#packaging
1 messages · Page 12 of 1
So, try removing the chopper. And start investigating version control aka #source-control
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
a short horror story
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
yes
so that is when it stopped packaging
deleting intermediate is fine, that is not a problem
I know, but it ionly stopped when I started having that issue
Ok, digging deeper. You have this file in project, right : C:\Users\marko\OneDrive\Documents\Unreal Projects\FortAnderson\Content\MOUT_Fabrication\Materials\TilingMaterials\M_Concrete_SBSAR\M_Concrete1.uasset
yea?
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
it isnt I dont think, I just hav it like taht for some reason
I suspect missing materials, that's my last bet for now
but that wouldnt make sense since it packaged fine with the same errors as now
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 ?
I tried to package for linux from windows at 5.3, but its giving me this warning. Where is this Launch On menu?
did you install the crosscompiler tools? the launch on menu is the launch menu
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:
does it still show if you resave the DA?
I do. Its v21_clang-15.0.1-centos7
so in the launch menu, what does it show as the SDK versions?
I see the problem. I haven't seen version 16 on the UE5 site
Where can I download it
nvm
Found it
yea, really weird
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?
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?
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
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
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
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
when you install anything you choose it's install location
Is it possible / viable to package my UE5 project to iOs using my Windows PC?
no
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!
Please post as text snippet instead of a screenshot, makes it a lot easier to read + copy bits of interest
Hmm. No clues immediately jumping out for me
I would sanity check some things like so:
- has the project packaged successfully before?
- if yes, what changes happened between then and now?
Were trying to figure that out, there are some references that were broken and caused some other warnings, but mostly just materials and not things that would cause the project not the build
This sort of thing is why we have setup an autobuilder to package the project on every single commit -> it allows us to catch breaking changes very quickly and accurately. I'm afraid I can't help much more than that - if you have version control and granular commits, I would be rolling back to find the point where packaging fails
Also this is probably just a bug in the Wwise plugin
wouldn't be the first time
but not sure what UWwiseAudioLinkComponent::CreateLink() does
why does this error appear when i try to launch my packaged game
Does the path exist for a start?
what do you mean by start the windows start button? This might seem stupid but i am new to this
The path means this: "C:\Games\Windows..."
It is a location on your hard drive. Does it exist?
"For a start" just means the first thing to check.
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?
why would you need to upgrade the .NET version?
I'm contributing to a project that brings c# scripting to unreal at the project heavily relies on dotnet 8
all the .NET stuff in the engine is for the build system though?
so I don't see how they need to be coupled
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
dotnet 8 engine level support is scheduled for version 5.5 I believe
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.
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.
Hey how can I rename my packaged project? It's named Windows by default
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
Override NeedsLoadForServer or add the name of the class to the list of classes to be excluded from server
Unless your uproject is named Windows, then the export is definitely not that
Thank you, so the only way to do it is per class not per actor then right?
Not to individual instances, no. You would need to add it to the actor's class
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
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.
It should not matter in theory... Fix all the erros I guess 🙂
Ideally I wouldn't even have the editor open during packaging
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
wait, your project is called "PaperZD"?
yup!
well no wonder, it conflicts with the plugin of the same name
yes
You kept both Target.cs files for some reason
Anyone know how to encrypt your packaged project so that others cant rip models from it
Thanks
yup i saw that and deleted it. it got a LOT further with packaging this time but two hours in it still failed :/ Cooking failure
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
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
those are warnings
okay yes, warnings
I'm trying to package my game but keep receiving this error any help would be appreciated ""
CombineWorldSpace: zero total mass detected
would seem to clue that some physics object is incorrectly initialized
any idea what type of object it could be? I have a choas destruction object
could it possibly be that chaos object?
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.
post the whole packaging log .txt file please
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
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.
good to hear
Here is the log file @summer dock
you don't have engine symbols, so that kinda makes the errors a bit meaningless
stack overflow though, maybe a circular dependency
https://dev.epicgames.com/community/learning/tutorials/dXl5/advanced-debugging-in-unreal-engine#logs-cooking (logs - cooking if it doesn't take you to the heading)
that may also be useful
since it should at least tell you the problem asset
Thanks @winged moss, I will take a look into it.
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.
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.
@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
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?
They are only relevant to the build system and has no bearing on runtime execution
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
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
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
im getting this error whne i package
any one knows what to do ?
i package it for android
So, I did a binary search across the commits of my project's repository and found the commit that startet causing the problem. After removing a permission I added android.permission.POST_NOTIFICATIONS, it packaged successfully.
binary search is best yes : )
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?
It causes "Encrypted root asset '/Game/Asset/Path/Here' exists in two chunks. Only secondary assets should be shared between chunks."
I keep having the same packaging error after trying multiple fixes, heres the full log. Would appreciate if anyone could offer some tips on what could be causing the problem. ""
You have to download the .log to view the full log : )
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.
