to figure this out anyway

summer dock
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aye, if it ain't critical let it go

runic quarry
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nvm... now i cant package anything...

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Missing precompiled manifest for 'DesktopPlatform', 'D:\UE_5.2\Engine\Intermediate\Build\Win64\UnrealGame\Shipping\DesktopPlatform\DesktopPlatform.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in DesktopPlatform.build.cs to override. If part of a plugin, also check if its 'Type' is correct.

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i commented out the gdi stuff

summer dock
runic quarry
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it was unrelated to that as expected

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delete my intermediate folder?

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in the root of the project?

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thats 100% safe to do?

summer dock
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Yeah, it can sometimes be crufty. It is always recreated as needed, it is never kept in version control

runic quarry
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hm

summer dock
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But it can have nasty remnants from time to time

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Sanity check questions : when was the last time you did have a successful package ( dev )

runic quarry
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i deleted it, no dice

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uhhh, a few hours ago. but i dont have version control

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i deleted intermediate, and tried to package it again, no dice still

summer dock
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In dev mode?

runic quarry
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in debug packages

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AutomationTool exiting with ExitCode=6 (6)

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whatever that means, is consistently the final error

summer dock
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Clear the log, package again, copy the whole log into a txt file and post it please

runic quarry
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its the same whether its packeged shipping or packaged debug

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ideally i want it shipping but yea

summer dock
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Hmm no immediate clues I could spot there

runic quarry
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hm

summer dock
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another sanity check, if you make an empty test project, it packages ok?

runic quarry
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i can try

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any other sanity checks

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in the meantime?

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yes in a different project, it seems to package, just fine

summer dock
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Hmm, there's a suss line up top
Unable to use promoted target, I don't think I've seen that before

runic quarry
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even on hipping

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any idea what it means?

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but yeah other projects seem fine

summer dock
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Another thing might be to try regenerating solution + clean intermediate + binaries and rebuild in IDE ( Visual Studio / Rider )

runic quarry
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delete binaries, deete intermediate, then rebuild the visual studio files, then recompile the c++ files, and THEN re-package in editor?

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is that right?

summer dock
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yes. If there have been c++ side changes, this can be necessary whenever new functions are added and such

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Still, this is all sanity checking, not sure what exactly is going on

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Something definitely gone suss in the project. Version Control is so important to keep one sane in cases like this, always have a point to return to and check if things were ok yesterday

winged moss
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You will have to remove the dependency on "DesktopPlatform" from whichever Build.cs is referencing it

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On the launcher build of the engine, there are a few modules outside Editor that don't have precompiled manifest for shipping and therefore can't be used

summer dock
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Aye that's a fair point, we should be asking where in the build files that is mentioned and why it was added

winged moss
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Though who knows where GDI is being referenced by the game target

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Well, module

runic quarry
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thats the latest log

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after doing all the above steps

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except for the build file stuff u were talking about

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havent messed about with that yet

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this is my build.cs file? not sure whats really wrong in there. you mentioned a dependency issue?

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very very confused atm, especially at some point i was defintiely AT least doing debug packages fine

winged moss
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At least do a find in all files for "DesktopPlatform" with the quotes

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Still find including GDI originally a bit strange if you ultimately didn't need it

runic quarry
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i was using it at one point, forgot to comment it back out

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uhhh im seelike 70+ references to it in the visual studio if i ctrl+ f all files for desktopplatform

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sorry, im just very out of my element here on little sleep

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like.. i was compiling fine earlier i thought. but ever since i tried to start doing a shipping thing, things seem to have broke and i cant go back to even doing debug packages. soimnot sure. gonna try to get osme sleep for now but i desperately need to get htis done by the 17th so im sorta running out of time :c

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if either of u have any suggestions as to what might be going amuck, ill read then when i wake up. i appreciate the help ❤️

winged moss
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Well you can at least ignore anything in the project file

runic quarry
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My friend seems to think my main focus should be this error: This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets =

winged moss
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most likely because it's not supposed to be included in shipping builds

summer dock
# runic quarry My friend seems to think my main focus should be this error: This module was mos...
Epic Developer Community Forums

Okay, binary builds don’t have Development libraries built with them, as it’s against the EULA to distribute them with shipped products (sorry that I didn’t realise this before). You’re actually the second person in a week to ask about this, so I’ll give you the same advice: “If we needed to pick a file in a game, we’d typically implement a cus...

paper harbor
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I am trying to package a game I'm working on. Up until recently, I've been able to package just fine and all updates made would be included in the newly packaged game. However, the new packages do not contain any updates added to the project and continues to rebuild the same version of the game, regardless of how many updates are made. I have searched all over the internet and the only relevant information I can find tells me to delete "DerivedDataCache", "Intermediate", and "Saved" folders from my project and rebuild. I've done so with no luck, as well as checking "Full Rebuild" in project settings. Does anyone have an idea as to what my problem could be?

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note** there are no errors when building the project, all builds fine. Only the build is missing the updates.

runic quarry
winged moss
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Visual Studio projects don't mean anything, they're a front for UBT to do its thing

paper harbor
summer dock
winged moss
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And it might be worth sharing the log even if report success for this shipping build

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It might also help to describe how you've verified it's using old content

runic quarry
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ok so.. how would gi go about easily resetting my visual studio project settings bac kt onormal,

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i feel like it HAS to be something with the project settings, and not necessarily the c++ files themselves at this point

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because it works fine in an empty project

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i copy pasted the c++ of my custom c++ actors INTO a fresh proj and it all packages just fine, for shipping and anything else i tell it to. so the only difference i can think of is something is screwed with the visual studio settings? somehow? maybe a dependency issue? i just want to do a full reset on the project settings without losing the stuff that actually matters

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wait a minute... as soon as i unchecked "for distribution" it started compiling...

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???lol

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(at least for a debug build, gonna try a shipping one next)

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ok so it works for everything BUT shipping again. i just had to turn distribution off. any idea what could be the cause of that?

winged moss
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FYI cooking doesn't rely on the VS project at all

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UnrealBuildTool does all of that

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And you didn't explain how you broke it on your new project?

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I really implore you to find in all files to see where that dependency is coming from

runic quarry
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im on the original proj right now. it let me do a shipping build there. but NOT on my actual project

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sorry im wording this bad

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NEW PROJECT = i can package anyway i want. current project = i can package anyway i want EXCEPT shipping

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(by turning 'for distribution' off)

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this is all very new to me so im just confusd as to why/what the difference is

summer dock
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If you have things working on NEW, why not just roll with it ( and setup source control, will make life a lot easier when you run into weirdness )

runic quarry
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no time. their birthday is on the 17th

summer dock
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With Source Control you will always see all changes

runic quarry
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and i never use source control. never had it setup or understood how to use it properly

summer dock
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Welp, this may serve as an object lesson on why it is useful, even for small projects

knotty hill
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Is it possible for the UE5 packaging to not include unused assets automatically, without specifically excluding a folder? For example, some unused megascans are showing up in the generated package.

knotty hill
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Solved it. "Cook only maps" + Added map(s) to "List of maps to include in a packaged build"

split iron
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Hey all. I have no problem packaging the most obvious way from the Platforms dropdown but now I'm trying to package with the project launcher and a custom profile which cooks the content and I'm getting a BUILD FAILED:

(see C:\Users\foo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\G+Epic+Games+UE_5.3\Log.txt for full exception trace)

AutomationException: Game target not found. Game target is required with -cook or -cookonthefly
   at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 2576`  ```
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any idea what's doing with the Game target not found. It's happening with WindowsClient, but Windows works

summer dock
summer dock
# split iron any idea what's doing with the `Game target not found.` It's happening with `Win...

Hmmm... maybe you need a specific Build.cs file or something? along these lines
https://stackoverflow.com/questions/67536495/unreal-error-game-target-is-required-with-cook-or-cookonthefly

split iron
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I don't have a [/Script/BuildSettings.BuildSettings] section in my DefaultEngine.ini 😕

summer dock
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I've never used the ProjectLauncher so I'm kind of just rubber ducking here

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We build off commandline mostly

summer dock
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But, what's the syntax, hmm

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Probably something like

TargetType=<yourTarget>```
split iron
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yup one sec

summer dock
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Looking at engine source code can be useful here

                string KeyName = $"Default{Type}Target";```
In RulesAssembly.cs
split iron
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syntax is [/Script/BuildSettings.BuildSettings] DefaultEditorTarget=TNSGame

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in DefaultEngine.ini

in Source:

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I just added the TNSGame.Target.cs

winged moss
#

Is TNSGame really a game target?

#

Also WindowsClient will not work from the launcher engine

summer dock
winged moss
#

Or an installed build that doesn't have client precompiled

split iron
#

Ok so I was on a wild goose chase that could not have prevailed lol

winged moss
#

Game and client are different build configurations. The difference is client can't do listen servers

split iron
#

Thanks noted.

All of this is in service of my trying to experiment to get around my real issue:
I am trying to get around a UE packaged build requiring prerequisites all together. Is there a way to get a UE package to run without the runtime dependencies we're all familiar with like

winged moss
#

The bootstrap exe performs this check by checking for the presence of a DLL for the runtime

#

Which then launches the real exe in Project/Binaries/Win64

split iron
#

hmm ok. I'm pushing this package to cloud gaming services and they are asking to remove this check.

