#packaging

1 messages · Page 12 of 1

bronze halo
#

nothing too special

summer dock
#

So, try removing the chopper. And start investigating version control aka #source-control

bronze halo
#

heres the thing. it only stopped packaging when I had a problem with my UE, where it would crash on opening project, so I deleted intermediate, so I dont know

winged moss
#

a short horror story

summer dock
#

Basically every day you submit your changes. Then any time something goes fubar, you have peace of mind : you can roll back to a working copy / figure out which commit broke things, etc

bronze halo
#

yes

bronze halo
summer dock
#

deleting intermediate is fine, that is not a problem

bronze halo
#

I know, but it ionly stopped when I started having that issue

summer dock
bronze halo
#

yea?

summer dock
#

Inspect that area carefully, looking for a broken reference to a texture called ..default_normal

#

so that looks like a normal map that is missing

#

Also, you really shoudn't be using a onedrive folder as a workspace

bronze halo
#

it isnt I dont think, I just hav it like taht for some reason

summer dock
#

I suspect missing materials, that's my last bet for now

bronze halo
#

but that wouldnt make sense since it packaged fine with the same errors as now

gusty pilot
#

Hello everyone, today I tried to build my prototype on UE 5.1.1, and I have this error that I think is preventing me from building the prototype. Can anyone make sense of all this technical jargon ?

dapper canopy
#

I tried to package for linux from windows at 5.3, but its giving me this warning. Where is this Launch On menu?

winged moss
ornate plover
#

Hey, I've got a primary asset label that shows references to deleted assets. The redirectors were already fixed and the file also does not show on disk. Is that an engine bug? Any other way I could see if this reference could cause problems somehow since the assets were delete? They appear like this in the reference viewer:

winged moss
#

does it still show if you resave the DA?

dapper canopy
winged moss
dapper canopy
#

I see the problem. I haven't seen version 16 on the UE5 site

#

Where can I download it

#

nvm

#

Found it

ornate plover
opal cape
#

Hi everyone! Has anyone successfully packaged a project that runs in a non-default resolution e.g. across two monitors in UE5? I've tried all the top Google results but nothing seems to work

#

Basically I just want the behaviour you set the Game Viewport Settings resolution but in a packaged build

#

Got it working with Nvidia surround but is that the only way?

slender plover
#

Sorta a dumb question, but I'm a bit confused as to all the different terms floating around online related to exporting my game. It feels like there's 20 ways to do it and I'm not sure which one is right for me. If I just wanted to do a simple test of packaging up my game to be playable on a different computer, what guide should I follow?

slender plover
#

Thanks. When moving to a different computer I assume I have to copy over the entire folder that it made?

#

Yeah I see some .txt here

#

Thanks

solar orchid
#

Anyone knows whats the setting so my background game window doesnt get less framerate?

#

Im testing a multiplayer game with 2 windows, I get whatever window is not on foreground having around half its framerate, Im guessing there is a setting somewhere

hearty spire
#
  D:\Engine\Private\MobileBasePassPixelShader.usf.intermediate.hlsl(83,14-41):  err0r X4510: maximum ps_5_0 sampler register index (16) exceeded
[2024.02.09-02.38.47:284][  0]LogShaderCompilers: Warning: Failed to compile Material /Game/DreamscapeSeries/DreamscapeCastle/Materials/Terrain/Master/M_Dreamscape_LandscapeMaster_RVT_Castle.M_Dreamscape_LandscapeMaster_RVT_Castle (MI:/Game/DreamscapeSeries/DreamscapeCastle/Maps/DemoScene_Bundle.DemoScene_Bundle:PersistentLevel.Landscape_0.LandscapeMaterialInstanceConstant_86) for platform PCD3D_ES31, Default Material will be used in game.

I have this error while packing for mobile.

Can i use another shader for landscape on mobile?

#

instead of default

strange zealot
#

Where can I set the install location for my packaged game? When I install it through the epic games store, it gets installed to some weird C:\UE\GameName+RandomCharacters folder and I want to change it to C:\ProgramFiles\GameName

clear urchin
#

when you install anything you choose it's install location

prime ether
#

Is it possible / viable to package my UE5 project to iOs using my Windows PC?

clear urchin
#

no

vague scaffold
#

Im curious if anyone has ever seen any errors like this when packaging a project while using Wwise with Unreal Engine, the project runs fine in editos and builds were recently working fine, but for the past few days we have had no luck finding a solution to this issue. We have fully removed Wwise and re-integrated it, we checked all our Wwise events to make sure there was no missing actor references and still nothing has seemed to work!

summer dock
summer dock
#

I would sanity check some things like so:

  • has the project packaged successfully before?
  • if yes, what changes happened between then and now?
vague scaffold
summer dock
winged moss
#

Also this is probably just a bug in the Wwise plugin

#

wouldn't be the first time

#

but not sure what UWwiseAudioLinkComponent::CreateLink() does

dawn kite
#

why does this error appear when i try to launch my packaged game

winged moss
dawn kite
summer dock
silver wind
#

Hello, I'm working on Unreal 5.3 and I know that currently it supports dotnet 6 however for a project I'm working on I really need to update this to dotnet 8. Is there anyway to get unreal to recognise dotnet 8?

winged moss
silver wind
winged moss
#

all the .NET stuff in the engine is for the build system though?

#

so I don't see how they need to be coupled

silver wind
#

The plugin is looking to use the dotnet sdk's found in C:\Apps\Epic Games\UE_5.3\Engine\Binaries\ThirdParty\DotNet\. I don't fully understand why either as I'm still trying to get used to the source code for the plugin. I've tried copying over the dotnet 8 sdk to that path but then unreal just doesn't open at all

summer dock
deft belfry
#

Quick question: I know that in the past, Substrate could not be packaged / projects using it could be not packaged. Is this still the case in 5.3.2 -- or can we ship Substrate now?

For clarification: I am not asking if you SHOULD, just if it's possible, or if it's still in a state where actually packing up a project will fail or break, if using substrate.

carmine garden
#

Hey guys, is there a flag/setting that allows you to NOT package certain actors (that are part of your level/scene) for dedicated servers (while still including them in client builds)?

Thanks in advance.

blissful lintel
#

Hey how can I rename my packaged project? It's named Windows by default

blazing acorn
#

Hey folks, I need some assistance with a package error. What do you make of this error log? Trying to find out where to pin point and fix

winged moss
winged moss
carmine garden
winged moss
#

Not to individual instances, no. You would need to add it to the actor's class

autumn bloom
#

Has anyone see an issue where the Director BP Event Graph attached to a Level Sequence causes an error in the AssetManager?

https://dev.epicgames.com/community/learning/tutorials/yyX3/unreal-engine-director-blueprint-example

[2024.02.14-21.09.00:870][  0]LogAssetManager: Warning: Found duplicate PrimaryAssetID UI:LS_Cty_MainMenu, path /Game/DIRGE_MAIN/GUI/MainMenu/LS_Cty_MainMenu.LS_Cty_MainMenu conflicts with existing path /Game/DIRGE_MAIN/GUI/MainMenu/LS_Cty_MainMenu.LS_Cty_MainMenu_DirectorBP_C. Two different primary assets can not have the same type and name.
[2024.02.14-21.09.00:876][  0]LogStats: FPlatformStackWalk::StackWalkAndDump -  0.006 s
[2024.02.14-21.09.00:876][  0]LogOutputDevice: Error: === Handled ensure: ===
[2024.02.14-21.09.00:876][  0]LogOutputDevice: Error: 
[2024.02.14-21.09.00:876][  0]LogOutputDevice: Error: Ensure condition failed: !OldData  [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\AssetManager.cpp] [Line: 1199] 
[2024.02.14-21.09.00:876][  0]LogOutputDevice: Error: Found Duplicate PrimaryAssetID UI:LS_Cty_MainMenu! Path /Game/DIRGE_MAIN/GUI/MainMenu/LS_Cty_MainMenu.LS_Cty_MainMenu conflicts with existing path /Game/DIRGE_MAIN/GUI/MainMenu/LS_Cty_MainMenu.LS_Cty_MainMenu_DirectorBP_C
[2024.02.14-21.09.00:876][  0]LogOutputDevice: Error: Stack: 
[2024.02.14-21.09.00:876][  0]LogOutputDevice: Error: [Callstack] 0x00007ff6c1a13146 DirgeCPlus.exe!UnknownFunction []```
#

I have an asset chunk for the asset manager, the level sequence in this case it's "LS_Cty_MainMenu ". It's sequence part and event graph part are showing as 2 things in the asset manager? But on disk/windows it's only 1 object, in the editor it's only 1 object

frozen canyon
#

Does it matter what level I have open when I package my game? Should I be on my main menu? It feels like whenever I try to package it from different levels I am fixing, it springs up new errors. So I’m wondering if I’m doing something wrong.

rare relic
winged moss
#

Ideally I wouldn't even have the editor open during packaging

robust leaf
#

hi guys! Im getting a PackagingResults: Error: Unknown Error. its AutomationTool exiting with ExitCode=6 (6), here's the output log:

#

this is the most significant part, i think:

#

from what i read online, often times the culprit is the game icon but mine's fine

winged moss
robust leaf
#

yup!

winged moss
#

well no wonder, it conflicts with the plugin of the same name

robust leaf
#

my teammate named it that lol

#

oh wait is that it

winged moss
#

yes

robust leaf
#

oh wow, thanks man

#

thats super dumb

robust leaf
#

(ParadoxAgent is the new project name)

winged moss
fallen topaz
#

Anyone know how to encrypt your packaged project so that others cant rip models from it

#

Thanks

robust leaf
summer dock
# robust leaf

So now the way I usually do things is plong that text into a proper text editor like Notepad++, and Search for All Occurences of "Error". You will find you have a lot of issues with your VR nodes

#

starting with
Line 4703: LogBlueprint: Error: [Compiler] In use pin Return Value no longer exists on node Is Head Mounted Display Enabled . Please refresh node or break links to remove pin. from Source: /Game/DynamicGrassLite/Blueprints/InternalLogic/FirstPersonBP/Blueprints/FirstPersonHUD.FirstPersonHUD

You need to start working through them and figure out why they are broken

brave plover
#

Would anyone know why CommonUI has some cooking warnings* with my two input profiles? They don't seem to actually be missing, and work fine in the packaged game, but the project launcher gives these warnings* when cooking

winged moss
#

those are warnings

brave plover
#

okay yes, warnings

jaunty hare
#

I'm trying to package my game but keep receiving this error any help would be appreciated ""

summer dock
jaunty hare
#

any idea what type of object it could be? I have a choas destruction object

#

could it possibly be that chaos object?

next dock
#

Hello Everyone,
I was packaging my project in5.3 and I got this error. Does anyone know why I'm facing this error?

NOTE: I switched my 4.27 version project into 5.3 version project, All the plugins are updated into 5.3 version plugins.
And In editor everything is running just like it was running in 4.27. So I don't know why this error is occuring.

summer dock
#

Sounds like a circular dependency or something perhaps

#

Might be a corrup asset somewhere...

#

UnknownFunction is weird too

#

Anyway, full log might give more clues

next dock
#

Thanks @summer dock, I found that I had a corrupt asset which was causing the compilation errors in some BPs. I just removed it's references and deleted Saved, Intermediate and DerivedDataCache folders. So I deleted the logs, Now I'm preparing the build again If I got the error again I will surely share the log.

next dock
winged moss
#

stack overflow though, maybe a circular dependency

#

that may also be useful

#

since it should at least tell you the problem asset

next dock
#

Thanks @winged moss, I will take a look into it.

livid pecan
#

I'm suddenly getting this package error, and for the life of me can't figure out why... Wondering if someone can point me in the right direction.

summer dock
# livid pecan I'm suddenly getting this package error, and for the life of me can't figure out...

That can be caused by various things - I have seen it for example when trying to access Editor only stuff in Game.

Typically at this point I say to people : what has changed between you last successful packaging and this point in time? The reason is likely somewhere in there.

Assuming you have version control, it is easy to roll back to previous changelists and locate the exact CL in which packaging starts to fail.

livid pecan
#

@summer dock I found out what it was in the end, it was code left over that shouldn't have been there. I just thought it would have been picked up in a rebuild or something though

silver wind
#

Quick question, are the target.cs and build.cs files in the source folder (or .cs files of a plugin) included in the packaging of an unreal app and executed at runtime?

