#packaging

1 messages · Page 13 of 1

winged moss
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That's the bootstrap exe and that happens when it can't find the real exe in <Project>/Binaries/Win64

inner solar
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I'll send it as soon as I get home

inner solar
winged moss
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Not sure how that would be productive

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I can't see the build output

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And did you know you can ctrl+C on a dialog box

glossy kayak
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when packaging there is a problem with this asset:

/Game/Project/Assets/Levels/L_Map.L_Map:PersistentLevel.BP_TB_TeleportPoint_C_UAID_A8A1597DB5E43CDF01_1379405216_6e543c390ed4e4dc.DefaultSceneRoot but returned a null index mapping the object.

how do we find it on the map? Or on the disk? Or anywhere?

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I tried looking on the disk for CDF01 or e4dc and couldn't find anything

summer dock
glossy kayak
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yes

summer dock
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Right-click that in Content Browser and try "Find References", or search for it with "Find in Blueprints" to trace where it is coming from

deft belfry
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Hey everyone. I'm trying to build LyraGameEOS via command line through Jenkins, but having issues Getting LyraGame to be LyraGameEOS. : https://pastebin.pl/view/c3985306

It seems to be building the LyraGameEOS package, but when the final .exe is created I'm still only getting LyraGame, and therefore no online play.

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Anyone here ever built LyraGameEOS specifically, via command line, not engine?

winged moss
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well the formatting on this pastebin is extremely messed up

deft belfry
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Looks fine to me O_o

winged moss
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screenshot depicting it not being fine

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since slashes in file paths are not visible

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several examples of " being used in place of "

deft belfry
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Yeah I see that now

winged moss
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also you can just copy long parts of text to discord and it'll just make it an attachment anyway

deft belfry
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Not when its 25,000 characters.

winged moss
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...yeah it will?

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or you can just drag the log file here

deft belfry
deft belfry
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There's a lot of jokes there.....Anyway!

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XD

winged moss
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why is it running msbuild rather than just invoking UBT? or just letting BuildCookRun handle it?

winged moss
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that isn't the answer to the question, I can see the commands being run from the log file

deft belfry
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If there is more recent (that's outdated) ways of doing, or better, I'd love to learn.

winged moss
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it also builds the UnrealGame target for no discernable reason too

summer dock
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I recommend using runuat.bat instead of this rocket stuff ( though not sure if that should make a difference really )

winged moss
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well that's a good point because LyraGameEOS requires a unique build environment

deft belfry
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RunUAT is in the command following MSbuild.

winged moss
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and -rocket is installed builds

winged moss
deft belfry
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Makes sense. I understand rocket to be leftovers from old UE4 code?

winged moss
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BuildCookRun will usually handle building AND cooking

deft belfry
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So, based on my commands above, for example:

"C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe" /restore "c:\UnrealEngine\ArenaX\ArenaX.sln" /t:build /p:Configuration="Test";Platform=Win64;verbosity=diagnostic

This should be handled via UAT instead?

winged moss
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well it's in the name isn't it

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BuildCookRun

deft belfry
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sswires, rather than talk to me like an idiot, try and help me learn.

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❤️

summer dock
winged moss
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well you don't need to use msbuild ever

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VS projects are fake

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they're just a front for UBT

deft belfry
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Gotcha!

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So, based on my build config, can you help me understand the context, and syntax I'll need?

summer dock
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Well to be fair people that do c++ code probably use the solutions but for the purposes of building, irrelevant

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Example build line

C:/Program Files/Epic Games/UE_5.2/Engine/Build/BatchFiles/RunUAT.bat BuildCookRun -nocompileeditor -installed -nop4 -project=D:/mygamefolder/mygame.uproject -cook -stage -archive -archivedirectory=D:/mygame-builds/Builds -package -unrealexe="C:/Program Files/Epic Games/UE_5.2/Engine/Binaries/Win64/UnrealEditor.exe" -ddc=InstalledDerivedDataBackendGraph -pak -prereqs -nodebuginfo -targetplatform=Win64 -cookflavor=ETC2 -build -target=mygame -clientconfig=Development -development -utf8output

deft belfry
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Aha, so the line I have after MSbuild, essentially.

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So, it seems I might just be able to remove my entire msbuild section?

summer dock
deft belfry
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awesome. I will give that a try and report back in about 30 mins (build time)

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Thank you both kindly.

winged moss
summer dock
winged moss
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-target is important for LyraGame vs LyraGameEOS though

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-installed does what? I think that would be installed builds only

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-nodebuginfo? you don't want to strip PDBs except from the upload process

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-cookflavor=ETC2 is doing what? is this Android/mobile?

summer dock
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I gotta run, but will get back to this later tonight. Thanks for the notes sswires!

winged moss
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also I would think -ddc would override any project level DDC settings

summer dock
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Yeah it might be a bit of a hackjob, good that we clean it up

winged moss
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it's not helped that the official docs are pretty crap when it comes to BuildCookRun too. I'm sure most people find this out by packaging through the editor or UFE and copying and pasting the BuildCookRun line near the start of the log

deft belfry
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Honestly, the docs have not been a huge help lol

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I'm a doc writer / technical writer for a living 😅

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They are great for in-engine, but as soon as I tried digging more for CLI etc...Sparse.

deft belfry
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We have LyraGameEOS. Thank you @winged moss and @summer dock very much.

winged moss
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There are some blog posts that do show you in a very brief way but I'd also like to explain the args with an emphasis on desktop platforms and explain anything extra as a clearly labelled extra

rotund wigeon
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If anyone has a similar issue, I fixed it by deleting the SunSky blueprint that I had placed into an unloaded runtime data layer (because I never planned on using it after I got the Ultra Dynamic Sky plugin, I just wanted a way of keeping track of those settings without screenshotting 20 times)

waxen aspen
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I cannot seem to overcome this. When I build in VS myself, then it give me the following error

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For whoever likes outputs more 😉

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The advanced sessions plugins are of the same version of the project

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I only have an empty cpp script with:

winged moss
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C++ isn't "script" either

summer dock
waxen aspen
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I am new in the fields of cpp haha

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Oh and I fixed that issue but thanks @winged moss and @summer dock nevertheless ❤️

winged moss
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This is the UBT log, so there is definitely information you're not showing

gilded drift
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hey so everytime i launch my game i get this error multiple times, after that it will then launch unreal but this also happens in my packaged game, can someone help with this?
\

winged moss
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that is a windows DLL so maybe repair it?

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looks like StackWalk2 comes from dbghelp.dll though

gilded drift
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i found the file

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what now?

winged moss
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well it's an issue local to you

gilded drift
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ok? what does that mean

winged moss
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that it's an issue on your machine

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due to corrupt windows DLLs

gilded drift
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so i cant fix it?

winged moss
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well fix your windows install or something

gilded drift
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how would i do that?

winged moss
gilded drift
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i did a system check but nothing changed

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the error still occured

split wave
honest steppe
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Hey guys,

I not an expert for packaging and I hope I can find some help here. I'm trying to package an Unreal Engine 5.3 project with the plugin Pixel Streaming enable and I followed the Unreal Documentation with all the stuff on visual studio. I could package my project the first time but since then, there is always a package error with this message :

UATHelper: Packaging (Windows): ------ Building 4 action(s) started ------ UATHelper: Packaging (Windows): [1/4] Compile [x64] SharedPCH.Core.Cpp17.cpp UATHelper: Packaging (Windows): c1xx: fatal error C1083: Cannot open compiler intermediate file: 'C:\Users\Rom Local\Documents\Unreal Projects\PS_TEST\Intermediate\Build\Win64\x64\PS_TEST\Development\Core\SharedPCH.Core.Cpp17.h.pch': No such file or directory UATHelper: Packaging (Windows): Total time in Parallel executor: 0.52 seconds UATHelper: Packaging (Windows): Total execution time: 3.59 seconds UATHelper: Packaging (Windows): Took 3.90s to run dotnet.exe, ExitCode=6 UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Rom Local\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-PS_TEST-Win64-Development.txt) UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 16s UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Windows): BUILD FAILED

The weird thing is that I didn't change anything and everything I tried with forums, Reddit, etc ... didn't work. So, if you have any idea for this problem, it can really save me ! Thanks !

jade steppe
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What are some common issues and solution for packaging a plugin? Mine seems to always fail, could not find any solution on the forums or unreal help discord.