#

Could I do something as stupid as just short cut to the actual real exe and remove that bootstrap exe?

winged moss
#

Well those prereqs are required to run the engine

#

Also you can just tell it to run the real exe directly

split iron
winged moss
#

You can just see what the source of BootstrapPackagedGame does

split iron
#

the cloud service or?

winged moss
#

Well that's what I assumed that we were talking about, yes

split iron
#

ya, hmm they def don't have a way of targeting which .exe gets run. It will just run the one .exe in the root

winged moss
#

I'm surprised these cloud services have no way of bundling or specifying prereqs however

split iron
#

ya i know : /

#

it's a big cloud service too : /

winged moss
#

We only did Geforce Now which just used the Steam build so no setup there

split iron
winged moss
#

They just pulled it from the app ID. The user would have to own it on their own Steam account

split iron
#

hmm, wonder how that managed to bypass the prereq issue i'm having

#

I don't believe GFN has that prereq installed on their instances

winged moss
#

The game had an install script to install them

#

So presumably it just ran that

split iron
# winged moss The game had an install script to install them

ah, was that a custom made script or a feature UE offers? Because I know there are some project settings to include the installers, but i don't think those settings do anything other than include them and prompt to install them, but services like GFN block those installs i think

#

so u must have somehow bypassed that

winged moss
#

This is a Steam feature to install the prereqs on first run

#

So in the end we didn't really have to lift a finger for GFN

split iron
#

hmm if I understand correctly, maybe GFN whitelists steam installs

summer dock
#

Apropos, how come there is no PC platforms channel... Console I kind of get since that is really hardcore, but sometimes we have PC specific things since we have a crossplatform game ( PC + mobile )

I get that it's kind of the default, but hmm... where would I place my notes on using ES31 renderer for Intel GPUs for posterity. Maybe ue5-general?

winged moss
abstract gale
#

Hey, I’m having a problem with my project in UE5. Everything works just fine when I’m running the project in editor, but every time I try to Package the project there’s a fatal error and it won’t make the build. Any help would be appreciated.

summer dock
#

Basic tips here : Using a decent text editor like Notepad++, you can search the document for all occurences of "Error". The last occurence is usually what you need to look at in cases of a single error.

abstract gale
summer dock
# abstract gale Ok, here it is

And here are your errors.

    Line  882: LogTurnkeySupport: Turnkey Platform: Android: (Status=Invalid, Allowed_Sdk=r25b, Current_Sdk=, Allowed_AutoSdk=r25b, Current_AutoSdk=, Flags="Platform_InvalidHostPrerequisites", Error="Android Studio is not installed correctly.|Android SDK directory is not set correctly.")
    Line 1028: LogObj: Error: LoadConfig (/Script/IOSRuntimeSettings.Default__IOSRuntimeSettings): import failed for MinimumiOSVersion in: IOS_12
    Line 1053: MapCheck: Map check complete: 0 Error(s), 2 Warning(s), took 0.209ms to complete.
    Line 1135: UATHelper: Packaging (Windows): [Upgrade] Alternatively you can set this to 'EngineIncludeOrderVersion.Latest' to always use the latest include order. This will potentially cause compile errors when integrating new versions of the engine.
    Line 1140: UATHelper: Packaging (Windows): [1/4] Compile SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.cpp
    Line 1141: UATHelper: Packaging (Windows): c1xx: fatal error C1083: Nejde otev  t soubor zprost edkuj c  soubor kompil toru: C:\Users\Kapit  n Nemo\Documents\UE5.1\CastleEnvironment23\Intermediate\Build\Win64\CastleEnvironment23\Shipping\Core\SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.h.pch: No such file or directory
    Line 1150: PackagingResults: Error: Unknown Error```
#

Starting from the top, we see a critical issue. Follow the setup guide for your engine version.

abstract gale
#

Oh, I see, I don't even want to package for Android. I just need a build for Windows. How do I disable it?

summer dock
abstract gale
#

That's what I've been doing

summer dock
#

Hmm so it is, Win64 target

#

ok, then it is the last error
InclOrderUnreal5_0.h.pch: No such file or directory

#

I would start a sanity check process by deleting Intermediate, Rebuild + Package again, just to make sure it's not a glitch

peak rivet
#

Alright

#

So apparently, after about four days of troubleshooting everything in existence, I've found a possible reason for my previous problem with compiling/packaging projects that have raytracing.

#

I've been on a million forums for people having similar issues, and all of them have these things in common:

  1. The game is made with unreal engine.
  2. The game uses DX12 and raytracing.
  3. The user trying to run the game is using an Asus motherboard.
#

The GPU, memory, CPU, drives, etc etc don't seem to matter. The common thread is always that they're running on an asus motherboard, and they get video memory allocation errors when they attempt to run certain games.

#

The issue is something with the motherboard software/bios. With certain models, a bios update fixes the issue. With other models, it doesn't. So the temporary solution is to enable power saver mode which decreases performance but prevents unreal from overloading the faulty motherboard software when compiling or running things.

#

The permanent solution is just buying another motherboard.

winged moss
#

Ah damn, I guess Asus is off the list for future motherboard purchases then

peak rivet
#

I've tried dozens of solutions. The only one worked and allowed me to compile my project was turning on power saver mode

#

yeah, I realized after doing all this reasearch that these issues only started after I upgraded from my old gigabyte motherboard to an Asus z790

split wave
#

Anyone want to help me out and take a look at this log?

I'm trying to package my game for iOS devices and I've been getting this error "ExitedCode: 6"

Very new to all of this so any extra help is really appreciated🙏 ⛷️

mystic atlas
#

Error code 6 is failure to compile. There will be other errors.

summer dock
summer dock
# split wave Anyone want to help me out and take a look at this log? I'm trying to package m...

There seems to be something wrong with your Firebase / GoogleAdmobBlueprint setup.
Unable to merge actions 'Unzipping : /Users/Shared/Epic Games/UE_5.1/Engine/Plugins/Runtime/Firebase/Source/ThirdParty/IOS/FirebaseAnalytics.framework.zip -> /Users/Shared/Epic Games/UE_5.1/Engine/Intermediate/UnzippedFrameworks/FirebaseAnalytics/FirebaseAnalytics.framework' and 'Unzipping : /Users/Shared/Epic Games/UE_5.1/Engine/Plugins/Marketplace/GoogleAdmobBlueprint/Source/ThirdParty/ios/FirebaseAnalytics.framework.zip -> /Users/Shared/Epic Games/UE_5.1/Engine/Intermediate/UnzippedFrameworks/FirebaseAnalytics/FirebaseAnalytics.framework': PrerequisiteItems are different

abstract gale
summer dock
#

Or create another user

abstract gale
summer dock
summer dock
# abstract gale

Ok, same as before. Next I guess I would double check that your toolchain is all in order

summer dock
summer dock
#

Once you have gone through that, I would make an empty project or a small template and test packaging that, to ascertain whether the problem is in the setup, or the project

abstract gale
tiny storm
summer dock
#

So, has your project ever been able to package? Or is this the first time you try?

abstract gale
summer dock
#

UATHelper: Packaging (Windows): Running: C:\Users\Kapitán Nemo\Documents\UE_5.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "C:\Users\Kapitán Nemo\Documents\UE_5.1\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" CastleEnvironment23 Win64 Shipping -Project="C:\Users\Kapitán Nemo\Documents\UE5.1\CastleEnvironment23\CastleEnvironment23.uproject" "C:\Users\Kapitán Nemo\Documents\UE5.1\CastleEnvironment23\CastleEnvironment23.uproject" -NoUBTMakefiles -remoteini="C:\Users\Kapitán Nemo\Documents\UE5.1\CastleEnvironment23" -skipdeploy -Manifest="C:\Users\Kapitán Nemo\Doc
I am still seeing the Kapitán path here

#

Though I guess it might not be the problem

abstract gale
summer dock
#

OK. In any case, something is weird. What if you copy all the Content to the empty test project which worked?

abstract gale
summer dock
abstract gale
abstract gale
summer dock
abstract gale
summer dock
#

You could sanity check things by taking a backup copy of the Map in question, removing it from project, and trying to package without it I guess

#

If the game packages ok without the Map, we know the issue is in there
If the Map is pretty simple, could try recreating it
If the Map includes a huge amount of work, have to try to pinpoint the issue within it

abstract gale
#

Didn't work anyway.

summer dock
#

I am still bothered by the different users going on in the log and the ways it gets parsed... like we have JuanMaren, we have Kapitán Nemo, Kapit n Nemo, Kapit?n Nemo...

#

Let's sanity check the log you said was made with a different user... was it this one, #packaging message

#

That log still has LogInit: Base Directory: C:/Users/Kapitán Nemo/Documents/UE_5.1/Engine/Binaries/Win64/

#

Perhaps I did not make myself clear, I believe both the Unreal Engine and the Project must live in a path which has no special characters

#

But, on the other hand you did sanity check that a test project packages ok... hmm

#

Send the test project packaging log perhaps to sanity check that as well

formal mesa
#

Is there any way to parallelize packaging (specifically compression) across multiple build machines?

idle niche
#

hey guys, can i ask something about packaging my game. in the unreal engine quality is high, and when i package my game, that quality is very low and blury. And also i close AA to, can someone help me

summer dock
idle niche
# summer dock More details needed. Packaging for what platform?

I'm trying to package it for windows. Settings such as bloom, aa, exposure are off. I don't get any error messages. When I'm in the Unreal engine scene, there is no problem with quality. But i packeced my project into my desktop, then when i open it that exe the quality is low and blury.

#

With settings one, in my unreal and the other one my packed project

summer dock
peak rivet
split wave
#

mess around with them and it should fix

idle niche
tiny storm
# peak rivet I’ll probably switch back to a gigabyte board.

Do s you wish but I don't recommend anything comming from Gigabyte. Yes they are always cheaper but there's a good reason. They build lowest quality components and have very high RMA rate, so I don't only rely on my experience where I have seen a lot of MBs and GCs fail

#

really for MB go for Asrock, quality is good and they have a lot of functionalities. And most importantly, if you see something like Killer Network chip, avoid it like the worst plague humanity has seen

winged moss
#

sounds like the Asus one was worse

peak rivet
#

I can look into Asrock but last time I checked, being "cheap" was pretty much their whole thing.

#

Never had an issue with my previous Gigabyte board

split wave
# idle niche What specific settings can be made wrong? I didn't see anything strange

I got u, I watched this video and copied the camera settings from here and it worked perfect for me https://youtu.be/mrNr9iR1eP4?si=bZ-toTb8wiZIDvco

There’s also other things to take a look at like texture filtering, I used to have it on the default but now I instead have it on Nearest which is important to fix the blurriness. ⛷️⛷️

Get Early Access to all 10 episodes on Patreon:
https://www.patreon.com/CobraCode

Get my 12 hour course on how to make 2D games with Unreal Engine:
https://tinyurl.com/Ultimate2D

Check out the Paper 2D Basics Playlist:
https://www.youtube.com/playlist?list=PLEHVxFO1I6ekaCoG3JBR4m3qbhOpPO7V8

In this episode of Paper 2D Basics we'll go over the...