Thanks for the tip 🦦
@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
PackagingResults: Error: Ensure condition failed: !FindPin(FFunctionEntryHelper::GetWorldContextPinName()) [File:D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp] [Line: 404]
help
@limpid escarp
**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
You may have meant someone else? Not sure what you are asking me.
yes sorry
Still wasnt able to fix it, would yall recommend to update visual studio? perhaps that would potentially fix my packaging error
You can sanity check by creating a new blank or template project, and packaging that to verify your tools are in order
Empty project packaged successfully, running out of ideas on how to fix my packaging issue 🥲
update: i think i fixed it!!
had to do with some marketplace assets collision that the compiler didnt like : )
thanks for all the help everyone
🦦
great to hear
sanity checking for the win
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 ?
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.
possibly. I use AndroidStudio logcat to get live logs off android devices, usually that should help find issues
@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?
I generally prefer to use Jenkins to build and run on separate autobuilder machines instead of using editor, but it shouldn't really make a difference. Hook up Droid to PC with cable, set up the dev permissions, and logcat gives you a running live log
Thank you. I'll try it
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
Yes but it might help determine that something is being skipped. Less than a minute isn't normal for an end to end build.
I would also go through revision control changes since the last known good build
guys I am getting this error with build first time any ideas why?
You're building a server presumably on the launcher engine?
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?
What do you mean? Is this just asking about string tables in a roundabout way?
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
problem was I accidentally switched engine version... idk how
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
/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..
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 ?
Hey again. So I'm not sure what I'm doing wrong but I don't see logcat. I actually don't even see my device in the UE editor anymore either. It's strange.
Also, does this mean we cannot mount paks at runtime anymore?
- Setting up device for logcat : https://support.idscan.net/mobile-hardware/android-logcat-how-to
- logcat can be used from commandline, but I prefer to use it via Android Studio
EDIT: #mobile channel perhaps best for more discussion on this subject
A guide to the Android Logcat
EDIT: I found it. It was already open. Now should I be viewing this by opening the Unreal Engine project from the Android Studio start menu and which folder should I be in?
Sidenote: does this warning mean anything to you?
LogPlayLevel: Warning: UAT: 02-22 10:00:48.568 23352 23352 D UE : [GameActivity] Warning: hardware does not match ro.soc.model, assuming hardware is correct\
that's odd. ( note I am on Android Studio 4.0 )
ro.soc.model does not ring any bells, I'm afraid
It doesn't need to be hooked up to unreal project, can be just an empty project
Ok so I can just have a new empty project open in Android Studio and with Logcat open, it's just going to be using the USB debugging via my phone to capture anything moving between the phone and UE?
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
Ok cool. I think I got it but I have no idea where to start with this:
Copy the text so it's easier to read and handle, and post to #mobile
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
Much appreciated.
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)
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?
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
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)
Anyone know why my packaged game crashed on launch:
Everything works perfect in editor, also in standalone. But we see a fatal crash on launch of packaged game.
you're accessing a steam API function during a C++ constructor?
the engine is writing temp files to the C drive. You always need free space on C
No, why not fix them, it's an easy enough error to go after
I have the advanced sessions plugin installed. Other than that, I don’t call Steam manually anywhere.
Well I don't use advanced sessions since I opt for this in C++ usually, but if you're absolutely sure then advanced sessions is likely to blame
Also make sure setam_api64.dll is actually included in your build
Awesome and thank you so much! I’ll give it a try. Also for the api64.dll, where should it be located?
Well you can search for it using a tool like Everything, but steam_api64.dll is usually in Engine/Binaries/ThirdParty/Steamworks/<steam sdk version>/Win64
Hmmm, my engine folder says V153, I think I might need 159?
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
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?
@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 🤡
You need a mac
It can be a mac mini in a cupboard, but you need a mac
Oh alright, guess I'll have to clean some space
I was gonna fix them, just curious if I needed to
because the game still works with them
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
guys having problem with packaging having this error any ideas ? Creating makefile for DFC (.uproject file is newer)
i generated files , and nothing
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.
have you tried using the "-noclean" parameter on the command?
It it normal for my game to be packaging for the past hour?
it depends
packaging from the editor is a bit wasteful though, since you're using resources to also run the editor
how else would I package it?
also it failed :/
UnrealFrontend or BuildCookRun
What do those mean? I'm new to packaging in general
googleable terms
does this explain it? https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Deployment/BuildOperations/
An overview of the available Build Operations (cook, package, run, and deploy) that can be for Unreal Engine 4 projects.
well that's old ass 4.26 docs but yes
Just perfect.
well there's usually more to it than that
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)
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="")
the error literally tells you
your gameplay tags end in .
any help regarding this please?
Unless the comma and not the dot
gameplay tags don't end with dots
Thanks
how do I find out why packaging my game is failing?
You read the log...
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?