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the plugin itself works on the original file UEditor

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(I've tried packaging through runUAT.bat, same outcome Build failed)

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what could be the issue?

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LogWindows: Failed to load 'WinPixGpuCapturer.dll' (GetLastError=126)
PixWinPlugin: PIX capture plugin failed to initialize! Check that the process is launched from PIX.
LogLinker: Warning: [AssetLog] F:\UNREALENGINE\PluginMake\Content\ThirdPerson\Blueprints\BP_ThirdPersonCharacter.uasset: VerifyImport: Failed to find script package for import object 'Package /Script/RootMovement'
LogAudio: Display: No default SoundConcurrencyObject specified (or failed to load).
LogDirectoryWatcher: Display: Refresh of ReadDirectoryChangesW failed. GetLastError code [6] Handle [FFFFFFFFFFFFFFFF], Path [../../../Engine/Plugins/]. Aborting watch request...
UATHelper: Package Plugin Task (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Geno\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE_5.3\UBT-UnrealEditor-Win64-Development.txt)
UATHelper: Package Plugin Task (Windows): BUILD FAILED
jade steppe
jade steppe
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I dont get how it can be used but cannot be packaged 😐

sand cipher
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PackagingResults: Warning: Unable to find package for cooking /Game/FirstPerson/Blueprints/BP_FirstPersonGameMode. Instigator: { GameDefaultObject: GlobalDefaultGameMode }. how do i except that?

paper flame
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why when i package my particle effects and landscape is invisible

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why are my particles and landscape completely gone when i build

jagged lark
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I don't think I'm doing it right because the file size is too large

limber bear
sand cipher
manic eagle
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Hello everybody! I'm having unknown errors when trying to package my game in UE 5.3. Could anybody decipher any of this and point in the right direction?

summer dock
# manic eagle Hello everybody! I'm having unknown errors when trying to package my game in UE ...

This is the procedure for locating problems:
Open the log in a good text editor like Notepad++.
Find, "error", "Find all in document" to get a list of all errors.

Usually the first hit will be what you need to focus on.

UATHelper: Packaging (Windows): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: Can't save F:/P4WORKSPACES/Leo_Geneva1602/Geneva1602 5.3/Saved/Cooked/Windows/Geneva1602/Content/PN_Fern/Map/Showroom.umap: Graph is linked to object LandscapeHeightfieldCollisionComponent /Game/PN_WildBerries/Map/Showroom.Showroom:PersistentLevel.Landscape_0.LandscapeHeightfieldCollisionComponent_5 (CollisionComponentRef) in external map```
jagged lark
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and my last game was only 639mb

jagged lark
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Can it not be an issue of my not compressing the right files?

summer dock
summer dock
# jagged lark Is that too much?

"Too much" is a relative term. It depends on what you are aiming for. If your aim is to distribute on itch, then you need to cut that to 1 Gb of assets in use. Audio and Textures will get compressed somewhat.
I think Unreal has tools to assess your resources, but a simple start might be to take WizTree or WinDirStat and get a visual representation of your Contents folder. This way you will see what is big and what is not, where to start thinking about optimizing.

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I would consider doing a cleanup pass first to make things a bit saner : take away everything you are NOT using. If you are not using version control, this might also be a good time to get that set up so if you make some mistakes you will have a safety net.

jagged lark
manic eagle
opal jay
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any guide for packaging unreal project for mac using a virtual machine on windows?

summer dock
manic eagle
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I have version contrl (Helix) but not running a custom source engine (just the default 5.3 from the launcher)

summer dock
summer dock
manic eagle
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but i think this audio error is not the main problem

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If you have time, can I maybe send you the full log txt in DM?

summer dock
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also make sure you have repeated the process of searching for errors and squished all the clearly solvable ones first

abstract goblet
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Isn't the packaging process supposed to skip unreferenced assets?

abstract goblet
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The log is constantly referencing stuff that is not in use

summer dock
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I would nevertheless recommend not putting massive asset packs directly in the project, but only adding the stuff you really use. Keeps things a bit neater, and if you are using version control, people wont' be downloading gigabytes of unused cruft

summer dock
abstract goblet
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Yes, I'm sure those assets are not referenced

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Packaging settings should be default, I haven't touched anything there.

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Is there something I need to modify?

summer dock
abstract goblet
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Also log says there are about 200,000 errors, in a project that compiles just fine.
I don't know where to start with this.

summer dock
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just pick the first error and figure that out, then the next, and so forth

abstract goblet
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I have tracked a few, they don't make any sense to me, they are about bones on animations that are not referenced anywhere.

manic eagle
manic eagle
summer dock
abstract goblet
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'D:\games\Epic Games\UE_5.3\Engine\Build\BatchFiles\RunUAT.bat' BuildCookRun -nocompileeditor -installed -nop4 -project='D:/UE4 Projects/RPG/RPG.uproject' -cook -stage -archive -archivedirectory=D:/games/RPG -package -unrealexe="D:\games\Epic Games\UE_5.3\Engine\Binaries\Win64\UnrealEditor.exe" -ddc=InstalledDerivedDataBackendGraph -pak -prereqs -nodebuginfo -targetplatform=Win64 -cookflavor=ETC2 -build -target=RPG -clientconfig=Shipping -utf8output

This is the packaging command I'm using, anything wrong or that I should modify? Maybe my problem resides here.

summer dock
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You could sanity check by creating an empty/template project and packaging that, to make sure your pipeline is clear

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the -cookflavor=ETC2 is certainly unnecessary unless you are doing android builds

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but I don't think it affects pc builds at all

abstract goblet
summer dock
abstract goblet
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Well, I finally managed to get my game packaged.
From the 187,000 errors I started with, only a dozen came from blueprints, the rest were all from animations sequences. /shrug
In all cases, 3rd party assets that were not referenced anywhere in the project.
Incredibly frustrating piece of shit.

manic eagle
real blade
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My packaged app crash on startup and I can't see anything that help in the log.
Any suggestion?

summer dock
summer dock
real blade
real blade
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I'm trying -full

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No luck bad_blueprint

real blade
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-clean did it, but I'm back to the other error, I disabled that plugin, it wasn't the problem

summer dock
# real blade
  1. Open the file in a proper text editor like Notepad++
  2. Search for all occurences of "error"

( Okay, techically it doesn't have to be a "proper text editor" to do this, but I do recommend all coders have a good text editor on hand

real blade
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Sure man, but I'm asking for help because the log is meaningless
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000008a0 doesn't tell me anything except the crash happens very early.

summer dock
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That might not be the cause of the crash though, but here it is, looks a bit sus
Warning: Failed to read file 'D:/games/GG/Windows/Cloud/IoStoreOnDemand.ini' error

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so, looking at the crash.

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It's all "unknown function" - are you using a binary from the Epic Store? If yes, please download Debug Symbols

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Epic Launcher -> Your Engine Version -> Launch/Options -> Editor symbols for debugging

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Ah wait a second, this is a runtime log, not a packaging log... In that case also make sure you are building Development not Shipping

real blade
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I have symbols installed, the project compiles.
I have no idea how to debug the .exe, tried loading the .dmp in the IDE but it wasn't of help.

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are you using a binary from the Epic Store?
Which binary?

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If you ask about the engine is the one distributed by Epic, I'm not compiling from source

summer dock
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Couple more pretty sus warnings in there

[2024.04.01-17.37.03:308][  0]LogScript: Warning: Script Msg: A null object was passed as a world context object to UEngine::GetWorldFromContextObject().```
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ok, so you have a build, and it gets so far as to try to load up a map.

so, I would suggest the following

  • make sure you are packaging in development mode
  • add some print strings in your initialization sequence ( where you load the map, where you start doing stuff etc ) and see how far you get
  • if you can't get any hits with that, make a blank test map and try to load into that to sanity check
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I usually have a little loading map where I can make sure general settings and such are setup correctly before loading into the main map/level of the game, that can help sanity check things as well

real blade
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Thank you, I fixed it, I managed to debug the exe and found I was trying to read a property from an object that was nullptr at that time.
Not sure how is that I don't get the exception by playing in editor thought.

