#packaging

1 messages · Page 11 of 1

winged moss
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none of this is helpful

serene dock
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yea i dont know man

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looks buisness to me tho

slim wraith
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Hello Im having an issue with Cooking. I've posted details on the Unreal Forum here. https://forums.unrealengine.com/t/error-cook-failed-exitcode-1073741819/1518360/1

Lmk if you have any debugging ideas

winged moss
slim wraith
slim wraith
winged moss
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Attach to UnrealEditor-Cmd during the cook?

slim wraith
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Im not following. Is that were you run the Cook command from command line arguments in VS Studio?

winged moss
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Run the cook with your preferred method and attach to the running process

slim wraith
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Ok I'll do some research on how to do that

winged moss
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Research for "attach to process" from the debug menu?

slim wraith
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Yessir. Thats a new window to me

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Well this is new

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It's an Acces Violation on write, not read

winged moss
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You'd need to inspect the stack, not just exactly where it crashed

slim wraith
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On it, re-running it

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Any chance you could hop into VC to help me find the stack trace? Im in MegaJam Hangout

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Okay I think I found the Stack. I scrolled down to the first function that had some argument types that were useful and readable. It did actually give me an asset path!! Im gonna go open it up and see what happens.

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I looked a bit up the call stack and it gave me a game asset that was referencing the asset throwing an exception and it's my PlayerController.

winged moss
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that's pretty long, is there a circular reference going on?

slim wraith
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I just added the Circular Dependency plugin and I do have a lot of circular dependencies. I've been fixing them up over the course of this week by creating a lot of Interfaces to send messages back up to the PlayerController or Pawn mainly.

BIG UPDATE THOUGH!!! I removed the reference to the W_SkillTreeWide in my Player Controller and it cooked successfully!!!!

slim wraith
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Woohoo! Thank you @winged moss for sharing which process to attach the debugger to (UnrealEditor-Cmd) and to inspect the stack frames!! I documented the process in the Forum post linked above.

gritty zealot
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hi there, every time I try to package my game it fails with this error message: [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2152]
I uaed to think that was happening in UE 5.3.2 because of game instance so I removed it, but my package still failed even without game insatance. I ve looked far and wide and cant find any solution for this. thanks for all your help

gritty zealot
limpid thistle
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bUmP!

feral kite
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Hello, does anyone know how to make sure that .pak files are generated deterministically?
They are different every time when I build them, even though I didn't change anything.
The result is that users always have to download all pak files, as I cannot know if a pak file has changed or not.

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I use the chunking system

cerulean harness
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Having an issue with shipping builds being much bigger with UE 5.3 than they were in UE 5.1, anyone familiar with the problem? For the main project, our .ucas file used to be ~6-7GB, now it's ~11GB, with no settings changes. Seems like textures and materials have the biggest differences, but more or less all files are somewhat bigger - sometimes 3-5 times.

Have there been any major changes when it comes to build/compression settings or something?

ember stirrup
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Hey everyone, has anyone encountered an issue where they have assets in a level, but when building they aren't there? I can play through my whole level in editor just fine.

In my editor you can see all these tables and some food in a circle. When I play the level it's all there.

The second picture shows my dev build. It's all missing

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so it looks like when I play in the editor, actors are fine, but in the build they're all stretched and in one location. I just don't understand why there would be a difference at all 🤔

thin anchor
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Can anyone give me some extra insights about this warning? I'm failing to package on 5.3 (recently upgraded from 4.27 - yeah, last few days have been a pain).
Already updated dotnet and installed all windows SDK versions via VS installer

winged moss
cerulean harness
cerulean harness
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@hearty reef I wouldn't think so, but what kind of APIs are you thinking of?

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Ah, right. Should only be DX12, both in UE 5.1 and 5.3, so it's weird that they're tripled in size

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Here's a size map for one that has gone from ~4mb to ~15mb

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Here's the output for that file when inspecting the pak file (first is from 5.1, last is from 5.3)


LogIoStore: Display: "../../../Content/Project/Base/Content/Materials/Clothes/MI_m_Shirt_01.uasset" offset: 4933457920, size: 15030844 bytes, hash: 68CC4191E9C36FC97CE3671054372BEB708E0C92, compression: Oodle.```
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This material is based on MetaHumans content, has minimal changes

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@hearty reef Also double checked the APIs supported. We just had the default DX12 for SM5 and SM6. Turning off SM5 and rebuilding had minimal impact.

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Yeah, but the weird thing is the one you can see from the pak inspection, where it says that material has a size of 15mb ish. And I can see it in the .uexp files if I don't package to a single file.

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Ok, that's what we had as a starting point. But when I look at the packaged size (compressed and all) for the materials themselves, the differences are much smaller - in some cases smaller in UE 5.3 than 5.1, as we've set a bit stricter parameters for MaxLODSize and compression.

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That's basically why we're so confused as well, but we're probably missing some basic knowledge here 😉 Thank you very much for the help btw

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Yeah, haven't found any textures that differ in size by more than a few bytes, but will try to look through all the ones referenced from the material that I posted before here, to see how much they all changed.

cerulean harness
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We're digging it up here

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Also testing out more compression settings and whatnot to see if that can solve it. We must have missed something somewhere.

bitter marlin
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I just dug up the audit from the 5.1 version, it looks like it is pretty much the same in terms of texture sizes referenced.

cerulean harness
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Yeah, that's the weird thing here. After looking a bit more into some build logs here, I see that the compression is a little worse than it used to be (down from 60% to 53%), but not enough to account for the massive difference in total size.
Thanks for looking into it, @hearty reef !

cerulean harness
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Btw, is this a little strange? We've set the compression type to Kraken, no settings mentioning Mermaid. In 5.1 it doesn't say explicitly what it uses for shaders. LogIoStore: Display: Processing shader libraries, compressing with Oodle Mermaid, level 9 ((null))

flint olive
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Hello. I am trying to figure out why the B in this image does not contain metadata about engine version etc. Any idea which setting governs this?

inner island
abstract blaze
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hello! Does anyone know what causes this:

UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Student\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-Labyrint_byggd14e-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 30s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

winged moss
abstract blaze
winged moss
# abstract blaze Here's (I think) the whole thing

UATHelper: Packaging (Windows): [1/4] Compile [x64] SharedPCH.Core.Cpp17.cpp
UATHelper: Packaging (Windows): c1xx: fatal error C1083: Cannot open compiler intermediate file: 'C:\Users\Student\Desktop\Labyrint_14dec_f��rdigbyggd\Intermediate\Build\Win64\x64\Labyrint_byggd14e\Development\Core\SharedPCH.Core.Cpp17.h.pch': No such file or directory

Well there you go

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The special characters in your project directory probably don't help

abstract blaze
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I deleted the intermediate folder (was a solution posted online) for my build error, are you saying this is another error then caused by my deletion?

abstract blaze
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I got a much shorter error now:
Sorry, I'm not a coder. Is the issue the game target thing? I can't really see what is the actual issue

abstract blaze
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Hello! A project that worked fine was transfered to another computer, and now it gives this error

ornate plover
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Did you figure this out? My custom config works when I package from the editor, but not through UAT...

chrome cloud
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Hello, i currently have a custom c# programs that runs whenever i build my project. It automatically changes project version and uploads it to perforce. As of now this runs EVERY time i build in visual studio. I want this code to run only when i package my game.
I use PostBuildSteps in my target.cs, is there something similar to run this only when i package it?

winged moss
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you can also see the command line that the editor runs

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though the original asker didn't need CustomConfig for Server since there are already ways to have server-specific configs

ornate plover
winged moss
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and how are you passing the target?

ornate plover
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I even compared the autogenerated command in the editor with mine and it’s exactly the same

winged moss
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That can't be the full command line, a build log might be useful

dull phoenix
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I've a 8k map (not WP, and not WC). It takes about 4 mins to load the level in the packaged build. How can I reduce the load time? I'm using the fastest decompression which is Selkie.

light plover
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Hello guys having issue packaging RVT Path tool I made PIE and packaged builds looks broken but when I launched Stand Alone from editor looks fine any settings you guys think I'm missing?? or maybe I need to explicitly cook certain assets for RVT to work??

light plover
fallen granite
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UATHelper: Packaging (Android (ASTC)): RenderDocPlugin: Display: RenderDoc plugin will not be loaded. Use '-AttachRenderDoc' on the cmd line or enable 'renderdoc.AutoAttach' in the plugin settings.
UATHelper: Packaging (Android (ASTC)): LogHMD: Warning: Required extension XR_EXT_eye_gaze_interaction is not available
UATHelper: Packaging (Android (ASTC)): [2023-12-17 10:04:52.198] [info] [Config.cpp:59] API layer configuration file does not exist, skipping
PackagingResults: Warning: Required extension XR_EXT_eye_gaze_interaction is not available
UATHelper: Packaging (Android (ASTC)): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance chained CreateInstance call failed
UATHelper: Packaging (Android (ASTC)): Took 2.19s to run UnrealEditor-Cmd.exe, ExitCode=-1073740940
UATHelper: Packaging (Android (ASTC)): Cook failed.
UATHelper: Packaging (Android (ASTC)): (see C:\Users\MindExpander\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UNREAL_ENGINE_PROGRAM+UE_5.3\Log.txt for full exception trace)
UATHelper: Packaging (Android (ASTC)): AutomationTool executed for 0h 0m 15s
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure

please family help me out not sure what i am doing wrong

I got all my SDK stuff correct I feel

it does it when I attempt to build windows to

just wanna get some of these cool ideas on my headset to test

Anyone know what could be issue direct me

Just using default test VR template

ornate plover
# winged moss That can't be the full command line, a build log might be useful

I omitted part of it as the rest might not be relevant unless I'm missing something.

Here's what the command line looks like:

%UE_PATH%\Engine\Build\BatchFiles\RunUAT.bat -ScriptsForProject=%PROJECT_PATH% ^
Turnkey -command=VerifySdk -platform=Linux -UpdateIfNeeded -project=%PROJECT_PATH% ^
BuildCookRun -nop4 -unattended -installed -utf8output -cook -CookCultures=en ^
 -iterativecooking -project=%PROJECT_PATH% -target=%TARGET% ^
 -unrealexe=%UE_PATH%\Engine\Binaries\Win64\UnrealEditor-Cmd.exe -platform=Linux -SkipCookingEditorContent -stage -archive -package -build ^
 -pak -encryptinifiles -iostore -compressed -prereqs -applocaldirectory="$(EngineDir)/Binaries/ThirdParty/AppLocalDependencies" ^
 -archivedirectory=%OUTPUTDIR% -manifests -CrashReporter -distribution -server -noclient -serverconfig=%CONFIGURATION%

I'll try again to compare UAT and the editor and try to find relevant bits in the build logs as I don't want to bother you reading a full log

thorn flame
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Please if someone know how to fix this, I just want to package on windows first. And then i will try on hololens but they send both the same error...

waxen aspen
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i am creating an ios app ...if a run that ap on mobile using xcode its working..if im trying through testflight its crashing

summer dock
# waxen aspen i am creating an ios app ...if a run that ap on mobile using xcode its working.....
  1. Use a dev build
  2. Look at the runtime logs for clues
  3. Read the docs ( make sure you have correct engine version selected ) https://docs.unrealengine.com/5.3/en-US/debugging-ios-projects-with-xcode-in-unreal-engine/

Bonus : On PC you can use a program called 3uTools to get RealTimeLogs

Use Xcode to launch your project on device and debug with break points and LLDB commands.

ornate plover
# winged moss That can't be the full command line, a build log might be useful

found the problem:

The config file 'Contenders/Config/Tags/DefaultChallengesTags.ini' will be staged, but is not explicitly allowed or denied. Add +AllowedConfigFiles=Contenders/Config/Tags/DefaultChallengesTags.ini or +DisallowedConfigFiles=Contenders/Config/Tags/DefaultChallengesTags.ini to the [Staging] section of DefaultGame.ini
16:44:35 Including config file U:\projectOS\client\Platform\Linux\Config\Tags\DefaultChallengesTags.ini
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I added the section there with all of the problematic inis and I'll test again

ornate plover
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Update: Now I'm seeing the INI I need being included

Including config file U:\projectOS\client\Platform\Win64\Config\Windows\Custom\EOS\WindowsEngine.ini

But it's still not using it... Any suggestions?

thorny sigil
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Having a problem with packaging a Shipping build- it opens steam and tries to install the steam version instead of just run the packaged game exe in the folder... Tried deleting Saved/Intermediate/Build folders. Full rebuild is ticked. Disabled all platforms except windows. UE5.3.1

odd iris
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Hello, we're having an issue building our game. It runs fine in the Editor. When using a CI we get the attached cryptic error. (No errors above). Reverting back a couple of commits causes the build to work again. Any ideas where to look for isolating the problem? We can't find any other errors in the logs.

chrome isle
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OodleDataCompression: Error: OodleDecode: compressed buffer starts with zero byte; invalid or corrupt compressed stream. I cannot seem to get past this error. I have tried with Kraken and Mermaid and not exactly sure what is causing this. I am in 5.3.2. It only happens in a project that is heavily utilizing nanite.

glacial tiger
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I'm in dire need of some expert help.
It's a problem that only appears after packaging. Control Rigs are not running their Rig Graphs. This leaves the affected skeletal mesh in its reference pose. (Ref. screenshot)
Now, this isn't the first time I've encountered this problem, and last time, after deconstructing my entire project and adding piece by piece back in, I eventually discovered that I had hard references in my GameInstance blueprint. (To some widgets, but I'm not sure that's relevant.) When I changed those references (Get All Widgets By Class) to interfaces (Get All Widgets with Interface), the Control Rigs started working again.
Once again, I find myself in this situation. But this time, even replacing the whole GameInstance blueprint with a blank one doesn't help. Which means there's likely a hard reference somewhere else in the project, and again, I have no idea where to start looking. I can't seriously be expected to take apart the whole game piece by piece on a regular basis.
It seems obvious this is some kind of bug in the engine, but I have no idea what is going on. I need some kind method of identifying the cause of the control rig failures, so I can fix it without spending days in a process of elimination.
Please help! I'm at my wit's end here!