The log just said 'Unkown Error' when it failed to package. I've got a few warnings that I don't fully understand
- 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
- 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
- Image Below (I've got this same warning for 50 other assets)
- 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
- LogPackageName: Warning: DoesPackageExist called on PackageName that will always return false. Reason: Input '' was empty. (Got this warning about 100 times)
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
Is this, bad?
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
I have kept it a habit to always have plugins in Project, since other devs will typically need to have the plugins as well
I usually move them there once project is completed, or if I have to make changes to plugin files, BUT, the problem with keeping copy on project folder is that the packaging will fail if there also is a copy of same plugin on engine folders
Easier to remove from Engine than having all devs have to acquire the plugins to engine, i think
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
Plugins should definitely be managed clearly, and this is imo done by having them in version control, inside Project
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
Post the complete log, might yield more clues
Will do, give me about 5 mins.
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
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.
This one looks dangerous
Line 651: LogPackageName: Warning: SearchForPackageOnDisk: Found ambiguous long package name for 'DemoMap'. Returning '/Game/Maps/DemoMap.umap', but could also be '/Game/EnvironmentLand/Skies/UltraDynamicSky/Maps/DemoMap.umap'.
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...
2 questions!
- How do i make sure maps and assets that arent needed or used in the server build are not packaged?
- Is packaging through the ui dropdown the best way to package, or is the solution target the best way?
You probably can do this through map lists? But not functionality I've used.
Secondly, what UI dropdown? The best way to package is usually through the commandline
most of the land scape material is not appearing in the build version, what should I do?
Map lists? I see a place in settings to specify maps, but not "per target".
UI Dropdown - i mean the top bar where you can select a platform, then a target, then click package
Well packaging in the editor is wasteful, but you can specify a map list (or additional map lists) on the command line I believe. Though I'm not sure why you don't have a CI server handling most of packaging for you, especially now you have a dedicated server
I have absolutely no doubt that it is wasteful which is why i am trying to descern the right way haha. The issue i see is that in the build logs when targeting server, there are many MANY non server things being packaged including widgets that arent even used in the server levels
iirc there's a single checkbox for disabling widget packaging for dedicated
😮
but generally, the assets packaged are all based on what's referenced by the levels that are packaged
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.
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
For future answer searchers: Project Settings -> Engine -> User Interface -> Load Widgets on Dedicated Server
that is the widget part
Does anyone know why only some data assets are showing up in a packaged build? 😦 been slamming my head for 3 days on this
are they referenced in some direct way?
ack sorry I forgot to delete it here
I'm actually having the same issue as hv. They are primary assets and do exist in the asset manager as a directory to scan. Does that not count?
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.
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?
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.
most of the land scape material is not appearing in the build version, what should I do?
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
"Sometimes the game builds just fine" - this is a bit worrying - one would expect to have a stable build pipeline, without such anomalies. Hmm.
Have you tried building a blank test project, maybe even a couple of times just to sanity check?
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
Well, I think you are certainly on the right track getting things cleaned up. In future, it is wise to build periodically ( optimally on every change, or every night, or at least once a week ) to catch packaging specific problems as early as possible. Autobuilders like Jenkins are great for that, but it does take a while to set them up...
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!
Assuming you have version control, any anomalies can 99% certainly be traced to project content changes. At this point you might not want to trace backwards anymore, but that is always an option with version control, even if just to pinpoint the breaking change
I swear by Jenkins ( or similar, TeamCity, whatever ) - it's the first thing I set up if it doesn't already exist now.
- Having a builder package on each and every change to version control catches a lot of errors.
- 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.
- Just not having to manually punch ( more than one ) buttons to build and deploy to providers is just so so sweet : )
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.
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
I hate to bump this, but can anyone tell me what I can do to fix this packaging problem, please?
I tried installing Visual Studio 2022 and adding the needed plugins, but nothing seems to work.
So I'm completely stumped.
Have you gone through the setup steps carefully? : https://docs.unrealengine.com/5.3/en-US/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine/
I have Visual Studio 2022 Ver. 17.9.1. Should I uninstall Visual Studio 2017, which I also have?
If you have no use for it, perhaps best to get rid of it. Not sure how conflicts around multiple studios might arise, I usually just keep the one installation as needed
Is there anything else that you can pick up from the log? Like, am I missing anything else?
Visual Studio 2022 is installed, but is missing the C++ toolchain. Please verify that the "MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)" component is selected in the Visual Studio 2022 installation options.
Go through the doc, be careful to have all the bits and bobs right
I saw that but I'm not sure what exactly it means. Even the search engines couldn't give me the part in quotes.
Should be sorted by making sure you have everything setup, following the doc for your unreal engine version
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.
I should have both on the D: drive, since the C: drive hardly has space for anything.