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Not sure either why the log isn't more consistent, even packaging as Debug.
I would never have been able to fix this problem by just reading the log.

manic eagle
summer dock
manic eagle
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Not sure what persistent level is and why it's loaded apart from my own level

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I could just delete the map I guess but I wish I knew how to solve it another way

summer dock
manic eagle
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@summer dock Would adding my map here change anything?

summer dock
manic eagle
grizzled jay
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hi, I wanted to test some stuff in the project im working on and use the cook on the fly option and I am in desperate need of help. I'm following the instructions (https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Deployment/BuildOperations/) to the dot and it constantly crashes on launch with an error concerning \AppData\Local\Temp\J+Project\Logs\Server.log not existing. Even if I create such file it gets deleted in earlier steps of launching through the ProjectLauncher. I have found only one person asking the same question here over 2 years ago, with no answer, otherwise literally no info about that

An overview of the available Build Operations (cook, package, run, and deploy) that can be for Unreal Engine 4 projects.

summer dock
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Perhaps add the folder it is in to explicitly cook, in Packaging configs?

winged moss
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common BP struct L, but you might have to force them to package

mellow moth
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Hey packaging guru's) I have a classic
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED

Packaging for windows OK, packaging for android NOT OK
googled it tried many fixes, no result..

Tried packaging on a blank project, packages OK
Adding needed plugin, cooking OK, packaging NOT OK
(zero at coding, sorre) error in txt, full log in txt
Looking for help!

short oxide
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Hi guys, my package crashed and I get the following error: "Project contains multiple Game targets (MyProject, Resolink33) but no DefaultGameTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini" Do you know how I can fix this?

mystic atlas
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Delete one of the game targets? Do you need both?

short oxide
mystic atlas
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In your source folder

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MyProject.target.cs is probably the one

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I would advise moving it rather than deleting it at first, to see if it breaks anything

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There is a way to specify a primary game target, but I've totally forgotten how.

short oxide
mystic atlas
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Then I'm not sure, sorry

short oxide
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thank you for trying!

wooden stream
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can I somehow turn off these notifications in packaged game?

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I was unable build light because my UE was always crashing

winged moss
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not sure why, since these messages don't show in shipping builds

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and I'm not sure why you'd give development or test builds to users

grizzled basin
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we have localized string tables with the localization dashboard and are trying to load them into the game with the following command

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when I change the culture of the game to spanish, the UI has shifted to Spanish and those translations are showing, but these string tables which are dynamically specified in the game for a generic text dialog class that changes the string its using constantly, they are showing the english version still

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It's meant to be a dialog box like this that changes depending on where in the story the player is

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if anyone has any advice please let me know--you can see here the translation is on the loc dashboard and it appeared after we ran the gather text

grizzled basin
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I found this function, going to give this a try at the moment we are getting the string

fast hearth
summer dock
summer dock
summer dock
fast hearth
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Sorry don't mean config files.

I mean actual configurators, product or automotive etc. I release dozens internally monthly, And haven't really seen a big difference between development and shipping so I wonder if here is a real impactful difference somewhere

thin forge
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I Can’t Package Blueprint project it says “Visual Studio not installed”

winged moss
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Shipping: No logging or dev console (by default, configurable with source build), check()s are disabled, a lot of debug stuff is stripped out

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You will likely have better performance too due to the lack of the debug tool overhead

winged moss
summer dock
winged moss
#

It'll usually tell you in the log that wasn't provided

fast hearth
winged moss
summer dock
winged moss
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If they are FTexts from a string table then they will react to locale changes

thin forge
#

okay

winged moss
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Or just provide the log

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The actual important information

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Some plugins will require a temporary target and it will print that in the log

short oxide
#

Hi guys, I'm getting this error when I try to pack: Project contains multiple Game targets (MyProject, Resolink33) but no DefaultGameTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini

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I added this to the default engine:
[/Script/BuildSettings.BuildSettings]
DefaultEditorTarget=Resolink33Editor

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and I dont know what the "Myproject" is.

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Can anyone help?

winged moss
short oxide
winged moss
#

The same location as the rest of them, in Source

short oxide
winged moss
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Not sure how you would end up with that if you have a BP only project

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But if that's the case, clear Intermediate

short oxide
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Yeah its a BP only project. So I just delete the "intermediate" folder?

summer dock
#

Maybe once a month something behaves in unexpected ways and that clears it up for me

short oxide
summer dock
short oxide
summer dock
# short oxide .

so, what's this LivestreamingToolkit about, some plugin you recently added, and then problems started?

short oxide
#

I'm not sure, could it be linked to the OWL CinecamCapture in my level?

summer dock
short oxide
#
  1. I dont know what this is
#
  1. I dont believe so
#
  1. I ve never done it, this is my first attempt and it fails
summer dock
# short oxide 1. I dont know what this is

Before we proceed to try to untangle the problem, briefly : version control is like an incremental backup system. Super valuable for any developers. Gives you confidence to make changes and always recover back to working state if something goes horribly wrong.

short oxide
#

ok, thank you for taking the time to explain 🙂 How do i turn it on?

summer dock
#

If you check your Plugins setup, is there a LiveStreamingToolkit in there?

summer dock
short oxide
#

ok

#

This is what i can find

summer dock
# short oxide This is what i can find

What I am trying to do here is to figure out what even is this LiveStreamingToolkit... is it a plugin, or what the hecc is it. Perhaps search for it in your Project Folder, and see what comes up

#

You are sure it is not a Marketplace Plugin? ( this hunch is just based on some quick googling for similar errors )

short oxide
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No, nothing comes up in marketplace

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and nothing in the project folder either. I find livelink files but no livestreaming toolkit

winged moss
#

The response to source control being "I don't know what that is" is certain a short horror story

summer dock
winged moss
#

You would probably need to check the uproject file too

short oxide
winged moss
#

Open it in a text editor

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Packaging errors in BP only projects are always a lot worse

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Resolving dependency issues, and not forgetting BP structs and enums are incredibly fragile

short oxide
#

The LivestreamingToolikt seems to come from my spout camera (OWL)

summer dock
short oxide
#

Theres no plugin folder in my project fodler, shoudl I create one and drop the plugin there?

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Should I re run the OWL installer hopping it will ad the SpoutGL?

summer dock
brave tiger
#

Hi, how can I automatically zip the folder after every packaging? (for dedicated server upload)

short oxide
# summer dock worth a try. at least there is progress : )

Now I m getting this: Missing object file E:\Unreal Projects Current\Resolink33\Plugins\OWLLivestreamingToolkit\Intermediate\Build\Win64\x64\UnrealGame\Shipping\LivestreamingToolkitShaders\Module.LivestreamingToolkitShaders.cpp.obj listed in E:\Unreal Projects Current\Resolink33\Plugins\OWLLivestreamingToolkit\Intermediate\Build\Win64\UnrealGame\Shipping\LivestreamingToolkitShaders\LivestreamingToolkitShaders.precompiled

winged moss
chrome cloud
#

Hello, my iterative cooking doesn't work cause everytime i build i change automatically the project version, so it invalidates the cook because the ini has changed. It says this:
To avoid this add a deny list setting to DefaultEditor.ini [CookSettings] Game:/Script/EngineSettings.GeneralProjectSettings

But i'm lost on how i should add this to the defaulteditor.ini file, any help?

high meadow
#

I've asked around a bit, starting to think there's just no fix for it but I'll ask again: Anyone know how to fix this?

summer dock
summer dock
#

ref fix in CL 24935070, aka GitHub commit f3e65479f693fc83e027a73dae87e51458cdf0f0

sturdy flicker
#

hi everyone, when I package, the cook fails because of these lines. I've went through all of my control rigs and none of them access elements outside of an array's bounds (all the arrays have default values that are large enough to not cause any issues.) any ideas on how I can fix this?