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5.1.1, in case that is relevant.

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Runs as expected in editor, and in standalone.

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I have done extensive debugging on this, and the problem is not in the control rig itself. It simply is not running. And again, removing the hard references resolved the issue last time. I just don't understand why. There's no logic to it.

limpid raptor
glacial tiger
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Checking the logs again now, just for the sake of it.

limpid raptor
limpid raptor
# limpid raptor Okay what it sounds like to me is something to do with Timing

I haven't been working on something with a CR in quite while, but is there something happening around or near any Begin Play Events where you're doing something with your CR? My assumption is that you're trying to do something with your CR before you have a reference to it, or, there's something when you go to set up your CR using whatever BP nodes you're suppose to use (not sure what you have to do exactly since it's been awhile), but anyways, I think that there could be some Actor in that setup process that you don't have a reference to either when you're playing the "actual game". If either of those scenarios happen, you're not going to be able to use your CR and it will appear like it's not working. In the Editor, however, it's possible that these references are working fine because of how running a project in the Editor works, and then in the "actual/packaged game" that timing works a little different and so does the order things are referenced in. If you can figure out what that missing reference or references might be, either rework your logic so that whatever those Actors depend on, those dependencies are loaded first, or, you can just throw a "Delay Until Next Tick" on those Executable lines.

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Sorry reworded that a bit so it might help

glacial tiger
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I've gone through the cook and build logs again, and they're clean as a whistle. Nothing that even remotely looks like an error or warning. Currently looking for candidates like you're suggesting. Stand by.

limpid raptor
glacial tiger
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I can try disconnecting the execution path. Just for kicks.

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Do you know if I have to cook every time before packaging? (I've been doing it, just to be sure.)

limpid raptor
limpid raptor
glacial tiger
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Maybe I'm doing it wrong... hmmm...

glacial tiger
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I just have leggy legs that do leg things.

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Yeah, it seems to be something you'd do if you want IK hands to grab specific items and such.

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After reading through it, I don't think that approach would change anything. It's more like a step you add to gain access to controls on your rig, so you can change it during runtime.
You might be on to something about the order of execution though. I think I might have a look at some more tutorials on control rigs, just to see if they do anything differently than I have.

limpid raptor
glacial tiger
limpid raptor
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Okay it Spawns right away then

glacial tiger
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This is Unreal's default, and most basic way to spawn players, right? It would be odd if that was causing issues...

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It's from the TopDown starter project, actually.

limpid raptor
# glacial tiger Yeah. Not sure how to slow it down...

It's more complicated and hard to explain, but essentially you'd have to not set it there, and add some logic in another BP (Level Blueprint for example) that spawns it etc., and you'd create a Delay off of Begin Play in that BP before all that takes place to do that Test.

glacial tiger
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I get what you're saying though.

normal cairn
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So I packaged my project for the first time and it went well no hiccups

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but I thought all the print strings and visuals like line traces would not show in a packaged shipping build

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yet they do for me?

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am I misinformed or do I have to set it to non development somewhere? I assumed that's what shipping meant but idk

limpid raptor
limpid raptor
narrow zenith
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Assertion failed: r == METIS_OK [File:D:\C 5.3\UnrealEngine\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp] [Line: 181]
UATHelper: Packaging (Windows): LogWindows: Error: Call to METIS_PartGraphRecursive() failed - error code: -3, Graph->Num: 208080

i got this error in Shipping Build how to i fix this can someone fix !?

normal cairn
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I very specifically set it to shipping when packaging in the packaging menu

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is there another place I'm supposed to set it?

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I'll take a screenie in a little bit

glacial tiger
normal dock
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did you end up sorting this out? i found in the Project Settings -> Packaging theres an option called Package Compression Commandline Options which runs UnrealPak.exe with the specified options but doesnt run the TOC with the same options

waxen aspen
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hi im packagin my project for ios and using this oplugin called firebase features..im using 5.3 modernized flow..if i launch the prokject from xcode on test device its running perferctly but when i use test flight to run its crashing

tidal sundial
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hi! does anyone know why my build ends with UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 1 PackagingResults: Error: Unknown Error?

tidal sundial
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Fixed it by changing the name of a folder called "Windows" to "Window" 🙂

glacial tiger
# limpid raptor Any luck?

No, nothing has helped so far. Pretty sure I've eliminated load order as a cause. I'm considering attempting to update the project to the latest Unreal version, just to see if it makes a difference.

glacial tiger
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Updating the project to 5.3.2 made no difference either. Hmm...

limber plover
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hi i have done an android game packaging the problem i'm facing is that it is working in one device but not in other devices. Even in many devices its not opening. If any one has any solution please provide

fierce arrow
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Hello. I'm trying to package my game, and I keep getting this same packaging error.

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I have no idea what animation blueprint could be causing this

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and it doesn't give me an animation blueprint in the logs

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so I'm kinda just left in the dark here

winged moss
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You would have to attach the debugger to the cooker to find that out

fierce arrow
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nevermind, I found out the issue

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for some reason a Layered Blend Per Bone node was causing issues

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even though it never caused any crashes in the editor

trail willow
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Hey do y'all know how i can override DirectoriesToNeverCook to in RunUAT BuildCookRun command?

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my build command looks like this:

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RunUAT.bat BuildCookRun -Project="H:/Unreal Projects/UGCTest/UGCTest.uproject" -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -utf8output -platform=Win64 -build -cook -CookCultures=en -unversionedcookedcontent -pak -compressed -stage -stagingdirectory="H:/Unreal Projects/UGCTest/Mods/TestMod1234/Staging/BaseGameRelease" -package -createreleaseversion=BaseGameRelease -ini:[/Script/UnrealEd.ProjectPackagingSettings]:DirectoriesToNeverCook="{Path='/TestMod1234'}" -SaveConfigOverrides

winged moss
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since that'll be passed to the editor-cmd exe

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though, it's meant to pass the -ini parameters already

limber plover
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hi i have done an android game packaging the problem i'm facing is that it is working in one device but not in other devices. Even in many devices its not opening. If any one has any solution please provide

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Plz help

limpid raptor
glacial tiger
glacial tiger
cold urchin
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hay guy any one can help me with this ? AutomationTool exiting with ExitCode=1 (Error_Unknown)

mortal saffron
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I think this error has something to do with sound?
not sure, never done this before.

any ideas?

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this is for a christmas present, first person to help me successfuly package the game gets discord nitro

mortal saffron
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how do you recommend renaming the project name?
i renamed the .uproject file in my folder but it still shows the space in the output log

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How would I see whats in the target.cs file?

i'll try renaming in a sec

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where can i find the target.cs

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I dont know should i move it one directory out?

Theres no plugins folder, so i guess no plugins?

But i have only used BP

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Give me a sec

blissful fog
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i wasnt sure if i needed it

mortal saffron
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Ok

blissful fog
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i am still getting the same error

mortal saffron
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Just migrated everything over

Opening the new one now, will start setting up project settings now.

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can i export / import all project settings?

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you sure this is the easy mode? i've got several compile errors is 2 BP's

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here is one of the errors, not sure, never seem this one

also i imported the input page of the project folder but nothing happened

blissful fog
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i cant find anything online that works. does anyone know how to fix this packaging error?

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there might be something there that runs on editor time

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i'll check

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5 i think. 3 of your plugin. one of some other plugin and one for the project

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no those aren't in the dependencies

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how do i do that?

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doing that. also i tried packaging another project to see if it is an issue with my project and it worked fine in another project so it's probably something in the project.

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is the init function on game instance problematic (runs on editor)?

blissful fog
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hello. i have an error when trying to cook my project.

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it's something about conflicting redirects and i don't know how to fix that

stark current
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hello im trying to package my game it says that the export happened but nothing add to the folder i have 0 errors can i have some help?

blissful fog
stark current
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hello again in content cook i found this can i have some help?
PackagingResults: Error: Couldn't find file for package /Game/NewFolder/NewLevelSequence requested by async loading code. NameToLoad: /Game/NewFolder/NewLevelSequence

feral belfry
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Hey! I'm having a weird issue with Unreal Water Plugin.

The river is fine in editor but in packaged game it breaks into segments. Anyone have faced this issue before ?

astral stirrup
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hey did you ever happen to figure this out?

spiral shard
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Hi! My game's build keeps crashing (?) abruptly and I don't know what's causing it. Can anyone help me out?

viscid plover
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Good afternoon, I am attempting to build a project, I have a source build of UE5 and VS2022 community. I am attempting to build as a server file and have the server target in the source folder. I have attempted to build a 3rd person example project and get the same/similar errors.

pine pelican
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Hello guys, you know those .txt manifest files that get added to the build folder after it's completed, does the game need those to run or can I delete them before uploading to steam?

thin trout
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So is it even possible to build a game for xbox with 5.3? It seems like the dev mode for hobbiests for xbox only runs UWP projects which is only for old UE4 projects.

mystic atlas
hearty spire
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Can i removed texture and sound from dedicated server builds?

winged moss
autumn bloom
autumn bloom
spiral shard
main rain
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For some reason any map I create in 5.3 with the water plugin, it looks fine in the editor and in simulations/viewport play but after build I get this, over and over again when playing the game? I'm at a loss 😦

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only happening where it meets the landscape and not everywhere

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but in many spots around this island, also happens if I use water body lake or river but same, never in viewport

winged moss
glacial tiger
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@limpid raptor Hey! I finally got the control rigs working again on packaged builds. Figured you might appreciate knowing what the issue was.
So, there were two issues, which made finding them a bit more difficult. Last time, the cause was isolated to the GameInstance blueprint, so when I excluded that from the project settings, the control rigs started working again. This time however, changing to an empty GameInstance did not resolve the issue, and I ended up having to migrate large parts of the project into an empty one, so I could see when the control rigs stopped working. So, the issues this time were:

  1. The GameInstance blueprint contained hard references to my "EnemySpawner" blueprint. I moved that function to my GameMode blueprint, and called it through an interface from my GameInstance blueprint. Thus, there were no hard references in the GameInstance blueprint. I think the node I used was "Get all Actors of Class", and that was enough to break the packaged build.
  2. I had to duplicate the player's character asset, which incidentally was the one running the control rig, but I'm not sure if that last part was actually relevant. Using the duplicated character asset instead of the original one fixed the packaged build. I had a look at the diff between the two, and it looks like some references were moved around or recreated.
    So, yeah. I don't know what to do with this information, other than "Keep all logic the hell away from your GameInstance blueprint" and "Sometimes, things just break for no apparent reason".
glacial tiger
#

Huh. I just noticed Windows' video capture didn't capture the game scene behind the menu widget. It was there when I was recording these two videos, but only the one in the editor shows up on the recording. Do Widgets run as a separate process after packaging the game?

stark current
#

can anyone help me with the packaging?

winged moss
stark current
winged moss
#

a log or ...anything?

stark current
#

i have some warnings

winged moss
#

just a vague reference to something isn't enough to go on to help you

#

specifics, like the log, would be helpful

stark current
#

i will make a fresh package and i will send you the log in pm

winged moss
#

Please don't DM me. I also have DMs disabled on this server

stark current
#

ok i will send you here

winged moss
#
UATHelper: Packaging (Windows): c1xx: fatal error C1083: Cannot open compiler intermediate file: 'D:\ ? ?   ,  ? ?  ? ?   ,\Unreal Engine 4\Projects\CubicZ\Intermediate\Build\Win64\CubicZ\Development\Core\SharedPCH.Core.ShadowErrors.h.pch': No such file or directory```
#

so much for it packaging

#

move your project out of the folder containing non-ASCII characters

mystic atlas
#

If anything you should limit it to just a-zA-Z0-9, even spaces and punctuation can cause issues.

winged moss
#

worst of all "Νέος φάκελος" is just greek for new folder

stark current
#

i will give it a try i had this problem with another engine too

#

@winged moss this time something added to the folder but is just a folder

#

error: PackagingResults: Error: Unhandled exception: Dependency file "E:\tomb raider download folder\CubicZ\Intermediate\Build\Win64\UnrealGame\Development\CubicZ\CubicZ.cpp.json" version ("1.2") is not supported version

stark current
#

@winged moss the weird thing is that if i open a new one the packaging works fine even with the Νέος φάκελος

stark current
#

i fixed it

formal quail
#
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Missing UnrealGame binary.You may have to build the UE project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UnrealGame <Platform> <Configuration>
#

Anyone knows why this happens?

winged moss
mortal saffron
#

i plan on making my game playable to a point where I will package and release it.

should I get into the habit of packaging often and early?
that way potential errors in packaging will be more managable because the project will be less complex in earlier stages.

any advice on this?

deep echo
#

Hi guys, I am trying to package my project but it says "PackagingResults: Error: Expected AIC.h to be first header included." and also "UATHelper: Packaging (Windows): C:\GA.V1\Source\GA\AIC.cpp(3): fatal error C1083: Cannot open include file: 'YourAICharacter.h': No such file or directory".
I read online and all I cand find is related with C++. I created a C++ class but gave me errors after it and now I don't know how to fix it , any ideas please?