It shouldn't matter, but yeah good to have plenty of space on your core Windows drive
Don't need to reinstall, can just go into Visual Studio Installer
Hi, I have a problem to build my project on Mac, I always get a CodeSign error
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 ?
Make sure you have gone through all the setup steps for your engine version, especially the bits about provisioning and signing. It can be tricky to begin with
https://docs.unrealengine.com/5.3/en-US/setting-up-an-unreal-engine-project-for-ios/
I found out that ICloud was at fault, preventing successful signing. Turning the ICloud off fixed it
I think I've found the component. While reinstalling Visual Studio 2022, I noticed a tab and there I saw a list of components. And I've found that exact missing tool. So it's now installing, and I hope that will solve my packaging problem.
Hey, could this be the reason for my game not packaging correctly?
Usually a full packaging log is best to diagnose issues
It worked! The packaging on my part was a success.
These were my erorrs @summer dock
I would advise to :
- sanity check you can package successfully with a blank or template project
- then trace issues in your own project which lead to the problem. Disabling chunks of stuff can help pinpoint problem areas.
how would I disable chunks of stuff?
For example by
- excluding certain maps from the build
- setting things up so you can have some control over what actors and user interfaces you spawn
As long as you have version control, you can be fairly brutal about it, since you know you can always revert back to latest
Great I'll try that, appreciate the help
Can I mention you If I have issues down the road?
sure, but my presence fluctuates, so don't rely on me : )
Alright, thanks :)
https://streamable.com/qs96ap
In the editor i can see my geometrycollections
but in the build i cant see them and my grass material is broken
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
strip render data causing this
but my foliage grass material is missing
after being packaged
why is it happening
check the logs first, if nothing there, #materials channel might help
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
I saved my material and now it's fixed
thanks for helping
good to hear you got it sorted out : )
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?
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?
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?
It's security through obscurity at best. Someone who's determined enough will find the key
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?
I've read comments of a tool that seemingly exists that can get the key in under a minute.
All in all I'm not seeying many benefits to this so far
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
That's pretty much what the "DLC" cooking is, but I just copied the old Robo Recall UAT job
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?
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
Hi guys, do you know if it's possible to change the naming of the pak chunks?
butwhy.jpg
I noticed it actually gets mounted, however, it mounts to the original path. So I just need to figure out how to mount it to proper location so I could scan assets using my system
well that'll happen automatically if the pak file is correct as it should have its own AssetRegistry.bin
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
What are the tools to check the .pak?
UnrealPak itself using --list (iirc) or any of the various data mining tools for Unreal that exist
https://github.com/EpicGames/UGCExample/blob/release/Build/Scripts/PackageSimpleUGCPlugin.cs
Also I ended up doing something like this through UAT, but my work was based on the Robo Recall stuff which was very similar to this
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
Tried printlogging what is going on?
( sanity checking values on create, on change etc )
"null themselves out"?
Hi everyone, I have a problem that when I do the build I get this error. How can I solve it?
Well what is Vitrum and where did you acquire the plugin
I don't know, I never put it in the project
I'm not sure how you wouldn't know this, but it's a plugin that's enabled in your project
Well the plugin is Draper which has a module called Vitrum
Yes, now I understand what it is Thank you
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?
well the BP would need to be loaded in some way to even know about the exec function
Doesn't the CDO get loaded when the pak is mounted?
no?
Ok
Is there a way to load the class from the console? 🤔 I'd prefer not to modify or rebuild the main game in any way here 😅
not sure, probably not
I didn't go this approach for mod support, the game explicitly loads the paks itself
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?
Well the steps were: loading the paks, registering the mount point, loading the assetregistry, loading the shader library from the mod
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
Ok, I mean it looks like all those steps are done in that log I posted, at least
Hmm maybe I could just include a primary asset and load it with AssetManager commands
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
...via a console command only? 😄
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
yes
what must I avoid doing before packaging the project for the first time?
to get a faster cook time
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
Hey, how can this explain why my game fails to package?
1st time is always pain, no way around it
2 errors
So you need to find the errors in the log.
I usually open the log in a proper text editor so I can "search for all occurences" of "error", "warning" etc.
- How would I open it in a text editor?
- I've got these blueprint warnings, so I deleted the blueprints and I'm retrying the package right now
- Locate the log file ( it's certainly somewhere, probably Saved/Logs or something - but I just usually Select All, copy-paste to Notepad++
- I assume you mean the Errors. Errors != Warnings
Errors = Warnings?
Whats the difference
Also what's a LogInit Error?
@summer dock
well you cropped it out
so that screenshot is basically useless
also the log is text so just copy and paste it?
well theres a LotBlueprint and a LogInit error so I was wondering what the difference was between Blueprint and Init
they're just different log channels? but you overcropped the screenshot
i'm not sure why you're not just fixing that bad cast node already
I'm trying to find it
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)
emulators may be a different ball game. Have you tried on a device?
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.
