#packaging
1 messages · Page 10 of 1
have you got VS or some other debugger set up for use with the engine
i have VS but i dont have it necessarily set up WITH the engine
does it matter if im not using c++
alright, well I don't know this completely for certain, but I'm pretty sure that should still be fine
this does make it more difficult....
wait wtf
i just found a normally built version in Binaries/Win64
and it works fine...
well
what were you using before
uhm well, that's good I suppose but.... I'm sorry to say this but your cooker still crashed
that shouldn't happen
i know but it's just weird that this appeared
but not the one in my actual folder
like the proper build folder
yeah well I mean, it's totally possible that it crashed after completely finishing the cook successfully
while only cleaning up and exiting
but that seems unlikely
but yeah a debugger really would make this a lot easier to diagnose
the optix denoiser plugin depends on CUDA internally
what if i disable optix denoiser...
I think that's an epic decision there, not the optix SDK... but either way that's how it is in UE
well that's more or less what I was trying to get you to do
except presumably you do want to have it enabled for game builds
uh with what disabled? raytracing?
the denoiser
ok, sure
instant fail lol
hold up
oh
it fixed it
lmao
so now lemme try to package it again and see what happens
yoo
it worked!
thanks so much man
alright, good
if you're not planning to use the path tracer I'd say just leave it like this
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
those do the same thing
ok I figured out why this is >.<
seems I fixed this in the engine source, then forgot about it again
so yeah that wouldn't work for you
haha, it seems like epic did catch this eventually https://github.com/EpicGames/UnrealEngine/commit/418318f371635606710f6ba2ceec81f59f9fddc4
but this is only in the ue5-main branch currently
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.
Anyone know how to add Steam SDK to the package so it can be loaded to Steam ?
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?
I have found a problem. It was the collision on some of the static meshes that were placed in blueprints. The solution was to remove and import collision again. I don’t know if it was a bug or something in settings was accidently changed but this solved it for me
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?
FParse::Value(CmdLine, TEXT("-blocksize="), CmdLineParameters.FileSystemBlockSize))```
Seems like you should be able to pass it as a build parameter
Thanks, I'll try it
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.
Chunks is the correct way I believe
itchio Butler is a good standalone tool for this purpose. Can generate offline patches, no dependency on distributing with itch.
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?
Can it be used even if the player is not using their App? Like, can it deploy the differences in a separate folder that I can then Zip and distribute?
Ah, OK.
Thanks, I'll check it out
yeah just point it at your package folder
https://itch.io/docs/butler/offline.html
but of course does not solve users knowing which patch to download etc.
this is what Steam/Itch/EOS/etc distribution platforms solve for you
That is fine, I distribute them via Gdrive...
Untill I release it on a platform, I need to do it myself 🙂
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?
I would consider nuking the Saved/StagedBuilds folder, it gets regenerated anyway
ive tried packaging to different locations as well
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
Hey yall
anyone know what this error means?
It happens when I try to build any project (including the default first person project) to a standalone window
Well you don't have symbols installed so unlikely
tf are symbols
I'm reinstalling the whole engine atm but I'll try that out once it's finished
...debug symbols for the engine
You install them in the Epic launcher
A bunch of DLL names doesn't make a readable error
you're tellin me
Finally have an error message that's useful
I mean, not useful for me. Idk what I'm looking for.
I get different errors as well
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000021 and such
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?
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.
GPU drivers are up-to-date as well.
Hmm hmm
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
This is the only program open, I've rebooted several times.
Hmm. The changing errors seem to indicate unpredictable behaviour, which is very suss
Going to try the quick launch option instead of building to standalone
It's processing the assets right now
I havent stumbled on this issue myself, so those were just my best guesses. Good luck
though standalone isn't packaging since that's the editor launched with -game?
True, terminology is good to keep straight. Play vs Packaging
if there's a better channel to be discussing in, just let me know.
even though those specs are excellent, I was thinking if it was just packaging in the editor rather than using UFE/command line
half the time I get no errors, it just closes.
The other half, I get different error messages
I just want to build my game, this is the default project for christ's sake
Try Platform->Windows->Package Project
Build Logs or, if build is ok, running and if it crashes, getting Saved/Logs might shed more light
Interestingly
I made a new blank project without raytracing enabled, and it works just fine.