#

I figured it out, in case anyone else has issues like this, double check that your animation blueprint also has the arrays set to the correct length by default

short oxide
winged moss
short oxide
short oxide
split wave
#

AutomationTool exiting with ExitCode=9 (9)
Having trouble doing a remote packaging for my iOS game, getting the error ExitCode=9

What's really weird is that my remote packaging for ios has been working perfectly for the past 2 versions I've put out until recently, not sure what it is that was changed in between that caused this error
Inside the log as well is warnings like Warning object file was built for newer 'iOS' version (15.0) than being linked (14.0)

If anyone knows any ideas how to go about fixing this that would be very appreciated bc im lost on packagin again lol 😭

summer dock
#

Also I would recommend doing nightly builds to catch packaging issues as fast as possible

winged moss
#
  /bin/sh: /Users/giulian/UE5/Builds/HOMECOMPUTER/C/Program_Files/Epic_Games/UE_5.2/Engine/Build/BatchFiles/Mac/UpdateVersionAfterBuild.sh: No such file or directory
  [5/8] sh -c "rm -rf \"/Users/giulian/UE5/Builds/HOMECOMPUTER/C/Users/gmini/Desktop/Handitap_Studios/MainGame/Binaries/IOS/SlimeClimb-IOS-Shipping.dSYM\"; \"/usr/bin/dsymutil\" \"/Users/giulian/UE5/Builds/HOMECOMPUTER/C/Users/gmini/Desktop/Handitap_Studios/MainGame/Binaries/IOS/SlimeClimb-IOS-Shipping\"  -f -o \"/Users/giulian/UE5/Builds/HOMECOMPUTER/C/Users/gmini/Desktop/Handitap_Studios/MainGame/Binaries/IOS/SlimeClimb-IOS-Shipping.dSYM\""
#

is this an error?

#

because every action after it says cancelled

#

warnings don't fail the build

split wave
split wave
#

So I rolled back to a previous working build, and tried packaging on it (not using a binary search pattern first) and I found that the packaging doesnt work on that version anymore either... It's looking like a macbook issue now I'm thinking, I can package just fine on the macbook, so theres something with the remote connection I think?

#

I noticed my macbooks ip had changed too, I looked it up and I guess I had a dynamic IP that can change by the ISP

#

I had redone the SSH key with the new ip and still have the issue

#

I'm going to keep looking into the macbook and see what else had changed

split wave
#

Verified my UE5.21 files and the issue fixed ⛷️ ⛷️

#

W

zinc gazelle
#

I'm using a plugin (FSR3) in a Lyra based game, everything works and builds fine, except the dedicated Lyra server.
LyraServer with the Development Server also builds fine from Visual Studio 2022, but this command fails when cooking (building all the modules runs fine):

"C:\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -compile -nocompileeditor -installed -nop4 -project="Project.uproject" -target=LyraServer -CustomConfig=EOS -cook -stage -archive -archivedirectory="ArchiveDirectory" -package -clientconfig=Development -unrealexe=UnrealEditor-Cmd.exe -clean -pak -prereqs -distribution -nodebuginfo -targetplatform=Win64 -build -utf8output 
[...]
LogPackageName: Display: FPackageName: Mount point added: '../../../../jenkins_frag_server_builder/ArenaX/Plugins/PocketWorlds/Content/' mounted to '/PocketWorlds/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../jenkins_frag_server_builder/ArenaX/Plugins/nvidia/DLSS/Content/' mounted to '/DLSS/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../jenkins_frag_server_builder/ArenaX/Plugins/nvidia/DLSSMoviePipelineSupport/Content/' mounted to '/DLSSMoviePipelineSupport/'
RenderDocPlugin: Display: RenderDoc plugin will not be loaded. Use '-AttachRenderDoc' on the cmd line or enable 'renderdoc.AutoAttach' in the plugin settings.
LogPluginManager: Error: Plugin 'FSR3' failed to load because module 'FFXShared' could not be found.  Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
[...]

Based on that error I've tried adding -AttachRenderDoc to the above command, but that didn't help, I get the same message

zinc gazelle
#

same issue with -serverconfig=Development -server -noclient

summer dock
#

tried "renderdoc.AutoAttach" also I guess?

zinc gazelle
summer dock
zinc gazelle
#

I can't find that. I also think the RenderDoc warning is unrelated to the FSR3 error, because renderdoc is not referenced in the FSR3 folder

#

Do you know why we cannot use -serverconfig=Development_Server (it says only Development, and other configs are available) on the command-line, while we can use that configuration in Visual Studio?

summer dock
zinc gazelle
#

yes we've set it up a while ago, and it's working well

#

we've only had the issue now with packaging, even the build from visual studio is working fine

#

the RunUAT command build part runs fine too, it's the cook part which fails

summer dock
zinc gazelle
#

Yes the module is here

summer dock
#

I guess if no further clues arrive I would contact the plugin support for advice

zinc gazelle
summer dock
# zinc gazelle

yes, that's the FFXShared itself - but does FSR3 have that declared?

winged moss
#

well the uplugin makes no effort to exclude the server target

#

so maybe you could try that

zinc gazelle
#

I don't see a build file for the FSR3 plugin, maybe because it's binary? On the left I can only find FSR3.uplugin (which has FFXShared as a dependency)

summer dock
#

Yeah, that looks solid. @winged moss maybe elaborate exactly how to exclude?

winged moss
#

there might be a way to disable it for the plugin in general but I don't have the engine source up

#

you can disable plugins through Target.cs too

zinc gazelle
#

I've also tried to make it DisablePlugins.Add("FSR3") on the LyraServer.Target.cs, which makes a few modules less to build, but there's still the same error when cooking

past needle
#

I upgraded my project from UE 5.2 to 5.3 worked on it for about 2 weeks and now realize I can't cook my project. I am quite inexperienced in working through cook/packaging errors and I am having a hard time finding information about it. I am getting some red errors I don't really know how to read. Does going through every Yellow warning could solve that or are those unrelated?

winged moss
past needle
winged moss
#

well it'll at least make something readable rather than a long list of UnknownFunction

past needle
split wave
zinc gazelle
#

Hello, sorry for bumping this, does anyone have ideas about what could be going wrong?
#packaging message

summer dock
zinc gazelle
#

#packaging message
I've tried this, but I think it still uses it because it's set in the main uproject as enabled

summer dock
zinc gazelle
#

There's only one uproject for game and server, but maybe I can duplicate it, thanks I'll keep trying

earnest hull
#

Hey guys, i need some help about .uexp file generation/serialization in ue 5.2. I have an actor asset which is Inherited from a cpp class, and i want to generate .pak file and to be able to load it at runtime.
I have succeeded, in a project containing that base class c++ file, but when I try to switch to another project that does not have that c++ base class, i get an error of index out of bounds when linker load serializes the exported table (precise: FObjectExport& Exp(FPackageIndex Index), Index is a huge value). By the way, i removed the base class reference in the second project.
AFAIK the reason for this problem only depends on the second export item that is a "default_" starting named thing contains in .exp file, And the only different is the first byte.
So my problem is, what is this first byte? How can i make it right? In ue 4.27 it works well.
Appreciate any possible help.

past needle
# past needle I upgraded my project from UE 5.2 to 5.3 worked on it for about 2 weeks and now ...

I am back with my engine symbols. As I mentioned yesterday I am not too experienced with cook/packaging errors. Should I focus on solving the red errors(that frankly, I can't understand) or could those be caused by the yellow warnings too? I was fixing the yellow ones but it never seems to solve a red one. I have around 4 red errors like this one and trying to follow the logic I use for normal compiler errors I was looking at the log to see if any of my classes were part of the problem, but I couldn't find any, the best pattern I found was that commonUI shows up near the top of all errors. I've installed CommonUI some 2 weeks ago on 5.2, and packaged a build there with no problem, now I updated it to 5.3 and I can't cook/package anymore.

Solved: #packaging message !

summer dock
past needle
#

Just a sec

summer dock
# past needle there you go

So, you seem to have a couple of broken references with the "Failed to find object" warnings and errors which you need to fix up

#

Search your project for "ButtonStyle_PlainTextButton" and "TextStyle_OasisStandard"

#

Somewhere there are references to these files, which seem to not exist

#

specifically they are in W_MobileInterface

past needle
#

So the yellow warnings can generate red errors? Also a lot of those errors are objects that have been deleted months ago, the way unreal handle deleting is quite weird to me, I will go after solving these. But if anyone has resources on how to fix broken references and such it would be a great help

summer dock
past needle
#

let me open up, but i already looked over at the W_Mobileinterface and was unable to solve the problem...

summer dock
past needle
#

So here is the thing, W_MobileInterface is a simple widget that uses 2 commonui buttons and 1 common UI text. Here for exemple the clock uses a commonText style called TextStyle_Mobile which used to be TextStyle_OasisStandard (file it cant find in the error) before i renamed it and moved folders. Same with the button style it was renamed and moved.