▶ Play video
idle niche
split wave
winged pewter
#

Hello developers, actually I have a question not sure is anyone know what is the issues? In editor my AI character is shows up and work properly, but after package the character are invisible, confirm that the "Visible" are ticked, but not sure why its still invisible after packaged?

split wave
winged pewter
winged pewter
cedar crag
#

When I deploy a build to my SteamDeck my Maps are not packaged and I cant load them in the game. The workaround is to "SoftWorldReference" all my maps, But why is this happening? In my packaging options all my maps are set. Does anyone have an idea whats missing?

idle niche
#

Hey guys, when i try to package my project there is no error except this one can someone help

mystic atlas
#

Check the log it points to.

pseudo jay
#
UATHelper: Packaging (Windows): LogInit: Display: LogShaderCompilers: Warning: Failed to compile Material /Game/AdvancedCelShader/CelShader/Materials/CelShaderForward.CelShaderForward (MI:/Game/AdvancedCelShader/CelShader/Presets/CelShaderForwardDefault.CelShaderForwardDefault) for platform PCD3D_SM5, Default Material will be used in game.
UATHelper: Packaging (Windows):   /Engine/Generated/Material.ush:2843:20: error: expected ')'
UATHelper: Packaging (Windows):            [unroll(CelSamples / 2)]
UATHelper: Packaging (Windows):                              ^
UATHelper: Packaging (Windows):                             )
UATHelper: Packaging (Windows):   /Engine/Generated/Material.ush:2843:20: error: expected ']'
```  Hello I keep getting this error when trying to package my project, I have looked for the past 2 hours trying to find a way to fix this any help would be amazing pretty lost ngl
mystic atlas
#

There's an issue with one of your materials?

glacial tiger
#

Hey, does anyone know why control rigs suddenly stop working when packaging the game? Works fine in editor, standalone, etc. I tried enabling "Cook everything in the project content directory", but it did nothing except extend cooking time. I'm not sure where I should be looking... Google isn't being helpful either.

glacial tiger
#

Got it to produce a log file. Noticed these.
LogWindows: Failed to load 'aqProf.dll' (GetLastError=0)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=0)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=0)
LogWindows: File 'VtuneApi32e.dll' does not exist

Anyone know if any of these are related to control rigs in any way?

mystic atlas
#

From what I remember, those are pretty common errors and don't really affect anything - unless you are using those modules.

glacial tiger
#

They don't ring any bells. But it's the only errors I could see. Actually, there were more, my search was just bonked. Going through them now.

summer dock
split osprey
#

Does anyone know how I can fix this when packaging my game? Had a look online for a fix but couldn't find anything

mystic atlas
#

I'd try removing spaces from your directory names first.

split osprey
#

ooooh true

summer dock
glacial tiger
#

Anyone know anything about Virtual Texture Streaming and packaging? Once I package, all of my "LandscapeStreamingProxy" instances, except for the one I spawned on, flicker like crazy. It's only using like 360mb memory in the editor.

abstract gale
abstract gale
# summer dock great to hear

I'm now getting a warning: InputAction Event references unknown Action "Jump", "Turn" and basically all the controls. How do I solve it?

deep kayak
#

hello, been trying to figure out this error when packaging: Script module "C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll" not found. it is indeed not there.

summer dock
abstract gale
summer dock
jolly nymph
#

Anyone know what this is about when trying to package?

LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt```
summer dock
jolly nymph
#

I did that two or three times but let me do that again 👍

#

Oh I'll also try and enable the full rebuild flag

summer dock
jolly nymph
#

Thanks @summer dock , Intermediate purge + full rebuild flag did the trick for that Slate module thing, only thing left is a wwise error that belongs on the Audiokinetic forums probably

abstract gale
eager cedar
#

Question: How do you handle platform-specific nodes & asset types from plugins?

Precise use case: I'm using the OculusXRHaptics Plugin which comes with it's own .haptic AssetType.

Now, for other Plugins, I've made my own Plugin which wraps those specific calls in custom nodes so that those nodes can be present on all platforms.
It's just a simple node where in the code I'm doing an #if PLATFORM_ANDROID ....

Now this worked so far, but the OculusXRHaptics Plugin comes with it's own AssetType.
I'm also developing for PS5, and here I cannot add the OculusXRHaptics Plugin as it's android & windows specific and has dependencies to the haptics sdk which is not working on ps5.

So now my question, is there a way to still use OculusXRHapticsPlugin (and maybe even it's nodes) for Android, but not for PS5?

Or what is Unreal's intended approach in handling Plugins & their Functions in Data/Content across Platforms?

summer dock
# eager cedar Question: How do you handle platform-specific nodes & asset types from plugins? ...

Great questions, but not sure of official best practices : I imagine most people just muddle through.

  • I think wrappers are a good path if you must have BP nodes, we have done this for GPlay vs APK builds.
  • I am seeing somewhat inconsistent behaviour with whether nodes of disabled plugins can exist in bps, not sure what is going on sometimes. We do use "SupportedTargetPlatforms" in .uproject to control some plugin availability per platform, or if a Plugins has support for toggling enabled or not, that is great.
  • We haven't encountered the asset type situation.

I would hazard a guess here that the more you can handle on the c++ side, the easier life should be. Dealing with having to wrap bp nodes is a hassle...

split wave
arctic glade
#

I know its digging back into the past, but I am experiencing this exact same issue and wondering what/if you did to solve it? Github runner, can build and package game no problem outside of actions, actions shows every single asset in the project as having a malformed tag

arctic glade
glacial tiger
#

I suspect unreal is cooking my control rig(procedural animation, so why would you cook it?). Is there any way I can prevent that from happening?

#

Any characters using control rig instead of "static" animation ends up stuck in reference pose after packaging the game.

#

Control rig is connected directly to output pose. The control rig itself is very simple(for debugging purposes), so I'm pretty sure this isn't a problem with the control rig's event graph itself.

winged sail
#

Is it okay to package a game from a "different" engine version, or will this cause a bunch of problems?
The team is using engine 5.3.2 from the Epic launcher. Whenever we push a commit we want our build server to package a windows client build and a linux server build. The version from the launcher does not support packaging for these targets.

Is it okay for the build server to use an installed build of 5.3.2 that does support these targets, while the team keeps using the regular 5.3.2 engine distribution or is this asking for problems?

summer comet
#

Parsing command line: -ScriptsForProject="C:/Program Files/Epic Games/UE_4.27/" BuildCookRun -project="C:/Program Files/Epic Games/UE_4.27/" -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe="C:\Program Files\Epic Games\UE_4.27\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -utf8output -platform=Win64 -build -cook -map=Konoha+TestMap+Main+MainMenuLevel+StartMapMenu+MultiPlayerTestingMap -pak -iterativecooking -compressed -stage -package -stagingdirectory=D:/Nindo/BuildGame/ -cmdline=" -Messaging" -addcmdline="-SessionId=6A2BC54A44E2B8B0EEC6C3A8D8508940 -SessionOwner='noahj' -SessionName='Steam' "
Whats this ?

#

My maps are in my game still tho?

summer comet
#

I fixed it! 🙂 forgot to select

#

LowLevelFatalError [File:Unknown] [Line: 2152]
Failed to find shader map for default material WorldGridMaterial(/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial)! Please make sure cooking was successful (No inline shaders, null GTSM)

0x00007ffa3a9a531c KERNELBASE.dll!UnknownFunction []
0x00007ff794f32516 Nindo-Win64-Shipping.exe!ReportAssert() []
0x00007ff794ef3efd Nindo-Win64-Shipping.exe!FOutputDevice::LogfImpl() []
0x00007ff7968fbc15 Nindo-Win64-Shipping.exe!FMaterial::CacheShaders() []
0x00007ff7968fbcc9 Nindo-Win64-Shipping.exe!FMaterial::CacheShaders() []
0x00007ff7968eb5b1 Nindo-Win64-Shipping.exe!UMaterial::CacheResourceShadersForRendering() []
0x00007ff7968f0f67 Nindo-Win64-Shipping.exe!UMaterial::PostLoad() []
0x00007ff794f9ff82 Nindo-Win64-Shipping.exe!FAsyncPackage::PostLoadObjects() []
0x00007ff794fab008 Nindo-Win64-Shipping.exe!FAsyncPackage::TickAsyncPackage() []
0x00007ff794fa0d6a Nindo-Win64-Shipping.exe!FAsyncLoadingThread::ProcessAsyncLoading() []
0x00007ff794fab359 Nindo-Win64-Shipping.exe!FAsyncLoadingThread::TickAsyncThread() []
0x00007ff794faa59c Nindo-Win64-Shipping.exe!FAsyncLoadingThread::TickAsyncLoading() []
0x00007ff794f9958f Nindo-Win64-Shipping.exe!FAsyncLoadingThread::FlushLoading() []
0x00007ff7951190e8 Nindo-Win64-Shipping.exe!LoadPackageInternal() []
0x00007ff795118d4a Nindo-Win64-Shipping.exe!LoadPackage() []
0x00007ff79512120c Nindo-Win64-Shipping.exe!ResolveName() []
0x00007ff795125acb Nindo-Win64-Shipping.exe!StaticLoadObjectInternal() []
0x00007ff795125136 Nindo-Win64-Shipping.exe!StaticLoadObject() []
0x00007ff7968ef9d3 Nindo-Win64-Shipping.exe!UMaterialInterface::InitDefaultMaterials() []
0x00007ff794fb3a09 Nindo-Win64-Shipping.exe!UClass::CreateDefaultObject() []
0x00007ff7968f0bc8 Nindo-Win64-Shipping.exe!UMaterialInterface::PostCDOContruct() []
0x00007ff794fb3a09 Nindo-Win64-Shipping.exe!UClass::CreateDefaultObject() []
0x00007ff794fb369b Nindo-Win64-Shipping.exe!UClass::CreateDefaultObject() []
0x00007ff7951273e8 Nindo-Win64-Shipping.exe!UObjectInitialized() []
0x00007ff79511c7ad Nindo-Win64-Shipping.exe!ProcessNewlyLoadedUObjects() []
0x00007ff794744ae0 Nindo-Win64-Shipping.exe!FEngineLoop::PreInitPostStartupScreen() []
0x00007ff794740e1b Nindo-Win64-Shipping.exe!GuardedMain() []
0x00007ff7947410da Nindo-Win64-Shipping.exe!GuardedMainWrapper() []
0x00007ff794742824 Nindo-Win64-Shipping.exe!LaunchWindowsStartup() []
0x00007ff79474b464 Nindo-Win64-Shipping.exe!WinMain() []
0x00007ff7975a34be Nindo-Win64-Shipping.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
0x00007ffa3c71257d KERNEL32.DLL!UnknownFunction []
0x00007ffa3d52aa68 ntdll.dll!UnknownFunction []

Any body know why this is happing?? 🙂 god bless you all!!!! 🙂

finite pebble
#

erhm idont really understand this error since the componenet exists .o

winged moss
finite pebble
#

but its not :/

winged moss
#

So where is the skills component class? Is it a C++ class?

finite pebble
#

nope

#

just a regular commponent

winged moss
#

Any potential issues with circular dependencies?

finite pebble
#

hmm meaning ./ ?

winged moss
#

Two or more Blueprints referencing each other

#

References also include variables of a specific type and casts

finite pebble
#

probably :/

jaunty breach
#

Question for the "Modernized XCode Workflow" folks out there-

in 5.3.2, when you "refresh xcode project" it doesn't actually seem to update the game content inside the xcode project. I only really get consistent results when I deploy my game to my iphone from unreal, then cancel when it freezes on the deploying step, then refresh xcode project, and only then will my changes actually go through to the xcode deployment.

hardy crane
#

Hey, I am unsure how to progress with this error that appears everytime my package

UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): Execution failed for task ':app:compressDebugAssets'.
UATHelper: Packaging (Android (ASTC)): > A failure occurred while executing com.android.build.gradle.internal.tasks.CompressAssetsWorkAction
UATHelper: Packaging (Android (ASTC)):    > Required array size too large
UATHelper: Packaging (Android (ASTC)): * Try:
UATHelper: Packaging (Android (ASTC)): > Run with --stacktrace option to get the stack trace.
UATHelper: Packaging (Android (ASTC)): > Run with --info or --debug option to get more log output.
UATHelper: Packaging (Android (ASTC)): > Run with --scan to get full insights.
UATHelper: Packaging (Android (ASTC)): * Get more help at https://help.gradle.org
UATHelper: Packaging (Android (ASTC)): Deprecated Gradle features were used in this build, making it incompatible with Gradle 8.0.

Engine: 5.3.2
NDK: 25.1.8937393
JDK: 17.0.6
Targeting Oculus Quest 2 / 3

Anyone any idea or hint what I have to change to update the gradle version or get rid of the Required array size too large error?

#

Or is this better suited for the virtual-reality / mobile channel?

broken jungle
#

==============================================================================
AutomationTool executed for 1h 27m 3s
AutomationTool exiting with ExitCode=1 (Error_Unknown)

#

got this when packaging, anyone have a clue?, searched error in the text file but it says 0 errors

#

trying to build android package

#

could signing for distribution cause error, cause havent done that?

winged moss
#

Having the full log would be handy

broken jungle
#

could i sharea text file here?

#

hope its alright to share the log like this

winged moss
# broken jungle could i sharea text file here?

=============================================================================
DistributionSigning settings are not all set. Check the DistributionSettings section in the Android tab of Project Settings

broken jungle
#

Was wondering if that could cause an error, guess ill set it to be sure

native jewel
#

Been looking around, and only found one usage, without any docs about it.

I'm looking to cook assets that are included in specific collections which are generated from a commandlet with custom exclusions and stuff. Once cooked, I want to be able to package them with I/O Store and encrypt them with a specified SecondaryEncryptionKey for the collection.

Not sure if anyone here would want to, or knows how to maybe guide me in the right place.

I'm pretty sure there's a way to handle it through hooking into modifying the cook, but I haven't seen documentation on it

glacial tiger
#

But I've removed any scalar modifiers from my input actions.

#

Is there any way to get it to do a refresh or something? I've Built all Levels, cooked again(no errors or warnings), and packaged. Multiple times. Still getting this error.

past tinsel
broken jungle
#

[2023.11.23-15.58.10:495][349]UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\unreal\GameActivity.java:198: error: cannot find symbol

#

got this error, I got wrong java version or something?

split tide
#

PackagingResults: Error: Assertion failed: Tag.Size == Loaded [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp] [Line: 1499]
I get this error when I package my UE4.27 game. I'm very confused as all that I see online has to do with the editor crashing and not packaging.

split tide
#

I believe you have to download the file to see the whole thing, I should've condensed it sorry :(

vapid fjord
#

I posted over in the EOS channel, but I think its more of a packaging issue.

#

So, I'm using EOS, in the Development Editor build, running as -game everything works.

When I package for "Development" it does not work.
In the package I do get the following log outs so I know the modules are there:

LogPluginManager: Mounting Engine plugin OnlineServicesEOSGS
LogPluginManager: Found config from plugin[OnlineServicesEOSGS] Engine
LogPluginManager: Mounting Engine plugin OnlineServicesEOS
LogPluginManager: Mounting Engine plugin OnlineSubsystemEOS
LogPluginManager: Mounting Engine plugin SocketSubsystemEOS
LogPluginManager: Mounting Engine plugin EOSVoiceChat```

In the editor game I get a bunch of logout as follows
```[2023.11.24-15.48.02:972][ 23]LogEOSSDK: LogEOS: SDK Config Data - Watermark: 1530049316
[2023.11.24-15.48.08:669][ 92]LogWwiseMonitor: Voice Starvation [Debugger])
[2023.11.24-15.48.08:670][ 92]LogEOSSDK: LogEOSAuth: BeginDesktopCrossplayLogin: Desktop crossplay can be used with this login type
[2023.11.24-15.48.08:671][ 92]LogEOSSDK: Warning: LogEOSAuth: BeginDesktopCrossplayLogin: Desktop crossplay is not ready: EOS_DesktopCrossplay_ApplicationNotBootstrapped
[2023.11.24-15.48.08:671][ 92]LogEOSSDK: LogEOSAuth: BeginDesktopCrossplayLogin: Desktop crossplay is not required for login
[2023.11.24-15.48.08:918][ 95]LogEOSSDK: LogEOSAuth: GenerateUserAuthByDeviceCode: Received FUserAuthToken
[2023.11.24-15.48.08:954][ 96]LogEOSSDK: LogEOSAuth: UserAuthGenerated: Device auth to be continued at: <Redacted>
[2023.11.24-15.48.08:954][ 96]LogEOSSDK: LogEOSAuth: LaunchAccountPortalWithOverlay: Launching with overlay: <Redacted>
[2023.11.24-15.48.08:954][ 96]LogEOSSDK: LogEOSOverlay: Overlay loading <Redacted> in instance 5927934278032
[2023.11.24-15.48.09:022][ 97]LogEOSSDK: LogEOSOverlay: LoadURL result received. [Success=1, BrowserID=1]
[2023.11.24-15.48.09:022][ 97]LogEOSSDK: LogEOSAuth: FAccountPortalBrowserManager::Login: Load: 0```
young quail
#