Made the same blank project with raytracing enabled, and it crashes just the same as my other ones.
ok, homing in on the problem
so that narrows it down
good intuition trying that : )
Blank projects, no difference besides one of them having raytracing
still doesn't really help because I don't know what the issue is with raytracing
Packaging and running a packaged build might give better logs.
so packaging from the editor does take up system resources, that's why I suggested UFE/BuildCookRun
yeah, I can try that next.
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
so it's definitely something with raytracing
despite Lumen and RTX working absolutely fine in the editor ._.
and my system is MORE than capable of handling raytracing
Re-enabled raytracing and restarted the editor, but it crashed the editor and gave me this
well it's crashing in your GPU driver
I'll try updating my drivers, and checking to see if my GPU is getting enough power
Updated my drivers, but trying to open the project just bluescreen’d my pc
yeah might need to do some GPU troubleshooting there
It's a brand-new 4090
running on a new PSU as well
games with RTX work fine. Alan Wake 2, Control, Cyberpunk 2077.
The only issues I've had with BSOD have been with the unreal editor.
I'll try disabling RTX in my main project and seeing if it builds
Now the project won't even open
no error message
Luckily I have version control, restoring to a version before I disabled RTX makes it open again.
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.
When running our project in ‘Standalone Mode’ a crash occurs regarding the animations: Has anyone encountered this out of bounds error or something similar before and if so why may it be occurring? After searching around it looked like upgrading to 5.3 may have a fix for this to avoid having to handle things manually, however when trying to...
Yeah I've seen that one
not helpful in this case
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.
Or maybe windows 11, idk.
rn I'm going to switch to studio drivers instead of game drivers and see if it fixes anything.
(it did not)
been troubleshooting for hours now. This what I get when I tried packaging a blank default project with raytracing enabled.
something to do with raytracing shaders?
I'm going to end up bricking my machine or something in pursuit of a fix
really wish Unreal had some sort of support email I could contact instead of a bunch of forums.
and you verified your install? and it does, you pay for a custom license which grants UDN access
yes, I verified my install
A custom license better not be crazy expensive
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.
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.
UATHelper: Packaging (Windows): LogThreadingWindows: Error: Runnable thread Background Worker #24 crashed.
The project will cook fine but fail on packaging.
Sorry to interrupt but I just want to say that I updated windows and it works now
I spent the last five hours troubleshooting this and the issue was my windows 11 install was 1 update behind
I might kill myself
Anything in the rest of the log? You might have to scroll up to see it
Does it still do it if you use a different Pak compression?
I would also monitor RAM usage during cook to see if that's a problem too
RAM is has been at 18-20 out of 64
How do I do that?
In the packaging settings since I'm sure you opted into Kraken compression at some point
Yea it is using Kraken
grats for solving it : )
I actually didn't
still haven't
it was a false positive. Deleting certian files "fixed" it but it also turned raytracing off, which is the opposite of what I wanted.
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.
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
and the consensus seemed to be that older bios versions just had less compatibility for 40 series cards and the rtx tech they use.
My bios hadn't been updated from the original beta version it was using
going to try building again now.
so far no crashes or errors when booting the project, which is new.
Pain Is Fun
not really
Im tired
and I just want to build my game
this killed all my motivation to work on my game today, and until I can fix it. Which might be never.
Didn’t work. Still crashes when I try to run standalone, still can’t cook an empty project.
I would advise to scrutinize the packaging log
Just a bunch of shader cache errors or something
Shouldn’t be happening in a blank project
Maybe post the whole log as a .txt file
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
A quick search in code gets no hits for 'gdiplus' - perhaps this is caused by some plugin?
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
i'm confused as to why specifically shipping is broken
might be some preprocessor flags perhaps
we recently realized some engine function was editor only, but not the same case here... hmm
hm
i guess i just wont do a shipping build for now, only have less tha n24h to figure this out anyway
aye, if it ain't critical let it go
nvm... now i cant package anything...
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.
i commented out the gdi stuff
yikes. if you have version control, i would take a step back assuming you have recent changes that might affect it.