#

i already tried setting it to something else, saving, compiling, rebooting

summer dock
past needle
#

the widget compiles without errors and it work fine in editor and standalone play. The whole thing with unreal creating redirectors is the thing that i dont understand too well and has given me trouble before

summer dock
#

Every time you rename / move something, unreal makes a redirector, so that you don't have to "touch" all the files that reference that asset. Best practive is to immediately do "Fix up redirectors" after any rename or move operation

past needle
#

one of the errors i solved was from files from a folder that wasnt even visible anymore that i had to delete on the explorer, a folder that was moved and renamed but a copy stayed there so i deleted on the editor but it remain on the explorer.

#

redirectors are invisible right? i noticed them on the asset reference viewer but never seen then in the content browser

summer dock
#

So yeah, you have somehow gotten the system a bit mixed up. I would recommend

  1. Find and Fix Up redirectors ( use Filters in Content view to see them )
  2. Reconcile Offline Work to check for more nasty crufty remains
#

In future, I would recommend doing any cleanup of this sort in a separate changelist dedicated to the cleanup operation ( assuming you are using version control )

past needle
#

I am not, but I do want to learn how to fix these things because it's been bugging me for almost a year

#

but... do those really create the problems in packaging? because some of this are months and months old cleanup jobs and i packaged a build no problem 2 weeks ago on 5.2.

summer dock
#

Well, with these tips you should be on your way to cleaning things up. After that, I would highly recommend starting to use version control if you really want to be serious about gamedev. It really is crucial to have peace of mind. Guaranteed recovery from snafu situations, etc...

summer dock
#

But it is not dangerous as such - you just have to patiently clean up, and learn how to avoid them in future like I said : always clean up redirs immediately on rename/move

#

I also try to do a Reconcile every couple of months to make sure there are no 'ghost' files left lurking

past needle
#

Ok, got it i will figure out how to fix them and start working on those. Thank you for your help.

past needle
summer dock
past needle
#

Got it, thank you anyway for all the help so far.

summer dock
winged moss
#

also this callstack is very odd since it's essentially calling LoadModule for the CommonUI module even though it's code inside the module, so something must be loading your UI super early, before CommonUI even has a chance to call StartupModule

past needle
winged moss
#

okay where in your game instance subsystem

past needle
#

I just inherited from game instance subsystem. But no ui is created till a controller requests one... If I did everything right, I will double check.

winged moss
#

I said where

#

and where does the controller request one?

past needle
#

btw... i did notice my subsystems were firing up during cooking, there is some lines in that error dumb that were on me log in on initialialization of those subsystems

winged moss
#

seems unnecessary for it to be a GI subsystem then since the GI has a longer lifespan than a player controller

past needle
#

that i found odd

past needle
# winged moss and where does the controller request one?

a frontend controller requests one on begin play on the map that loads up and then it gets requested again once you pick a level the level loads and the new payer controller gets created. It all works correctly on Pie and Standalone

winged moss
#

well I'm not the biggest fan of vague descriptions, I think you'll need to show me

past needle
#

this is initialization and the fuction the controllers call when they are created and request a UI

#

those Initialize logs are showing up in the cooking process, which confuses me but i figure it was unreal testing out subsystems before cooking, no ui should be created by default on initialization tough, despite the comment of me wanting to do it that way

#

ok correction, LAbUISubsystem is not a UGameInstanceSubsystem, it is a ULocalPlayerSubsystems.

winged moss
#

secondly, it looks like you hard reference your UI classes

#

possible through TSubclassOf

past needle
#

both my subsystems do fire it's initialization during cooking which I don't know if it's good or not.

winged moss
#

yes they shouldn't be hard references

#

it'll create the CDO for the widgets as soon as your game module loads

past needle
#

how would i go about fixing it?

winged moss
#

use TSoftClassPtr

#

and then async load the widgets, or LoadSynchronous if you need a low path of resistance right now

past needle
winged moss
#

it's not intensive at all

past needle
#

Thank you so much @winged moss, it seems the game cooked correctly! I will try packaging next.

#

It packaged correctly too and it seems to run fine with UI working and all. Thank you for taking the time to look over this for me! I will go test my build now before pushing it.

#

I will also not slack off on what Karma told me either, but I will need to find some stuff to read on Redirectors and general file cleanup because I was having a hard time solving some of those issues.

reef quiver
#

don't slack on that source control either^^ very important

past needle
#

right right, I am also trying rider up on monday... so people here will stop making fun of my VScode

reef quiver
#

eh, nothing wrong with vscode if thats what you like. people are too elitist about their stuff lol

winged moss
#

nah VSCode is horrible with Unreal

summer dock
#

Rider costs money but if you do cpp stuff regularly it is worth it - understands and suggests corrections for unreal syntax better, links to the editor so you can see what is in use, etc... it's just really nice

winged moss
#

Full VS is better in that case

#

Even without plugins

earnest hull
#

VS + Resharper is great, except it takes away almost all your memory : )

earnest hull
compact pawn
#

Anyone!!!!

summer dock
zinc gazelle
# summer dock Well, I would keep doing tests in that direction. What if you disable it in the ...

After cleaning up the projects, we've had the same error on the normal build too, so that wasn't a server issue after all:

"C:\Path\To\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -compile -nocompileeditor -installed -nop4 -project="C:\Path\To\UnrealEngine\MyProject\MyProject.uproject" -target=LyraGameEOS -CustomConfig=EOS -cook -stage -archive -archivedirectory=""C:\Path\To\UnrealEngine\temp\Development\x64" -package -clientconfig=Test -unrealexe=UnrealEditor-Cmd.exe -pak -prereqs -distribution -nodebuginfo -targetplatform=Win64 -build -utf8output

This fails when cooking with "LogPluginManager: Error: Plugin 'FSR3' failed to load because module 'FFXShared' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project."

summer dock
# zinc gazelle After cleaning up the projects, we've had the same error on the normal build too...

ok, good to hear more information. So, time for more sanity checking...

  • verify that the FFXShared folder exists where it should
  • post full packaging log again

Still, I seem to recall we have gone over most of this stuff and things looked pretty much ok, so if that plugin provides customer support, I would be seriously considering dropping them an e-mail. ( be sure to compose it well, with all the relevant information presented clearly and concisely )

#

Or posting in the Marketplace Question area

zinc gazelle
#

They have this message in the documentation, which makes me think there is a mismatch between the source build and 5.3. Their plugin is also listed for 5.3.0, and not 5.3.2, so this can be another version mismatch too. If there are no more ideas I'll write them an email thanks

summer dock
summer dock
zinc gazelle
#

On my personal machine I'm using 5.3, so the uproject is associated with that. When building on the RunUAT machine, we use a source build, do you think the engine association for the uproject must be changed here? (as required when Generate Visual Studio files from the right-click menu)

compact pawn
#

it was test build

summer dock
summer dock
zinc gazelle
#

Is it possible it's looking for the wrong kind of DLLs? (debug/shipping, etc.)
I found this:
https://forums.unrealengine.com/t/cook-fails-due-to-incombatible-or-missing-module/361112
-UseDebugParamForEditorExe worked for someone, I'll try this too

Is my build command complete to make sure that everything is rebuilt?

One thing that I don't understand is that the LyraGameEOS is a target which doesn't have an explicit dependency to our C++ modules (which use FSR). Maybe this is why the command is not building/finding these

zinc gazelle
compact pawn
summer dock
#

@zinc gazelle I strongly recommend doing the sanity check of Blank Project + Unmodified Plugin at this point

zinc gazelle
#

that's tough because our code that uses FSR3 is deeply nested in the Lyra code

summer dock
zinc gazelle
#

But if there's no explicit dependency it might skip it during cooking?

summer dock
#

This sort of sanity checking is absolutely core to my philosophy of problem solving.
If there is no dependency, and you need one, then create one. Create the absolute minimum conditions to replicate the issue.

zinc gazelle
#

Ok I'll try one last thing, which is using our module in the build instead of "LyraGameEOS", and wee what happens, this may be the minimum conditions to replicate the issue.
Otherwhise I'll start fresh

summer dock
#

Many times when a coder I work with / am senior over gets badly stuck and a quick paircoding / brainstorming swarming doesn't help, I will usually ask them to replicate the issue in a blank project so the issue is clearly isolated. This doesn't always match the use case, but it has several advantages:

  • you are working clean, no other stuff to confuse the issue
  • iteration is faster, packaging the build for testing is lightning fast compared to existing big project
  • if the issue turns out to be an epic-level bug, it can then be sent to epic neatly
zinc gazelle
#

Yes you're right. I have a question about fast iteration by the way, why does it rebuild 800 modules every time I run this command?

summer dock
#

I prefer having our autobuilders take their time, doing everything from scratch to guarantee no weird issues caused by incremental building

zinc gazelle
#

Removing nocompileeditor may have fixed it! At least it succeeded for LyraGame, I'm trying LyraGameEOS now. I've also created the empty project so I'll be able to test that too

summer dock
zinc gazelle
summer dock
#

I guess it's like "don't compile editor targets", but why would it help to compile them for packaging, since editor stuff should never be used in packaged stuff.. hmm

zinc gazelle
#

This might be the key (in the post above):

I think what is happening is that BuildCookRun needs to run the MyProjectEditor target as part of the UnrealEditor-Cmd calls to cook

(the run part)

The cook command tries to start/run the "uproject" (this is from the logs, after building when it starts the cooking part):

Running: C:\Path\To\UnrealEngine\Engine\Binaries\Win64\UnrealEditor-Cmd.exe "C:\Path\To\UnrealEngine\MyProject\MyProject.uproject" -run=Cook [...]