maybe someone knows how to solve this problem. Help decide PLS!

torpid current
#

Hi I have this problem. I am packing with 5.3 an empty default project. I can open it without any issues but other people try to to open it and and the mouse get the clock icon and nothing happens. If they try as admin is the same. Also the project was cooked as debug( and development) but it is not generating a log file inside of the save folder

#

here is the packaged build

#

It is a empty project and works fine for me. So.. how can I debug this crashing if this is opening for me and for the rest they get nothing?

winged moss
torpid current
#

the process open and close so they dont seee anything on task manager

winged moss
#

though I'm not usually into running executables from strangers, this packaged build does run and spawns me as a spectator pawn on a very empty level

torpid current
#

I have two pc both with unreal and the game runs ok, My friends dont have unreal installed and the game wont start

winged moss
#

did they install the redist?

torpid current
#

when they execute the first time they get the dialog for installing unreal prerequisites

#

and I saw them doing it because They share their screen on discord

#

unless the install prerequisistes is not working for them

#

Is there a way to force install and check those prerequisites?

winged moss
#

you'd run that against the exe in project/Binaries/Win64

torpid current
#

thanks!

#

I should make my friends run this

#

for me everything looks correct except for this

winged moss
#

you only need to be concerned with the top level

torpid current
#

seems correct

winged moss
#

wrong exe

#

I said specifically the one in project/Binaries/Win64

#

the root directory exe is just an exe that checks dependencies and then runs the other exe

torpid current
#

for debug exe i get

#

the same for the other exe

winged moss
#

they can run it locally to see if it looks consistent

#

I was thinking alternatively it could be some static initialisation thing, but that would affect all systems

torpid current
#

So you you reccomend manually install vc++ redist on my friends pcs

winged moss
torpid current
#

Thanks for your help

#

I will try asap my friends get online

exotic hamlet
#

Did you able To Solve The Error? I am currently facing the same one right now

young quail
hoary oak
winged moss
young quail
winged moss
serene pumice
#

Hi everyone. Today I bought an asset pack and implemented in my project and after that I've changed my character skeletal mesh , rig bla bla. Actually everything works perfectly but in the packaged project control rig causes some problems unlike editor what should I do?

#

in packaged project character's land animation doesn't work properly
but in editor there is no problem

young quail
cold urchin
#

the only error and warning from packaging is these two

young quail
#

@winged mossplease tell me, I installed everything, it works, but I’m now trying to test it on an old device! By all parameters, the device should be supported, but when installed on the device it says the application is not installed, without any errors. I think it's still a compatibility problem. Maybe you know why this is so?

young quail
# cold urchin can any one help? i stuck in this problem

dude I had the same problem yesterday, do everything according to the official documentation depending on what version of the engine you have
https://docs.unrealengine.com/5.3/en-US/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment/
here is another reference tutorial for 5.3
https://www.youtube.com/watch?v=-55BjAnB0ig&t=31s&ab_channel=TecDevStudio

How to set up your Android development environment for Unreal Engine

UE5.3 Android Mobile Export & SDK NDK JDK Set-up .

Tec Dev Studio


Android Setup Project
: UE5. 3 : Video : https://youtu.be/GOAnlVndFNo

Download SDK NDK JDK Software :

: https://stroyeddeveloper.com/elementor-2349/


@TecDevStudio @tecyt @tecdevstudio @UnrealEngine

×--------------×

Dis...