In any case, delete Intermediate and try again is a good sanity check step
it was unrelated to that as expected
delete my intermediate folder?
in the root of the project?
thats 100% safe to do?
Yeah, it can sometimes be crufty. It is always recreated as needed, it is never kept in version control
hm
But it can have nasty remnants from time to time
Sanity check questions : when was the last time you did have a successful package ( dev )
i deleted it, no dice
uhhh, a few hours ago. but i dont have version control
i deleted intermediate, and tried to package it again, no dice still
In dev mode?
in debug packages
AutomationTool exiting with ExitCode=6 (6)
whatever that means, is consistently the final error
Clear the log, package again, copy the whole log into a txt file and post it please
its the same whether its packeged shipping or packaged debug
ideally i want it shipping but yea
Hmm no immediate clues I could spot there
hm
another sanity check, if you make an empty test project, it packages ok?
i can try
any other sanity checks
in the meantime?
yes in a different project, it seems to package, just fine
Hmm, there's a suss line up top
Unable to use promoted target, I don't think I've seen that before
Another thing might be to try regenerating solution + clean intermediate + binaries and rebuild in IDE ( Visual Studio / Rider )
delete binaries, deete intermediate, then rebuild the visual studio files, then recompile the c++ files, and THEN re-package in editor?
is that right?
yes. If there have been c++ side changes, this can be necessary whenever new functions are added and such
Still, this is all sanity checking, not sure what exactly is going on
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
You will have to remove the dependency on "DesktopPlatform" from whichever Build.cs is referencing it
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
Aye that's a fair point, we should be asking where in the build files that is mentioned and why it was added
thats the latest log
after doing all the above steps
except for the build file stuff u were talking about
havent messed about with that yet
this is my build.cs file? not sure whats really wrong in there. you mentioned a dependency issue?
very very confused atm, especially at some point i was defintiely AT least doing debug packages fine
At least do a find in all files for "DesktopPlatform" with the quotes
Still find including GDI originally a bit strange if you ultimately didn't need it
i was using it at one point, forgot to comment it back out
uhhh im seelike 70+ references to it in the visual studio if i ctrl+ f all files for desktopplatform
sorry, im just very out of my element here on little sleep
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
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 ❤️
Well you can at least ignore anything in the project file
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 =
Well they don't understand the error then. This error is because something is bringing in the "DesktopPlatform" module, but in the launcher build they don't precompile this module for use in a shipping build
most likely because it's not supposed to be included in shipping builds
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...
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?
note** there are no errors when building the project, all builds fine. Only the build is missing the updates.
UPDATE: i copied my c++ actors to a fresh new project, and could package just fine for shipping and otherwise. but thats on a fresh project. does that mean theres a problem with my visual studio project settings or osme other weird setting in the editor itself for ue5?
You didn't do the find in all files thing and look at actual relevant files
Visual Studio projects don't mean anything, they're a front for UBT to do its thing
An update on this. I've discovered that a development build works completely fine and includes all updates. However, the shipping build reverts back to an older version. Any help understanding what might cause this would be greatly appreciated
This doesn't sound very likely. Dev or Shipping build, it still packages the same stuff. Are you sure there is not something else you are missing? Maybe clean out the folder you are building to and sanity check you are getting a new build there?
And it might be worth sharing the log even if report success for this shipping build
It might also help to describe how you've verified it's using old content
ok so.. how would gi go about easily resetting my visual studio project settings bac kt onormal,
i feel like it HAS to be something with the project settings, and not necessarily the c++ files themselves at this point
because it works fine in an empty project
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
wait a minute... as soon as i unchecked "for distribution" it started compiling...
???lol
(at least for a debug build, gonna try a shipping one next)
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?
FYI cooking doesn't rely on the VS project at all
UnrealBuildTool does all of that
And you didn't explain how you broke it on your new project?
I really implore you to find in all files to see where that dependency is coming from
im on the original proj right now. it let me do a shipping build there. but NOT on my actual project
sorry im wording this bad
NEW PROJECT = i can package anyway i want. current project = i can package anyway i want EXCEPT shipping
(by turning 'for distribution' off)
this is all very new to me so im just confusd as to why/what the difference is
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 )
no time. their birthday is on the 17th
With Source Control you will always see all changes
and i never use source control. never had it setup or understood how to use it properly
Welp, this may serve as an object lesson on why it is useful, even for small projects
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.