#

Or is it just purely just run in the editor when building?

winged moss
spring coral
#

Hi, I'm trying to package an android project with shipping configuration, but I'm constantly getting the following error at the end:

UATHelper: Packaging (Android (ASTC)): Daemon will be stopped at the end of the build stopping after processing
UATHelper: Packaging (Android (ASTC)): > Task :app:preBuild UP-TO-DATE
UATHelper: Packaging (Android (ASTC)): > Task :app:preDebugBuild UP-TO-DATE
UATHelper: Packaging (Android (ASTC)): > Task :app:compileDebugAidl NO-SOURCE
UATHelper: Packaging (Android (ASTC)): > Task :app:generateDebugBuildConfig FAILED
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): Execution failed for task ':app:generateDebugBuildConfig'.
UATHelper: Packaging (Android (ASTC)): > com.sun.org.apache.xerces.internal.impl.io.MalformedByteSequenceException: Invalid byte 3 of 3-byte UTF-8 sequence.
UATHelper: Packaging (Android (ASTC)): * Try:
UATHelper: Packaging (Android (ASTC)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
UATHelper: Packaging (Android (ASTC)): * Get more help at https://help.gradle.org
UATHelper: Packaging (Android (ASTC)): 1 actionable task: 1 executed
UATHelper: Packaging (Android (ASTC)): BUILD FAILED in 7s

The part of the error to focus on is probably the "3 of 3-byte UTF-8 sequence" part. Has anyone had this issue before? It also only happens in shipping or if I check "for distribution", development seems to work

arctic niche
#

hello 🙂
Plugin 'Wwise' failed to load because module 'Wwise' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

do you have any idear to be able to build with wise ?

#

and packgae

echo bison
#

Is it possible to do an incremental build using RunUAT BuildCookRun? I would like to only build/rebuild things that changed. I think this is default behavior with the editor when packaging but I can't reproduce it on my build box using the same command line

dense totem
#

im getting this error whne i package

#

any one knows what to do ?

#

i package it for android

spring coral
native jewel
#

I'm in the process of using chunk encryption keys through the asset manager, but I'm running into an issue where my asset I'm testing with is currently being assigned to two chunks, the one for it's primary asset type (10) and the encrypted chunk (1000). Is there a way I can remove it from the primary asset type chunk assignment?

native jewel
#

It causes "Encrypted root asset '/Game/Asset/Path/Here' exists in two chunks. Only secondary assets should be shared between chunks."

jaunty hare
#

You have to download the .log to view the full log : )

summer dock
# jaunty hare I keep having the same packaging error after trying multiple fixes, heres the fu...

Lots of Errors. ( Open in good text editor and Search for all occurences of "error" )

points of interest

  • Chapter6Level2
  • BP_AaronChar
  • World Niagara System Pool
    Line  6239: [2024.02.19-06.10.28:347][162]LogBlueprint: Error: [AssetLog] E:\NicsaStudios\BackupsProjectOtter\ProjectOtter 2024_2_15\Content\Levels\Chapter6\Chapter6Level2.umap: [Compiler] Variable node  Get CharacterMovement  uses an invalid target.  It may depend on a node that is not connected to the execution chain, and got purged.```
Start working through the errors trying to figure out what is going wrong. Often a good way to sanity check what is failing may be to completely disable problematic areas to make sure you are looking for the issue in the right place.
jaunty hare
#

Thanks for the tip 🦦

jaunty hare
# summer dock Lots of Errors. ( Open in good text editor and Search for all occurences of "err...

@summer dock I found this error while playing in editor i think this could be the cause of the packaging error "LogNiagara: Error: World Niagara System Pool is reclaiming a component that is not in it's InUse list!
LogNiagara: Error: World Niagara System Pool is reclaiming a component that is not in it's InUse list!" before this error appeared in the Log it had no hint or clue as to what object it could be i deleted all the niagara objects I imported so still stuck on this error

hexed reef
#

PackagingResults: Error: Ensure condition failed: !FindPin(FFunctionEntryHelper::GetWorldContextPinName()) [File:D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp] [Line: 404]
help

waxen aspen
#

**Possible to package just a patch/dlc so not the entire game? **

I want to just make a dlc with a new character skin and I find it kind of unnecessary to package the entire game each time I want to do so. Especially because I rarely bring out an actual update to the game ie. changes that wouldn't work without packaging the entire project

limpid escarp
hexed reef
#

yes sorry

jaunty hare
summer dock
jaunty hare
jaunty hare
#

had to do with some marketplace assets collision that the compiler didnt like : )

#

thanks for all the help everyone

#

🦦

summer dock
#

sanity checking for the win

stiff moat
#

Hi, I've a problem with packaging a localized plugin. I have a engine plugin that is localized with all the data in /Engine/Plugins/MyPlugin/Content/Localization/ and when I use assets from it in my game everything work in Standalone mode but when I package the game, the texts are no longer localized. (Text from Game Content works well) After more investigation I found out that in the packaged build, the Localization folder is missing from my plugin content folder.

I've search online and the only post I found with I think has the same problem is an unanswerd one from 2021 https://forums.unrealengine.com/t/shipping-localized-assets-in-dlc/253572

Do somebody know if there is something I don't know about packaging localization from plugins or if there is a way to force the packaging of an engine plugin folder ?

keen moss
#

Hey smart people. Hope everyone is having a good morning. I have a question for the mobile devs in here: are there some particles/camera or post processing effects that would cause a crash on a mobile device? I have been able to package and build my .APK without any code, packaging or build errors but it instantly crashes when trying to launch on an android device.

summer dock
keen moss
#

@summer dock Oh. Ok. That install onto the Android device or are you running it on your PC and deploying the android build in the UE editor?

summer dock
trail mica
#

when I package my game it wont run

#

It ran before

#

i dont know why now

#

and the output log doesnt run any errors

#

and is it normal for normal for it to only take a minute to build after the first time building

winged moss
wooden stream
#

guys I am getting this error with build first time any ideas why?

winged moss
worn gull
#

Good morning, I have a question about localization. FText localization is clear, as well as asset localization, but what about non-asset localization, e. g. for systems that need custom localization in non-asset files? Is there a way to do that, like putting a file in /Game/Localization or something? In the code I can see that .locres and the other FText localization files are loaded explicitly, is there something like an undocumented magic directory path I can just put files in, or some hidden project setting I can set?

winged moss
worn gull
#

nope, but more complex systems that store their data as localizable sets of file (like, en.txt, de.txt or even en.bin, de.bin)

#

usually, I would just add them to the "additional non-asset files to package" section, but that would always package them. Ideally I want them to only be packaged when the specific loca is packaged

#

basically, we will build a system that uses FPolyglotData to fill in the localization for this specific system (it's not all of our game texts, but only for this single system)

#

and the sources for that system-specific localization system will need to be stored somewhere, and it's probably easier for my colleague to do that in non-assets

wooden stream
worn gull
#

It seems like everything named .locres or .locmeta within /Game/Localization is packaged automatically, based on the selected localization. And it looks like it's possible to "inject" custom strings (with translation) to the managed text resources

keen wind
#
/Game/Maps/PATH/Map imported Serialize:/Game/Meshes/PATH/BP_Name_C, but it was never saved as an export.
/Game/Maps/PATH/Map imported Serialize:/Game/Meshes/PATH/BP_Name.BP_Name_C:DefaultSceneRoot_GEN_VARIABLE, but it was never saved as an export.

Whats going on here?... How can I fix this?

My logic in packaging:

Cook 1 map, the entry point, this map will reference everything in unreal reference tree that needs to be cooked.
I even tried adding +DirectoriesToAlwaysCook=("PATH"), where all warnings are generated from..

waxen aspen
#

Quick question. I read that I/O files optimize performance for XBox. Do they do the same for Windows or is it not much of a difference compared to .pak ?

keen moss
waxen aspen
summer dock
keen moss
summer dock
keen moss
#

I found it but I'm not sure if I'm doing it correctly

summer dock
#

It doesn't need to be hooked up to unreal project, can be just an empty project

keen moss
summer dock
#

the log can be very spammy. You should be able to choose a process to filter it a bit, and use the search area, even with regex if necessary

keen moss
summer dock
#

I have to go for a while. Time for you to deploy some detective work, google-fu, adding printlogs to trace where exactly it happens etc

keen moss
#

Much appreciated.

worn gull
# worn gull It seems like everything named `.locres` or `.locmeta` within `/Game/Localizatio...

Following up, it is indeed possible to manage custom text resource data that can be filled with FText info for a language and the abstraction already provides saving and loading to/from .locres files. You have 100% control over when it's loaded/saved, and you can give that text resource object to the text localization manager to add it to the global FText database (or update it). It's actually quite easy

#

(I don't remember the exact names of the classes)

strange plover
#

Hey all. My team has been running into this issue with packaging very often, seems to only happen to levels with OFPA on.

Error: Detaching from existing linker /NDA/__ExternalActors__/Levels/NDA/NDA/C/OS/WV0XDN9T1HXDDE8J98OA0C while object StaticMeshComponent /NDA/Levels/NDA/NDA.NDA:PersistentLevel.StaticMeshActor_0.StaticMeshComponent0 needs loading. Setting linker to /NDA/__ExternalActors__/Levels/NDA/NDA/B/2B/3M2JWMTJXSAB5UT5Y839TP.

I've tried looking around but haven't found much information on this. I've noticed it has something to do with checking files out in Perforce. Anyone got any clue?

jagged lark
#

Can I still successfully package my game with errors like this?

#

Also, even thought I select my Drive D to download the package, I still get this error

waxen aspen
#

I want to mount a .pak file where the ue5 manny is referenced for logic reasons to a project where the same manny is integrated already as well. This leads to the mount not working. When I am not referencing anything that is already in the project that is mounting then it works. But I really do need to reference it, is there a workaround or some setting I have to check so that it accepts overwriting stuff mabye? If so it could maybe just overwrite or replace the referenced manny with the own manny

#

Any help would be appreciated. (Yes, I did indeed notice that I used the word manny too often lol)

static sentinel
#

Everything works perfect in editor, also in standalone. But we see a fatal crash on launch of packaged game.

winged moss
clear urchin
clear urchin
static sentinel
winged moss
#

Also make sure setam_api64.dll is actually included in your build

static sentinel
winged moss
static sentinel
#

Hmmm, my engine folder says V153, I think I might need 159?

tacit acorn
#

can i package a project for mac on windows?

#

i cant see the option and its not listed in my engine installation options as well

normal field
#

Hi, someone said that I need to package individual data assets. I know how to package a project...what did they mean by that statement?

normal field
#

@hearty reef sorry for the ping, do you know how I do this? I've been working on trying to get the assets to show up since last night 🤡

winged moss
#

It can be a mac mini in a cupboard, but you need a mac

tacit acorn
#

thankyou

jagged lark
jagged lark
#

because the game still works with them

clear urchin
#

It will in blueprint because it's all sandboxed so you don't hard crash all the time for a simple mistake

#

you aren't afforded such luxuries in a package though

#

most of the time it will be a crash to desktop

wooden stream
#

guys having problem with packaging having this error any ideas ? Creating makefile for DFC (.uproject file is newer)

#

i generated files , and nothing

quick gull
#

Have anyone tried multiprocess cooking with UE5.3? I tested with process count equal to the number of physical cores and it's actually slower than single process cooking. What would be the idle number of process count?

#

There's always a few processes that hang or take too long to finish all the cooking.

hybrid osprey
jagged lark
#

It it normal for my game to be packaging for the past hour?

winged moss
#

packaging from the editor is a bit wasteful though, since you're using resources to also run the editor

jagged lark
#

also it failed :/

winged moss
jagged lark
winged moss
#

googleable terms

jagged lark
winged moss
stark shore
#

Just perfect.

winged moss
stark shore
#

My first time packaging

#

There was also this . it got to the last 2 packages. not sure is tham mean anything , UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

winged moss
#

Like I said, there's usually more to it than that

#

like a log

stark shore
#

The only red ERRORS I got are about tags , But when I look I dont see the issue. Looks normal to me . GameplayTagList=(Tag="ShooterGame.CTF.FlagCaptured.",DevComment="")
GameplayTagList=(Tag="ShooterGame.CTF.FlagCarrier.",DevComment="")
GameplayTagList=(Tag="ShooterGame.CTF.FlagDropped.",DevComment="")
GameplayTagList=(Tag="ShooterGame.CTF.FlagReturned.",DevComment="")

winged moss
#

your gameplay tags end in .

gilded summit
#

any help regarding this please?

stark shore
#

Unless the comma and not the dot

winged moss
#

gameplay tags don't end with dots

stark shore
#

Thanks

jagged lark
winged moss
#

You read the log...

mental zodiac
#

Hello everyone,
How can I make unreal to include .pak files into .aab for android packaging?
I did everything in the documentation.

I'm trying to make .aab file out of my UE5.2 project to be able to upload to Google Play Store. My game is huge and I already created .pak files and moved them into asset packs directory and added build.gradle files like the documentation says. But after packaging my project again, my .aab file size do not change. What should I do?

jagged lark
# winged moss You read the log...