I found this guy with the same error but I am not sure how to remove a library and I am scared to break the project further
https://forums.unrealengine.com/t/solved-fatal-error-c1083-unable-to-open-include-file/99119

Epic Developer Community Forums

Since switching to 4.17 I have been unable to use my regular build script that has worked flawlessly so far. I must stress that I have issues with building as opposed to starting the editor etc… When trying to build, I am encountering the following issue; " UnrealBuildTool: C:\Users\Altrue\Documents\UnrealEngine\Engine\Source\Runtime\Engine\C...

strange ledge
#

hi! is there a way exist to reduce libUnreal.so? and why so big difference exist?
If I do android build from launcher libUnreal.so is 300mb and it is acceptable ,but if I use git engine libUnreal.so is 2-3 gigs ( dev/shipping )
but both do exact the same thing - let me see the crash .
what is the difference between it , and how to resolve it? I want small libUnreal.so building from git engine as well as from launcher one

leaden patio
#

Hi everyone.
I need some help.
I have reproduced the map of a studio ghibli film on UE5.2. I've finished version 1.0 and I'd like to export it but I've had this problem since the beginning.
Not being an expert, I can't identify the source of this problem. Here's the error message below. (link)
There's only one map for the menu and the main map to export, nothing very complex and I have almost no blueprints, only a lot of volumefoliage and the worldpartition enabled with datalayers.
https://drive.google.com/file/d/1MvuFsI779eZjAG2czyFAtg6HqjfeGLIj/view?usp=sharing
I hope you'll be able to help me, as I'd like to share this map on the Internet for free for fans of the film when it's finished.

summer dock
leaden patio
summer dock
# leaden patio In fact i already rename it (see below), i saved it at the beginning of my windo...

we still see this though:

UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(3,28): error CS1514: { expected
UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(3,28): error CS1513: } expected
UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(3,28): error CS8803: Top-level statements must precede namespace and type declarations.
UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(3,30): error CS1002: ; expected
UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(3,50): error CS1002: ; expected
UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(4,2): error CS1513: } expected
UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(5,9): error CS0116: A namespace cannot directly contain members such as fields or methods
UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(5,25): error CS1002: ; expected
UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(5,43): error CS1003: Syntax error, ',' expected
UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(5,51): error CS1002: ; expected
UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(5,51): error CS1022: Type or namespace definition, or end-of-file expected
UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(5,65): error CS1002: ; expected
UATHelper: Packaging (Windows): D:\ue\Intermediate\Source\Mononoké_map_5.2.Target.cs(11,1): error CS1022: Type or namespace definition, or end-of-file expected```
thin trout
# thin trout So is it even possible to build a game for xbox with 5.3? It seems like the dev ...

In case anyone managed to find this and wants an answer. Xbox does have a creators program that allows us to upload games to the xbox; however, there is only two offical ways to do it and both have issues.

First, the newer way which is using the Xbox GDK (Not UWP we'll get to that). There is a public version of it on Github but the specific packaging tools for Xbox via Unreal are still locked behind the ID@Xbox program according to this: https://learn.microsoft.com/en-us/gaming/gdk/_content/gc/get-started-with-pc-dev/get-started-with-unreal-pc/gc-get-started-with-unreal-pc The Github says that their working on more public documentation so maybe on day.

Second, is Universal Windows Platform (UWP): This appears to be depreciated in Unreal and not in 5. I did however manage to get running with a Unity project. Rumors say that its bad for games and not worth building for but my only goal was to get a game to run on my Series X, which it did. I used this tutorial, its old but helped greatly. https://www.youtube.com/watch?v=uibEl3SmI1k

Describes how to get started with Unreal for PC development.

Join our Filmstorm Motion Library: https://www.patreon.com/filmstorm

Support us on our Gumroad https://gumroad.com/filmstorm

In this tutorial, I cover from start to finish how to build a game from Unity to the Xbox One.

Reference links w...

▶ Play video
fading iris
#

When naming a project in UE does that directly correlate with the packaged game name? Wondering because in most engines/frameworks you can package your game with a different name than the project, or in some you can even package it then rename the folder/exe file

#

I see a lot of stuff about UE being a nightmare to rename projects and I know most games start as prototypes without names so it seems like there should be some simple thing I'm missing

winged moss
#

Projects should ideally just be A-z, no accented letters

mortal saffron
#

I built a big game a while back and had tons of packaging errors (never solved them)

Now that im building a new game, should I just get into the habit of packaging often and early?, that way packaging errors are more managable?

mystic atlas
#

First thing everyone should do with a new project is package it. Get environment issues out of the way.

#

Nobody ever does, though.

zealous loom
#

I built the GAME in VS2022 after it failed to build in UE5 and it's still giving me the

UATHelper: Packaging (Windows): Stage Failed. Missing receipt 'j:\UMSPV5\Binaries\Win64\UMSPV5.target'. Check that this target has been built.
UATHelper: Packaging (Windows): (see C:\Users\Kenny\AppData\Roaming\Unreal Engine\AutomationTool\Logs\J+Program+Files+Epic+Games+UE_5.3\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 2m 58s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Missing UnrealGame binary.You may have to build the UE project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UnrealGame <Platform> <Configuration>
LogSlate: Window 'Message' being destroyed
Message dialog closed, result: Ok, title: Message, text: Missing UnrealGame binary.
You may have to build the UE project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UnrealGame <Platform> <Configuration>

mystic atlas
#

What's the rest of the output?

#

And does 'j:\UMSPV5\Binaries\Win64\UMSPV5.target' exist?

zealous loom
#

the target file does not, but i am not sure how to generate it, i thought if i built it in vs2022 it would generate it

#

I know i'm probably half-assing something here but i took the UMSPV5.target.cs file in the source folder and renamed it to UMSPV5.Target and put it in there

#

yeah that didn't work.

mystic atlas
#

It should be UMSPV5.Target.cs

zealous loom
#

i'm putting the .cs file in there...without renaming it

#

let's see if this works.

#

Did not work.

#

Here is my workflow:

Tried to package the game as a windows project in the editor > Didn't work
Went into Tools > New C++ File > made empty class
Right clicked the .uproject file and generated C++ project files
Expanded the game tab in VS2022 and build just the game.

Tried again in UE5 after a Successful build and it popped up with said error

#

Anyone?

mystic atlas
#

Are you trying to build for the editor or for a standalone game?

proven wyvern
#

guys im going mad, im getting the \rungradle.bat" :app:assembleDebug error while trying to package for android and I have tried everyyyything on the unreal forums, tried different sdks, ndks, java version, the project is just a blank project for testing and I cant seem to packagin iiit aaaaah

proven wyvern
#

Hey man sorry to bother I'm facing the same issue rn but on 5.1 did u manage to solve ur problem?

winged moss
# zealous loom Anyone?

And what's in the Target.cs? This is output I'd expect when the uproject file lists a game module but the Target.cs doesn't

zealous loom
#

I figured it out, I had to change the visual studio startup project filename

#

Now I'm renaming the project...which is a pain

winged moss
#

?

#

Packaging doesn't depend on the Visual Studio project at all

summer dock
summer dock
proven wyvern
#

I will try with 5.3 and a new setup now, but idk if my project will work on 5.3 lol

#

but honestly ive tried everything i could find

summer dock
#

couple of mins to check if i have my home station setup for droid builds

#

I would stick to 5.1 / 5.2 for the moment if you have no pressing need to go to 5.3

proven wyvern
#

appreciate it, this is the last setup I tried

summer dock
proven wyvern
summer dock
proven wyvern
#

but same java and NDK

#

5.3 is totally different thats why i wanted to try that

summer dock
#

5.1/5.2 should work fine, it's just something in the setups

proven wyvern
#

on one tutorial it says i have to rename a file dx to d8 on the sdk lib, idk if that might mess up, because its not on the original documentation

proven wyvern
summer dock
proven wyvern
#

yup, same as well

summer dock
proven wyvern
proven wyvern
summer dock
summer dock
proven wyvern
summer dock
#

1.8.0_311 I believe is the active one for us

#

Those 3 first fields are all blank for me, should be unnecessary with a clean setup

#

Hmm, so far everything looks pretty clean, odd

proven wyvern
#

i also thought it was something with gradle because thats where I get the error

#

tried researching on that way but with no luck so far

summer dock
#

Sanity checks:
You have Android Studio 4.0
You have run the SetupAndroid.bat script
You are on Windows

#

The SetupAndroid script needed some slight mod on 5.1

#

Pain Is Fun, I guess that's all I can say for now

proven wyvern
#

hahaha, yeah I did all of those, thanks so much for your help

summer dock
#

After you tinker a bit, can send a full build log to have a peek too

proven wyvern
#

sure, im trying with more sdks now lol

proven wyvern
summer dock
#

that doesn't look familiar to me

proven wyvern
#

like I looked on that folder and it tries to unzip the gradle but its corrupted

#

also idk why is using that version of gradle

#

hmm maybe that handshake thing is because im using a vpn?

#

without the vpn i cant build cuz i cant connect to epic from where i am rn

summer dock
proven wyvern
proven wyvern
summer dock
cerulean harness
#

If you're curious about the issue we had before Christmas, it was due to changes in the config names for Oodle Texture - and the docs being out of date. So Oodle wasn't compressing textures at all anymore.

#

[TextureFormatOodle] to [TextureFormatOodleSettings] in BaseEngine.ini 🙂

#

It was actually changed between 4.27 and 5.0 it seems, but was still working for us up until 5.1, maybe because of backwards compatibility or something. The docs still say [TextureFormatOodle] though.

mortal ridge
#

Anyone know why these are failing? Like, I promise these structs exist, the game plays just fine including functionality which needs those structs to exist.

#

The fuck?

winged moss
#

most stable BP struct usage

brave widget
#

please help

fallen topaz
proud river
#

hi, how much time a small android game should take to package ?

summer dock
glossy lodge
#

Hey i have this error: PackagingResults: Error: Unknown Cook Failure and i dont know what causes this please help me

summer dock
# glossy lodge Hey i have this error: PackagingResults: Error: Unknown Cook Failure and i dont ...
    Line  593: LogAssetRegistry: Error: Package C:/GitHubProjects/UnrealEngine/Survive The Backrooms/backrooms/Content/Maps/Lvl3_sharedassets/mossGround_I_LayerInfo.uasset has malformed tag
    Line  594: LogAssetRegistry: Error: Package C:/GitHubProjects/UnrealEngine/Survive The Backrooms/backrooms/Content/Maps/Lvl3_sharedassets/baseGround_V_LayerInfo.uasset has malformed tag
    Line  595: LogAssetRegistry: Error: Package C:/GitHubProjects/UnrealEngine/Survive The Backrooms/backrooms/Content/Maps/Lvl3_sharedassets/baseGround_VI_LayerInfo.uasset has malformed tag
    Line  596: LogAssetRegistry: Error: Package C:/GitHubProjects/UnrealEngine/Survive The Backrooms/backrooms/Content/Maps/Lvl3_sharedassets/baseGround_IV_LayerInfo.uasset has malformed tag
    Line  597: LogAssetRegistry: Error: Package C:/GitHubProjects/UnrealEngine/Survive The Backrooms/backrooms/Content/Maps/Lvl3_sharedassets/baseGround_II_LayerInfo.uasset has malformed tag
    Line  598: LogAssetRegistry: Error: Package C:/GitHubProjects/UnrealEngine/Survive The Backrooms/backrooms/Content/Maps/Lvl3_sharedassets/baseGround_I_LayerInfo.uasset has malformed tag```
glossy lodge
summer dock
mystic atlas
#

Take the spaces out of your folder name

#

Probably won't fix it, but it'll solve future issues.

hearty spire
#

Why blueprint does not exists on dedicated server build but does on editor?