Solved it. "Cook only maps" + Added map(s) to "List of maps to include in a packaged build"
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` ```
any idea what's doing with the Game target not found. It's happening with WindowsClient, but Windows works
target usually means the platform you want to build for I think?
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
Trying that now. Getting a new error Project contains multiple Editor targets (TNSEditor, TNSGame) but no DefaultEditorTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini
I don't have a [/Script/BuildSettings.BuildSettings] section in my DefaultEngine.ini 😕
I've never used the ProjectLauncher so I'm kind of just rubber ducking here
We build off commandline mostly
You can just add that then
But, what's the syntax, hmm
Probably something like
TargetType=<yourTarget>```
yup one sec
Looking at engine source code can be useful here
string KeyName = $"Default{Type}Target";```
In RulesAssembly.cs
syntax is [/Script/BuildSettings.BuildSettings] DefaultEditorTarget=TNSGame
in DefaultEngine.ini
in Source:
I just added the TNSGame.Target.cs
Is TNSGame really a game target?
Also WindowsClient will not work from the launcher engine
sswires to the rescue : )
Or an installed build that doesn't have client precompiled
Ok so I was on a wild goose chase that could not have prevailed lol
Game and client are different build configurations. The difference is client can't do listen servers
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
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
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?
Well those prereqs are required to run the engine
Also you can just tell it to run the real exe directly
which "it" are you referring to?
You can just see what the source of BootstrapPackagedGame does
the cloud service or?
Well that's what I assumed that we were talking about, yes
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
I'm surprised these cloud services have no way of bundling or specifying prereqs however
We only did Geforce Now which just used the Steam build so no setup there
Did you have GFN pull from your uploaded steam build?
They just pulled it from the app ID. The user would have to own it on their own Steam account
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
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
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
hmm if I understand correctly, maybe GFN whitelists steam installs
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?
Console is more NDAs than it being advanced or whatever. Modern console SDKs are actually pretty easy to use.
General is most likely the most appropriate, especially if it's of cross-discipline interest
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.
Clear the log/console window. Package. Copy all the text to a .txt file and post here. ( It's probably in a file somewhere but I don't remember offhand where )
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.
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.
https://docs.unrealengine.com/5.1/en-US/packaging-android-projects-in-unreal-engine/
Start from the Prerequisite links.
Oh, I see, I don't even want to package for Android. I just need a build for Windows. How do I disable it?
Don't need to disable anything. Just choose Platforms -> Windows -> Package
That's what I've been doing
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
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:
- The game is made with unreal engine.
- The game uses DX12 and raytracing.
- 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.
Ah damn, I guess Asus is off the list for future motherboard purchases then
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
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🙏 ⛷️
Error code 6 is failure to compile. There will be other errors.
Done, same result.
I just noticed :
Kapitán Nemo
I bet you that "á" is the problem. Rename the directory with no special letters.
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
That's my admin account name. How am I suppose to change it?
Perhaps do some googling around the subject. I am 99% certain that is the issue, Unreal can be very fickle with this kind of thing.
Or create another user
I created a new user and tried. Still doesn't work.
Post the new Log please
Ok, same as before. Next I guess I would double check that your toolchain is all in order
And what is that?
On it.
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
So, I've set up everything according to the link you sent me, unfortunately it doesn't work. And I made a new project and tried to pack it and everything worked perfectly. The problem is with the project, I assume. And here's the log.
I love Asus in general but regarding Motherboard I always buy Asrock.
Ok, still good to sanity check and narrow down the issue.
So, has your project ever been able to package? Or is this the first time you try?
No, from the moment I've tried to package it, never been able to do so.
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
Yeah, I know, but since there was no problem packaging the other project, I don't think it's the issue.
OK. In any case, something is weird. What if you copy all the Content to the empty test project which worked?
OK, I can try. What is the easies way?
Just brutal copy paste
OK. Gonna try.
I'm unable to migrate my main map to the new project, it's showing up in File Explorer, but not in the Content Drawer in UE.
Interesting, could be a clue perhaps
Could be, so what am I suppose to do?