Sadly I don’t have a real device
It is pretty crucial to get your hands on some real hardware - "beg, steal or borrow" : E
I know. But the best part about the emulation is I can limit the performance so I can test at different levels of performance
I've done a complete rebuild and am getting the same error. 'game files required to initialize the global shader library are misssing'
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
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.
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
check your packaging logs for funny business?
can try building from command line for perfect control and variety of builds
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)
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?
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]
Well you'll still need to debug it. Do you have a circular dependency or something?
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.
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?
not sure, but perhaps this ( pinned ) resource might aid you https://github.com/botman99/ue4-unreal-automation-tool
It looks like a build param, like -diffonly
Yeah, but idk where to set it by project settings
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.
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!
post logs as .txt files please, or
snippets of code in triple quote blocks
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 ?
For anyone else that runs into this, the issue was a bad reference to an unrelated asset on the character that I was async loading. Got rid of it and the map started just fine.
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!
Ok, hope that it's simple to fix. Will check it out when i get back.
Thanks for the help
Packaging completely crashes on windows! I can't figure it out
Fixed. Had some issues with shaders!
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'
this could be anything, I imagine "project" and "file" are project censoring. make sure you do not version your Intermediate directory in VCS, and it might be worth checking the related header, and reviewing what your build/cook script does
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.
We do some tricks with python scripts before packaging, but not sure if this is what you are thinking of. Also passing CommandLine parameters works
Example of how we disable IAP via packaging for a demo build
public bool IsNoIAP = false;```
```ProjectDefinitions.Add(IsNoIAP ? "ISNOIAP=1" : "ISNOIAP=0");```
```#if ISNOIAP
...
#endif
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
can you provide an example please, I don't quite follow?
The comment gives the example
Oh, commandlineattribute
[CommandLine( "-IsNoIAP")] works fine
ah I see, thanks
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
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
well you wouldn't really have to, but sure. you're just moving the configuration burden on your build server instead I suppose
yes, python script controls the show
actually to be precise it's 7 different builds * 3 = 21 ( dev, staging, release )
Praise Jenkins : )
well you can take full advantage of the fact the Build and Target.cs files are just C#
yeah, that takes care of a lot, but we have to manipulate a lot of .ini files etc, so python has been the weapon of choice. matter of taste I suppose
ah that's where CustomConfig is handy if you're using a source build
will have to investigate, perhaps we could have had a simpler life
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
Please help! My UE5 Game crashes on packaging. I've tried rebuilding the project, googling, even checking the logs. There's nothing there!
I was able to package the project after some deleting of external actors and object. But i get another error or promt when i try to launch the packaged project. My project Compiles in visual studio, so i am unsure what this message is pointing refering to. Any suggestions what this means?
Is "ProjectMass53" the name of your game, or some plugin perhaps?
Yes. Its the namn of the game project. Temp namn untill i have tested all the things i need.
Look at full packaging log for warnings and errors
Also check your Target.cs
Will check when i get back, thanks for the response
How do i debug a crash for packaging?
Attach to UnrealEditor-Cmd.exe if you mean a crash while packaging
Thanks for this! That's exactly the kind of thing I was looking for
I haven't tried it, but you should be able to use a class not just a plain string or whatever
Hm...unfortunately this looks like it was added only 10 months ago, which means it's either in 5.2 or 5.3 (5.2 was released the same day as this commit it looks like). The plugin I'm developing supports back to 5.1 :/
Great thing to be aware of though. Thank you
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
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
Sounds very useful and user friendly angle
Please post as
text snippets
or text files, screenshots are a bother to open and can't copy paste the relevant bits out
Also often the screenshots don't contain the relevant information. Full logs usually do
how do I do that text snippet thing?
how do I do that? i'll post an entire log if needed
snippets are done with three ` single quotes before and after text
posting full .txt files probably easiest if there's a big slab to look at
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?
Do you use Asset Manager?
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..."
Oh let me go over this
This is interesting, thank you @summer dock, I'll try and grok this
That directories section is a huge improvement to my workflow, ty <3
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.
Figured it out, I needed to download a toolchain from here: https://docs.unrealengine.com/5.3/en-US/linux-development-requirements-for-unreal-engine/
Which was a bit harder to find since the easily searchable results do not cover toolchains for unreal 5
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
@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?
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
thank you, investigating
So yeah, it seems the above custom config systems might be leveraged for having different setups for pc build vs android builds, but I haven't actually used them yet. What we do currently is run python scripts to manipulate .ini files before packaging for different platforms. Being able to do things Target.cs seems like it would be a much cleaner solution though
Since surely for this simple case a simple override should suffice
Platform should override base out of the box though, hmm
https://docs.unrealengine.com/5.3/en-US/configuration-files-in-unreal-engine/
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.
Get the whole log up to the crash and let's see if there's more of a stack trace
I would like to understand where version 5 writes its logs 🙂 (4-writed to appdata)
Checked the folder where .exe is, Saved/Logs?