▶ Play video
winged moss
#

I don't know why you tagged them, that's a Windows build

cold urchin
#

it solve with android package?

winged moss
#

Probably not

winged moss
cold urchin
#

i really don't know why i even create the new one frash from ue5 project and packaging still have that problem

#

maybe i have to try change the game to android if no other way

#

or it about SDK maybe have to try ummm

winged moss
#

And there is an exception trace from UAT. Try moving your project to a path without spaces

young quail
cold urchin
#

lol i even try clean reinstall my windows

cold urchin
#

so confuse now not have anything error in package log i wonder what it going on.

winged moss
cold urchin
#

yea it is

#

ahaa

winged moss
#

It's why I suggested removing spaces from the project path because Unreal can still have issues with them

cold urchin
#

spaces you mean in the name or path that locate ? maybe i try fix that tomorrow

winged moss
#

What

cold urchin
#

idk wdym im just learning like 1 month

young quail
winged moss
cold urchin
#

aa i see

young quail
winged moss
#

Well you aren't providing any info

young quail
#

@winged moss
UE Version: 5.3

Android Studio Version:
Flamingo 2022.2.1 Patch 2 May 24, 2023

Android API 34

Android SDK:
SDK 33
SDK 30 (this tying too)

NDK 25.1.8937393

JDK 11
JDK 17 (this tying too)

Device witch i trying to use Redmy Note 7
And i make a multi android package

#

While installing the game on the device, the installation is interrupted with the message (application not installed)

winged moss
#

and if you launch from Unreal?

shadow storm
#

how come in unreal engine 5 I get these messages Cooked packages 7210 Packages Remain 150 Total 7360, its taking a long time to pack and it use to pack quicker in UE4

winged moss
#

Those messages exist in UE4 for a start and it's to indicate cooking progress

#

I don't know what your packaging settings are, but you can cut down some time on being more selective with what gets packaged

thorn flame
#

Hello, I have a problem with the packaging on Hololens 2.
I can't find the "SharedPCH.Core.ShadowErrors.cpp" file by hand. Thanks in advance

mystic atlas
#

Remove spaces from you directory names. That may not be your issue, but it's good advice.

#

Also the path to the file is right in that screenshot. Does it not work?

thorn flame
#

Okay i will try to remove spaces, but i can't find the file even with the path

#

My bad i found them :

mystic atlas
#

Ah. Wasn't the path then.

#

Can you translate those errors?

thorn flame
#

'The specified path cannot be found'

#

it's the one just below the path

mystic atlas
#

And at the end of it?

thorn flame
#

Where ?

#

I don't see any other french words

#

There is "fail" at the end of the path

#

fatal error C1192 : fail of #using on 'C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629\lib\x86\Store\references\platform.winmd'

#

Its the end of the line

mystic atlas
#

Ah.

thorn flame
#

?

mystic atlas
#

I'm not sure what the issue is, sorry.

thorn flame
#

thanks anyway

mystic atlas
#

Np. Good luck.

young quail
#

if I run the game in the engine everything works fine, if I understand correctly your question

young quail
#

@winged mossdude, let me send you screenshots or whatever, but please help me

winged moss
#

well for a start I did say launching from the engine which is what you described to me. I don't have that much Android experience either

#

have you tried another device?

young quail
keen moss
#

Hey smart people. I'm trying to build an early test of my android project and I keep getting unknown build errors. Attached is my log. Any ideas what's going on?

winged moss
keen moss
keen moss
#

Updated Log says that gradle failed to resolve. I've never built anything for Android before so I'm not sure how this would be fixed. Google isn't giving me a whole lot to work with yet either but I'm still searching.

Log:

young quail
#

I waiting for you, and you ignored. If you dont now or you don wanted so you can tell me, why you do this ....

winged moss
#

When I already told you that I don't have access to your devices, no logs, and I don't have that much android experience

young quail
# winged moss This is an odd sense of entitlement

This terrible feeling of a burnt ass. For 4 days I’ve been doing what can be done in 10 minutes. You could have immediately said that you can’t help anymore. I've been waiting for you for 3 days... Constant problems with this SDK! The community is clueless, no one helps. For so many years, developers have not solved the connection problem. They do such cool things that it’s hard to imagine, but they can’t set up the damn SDK. I understand that it was a mistake to choose Unreal then; I should have gone to Unity. I wasted so many years on this crap!

winged moss
#

Cya

young quail
#

Epic Games will pay with your reputation for the years of your life spent on this...

#

every time there's a problem with this fckig sdk ndk shitdk

waxen aspen
#

I have a game packaged on windows but I need it for mac too. Is it really just that easy to package it there too or do I need to change anything? From what I have heard I just need to open the project on a mac and package it

winged moss
waxen aspen
#

just maybe an add on or for packaging

winged moss
#

In my experience it hasn't really been worth supporting Mac as a platform though

waxen aspen
#

you know for packaging it needs to have c++ or so

#

I don't have a mac yet even

#

i am just thinking if it's worth it

#

maybe I give it to a friend

#

but then it must be someone I trust so much to give him my entire project yk

winged moss
#

It'll likely be a very small fraction of your total sales, but that's up to you

#

If you have any issues then there's #macos

waxen aspen
#

maybe it's just a coincidence but out of like 6 people i wanted to sell to , 3 had a mac

#

maybe the next 14 will not haha!

#

just curious

#

does it work on linux if packaged on windows?

#

i didn't even try

winged moss
#

There's a cross-compiler toolchain to compile a Linux game from Windows, but you need to install it (there's a link in the docs)

waxen aspen
#

does it work on linux if packaged on windows?

winged moss
#

I just answered that question...

waxen aspen
#

oh i thought you meant a game built on linux by saying linux game

#

misunderstanding haha

#

thank you!

winged moss
#

Linux is a different target platform and if you want a Linux-native version then that's what you do, but Proton might even do a better job if you distribute on Steam

waxen aspen
#

yea I distribute on steam

winged moss
#

I've only really done dedicated servers recently that were Linux-native. I was on a Source engine project that did do a native Linux version but it was a bit of a pain to maintain. More of a customer support burden than it was worth

waxen aspen
#

ah I see

#

well then, was just cruious to find out

#

gonna hop in again if I have more questions

#

thanks fam!

winged moss
#

Well you can certainly fulfil that curiosity but only really ship it if it's somehow better than running the Windows version through Proton

#

iirc the Vulkan desktop RHI still has issues, and that's all Linux supports

young quail
normal dock
#

sorry for the necro but im currently suffering from this. in my case my assets were all made in the editor for my project however i did import a set of third party assets (just models, materials were created by unreal on import). not sure if this would have any bearing on it but the asset name seems to change whenever i make a new asset

winged moss
#

I can't imagine another scenario where that could happen

normal dock
#

alright thanks anyway

limpid escarp
#

So I'm getting this error when packaging and I need help knowing where to even start with it:

subtle karma
#

Ive search the discord but I cant find it. Has anyone had any issues with Primary Asset Labels not applying chunk ids?
not applying at all! driving me mad

vapid fjord
#

For anyone like me who was struggling to find out why unrealpak fails to decompress ANYTHING

the arg list is -extract <pak file> <extract folder target>

Note that the paths MUST BE UNIX style

C:/TargetDirectory/
not
C:\TargetDirectory\ (If you do this one it just fails silently)

cold urchin
# cold urchin can any one help? i stuck in this problem

okay im back the project still appear error packaging but it already build and got the file/ at least it work i can enter the game normally but. / if i reopen the project and packaging again still error and not even build anything

keen moss
#

Hey smart packaging people. I'm not familiar enough with android projects to know what to do about this gradle error and I'm not finding much in my searching either. Anyone know what I need to do here?

scenic blade
#

Hello all, I'm having an issue with a packaged game, when I start it it stays in a black screen and windows task manager says not responding. I've been searching thru internet for 2 days and nothing seems to solve it. I've also created a new project from scratch and the same issue
it doesn't happen with another game that I have in the same computer.
do you have an idea what could be happening?

dreamy panther
#

Random question:
Background: I have Game Asset A (Lets say a static mesh) that isn't referenced by any maps.

Scenario 1: Asset is referenced by a UDataAsset derivative OR UDataTable via soft object path.
Scenario 2: Asset is referenced by a UPrimaryDataAsset derivative via soft object path.

In scenario 1, would the asset be packaged at all? Does the soft object path in the data asset/table create a cook dependency?
Or
Does it have to be scenario 2, where the Primary Data Asset, which is considered a primary asset by the asset manager, then cause a dependency due to the relationship between "primary" and "secondary" assets?

Purely theory btw, not run into any issues. I'm just trying to understand where the dependency is introduced so I can give advice in a presentation for what to be aware of.

limpid escarp
open rapids
#

I know I've asked this a few times already, but praying the right person will see this: I am attempting a Vulkan build for Desktop, however the executable prompts my client to install DirectX. For reasons unbeknownst to me, they aren't allowed to install DX on their machines. I have the Target RHI set to Vulkan and all DX unchecked, Vulkan .dlls are included in the Binaries. I'm getting kind of desperate and will probably lose this client if I cant solve this. Anything code-related or "under the hood" stuff is outside of my wheelhouse.

subtle karma
#

Question re patching.
I want to create a stand alone installer / updater / launcher and I am thinking about the logic that has to happen. - Reason? I just want to know how.

For platform lets just stick to windows for now.

Scenario:

  1. I create a release for my game. version 1.0.0
  2. I send this to someone to play test.
  3. I create a patch for 1.0.0 and name it 1.0.1
  4. I create a new patch for 1.0.1 and name it 1.0.2 and so on up to version 1.0.5
  5. I now have 5 patches

Am I right in assuming That I could host say a JSON array of patches since version e.g.

[
  '1.0.0',
  '1.0.1',
  '1.0.2',
  '1.0.3',
  '1.0.4',
  '1.0.5',
]

Then request this array, find the users current version then request each patch after that users version then apply each one in order? - Still no idea how to apply said patch but am I on the right track?

sage parrot
#

here i need to add path of movie ??
and which path

bold vortex
#

On Mac when package for iOS I had this error:
UATHelper: Packaging (IOS): LogMac: Error: appError called: Fatal error: [File:./Runtime/CoreUObject/Private/Misc/PackageName.cpp] [Line: 875]
UATHelper: Packaging (IOS): FilenameToLongPackageName failed to convert '/Volumes/External/MetaFriend/Content/Maps/._Main_BuiltData.uasset'. Attempt result was '/Game/Maps/._Main_BuiltData', but the path contains illegal characters '.'

I don't have file "._Main_BuitData" in my project(I checked hidden files)
I tried to delete Intermediate, Saved, Binaries.

summer dock
#

Even if not, I would perhaps try renaming it to something else to sanity check

bold vortex
dapper sage
#

Hi everyone, I'm getting this error when I package my game. Im using 5.1.1 source build. How can I fix this?