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
OK, will try. About the Map size, it's pretty big, took me a few months to create.
Didn't work anyway.
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
Is there any way to parallelize packaging (specifically compression) across multiple build machines?
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
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
no idea. Maybe #graphics people would know what the issue is
I’ll probably switch back to a gigabyte board.
Had the same issue, it’s in the camera settings
mess around with them and it should fix
What specific settings can be made wrong? I didn't see anything strange
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
sounds like the Asus one was worse
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
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...
Okay my brother, i will try now thanks for the infos!
yessrrr⛷️
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?
I think it’s something to do with the editor, like it only works in editor maybe
but the cooking setting (Is editor actor only) are untick as well, check the package setting the directories are included, really cant find what is the issues, if its skeleton issues but i got another AI definitely using different skeleton also invisible as well after packaged🥲
The issues was finally found out, it was a LOD issues, somehow Unreal doesn't allow Min LOD set to more than 0, otherwise it will vanish...........
OK, here it is.
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?
Hey guys, when i try to package my project there is no error except this one can someone help
Check the log it points to.
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
There's an issue with one of your materials?
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.
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?
From what I remember, those are pretty common errors and don't really affect anything - unless you are using those modules.
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.
Yeah, those seem to be always present as far as I can remember from the dawn of my time with unreal a couple of years back
Does anyone know how I can fix this when packaging my game? Had a look online for a fix but couldn't find anything
I'd try removing spaces from your directory names first.
ooooh true
The post above mentions spaces in directory names being a risk factor... go figure
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.
So, I've managed to move all the assets to the new project and it worked! Build was made successfully, only thing that doesn't work are the in-game controls. But I hope that's an easy to solve issue.
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?
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.
You probably need to re-create your input systems in ProjectSettings -> Input
If you still have the old project, can just copy paste it as text from a .ini file I think
OK, and where od I find that?
DefaultInput.ini
Anyone know what this is about when trying to package?
LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt```
Sanity check by deleting Intermediate folder and rebuild
I did that two or three times but let me do that again 👍
Oh I'll also try and enable the full rebuild flag
If it doesn't help, scour the full log for errors
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
Build was successfull! Thank you so much for all your help and cheers!
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?
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...
lmao nice
taking a look at this now, thanks for the help, ong you've consistently been the goat⛷️ 🤝
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
LFS is in use with git and I did not realize that git lfs checkout was not automatically run by the checkout action. Problem solved!
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.
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?
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?
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!!!! 🙂
This can happen if the component is from a plugin and there's an issue with load order
but its not :/
So where is the skills component class? Is it a C++ class?
Any potential issues with circular dependencies?
hmm meaning ./ ?
Two or more Blueprints referencing each other
References also include variables of a specific type and casts
probably :/
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.
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?
==============================================================================
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?
Having the full log would be handy
=============================================================================
DistributionSigning settings are not all set. Check the DistributionSettings section in the Android tab of Project Settings
Was wondering if that could cause an error, guess ill set it to be sure
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
Packaged game is outputing this:
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.
Proof.
anyone know how to fix these errors? game is fully playable in editor but always failing to package https://i.imgur.com/9jZ456a.png
[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?
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.
My output log
I believe you have to download the file to see the whole thing, I should've condensed it sorry :(
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```
maybe someone knows how to solve this problem. Help decide PLS!
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?
try on a spare machine and use a debugger? maybe they can do a process memory dump from task manager?
the process open and close so they dont seee anything on task manager
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
I have two pc both with unreal and the game runs ok, My friends dont have unreal installed and the game wont start
did they install the redist?
thank you
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?
well you can use a tool like this to see what DLLs the game depends on: https://github.com/lucasg/Dependencies
you'd run that against the exe in project/Binaries/Win64
thanks!
I should make my friends run this
for me everything looks correct except for this
you only need to be concerned with the top level
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
well those red ones are included elsewhere. I would get them to install the Visual C++ redist from Microsoft's website and see if that resolves it
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
So you you reccomend manually install vc++ redist on my friends pcs
yes, https://aka.ms/vs/17/release/vc_redist.x64.exe specificially. it includes the redist for VS2015, 2017, 2019, and 2022
Did you able To Solve The Error? I am currently facing the same one right now
Hey proffesionals! What about me?