I'm not seeing a log file. Is this dev or shipping build? because you need dev to get proper logs out
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
maybe
this "Development" save log
There is still nothing in the folders, don't send zips
we should be seeing a <gamename>.log file
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"```
hmm
ok, so this is a packaging error
this fly launcher (This build)
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
hah, this is example content
lots of warnings too
yes, this testing port form 4.25-27 to 5.0
ahaa
you are using a source fork? ( seeing a lot of this : "has been saved with empty engine version" )
Well, I would recommend perhaps starting by cleaning up / resolving somehow all the
Failed to load package errors warnings
Yeah not sure if that is relevant. Are you doing a VR game?
no
ohhh, I'll have to suffer through opening all these assets to get the engine version
You might maybe be able to do a Asset Action -> Bulk Edit to make that a bit simpler
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
By the way, as an option 🙂
so that possible automatic asset upgrade systems would kick in. not sure about that though
getting this packaging error and im not sure what it is
the rest of that long line say this
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
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.
sure I can use python to find and override some config string but this is looking like bicycle reinvention.
all I have to do according the doc is override DefaultEngine.ini in AndroidEngine.ini but its not working out of the box
Yes, that should work fine. It is strange. I would search for that string in your project config files and make sure it is not present anywhere else
Typical method to find problems : search for last occurence of "error", and look around that area. For you, we find this:
could someone help me with a cooking error? I cant find my specific error anywhere online 😦
Best just get straight to the point and include your log files, no beating around the bush : )
This is my log file 🙂
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.
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?
UE version?
Sorry, I am new to this.
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"
Yeah, I made the mistake of adding and changing too much before cooking.
So, I would probably at this point try to back stuff up a bit until you reach a working state again
I cooked it two days ago and it WAS working but much has changed.
Once you have recovered, go to #source-control , get a free Azure DevOps plan or something and level up
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
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 )
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?
I'm afraid I have no idea on that. A quick search through code indicates it is called from a function "LoadFromArchive".
My usual method for something I don't understand is to step backwards, removing pieces of the puzzle until I reach a working state again. This is massively simplified with version control.
I appreciate all your help. I'll set up version control to avoid this headache in the future. 👍
I deleted an asset pack from my map and it cooked. It seems something I used in that pack was creating the error. Just FYI 🙂
resolved now with
[/Script/Engine.RendererSettings] r.DistanceFields=0
AndroidEngine.ini
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
Hello, I fixed all warnings (I can’t understand this, all DataTables and structures are normal). The error remains!
Check .Build.cs in your source, will be (maybe) needed include name plugin
I forget which INI has the featue pack list in it, but you can just remove it
My error:
LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Misc\PackageName.cpp] [Line: 771]
FilenameToLongPackageName failed to convert ''. The Result would be indistinguishable from using '' as the InFilename.
and the callstack? it's probably easier to catch it in the debugger with -waitforattach
yes, you need to attach the debugger
Please tell me which one is better to use
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.
this dev build
even with a code dependency
the one in VS or Rider? it doesn't really matter
how can I join the debugger if it immediately gives me this error when I launch it?
-waitforattach waits for you to attach the debugger
hah, he not wait 😄
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
-waitfordebugger is also an alias of it. not sure what this screenshot proves though
builded project (Binary configuration)
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
I'm using from launcher ue5
?
this not source engine
what is this to do with anything
not have debug symbols
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)
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?
Maybe, you can try using the SetFrameRateLimit function in the GameUserSettings class to set the maximum frame rate for your game. This can help maintain a consistent frame rate even when the game window is not in focus.
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
those are warnings and not errors and will not result in your packaging failing, but your Vehicle profile still references it
ok thank you, how would I go about fixing this.
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
well to the point the INI is still valid, sure
14,15, and 16 were invalid also after deleting those... deleted the rest and now packages zero warnings
I updated visual studio and still have an unknown error
Open the log in a text editor of your choice and search for All occurences of "error". I usually start looking from the bottom up.
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
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.
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
And what is in your Source folder if you have one?
the one with the blue arrow on the image
but i have to delete for strange reason : two file
after that it works...
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
I believe you are looking for the VersionInfo field
I don't recall having to jump through extra hoops to have Android support in my source fork. Hmm. I guess you have triple checked all the sdk paths and such... I would look at the full packaging log for clues, instead of the error popup
Source builds can be a bit weird when it comes to platform support, where you have to hit build on the engine (or just your project target if a native build) so it can generate the target platform modules, but I'm talking from the perspective of consoles rather than mobile so mileage may vary
The info from the launch on menu will be more useful, like it says
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
Hope you're using source control since it would usually catch issues like that
Oh you are, good
It also took me a long time to notice that there was an error in the log as soon as I opened any project
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
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
can anyone explain this please?
You installed Incredibuild for some reason
Uninstall it
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.