0>Module.Niagara.10_of_13.cpp.obj: Error  : LNK2019: unresolved external symbol __std_init_once_link_alternate_names_and_abort referenced in function "void __cdecl std::call_once<class <lambda_545dfa6eb49ca362ef2cb3c500c8a6b0> >(struct std::once_flag &,class <lambda_545dfa6eb49ca362ef2cb3c500c8a6b0> &&)" (??$call_once@V<lambda_545dfa6eb49ca362ef2cb3c500c8a6b0>@@$$V@std@@YAXAEAUonce_flag@0@$$QEAV<lambda_545dfa6eb49ca362ef2cb3c500c8a6b0>@@@Z)
0>Module.Niagara.13_of_13.cpp.obj: Error  : LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abort
restive yoke
#

Does anyone know why: I used a command in cmd to generate the keystore i put it in the settings with password alias etc for android packaging but when i actually package it says it found and used android studio debug keystore... I dont get why, infact if I try to put it online on google play internal release it says that the bundle is not signed... it seem not to use my keystore i put on the android build folder of the project

scarlet path
#

DataTable not working after packaging

mystic atlas
#

Did the data table get packaged?

keen moss
#

Hey folks. Anyone here know about solving gradle issues with android builds? I'm at a loss here for how to package this project.

summer dock
keen moss
#

The setupandroid.bat worked without any errors and my paths to the SDK/NDK and Java are all correct.

summer dock
# keen moss

This seems to be a runtime log, not a packaging log?

keen moss
#

hmmm.. should be package log.

summer dock
keen moss
#

roger. Gimme a sec

keen moss
summer dock
# keen moss

> Could not resolve com.android.tools.build:gradle:7.4.2.
Something seems to be wrong still with your setup

#

I am not on 5.3 yet, so can't really verify things. But first off make 100% certain you have followed the Android setup docs for 5.3 diligently, everything has to be exactly as they ask

keen moss
keen moss
limpid escarp
# limpid escarp I'm still not sure what's going on there.... it's mentioning the World Context.....

So everything I'm seeing is saying this is happening because of a duplicate "_WorldContext" pin some where [https://www.reddit.com/r/unrealengine/comments/ympxxe/world_context_object_pin_error_when_cooking/] the problem is I did a search for " _WorldContext" (had to put that space in there here because of BS formatting in Discord, but when I searched I didn't have a space in there) and Fixed the couple of inputs I found, but I'm still getting the error.... any ideas on how to find if there are more or what else it could be?

summer dock
limpid escarp
#

would moving a blueprint do it? We recently restructured basically our entire project to make it more organized...

limpid escarp
summer dock
summer dock
summer dock
limpid escarp
summer dock
echo totem
#

hey guys, can someone help me understand what is going on with my project cook?

like, i have no other warnings / errors above this

NOTES:

no corrupted blueprints / widgets
this is a c++ project
updated to 5.3.2 this week

UPDATE: found only one warning, but this dosent seem to be the cook failed reason

PackagingResults: Warning: [AssetLog] F:\Projects\P723\Plugins\UINavigation\Content\Components\OptionBox.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.

winged moss
#

the preceding lines to the assert might hold some clues, might not

echo totem
# winged moss the preceding lines to the assert might hold some clues, might not

here is what is after the assert

[2023-11-29T21:06:00.020Z]UATHelper: Cooking (Windows): Took 75.32s to run UnrealEditor-Cmd.exe, ExitCode=3
[2023-11-29T21:06:01.005Z]UATHelper: Cooking (Windows): Cook failed.
[2023-11-29T21:06:01.005Z]UATHelper: Cooking (Windows): (see C:\Users\mmykaa\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Tools+UE_5.3\Log.txt for full exception trace)
[2023-11-29T21:06:01.018Z]UATHelper: Cooking (Windows): AutomationTool executed for 0h 1m 21s
[2023-11-29T21:06:01.018Z]UATHelper: Cooking (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
[2023-11-29T21:06:01.189Z]UATHelper: Cooking (Windows): BUILD FAILED

no clues here

winged moss
#

preceding

echo totem
winged moss
#

might have to attach the ol' debugger then

echo totem
winged moss
#

Well you might be able to inspect the stack to see which BP it came from

echo totem
#

yep here it is

#

thanks my dude

#

❤️

winged moss
#

Oh and make sure you have adequate source control setup in case something happens again

limpid escarp
limpid escarp
#

And that got it! Thanks @summer dock

summer dock
limpid escarp
#

basically, though it seems to trigger before then at least on this one. As soon as it was trying to load my Player Character because that's was was linking that library in. So yeah, as soon as it tried to compile the Blueprint with the offending input pin it breaks in VS and then I dug into the state at that moment and could glean the package and function name from there!

main juniper
#

Hello, I am trying to packaging the game with UAT command but when I run the bat file. I got this error "../Plugins/Bridge/Intermediate/Build/Win64/UnrealEditor/Inc/MegascansPlugin/UHT/MegascansPlugin.init.gen.cpp: No such file or directory" and "../Plugins/Bridge/Intermediate/Build/Win64/UnrealEditor/Inc/Bridge/UHT/Bridge.init.gen.cpp: No such file or directory" What am I missing?

#

the command goes like this BuildCommand=BuildCookRun -command=VerifySdk -UpdateIfNeeded -rocket -compile -compileeditor -nop4 -project=%ProjectFullPath% -cook -stage -archive -archivedirectory=%PackageDir% -package -clientconfig=%BuildConfig% -clean -pak -prereqs -distribution -nodebuginfo -targetplatform=%TargetPlatform% -build -nocompileuat

#

Currently using a jenkins machine for running this command with perforce

main juniper
#

After removing -compileeditor it looks working fine

bold vortex
#

Could I exclude from cook/packaging files with some prefix(something like "Directories to never cook")? I'm still have problem on Macbook with external SSD - can't package project cause exist files with prefix "._". Files creating by UBT every time when I package project. I can't to use Macbook internal ssd cause it to small.
Althougt I had issue :

inner island
#

Where can I learn more about the behavior of editor vs packaged game? I'm encountering one of the most difficult bugs in 5 years of indie dev work - I'm using a cpp ballistics plugin that basically is a glorified line trace - but it is not hitting anything further than 400 ish units in the PACKAGED build - it works and behaves fine in the editor.

I don't see how it could be replication because I'm building for standalone.

I don't see how it could be collision because shouldn't that be the same in the packaged build (as long as I wasn't doing crazy complex collision stuff)

Again, it's not a matter of something somehow blocking the hit - I've removed collisions on items that might and I am printing out the name of the hit actor - in this case, the Custom Event Delegate for hitting anything simply doesn't fire when there is more than 400 ish units of space between the barrel of the gun and where it would hit.

silent sparrow
#

So, we have this folder with 3 gamemodes in it and for whatever reason UE4.27 cooks only 2 of the 3 unless we add the folder to "additional directories to cook". Any ideas as for why this is happening?

#

All the three gamemodes are getting referenced by (unused) levels, if that matters

winged moss
winged moss
silent sparrow
#

we don't specifically filter them out

winged moss
#

Should or are? You opt into cooking specific levels

#

And don't tell me that you have sacrificial levels just to reference a game mode lol

silent sparrow
#

no they're just old left over stuff

#

I mentioned it in case anyone wanted to go the "the gamemode is not referenced so it's not getting cooked" route

#

we actually use the gamemodes via the ?game param on Open Level by Name
don't question it

winged moss
#

Why would I question it when that's perfectly valid

silent sparrow
#

¯_(ツ)_/¯

#

anyways any ideas?

winged moss
#

I remember you could specify aliases for the ?game parameter, that might create a soft ref for it to cook

silent sparrow
#

can you give me something more specific? I haven't had the best experience looking through UE docs

winged moss
silent sparrow
#

and just do ?game=DM in this example?

winged moss
#

Yes, but I'm not quite sure if it creates a soft ref since I can't see the class

#

Actually, yeah it should

#

Just looked at the class for UGameMapsSettings

chilly spoke
#
UATHelper: Packaging (Windows): LogInit: Display: LogCook: Error: GlobalDefaultServerGameMode contains a redirected reference '/Game/Framework/SpaceGM'. The intended asset will fail to load in a packaged build. Select the intended asset again in Project Settings to fix this issue.
UATHelper: Packaging (Windows): LogInit: Display: LoadErrors: Error: /Game/__ExternalObjects__/map/D/FK/MFODU2H30IMZ9FDONMM9LP : Failed import for World /Game/map.map [redirection] in /Game/__ExternalObjects__/map/D/FK/MFODU2H30IMZ9FDONMM9LP
UATHelper: Packaging (Windows): LogInit: Display: LoadErrors: Error: /Game/__ExternalObjects__/map/D/FK/MFODU2H30IMZ9FDONMM9LP : Failed import for Level /Game/map.map:PersistentLevel
UATHelper: Packaging (Windows): LogInit: Display: LoadErrors: Error: /Game/__ExternalObjects__/map/8/C4/8IIE55IIDGD0ACO7ZLBWM7 : Failed import for World /Game/map.map [redirection] in /Game/__ExternalObjects__/map/8/C4/8IIE55IIDGD0ACO7ZLBWM7
UATHelper: Packaging (Windows): LogInit: Display: LoadErrors: Error: /Game/__ExternalObjects__/map/8/C4/8IIE55IIDGD0ACO7ZLBWM7 : Failed import for Level /Game/map.map:PersistentLevel

Package error because of some assets I renamed or deleted. I have already set the new game mode in project settings but it's still giving me these errors. How can i fix redirected assets?

keen moss
#

Hello again smart people. So I was able to fix my android project packaging issues and finally packaged the project and put it on a USB drive that I can plug into my mobile devices. When I install the APK it gives me the standard "change your settings to allow install of unrecognized software" and "install blocked" so I press "install anyway" and the package appears to install on my phone without a hitch. When I try to run it however, it just crashes. Is there a way to check a log that would give me information as to why it freezes/crashes?

winged moss
#

The experience should be similar to debugging a Windows application with this

split wave
#

Anyone here ever deal with a similar compiling error to this?