I think I eventually ended up reinstalling the android stuff
Well did you follow the Android setup instructions to the letter? The version of Android Studio it targets was upgraded
where can I find the current instructions? On the EPIK website there is the latest current instruction for 5.0. I have installed everything several times and still get an unknown error. How do I even understand what I did wrong?
Make sure you're looking at the correct docs page. This is the 5.3 docs
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
thank you for your help, I see you are the only one helping here. I'll try again tomorrow, I hope it works)
can anyone help please?
can any one help? i stuck in this problem
the only error and warning from packaging is these two
@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?
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
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...
I don't know why you tagged them, that's a Windows build
it solve with android package?
Probably not
So packaging succeeds? It just doesn't run on the device? I would call that a compatibility issue then
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
Android has literally nothing to do with your issue, I've told you this
And there is an exception trace from UAT. Try moving your project to a path without spaces
Yes, everything was decided thanks to you! Now I want to understand how to solve the compatibility problem. I checked all options are supported! How can I understand or solve this?
lol i even try clean reinstall my windows
Not a lot of info to go on
so confuse now not have anything error in package log i wonder what it going on.
But there is an error in the log you provided? lol
It's why I suggested removing spaces from the project path because Unreal can still have issues with them
spaces you mean in the name or path that locate ? maybe i try fix that tomorrow
What
idk wdym im just learning like 1 month
If I understand correctly, can I try installing earlier versions of the sdk?
You know what a path is right? It's not an Unreal term. Multiple directories your project is under have spaces in the name
aa i see
where to start looking for a solution?
Well you aren't providing any info
@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)
and if you launch from Unreal?
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
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
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
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?
Okay i will try to remove spaces, but i can't find the file even with the path
My bad i found them :
And at the end of it?
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
Ah.
?
I'm not sure what the issue is, sorry.
thanks anyway
Np. Good luck.
What do you mean?
if I run the game in the engine everything works fine, if I understand correctly your question
can anybody help pls?
@winged mossdude, let me send you screenshots or whatever, but please help me
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?
I tried an even older device (file reading error). On Rendmi 7 I turned off USB protection, still the same problem. I installed all possible versions of the Android SDK
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?
[2023.11.27-20.26.28:192][454]LogPlayLevel: UAT: Package name contains illegal characters (only letters, numbers, and underscore allowed); please change in Android Project Settings. Currently set to 'com.Shadowforge.[KevinRuns]'
It's a mystery
Sarcasm detected.
Thanks. Missed that. Fixed one problem now moving on to another.
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:
Thanks you men you best, spend 4 days
I waiting for you, and you ignored. If you dont now or you don wanted so you can tell me, why you do this ....
This is an odd sense of entitlement
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
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!
Cya
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
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
The first hurdle is the Mac hardware so at least you got that. If your project uses any C++ then you just need to make sure your code is portable with Clang, and there might be hardware-specific issues
yea it does but no own scripts
just maybe an add on or for packaging
In my experience it hasn't really been worth supporting Mac as a platform though
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
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
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
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)
does it work on linux if packaged on windows?
I just answered that question...
oh i thought you meant a game built on linux by saying linux game
misunderstanding haha
thank you!
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
yea I distribute on steam
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
ah I see
well then, was just cruious to find out
gonna hop in again if I have more questions
thanks fam!
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
dude, run to unity, this is a stupid community, no one here will help you except this guy
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
Well it sounded like for that person it was that they copied content from a plugin to project via file explorer
I can't imagine another scenario where that could happen
alright thanks anyway
So I'm getting this error when packaging and I need help knowing where to even start with it:
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
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)
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
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?
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?
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.
I'm still not sure what's going on there.... it's mentioning the World Context... and FindPin in the FunctionEntry Allocate Default Pins... but honestly I don't know enough about the blueprint system at the moment to know where to look for fixing this... anyone have any ideas?
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.
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:
- I create a release for my game. version 1.0.0
- I send this to someone to play test.
- I create a patch for 1.0.0 and name it 1.0.1
- I create a new patch for 1.0.1 and name it 1.0.2 and so on up to version 1.0.5
- 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?
here i need to add path of movie ??
and which path
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.