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.
Well this definitely isn't, Incredibuild costs money, and if you have it installed with no license then it will slow down compiling
since it'll be limited to 1 CPU core
what a shitty thing for it to do. Ya i figured out how to uninstall it.
Itch.io is probably most accessible and free ( assuming it's a game, not sure how much they curate )
Yeah it's a game demo.
Thanks 🙂
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
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))
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
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?
Sanity check:
- Build and run the game in editor
- Inspect the paths : are the files locked? Why are they locked becomes the question, usually Intermediate should not be versioned or locked in any way
Seems quite unusual.
All of them have a .precompiled file inside them, so /Development/NISBlueprint has a NISBlueprint.precomplied file inside, /Development/DLSS has a DLSS.precompiled file inside and so on for each of the folders it cant delete which are all just 1KB
Deleting them manually doesn't do anything, the same errors are thrown up
I would start by doublechecking the docs that install procedure is correct and see if they mention anything regarding packaging / faq
Finally mamanged to package a standalone Slate app. 20mb, not bad..
Nice one : )
A brief forum post sharing your secrets would probably be highly appreciated by humble adepts following in your wake
Triple checked all that lol the install is as simple as download plugin > move folders to plugins folder > activate in editor
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
Yeah, it is a nice idea 🙂 I will make one later
@summer dock version info field corresponds to version number in Android. I am looking for the build number using which Play and App Stores determines which build is newer then which.
Ah yes, now I remember
DefaultEngine.ini
[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
StoreVersion=136
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
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?
Have you done the standard "delete intermediate and rebuild" operation?
you mean, like, removing certain folders before rebuilding everything?
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
Okay. I've deleted the Intermediate folder. As for GameInstanceClass, I made a BP version of GameInstance then renamed it.
Hmm yeah check redirectors
ObjectRedirector?
Here's one: AssetDefinition_Redirector
"Show Redirectors" filter
Enough enough
Sorry. Just showing you all the results.
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
Hm. Should I keep Redirectors when I fix each one up?
Okay then.
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.
Okay. I found the relevant redirector, fixed that up, ran the packaging process and it worked.
Presto!
Thanks for the help, once again!
Cheers
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
why after package the screen show a brick texture?
anyone know a solution?
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?
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.
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.
What is this error?
LogHttp: Warning: 000008447A8ACD00: request failed, libcurl error: 65 (Send failed since rewinding of the data stream failed)
This is a warning, not an error. This is related to analytics
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?
Well the error code of 2 would indicate the file is missing
tool is still WIP but the thingamabob really do be starting to work tho
nice nice
does unreal really need old SDK when packagnig?
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.
i have this error when packaging for android in UE4.22. Help me plz. Thank you
What I need for only packing for iOS my iOS device Ios 17.3.1.
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.
fixed as mysteriously as it appeared.
Follow the docs for your engine version https://docs.unrealengine.com/5.3/en-US/setting-up-an-unreal-engine-project-for-ios/
Anyone managed to build the gamelift server sdk ++?
Stuck here..
LogHttp: Warning: 0000043EF6F99600: request failed, libcurl error: 65 (Send failed since rewinding of the data stream failed)
first time get log like this
Does anyone know why my input works in the editor but doesn't work when I package the game?
Well that'll be impossible to know without specific details about your setup
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
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.
That's how packaging currently works unfortunately. We are looking into making cooks more deterministic but don't know if that includes the chunking bit.
This error usually happens when it can't find the .pak file (that's where the uproject file is stored). Is it included?
It’s a blueprint project and I am using inWorldAI plugin.
Worked fine in shipping but in dev build it crashes with this error
Thanks for your response I’ll see what I can do ❤️
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)
In shipping we don't do the IsInGameThread checks, they get compiled out, but it's still an issue for your project.
There's still some blueprint code running in response to the GetAvailableAudioInputDevices function which it shouldn't do. I'd search your blueprints for that event.
Hmm it could be a plugin blueprint cuz I don’t use it in my blueprints, what should I search for in the blueprint search bar ? Thanks again
Try searching for "GetAvailableAudioInputDevices"
So just to be clear I should remove this event ? What can I use as a workaround instead of it ? Thank you very much
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.
You don't need to remove it, but you're very limited in what you can do directly in that event. You can't do UI stuff in it. Maybe use that event to set a property in the blueprint that you can then check for in Tick or an event where you actually do the UI stuff.
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
@winged moss
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
i dont understand @winged moss what should I do
Kinda the blind leading the blind here (I'm very much a PC & console guy), but I would match SDK and NDK, as well as clear the Intermediate folder since AndroidManifest.xml seems generated (looking here): https://dev.epicgames.com/documentation/en-us/unreal-engine/how-to-use-android-manifest-control-in-unreal-engine-projects
And check the settings that are mentioned here
Specifically the last one
Okey i will check
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?