{"time":"2023-11-30T21:25:44","level":"Error","message":"Unable to merge actions \u0027Unzipping : /Users/Shared/Epic Games/UE_5.1/Engine/Plugins/Runtime/Firebase/Source/ThirdParty/IOS/FirebaseAnalytics.framework.zip -\u003E /Users/Shared/Epic Games/UE_5.1/Engine/Intermediate/UnzippedFrameworks/FirebaseAnalytics/FirebaseAnalytics.framework\u0027 and \u0027Unzipping : /Users/Shared/Epic Games/UE_5.1/Engine/Plugins/Marketplace/GoogleAdmobBlueprint/Source/ThirdParty/ios/FirebaseAnalytics.framework.zip -\u003E /Users/Shared/Epic Games/UE_5.1/Engine/Intermediate/UnzippedFrameworks/FirebaseAnalytics/FirebaseAnalytics.framework\u0027: PrerequisiteItems are different","format":"Unable to merge actions \u0027{StatusA}\u0027 and \u0027{StatusB}\u0027: {Reason} are different","properties":{"StatusA":"Unzipping : /Users/Shared/Epic Games/UE_5.1/Engine/Plugins/Runtime/Firebase/Source/ThirdParty/IOS/FirebaseAnalytics.framework.zip -\u003E /Users/Shared/Epic Games/UE_5.1/Engine/Intermediate/UnzippedFrameworks/FirebaseAnalytics/FirebaseAnalytics.framework","StatusB":"Unzipping : /Users/Shared/Epic Games/UE_5.1/Engine/Plugins/Marketplace/GoogleAdmobBlueprint/Source/ThirdParty/ios/FirebaseAnalytics.framework.zip -\u003E /Users/Shared/Epic Games/UE_5.1/Engine/Intermediate/UnzippedFrameworks/FirebaseAnalytics/FirebaseAnalytics.framework","Reason":"PrerequisiteItems"}}

Something to do with, "Unable to merge actions" and this plugin im using. Been confused hella on solving it, any ideas?

#

😳

summer dock
severe basalt
#

Hi, why ***lld ***can't find openssl files when packaging? I want to create dedicated server package on ubuntu using RunUAT.sh.

#

OpenSSL already installed

dapper kindle
#

after packaging dedicated server for windows when run on a bare metal server machine i get this error in the beginning of the log

LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogProfilingDebugging: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
LogWindows: Failed to load 'VSPerf170.dll' (GetLastError=126)
LogWindows: File 'VSPerf170.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist

when running the dedicated server on my own pc it loads fine, what is wrong exactly and how to fix? obviously these dlls arent around on the server machine but are on my pc, but other unreal game server processes have no issue running on that server machine, help please

#

also i get this error when cross compiling for linux dedicated server
PackagingResults: Error: non-portable path to file '"GameFramework/Actor.h"'; specified path differs in case from file name on disk [-Werror,-Wnonportable-include-path]

winged moss
winged moss
dapper kindle
#

yea i just found that, fucked header in one of my classes

#

but the windows issue is closing the server process after initializing the game

winged moss
#

Well it's not any of that

#

Do you have a callstack or a more complete log?

dapper kindle
#

i have the full log from server, only other explaination is an issue i forgot about with accessing online subsystem stuff too early in init, but that still wouldnt explain why its ok on my local pc

#

ive had this issue pretty much from project start a few months ago (with basically no game content or plugins ect) but just avoided it since i couldnt find a solution

#

now that i have enough of a game to test with others its a bit of a PITA

winged moss
#

Engine exit requested (reason: ConsoleCtrl RequestExit)

Looks like a clean exit?

#

But you'll need a callstack for any useful info

#

If it is a crash

dapper kindle
#

yea i saw that but afaik i have nothing that tries to exit the game (except ui button in menu)

#

maybe im being stupid and will double check some stuff, it wasnt a crash

hidden notch
#

Hello guys. I'm needing some help/explanation of what I posted here about Generating Chunks (https://forums.unrealengine.com/t/when-i-generate-chunks-why-and-what-are-these-other-chunks-with-s-pak-files/1448441?u=codecalibre).

I am trying to understand what the other pakchunk#_s#-platform.pak files generated are aside from the expected pakchunk#-platform.pak?

winged moss
#

why is this in a spoiler block. that's also allocating not that much memory, so what is your RAM situation?

#

you can save memory by not packaging in the editor

candid coral
winged moss
candid coral
#

ok ty

lofty garden
#

Does anybody know why the following build command causes missing assets and broken materials unless I open the level in editor?
./RunUAT BuildCookRun -nocompileeditor -nop4 -cook -stage -package ` -ue4exe="$EditorExePath" -project="$UProjectPath" ` -compressed -ddc=DerivedDataBackendGraph -pak -targetplatform=Win64 -build -CrashReporter -NumCookersToSpawn=4 -iterate ` -target=MortarMen -clientconfig="$BuildConfig" -serverconfig="$BuildConfig" -utf8output -compile

rain siren
#

Hi
How to fix this error?

PackagingResults: Error: GameInstanceClass contains a redirected reference '/Game/BattleRoyal/Blueprints/AllLevels/GI_BattleRoyal'. The intended asset will fail to load in a packaged build. Select the intended asset again in Project Settings to fix this issue.

rain siren
#

i think its because of discord presence plugin i added

#

what should i do?

winged moss
#

and you can fix it like it suggests

#

I would also suggest fixing up redirectors

rain siren
winged moss
#

this is literally an action you can perform in the editor that is literally called that

#

you renamed or moved your GI class at some point

#

when you do that it creates a redirector asset in the old location

#

so in project settings, your game instance class setting is set to the old one

rain siren
#

there is no another game instance in old location

#

was this what you mean?

winged moss
#

again, a redirector is an asset that is created when you rename or move an asset. it is not visible in the content browser but exists on disk

#

redirectors are editor only and don't exist in packaged

rain siren
winged moss
#

I don't know what you mean by this

#

just clear the GI setting and pick the BP again

#

it'll likely point to the correct path after that

rain siren
#

so i just reselect my Game instance in project settings?

winged moss
#

yes

#

and fixing up redirectors will also remove these redirector assets and will resave any BPs depending on them

rain siren
#

ok i do it
now i'm waiting for the project to get packaged
thanks

winged moss
#

no

rain siren
#

packaging failed 😟

winged moss
#

well did the error change? your GI class didn't change then

#

redirectors aren't found. they're just uassets that say "hey, the real asset is here are /path/to/asset instead"

#

they don't show up in the content browser at all. but most projects run a process semi-regularly to fix them up so they don't pollute the project

rain siren
rain siren
winged moss
#

what?

rain siren
#

i think i got it

#

the redirector was in old folder

#

i removed it

rare condor
#

Hi

I am getting a packaging issue due to the automation.dll
Is this a common thing?

#

.

UATHelper: Cooking (Windows (64-bit)): Parsing command line: -ScriptsForProject=C:/GitHub/SacreBleu4.27/MusketeerGame.uproject BuildCookRun -nocompileeditor -installed -nop4 -project=C:/GitHub/SacreBleu4.27/MusketeerGame.uproject -cook -skipstage -ue4exe="C:\Program Files\Epic Games\UE_4.27\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -targetplatform=Win64 -ddc= InstalledDerivedDataBackendGraph -utf8output UATHelper: Cooking (Windows (64-bit)): ERROR: Failed to load script DLL: C:\Program Files\Epic Games\UE_4.27\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll: Could not load file or assembly 'AutomationScripts.Automation.dll' or one of its dependencies. The system cannot find the file specified. UATHelper: Cooking (Windows (64-bit)): (see C:\Users\lotve\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.27\Log.txt for full exception trace) PackagingResults: Error: Failed to load script DLL: C:\Program Files\Epic Games\UE_4.27\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll: Could not load file or assembly 'AutomationScripts.Automation.dll' or one of its dependencies. The system cannot find the file specified. UATHelper: Cooking (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown) UATHelper: Cooking (Windows (64-bit)): BUILD FAILED

#

I see the files the compiler needs are there...just renamed as .old

#

renaming does not fix the issue

#

as image so its a bit easier to read

winged moss
#

Well yeah, it's not gonna find it if you rename it to .old

rare condor
#

I didnt renamed it to old...it got autorenamed

#

Okay solved.
for the Automation scripts to work I needed to download the 4.6.2 .NET SDK

languid kettle
#

Hi everyone! I'm making a multiplayer listen server game, and created a custom cheat manager class for me to debug. Testing the cheats in editor, both in multiplayer and single player, works fine. But when making a dev build of my game, the cheatcodes only work when playing in single player.

Trying to execute a command as a server player tells me something like "Command not recognized". Does anyone know why this happens? Do I have to add the cheat manager class to the build.cs or something for it to work on multiplayer build when packaging?

leaden raft
#

A few questions about targeted RHIs (im using ue 5.3)

  • If I select dx12 sm5 and dx12 sm6, will the packaged game size increase?
  • If i select dx11 sm5 and dx12 sm6 instead of just packaging with dx12 sm6, will that increase my package size?
  • Apparently performance renderer in Fortnite uses es3.1 but i only see a dx11 and dx12 mobile option so i'll assume they are es3.1 but different dx versions. which one should i choose and how would i tell the game to open with this renderer?
  • After packaging a game, where do I find its targeted shader formats?
summer dock
winged moss
leaden raft
leaden raft
summer dock
leaden raft
coarse zealot
#

Hello, I'm trying to package a project for android, followed the steps and yesterday i was able to make an apk for testing, today I tried to do another package and got this error, any idea what might have happened?

coarse zealot
#

Forgot to mention, Using 5.3

coarse zealot
#

No idea what the problem was, but made changes to the target android ver and worked, just in case someone else gets a problem like this

hollow bronze
#

call %UNREAL_BUILD% %NAME%Editor Win64 Development -StaticanAlyzer=visualcpp -nodebuginfo -Project="%PROJECT%" -WaitMutex -FromMsBuild fails with

[1/23] Compile [x64] SharedPCH.Engine.Cpp17.cpp
C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\CoreUObject\Public\UObject\CoreNetTypes.h(8): fatal error C1083: Cannot open include file: 'CoreNetTypes.generated.h': No such file or directory

https://www.reddit.com/r/unrealengine/comments/16esone/cant_createbuild_any_c_project_with_ue53_please/ removing buidconfiguration didnt work
https://forums.unrealengine.com/t/includeorderversion-warning-when-compiling/1229811/2 adding include order for 5.2 and 5.3 didnt help