Do you have a Map called "._Main" ?
Even if not, I would perhaps try renaming it to something else to sanity check
No have. I tried it. Some project files usualy copied with prefix "._" during packaging. And I don't understand how to stop it
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
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
DataTable not working after packaging
Did the data table get packaged?
Hey folks. Anyone here know about solving gradle issues with android builds? I'm at a loss here for how to package this project.
- Sanity check packaging a blank project. Does it work? If not, you have setup issues.
Yeah I should do this for sure. I followed the Getting Started with Android official documentation so if that's the case, I'm confused.
The setupandroid.bat worked without any errors and my paths to the SDK/NDK and Java are all correct.
hmmm.. should be package log.
If you are doing this via editor I would
- Clear Log
- Package
- Copy the whole log to a text file
roger. Gimme a sec
What I sent was the log from my project's saved folder.
> 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
Hmmm.. I thought I did. I'll have to make sure that the docs for 5.3 specifically
Yeah the doc I used is 5.3 and I followed it exactly
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?
This error tends to arise when copy-pasting functions in blueprints. If you remember doing that recently, you should be able to trace it like that.
would moving a blueprint do it? We recently restructured basically our entire project to make it more organized...
Is there not a good way to search for it, or a flag for the logging to get it to log out the blueprint with the issue more verbosly?
I'm pretty sure we've had a copy-paste situation each time
rather poorly as far as I know. Find In Blueprints can help a bit, but there's hundreds of those pins in a big project.
I believe we noticed these by having an autobuilder ( Jenkins ) building on every change and catching the issues really really fast, so we always know what files were last touched
This is what I'm worried about... surely there is a tool... a way...
This might be one of those issues which has not been properly reported to Epic, and doesn't seem to get much love on forums either...
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.
the warning isn't related to that assert. it's really inconvenient, but you'll have to attach a debugger to "UnrealEditor-Cmd.exe" during a cook to really nail that down
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
preceding
ye, i have no clue,
might have to attach the ol' debugger then
well, guess what
Well you might be able to inspect the stack to see which BP it came from
Try and resave it if the editor opens it
Oh and make sure you have adequate source control setup in case something happens again
Well the good news is that i've found that I can debug the editor and it'll except on this to the point that I can dig in and find which function of which blueprint, but why, oh why, doesn't the Find in Blueprints find these?
And that got it! Thanks @summer dock
So how does it go exactly : you run the editor in debug mode, package and it catches the exact bp/node affected?
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!
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
After removing -compileeditor it looks working fine
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 :
nice, thanks
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.
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
Crossposting questions is against the rules, but I would guess this is incredibly specific to the plugin, and it possibly has a setting for the max trace distance to use at runtime.
I've written a custom ballistics system before but that behaved consistently
Unused level meaning what exactly? Do you cook these unused levels?
yeah they should be getting cooked
we don't specifically filter them out
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
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
Why would I question it when that's perfectly valid
I remember you could specify aliases for the ?game parameter, that might create a soft ref for it to cook
can you give me something more specific? I haven't had the best experience looking through UE docs
I'm not at a computer, it might be under map and mode project settings, but I found it in the old UT repo for DefaultEngine.ini
[/Script/EngineSettings.GameMapsSettings]
+GameModeClassAliases=(Name="DM",GameMode="/Script/UnrealTournament.UTDMGameMode")
As a super abbreviated example
and just do ?game=DM in this example?
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
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?
Fixup redirects and try again
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?
This is probably the best Android remote debug experience from Windows
The experience should be similar to debugging a Windows application with this
Thank you!
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?
😳
I would start by checking if the plugin has any setup docs / checking their comments on the marketplace / contacting dev
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
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]
These are on literally everyone's logs and can be ignored
The casing of the filename does not match what is on disk
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
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
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
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
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?
Hello! I’m using Generate Chunks for our project for the first time and I was following a tutorial from Epic while applying to our project. My project is using Unreal Engine 5.1 and I’m making chunks targeting for the iOS. I understand that in the tutorial I’m following, if I set up a Primary Asset Label with a chunk ID 1 in a folder recursive...
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
im curious, how do you do that ?