The log just said 'Unkown Error' when it failed to package. I've got a few warnings that I don't fully understand

  1. LogClass: Warning: Property ArrayProperty UPresetSettingsProperties::ActivePresetCollectionsPaths defines MetaData key "MetaClass" which contains short type name "InteractiveToolsPresetCollectionAsset". Suggested pathname: "/Script/PresetAsset.InteractiveToolsPresetCollectionAsset". Module:ModelingToolsEditorMode File:Public/ModelingToolsEditorModeToolkit.h
  2. LogAutomationTest: Warning: LogClass: Property ArrayProperty UPresetSettingsProperties::ActivePresetCollectionsPaths defines MetaData key "MetaClass" which contains short type name "InteractiveToolsPresetCollectionAsset". Suggested pathname: "/Script/PresetAsset.InteractiveToolsPresetCollectionAsset". Module:ModelingToolsEditorMode File:Public/ModelingToolsEditorModeToolkit.h
  3. Image Below (I've got this same warning for 50 other assets)
  4. LogMetaSound: Warning: Attempt to get registered dependent assets for /Game/SFX/MS_AtticFootsteps.MS_AtticFootsteps before asset scan is complete may result in missed dependencies
  5. LogPackageName: Warning: DoesPackageExist called on PackageName that will always return false. Reason: Input '' was empty. (Got this warning about 100 times)
stark shore
#

Not sure if this is the best place to ask this , But after packaging a lyra project and starting a match My player Cant locomotion until he is killed and respawned , This is happening on the Initial spawn in . Anyone know why packaging might have done this

jagged lark
#

Is this, bad?

weak yacht
#

Do you guys know why unknown error when trying packaging results from this:

"Expecting to find a type to be declared in a module rules named 'Plugin Name' in . This type must derive from the 'ModuleRules' type defined by Unreal Build Tool"

Happens with any marketplace plugin activated. Weirdly enough if I copy the plugins from Engine's plugins marketplace folder over to the project the package happens normally

#

Is there a fix to have package success without needing to copy plugins over to the project?

#

5.2 and 5.3 both have the issue, each with their own versions of various multiple plugins installed from marketplace

summer dock
weak yacht
summer dock
#

Easier to remove from Engine than having all devs have to acquire the plugins to engine, i think

weak yacht
#

If you keep them in engine at least the launcher will tell you if there's update to them. Though this can also be one reason why not to keep them in engine content, in case you want to protect the original state that were tested to work on your project

summer dock
#

Plugins should definitely be managed clearly, and this is imo done by having them in version control, inside Project

weak yacht
#

Anyways I'm doing things alone so I don't need to worry about other devs so I hope to find a way to have the choice of either way without packaging failing

signal pebble
#

Oh yay found this channel

#

Crosspost from blueprint channel

summer dock
signal pebble
#

Will do, give me about 5 mins.

#

You'll need to download it because it's a big ol log

summer dock
# signal pebble You'll need to download it because it's a big ol log

My method here is to 1) look for all Errors and 2) look for all Warnings.
Your log has several warnings, which always are worth looking at and fixing up, to make sure they are not what cause the final failure.

Error compiling input for set node. - Node: Map Set Pin: Source -```
#

While some Warnings may not be critical, some may well be

signal pebble
#

Thank you for that. It's odd because the project launcher says there are no "errors" I've built several times with many warnings. I'll have a look again through the log.

summer dock
#

lot's of "Can't find file.", which is pretty sus as well

#

I would definitely try to clean things up a bit.
Also just taking a clean blank/template project and making sure that packages normally is always good to sanity check things...

snow vapor
#

2 questions!

  1. How do i make sure maps and assets that arent needed or used in the server build are not packaged?
  2. Is packaging through the ui dropdown the best way to package, or is the solution target the best way?
winged moss
plush rover
#

most of the land scape material is not appearing in the build version, what should I do?

snow vapor
winged moss
snow vapor
winged moss
#

iirc there's a single checkbox for disabling widget packaging for dedicated

snow vapor
#

😮

winged moss
#

but generally, the assets packaged are all based on what's referenced by the levels that are packaged

snow vapor
#

That is what i was under the impression of. I do have a large amount of soft references to assets defined in PrimaryAssets but again... nothing referencing widgets.

#

Im going to assume its some quirk of using the editor packager and try the CLI way first. I appreciate you.

winged moss
#

soft references for the purposes of packaging are treated the same as hard references

#

and it's not really something I'd expect to be a quirk, with a CLI packaging process you can have more control, but passing the same args to UAT as the editor passes will still give the same result

#

it's just wasteful as you're running the editor to run a different process anyway

snow vapor
#

For future answer searchers: Project Settings -> Engine -> User Interface -> Load Widgets on Dedicated Server

#

that is the widget part

normal field
#

Does anyone know why only some data assets are showing up in a packaged build? 😦 been slamming my head for 3 days on this

winged moss
winged moss
#

contextless screenshot?

#

oh, it was cross-posted to #cpp with the actual context

inner island
#

ack sorry I forgot to delete it here

dire void
#

Yeah, just added a few to the specific assets array and now they show up in the packaged build 🤔

#

In the specific primary asset, in the asset manager, I changed the Cook Rule to "Always Cook" - they're showing up now.

#

Seems a little weird to me that I need to do this part. But meh

#

Maybe I'm doing something wrong.

alpine plank
#

https://forums.unrealengine.com/t/packaging-problems-ue-5-3/1714634

Can anyone help me with a packaging problem for an alpha prototype I've been working on, please?

Epic Developer Community Forums

I’m having trouble packaging an alpha prototype that I just finished making. I tried installing VIsual Studio 2022 but nothing seemed to work. Here is the log. If anyone can give me any solutions to this problem and explain what any part of the log means, please let me know.

plush rover
#

most of the land scape material is not appearing in the build version, what should I do?

plush rover
#

I have already tried the following things

signal pebble
# summer dock I would definitely try to clean things up a bit. Also just taking a clean blank/...

Hi, in regards to yesterday, I cleaned up what I could as the programmer of the team and I am still failing to build by the project launcher.

The remaining warnings can be broken down into the following.

Animation Bone Pose Warning : e.g LogAnimation: Warning: PoseAsset /Game/FlexibleCombatSystem/DemoFolder/UE5_Mannequin_Defaults/Rigs/Poses/Quinn/Quinn_foot_r_pose.Quinn_foot_r_pose is out-of-date with its source animation /Game/FlexibleCombatSystem/DemoFolder/UE5_Mannequin_Defaults/Rigs/Poses/Quinn/Quinn_foot_r_anim.Quinn_foot_r_anim 89448E65AE039761CBFCDEEC88DB6C82 vs 7DE2B9F7691DDBC99F104CC39F565AB3

and FText Warnings e.g. LogText: Warning: Saving FText "" which has been initialized from FString at cook time resave of source package /Game/FlexibleCombatSystem/Structs/General/AI/S_AI-FriendlyData may fix issue.

Sometimes the game builds just fine with these warnings. Other times, I get this error (See bellow log).

I'm just wondering if this two warning listed above would be the issue, or that there is a new issue I'm unaware of

summer dock
#

Have you tried building a blank test project, maybe even a couple of times just to sanity check?

signal pebble
#

I tried once with a template project and it built fine. I'll try it a few more times tomorrow. I agree it's pretty worrying. I even got my other programmer to do a full package to see if there were any more asset errors. There were and we got the rest of the team to fix them. Will do more tests tomorrow

summer dock
signal pebble
#

Funny thing is that we have been building every week (via project launcher) with no issues before this. Making this extra weird

#

Never heard of Jenkins though so that may be an option to think about!

summer dock
#

I swear by Jenkins ( or similar, TeamCity, whatever ) - it's the first thing I set up if it doesn't already exist now.

  1. Having a builder package on each and every change to version control catches a lot of errors.
  2. If you have a QA team, getting them Nightly builds is a big factor in continuous integration process. New features are tested with a tight cycle, and regressions caught fast.
#
  1. Just not having to manually punch ( more than one ) buttons to build and deploy to providers is just so so sweet : )
signal pebble
#

Yeah, we did find that before I added some custom Niagara moduls , which we eventually concluded that it doesn't really make any sense on why that would be causing that particular issue, especially so inconsistentally but what your saying doesn make sense!

I'll look into Jenkins tomorrow. Thank you so much for your help.

summer dock
#

Jenkins Caveat : it does take a fair bit of heavy lifting to set it up the first time you learn all the ins and outs. Not sure if TeamCity is any better these days

alpine plank
#

I tried installing Visual Studio 2022 and adding the needed plugins, but nothing seems to work.

#

So I'm completely stumped.

summer dock
alpine plank
summer dock
alpine plank
summer dock
#

Go through the doc, be careful to have all the bits and bobs right

alpine plank
summer dock
#

Should be sorted by making sure you have everything setup, following the doc for your unreal engine version

alpine plank
#

Do you think I should try reinstalling Unreal Engine 5 and Visual Studio 2022, in that case? And both on the D: drive?

#

Forgive me for not thinking very well. It's almost 2:30 AM over here.

alpine plank
summer dock
#

Don't need to reinstall, can just go into Visual Studio Installer

wooden sun
#

Hi, I have a problem to build my project on Mac, I always get a CodeSign error

lunar heron
#

Hello, little thing i would like to understand.
I would like to package server, i've builded unreal from source, setup the engine, and everything is working fine.

However, when i share the build on another machine, who just have the engine packaged, then i can't build the server anymore.
To be precise : on the computer A with sources -> no issue
On another computer B, who have the packaged engine shared from A -> can't build the server anymore.

The error message when i try is : This engine configuration doesn't support server build (like if i try to package with rocket build... when it's not).
What i'm missing ?

summer dock
wooden sun
alpine plank
jagged lark
summer dock
alpine plank
#

It worked! The packaging on my part was a success.

jagged lark
summer dock
jagged lark
summer dock
#

As long as you have version control, you can be fairly brutal about it, since you know you can always revert back to latest

jagged lark
#

Can I mention you If I have issues down the road?

summer dock
jagged lark
cosmic quartz
#

how can i fix that

summer dock
# cosmic quartz how can i fix that

I would suggest you take a good look at your packaging log and look for related warnings/errors. May also depend what platform you are packaging for ( thought it''s PC by the looks of all that rubble, so that's maybe not the case )

#

I recommend opening the full log in a proper text editor of your choice and searching for keywords like "warnings", and the geomcollections, related materials, actors etc which might be missing / failing

cosmic quartz
#

but my foliage grass material is missing

#

after being packaged

#

why is it happening

summer dock
cosmic quartz
#

ok thx

#

/Game/MSPresets/M_MS_Foliage_Material/M_MS_Foliage_Material.M_MS_Foliage_Material was missing the usage flag bUsedWithNanite. If the material asset is not re-saved, it may not render correctly when run outside the editor. Fix

cosmic quartz
#

thanks for helping

summer dock
slender plover
#

Anyone happen to have any pointers for debugging 100% GPU consumption in the menu? :P

I put my game on another computer for the first time and sheeeesh it was laggy. I was running it directly off of a USB that I simply copied the packaged files to, would that be why?

south jacinth
#

Hi! I'm trying to make a mod support, but I do not really understand how I can cool a plugin into .pak file. Is there a command for that I can execute to cook just one plugin into a separate pak file?

plain lodge
#

Hello. I have a question. Should I encrypt my pak files? I'm trying to figure out if it's worth it or not. And the most comments I can find online are saying that it pretty much doesn nothing because the encryption key is always findable (because players need to load it in memory to encrypt the game and be able to play it anyway). So what is the point exactly? Is this really a completely useless feature or is there some usefulness to encrypting? Also, are there other important things I shold consider when packaging my game and preparing it for distribution?

winged moss
plain lodge
#

What are the downsides of enabling it? It says IO loading but I have no idea what that means? Is that like how quickly the game loads after launching? And if yes, how much longer does it take on average with encryption enabled?

plain lodge
#

All in all I'm not seeying many benefits to this so far

winged moss
#

I wouldn't doubt that at all

#

I would agree it's a waste of time though. I've seen "muh assets" comments on here, but someone determined enough will find a way to rip them

winged moss
south jacinth
# winged moss That's pretty much what the "DLC" cooking is, but I just copied the old Robo Rec...

I tried to use these two commands to pak plugin files.

UnrealEditor-Cmd.exe "Path/To/Project/Project.uproject" -run=Cook -TargetPlatform=Windows -cookdir="Path/To/Project/Plugins/ModTest/Content"
UnrealPak.exe "Path/To/Project/Saved/Cooked/Windows/Project/Content/Paks/ModTest.pak" -create="Path/To/Project/Saved/Cooked/Windows/Project/Plugins/ModTest"

It seems like it creates a pak, but if I put inside my game's folder nothing seems to be loaded. I read somewhere that UE should automatically load all the paks in Content folder. Is it true? Or maybe I should load it manually? Should I see some confirmation in logs?

winged moss
#

Well it does but I've always manually loaded mods

#

Also I would use any tool to see how the mod looks after being made into paks

edgy shadow
#

Hi guys, do you know if it's possible to change the naming of the pak chunks?

winged moss
#

butwhy.jpg

south jacinth
winged moss
#

though if you manually mount paks, you would need to load the AssetRegistry manually

#

you really need to verify your paks to make sure it's laid out as you'd expect. when packaging mods, I never manually ran UnrealPak

south jacinth
winged moss
#

UnrealPak itself using --list (iirc) or any of the various data mining tools for Unreal that exist

wintry wasp
#

hi guys, and here im back with another wounderful bug: I have a progressbar that works porfectly fine in the editor pie, but as soon as i package the progressbar and the corresponding text that shows the percentage of the bar, nulls themselfes out

summer dock
winged moss
#

"null themselves out"?

oblique crystal
#

Hi everyone, I have a problem that when I do the build I get this error. How can I solve it?

winged moss
oblique crystal
winged moss
#

Well the plugin is Draper which has a module called Vitrum

oblique crystal
#

Yes, now I understand what it is Thank you

autumn rock
#

I'm tinkering with pak files and "dlc". I've gotten a .pak file out of my plugin, and I see it mounted when I launch the packaged game with the pak file in the Content/Paks folder:

LogPakFile: Display: Found Pak file ../../../MyProject/Content/Paks/TestModMyProject-WindowsNoEditor.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../MyProject/Content/Paks/TestModMyProject-WindowsNoEditor.pak.LogPakFile: PakFile PrimaryIndexSize=176
LogPakFile: PakFile PathHashIndexSize=80
LogPakFile: PakFile FullDirectoryIndexSize=128
LogShaderLibrary: Display: ShaderCodeLibraryPakFileMountedCallback: PakFile '../../../MyProject/Content/Paks/TestModMyProject-WindowsNoEditor.pak' (chunk index -1, root '../../../MyProject/Plugins/TestMod/') mounted
LogShaderLibrary: Display: ShaderCodeLibraryPakFileMountedCallback: pending pak file info (ChunkID:-1 Root:../../../MyProject/Plugins/TestMod/ File:../../../MyProject/Content/Paks/TestModMyProject-WindowsNoEditor.pak)

Since I was just tinkering the plugin just contains an actor blueprint with a single function, flagged as Exec. I thought, hey, I can just call TestModFunction from the console (it's a development build, both the main game and the dlc plugin) to check the dlc was correctly "loaded".