Everything works inside Rider/VS

hollow bronze
#

I mean seems like UnrealBuildTool CLI has broken Include Order

#

Is there a way to type it explicitly?

hollow bronze
#

Removed -StaticanAlyzer=visualcpp now it works

#

But why

karmic elm
#

your project is not c++ maybe?

karmic elm
#

ffs
UATHelper: Packaging (Android (ASTC)): > A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade UATHelper: Packaging (Android (ASTC)): > AAPT2 aapt2-4.0.0-6051327-windows Daemon #0: Unexpected error during link, attempting to stop daemon. UATHelper: Packaging (Android (ASTC)): This should not happen under normal circumstances, please file an issue if it does.

mental dune
#

I have Linux Server package, and I want to change custom .ini configuration entry. I've tried to place it at:

  • <project>/Config/<name>.ini
  • <project>/Saved/Config/<Platform>Server/<name>.ini
    But it was not detected by application
    How can I change config entry?
    (Unreal Engine 5.3.2)
winged moss
#

The second looks correct from what I remember, but the -ini command line switch also does the trick

broken galleon
#

Hello everybody!
Does anyone have an idea why the world partition does not work in the packaged game? Specifically, it works fine in the editor

gritty zealot
#

Hello brilliant minds, it's me again with yet another update on my little interactive project. Once again I need your support if you please.
Granted I have had an extremely weird journey in packaging my game, including having to migrate my project from 5.2.1 to 5.3.2 because 5.2.1 is simply unable to handle Metahuman packaging, as I personally experienced it by not being able to even package an empty level with one single metahuman in 5.2.1, I have hit an even weirder bug in the ue5 world.
Please allow me to explain.
You see, after migration to 5.3.2 I make everything work in the editor. So that everything compiles and is saved. But when I close the editor and come back in ue5 editor opening the very same level bp that was working like a charm before crashes my editor. So I am like ok
I won't quit the editor, I will package everything, right after I get everything working without closing the ue editor and coming back and reopening the level bp. So I tried that. It went on packaging without any problems for a few minutes. Then packaging failed exactly for the same reason level bp couldn't be reopened. So that has me scratching my head. I ve no idea what is going on and how to fix it. I do know the package is not failing this time because of metahuman.
Here is the packaging error log:
https://drive.google.com/file/d/1EWKFJ1UpOVb68cVuh6VENaQkdrH389O8/view?usp=drive_link
Once again I will greatly appreciate any help, tips, feedback, support, advice you have for me. Thank you very much for you time and attention!

gritty zealot
#

I discovered Cast to game instance makes editor crash at startup, same reason game wont package

woven gale
#

Hey, I'm new here, and I've been having issues trying to package my project, and I don't know where I'm going wrong, here's my output

winged moss
# woven gale

is this a redaction you did or does your windows username contain non-latin characters?

woven gale
winged moss
#

though you put your first name elsewhere

#

does the path lead to a file that exists

woven gale
#

I can find the file it says it cant read

#

I started a fresh project last night and tried to build it and it wouldnt but I went back today and it let me

#

but my project that I want to build out just has that error

#

Just trying to build it and can't get it to actually build

#

I looked up the error and all I found was people saying they only resolved the problem by reinstalling windows, but that doesn't make sense

#

UATHelper: Packaging (Windows): LogPakFile: Error: Failed to read command list file 'C:\Users\Me\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Trentons+Programming+Files+UE_5.3\PakCommands.txt'.

winged moss
#

does the contents of the file have any clues?

woven gale
#

Oh I just checked again, and now that file is missing.

#

Was there yesterday, hmm.

#

ok I just ran the packing again, and it created the file, it still had the same error, but here is whats inside the file

#

"C:\Users\Me\Documents\Unreal Projects\SW_RTS\Saved\StagedBuilds\Windows\SW_RTS\Content\Paks\SW_RTS-Windows.pak" -create="C:\Trenton's Programming Files\UE_5.3\Engine\Programs\AutomationTool\Saved\ResponseFiles\PakList_SW_RTS-Windows.txt"

#

seems to be a file generated on tool run, but it can't read it even though it created it? I don't think I will be able to fix this.

#

Its wierd cause that is the only error message I get, there's nothing wrong with my builds otherwise from what the console output tells me.

winged moss
#

I've always avoided quotes, spaces, etc in engine and project paths

woven gale
#

Holy Shit

#

You Magnificent Person

woven gale
#

it packaged and works, thankyou so much!

#

To think it was ' that makes all the difference in if a lookup works or not for file systems

dull phoenix
#

Hi, I renamed my project but in task manager old name still shows.

#

What should i do?

winged moss
#

the executable name is based on the target name

jagged cape
#

Any suggestions on how to fix this,

PackagingResults: Warning: Incomplete material WorldGridMaterial, missing FMaterialShader (FMicropolyRasterizeCS, 64).

#

I started getting some strange random crashes in game and am wondering if this in possibly indicative of the cause, I haven't edited the world grid material afaik

faint sluice
#

anyone know a way to prevent messing with Tonemapper settings via console variables in Engine.ini?

gritty zealot
#

hi there. would you you guys know why does 5.3.2 crash on reopening the editor and also doesnt package if I have a game instance bp, and it crashes with this eror message
appError called: Assertion failed: Linker [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp

sly herald
#

Hello. I am trying to package an android project on unreal. Using UE 4.24. I spent a week trying to resolve the issue. Anyone know what my issue is?

peak rivet
# winged moss Ah damn, I guess Asus is off the list for future motherboard purchases then

I know this was weeks ago but I just wanted to report that after several weeks of troubleshooting and hundreds of wasted dollars on new parts, the issue wasn't my motherboard (or my memory, or my drives, or my drivers, etc). It was because Intel sent out a batch of i9-13900k CPUs with a manufacturing defect and I was one of the unfortunate few people that recieved one of them.

#

Same exact symptoms - games started crashing, particularly dx12 games. Started with unreal engine stuff like Hogwarts Legacy and the Outlast Trials, then the editor started crashing, then any program that uses dx12 at all.

winged moss
#

That's some shit luck

peak rivet
#

Yeah.

#

Not easy to diagnose either. It manifests as basically everything except a CPU issue, and it’s super inconsistent.

kindred onyx
#

Plugins\Runtime\Substance\Intermediate\Build\Linux\B4D820EA\UnrealGame\Development\SubstanceCore\SubstanceCore.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SubstanceCore.build.cs to override. If part of a plugin, also check if its 'Type' is correct.

how to solve this error unreal engine packaging error

#

even after adding mentioned line nothing changed same error

winged moss
#

I'm not sure what that module does

leaden raft
#

After packaging a game, where can I find its targeted shader formats stored in?

sonic jay
#

@winged moss dunno if there's a good channel for these questions but...
Is it normal that I need to force proton experimental for it to run on steam deck? Will this be an extra step customers need to do before the game runs?
Btw I saw this in engine code (GenericWindowsTargetPlatform.h):

if (this->PlatformName().StartsWith(TEXT("Windows")))
{
    // Check if we have any SteamDeck devices around
    SteamDevices = TSteamDeckDevice<TLocalPcTargetDevice<true>>::DiscoverDevices(*this, TEXT("Proton"));
}
#

I also need to change this for steam deck but not windows, any idea what the way to do it is?

DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
normal dock
#

we are looking to pushlish on steam and we have the option to let steam automatically install some redistributables like visual C++, .net, directx, etc. does unreal automatically bundle these? or should we take advantage of steam doing it?

summer dock
thorn flame
#

I'm trying to build on hololens but there is a problem with a path, if someone know how to fix this

limpid thistle
#

Hi all! Today i tried to solve my packaging issues wich appeared with the last update, in vain. Packaging was working with VS2019, but error saying i need VS2022, i went for it. Error went then saying i needed VS2019 (?!!!!!), wich i re-installed. Since then holy error says i need VS guess what 2022 again...

night summit
#

im trying to package my indie horror game but its failing with an unknown error can anyone help me

serene dock
#
Epic Developer Community Forums

it might be a bug but when packaging a project unreal engine is creating an new .exe launcher file for ease of access which windows defender and online scanners identify as viruses. the launcher tries to access an ip webpage before opening the runnable game.exe. the IP its connecting to is http://192.229.211.108/ i clicked it but there is no r...

#

anyone knows why that could be and what its used for?

winged moss
#

Also with games on Windows, unsigned executables get falsely flagged as viruses all the time

#

Signing an executable increases the trust factor of the executable

serene dock
#

he send me that ip

winged moss
#

I really don't have the context of this conversation

#

use Fiddler and run the game

#

you'll see the HTTP traffic happening in real time

serene dock
#

well i shared the packaged project, he downloaded it and noticed that it connect to this ip before running the executable

winged moss
#

well that's impossible for a start

serene dock
#

it only happens once at the beginning

#

like an ip grabber i think

serene dock
#

he send me this

winged moss
#

like I said, unsigned executables get flagged as viruses all the time

#

they're false positives

serene dock
#

why is it connecting to the ip then?

#

when using the launcher

winged moss
#

I'm very dubious about this self-proclaimed IT security expert now

serene dock
#

he works for a company and runs the servers

winged moss
#

that doesn't change my opinion

#

especially if he banned you for no reason

serene dock
#

well it flagged malicious he thought at first glance im trying to steal discords or something i dont really know

winged moss
#

can you just use FIddler already to inspect the traffic? there are plenty of legitimate reasons for HTTP traffic if you're using analytics, integrating a third party API (EOS, Playfab, etc)

serene dock
#

i didnt add any of that, no networking in my project at all

winged moss
#

I'm just going to repeat the question until you do it

serene dock
#

this?

winged moss
#

yes but use Fiddler Classic

serene dock
#

im not familiar with stuff like that tbh

#

would you mind trying? you seem like you know what you doing more than me

winged moss
#

well I'm not too sure about running random executables

serene dock
#

its that one that connects to the IP

winged moss
#

that exe will not connect to anything

serene dock
#

it somehow does

winged moss
#

all that exe does is check if dependencies are installed and then runs the redist if not

#

if they are, it runs the real exe

serene dock
#

so maybe thats the connection to the internet?

winged moss
#

well it just runs the redist with a ShellExecute call, it doesn't download anything

serene dock
#

maybe they store information on that ip?

#

thats the site

serene dock
#

yea man idk

#

have no idea