Edit: (basically like double-clicking the uproject but with extra options to cook)

brave tiger
#

what does it do?

summer dock
# brave tiger what does it do?
  1. Uses the Shipping signing certificates if the build is a signed build ( android, iOS )
  2. Strips out debug stuff
  3. Names the final package output differently
  4. Anything else?
summer dock
# brave tiger tnks

Actually I am not 100% certain of all of that, as we have

configuration = 'distribution'```
for iOS dev builds
brave tiger
summer dock
brave tiger
#

But still has this option

summer dock
#

I believe we are able to keep showing logs with the clientconfig=Development setup

#

It's all a bit vague though ( or at least my understanding is still a bit weak ), and the documentation is not great

brave tiger
#

yep

winged moss
summer dock
#

( Apologies, I clearly didn't realize that was some PC patching systems, and jumped to conclusions )

winged moss
#

This applies to all platforms really, this patching process essentially use the original release asset registry to see what's changed, and generates delta paks based on that

golden dagger
#

Smoke tests took >2s to run (6.88s). 'FAutomationTestAttemptToFindUninitializedScriptStructMembers' took 4904ms. SmokeFilter tier tests should take less than 1ms. Please optimize or move 'FAutomationTestAttemptToFindUninitializedScriptStructMembers' to a slower tier than SmokeFilter.
LogUObjectGlobals: Warning: LoadPackage can't find package /QuestEditor/QuestEditor/QuestEditor.
LogUObjectGlobals: Warning: LoadPackage can't find package /QuestEditor/QuestEditor/QuestEditor.
LogUObjectGlobals: Warning: Failed to find object 'Object /QuestEditor/QuestEditor/QuestEditor.QuestEditor'
LogEditorUtilityBlueprint: Warning: Could not load: /QuestEditor/QuestEditor/QuestEditor.QuestEditor
LogConsoleManager: Warning: Console variable 'FX.AllowGPUSorting' used in the render thread. Rendering artifacts could happen. Use ECVF_RenderThreadSafe or don't use in render thread. LogSlate: Warning: The command 'BlueprintEditorSpawnNodes.AddActorRefAction->CommandInfo' has the same default chord as 'BlueprintEditorSpawnNodes.(Class=/Script/BlueprintGraph.K2Node_Knot Key=R Shift=false Ctrl=false Alt=false)' [R]
LogSlateStyle: Warning: Missing Resource from 'CoreStyle' Style: 'Unable to find Color 'Graph.Node.Comment.TextColor'.' UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
LogSlate: Window 'BP_PreasurePLate' being destroyed
LogWorld: UWorld::CleanupWorld for World_15, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated

golden dagger
winged moss
summer dock
winged moss
#

I guess that ain't happening

serene bough
#

Hello, I've got a question. I want to start using the Console Variables editor but I can't find any information if and when it does pass its commands to the build. So the first question is: do I need to load the preset at any scene and then start the packaging? Or would packaging process use the last used preset by itself? Or would it completely ignore it and I would need to find other place to set my commands for the packaged game to be used by default? I usually used the .ini but in case of some commands I have no idea in which .ini to place them, like for example the grass.TickInterval one.

modest fog
#

I keep getting this error when trying to start linux dedicated server

sh: 1: xdg-user-dir: not found
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
CommonUnixCrashHandler: Signal=11
Failed to find symbol file, expected location:
"LinuxServer/Temp/Binaries/Linux/TempServer-Linux-Shipping.sym"
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
Segmentation fault
winged moss
#

You should enable the option to copy debug information in shipping builds

gloomy garnet
#

Hi. I need some help. When i create a private asset label inside one of the folders that is in the content folder then build, i get a pak file that has the contents of the folder where i placed the primary asset label. That works fine. However, when i place the primary asset label inside one of my content plugin folders, no pak file is generated. Kindly assist on that

modest fog
sour ivy
#

So recently I've been getting this a lot of the time when trying to package a windows server/client. I can't for the life of me figure out what's causing this. Any thoughts?

Cooker has been blocked from saving the current packages for 120.000000 seconds.

#

As far as I can tell by looking at Process Explorer, the files it's complaining about aren't in use by any processes other than the cooker.

chrome cloud
#

Hello, my iterative cooking doesn't work cause everytime i build i change automatically the project version, so it invalidates the cook because the ini has changed. It says this:
To avoid this add a deny list setting to DefaultEditor.ini [CookSettings] Game:/Script/EngineSettings.GeneralProjectSettings

But i'm lost on how i should add this to the defaulteditor.ini file, any help?

potent glen
#

hey guys! i replaced some enums with some c++ classes... everything works fine but no i cant package it anymore:

Visual studio and/or AutomationTool.csproj was not found, nor was Engine\Binaries\DotNET\AutomationTool\AutomationTool.dll. Can't run the automation tool.

#

"The Sdk for windows is not installed properly, which needed to generate data. Check the sdk section of the launch on menu in the main toolbar to update sdk"

#

I didnt change anything^^

summer dock
potent glen
#

i guess i accidentally updated the VS version^^

#

And now mz automationtool.dll is gone so it cant be found -.-

#

i try to reinstall everything

winged moss
#

updating VS ain't going to do that

rustic cave
#

trying to build project after a month and get a knew error, anyone?

"Error: appError called: Assertion failed: IsUnlocked() [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\BulkData.cpp] [Line: 908]"

#

never saw anything like this

rustic cave
#

or like this

#

i have sometimes the first and sometimes second error

summer dock
#

If you look at your whole log for warnings before this crash, maybe there might be some clues

winged moss
#

and what was tried? did you try clearing DerivedDataCache?

rustic cave
#

i removed binaries, build, deriveddatacache, intermediate and saved folders, same problem

#

also tried to build in another location

#

will check the warnings, but most of them are "normal"

#

mostly "VerifyImport: Failed to load package for import object"

rustic cave
summer dock
rustic cave
#

yes, i will try getting back and check where it gone wrong

winged moss
#

you could add a debugger to UnrealEditor-Cmd.exe and when it crashes you can probably dig to find the problem asset

rustic cave
winged moss
#

good job there's more than one part of the callstack

rustic cave
#

you are right, im reatrded

winged moss
#

like the UBodySetup::GetCookedData frame

#

what is this there

rustic cave
#

found it ❤️

#

thanks!