The console command doesn't show up - is that expected for loaded paks?

winged moss
autumn rock
winged moss
#

no?

autumn rock
#

Ok

winged moss
#

not for BPs

#

the CDO is constructed when the class is loaded

autumn rock
winged moss
#

not sure, probably not

#

I didn't go this approach for mod support, the game explicitly loads the paks itself

autumn rock
#

And what, you search the asset registry for mods or something?

#

Like, if it's a UGC mod, how do you determine what to load?

winged moss
#

there wasn't anything explicitly loaded other than a mod data asset, which was just a manifest that contained extra data about primary assets and that sort of thing

#

which would then be passed along to the asset manager

autumn rock
#

Hmm maybe I could just include a primary asset and load it with AssetManager commands

winged moss
#

well you can still just load stuff and discover assets once the asset registry is loaded from the mod

#

you don't have to hack them as primary assets if they don't need to, the asset registry can already effectively search for assets

autumn rock
winged moss
#

what?

#

mod support is something you have to explicitly implement into your game

autumn rock
#

Let me explain the scenario a little. It's not mod support I'm after

#

I want to bundle some development helper functions in a mini DLC. I don't want to rebuild the main game at all, but I'd love to end up with being able to implement some functions in a blueprint in a Plugin, bundle it up as a pak, shove the pak in the Paks folder and be able to run those functions - ideally just as a console command.

#

So it looks like the pak file is being mounted + loaded, I just in theory need the class to get loaded so I can call the Exec function it exposes

simple dagger
#

what must I avoid doing before packaging the project for the first time?

#

to get a faster cook time

simple dagger
#

hmmm, I disabled pretty much everything that won't be part of the game's content, yet it took a total of over 3 hours to cook everything

#

guess the best answer for the problem is to have a better pc

#

and I cannot have a better cpu cause electricity in this town can have surprises

#

and I'm not risking it

jagged lark
#

Hey, how can this explain why my game fails to package?

summer dock
summer dock
jagged lark
summer dock
jagged lark
#

Errors = Warnings?

#

Whats the difference

#

Also what's a LogInit Error?

#

@summer dock

winged moss
#

so that screenshot is basically useless

#

also the log is text so just copy and paste it?

jagged lark
winged moss
#

they're just different log channels? but you overcropped the screenshot

jagged lark
winged moss
#

i'm not sure why you're not just fixing that bad cast node already

jagged lark
#

I'm trying to find it

plush kraken
#

does anyone know how to package for android because it isn't working properly for me.
i have used a default scene but also my main project and have successfully packaged each one with android.
when i try to run the apk on an android emulator, the unreal logo shows then the app closes
(sorry if this is in the wrong chat. i dont know where to put it)

summer dock
sharp jolt
#

I did a source build of 5.3 (development editor), this has succeeded. I had a 5.3 blueprint project handy to test with, so I switched it's Unreal version to the new version I built and I've done up a package as windows->Development. This has succeeded, and it attempts to run however while trying to run, it crashes out with the error: Failed to initialize ShaderCodeLibrary required by the project because part of the Global shader library is missing from Anyone ever seen that? I see stuff on google where people are talking about packing as debug game, but I'm not doing that I'm packaging as development.

plush kraken
summer dock
plush kraken
#

I know. But the best part about the emulation is I can limit the performance so I can test at different levels of performance

sharp jolt
plush kraken
#

i think i found the error

plush kraken
#

but i dont know how to fix it

#

the internet is saying just add
context.registerReceiver(broadcastReceiver, intentFilter, RECEIVER_EXPORTED);
but i cant do that because unreal packs it for me and i cant add it to the code

lapis cave
#

Would anyone know why when I package my project for windows, the datatables uses aren't updated to reflect the various changes that have happened since the last build? I've recooked all the assets so I'm at a lose.

Edit: It's also set to do a full rebuild in the packaging settings.

Edit 2: the issue was down to localisation of the data table. Was able to sort it.

lone wind
#

guys im working on a game and I tried to export it to see if it breaks but when i exported it as shipping the game exported as development how do i fix that

summer dock
waxen aspen
#

Anyone can help me with packaging via python? Asking in #editor-scripting gave no result. At the moment it says "Error: An error occurred during packaging: .... returned non-zero exit status 1.

#

And this is how I tried it. The variables inside {} should work, I used the same format of a different function in the script and there it was working so it needs to be something else:

command = f'"{ue5_editor_path}" "{project_path}" -run=AutomationTool -ScriptsForProject="{project_path}" BuildCookRun -nocompileeditor -nop4 -project="{project_path}" -cook -stage -archive -archivedirectory="{output_directory}" -package -clientconfig={build_configuration} -ue5exe="{ue5_editor_path}" -clean -compressed -SkipCookingEditorContent -platform={platform} -targetplatform={platform} -build -CrashReporter -utf8output'

#

Then I ran it with: subprocess.run(command, check=True, shell=True)

open rapids
#

What is ucas for and how do I open the files unpacked from it?
I mean, how can I convert ubulk and uexp files to a mesh or audio file if they are related to this?

ember salmon
#

Has anyone run into this error when trying to open a level in a packaged build? Seems to happen at complete random, I've rebuild the project in VS a few times so I'm not totally sure what's up. There are virtually no C++ classes (made by me) in this project yet.

Error: Assertion failed: Index.IsImport() && ImportMap.IsValidIndex(Index.ToImport()) [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\Linker.h] [Line: 135]

winged moss
ember salmon
# winged moss Well you'll still need to debug it. Do you have a circular dependency or somethi...

Wow, hey man, long time no see. And not that i'm aware of, but I reverted some files and it seemed to resolve the problem. The only material change I made was caching a data asset and then plugging it into an interface function, not sure what that would have to do with a map not loading though.

Edit: upon further investigation, it seems the issue is async loading. Will report back when I have more info.

#

the external actor is for a map that isn't included in the build so ignore that

#

to be specific, this is the only thing that changed. "Block sounds" is just a data asset with some audio files referenced in it.

edgy shadow
#

Hi guys, im having a problem with my project: every time i launch a build, the cooker clears all the cooked content, without doing a standard "diff" build, using the already-cooked assets.
This happens even if I don't change anything in my project, and I've already checked that "Full rebuild" is unchecked.
Any ideas?

#

I saw that this message is triggered by this variable, so i'm guessing is not properly set, but where can i change this setting?

summer dock
#

It looks like a build param, like -diffonly

edgy shadow
#

Yeah, but idk where to set it by project settings

verbal marsh
#

Hello

I am trying to package a simple project that's complie fine, but it failed and give me a several errors. I have tried packaging a clean project and that worked.

One thing i did before packaging was to restructure were some maps are and removed others. So i supsect that might be the cause, but i am not sure.

flint tree
#

Hello everyone,
At my organization, we have multiple live unreal projects, which are all run by functionality that I developed within a separate plugin. And each project only includes that plugin. Other than the plugin, the project themselves only contain the meshes and the levels (or Only the visuals you can say) and the plugin itself contains all the functionality.

Now, every time I have to do a bug fix or develop some additional functionality, then I have to make edits to the plugin, package the plugin, then using that plugin repackage all of the unreal projects and then upload them which is quiet a hassle.
I recently read about DLC and patching in unreal, and i was wondering if any of you expert devs can guide me about my usecase.
If it's possible to cook my whole plugin as a .pak file or a set of .pak files, then theoretically it should be possible for me to just replace that .pak file in the live unreal package with the new .pak file. Will this work? And is it possible?
This way, I will be able to automate the workflow and reduce times as well.

Any guidance is much appreciated!
Note: I understand that what I'm asking for might not be possible for new functionality, but if it's even possible just for bug fixes and patching those bug fixes, then it is still a big, big help.
Please tag me when you answer!

summer dock
# verbal marsh

post logs as .txt files please, or
snippets of code in triple quote blocks

warm gull
#

Hey, I'm having a problem where my AnimBP doesn't get packaged into the game. At least it looks like this
I have a DataAsset where I store soft object ptr to the AnimBlueprint.
In the Edtior everything works fine, AnimBP is correctly assigned to the mesh
But in the packaged game, characters are in a T-pose

#

Here are some sode snippets

#

And how it looks, editor vs packaged game

#

When I try AnimationBlueprint.LoadSynchronous() it returns a null

#

Although it stores a correct asset path

#

Any idea why it's happening ?

ember salmon
summer dock
# verbal marsh Is this enough?

So, the technique here is to open that in for example Notepad++, then Find "Error" -> Find all in current document.
Now you have a list of all the errors. Starting from the top there's a critical one
Error="Android Studio is not installed correctly.")
followed by lots of import errors. Happy fixing!

verbal marsh
agile berry
#

Fixed. Had some issues with shaders!

sour ivy
#

I'm attempting to build/cook via a script that previously worked on another project. But getting a ton of these errors. Does anyone have any idea what I'm missing here?

E:\Folder\ProjFolder\Intermediate\Build\Win64\Project\Inc\Project\UHT\File.generated.h(1): Error: Failed to rename exported file: 'E:\Folder\ProjFolder\Intermediate\Build\Win64\Project\Inc\Project\UHT\File.generated.h.tmp'

winged moss
sweet nest
#

Hi all. Is there any way of supplying the ReadOnlyTargetRules Target parameter of a Module's constructor in its *.Build.cs file with arbitrary data? I'm trying to program a module such that it only includes certain modules in its dependencies under certain conditions, and I'd like those conditions to be variable from target to target.

summer dock
summer dock
winged moss
#

the command line attribute doesn't need a parameter name

#

you can have different Target.cs files if you want too

#

That's also interesting

summer dock
winged moss
#

The comment gives the example

#

Oh, commandlineattribute

#

[CommandLine( "-IsNoIAP")] works fine

summer dock
#

ah I see, thanks

winged moss
#

but you could also have a Target.cs for your demo

#

Target classes can be inherited too

#

And apparently CustomConfig is used through the cooking process, neat. that requires a source build though

summer dock
#

Perhaps - we have a pretty big list of stuff we can toggle though, and like... maybe 7 different builds, so it feels more natural to just have it in one pile, so if something basic changes we don't have to go through 7 files

winged moss
#

well you wouldn't really have to, but sure. you're just moving the configuration burden on your build server instead I suppose

summer dock
#

yes, python script controls the show

#

actually to be precise it's 7 different builds * 3 = 21 ( dev, staging, release )

#

Praise Jenkins : )

winged moss
#

well you can take full advantage of the fact the Build and Target.cs files are just C#

summer dock
winged moss
#

ah that's where CustomConfig is handy if you're using a source build

summer dock
winged moss
#

Before CustomConfig, on a previous project, we had to do more dodgy things to get some runtime INI layers added. you can technically still do it

agile berry
verbal marsh
summer dock
verbal marsh
summer dock
winged moss
#

Also check your Target.cs

verbal marsh
#

Will check when i get back, thanks for the response

agile berry
#

How do i debug a crash for packaging?

winged moss
#

Attach to UnrealEditor-Cmd.exe if you mean a crash while packaging

sweet nest
winged moss
sweet nest
#

Great thing to be aware of though. Thank you

winged moss
#

Well you're not going to be dealing with targets for a plugin

#

and this is in the release branch so it's in 5.3

sweet nest
#

well, users will have their own targets. my hope is that they can configure their targets in such a way that my plugin is able to make use of that info, but maybe I'm looking at the wrong level (so to speak)

#

I basically want users of the plugin to be able to configure their targets in such a way that it modifies what features are turned on or off in my plugin

summer dock
astral tree
#

it cooked fine but doesn't want to package any suggestions?

summer dock
#

Also often the screenshots don't contain the relevant information. Full logs usually do

astral tree
#

how do I do that text snippet thing?

astral tree
summer dock
jolly nymph
#

is it just me or is changing what maps get packaged incredibly frustrating and tedious?