#

Can i make server not strip some folders?

winged moss
hearty spire
winged moss
#

Well ain't that gross

#

Hard coded class paths rather than something more data driven

hearty spire
winged moss
#

It won't work by default for ANY cooked build

hearty spire
#

This is a mmorpg server

winged moss
#

Including game/client

hearty spire
#

i fixed that

winged moss
#

And? Doesn't really excuse it

hearty spire
#

It is working for me

winged moss
#

Clearly not based on you original message

#

The cooker will only cook what it thinks is referenced, so the only workaround here is to always cook the containing directory

hearty spire
#

That worked for me

#

No problem on server nor client

proud river
#

but i am facing an issue it's my first time packaging anything at all , and i am getting this message while installing my apk, i tried SDK 31, 32 and 34 same issue, my phone is samsung NOTE 10+ android version 12

summer dock
summer dock
proud river
#

I mean there is no problem with my game files

summer dock
#

we can install apks directly + aabs from GPlay without issues

summer dock
proud river
#

internal slack ?

#

my english is bad sorry

summer dock
proud river
#

ok thanks for the help I'll try to fix it somethow

#

maybe one should try to package a blank project

#

and see how it goes

summer dock
echo bison
#

Is the assumption that dedicated server builds don't need DDC compiled correct?

echo bison
#

Ever able to figure this out?

dawn kite
#

How do i fix this. Pleas I need help fixing this

wooden stream
#

Guys any ideas how to solve this ? I changed project from 5.0.1 to 5.31 and suddenly I cant build anything it says first sdk is wrong even its right then this

winged moss
dawn kite
winged moss
#

Yes

dawn kite
#

here you go

winged moss
#

It's telling you that the C++ toolchain for VS is not installed, so install the relevant workloads from the VS installer

dawn kite
#

this might sound dumb since i am new but what is VS🥲

#

oHHH

#

i got it

winged moss
#

Visual Studio

dawn kite
#

ya ya took a moment to get it

dawn kite
winged moss
#

The documentation tells you

dawn kite
#

ok thx

winged moss
#

But generally it's desktop C++, desktop .NET, game development

cold urchin
#

anyone know how to fix it? i keep getting this error even the fresh new project from ue5.

coral kernel
#

anyone know of a guide to changing the name of the exe file in your packaged games moving forward? i have a cpp project and some of the guides ive followed dont have the steps required for cpp projects.
if i dont have to, i dont want to completely erase the previous name of the project, (in code etc) but i would like to at least have my games public name as the exe name.
im useing 5.3.2 if that changes anythign

agile fern
#

how do you set quality level for packaged builds?

[2024.01.07-18.56.20:310][  0]LogTemp: Current Scalability Settings:
[2024.01.07-18.56.20:310][  0]LogTemp: Resolution Quality: 0.000000
[2024.01.07-18.56.20:310][  0]LogTemp: View Distance Quality: 3
[2024.01.07-18.56.20:310][  0]LogTemp: Anti-Aliasing Quality: 3
[2024.01.07-18.56.20:310][  0]LogTemp: Shadow Quality: 3
[2024.01.07-18.56.20:310][  0]LogTemp: PostProcess Quality: 3
[2024.01.07-18.56.20:310][  0]LogTemp: Texture Quality: 3
[2024.01.07-18.56.20:310][  0]LogTemp: Effects Quality: 3
[2024.01.07-18.56.20:310][  0]LogTemp: Foliage Quality: 3

Mine is setting Resolution Quality to 0 even in shipping builds, can't find why, and can't find anywhere to set the scalability to Epic

steep field
#

Hey gang, I'm having a issue when i package my game for windows, i have no errors but when I play my game it's very bright. I updated my nvidia driver and I tried to put post process exposure to manual, nothing worked. any tips on how to fix this?

proven sorrel
#

Does anyone know how to make it so when packaged my game shows the main menu and then will play my game once you click "start". it only will package whichever level is put in the "default map"

oblique silo
#

I'm tried to export my UE5 game to android and this happen. Anyone know how to fix it ?

oblique silo
#

???

#

Anyone can help me 😢

hearty spire
#

Can`t we make some blueprints components server only?

#

Or client only

hidden notch
#

Anyone here have worked on Chunking in Unreal Engine 5?

tranquil sigil
#

I need some help. I can't package a project for some reason. I've packaged a project on my system before, but this one wont work. I download the Medieval Game Environment demo project and went to package it so I can actually play test it out and stuff but it just says "SDK Not Found" and I've installed VS2019 and everything.

tranquil sigil
# tranquil sigil I need some help. I can't package a project for some reason. I've packaged a pro...

That was annoying. I ended up finding this comment on a forum and it worked if anyone else has this issue.
https://forums.unrealengine.com/t/can-not-generate-project-files/694601/4

Epic Developer Community Forums

Wonderful! I can confirm this worked! For anyone who finds this answer later, the exact solution is: Open Visual Studio (you can select Continue Without Code) Navigate to Tools > Options > NuGet Package Manager > Package Sources You’ll most likely see only one source titled “Microsoft Visual Studio Offline Packages” Click the “+” button to ad...

limber bear
#

If the project is divided into chunks, can I tell unreal to build only one of the chunks?

umbral vale
#

Is there a way to generate PAKs without actually packaging the whole project ?

north trail
#

Not sure if this is the right channel to ask in, sorry if its wrong! I want to start targeting Xbox as a release platform. UE5 should support this iirc but i cant seem to add either of the two console platforms as a device in the editor

#

do i need to like contact epic games directly?

#

nevermind, dead links to the console request form exist all over their website, found the right one

mortal saffron
#

any ideas?

mortal saffron
#

project built but the game wont open
any ideas?

zinc gazelle
#

I have a C++ actor with a static mesh component, it shows up fine in editor and in PIE, but not in my packaged project

cold urchin
winged moss
#

Weird way to solve it, but you didn't really show any errors originally

open rapids
#

guys i have to use sdk 29 and api 29 (android 10). what ndk should use and are they compatible?

limpid raptor
#

Does anyone know what this error means?

LogEngine: Error: Failed to load '/Script/CommonUI.CommonGameViewportClient', falling back to 'GameViewportClient'

steep cairn
#

quick question, i'm trying to enable multi process cooking, and i've put the [CookSettings] ect in the project's editor.ini file. Do i also need to add the startup param command and/or the custom project launcher profile addtionalcookeroptions command?

steep cairn
#

okay, the answer is that the docs are wrong. you don't put Cooksettings in your project's engine.ini, you edit the baseengine.ini file for your ue installation and it already has a line for it, defaulting to 1.

open rapids
#

how do fix this

#

UATHelper: Cooking (Android (ASTC)): ERROR: System.Exception: Unable to convert UnrealBuildTool.MicrosoftPlatformSDK version 8.1 to an integer. Likely this version was supplied by code, and is expected to be valid.

sand cipher
#

somoene knwo why my main menu is not package? i include all map, but in result the main menu nto showing (automatic play in main game)

sage folio
#

compiled Oculus branch 5.3 with VS 17.8.4, compiled the project as well succesfully, but now I can't package at all and when I open the project these errors immediately show up in logs.
Tried to compile the AutomationTool Manually but it fails also. Any advice please?

sage folio
#

sorry about the late reply, I resolved this issue by deleting the "Saved, Intermediate, Build, Binaries" folders and regenerated VS Project files

steady niche
#

Does anyone managed to generate a .pak file alongside a android build?

i've tried enabling and disabling "Use Io Store" in the packaging settings

This is the UAT script i'm using:

pause```
limber moth
#

Hi there, i asked over in #linux but maybe this channel is more appropriate:
I tried to setup cross compiling for linux. I downloaded the correct clang for unreal 5.3 regenerated project files and can see linux as a target in rider.
However in engine linux is greyed out and it logs:
Turnkey Platform: Linux: (Status=Invalid, Allowed_Sdk=v22_clang-16.0.6-centos7, Current_Sdk=, Allowed_AutoSdk=v22_clang-16.0.6-centos7, Current_AutoSdk=, Flags="Platform_ValidHostPrerequisites")

Is there some step i missed or a way to tell unreal where to find the sdk?

hallow lake
#

how do i fix "Failed to open descriptor file" on a packaged Windows game (test or development)?

#

it never appeared until today

#

i do not know what i did to cause this

hallow lake
#

oh maybe it was a disk space error during the "archive command" process. build succeeded but pak copying was failing over and over and i didnt notice. ill try clearing space and going again

#

yeah that was it. silly. ill leave that up just in case

torpid pilot
#

Can someone help me? My packaging is failing due to these errors

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Could not clear asyncdelete root directory 'D:/Game/Game_1.0/Game_1/Saved/Cooked/WindowsNoEditor_Del'. LastError: 5.
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
PackagingResults: Error: Unknown Cook Failure

I'm trying to understand the issue

summer dock
#

no unusual characters, no spaces etc

torpid pilot
outer roost
#

I have a bizzare problem where a bunch of my textures are blurry in shipping builds, but are perfectly fine in development builds.
And yes I already checked by mip settings. I have no clue what could be wrong.
I am on 5.3 and this was not a problem when I was working on this project in 5.0

summer dock
thorn leaf
#

Please help me solving this problem

summer dock
# thorn leaf

start by locating or copy-pasting the logs to a .txt file and posting them instead of pictures/screenshots

thorn leaf
#

Ok

#

Plz help i will appreciate

summer dock
thorn leaf
#

Ok sir

winged moss
#

plus that's mid-cook

#

wait until it finishes

thorn leaf
#

I wait a day

#

But that doesn't work

#

Please help

winged moss
#

yes, you need to wait until the cooking inevitably fails. some truncated warnings that may or may not be related isn't particularly helpful information

thorn leaf
#

So how much i wait sir 1 week

winged moss
#

if it takes 1 week to package a project then I worry about your PC specs

thorn leaf
#

Sir its cook project got stuck at 112

winged moss
#

112 what

thorn leaf
#

Yes

#

Stuck at 112 remain

winged moss
#

okay, post the log up until that point

#

and what are your hardware specs?

thorn leaf
#

Sir i am using the oirate asset pack is that the reason

#

Pirate

winged moss
#

I don't know what that is

thorn leaf
#

16 gb ram
Core i3 7th gen

#

Amd r7 450

#

Pirate asset pack whuch is not compatible with Android is that reason its not cock

winged moss
#

damn, i3. that's probably letting to team down a lot

thorn leaf
#

3.90 GHz

#

Pirate asset pack whuch is not compatible with Android is that reason its not cock

winged moss
#

and the storage medium is hopefully an SSD, for both engine and project, because a HDD will also kill packaging speed

thorn leaf
#

Yes thats ssd

#

Pirate asset pack whuch is not compatible with Android is that reason its not cock

winged moss
#

lol cock

#

and I'm not sure, I don't have the assets

#

mobile preview should show you if the materials work in ES3.2

thorn leaf
#

Do you know how to solve my problem

winged moss
#

not unless you post some information

#

and i just told you that you can use the mobile preview to see if the materials the asset pack uses actually compile on mobile

thorn leaf
#

UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogShaderCompilers: Warning: Last Error 206: Failed to create directory for shader debug info 'D:/Game Engine/UNREAL ENGINE 5/Project/MyProject2/Saved/ShaderDebugInfo/OPENGL_ES3_1_ANDROID/M_Landscape_master_U3_9f554c277adaff45/Low/FLandscapeTileVertexFactory/TMobileBasePassPSFMobileDirectionalLightAndCSMPolicyHDRLinear64LOCAL_LIGHTS_DISABLED/0'. Try enabling large file paths or r.DumpShaderDebugShortNames.

winged moss
#

and if they don't, that's something you'll have to fix manually

thorn leaf
#

Thats the watning

#

Warning i see

#

Please help sir

#

Help help help

winged moss
#

I'm not going to accept a random friend request

#

That can't be the only thing the log says, and in addition, if the doubt is the assets work on Android then you can verify that easily with the mobile preview. did you at least do that?

thorn leaf
#

The warning i get is this and some failed shader compiles

#

Please help i will never forget this help sir

summer dock
thorn leaf
#

Karma help

wintry hearth
#

Can anybody help me with this? I just packaged it and it just wont even start up.old_man_yells_at_unreal

summer dock
# thorn leaf Karma help

Sanity check

  1. The project runs on your editor
  2. We asked for a .txt file of the log, you have not sent one.
winged moss
summer dock
wintry hearth
clear urchin
# thorn leaf Karma help

Be patient. You still haven't deleted your previous crossposts.
Spamming won't get you help quicker, and people have lives outside of this channel. Read the #rules once again

You still haven't posted your full log either

wintry hearth
winged moss
thorn leaf
#

Ok i try to send

wintry hearth
winged moss
#

no, command line arguments are not specific to unreal

wintry hearth
#

okay lemme just boot up VS real quick

winged moss
#

run it with command line and specify the argument, or create a shortcut and add the argument there

#

-waitfordebugger makes the engine wait and is pretty early in the engine initalisation

#

if it crashes before that point then you might have some even weirder stuff happening

thorn leaf
#

Here

#

The output lof

#

Please help now

wintry hearth
winged moss
#

cmd.exe

#

windows terminal

wintry hearth
#

There is not a cmd for -waitfordebugger

winged moss
#

ffs

wintry hearth
thorn leaf
#

I am the other guy

#

Who have problem for Android packaging

winged moss
# wintry hearth

I don't know how you don't know what a command line argument is, but you would do something like nameofexe.exe -waitfordebugger

wintry hearth
thorn leaf
#

Karma please help brother

#

I am packaging first time and sorry to disturb you

summer dock
# thorn leaf ss.txt

IMPORTANT: STOP SPAMMING.