#

now i need to understand why it crashes, becasue its a bp with spline

#

and i have another one but with another mesh and that one doesnt crash

#

so it needs to be a mesh

#

yea, i changed the mesh and its good, strange but i will check it later, thanks again to all of you!

misty horizon
misty horizon
chrome cloud
bleak rock
#

Hello, how can I exclude a plugin from packaged build? I have a map plugin that is not referenced at all, but it has some game features in the GameFeatureData I want to use in the editor. However, I don't want to package it

summer dock
#

If you look at the plugin build.cs file, if it has stuff like this, it is probably fine

        {
            "Name": "MyPlugin",
            "Type": "Runtime",
            "LoadingPhase": "Default"
        },
        {
            "Name": "MyPluginEditor",
            "Type": "Editor",
            "LoadingPhase": "Default"
        }
    ]```
bleak rock
summer dock
bleak rock
#

It's a game feature content only. It doesn't have any build.cs nor it's enabled by anything

summer dock
bleak rock
#

It is. That's my GameFeatureData for it. You can clearly see that it is a plugin

summer dock
#

Hmm hmm

summer dock
bleak rock
#

It's mine. It contains one single map and data asset

summer dock
#

Also is it causing some hassle for you in packaging? What is the problem?

bleak rock
#

I just don't want it to package. I'm also basing my game on Lyra, and I would need to exclude their contents as well, and their plugins are way bigger

summer dock
#

I suspect you might be best served in #plugin-dev channel

bleak rock
#

It's just a matter of keeping things minimalistic and clean

#

I mean, it's something in-between, but I can try it out

summer dock
#

out of interest, what is it, if it is and is-not a plugin?

bleak rock
#

wdym?

summer dock
#

"it's something in-between" - what is it? Have you followed a tutorial I could look at to understand it more?

#

I am just generally interested in all types of stuff to do with unreal

bleak rock
#

I mean my issue is related to packaging and plugins, so my problem is something in-between the two topics

summer dock
#

It seems to have it's own folder in Plugins/GameFeatures, could you please show a screenshot of that folder contents?

#

( I am just a bit amazed because I assumed any time anybody creates a new plugin, a Build.cs file would be automatically generated )

bleak rock
#

I have many things in there. The second and third folders is the plugin I would like to exclude

bleak rock
summer dock
#

I mean go into Explorer, and look in there, not via editor Content Browser

summer dock
bleak rock
summer dock
#

And this works without being referenced in .uproject file? Interesting

bleak rock
#

Yes

bleak rock
#

Currently I'm trying to see whether it excludes it if I use NeverCook as the CookRule, but I can't run my game for a reason, trying to fix it right now 😔

summer dock
#

well, there is the .uplugin file, I think you can set some things up in there as well

bleak rock
summer dock
#

Here's an example from one of the plugins which we use, which specifies the Module as "RuntIme"

    "FileVersion": 3,
    "Version": 10,
    "VersionName": "1.0.4",
    "FriendlyName": "EasyAppReview",
    "Description": "/** EasyAppReview - unreal engine 5 plugin** Copyright (C) 2019 feixuwu <feixuwu@outlook.com> All Rights Reserved.*/",
    "Category": "Other",
    "CreatedBy": "feixuwu@outlook.com",
    "CreatedByURL": "",
    "DocsURL": "https://github.com/feixuwu/document/blob/master/AppReview.md",
    "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/ee2e92b9ea714c2a97843eda433ba827",
    "SupportURL": "",
    "EngineVersion": "5.2.0",
    "CanContainContent": true,
    "Installed": true,
    "Modules": [
        {
            "Name": "EasyAppReview",
            "Type": "Runtime",
            "LoadingPhase": "PreDefault",
            "PlatformAllowList": [
                "Win64",
                "Mac",
                "IOS"
            ]
        }
    ]
}
bleak rock
#

But I don't have any modules

summer dock
# bleak rock But I don't have any modules

I think now we have a clear picture of the situation: I would next re-formulate the question into a very clear, concise post and ask in #plugin-dev

Something like "I have my own plugin x, which has no code and no module, can I exclude it from runtime"

bleak rock
#

Alright, thank you

raven ridge
#

Can anyone guide how do I mount dlc .pak plugin?
my dlc plugin contains primary data asset which I try to load in main game

winged moss
raven ridge
# winged moss for DLC/UGC if they're in Content/Paks, they'll get mounted automatically
LogPakFile: Display: Mount point: '../../../XXXXXX/Plugins/GameFeatures/Special/' is not mounted to a valid Root Path yet, assets in this pak file may not be accessible until a corresponding UFS Mount Point is added through FPackageName::RegisterMountPoint.```

This is what I get 
when I copy the dlc plugin pak to build folder
I am not sure where I have to call RegisterMountPoint 
also what I have to provide
winged moss
#

The first parameter is the plugin name with slashes (eg. /XXXXXX/), the second parameter is the path to the content directory, but since this is a DLC I'm not entirely sure why the mount point wouldn't already be there

#

I had to deal with this for UGC

raven ridge
#

Where should I call this?
In game instance or game mode
when game loads up?
or it doesn't matter?

winged moss
#

here's the annoying part, iirc you have to do it before loading the pak

bleak rock
#

Hello, does anyone know how to include cheats in a debug/development build? Is it even possible? From what I can see, the cheat manager uses #if WITH_EDITOR, so I would imagine that it isn't

winged moss
#

but the cheat manager is present in non-editor development builds

bleak rock
#

Hm, for some reasons cheats are not running though 🤔

winged moss
#

in what context

bleak rock
#

Never mind, apparently it's an issue in my code. open does work, so I would imagine that everything else should work as well

rotund sail
#

getting a bunch of warnings for missing files for stuff that's been renamed, in the output log, when packaging. Tried fix redirectors and even went through the reference viewer but couldn't find the old names in there. Where is UE getting this pack list that needs to be updated?

bleak rock
#

If I wouldn't specify it, it wouldn't work in editor either

runic pelican
#

Cannot make APK with UPL errors "android pack"

gleaming compass
#

Does anyone know what causes these errors? Initially, I was able to cook and test, but after adding a month of updates, it now fails. I removed all the updates I made, but it still fails
Using source build 5.3.2

winged moss
#

woah the super rare unique build enviroment for the editor

winged moss
#

oh and adding the debugger to the cooker will probably help

rotund sail
#

what setting should I package in for testing? Dev mode took 2.5h the first time around, but I'm guessing cause of shaders

#

ah

#

49s this time around. guess it was shaders 😅

wary quartz
mellow moth
# wary quartz I have this same issue using unreal 5.3.2 - were you able to solve this <@405793...

Hey, yeah i solved it with a help of a friend. In the end it looks like:

  • move project folder from A: drive to E: drive
    -build project for android in VS
  • cook/package

In 5.3.2 while building it creates a folder called "a" with binaries or something and while packaging it looks for stuff in the root of A: drive,so it finds values out of an array, this is my guess.

But in global error 6 may be anything..

wary quartz
#

Thank you so much, I will give it a go

surreal minnow
#

When packaging a project from a source engine build, do I need to do anything special or is it the exact same?

The engine is built with

Development - Configuration
Editor - Target
Win64 - Platform

I've noticed when I do package I am missing the linux distros (says unsupported) as well as a larger package time, this is my first source engine build so learning as I go, any guidance is appreciated

surreal minnow
#

No, I just am use to seeing it there an option, was just a general question of why it was no longer available to be chosen

#

Would I need to build the engine in the Mac or Linux build in order to have it available or is there so thing that I need to build in order to have it? Just curious is all

winged moss
#

and you would need a Mac for Mac

#

and the Mac would compile its own engine

#

a packaged build will also build the engine components it needs, it's not precompiled like with an installed build. but this should mostly be a fire and forget thing your CI server does

inland fulcrum
#

UATHelper: Packaging (Windows): E:\UE_5.3\Engine\Plugins\Marketplace\RuleProcessor\Source\PointCloud\Public\PointCloudSliceAndDiceCustomOverrides.h(60): Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows): E:\UE_5.3\Engine\Plugins\Marketplace\RuleProcessor\Source\PointCloud\Public\PointCloud.h(29): Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows): E:\UE_5.3\Engine\Plugins\Marketplace\RuleProcessor\Source\PointCloud\Public\PointCloud.h(33): Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows): Total of 0 written
UATHelper: Packaging (Windows): Total execution time: 3.98 seconds
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows): Took 4.48s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\rou20\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UE_5.3\UBT-ONSTUDIOFIXGITHUD-Win64-Shipping.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 6s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

#

i cant package my project due to this error

#

i have no plugins in my project

summer dock
inland fulcrum
#

I fixes it

#

The issue was in the editor plug in menu the pluggin was still on

#

Turn if off and the problem is fixed

indigo fossil
#
Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
(referenced via Target -> UEPrototype.Build.cs)
BuildException: Unable to instantiate UnrealEd module for non-editor targets.
   at UnrealEd..ctor(ReadOnlyTargetRules Target) in E:\EpicGames\UESource\Engine\Source\Editor\UnrealEd\UnrealEd.Build.cs:line 12Wrapped by TargetInvocationException: Exception has been thrown by the target of an invocation.
   at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
   at System.Reflection.RuntimeConstructorInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in E:\EpicGames\UESource\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 558Wrapped by CompilationResultException: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
(referenced via Target -> UEPrototype.Build.cs)
   at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in E:\EpicGames\UESource\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 577   