#

it seems like I have to both set it in the project setting, and - manually - any automation script that does the packaging

#

and from my experience setting package all maps to true yields no results, am I missing something?

jolly nymph
#

No

#

Will it help? How do I use it?

summer dock
#

I think it may help to set in there Primary Asset : Game/Maps folder, for example

#

I didn't set these up myself, but it looks like it could be relevant

#

There's also "list of maps..."

jolly nymph
#

Oh let me go over this

#

This is interesting, thank you @summer dock, I'll try and grok this

jolly nymph
#

That directories section is a huge improvement to my workflow, ty <3

past needle
#

I am trying to package for Linux on Windows and I get this error. I downloaded the Linux Target platform from the launcher and I tried the "Refresh platform status" button. I tried googling for this but it's overwhelmed by results for the same problem on Windows, tried a -windows search which leads to other unhelpful results.

past needle
strange ledge
#

hi!
I have
[/Script/Engine.RendererSettings] r.GenerateMeshDistanceFields=True
in DefaultEngine.ini
and trying to override it in AndroidEngine.ini
[/Script/Engine.RendererSettings] r.GenerateMeshDistanceFields=False
but still after packaging I have same huge meshes for android as for PC.

if I use r.GenerateMeshDistanceFields=False in DefaultEngine.ini both PC and Anroid pack is fine ( small meshes without
Distance Field Ambient Occlusion data )

P.S.
resolved now with
[/Script/Engine.RendererSettings] r.DistanceFields=0
in AndroidEngine.ini

summer dock
#

@winged moss I am trying to search docs + googling for "CustomConfig" but not coming up with anything - do you know a keyword that would get me further please?

winged moss
#

I don't know why this needs extended documentation, and it's for Target.cs and requires a unique build environment

#

you can see use of it in Lyra

summer dock
summer dock
#

Since surely for this simple case a simple override should suffice

supple yew
#

Guys, I encountered a UE5 error (UE4 - its fine worked). When I compile a game build, when I launch it and get an error:

FilenameToLongPackageName failed to convert ''. The Result would be indistinguishable from using '' as the InFilename.```

I have already looked through the entire forum and there is nothing special about this (I have already tried what they write about GameTags, but I don’t want to build a binary engine to add a workaround for this error), maybe someone has encountered this and solved this problem. Thank you in advance for your answers.
summer dock
supple yew
summer dock
supple yew
#

checking Appdata

#

founded

summer dock
# supple yew founded

I'm not seeing a log file. Is this dev or shipping build? because you need dev to get proper logs out

supple yew
summer dock
#

Saved/Logs folder is empty

#

I suppose it might be possible the game crashes out so early there is no log, but it seems unusual

supple yew
#

this "Development" save log

summer dock
#

There is still nothing in the folders, don't send zips

#

we should be seeing a <gamename>.log file

supple yew
#

from build log?

#

from "FLY"

summer dock
#

here we go ( example of runtime log )

LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogProfilingDebugging: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogWindows: Custom abort handler registered for crash reporting.
LogCore: Display: UnrealTraceServer: Unable to launch the trace store with '"../../../Engine//Binaries/Win64/UnrealTraceServer.exe" fork' (00000002)
LogCore: Initializing trace...
LogCore: Finished trace initialization.
LogCsvProfiler: Display: Metadata set : platform="Windows"
LogCsvProfiler: Display: Metadata set : config="Development"
LogCsvProfiler: Display: Metadata set : buildversion="++UE5+Release-5.2-CL-26001984"
LogCsvProfiler: Display: Metadata set : engineversion="5.2.1-26001984+++UE5+Release-5.2"
LogCsvProfiler: Display: Metadata set : os="Windows 10 (22H2) [10.0.19045.4046] "
LogCsvProfiler: Display: Metadata set : cpu="AuthenticAMD|AMD Ryzen 7 2700 Eight-Core Processor"
LogCsvProfiler: Display: Metadata set : pgoenabled="0"
LogCsvProfiler: Display: Metadata set : asan="0"
LogCsvProfiler: Display: Metadata set : commandline="" kards""
LogCsvProfiler: Display: Metadata set : loginid="8e2aed14417f1f433175d880e9ee21e4"
LogCsvProfiler: Display: Metadata set : llm="0"```
supple yew
summer dock
#

ok, so this is a packaging error

supple yew
#

this fly launcher (This build)

summer dock
#

I would suggest:

Clear your log.
Package.
Locate log or Copy to .txt file

Look for errors in packaging

#

More ideas if the packaging looks clean:
Clear log, run in editor, look for errors

#

at least one error in there, though it doesn't look fatal on package
Line 734: [2024.03.10-22.24.39:590][ 0]LogFeaturePack: Error: Error in Feature pack D:/ue/engine/UE_5.0/FeaturePacks/TP_VirtualRealityBP.upack. Failed to parse manifest: Invalid Json Token. Line: 43 Ch: 4

supple yew
#

hah, this is example content

summer dock
#

lots of warnings too

supple yew
#

yes, this testing port form 4.25-27 to 5.0

summer dock
#

ahaa

#

you are using a source fork? ( seeing a lot of this : "has been saved with empty engine version" )

supple yew
#

no, this binary engine

summer dock
#

Well, I would recommend perhaps starting by cleaning up / resolving somehow all the
Failed to load package errors warnings

supple yew
#

ok, try "Full rebuild"

#

on startup

summer dock
supple yew
#

no

#

ohhh, I'll have to suffer through opening all these assets to get the engine version

summer dock
#

Open up a bunch of stuff, then toggle some checkbox off and back on again, it should mark all the files dirty and force a resave

#

Assumption being the resave would then give them an engine version stamp

#

Optimally this should perhaps be done in the original 4.27 version

supple yew
#

By the way, as an option 🙂

summer dock
#

so that possible automatic asset upgrade systems would kick in. not sure about that though

trail mica
#

getting this packaging error and im not sure what it is

#

the rest of that long line say this

unborn lodge
trail mica
#

Hi So update the editor is trying to find a thirdpersonmap 2 for some reason.
UATHelper: Packaging (Windows): LogUObjectGlobals: Warning: [AssetLog] C:\Users\Winston\Documents\Unreal Projects\Fpsgame\Content_ExternalObjects_\ThirdPerson\Maps\ThirdPersonMap_2\8\D2\2EAEJU14USW4743OCODYEI.uasset: Failed to load '/Game/ThirdPerson/Maps/ThirdPersonMap_2': Can't find file.
PackagingResults: Warning: [AssetLog] C:\Users\Winston\Documents\Unreal Projects\Fpsgame\Content_ExternalObjects_\ThirdPerson\Maps\ThirdPersonMap_2\8\D2\2EAEJU14USW4743OCODYEI.uasset: Failed to load '/Game/ThirdPerson/Maps/ThirdPersonMap_2': Can't find file.
UATHelper: Packaging (Windows): LogLinker: Warning: [AssetLog] C:\Users\Winston\Documents\Unreal Projects\Fpsgame\Content_ExternalObjects_\ThirdPerson\Maps\ThirdPersonMap_2\8\D2\2EAEJU14USW4743OCODYEI.uasset: VerifyImport: Failed to load package for import object 'Package /Game/ThirdPerson/Maps/ThirdPersonMap_2'
PackagingResults: Warning: [AssetLog] C:\Users\Winston\Documents\Unreal Projects\Fpsgame\Content_ExternalObjects_\ThirdPerson\Maps\ThirdPersonMap_2\8\D2\2EAEJU14USW4743OCODYEI.uasset: VerifyImport: Failed to load package for import object 'Package /Game/ThirdPerson/Maps/ThirdPersonMap_2'
UATHelper: Packaging (Windows): LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'ActorFolder_UID_7D23E5AE-4C2A421F-86AF6986-D87E6D05': Level /Game/ThirdPerson/Maps/ThirdPersonMap_2.ThirdPersonMap_2:PersistentLevel
/Game/ThirdPerson/Maps/ThirdPersonMap_2.ThirdPersonMap_2:PersistentLevel
UATHelper: Packaging (Windows): LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'ActorFolder_UID_D075E5BA-49330D3E-C2503D81-A7CF88D1': Level /Game/ThirdPerson/Maps/ThirdPersonMap_2.ThirdPersonMap_2:PersistentLevel
UATHelper: Packaging (Windows): LogOutputDevice: Warning:
PackagingResults: Warning: CreateExport: Failed to load Outer for resource 'ActorFolder_UID_D075E5BA-49330D3E-C2503D81-A7CF88D1': Level

astral tree
#

I started the engine and hit package. this is the output log ending with Unknown Error.

#

^ the important bits anyways. I can drop the entire output log if need be.

strange ledge
summer dock
summer dock
# astral tree

Typical method to find problems : search for last occurence of "error", and look around that area. For you, we find this:

mystic verge
#

could someone help me with a cooking error? I cant find my specific error anywhere online 😦

summer dock
mystic verge
#

I'm creating a map for a game called "Ready or Not" and most of the warnings are just because of the project looking for files we dont have access to currently

#

However, after working on the map for a day or two, I cooked it again today and it no longer finishes due to size mismatch.

summer dock
#

While the error is unfamiliar to me, indeed you absolutely do need to clean out those errors to proceed.

Question 1: do you have version control?

mystic verge
#

UE version?

summer dock
#

No, like SVN, Perforce, Git

#

I guess not

mystic verge
#

Sorry, I am new to this.

summer dock
#

That is something I highly recommend all gamedevs learn from Day 1. It helps when you find yourself tangled up, to be able to go "back in time" and find the point at which stuff still worked, then figure out easier what went wrong

#

In your case we nevertheless need to figure out "what went wrong"

mystic verge
#

Yeah, I made the mistake of adding and changing too much before cooking.

summer dock
#

So, I would probably at this point try to back stuff up a bit until you reach a working state again

mystic verge
#

I cooked it two days ago and it WAS working but much has changed.

summer dock
#

Once you have recovered, go to #source-control , get a free Azure DevOps plan or something and level up

mystic verge
#

It looks like i was right when i read these logs the first time, it's incredibly vague about whats causing the error. That sucks

#

Thanks for the advice, though

summer dock
# mystic verge It looks like i was right when i read these logs the first time, it's incredibly...

Well, I wouldn't say super vague. You have maybe a thousand "Can't find file" warnings with very exact filenames.
The "mismatch" errors are also named explicitly what file is causing them.
I would take some time to try to clean out first the errors, then at least a majority of the warnings to have something akin to a clean state going forwards ( and hopefully get version control running to make life easier for you in future )

mystic verge
#

The file missing warnings are unavoidable in this scenario, I'm using a modding template for a game that we dont have full access to yet, so some thiings are just missing.

#

for the mismatch, what do i do about this error?

#

is the file corrupt? or is it an asset/bp/etc causing this error?

summer dock
mystic verge
#

I appreciate all your help. I'll set up version control to avoid this headache in the future. 👍

mystic verge
strange ledge
granite bridge
#

where do plugin builds/binaries for packaging get stored?

#

one of my plugins failed on compile before, fixed the issue and now the packaged project can't find the plugin, started packaging several times after that, tried deleting Build/Binaries directory in the project directory... nothing seems to help

supple yew
supple yew
winged moss
supple yew
winged moss
winged moss
#

yes, you need to attach the debugger

supple yew
granite bridge
#

LogPluginManager: Error: Plugin 'ST_Utils' failed to load because module 'ST_Utils' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

supple yew
#

this dev build

granite bridge
#

even with a code dependency

winged moss
supple yew
winged moss
#

-waitforattach waits for you to attach the debugger

supple yew
#

hah, he not wait 😄

winged moss
#

then it's a shipping build

#

unless it's not reproducable in a dev build, you can try that

#

the other alternative is the -basedir tip given in the advanced debugging article epic put out

supple yew
winged moss
#

-waitfordebugger is also an alias of it. not sure what this screenshot proves though

supple yew
winged moss
#

the past participle of build is built

#

though I wouldn't recommend packaging in the editor anyway, the configuration is given away by the exe name in <project>/Binaries/Win64

winged moss
#

?

supple yew
#

this not source engine

winged moss
#

what is this to do with anything

supple yew
#

not have debug symbols

granite bridge
#

IMPLEMENT_MODULE(FST_Utils, ST_UtilsModule)
should have been
IMPLEMENT_MODULE(FST_Utils, ST_Utils) and the namespace was also wrong, so my module definition was just all over the place -_- (the editor never gave a fu** about that xD)

forest bone
#

Hi All,
I have a project that needs to be controlled externally by another application running on the same computer (its like a control panel using websockets). It all works fine, but im having a problem where Unreal is running at a lower framerate when the application is not in focus, which happens when im clicking this external application. As soon as I click back on Unreal the framerate goes back up and its smoother.
I know there is an option in Editor Preferences, Use Less CPU when in Background, but this doesnt carry through to the packaged game.
Any idea what I can do?

supple yew
proper furnace
#

Hi, I made collision profiles that I no longer needed and deleted, but now get these errors when packaging.. any help is greatly appreciated. Thank you

winged moss
proper furnace
winged moss
#

remove it from the Vehicle preset? it might be just a sake of editing it and confirming. or removing it from the INI manually

#

not like this is going to affect much anyway

proper furnace
#

remove this?