) Try renaming project folders so they don't have spaces, that can sometimes cause issues
) Delete Intermediate folder and rebuild

#

If you continue to spam, help will not be forthcoming.

wintry hearth
#

Okay now there is nothing, all that happened is it started and there is no debugger window, just the error again

thorn leaf
#

I have do both but not solve problem

summer dock
thorn leaf
#

Sorry for spamming

#

Ok

thorn leaf
#

Full output log

wintry hearth
winged moss
#

run it against the exe in TD/Binaries/Win64

#

though I thought the bootstrap exe did pass args

wintry hearth
#

Same result

outer roost
thorn leaf
#

My texture are 4k but i reduce them to 1080 p

summer dock
# thorn leaf asa.txt

So, my technique is to look at the .txt log file in a text editor like Notepad++ or similar, and search for All Occurences of "Error" - with that, we can see there are multiple problems even before the create dir. I suggest solving them in order of appearance.

    Line  1253: LoadErrors: Failed to load /Game/Pirate/Mesh_UE5/Full/SKM_Pirate_Full_01.SKM_Pirate_Full_01 Referenced by CharacterMesh0
    Line  1272: MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.41ms to complete.
    Line  1368: LoadErrors: New page: Loading map: L_greek_island.umap
    Line  1389: MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.575ms to complete.
    Line  1391: LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s) (ErrorCode 00000001) (00000000)
    Line  1392: LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s) (ErrorCode 00000001) (00000000)
    Line  4083: PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item". Node:  SpawnActor Treasure Graph:  EventGraph Function:  Execute Ubergraph L Greek Island Blueprint:  L_greek_island
...
Line 14194: UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogShaderCompilers: Warning: Last Error 206: Failed to create directory for shader debug info 'D:/Game Engine/UNREAL ENGINE 5/Project/MyProject2/Saved/ShaderDebugInfo/OPENGL_ES3_1_ANDROID/M_Landscape_master_U3_2a64a9da511fb47c/Low/FLandscapeTileVertexFactory/TMobileBasePassPSFMobileDirectionalLightAndCSMPolicyHDRLinear64SkylightLOCAL_LIGHTS_ENABLED/0'. Try enabling large file paths or r.DumpShaderDebugShortNames.```
winged moss
#

there are also actual shader compilation issues in that log

thorn leaf
#

What to do with this i am beginner sir

winged moss
#
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   shader uses 22 samplers exceeding the limit of 16
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogShaderCompilers: Warning: Failed to compile Material /Game/Greek_island/Landscape/M_Landscape_master_U3.M_Landscape_master_U3 (MI:/Game/Greek_island/Level/L_greek_island.L_greek_island:PersistentLevel.Landscape_0.LandscapeMaterialInstanceConstant_41) for platform GLSL_ES3_1_ANDROID, Default Material will be used in game.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   shader uses 22 samplers exceeding the limit of 16```
summer dock
summer dock
#

too much stuff in the material

thorn leaf
#

No its white color

winged moss
#

?

#

you have a landscape mat, and it's using too many samplers

#

though this isn't actually fatal, since it'll just use the grey default mat instead in-game

thorn leaf
#

How to change mat to default

winged moss
#

reading comprehension would be good

winged moss
thorn leaf
#

Yes

wintry hearth
#

I already tried both

winged moss
#

shipping is a funny spelling of development

#

that's what your screenshot showed anyway

wintry hearth
#

yea i tried both

thorn leaf
#

Hel0

summer dock
# thorn leaf How to change mat to default

At this stage I would suggest going back a couple of steps, working with Template projects, looking at some Materials tutorials etc.
Try packaging a template project to make sure everything is working normally in simple test environments

thorn leaf
#

My main problem is that my cook project remain stuck at 112

#

Help

summer dock
# thorn leaf Help

You have been given several pieces of advice, I suggest listening and working with that and coming back in like a week or something, a little wiser

winged moss
#

<@&213101288538374145> ^

wintry hearth
#

Bro chill out there for a sec

cold tapir
#

@thorn leaf Please adhere to rule 1. "Be excellent to each other". This sort of behavior will get you a strike. 3 strikes results in a ban. You're new here, please read the rules again and adhere to them.

cold tapir
#

Also, I see you are spamming way too much, consider that part of the strike I gave you, so that I don't have to strike twice. But please be much more patient when communicating here.

outer roost
#

Are there settings for shipping builds that would make textures appear blurry?
For context I have a project that was working fine in development or shipping builds in 5.0. I migrated it to 5.3 and now in shipping builds (not development builds) a bunch of the textures are blurry. I'm thinking it's a setting somewhere but I'm not sure where or what it would be.
Some of the textures are imported at runtime and then have their settings changed. Has that changed somehow between 5.0 and 5.3?
I can rule out mipmapping problems unless imported textures can no longer have their settings changed in 5.3. It also shouldn't be a problem with memory, because these are like 16x16 or 32x32 textures meant for pixel art.

summer dock
outer roost
summer dock
outer roost
#

this is how I apply those settings

#

5.0 Development: Works
5.0 Shipping: Works
5.3 Development: Works
5.3 Shipping: Blurry 😦

summer dock
outer roost
#

thats why I'm assuming some setting somewhere has changed between 5.0 and 5.3

summer dock
outer roost
summer dock
outer roost
#

I could try turning off texture streaming I guess

summer dock
outer roost
#

I wonder if theres a default somewhere that changed

clear urchin
#

Are you exceeding the VRAM pool perhaps?

outer roost
clear urchin
#

That would force your textures down to lowest mips

outer roost
#

a handful of 16x16 and 32x32 textures wouldnt do that

#

unless the pool has been cut to like 256mb in ue5.3

outer roost
wintry hearth
#

Hey there, so I tried packaging a demo project and it just says "Fatal error!", nothing else. I tried multiple projects, but it just doesn't seem to start properly...

summer dock
wintry hearth
#

I looked into C:\Users[username]\AppData\Local\ but the project is not there

summer dock
wintry hearth
summer dock
worthy mist
#

how can i package my game with exposed config files ?
i can see, games doing this, but in my build, config folder always is hidden or somehow inside that binaries.
Is there an option on how to expose them to make them a little bit more adjustable in the end running client ?

#

i can see "bIncludeConfigFiles" but don't know how to apply that ...

summer dock
worthy mist
#

i can only see it in documentation ^^

summer dock
#

hmm

summer dock
worthy mist
#

is it ?

#

i cannot add it to my project build file ?

summer dock
proven grove
#

Hello everyone - is there a way in unreal to look through the length of each assets file path to see if they are too long?

I am running into this error when trying to run my game after it finished packaging (which the editor said it had done successfully)

wintry wasp
#

Hey, i got some wierd error, i'm trying to crate the editor binaries for my project in VS, the compiling works great, but for some reasong the editor excludes a plugin from the build process, does someone know whats happening here?
The plugin that is not compiled is ConvAI

#

and it's not an option to use the ConvAI binaries from the marketplace because when the binaries get not created while building, then the binaries bill also not be compiled when i try to Packacke (Build & Cook)

winged moss
#

where is the plugin installed to?

deep echo
#

hi guys, I am having issues packaging my game. It says "PackagingResults: Error: Unknown Cook Failure"
These are all the red fonts I got, if anyone has any idea I would really appreciate your help

UATHelper: Packaging (Windows): LogInit: Display: LoadErrors: Error: /Game/ModularBuildingSet/Demo_Scene : Failed import for World /Game/AdvancedPlatformer/Map/Demo_Scene.Demo_Scene [redirection] in /Game/ModularBuildingSet/Demo_Scene
UATHelper: Packaging (Windows): LogInit: Display: LoadErrors: Error: /Game/AdvancedPlatformer/Blueprints/iInteractable : Failed import for Blueprint /Game/AdvancedPlatformer/Blueprints/Custom/iInteractable.iInteractable [redirection] in /Game/AdvancedPlatformer/Blueprints/iInteractable
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error:
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: NewMP.Mass > (1.e-8f) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Private\Chaos\MassProperties.cpp] [Line: 301]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: CombineWorldSpace: zero total mass detected

Then I have several messages saying almost the same the only difference is the number and instead of chaos.dll unrealeditor-engine.dll;
[Callstack] 0x00007ffede167f25 UnrealEditor-Chaos.dll!UnknownFunction []

wintry wasp
winged moss
#

possibly because plugins in project by default should compile when the game does

kindred burrow
#

anyone know what gpu utilization is like on packaging ? i am looking for an excuse to buy a 4090 .

#

will it speed it up deployments? as far as i can tell no

winged moss
#

no

kindred burrow
sinful meadow
#

hello

#

i was hoping to perhaps get some help with a packaging issue i've got

#

for the life of me i can't seem to wrap my head around the unknown error right after build failed

winged moss
#

I don't accept friend requests on this server

#

Ask in the channel

hard star
#

Any one can help with BuildPatchTool ?

jolly nymph
#

recently ive found that, in a packaged game with shipping config, every time a client (windows) tries to join a (linux) dedicated server, it runs into some kind of serialization error (fatal crash), usually with a 'corrupt data, please verify installation' message. The only way to get it to work is to purge intermediate/build/binaries/saved/deriveddatacache and rebuild all 4000+ actions from scratch.. every time I want to patch.

if anyone has any leads as to what I can look into to fix the problem, it'd be much appreciated

eternal ice
mystic atlas
#

Lol

winged moss
#

kinda got what they deserve with trying that in a community this large

hoary rune
#

hey, I'm planning to set up a separate machine (very budget) to create automated project packaging and I'm wondering what kind of hardware it requires. I assume that this does not necessarily require approaching the recommendations of the engine itself.

winged moss
#

well "very budget" has alarm bells ringing already

#

since packaging is a very intensive operation

#

I wouldn't really consider the requirements far off from what you would run the editor with, minus GPU

hoary rune
hoary rune
winged moss
#

that is still very underpowered for that workload

#

unless you like waiting a long time for builds

hoary rune
# winged moss unless you like waiting a long time for builds

Tbh it won't make much difference, but maybe u are right and I'll take a look at something a little bit better. Until now, I had trouble finding any information on what contribution the graphics card makes in the process and I mainly been wondering about that.

winged moss
#

for a build? nothing

hoary rune
#

I had unclear information about this

winged moss
#

from where? build servers are a thing and they literally don't have GPUs

#

you package using the command line (BuildCookRun)

hoary rune
#

thanks for the clarification 🙂

unreal mirage
#

I encountered a problem when packing, Turnkey error code =-1, something related to Android, anyone know why?

#

Warning: Turnkey failed to run properly, full Turnkey output:
Running AutomationTool...
Using bundled DotNet SDK version: 6.0.302
Starting AutomationTool...
Parsing command line: -ScriptsForProject=F:/UE/UE5.3.1/DaBao/DaBao.uproject Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=F:/UE/UE5.3.1/DaBao/Intermediate/TurnkeyReport_1.log -log=F:/UE/UE5.3.1/DaBao/Intermediate/TurnkeyLog_1.log -project=F:/UE/UE5.3.1/DaBao/DaBao.uproject -Device=Win64@LEGION
Initializing script modules...
Unhandled exception: System.Exception: Script module "E:\Epic\UnrealEgine\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll" not found for record "E:\Epic\UnrealEgine\UE_5.3\Engine\Intermediate\ScriptModules\Android.Automation.json"
at UnrealBuildBase.CompileScriptModule.Build(RulesFileType RulesFileType, HashSet1 FoundProjects, IEnumerable1 BaseDirectories, IEnumerable1 DefineConstants, BuildFlags BuildFlags, Boolean& bBuildSuccess, Action1 OnBuildingProjects, ILogger Logger) in E:\Epic\UnrealEgine\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Build\System\CompileScriptModules.cs:line 350
at UnrealBuildBase.CompileScriptModule.InitializeScriptModules(RulesFileType RulesFileType, String ScriptsForProjectFileName, List1 AdditionalScriptsFolders, Boolean bForceCompile, Boolean bNoCompile, Boolean bUseBuildRecords, Boolean& bBuildSuccess, Action1 OnBuildingProjects, ILogger Logger) in E:\Epic\UnrealEgine\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Build\System\CompileScriptModules.cs:line 196
at AutomationToolDriver.Program.MainProc() in E:\Epic\UnrealEgine\UE_5.3\Engine\Source\Programs\AutomationTool\Program.cs:line 478
AutomationTool executed for 0h 0m 0s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED

tepid ivy
#

Does anyone know how to implement SDK’s (such as firebase for example) to the Projects APK? Any advice is welcome as the documentation isn’t helping as much. Thanks

hollow juniper
#

Hey everyone, I'm getting this error during cooking content for Windows.