I've been able to move on for now by upgrading the project to 5.1, That project I was 5.0 and I was using VS 2022, and I had recently packaged in October. But I do not remember how i got the packaging to work. Btw I'm still using the same VS2022 with the same packs and it's letting me package the 5.1 version.
@tight galleon nice to see you here : )
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?
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
it's almost certainly something relating to this
how large are the levels in your game? @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
do this again, and see what pops up in the console
gotcha, might take awhile though it now wants me to update SDK which is a first
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.
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...
So it packaged when I disabled streaming, the only thing significant that was showing up were these warnings (which were already present when WP streaming was enabled). I looked it up and someone said they are related to metahuman
WP settings, only difference is the build fails with streaming turned on
@high meadow I think this is related, it just popped up in the output log when I reopened my project
Also going to mention I've downloaded the last Nvidia Driver and reset my PC, still get the same error
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!
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?
) 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.
How can I copy files over to the packaged build that are created during the cooking stage?
This should not need to be done manually. Check your projects packaging configuration for options if you are missing things you want
I need to copy a bunch of libraries that are created during the cooking process, so these will not be in the content folder.
And RuntimeDependencies is too early for that
So you have tested that you can do that manually, and it works? And you want to automate it?
Yes, I'm gonna automate it
I would recommend Jenkins and bash / python scripts
This is for a plugin, so Jenkins/PostBuildSteps are out of the window
I don't quite follow, running shell copy/move commands should be fine at any time?
Yes, that's fine.
I just included this app, what other files am I supposed to include?
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.
- Get more help at https://help.gradle.org
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.
in the Horror2/Context/ you should have a .pak file that contains all of the game content
(only 1 if it is not divided into chunks)
this one?
yeah
so I just need that .pak file and this one right?
well, also those .ucas and .utoc files as well since you are using iostore
iostore?
a setting in project settings that causes thouse .ucas and .utoc files to be generated
okay
Hey while you're here, do you know anything about how to activate the last saved version of a project. My editor keeps crashing when opening it
what do you mean? you have some autosaved uassets probably in you Saved directory but that's it
so If my editor keeps crashing on startup I can't really do anything?
post the output log
we will see whats the problem
also you should be using version control
Hi, i have this message when i try t obuild my project, what could it be?
Hi, it’s me again. Do you happen to know how to fetch the archive directory during the cooking stage? Doesn’t seem to be in FCommandLine
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'
Would not work for me sadly. This is for a plugin that's developed to be plug-and-play
Hmm hmm
And I can't copy it to the staging directory, because that gets cleaned once cooking is over
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?
No, engine changes are out of the picture aswell
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
where their archived directory is supposed to be?
If that's what you need, yeah
I would probably take that solution at least for the short term while investigating other paths
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
[Unreal Engine 5.3.2] - "Fatal Error!"
After packaging any project I get a Fatal Error! popup
log & picture included:
?
No symbols so this is practically useless
There is something referencing an asset in a plugin (ImposterBaker) that you either removed or disabled
Imposter baker is the plugin or the asset
But either way I'll look at it
It's a plugin, because plugins have mount points, that's why it's at the beginning of the path
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?
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
Well you need to scroll up
i found this image in a stackoverflow post..
almost exactly same issue
ill do a recording and show
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
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?
Your hope is using the debugger, either through -waitfordebugger or the -basedir trick, both of which are covered in the advanced debugging article Epic put out
Yeah
I would not be surprised to see a circular dependency though, but the callstack will tell you that
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 ♥️
Unreal won't load unique character?
I remember ue5 can add another language, this is include like arabic?
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
Can cinvert from ascii to binary? Like blender
just keep your paths in english
doesn't have to be English, as long as it's plain ASCII Latin characters
no accents, no spaces
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
this is an incredibly specific question which will be exclusively to do with your implementation
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?
well I can't see your implementation. circular dependencies could even mess stuff up
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
extremely cursed, it's even doing it on tick
a development build might print some errors for you in the output log
Switch on int exist
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
Is there a way to hide an entire cpp class when packaging?
Preprocessors, possibly - #if and #endif ?
Nope. It gets really mad. After further research it looks like i need to make a ClientOnly module along side my regular game module
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:
- 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)
- 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.
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.
In your SunSky BP, you have probably split the SunPositionData struct somewhere and then it has changed somehow. Go into that BP, replace all cases where you split it with a Break node instead and refresh all nodes, recompile the BP. Not sure what that StackWalk2 thing is.
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?
You will have to setup a server / cloud location to upload your paks from, if you want them on the fly ( note I haven't done this myself, but that is the theory ). The documentation for the paks is sadly pretty scanty
Myehhh.. sounds like those could be on some AWS bucket then.
But then how do I fetch it on the client?
Is it fruitless to try to disable UMG in the server build?
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)
Can you get a full log off a dev build?
Also check packaging for suspicious warnings