#

maybe not

winged moss
#

well to the point the INI is still valid, sure

proper furnace
#

14,15, and 16 were invalid also after deleting those... deleted the rest and now packages zero warnings

astral tree
summer dock
astral tree
#

Got it. figured it out it compiles now still weird lubcurl error going on somehow but everything seems to have worked

#

thank you for the help

timber wedge
#

Hello, I have a very small question hope you won't mind answering. But I'm new to Unreal Mobile Development. In Android we can specify User facing Version number and Store Build number. For iOS I can set version number from project setting, how do I set the build number? I am using the modern xcode flow and packaging my game from Platform>iOS menu. Each time I'm getting 0.1 as build number in my xarchive file. I'm on a deadline it would be great if you can help. Thank You.

drowsy sphinx
#

hello can i have some help?
When i try to package my programe i have that error

#

UATHelper: Packaging (Windows): ERROR: Unable to find target 'RainbowColorRace'

#

the file is present into the good folder

#

but i have that error so i don't know what to do

winged moss
drowsy sphinx
#

the one with the blue arrow on the image

#

but i have to delete for strange reason : two file

#

after that it works...

cyan sentinel
#

hello, I'm getting this error when trying to package for android. It's kind of weird because I have the sdk and android studio setup correctly. It's working on my unreal 5.3.2 installed from the launcher, but it's not working in the engine I've built from source (using the Meta XR fork)

#

I've run AndroidSetup.bat but it's still not working

#

maybe it has something to do with this, I don't know how to add android when building from source

summer dock
summer dock
winged moss
#

The info from the launch on menu will be more useful, like it says

cyan sentinel
#

I found the issue, my son tapped into a key yesterday and one of the engine projects stopped building correctly lmao

#

lost 1 day because of 1 key

#

I checked the diffs on the git repository to see the problem

winged moss
#

Hope you're using source control since it would usually catch issues like that

#

Oh you are, good

cyan sentinel
#

It also took me a long time to notice that there was an error in the log as soon as I opened any project

winged moss
#

Might be a good time to setup a CI server too since that'll remove some element of human error when it's machine specific, but if it's just you then it might not be worth it

cyan sentinel
#

yeah, i don't intend to use this build from source for a long time

#

it was just a test

#

that's another reason why I didn't check the source code before

#

I wouldn't imagine that the source was changed

woeful willow
#

can anyone explain this please?

winged moss
#

Uninstall it

woeful willow
#

hmm alright

#

i just install stuff that seem like they can be usefull

south jacinth
#

Hi! I'm trying to build my project using CI, but keep getting this error. I have a git version of UE4.27. I used to fix this issue like billion times, but I always forget how 😄 The same project but on different branch works fine. There there are tons of differeneces between these branches, so I can't really find a reason easily.

OnlineFramework plugin is enabled by the way.

unique tree
#

Hi folks!
I'm looking for a way to upload my package to a platform that is easy to reach and easy to understand. The project is a portfolio piece, so it's meant to be accessed by recruiters (therefor accessing the project needs to be as quick as possible).
I just never uploaded a package and thought that you might have some recommendations on which platform/site would be the best.

winged moss
#

since it'll be limited to 1 CPU core

woeful willow
#

what a shitty thing for it to do. Ya i figured out how to uninstall it.

summer dock
unique tree
mellow sand
#

Hi, im having an issue with packaging my game because of DLSS, any ideas what might be causing that? all the DLSS folders are inside my project folder > plugins folder

#

Logs:
UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows): Running: D:\Epic Games\UE_5.3\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "D:\Epic Games\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" Rickstones_Horror Win64 Development -Project="C:\Users\corey\Desktop\RS_SourceControlTest\Rickstones_Horror.uproject" -Clean -NoHotReload "C:\Users\corey\Desktop\RS_SourceControlTest\Rickstones_Horror.uproject" -NoUBTMakefiles -remoteini="C:\Users\corey\Desktop\RS_SourceControlTest" -skipdeploy -log="C:\Users\corey\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_5.3\UBT-R
ickstones_Horror-Win64-Development.txt"
UATHelper: Packaging (Windows): Log file: C:\Users\corey\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_5.3\UBT-Rickstones_Horror-Win64-Development.txt
UATHelper: Packaging (Windows): Cleaning Rickstones_Horror binaries...
UATHelper: Packaging (Windows): Unhandled exception: Unable to delete C:\Users\corey\Desktop\RS_SourceControlTest\Plugins\DLSS\Intermediate\Build\Win64\x64\UnrealGame\Development (Unable to delete \?\C:\Users\corey\Desktop\RS_SourceControlTest\Plugins\DLSS\Intermediate\Build\Win64\x64\UnrealGame\Development\DLSS)
UATHelper: Packaging (Windows): Took 0.72s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\corey\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_5.3\UBT-Rickstones_Horror-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 2s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

#

Its saying its unable to delete a folder inside the plugins folder but even if i delete it manually it just gets recreated again

mellow sand
#

Looking into the logs there's another line that points towards all of the /development folders all having this unable to delete error, any ideas?

#

One or more errors occurred. (Unable to delete C:\Users\corey\Desktop\RS_SourceControlTest\Plugins\NIS\Intermediate\Build\Win64\x64\UnrealGame\Development (Unable to delete \?\C:\Users\corey\Desktop\RS_SourceControlTest\Plugins\NIS\Intermediate\Build\Win64\x64\UnrealGame\Development\NISBlueprint)) (Unable to delete C:\Users\corey\Desktop\RS_SourceControlTest\Plugins\DLSSMoviePipelineSupport\Intermediate\Build\Win64\x64\UnrealGame\Development (Unable to delete \?\C:\Users\corey\Desktop\RS_SourceControlTest\Plugins\DLSSMoviePipelineSupport\Intermediate\Build\Win64\x64\UnrealGame\Development\DLSSMPS)) (Unable to delete C:\Users\corey\Desktop\RS_SourceControlTest\Plugins\Streamline\Intermediate\Build\Win64\x64\UnrealGame\Development (Unable to delete \?\C:\Users\corey\Desktop\RS_SourceControlTest\Plugins\Streamline\Intermediate\Build\Win64\x64\UnrealGame\Development\StreamlineBlueprint)) (Unable to delete C:\Users\corey\Desktop\RS_SourceControlTest\Plugins\DLSS\Intermediate\Build\Win64\x64\UnrealGame\Development (Unable to delete \?\C:\Users\corey\Desktop\RS_SourceControlTest\Plugins\DLSS\Intermediate\Build\Win64\x64\UnrealGame\Development\DLSS))

drowsy sphinx
#

hey is there something we need to know between the editor test version and the shipping version? My FPS drop from 60 to 10 into the shipping version

south jacinth
#

Does anybody know how to package and distribute a standalone Slate app? I made one but when I build it it seems that it still references the Engine's stuff. I imagine I need to use UAT for it, but cannot figure out how to properly build and pack it. Does anybody have an example?

summer dock
mellow sand
#

Deleting them manually doesn't do anything, the same errors are thrown up

summer dock
south jacinth
summer dock
mellow sand
#

Interestingly.. i opened up the .sln file and tried to rebuild in there and get the exact same error

#

I also dont understand how access can be denied when im the only user on this PC and the admin lmao, although running as administrator also does nothing

south jacinth
timber wedge
summer dock
#

It's a bit funny that iOS builds handles this area neatly with a PackageVersionCounter, but Android does not have a symmetrical system. We actually hacked into UEDeployAndroid.cs to have the same system for iOS and Android on our autobuilders

alpine plank
#

While packaging my latest version of my prototype, I saw that the operation failed. It seems rather fussy about the Game Instance. I did set the Game Mode to "DefaultGameMode" before Building All Levels then set it back to the proper Game Mode. And this still occurs. Is there anything else I need to do?

summer dock
alpine plank
summer dock
#

Intermediate folder ( which is all generated iteratively ) may sometimes cause anomalous behaviours, and I think it is common to wipe it to make sure the project is packaging on a clean slate if something is weird

#

Version control is of course also highly recommended if you don't have it so you can ensure your configs are clean

#

GameInstanceClass contains a redirected reference
This sounds like you have renamed/moved something, and it may be unhappy about that

#

Can filter for Redirects in Content Browser to check those, and Fix if needed

alpine plank
#

Okay. I've deleted the Intermediate folder. As for GameInstanceClass, I made a BP version of GameInstance then renamed it.

summer dock
#

Hmm yeah check redirectors

alpine plank
#

ObjectRedirector?

summer dock
alpine plank
#

Here's one: AssetDefinition_Redirector

summer dock
#

"Show Redirectors" filter

alpine plank
#

Okay. There's a good number of redirectors.

summer dock
#

Enough enough

alpine plank
#

Sorry. Just showing you all the results.

summer dock
#

Redirectors are remnants of move/renames, and I feel it is best practice to "Fix up redirectors" immediately on making such changes.
Now it may be that just one of those are relevant here though

#

Meaning the BP_GameInstance, it should have a redir if you have renamed it, Fix that up first

alpine plank
#

Hm. Should I keep Redirectors when I fix each one up?

summer dock
#

No, lose them

#

But just do the one first

alpine plank
#

Okay then.

summer dock
#

make sure things work, save

#

then clean up the rest

#

Basically any asset that is moved or renamed is still referred to around your blueprints as the old pointer, redirected to the new one

#

Until Fix Up is performed, which cleanses the project of such relics, resulting in the change of all places in which the asset is referenced. This is why it is optional, as a change may impact potentially tens or hundreds of other files.

alpine plank
#

Okay. I found the relevant redirector, fixed that up, ran the packaging process and it worked.

summer dock
#

Presto!

alpine plank
#

Thanks for the help, once again!

summer dock
#

Cheers

radiant grove
#

Hey, anyone have any suggestions for debugging this error on cooking? It's coming from a plugin I'm using, specifically when I include a tensorflow header.

Error PackagingResults === Critical error: ===
Error PackagingResults Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp] [Line: 72]
Error PackagingResults SECURE CRT: Invalid parameter detected.
Error PackagingResults Expression: Unknown Function: Unknown. File: Unknown Line: 0

sand cipher
#

why after package the screen show a brick texture?

last mica
#

anyone know a solution?

desert merlin
#

Just realised there was a devops category and channel for packaging so here's hoping this is the right place to ask about this 😅

I'm trying to create a Response File that I can pass to UnrealPak.exe as part of a more custom packaging tool. I'm struggling with re-basing the file paths though so that the .upack stores the subdirectories leading up to the asset that I'm packaging.

Example of my response file :

"P:\P4ROOT\HaloPackage\Content\FCCommon\shaders\camo\curves\CC_camo_curve_kenough.uasset" "..\FCCommon\shaders\camo\curves\CC_camo_curve_kenough.uasset"

But when I extract the .upack, there is no folder directory. It just puts my .uasset at the root of the .upack.

#

idk if Epic changed the syntax or something for how you are supposed to re-base paths, but iirc this is how I've seen some other users do it in tutorials/forum posts from a few years ago. All I actually need to do is replace the start of the path with ..\ for it to package it all relative to my Content folder in this case, right?

#

I'm linking the response file in my Pakmanager_Create.bat file for testing. Idk if I need to add any additional parameters in here to get it working?

desert merlin
#

i guess another solution to my problem would be :

  • Get UE to ignore any errors in any code/plugins and just package stuff up anyways.

  • I need an easy way to set up Chunk IDs (I'm using PrimaryAssetLabels) to assign assets to them, one per top-level file. As an example, I might want to export out a Common pak file which contains shared assets (e.g master materials and VFX). And then I want to have other pak files too. E.g a pak file that just includes my character Blueprint and all of its dependencies. Except for the dependencies that already belong to another pak (usually just Common). Since I don't want to pack duplicate items for every pak.

The end goal is to be able to package up my UE project (Not Cooked) so that I can redistribute the files on Google Drive for others to use. Someone could then download Common.upack as well as any maps and characters they want without needing to download the entire Unreal project. They would then extract those files on their side. If the files are packaged in .upack format then UE can unpack them to the Content Browser automatically upon import which is why it's probably going to work better for me. But so far every time I use UE's standard Package Project workflow, it always cancels due to code errors in plugins (e.g issue with the MetaHuman plugin and NVidia DLSS/Optix Denoise plugins) and seemingly tries to cook content even when I have those options disabled.

I just want to redistribute the original editor Content files without cooking/building any exes, etc. So far I haven't found a way around it which is why I'm experimenting with a custom tool that passes files through UnrealPak.exe. Which works great except for the fact it won't store subdirectories if I use a response file to determine what assets to pack. Also idk if UE's "Package Project" workflow lets you package in .upack format or not? So far it only seems like .pak files, and it cooks content too I think.

desert merlin
#

I figured out the issue btw so it's worth sharing it here. Unless I am mistaken, Epic have either changed or broken (I'm going with the latter) the UnrealPak.exe tool at some point as of UE5.3.2 or possibly earlier. I will explain below :

#

1.) It will not package subdirectories if you only reference a single file file in the response file. I don't know why. It's annoying since I have so far only been referencing a single file / single directory this whole time whilst testing my tools. So it never packed subdirs.