UATHelper: Cooking (Windows): LogWindows: Error: === Critical error: ===
UATHelper: Cooking (Windows): LogWindows: Error:
UATHelper: Cooking (Windows): LogWindows: Error: Fatal error!
UATHelper: Cooking (Windows): LogWindows: Error:
UATHelper: Cooking (Windows): LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000000001c
UATHelper: Cooking (Windows): LogWindows: Error:
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffec9f4fd52 UnrealEditor-UnrealEd.dll!FPackageBuildDependencyTracker::StaticOnObjectHandleRead() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Cooker\PackageBuildDependencyTracker.cpp:100]
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffec9ec8a06 UnrealEditor-UnrealEd.dll!UE::Core::Private::Function::TFunctionRefCaller<void (__cdecl*)(TArrayView<UObject const * const,int>),void __cdecl(TArrayView<UObject const * const,int>)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffefc10a36a UnrealEditor-CoreUObject.dll!UE::CoreUObject::Private::OnHandleReadInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ObjectHandleTracking.cpp:202]
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffefbd728df UnrealEditor-CoreUObject.dll!UE::CoreUObject::Private::ResolveObjectHandle() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\ObjectHandle.h:223]

full log:
https://hastebin.skyra.pw/wayirebudo.yaml

timber musk
#

im getting this cooking error, but the file is there and i dont understand how cant it find it

#

it turns out it looks for a file i have moved

#

so how do i show it that the file is where i moved it

#

solved it by creating the folder and moving files there, cooking, then moving the files back

winged moss
#

This article actually has a decent packaging tip in it (https://dev.epicgames.com/community/learning/tutorials/dXl5/advanced-debugging-in-unreal-engine)

Logs - Cooking
Set Project Settings -> Engine -> Cooker -> Cooker Progress Display Mode to Instigators and Names (and Count) to get a log for when each package starts getting cooked, while also showing the Instigator, i.e. the reason why that asset is being included into the cook. Helps a lot when you get cook errors that don't show you which package they originate from.

hollow juniper
winged moss
#

no

hollow juniper
#

I'm getting this error after
UATHelper: Cooking (Windows): LogAudio: Display: Registering Engine Module Parameter Interfaces...

This could be related with engine files? Should i reinstall the UE5.3?

winged moss
#

I would be looking at before rather than after

#

you can also attach a debugger to the cooker (UnrealEditor-Cmd.exe)

hollow juniper
#

Could warning messages causes this error?

winged moss
#

well it depends

#

you can attach to the running cooker process in VS or Rider. or try the hint in that debugging article so you actually know which package is being cooked

hollow juniper
strange ledge
#

Hi! cant load aab file to google play console with error The total download size of upfront Asset Packs in this App Bundle is 1081888660. Upfront Asset Packs can have a combined download size of 1074000000
current aab file size is 1.1GB exact as it was before week ago.
what is wrong ?

summer dock
summer dock
#

Also it is possible to inspect the exact results of your packaging process:
build an apk
open it up with apktool
( if there are easier ways to do this, I would welcome the insight )

strange ledge
#

dont got you , sorry. why do I need to see what becomes bigger? sure it is bigger then before because some content is added and updated.
for now it seems like main.obb file inside is too big and must be separated to chunks. main.obb file is 1gb+ now

summer dock
strange ledge
summer dock
hollow juniper
winged moss
#

Debug > Attach to Process

#

at least in VS

hollow juniper
#

@winged moss This is the first breakpoint that i have

winged moss
#

well look at the callstack?

hollow juniper
#

I think its about ARCGameState Line:21

winged moss
# hollow juniper

well you're using FClassFinder which is kinda bad, but let's ignore it. what is APourInstance?

hollow juniper
#

APourInstance is base class of poured actors.

#

This is totally bad i think, I need to rewrite this code or set the UClass from the derived BP class. i am having the issues with packaging and during the building with ConstructorHelpers::FClassFinder

#

I don't remember why I called two different of consturctor it in two times

hollow juniper
#

@winged moss Thank you for helping, Package is done ✅

But what I achieved so far constructorhelpers is not properly working during the cooking stage. I enforced to set my BP class via creating child classes of game state.

half summit
#

hey does anyone know why file media Player working is on my computer but not working on other computers (packaged game) it just shows a white screen

turbid glen
#

Any reason lit particles in a packaged game are black, but in PIE they are coloured correctly?

scarlet rivet
#

does anybody know this annoying error?
UE 4.27

scarlet rivet
summer dock
# scarlet rivet

Please post as .txt file or
as a text snippet
so people can view the text more easily and do copy pastes as needed

scarlet rivet
summer dock
# scarlet rivet

well, you seem to have somehow ended up with a duplicated asset
Found Duplicate PrimaryAssetID MaterialInstance:Concrete_Wall_vhjldck_inst! Path /Game/Mat_Lab/COLUMN-CONCRETE/Concrete/Concrete_Wall_vhjldck_inst.Concrete_Wall_vhjldck_inst is replacing path /Game/Mat_Lab/COUNTERTOP-CONCRETE/Concrete/Concrete_Wall_vhjldck_inst.Concrete_Wall_vhjldck_inst

scarlet rivet
#

I checked the path but it has only one

summer dock
#

Not sure exactly what is needed here. Maybe start by checking redirectors.
Maybe make a backup of the asset, delete, and then re-create it

scarlet rivet
#

the issue is there are a lot more warnings with the same meaning for other material instances in the same folder

#

so when I delete one, another one pops up as an error

winged moss
#

why are MIs being treated as primary assets?

scarlet rivet
#

no idea tbh

winged moss
#

well you configured the asset manager settings like that?

#

iirc they're not primary assets by default

#

also this is two different paths that contain an asset of the same name as another path

#

there's one in Mat_Lab/COLUMN-CONCRETE/Concrete/ and the other is in Game/Mat_Lab/COUNTERTOP-CONCRETE/Concrete/

#

column vs countertop

scarlet rivet
#

I am not sure, seems someone in team done it

#

but I am still not sure what's wrong about it

#

I get it there are 2 different folders that the material is appearing in

winged moss
#

well look at the commit history on the INI and ask whoever did it

#

not sure there's a good reason for it

#

but this sure is a wacky configuration where it's only MIs

leaden pecan
#

So I was looking at ContentExamples for 5.3 and there's this Substrate material that is totally bugged.

It says "Shader is using too many Samplers" but all the textures are already have their Sampler Source set to Shared:Wrap.

Anyone know what's going on here?

midnight gulch
#

Sorry if this is the wrong channel to ask, but what is the difference between my game's GameUserSetting.ini and GameUserSettings.ini?

urban leaf
#

Hi guys can anyone help me its been a few months and I still cant fix this issue it happens when I try to export My UE4 Android game. Here is the error: "A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade" And here is a screenshot too:

fervent lake
#

Has anybody else had issues with trying to cook / package their game and a second instance of Unreal opens? My packaging has been getting stuck or "completing" in 10 seconds so I'm assuming the two are related

knotty swift
#

let's say i package a multiplayer server as debug/development package(for logging purposes), and a client as a shipping package... will i run into any problems? will my client be able to connect to the server?

winged moss
#

yes because that's fairly common, though debug might be a bit overkill

knotty swift
#

Will development build have a log streamed to a file?

winged moss
#

yes, but you can always enable logging in shipping if you're on a source build

knotty swift
#

@winged moss unfortunatelly i'm not 😄 like to keep things simple 😄

autumn bloom
#

In a shipping build, I will change the screen resolution from 2k to 1080p & windowed mode from fullscreen to windowed. This action calls Apply Settings node on Game User Settings which says it's supposed to save to storage? But if I restart my build, these settings are reverted to 2k full screen?

Has anyone seen that in shipping builds setting GameUserSettings.ini not actually write anything out where it works as expected in editor? Why would it be blank after clicking "Apply Settings" in our menu that calls the "Apply Settings" node for GameUserSettings then closing the game? Shouldn't it write out to that .ini?

I originally posted in #blueprint but was told this channel may be better.

winged moss
autumn bloom
winged moss
autumn bloom
winged moss
#

the config system doesn't know what steam is

autumn bloom
# winged moss yes. I'm not sure why that would make a difference

"%LOCALAPPDATA%\Dirge\Saved\Config\Windows\GameUserSettings.ini"

So those look populated, the assigned resolution is 1920x1080 and FullScreenMode = 2 (assuming windowed?). Yet when I start the game, it defaults to my native 5120x1440 and FullScreen (assume that's enum0?).

winged moss
limber oracle
#

trying to package project but keep getting this error
what is it?

limber oracle
autumn bloom
# limber oracle

I see this all the time if you edit a struct. If you do, you must refresh nodes and recompile and resave any BP that touches it.

autumn bloom
autumn bloom
# winged moss PreferredFullScreenMode is 1, which is window fullscreen, which is forced to the...

So I changed the %APPLOCALDATA% one to
PreferredFullscreenMode=2
and changed ALL the Xs to 1024 and all the Ys to 768 and started my game. It still started at fullscreen 5120x1440.

I then copied the contents of the ini from the %APPLOCALDATA% one to the Steam folder one.... and when I started my game it was in windowed mode at 1024x768. This means that it is using the ini from the Steam folder location.

I do know that there can be multiple locations of the same file, but is there a way to write to the Steam Folder ini path since I know that one is read and used when starting the game?

clear urchin
# limber oracle

Yeah bp structs are cursing you. This is one of their many issues.
Don't use them. Move your structs to c++

#

fortunately its minimal effort, especially with header preview writing 90% of the code for you

frozen dust
#

hi does anyone know if it's normal for my cpu (Ryzen 9 7950x) to run at about 80-94C while packaging a game for the first time it also dropped to about a constant 75c mid way through packaging and took about 10-15 mins to package?

limber oracle
#

he is not happy with All my structs now

verbal willow
#

Hey, is there any way to save Launch Profiles on a per-project basis instead of in the engine itself?

#

If not, I was thinking about working on a PR to add that, but from the looks of the repo, I'm not quite too sure if epic merges those.

autumn bloom
autumn bloom
clear urchin
#

BP enums are also broken for the same reasons and should only be done in C++

#

They are two things that are fundamentally broken

#

It would be great if they weren't

autumn bloom
#

I build via the command line and all the CPU thread go to 100%, at least that what it looks like in Win task manager?

limber oracle
# autumn bloom

Thank you!, i did this in all blueprints and recompiled them.. and renamed my structure
and then i found that in 1 "Format text" node i have an error cus result pin was wrong for some reason, i remade this Format Text compiled and then it fixed my packaging error 🥴 🆗

clear urchin
#

And a nice collection of the troubles people have with them

clear urchin
#

If you right click your struct, you can view a header preview.
That is basically all the code you need to copy paste into a C++ file.

If you've already got a c++ project then you'd just add a new file in your project source, and paste that in there.
You might need to add "BlueprintType" to that USTRUCT you see there, inside the braces.

If you have a BP only project, then make sure you've got a latest commit in your source control, and a backup in case anything goes wrong or you decide against it. Make sure you have visual studio downloaded and setup according to the docs, and then just "Create a new C++ Class" in editor, and put the code in the resulting file. Once you compile and launch the project, you'll have the struct be able to use in the same way you would a blueprint one, without any of the project destroying tendencies BP declared structs can have.

The folks over in #cpp will be able to guide you on this too

The only downside is making edits requires you to go into the cpp file and add new lines of code. However these are very simple to do even without much or any C++ knowledge, and it's something many people here have done before. Always make sure the editor is closed before you compile the changes though 🙂

#

It's definitely worth even picking up a few of the C++ basics if you're in the desire to ship games stage.
Even if it's just so you can do this comfortably

limber oracle
# autumn bloom

This what error i got that didnt let me to package my game
and now its apear again.. whats wrong with this Format Text i dont get it why result is error
when i delete it and remake evrything is fine.. 🤔

thorny jasper
#

Hi guys!