UnrealFrontend or BuildCookRun from the command line
ok ty
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
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.
No it doesn't? You have a custom GI class that references a redirector
and you can fix it like it suggests
I would also suggest fixing up redirectors
what you mean by that?
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
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
i can't see it in Project settings
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
so i just reselect my Game instance in project settings?
yes
and fixing up redirectors will also remove these redirector assets and will resave any BPs depending on them
ok i do it
now i'm waiting for the project to get packaged
thanks
you mean casts?
no
packaging failed 😟
how can i find redirectors?
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
no it didn't changed
there is no uasset that say this
what?
what should i do?
i think i got it
the redirector was in old folder
i removed it
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
Well yeah, it's not gonna find it if you rename it to .old
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
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?
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?
Our setup to support ES31 Renderer
Compiler=Default
DefaultGraphicsRHI=DefaultGraphicsRHI_DX11
-D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM5
-D3D11TargetedShaderFormats=PCD3D_SM5
+D3D11TargetedShaderFormats=PCD3D_SM5
-D3D11TargetedShaderFormats=PCD3D_ES31
+D3D11TargetedShaderFormats=PCD3D_ES31
Supporting both shader formats will require shaders to be compiled for both I guess. the -featureleveles31 isn't literally ES3.1, it just emulates the rendering features of mobile, just like the mobile preview in the editor
so adding dx12 sm5 and sm6 will mean the size increases?
is there a reason you use dx11 over dx12 es31 renderer?
The aim being to work on as old tech as possible, it seems to make sense. Intel GPUs love it
so do you know the answers to my first, second and 4th questions?
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?
Forgot to mention, Using 5.3
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
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
I mean seems like UnrealBuildTool CLI has broken Include Order
Is there a way to type it explicitly?
your project is not c++ maybe?
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.
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)
The second looks correct from what I remember, but the -ini command line switch also does the trick
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
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!
I discovered Cast to game instance makes editor crash at startup, same reason game wont package
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
is this a redaction you did or does your windows username contain non-latin characters?
I removed the C:\Users-"This Part Here"-\ on purpose
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
Here's what my project currently looks like currently in the editor https://youtu.be/kKgOYko-cMo
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'.
does the contents of the file have any clues?
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.
the fact your install directory has a quote in it might mess things up
I've always avoided quotes, spaces, etc in engine and project paths
You are a miracle worker!
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
Hi, I renamed my project but in task manager old name still shows.
What should i do?
the executable name is based on the target name
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
anyone know a way to prevent messing with Tonemapper settings via console variables in Engine.ini?
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
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?
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.
That's some shit luck
Yeah.
Not easy to diagnose either. It manifests as basically everything except a CPU issue, and it’s super inconsistent.
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
This looks like you're using an installed/launcher build and your game module is dependent on the Substance module that's either not supported on Linux (if Windows packages fine) or isn't supported at runtime at all
I'm not sure what that module does
After packaging a game, where can I find its targeted shader formats stored in?
@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
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?
I think letting Steam do it is the way to go
I'm trying to build on hololens but there is a problem with a path, if someone know how to fix this
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...
im trying to package my indie horror game but its failing with an unknown error can anyone help me
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?
Use a web proxy debugging tool like Fiddler if you're really interested? How do you know it's this IP, how do you know it's HTTP traffic?
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
a network specialist banned me and found that
he send me that ip
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
well i shared the packaged project, he downloaded it and noticed that it connect to this ip before running the executable
well that's impossible for a start
no no man, i promise had an hour long discussion about that with him
he send me this
like I said, unsigned executables get flagged as viruses all the time
they're false positives
I'm very dubious about this self-proclaimed IT security expert now
he works for a company and runs the servers
well it flagged malicious he thought at first glance im trying to steal discords or something i dont really know
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)
i didnt add any of that, no networking in my project at all
I'm just going to repeat the question until you do it
this?
yes but use Fiddler Classic
im not familiar with stuff like that tbh
would you mind trying? you seem like you know what you doing more than me
well I'm not too sure about running random executables
that exe will not connect to anything
it somehow does
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
so maybe thats the connection to the internet?
well it just runs the redist with a ShellExecute call, it doesn't download anything