#

2.) As soon as you introduce a second file, it starts to pack subdirs... Sort of. If you are only referencing a directory, it will build the directory up until the specified mount point and then will stop building them at that point, dumping the assets into that root folder again. This is not how the tool used to behave afaik. It should always be building whole subdirectories. In my case, it built up to the specified __FBTools__ mountpoint and then gave up after that, dumping the files from the User_Settings and Discord_Changelist_Automation folders into the mountpoint. It's not supposed to do that...

#

The only way to build full subdirectories now from what I have tested, is to always reference the full path to the target .uasset file (can't just reference a folder, it will break) AND to reference more than one file. If you reference only one (like I did for testing), it doesn't work.

#

Someone correct me if I'm wrong ofc, maybe my eyesight is just failing me and I missed something glaringly obvious. But it seems like this is broken and you need to reference full paths to every individual asset in order to get it working. Luckily a way around it is to use one of the many free file helper BP Utility Libraries from the marketplace to get a list of file paths inside your desired folder.

Then format that list in such a way that it is compatible as a response file (usually just take the array, run a For Each and run a search-and-replace on the string to strip out the project path and replace with "..\". Then append the original array entry and converted re-based stirng together and print the results to a .txt file.

Example :

"P:\P4ROOT\HaloPackage\Content\FCCommon\shaders\camo\curves\BP_DA_Coatings.uasset"
|
|
|>>> To get the re-based path, just take the string and replace "P:\P4ROOT\HaloPackage\Content" with "..", and then swap backslashes with forward slashes (idk if this is required or not but I've seen others do it before, so just in case...).

To get this : "../FCCommon/shaders/camo/curves/BP_DA_Coatings.uasset"

Append the original string with the new string (separated by a space) and you can output it to your response file. Since you're operating on an array with a For Each loop, it's possible to automate it all so long as all the files you're working on are inside the Content folder (since that is what we're running the Search and Replace on). If you have files in a different directory outside of Content, just repeat above steps for the other dirs separately.

"P:\P4ROOT\HaloPackage\Content\FCCommon\shaders\camo\curves\BP_DA_Coatings.uasset" + + "../FCCommon/shaders/camo/curves/BP_DA_Coatings.uasset"

=

"P:\P4ROOT\HaloPackage\Content\FCCommon\shaders\camo\curves\BP_DA_Coatings.uasset" "../FCCommon/shaders/camo/curves/BP_DA_Coatings.uasset"

#

So you can at least generate response files in-engine afaik. And (hopefully) generate it by getting an asset's dependencies so they get stored too, which is what I am looking into next. At least you won't need to manually fill out the response file but it's a shame it took me this long to figure out the issues.

chilly spoke
#

What is this error?

LogHttp: Warning: 000008447A8ACD00: request failed, libcurl error: 65 (Send failed since rewinding of the data stream failed)
winged moss
jagged lark
#

hey I'm getting this error when people try and launch my packaged game

#

that's when the file is download through itch.io

#

However, when I launch the original packaged file it launches fine

#

can anyone help?

winged moss
desert merlin
potent cliff
#

does unreal really need old SDK when packagnig?

noble lark
#

In our 4.27 project we are using pak chunks. However, every build they are re-created. I was wondering if there is an option to only re-create pak chunks that have change or are new? It would be nice if that's possible, it would reduce our build and packaging time so much.

velvet sinew
#

i have this error when packaging for android in UE4.22. Help me plz. Thank you

dusk flame
#

What I need for only packing for iOS my iOS device Ios 17.3.1.

empty cloud
#

I cursed something trying to build on mac OS today: Message dialog closed, result: Ok, title: Message, text: The game module 'Sculptor' could not be found. Please ensure that this module exists and that it is compiled. in the middle of the cooking log.

empty cloud
#

fixed as mysteriously as it appeared.

fading locust
#

Anyone managed to build the gamelift server sdk ++?

Stuck here..

sand cipher
#

LogHttp: Warning: 0000043EF6F99600: request failed, libcurl error: 65 (Send failed since rewinding of the data stream failed)
first time get log like this

elfin raft
#

Does anyone know why my input works in the editor but doesn't work when I package the game?

winged moss
mellow phoenix
#

Hi, I am stuck with this issue
It worked fine in shipping build but dev build it says this

The project gets packaged no problem but then when I play and launch a map from main menu the map loads then this error shows.
Any help appreciated ❤️

Assertion failed: IsInGameThread() || IsInSlateThread() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\SlateCore\Private\Widgets\SWidget.cpp] [Line: 1251] 
Slate can only be accessed from the GameThread or the SlateLoadingThread!


0x00007ff66ab0c7a5 InworldPlayground.exe!SButton::Construct() []
0x00007ff66e79d369 InworldPlayground.exe!UButton::RebuildWidget() []
0x00007ff66e8775d9 InworldPlayground.exe!UWidget::TakeWidget_Private() []
0x00007ff66e87746e InworldPlayground.exe!UWidget::TakeWidget() []
0x00007ff66e8d01d9 InworldPlayground.exe!UUserWidget::RebuildWidget() []
0x00007ff66e8775d9 InworldPlayground.exe!UWidget::TakeWidget_Private() []
0x00007ff66e87746e InworldPlayground.exe!UWidget::TakeWidget() []
0x00007ff66e80e10e InworldPlayground.exe!UVerticalBoxSlot::BuildSlot() []
0x00007ff66e844380 InworldPlayground.exe!UVerticalBox::OnSlotAdded() []
0x00007ff66e87ceb7 InworldPlayground.exe!UPanelWidget::execAddChild() []
0x00007ff66a23f659 InworldPlayground.exe!UFunction::Invoke() []
0x00007ff66a4d3665 InworldPlayground.exe!UObject::CallFunction() []
0x00007ff66a4ebad5 InworldPlayground.exe!UObject::ProcessContextOpcode() []
0x00007ff66a51b91e InworldPlayground.exe!UObject::execLetObj() []
0x00007ff66a4efc38 InworldPlayground.exe!ProcessLocalScriptFunction() []
0x00007ff66a4c397d InworldPlayground.exe!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>() []
0x00007ff66a4ef670 InworldPlayground.exe!ProcessLocalFunction() []
0x00007ff66a4efc38 InworldPlayground.exe!ProcessLocalScriptFunction() []
0x00007ff66a4eece4 InworldPlayground.exe!UObject::ProcessInternal() []
0x00007ff66a23f659 InworldPlayground.exe!UFunction::Invoke() []
0x00007ff66a4ed861 InworldPlayground.exe!UObject::ProcessEvent() []
0x00007ff6716d2ea8 InworldPlayground.exe!FOnAudioInputDevicesObtained_DelegateWrapper() []
0x00007ff6716d3420 InworldPlayground.exe!UAudioCaptureBlueprintLibrary::GetAvailableAudioInputDevices() []
0x00007ff66f14fb1f InworldPlayground.exe!`TThreadSingleton<FBoneContainerScratchArea>::Get'::`2'::<lambda_1>::operator()() []
0x00007ff66f14e1a5 InworldPlayground.exe!`FAudioAsyncBatcher::Flush'::`2'::<lambda_1>::operator()() []
0x00007ff66f16ea75 InworldPlayground.exe!UE::Tasks::Private::TExecutableTaskBase<`FAudioAsyncBatcher::Flush'::`2'::<lambda_1>,void,void>::ExecuteTask() []
0x00007ff669b2811b InworldPlayground.exe!UE::Tasks::Private::FTaskBase::TryExecuteTask() []
0x00007ff669ad35bf InworldPlayground.exe!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() []
0x00007ff6698b6cfe InworldPlayground.exe!LowLevelTasks::FTask::ExecuteTask() []
0x00007ff6698b6a77 InworldPlayground.exe!LowLevelTasks::FScheduler::ExecuteTask() []
0x00007ff669899c62 InworldPlayground.exe!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() []
0x00007ff6698dbf32 InworldPlayground.exe!LowLevelTasks::FScheduler::WorkerMain() []
0x00007ff6698a6600 InworldPlayground.exe!UE::CompressedBuffer::Private::FHeader::CalculateCrc32() []
0x00007ff669a7ee53 InworldPlayground.exe!FThreadImpl::Run() []
0x00007ff669e80912 InworldPlayground.exe!FRunnableThreadWin::Run() []
0x00007ff669e74367 InworldPlayground.exe!FRunnableThreadWin::GuardedRun() []
0x00007ffa5fc0257d KERNEL32.DLL!UnknownFunction []

Crash in runnable thread Foreground Worker #0
tight galleon
# mellow phoenix Hi, I am stuck with this issue It worked fine in shipping build but dev build it...

Is there the BP callstack in the log at the time of the crash?
Anyway, I'm guessing in one of your BPs you're listening to a Blueprint Event Delegate which has to do with some audio initialization, which then your BP code interacts with the game's UI as result of that.
That delegate seems to be fired from a helper thread and not the game thread. You'll need to instead handle your UI BP code in response to some other event.

tight galleon
tight galleon
mellow phoenix
tight galleon
# last mica anyone know a solution?

There was one version of MCV's toolchain which introduced errors. We’ve been seeing similar issues internally, if this is the same then it might be an issue with Visual Studio 17.9 and UE 5.3.

If you open the Visual Studio solution file for your project (.sln) Visual Studio should have a small yellow bar in your Solution Explorer which helps you install the correct versions of the tools.

You can alternatively manually install these packages in the Visual Studio Installer:

MSVC v143 - VS 2022 C++-x64/86-Buildtools (v14.36)
Windows 10 SDK (10.0.18362.0)

tight galleon
mellow phoenix
tight galleon
mellow phoenix
#

So just to be clear I should remove this event ? What can I use as a workaround instead of it ? Thank you very much

upper citrus
#

Hello, I am encountering such an error while building the game, I am using ue5 and I want to publish games for android for google playstore.

tight galleon
upper citrus
winged moss
# upper citrus

Just some casual observations, I hope that source control is in use because I kinda wince when I see an engine version in a project directory's name, however, I would check your SDK/NDK settings to see if they are what you expect, there are a lot of messages outputted about that

#

Also Android is always a pain to work with, so the folks in #mobile might know more

#

Oh, you already cross-posted there

upper citrus
#

@winged moss

winged moss
# upper citrus <@166299757151649793>

Well the part that caught my attention was Fixing minSdkVersion; NDK level is 33 which is above minSdkVersion 26.. Not too familiar with Android, but that would tell me the NDK is too new for the Android SDK you set

#

or vice versa

#

and there is indeed a duplicate attribute in AndroidManifest.xml, though I'm not sure if you're doing anything custom here

upper citrus
#

i dont understand @winged moss what should I do

winged moss
#

And check the settings that are mentioned here

#

Specifically the last one

upper citrus
#

Okey i will check

balmy oar
#

I am running into an issue during packaging where I see the following error
UAT: [2024.03.20-16.52.39:417][ 0]LogStreaming: Error: Couldn't find file for package /Game/Blueprints/Testing/TestEntity requested by async loading code. NameToLoad: /Game/Blueprints/Testing/TestEntity
I double checked via the Reference Viewer that there are no references to said Blueprint, the only area that I make a reference to it is in C++ with the following code:

UClass* TestEntityClass = StaticLoadClass(
        AEntity::StaticClass(),
        nullptr,
        TEXT("/Game/Blueprints/Testing/TestEntity.TestEntity_C")
    );
TestEntity = GetWorld()->SpawnActor<AEntity>(TestEntityClass);

My Blueprint is located in the following location in the Content Browser: ( see attached image )
/All/Content/Blueprints/Testing/
This C++ code works as expected in PIE but throws an error during packaging. Commenting out the C++ code listed above resolves the packaging issue, but it is not a valid fix for me. Anyone have any thoughts?

last mica
summer dock
#

@tight galleon nice to see you here : )

high meadow
#

I asked about this a while back, wanted to try and take another crack at it. Whenever I'm packaging, I get warnings about content that either doesn't have a name or that doesn't exist in the project files anymore. I have cleaned up redirectors, cleared the map build list, the usual stuff. Still appears. Any tips?

rotund wigeon
#

Anyone have any idea what could be causing this error when trying to package my game? UE 5.3.2

Things I've tried to solve the issue:

  • Verify engine files
  • Uninstall MetaHuman + Houdini Engine plugins (they are sometimes problematic when packaging)
  • Revert to a previous changeset in my source control where I've successfully packaged the game before
  • Duplicate the entire source control repo to my personal cloud server and make a changeset from there
  • Completely reinstall the engine
#

The only thing that has "solved" the issue so far is disabling streaming for world partition which is not a solution

high meadow
#

it's almost certainly something relating to this

#

how large are the levels in your game? @rotund wigeon

rotund wigeon
#

the landscape itself barely over 1km

#

The only major recent change was adding fluid flux

#

But then I proceeded to do everything I mentioned above and I'm still receiving the same error, even on changesets that have no Fluid Flux files

high meadow
rotund wigeon
balmy oar
# balmy oar I am running into an issue during packaging where I see the following error ```U...