I am setting up a test environment using steam.
Basically, I want to use Developer Comp Package that holds a list of depots.
The problem is that I want to add different launch options that are available on a certain depot. However, launch option visiblity is based only on Owns DLC ID and Beta Branch ?
How should I set the environment to do such that? or are there other ways (better ways) to do this?

proper furnace
#

Hello, Can someone explain what is soft garbage collection please? I dont have enough ram?

raw timber
#

Hi, i have this error Error: Couldn't find file for package <filepath> requested by async loading code. NameToLoad: <filepath> but the file doesn't exist, how could i fix that ?

winged moss
#

then something is likely referencing the deleted asset

raw timber
#

Is there anything to find the broken references ?

winged moss
#

that or attaching a debugger which is the more hardcore option

raw timber
#

Ok thanks !

autumn bloom
# limber oracle This what error i got that didnt let me to package my game and now its apear aga...

Probably something that goes into that FormatText is using a struct that was modified, somewhere in the internals of how BP works there is a cache of the struct with the old format causing it to break. You have to force it to the new structure format. I don't think there is an obvious or explicit way.

But I'd say that one isn't too hard, if you ca either alt click + drag or shift click + drag (forget the combo) from the broken bottom ping to the top working pin. If that doesn't work you could just make a new FormatText node with the same values you said that worked?

limber oracle
ember ether
#

Anyone knows why?

foggy sail
autumn bloom
slow lion
#

Hello, iam having an issue with materials assigned to a geometry collection for fracturing.
The issue is that within a dev build the correct material as seen on the left floor/rectangle is used. But in the release build the default material (see right rectangle) is applied and i dont understand why. It works just fine on any normal mesh. I believe its some fundamental thing with geometry collections and materials i didnt understand so far. Can someone enlighten me? Thanks for any clarification (Sorry for re-asking this here but the material chat wasnt the right channel i think)

dawn kite
#

this error appearing when i try to launch my game after packaging

clear urchin
#

I already notice two things that are odd. One, your live working folder is a one drive folder, and two, your folder has a space in it's name.

You don't really want either of those

finite pebble
#

help anyone :/ ??

autumn bloom
#

Anyone have a link to the documentation that explains ALL the flags and such for the BuildTool? Like... what's -noP4, -clientconfig, -distrubition, -compressed, etc.

mortal saffron
#

UATHelper: Packaging (Windows): Scanning for envvar changes...
UATHelper: Packaging (Windows): ... done!
UATHelper: Packaging (Windows): Cleaning Temp Paths...
UATHelper: Packaging (Windows): BUILD SUCCESSFUL
UATHelper: Packaging (Windows): Setting up ProjectParams for C:\Users\Nick\Desktop\OGS_1.02\OGS_1.02.uproject
UATHelper: Packaging (Windows): ERROR: Editor target not found!
UATHelper: Packaging (Windows): (see C:\Users\Nick\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Dev+UE5+UE_5.2\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 2s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown)
PackagingResults: Error: Editor target not found!
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

need some help with this guys

summer dock
#

Could be almost pin-worthy despite being 3 years old, probably still 99% on point

#

<@&213101288538374145> Could we pin the botman99 link just above there please?

summer dock
#

Thank you!

autumn bloom
light junco
#

Wouldn't it make more sense to pin that to #automation ?

#

I guess it's both worth a pin, idk

summer dock
#

but if you think it worthy there, please do spread it - it's a great resource

#

at least it lists the relevant build flags

light junco
summer dock
#

ok, I can spread it, see if a mod will help out once more

autumn bloom
#

UE5 kinda pushed moving to BuildGraphs vs. command line parameters for the UAT right? Any major changes worthwhile learning a whole new approach?

summer dock
light junco
#
- '"%CUSTOM_BUILD_TOOLS%" -projectfiles -project="%PROJECT_FILE%" -NoHotReload -game -rocket -progress'
- 'call "%CUSTOM_UAT%" BuildCookRun -project="%PROJECT_FILE%" -target=ProjectName -nop4 -utf8output -cook -package -build -installed -CrashReporter -pak -compressed -prereqs -platform=%JOB_PLATFORM% -clientconfig=%JOB_UE_CONFIG% -stage -stagingdirectory="%JOB_STAGING_DIR%" -archive -archivedirectory="%JOB_ARCHIVED_DIR%"'
#

Not sure if there is a different way, this works mostly just fine for the command line automation at least

#

(stuff is from GitLab. The %% are variables)

autumn bloom
#

I was using something like this

"%UE5dir%\%engineVersion%\Engine\Build\BatchFiles\RunUAT.bat" -ScriptsForProject="%SVNdir%\%branch%\Dirge\Dirge.uproject" BuildCookRun -project="%SVNdir%\%branch%\Dirge\Dirge.uproject" -noP4 -clientconfig=%ClientConfig% -serverconfig=%ClientConfig% -nocompile -nocompileeditor -installed -unrealexe="%UE5dir%\%engineVersion%\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -utf8output -platform=Win64 -build -cook -ddc=InstalledDerivedDataBackendGraph -pak -iostore -makebinaryconfig -distribution -compressed -stage -archive -archivedirectory="%OUTdir%\%label%"

But there is a problem in that trying to save GameUserSettings.ini uses MY local directory from my build server. So a client will use the pathing of my local machine!

#

I suspect it's that -clientconfig

light junco
#

Yeah that looks pretty similar

autumn bloom
#

What is your value of "JOB_UE_CONFIG"

autumn bloom
light junco
light junco
dawn kite
west canyon
#

Getting this error when packaging to Android. doubt it's a project thing as it used to package fine before I reset my OS

autumn bloom
eager trench
#

Not sure if this is the right place to ask, but i'm trying to upgrade from UE 5.2 -> 5.3 and i'm running into this issue with what seems to be engine generated code while trying to package? has anyone seen anything like this with 5.3?

UATHelper: Packaging (Linux): In file included from Runtime/UMG/Public\Blueprint/UserWidget.h:17:
UATHelper: Packaging (Linux): C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\UMG\Public\Components\Widget.h(222,2): error: a type specifier is required for all declarations
UATHelper: Packaging (Linux):         UE_FIELD_NOTIFICATION_DECLARE_CLASS_DESCRIPTOR_BASE_BEGIN(UMG_API)
UATHelper: Packaging (Linux):         ^
UATHelper: Packaging (Linux): C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\UMG\Public\Components\Widget.h(222,68): error: expected ';' at end of declaration list
UATHelper: Packaging (Linux):         UE_FIELD_NOTIFICATION_DECLARE_CLASS_DESCRIPTOR_BASE_BEGIN(UMG_API)
UATHelper: Packaging (Linux):                                                                           ^
UATHelper: Packaging (Linux):                                                                           ;
UATHelper: Packaging (Linux): C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\UMG\Public\Components\Widget.h(217,2): error: allocating an object of abstract class type 'UWidget'
UATHelper: Packaging (Linux):         GENERATED_UCLASS_BODY()
UATHelper: Packaging (Linux):         ^
UATHelper: Packaging (Linux): C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\CoreUObject\Public\UObject\ObjectMacros.h(711,36): note: expanded from macro 'GENERATED_UCLASS_BODY'
PackagingResults: Error: a type specifier is required for all declarations
PackagingResults: Error: expected ';' at end of declaration list
PackagingResults: Error: allocating an object of abstract class type 'UWidget'
#

I'm running into a similar issue for packaging for Windows as well it seems:

UATHelper: Packaging (Windows): C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\UMG\Public\Components\Widget.h(223): error C2059: syntax error: '('
UATHelper: Packaging (Windows): C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\UMG\Public\Components\Widget.h(230): error C4183: 'UE_FIELD_NOTIFICATION_DECLARE_CLASS_DESCRIPTOR_BASE_BEGIN': missing return type; assumed to be a member function returning 'int'
UATHelper: Packaging (Windows): C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\UMG\Public\Components\Widget.h(235): error C2143: syntax error: missing ')' before ';'
UATHelper: Packaging (Windows): C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\UMG\Public\Components\Widget.h(235): error C2059: syntax error: ')'
PackagingResults: Error: '('
PackagingResults: Error: missing ')' before ';'
PackagingResults: Error: ')'
cinder rain
#

I'm trying to get a build working on a SteamDeck. I built for windows, and uploaded it to the steamdeck via Steam Devkit Management Tool. When I launch the game, i get:

The following component(s) are required to run this program:
Microsoft Visual C++ Runtime
Woiuld you like to install them now?

How can I package the game up so that it works w/ proton experimental? I have Include prerequisites installer checked already. I added $(EngineDir)/Binaries/ThirdParty/AppLocalDependencies to Applocal Prerequisites Directory as well, as a forum post said that.

Is there a more efficient way to get a game on a Steamdeck?

wild lion
#

I referenced a string table for the Project Displayed Title property in Project Description settings. However it's clear to me now that string tables don't get cooked. It's not a primary asset so I can't seem to add it to Primary Asset Types to Scan in Asset Manager settings. Anyone got any ideas how I can cook this string table? It's not referenced by anything else.

#

Would I have to put the string table in its own directory then add it to "Additional Asset Directories to Cook"? Is this the only way?

stone sonnet
wild lion
stone sonnet
wild lion
#

Because it’s only referenced in Project Description for Displayed Project Title. I’d assumed it’d create a hard reference right there and then, but it doesn’t. Running the shipping build crashes with a fatal error when trying to look up the localized text.

#

Can primary asset labels target secondary assets for cooking?

stone sonnet
limber oracle
#

why its very often ask me this?

#

and then this but it launches anyway

glacial tiger
#

I'm having an issue that only occurs after packaging.
None of my characters are moving. It's as if the NavMesh isn't there.
The log outputs: "LogNavigation: Warning: NavData RegistrationFailed_AgentNotValid, NavData instance contains navmesh that doesn't support any of expected agent types."
But I have three supported agents set up in the project settings. The masks are checked for all of them.
The NavMeshBoundsVolume also has all three checked.
And again, it works before packaging.
I'm struggling here. Any ideas?

glacial tiger
#

zomg helped me figure it out! Had to delete the three navmesh recasts, and then rebuild paths. Wasn't the first time I did that, but apparently something was different this time. I did restart the engine in the meantime, so that could be relevant.
So, solution; Delete and rebuild recasts. Then cook and package.

glacial tiger
#

Aye. It's pissing me off something fierce. But I don't know who to yell at. old_man_yells_at_unreal

open rapids
#

not sure what this is about

#

it says dotnet took 15 seconds to run and exited

#

why? and how do I fix it

summer dock
tight zealot
#

Packaging build error
Hello everyone. maybe someone has encountered a error of this kind?
Everything is yellow except for the "Barrel", I corrected it, you don't have to look at it.
But this asset with the value NaN, I do not even know where to dig.

dull phoenix
#

Anybody knows the issue in UE5.2 packaging? error C4668: 'ENGINE_MAJOR_VERSION' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'

#if ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION < 2

cedar crag
#

Hi, how can I debug my build on my steandeck? I'am able to attach the visual studio debugger but there are no symbols for debugging. Can anyone help me?

winged moss
cedar crag
cedar crag
#

Yes, the pdb of my application is also there.

winged moss
#

and it's on the deck, next to the exe?

cedar crag
#

It is in the binaries folder some folders deeper

winged moss
#

well <project name>/Binaries/Win64 ain't that much deeper, but is the location it should be in

cedar crag
#

Yes this is exactly where it is.

#

I am sorry but im total noob at these things. Is it possible to manually point to local pdb at my machine to be used in the remote debugging process? It just a suggestion. Or do you have an idea what I can do?

winged moss
#

well what does the modules panel show?

cedar crag
#

The game is not listed

winged moss
#

what process did you attach to then?

cedar crag
#

steam.exe like it said in the documentation

winged moss
#

but it doesn't tell you to do that

#

you attach to the game exe

#

the one in Binaries/Win64

cedar crag
#

But they are disabled, I cant attach them. Is this maybe because of the child procress debugging thingi?

#

Okay I attached to the game process but it seems have problems loading the pdb

#

Ahh it works!

#

I now could manually select the pdb from my disk.

#

And the breakpoint works!

#

Sorry sswires for the rollercoaster. But thank you a lot for pointing me into the right direction! Thanks a lot!

dense warren
#

can anyone help me out with why this is happening when i try package ?

Contents of : C+Program+Files+Epic+Games+UE_5.3\Log.txt is in the paste cuz its kinda long 😅

https://pastes.io/o4s9kqi1ik

summer dock
earnest skiff
#

I get thrown this error when I try to package my project. It works perfectly fine in editor, but it just can't package. I don't have any C++ classes on this so can't trace it back to any code I've done.

dense warren
#

ok thanks 😄

limber oracle
#

Can someone please help me
my simple "game" program contain just 1 UserWidget and that's it, (UpdateEvent was not used)
when i shipped my project and after that launch it .exe
my pc heating like crazy, like i playing some CyberPunk
and after few minuets of work give video memory error and crash
how to fix it? why this is happening?

But when i launch my project from the unreal editor(PIE window) everything is fine

this my Ship settings:

winged moss
#

limit the FPS if you want the limit that

limber oracle
winged moss
#

just set the t.maxfps cvar?

limber oracle
limber oracle
#

unreal_dragon .

winged moss
#

it's a cvar...

limber oracle
limber oracle
potent flax
#

I'm attempting to package in Shipping my project, which has one editor-only plugin in the project's Plugins/ directory. This is preventing the packaging from completing, as for some reason UE insists on running the StartupModule of the Editor-only plugin, which obviously causes it to crash.