Anyone have any thoughts? The only thing that I can find that is even similar is the following:
https://forums.unrealengine.com/t/staticfindobjectfast-when-game-is-launched/292149/10

Once I am off work today, I am going to try to set bDon'tLoadBlueprintOutsideEditor to 'false' and see if that resolves my issue.

Epic Developer Community Forums

Ok, another thing that’s worth checking is if you have bDontLoadBlueprintOutsideEditor in your DefaultEditor.ini set to ‘false’. If it’s set to ‘true’, then UBlueprint objects will be stripped when cooking (UBlueprint objects are only useful in the editor builds, usually you only need to access “YourBlueprint_C” class object). Try looking for s...

rotund wigeon
rotund wigeon
#

WP settings, only difference is the build fails with streaming turned on

rotund wigeon
#

@high meadow I think this is related, it just popped up in the output log when I reopened my project

rotund wigeon
#

Also going to mention I've downloaded the last Nvidia Driver and reset my PC, still get the same error

brave cargo
#

Does anyone know how to run a game on VisionPro on 5.4. I see the packaging options but it says SDK is not installed. But I do have it installed!

safe laurel
#

Noob question. Why does a project work in the editor but can have so many errors when I try to cook/package it?

#

I'm trying to package my project for the first time and it's been a long time with just PIE so I have a crap ton of cook errors. Is it possible to make PIE as strict as regular cook/package so that I don't face a fresh pile of these errors again in the future?

summer dock
# safe laurel I'm trying to package my project for the first time and it's been a long time wi...

) you can see some warnings in the log as you launch the editor
) you should package regularly. any bigger team will usually have an autobuilder churning out nightly builds and even a build on every change to catch mistakes
) you can make custom asset validation scripts to cover issues you hit in your project regularly https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/Assets/DataValidation/

Developers can extend this system to validate assets with custom-scripted rulesets.

dreamy heath
#

How can I copy files over to the packaged build that are created during the cooking stage?

summer dock
dreamy heath
#

And RuntimeDependencies is too early for that

summer dock
#

So you have tested that you can do that manually, and it works? And you want to automate it?

summer dock
dreamy heath
summer dock
#

I don't quite follow, running shell copy/move commands should be fine at any time?

jagged lark
daring star
#

i am trying to make an android build , I am getting a deprecated Gradle error and the build fails.
`build file 'F:\UE4 Installations\UE_5.3\Engine\Source\ThirdParty\GoogleGameSDK\gamesdk\build.gradle': 624: unable to resolve class com.google.androidgamesdk.NativeLibrary
@ line 624, column 12.
Collection<NativeLibrary> filterNativeLibraries(allLibraries) {
^

build file 'F:\UE4 Installations\UE_5.3\Engine\Source\ThirdParty\GoogleGameSDK\gamesdk\build.gradle': 630: unable to resolve class com.google.androidgamesdk.AndroidArchiveLibrary
@ line 630, column 12.
Collection<AndroidArchiveLibrary> filterAndroidArchiveLibraries(allLibraries) {
^

33 errors

  • Try:

Run with --stacktrace option to get the stack trace.
Run with --info or --debug option to get more log output.
Run with --scan to get full insights.

Deprecated Gradle features were used in this build, making it incompatible with Gradle 8.0.

You can use '--warning-mode all' to show the individual deprecation warnings and determine if they come from your own scripts or plugins.

See https://docs.gradle.org/7.3.3/userguide/command_line_interface.html#sec:command_line_warnings

BUILD FAILED in 743ms`

#

Please let me know how to resolve.

limber bear
#

(only 1 if it is not divided into chunks)

limber bear
#

yeah

jagged lark
#

so I just need that .pak file and this one right?

limber bear
#

well, also those .ucas and .utoc files as well since you are using iostore

jagged lark
#

iostore?

limber bear
#

a setting in project settings that causes thouse .ucas and .utoc files to be generated

jagged lark
#

okay

jagged lark
limber bear
#

what do you mean? you have some autosaved uassets probably in you Saved directory but that's it

jagged lark
limber bear
#

post the output log

#

we will see whats the problem

#

also you should be using version control

rustic junco
#

Hi, i have this message when i try t obuild my project, what could it be?

dreamy heath
summer dock
# dreamy heath Hi, it’s me again. Do you happen to know how to fetch the archive directory duri...

Hmm, no idea. Depends a bit on what you need, but what we do is have a simple .txt file for each of our build configurations and parse things from there into our python scripts to do stuff. For example:

[engine]
generatePath = '"C:/Program Files/Epic Games/UE_5.2/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe"'
uatPath = '"C:/Program Files/Epic Games/UE_5.2/Engine/Build/BatchFiles/RunUAT.bat"'
ue4Path = '"C:/Program Files/Epic Games/UE_5.2/Engine/Binaries/Win64/UnrealEditor.exe"'

[project]
projectPath = 'C:/perforce/autobuilder-legion/mygame.uproject'
workspacePath = 'C:/perforce/autobuilder-legion'
archivePath = 'C:/perforce/autobuilder-legion/Builds'

[uat]
targetplatform = 'Win64'
clientconfig = 'Development'
configuration = 'development'
cookflavor = 'ETC2'
dreamy heath
dreamy heath
#

And I can't copy it to the staging directory, because that gets cleaned once cooking is over

summer dock
#

Surely it must be accessible at least in the unreal build scripts, but getting it to a plugin might be tricky

#

So you want to cache that value

#

And this being meant to be a plugin, you can't do any engine source changes right?

dreamy heath
#

No, engine changes are out of the picture aswell

summer dock
#

hmm hmm

#

I guess a simple angle of attack would be to just have the user fill a field in plugin ini settings

#

that would do the trick for certain at least, though not so easy to use

dreamy heath
#

where their archived directory is supposed to be?

summer dock
#

If that's what you need, yeah

#

I would probably take that solution at least for the short term while investigating other paths

dreamy heath
#

yea, that could be a solution!

#

I'll do that

#

Thank you 🙂

gilded drift
#

hey so i got this huge list of issues which, i dont understand, can anyone help, i can send logs, or anything that you would need

#

im using ue4.27 btw

dusty marten
#

[Unreal Engine 5.3.2] - "Fatal Error!"

After packaging any project I get a Fatal Error! popup

log & picture included:

unborn lodge
winged moss
winged moss
gilded drift
#

But either way I'll look at it

winged moss
#

It's a plugin, because plugins have mount points, that's why it's at the beginning of the path

gilded drift
#

Alright

#

I'll look thanks

golden dagger
#

hey guys!

#

is there any specefic chat in this server to send my pacakaged game for play testing?

#

or can i send it here?

#

or am i not supposed to send it at all?

golden dagger
#

AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

#

how to fix this?

#

everything else is installed properly

winged moss
golden dagger
#

ill re pacakage and send it

golden dagger
#

almost exactly same issue

#

ill do a recording and show

winged moss
# golden dagger

do you also have arabic characters in your project path? or any non-ASCII chars or spaces?

#

also I'm only interested in your own cook log

#

random cook errors from other people aren't going to describe your issue

toxic crystal
#

Hey Friends.

I’ve been stuck on this packaging issue for three days now and I am feeling super defeated. Would appreciate some guidance.

I get the following error when running a packaged build: Assertion failed: SchemaIt != SchemaEnd

For background: I tinkered around with the Engine thinking I had to install SDKs for Steam. I since reinstalled the Engine and have since had this issue in my project.

The error does not happen when I run my game in the editor, only the packaged build.

Other things that I’ve tried:

  • Reverted to earlier version of the project
  • Delete contents of \AppData\Local\UnrealEngine
  • Delete environment generated project files: Saved, Intermediate, Binaries, .vs, & .sln
  • Generating project files
  • Rebuilding project .sln

Question: How can I troubleshoot this? Is there a way to identify the problematic blueprint, or is this some funky setting in my project config that needs attention?

winged moss
#

Yeah

#

I would not be surprised to see a circular dependency though, but the callstack will tell you that

toxic crystal
#

Thank you, watching the video now. I am not sure what/where the callstack is. Is that the spooky text in my Saved/Crashes directory?

[2024.03.24-20.10.15:748][ 0]LogAudioMixer: Initializing Audio Bus Subsystem for audio device with ID 1
[2024.03.24-20.10.15:748][ 0]LogCsvProfiler: Display: Metadata set : largeworldcoordinates="1"
[2024.03.24-20.10.15:845][ 0]LogProperty: Error: Struct type unknown for property 'StructProperty /Game/Goblin/Animations/AnimBP_Goblin_FaceDemo.AnimBP_Goblin_FaceDemo_C:LiveLinkSubjectName'; perhaps the USTRUCT() was renamed or deleted?
[2024.03.24-20.10.15:850][ 0]LogWindows: Error: appError called: Assertion failed: SchemaIt != SchemaEnd [File:C:\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\Serialization\UnversionedPropertySerialization.cpp] [Line: 706]

#

That Goblin stuff came from the marketplace and I realize that I have not had a successful package since integrating the goblins.

That might be a hint..

#

Hot-dang, I think I might have a solution! Looks like the project that I ripped that goblin stuff from was using a plugin that I hadn't enabled in my own project. I activated the plugin (Live Link) and my packages are working again.

There is homework on me to figure out what this plugin is and if I actually need it, but at least I can do something other than look at my Output Log.

Also learned a little bit about debugging. Thanks friends, I super appreciate this community ♥️

sand cipher
#

I remember ue5 can add another language, this is include like arabic?

winged moss
#

You will 100% have packaging issues if your project path contains non-ASCII characters

#

Nothing to do with the OS language, this is the path

sand cipher
#

Can cinvert from ascii to binary? Like blender

winged moss
#

What are you talking about

#

This is characters in a path

dreamy heath
winged moss
#

doesn't have to be English, as long as it's plain ASCII Latin characters

#

no accents, no spaces

chrome cargo
#

ive got a system that destroys a specific actor when a group of enemies is killed this actor is a door, when the correct group of enemies is killed so their quantity = 0 it finds the actor of class being their door and plays an event to shrink and destroy it, this works fine when i sim it in the editor however as soon as i pack the game every door after the first one stops working, first of all they didnt open at all and this time after changing the code every door after the first is just not there but again is fine in the sim

winged moss
chrome cargo
#

but i dont get why its fine in editor but doesnt work at all in the packaged game

#

if multiple actors have a custom event of the same name could that mess with it?

winged moss
#

well I can't see your implementation. circular dependencies could even mess stuff up

chrome cargo
#

this is the bit that triggers the door event and is contained within the game mode

#

i know its cursed but its all a bit of a rushed job

winged moss
#

extremely cursed, it's even doing it on tick

#

a development build might print some errors for you in the output log

lost flame
#

Switch on int exist

chrome cargo
#

the logic was fine it was because the enemies with broken doors were not on the persistent level therefore when the game started it didnt count them

snow vapor
#

Is there a way to hide an entire cpp class when packaging?

summer dock
snow vapor
formal gulch
#

hi everyone, I have a problem with packaging one of my project and I'm not familiar with Unreal packaging log. I know that the problem is from a plugin called "Sun Position Calculator" which is a built-in plugin of Unreal. I used a BP from the plugin called "SunSky" on my scene and it work perfectly like I was expecting (slider interacting with the sun to have a accurate sun cycle).

I tried some solution online talking about "map check" but wasn't really working unfortunatly

Two major thing happening since I installed the plugin and started to have problem:

  1. the BP break everytime I close the project so I always need to "reaload" the BP to fix it for some reason (also have that weird warding everytime I start the project now)
  2. Even tho the editor version work fine, when I'm trying to package it, it doesn't work and the packaging fail everytime showing me issue from this BP.
tired nimbus
#

Anyone know what's going on with landscape splines in a packaged 5.4 preview build? Each spline mesh has another one spawned at its pivot, but with a zero'd out rotation. I disabled / reenabled nanite, virtual textures, rebuilt nanite landscape, rebuilt the landscape splines etc with no luck. Here are duplicate power line towers, railroad tracks, and road meshes.

quick seal
#

Looking for some more in-depth understanding of the .pak files. Am I understanding their usage correctly if I'm thinking the following:
I have a player character that can 'wear' asset colections. I release the game with certain assets, but then I design a new collection. I build this new collection as a new .pak file, but then how do I distribute it? Do I have to re-build the client and re-deploy it to whatever platform I'm using?
My idea of a .pak file is that it is the means to circumvent the re-deployment of the entire game client and become like an on demand-loaded resource, like Uninty has. Is this not correct?

summer dock
quick seal
#

Myehhh.. sounds like those could be on some AWS bucket then.

#

But then how do I fetch it on the client?

snow vapor
#

Is it fruitless to try to disable UMG in the server build?

inner solar
#

Hello everyone, when launching a packaged game, it gives the error file path* createprocess() returned 570. The full build is enabled in my settings. Do you have any suggestions on how to fix this? thanks in advance)

summer dock
#

Also check packaging for suspicious warnings