  • The .uplugin is set up as "Type": "Editor"
  • The plugin does not contain any dependencies in Build.cs to anything else except engine modules, neither does any of its code
  • The game modules do not contain any references whatsoever to the plugin, not in the build.cs file or anywhere else

Any ideas what could be the problem?

summer dock
#

Just post the file please, let's not spam the channel

or code block for short snippets

potent flax
#

Yeah was just thinking maybe I should do a file instead, sec :)

#

But yeah that's the error it gives me - It looks like for some reason the module that's marked as Editor is still being loaded, which subsequently causes it to call StartupModule on it, which then naturally crashes because the editor modules it uses are not available

summer dock
potent flax
#

It's my own plugin. Any info you would be interested in in particular?

summer dock
#

I would at this point acquire a Free editor-only plugin from Marketplace/Github and compare your setups, or go to #plugin-dev for consultation

potent flax
#

Yeah I did that too and I can't pick out any differences 🤔

#

I also tried adding a dummy Type: Runtime module into the plugin just to see if it would affect it but that also had no effect

summer dock
#

Then, perhaps post the complete packaging log from the very beginning

potent flax
#

Sure, sec

summer dock
#

also, do you have the plugin added as a dependency in your build.cs

potent flax
#

The plugin is not mentioned anywhere in the game modules, not as a dependency in build.cs, or in the uproject file either

summer dock
#

hmm hmm

summer dock
potent flax
#

Okay, I'll give that a spin. I have had this same problem with editor modules within the game project in the past, which I worked around by wrapping the problematic code with #if WITH_EDITOR but that feels like a hack since it clearly shouldn't be needed :)

summer dock
potent flax
#

Oh yeah clearly in that case, but that wasn't being done then or here either

#

The one thing I'm noticing in the log is it says UATHelper: Packaging (Windows): LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsEditor' - which seems a bit odd it would load WindowsEditor as a target platform, but I don't know if that part of it is about some other stuff

summer dock
#

I don't think that is relevant, but not 100% sure

-platform=Win64
-clientconfig=Shipping

seem to me the defining params

potent flax
#

Yeah

#

Thanks for looking into it, gonna try making a new project with a blank plugin now, see if it that works

potent flax
#

Hmm yeah not having much luck with that either 🤔

#

Same exact issue. I just added a check(GEditor) into the StartupModule so it would crash the build

#

Hmm okay so it works if I make it "Type": "EditorNoCommandlet"

potent flax
#

Yeah, what confuses me however is if I drop another plugin (flowgraph in this case) into the plugins dir, they compile just fine with an editor module...

#

Feels like there's something suuuper obvious somewhere that I'm just not paying attention to

potent flax
#

Hmm okay so it does appear that editor modules do always get started.... but apparently this just doesn't cause problems except if calling very specific parts of the editor, and some editor modules happily let you call functions in them without causing a problem because ???

potent flax
#

lol

#

at least I finally confirmed that and I can just assume if my module doesn't work then I happened upon an editor api that just doesn't like you using it like that

#

I dropped a check(false) into the startupmodule of flowgraph's editor plugin, which does not interfere with shipping despite calling a bunch of editor modules... and the check caused it to crash in packaging, so they do definitely always run

summer dock
midnight crown
#

Hello! I got a project Im gonna upload to the play store, and I wanna package it for IOS for some friends of mine. Looking at the documentation it says I need a Mac computer. Can I do it without one?

clear urchin
#

No

thin root
#

How would I package my project entirely from the command line? I am trying to build on a machine with no GPU for the editor

clear urchin
#

Look at the pinned UAT doc

summer dock
twilit fern
#

I get a Assertion failed: CurrentApplication.IsValid() [File: SlateApplication.h] [Line: 255] when packaging

#

Has anyone else run into this?

#

It seems the Slate App stops being valid sometime into the package

#

Oddly enough

#

It looks like it has to do with subsystems

#

FSubsystemCollectionBase::AddAndInitializeSubsystem() [File: SubsystemCollection.cpp] [Line 259]

plush mason
#

UATHelper: Packaging (Windows): Unhandled exception: Unable to delete C:\Users\Unreal Projects\Projectname\Plugins\Runtime\Nvidia\NIS\Intermediate\Build\Win64\x64\UnrealGame\Development (Unable to delete \\?\C:\Users\Unreal Projects\ProjectName\Plugins\Runtime\Nvidia\NIS\Intermediate\Build\Win64\x64\UnrealGame\Development\NISBlueprint)

#

Whats the issue here? After adding DSSL to project I cant package anymore. Plugins are in projectfolder

slow lion
twilit fern
# summer dock Post full log file
LogTemp: Warning: My View Extension Subsystem Initization
LogOutputDevice: Warning:

Script Stack (0 frames) :

LogWindows: Error: appError called: Assertion failed: CurrentApplication.IsValid() [File: ..\Engine\Source\Runtime\Slate\Public\Framework\Application\SlateApplication.h] [Line: 255]

LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Assertion failed: CurrentApplication.IsValid() [File: ..\Engine\Source\Runtime\Slate\Public\Framework\Application\SlateApplication.h] [Line: 255]
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffedf7c7e0b UnrealEditor-Engine.dll!FSubsystemCollectionBase::AddAndInitializeSubsystem() [C:\ ..\Engine\Source\Runtime\Engine\Private\Subsystems\SubsystemCollection.cpp:259]
LogWindows: Error: [Callstack] 0x00007ffedf80f296 UnrealEditor-Engine.dll!FSubsystemCollectionBase::Initialize() [C: ..\Engine\Source\Runtime\Engine\Private\Subsystems\SubsystemCollection.cpp:132]
LogWindows: Error: [Callstack] 0x00007ffedf9560d2 UnrealEditor-Engine.dll!UEngine::Init() [C:\ ..\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:1953]
LogWindows: Error: [Callstack] 0x00007ffed8f978da UnrealEditor-UnrealEd.dll!UEditorEngine::InitEditor() [C:\ ..\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:752]
LogWindows: Error: [Callstack] 0x00007ff76c636237 UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [C:\ ..\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4073]
LogWindows: Error: [Callstack] 0x00007ff76c62c836 UnrealEditor-Cmd.exe!GuardedMain() [C:\ ..\Engine\Source\Runtime\Launch\Private\Launch.cpp:140]
LogWindows: Error: [Callstack] 0x00007ff76c62cbfa UnrealEditor-Cmd.exe!GuardedMainWrapper() [C:\ ..\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
LogWindows: Error: [Callstack] 0x00007ff76c6300a4 UnrealEditor-Cmd.exe!LaunchWindowsStartup() [C:\ ..\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
LogWindows: Error: [Callstack] 0x00007ff76c646034 UnrealEditor-Cmd.exe!WinMain() [C:\ ..\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
LogWindows: Error: [Callstack] 0x00007ff76c648566 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogWindows: Error: [Callstack] 0x00007fffcee3257d KERNEL32.DLL!UnknownFunction []
LogWindows: Error:
LogWindows: Error: end: stack for UAT
summer dock
twilit fern
summer dock
#

I seem to recall having something similar at one point, digging through our Slack. That was definitely related to our c++ code needing a guard though

    {
        UE_LOG(LogMyDeveloperSettings, Log, TEXT("DeveloperSetsGameIsFakingTouchEvents %s"), Value ? TEXT("true") : TEXT("false") );
        
        FSlateApplication::Get().SetGameIsFakingTouchEvents(Value);
    }```
#

not sure how you would be getting trapped by this case if you have no c++ code referring FSlateApplication, and haven't modified engine code

twilit fern
#

Yeah a plugin we use does relate to it, but I actually think they Slate Application not being valid is a symptom

#

In the sense that it isn't valid because something else has failed

#

If you look at the callstack, that subsystem fails to initialize

#

But because the packaging process is spawned separately, I cannot debug it to see the crash happen

winged moss
twilit fern
#

Right. Any way to attach to a commandlet to debug it?

summer dock
twilit fern
#

Yup. Working on that now

winged moss
#

There's not really much utility in debugging it, it's just something not available when the engine is headless

twilit fern
#

Yeah it's hard to figure out what's wrong without the debugger

devout frigate
#

Hi guys,

I have been working on a mobile app and I would like to take it to work to be tested.

Is there an easy way to build it onto an ipad?

I have just watched a couple of tutorials (hard to find)
They mentioned keys and licences...

Is it possible to avoid all that extra work?

winged moss
#

So the fix is pretty clear

#

Though there is some info missing from the stack. I would assume that you have a subsystem that does access FSlateApplication in some way

#

And as expected, there are no references to FSlateApplication in SubsystemCollection.cpp

winged moss
clear urchin
#

You can thank Apple for making things needlessly complex for the sake of exclusivity

twilit fern
#

My subsystem doesn't access the Slate Application directly from what I can tell. I'll go through it and see if maybe I am making an indirect call somehow

winged moss
#

both iOS/iPadOS and Android both require to sign your executable

devout frigate
#

Hi Guys,
do I need to have access to a MAC in order to get my app onto my ipad (so that I can begin testing it) ?

clear urchin
#

yes you need a mac to compile things for ios

devout frigate
#

does it need to be a modern one or would any old mac do the trick? @clear urchin

clear urchin
#

unsure on that one

devout frigate
#

I think I could borrow one but I know it wouldnt be a recent model

winged moss
#

I think that'll depend on the supported macOS version

devout frigate
#

Ok thank you for the knowledge guys!

devout frigate
#

Sorry I am not very savvy with IOS devices, would I be able to do it on an apple laptop? (I think they are called mac too, right?)

winged moss
#

Any device that runs the latest macOS (iMac, MacBook, Mac Mini, etc)

#

Mac Mini in a cupboard somewhere was our Mac build server back in the day

plucky grotto
#

Hello,
I need some guidance on publishing a game on the Epic Games Store?
Is there any video tutorial on how to upload the game on epic games store(using build Patch tool) ?

winged moss
summer dock
#

Aye, sadly Epic Store numbers have not been great for us either : (
But I still want to give props for at least trying to bring some competition to the table dominated by Steam

bronze halo
#

hey, i am having problems with packaging, is anyone able to hlep me?

summer dock
bronze halo
summer dock
# bronze halo hey, i am having problems with packaging, is anyone able to hlep me?

well, these error lines are problems, but then to dissect why they are arising
DoesPackageExist FAILED: '/Substance/Templates/parent_materials/Substance_Basic_Template' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/GeometryMode/', '/SpeedTreeImporter/', '/Niagara/', '/NiagaraExtras/', '/ChaosNiagara/', '/ChaosSolverPlugin/', '/ChaosVehiclesPlugin/', '/MagicLeap/', '/MagicLeapPassableWorld/', '/GeometryProcessing/', '/Landmass/', '/PythonScriptPlugin/', '/ShallowWater/', '/MediaCompositing/', '/Water/', '/Volumetrics/', '/AudioSynesthesia/', '/OpenXR/', '/OpenXREyeTracker/', '/PostSplashScreen/', '/Synthesis/', '/OpenXRHandTracking/', '/WebBrowserWidget/', '/Takes/', '/OculusVR/', '/SteamVR/', '/Config/', '/Script/', '/Extra/', '/Memory/', or '/Temp/'

bronze halo
#

yeah I keep on having that and I dont know why they are there

summer dock
bronze halo
#

I dont think so

summer dock
#

Can you just nuke ( delete ) the assets? or are they needed for something

bronze halo
#

I cant find them thats the thing

#

I dont have any files named Substance

summer dock
bronze halo
#

yep

summer dock
# bronze halo yep

that sounds odd. It definitely sounds like some Substance Painter plugin stuff

bronze halo
#

I thought so too but I searched Substance in both plugins and content

summer dock
#

Also search in code IDE. Surely it must be coming from somewhere

Maybe try clearing Intermediate, Saved and Binaries folders to make sure you are clear of any old crufty bits.

bronze halo
#

I did

#

it just saved 20 gigs but didnt change anything

summer dock
#

Yeah, that stuff gets regenerated. Sometimes it helps to solve mystery problems, but anyway. Hmm

bronze halo
#

do you know another issue?

summer dock
bronze halo
#

so what should I do?

#

cuz I have spent a great deal of time on this project

summer dock
#

Sanity check : do you use version control

bronze halo
#

?

#

version control?

#

whats that

summer dock
#

It is the thing that lets you roll back changes to find where things went wrong

bronze halo
#

I dont think so

#

I have never needed to use it, cuz not so long ago it packaged, and then ti just stopped

summer dock
#

Strongly recommended for all developers.
Anyway at this point, you need to ask yourself what changed between the time you last packaged successfully, and this point in time

bronze halo
#

I just rlly added a helicopter