How to fix this error due to packaging project?

winged moss
indigo fossil
winged moss
#

verbatim errors please

indigo fossil
# winged moss verbatim errors please
Writing manifest to E:\EpicGames\UESource\Engine\Intermediate\Build\Manifest-1-UnrealPak-Win64-Development.xml
Creating makefile for UEPrototype (no existing makefile)
Building UEPrototype - UEPrototype - Win64 - Shipping
Total execution time: 6.30 seconds
Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
(referenced via Target -> UEPrototype.Build.cs)
BuildException: Unable to instantiate UnrealEd module for non-editor targets.
   at UnrealEd..ctor(ReadOnlyTargetRules Target) in E:\EpicGames\UESource\Engine\Source\Editor\UnrealEd\UnrealEd.Build.cs:line 12Wrapped by TargetInvocationException: Exception has been thrown by the target of an invocation.
   at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
   at System.Reflection.RuntimeConstructorInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in E:\EpicGames\UESource\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 558Wrapped by CompilationResultException: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
(referenced via Target -> UEPrototype.Build.cs)
winged moss
#

can you show your UEPrototype.Build.cs

indigo fossil
#

sure

public class UEPrototype : ModuleRules
{
    public UEPrototype(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
        bAddDefaultIncludePaths = true;
        
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", 
            "HeadMountedDisplay", "AnimMesh", "NavigationSystem", "Niagara","ApparatusRuntime","FieldSystemEngine", "MotionTrajectory", "MotionTrajectory", 
            "GeometryCollectionEngine","ChaosSolverEngine", "Foliage", "GeometryFramework","DynamicMesh", "ApparatistRuntime",  "PoseSearch"
        });

        PrivateIncludePathModuleNames.AddRange(
            new string[] { 
                "GraphEditor",
                // ... add other private include paths required here ...
            }
        );

        PublicIncludePaths.AddRange(new string[]
        {
            "UEPrototype/Public",
            "UEPrototype/Private",
            "UEPrototype/ECS",
            "UEPrototype/Converters",
            "UEPrototype/Animations",
            "UEPrototype/ECS_IAUS"
        });

        PrivateDependencyModuleNames.AddRange(new string[]
        {
            "Core",
            "CoreUObject",
            "Engine",
            "InteractiveToolsFramework",
            "MeshDescription",
            "RenderCore",
            "RHI", "GeometryScriptingCore", "ComputeShader", "EnhancedInput","UnrealEd"
        });
        
        if (Target.Type == TargetRules.TargetType.Editor)
        {
            PublicDependencyModuleNames.AddRange(
                new[] {
                    "Slate",
                    "SlateCore",
                    "EditorStyle",
                    "AnimGraph", "BlueprintGraph", "UnrealEd"
                }
            );
        }
        PrivateIncludePaths.Add(EngineDirectory + "/Shaders/Shared");
        PrivateIncludePaths.Add(EngineDirectory + "/Shaders/Private");
     
    }
}
winged moss
#

so you didn't do the thing and then just showed the same error message a 2nd time

#

since UnrealEd is in the PrivateDependencyModuleNames list even for non-editor

#

and it's added to public dependencies if it is the editor

#

GraphEditor is likely another editor only module

#

if you need editor stuff, make an editor module

indigo fossil
#

Should i add something like this ?

if (Target.bBuildEditor)
{
     PublicDependencyModuleNames.AddRange(new[] {  "UnrealEd", });
}
winged moss
#

you already did?

#

please read what I put

indigo fossil
#

Sry im not understand. My setup works fine before i tried add UnrealEd. Then i tried build package and got error about UnrealEd, i added only Motion Matching plugin and im not sure that after that i got error like this:

Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
(referenced via Target -> UEPrototype.Build.cs -> PoseSearchEditor.Build.cs -> BlendStackEditor.Build.cs -> AnimGraph.Build.cs -> BlueprintGraph.Build.cs -> KismetCompiler.Build.cs)
BuildException: Unable to instantiate UnrealEd module for non-editor targets.
   at UnrealEd..ctor(ReadOnlyTargetRules Target) in E:\EpicGames\UESource\Engine\Source\Editor\UnrealEd\UnrealEd.Build.cs:line 12Wrapped by TargetInvocationException: Exception has been thrown by the target of an invocation.
   at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
   at System.Reflection.RuntimeConstructorInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)

(Its showing much more refs).
Then i tried to add somehow UnrealEd like in first my post and like as if (Target.bBuildEditor). And still have no luck

mystic atlas
indigo fossil
mystic atlas
#

You can't use UnrealEd things at runtime.

#

So you need to wrap editor-only things with #if WITH_EDITOR or #if WITH_EDITORONLY_DATA

winged moss
#

this was all the stuff I was saying but it was being ignored, but a separate module might be more appropriate depending on the scope of editor dependency

#

the error afterwards was due to PoseSearchEditor

waxen aspen
#

hi i am adding movies to the android build...ob editor it works fine but on device it just shows black screen...i have added movies as non-asset directories to add and exclude movies while staging is set to false...still im facing the issue

analog hamlet
#

Anyone know how to package a project in DX12?
I made an asset pack that needs RayTracing and Nanite Displaced landscape shaders to be showcased properly.

stark shore
#

need help . I have had to uninstall VS 2022 AND REINSTALL , Followed all the setup guides and still im getting this issue . I still can't get the sdk to detect

winged moss
#

The Visual Studio integration for Unreal has no bearing on if you can compile or not

#

Your screenshot is yellow, that's warnings, but please paste text

#

And what happens when you generate project files and compile the editor binaries in VS?

stark shore
#

I can build the solution and get this 1>Done building project "BuildGraph.Automation.csproj" -- FAILED.
50>------ Build started: Project: Win.Automation, Configuration: Development Any CPU ------
50>Win.Automation -> G:\UnrealEngine\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Windows\Win.Automation.dll
51>------ Build started: Project: CookedEditor.Automation, Configuration: Development Any CPU ------
51>CSC : error CS0006: Metadata file 'G:\UnrealEngine\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Scripts\ref\AutomationScripts.Automation.dll' could not be found
51>Done building project "CookedEditor.Automation.csproj" -- FAILED.
========== Build: 41 succeeded, 8 failed, 0 up-to-date, 2 skipped ==========
========== Build completed at 11:35 and took 44.478 seconds ==========

winged moss
#

I'm not sure why you would build solution in VS

stark shore
#

where is this automation tool.dll Is not in the engine location?

winged moss
#

with the launcher engine, these should already exist

stark shore
#

reinstalling the engine again

winged moss
#

why not just repair it?

stark shore
#

It fixed It 🙂

analog hamlet
#

Anyone know how to package a project in DX12?
I made an asset pack that needs RayTracing and Nanite Displaced landscape shaders to be showcased properly.

winged moss
analog hamlet
dull yarrow
#

Hi everybody, in a previous project (4.27) I used asset labels to split content in pak files with smaller sizes. Now I'm working on 5.3 and I noticed that now assets are put all together in a .ucas file, which in my case is huge (17GB).
Can I use asset labels also with ucas files? Also, what is the best practice in this case?

undone turret
#

I added a discord plugin and some code and now my packaging is broken normally I can dig through the error and fix the problem but this just isn't working for me it functions in PIE and Standalone but refuses to package

                FPlatformProcess::FreeDllHandle(DiscordGameSDKHandle);
{
    if (DiscordGameSDKHandle)
    {
        // Free the dll handle
        FPlatformProcess::FreeDllHandle(DiscordGameSDKHandle);
        DiscordGameSDKHandle = nullptr;
    }
}```
#

I thought I had good catch oof

bleak rock
#

Hello, does anyone know how to change Project Version anytime the project is built? I would like to automatically give it a time-dependant string anytime I package

undone turret
bleak rock
#

You should be able to

#

I haven't tried yet, but I feel like it's a thing

undone turret
winged moss
#

Why not just have your CI modify the INI as a step in the build

heady ingot
#

has anyone noticed siginifact regression in cooking times between 5.3 and 5.4? Our project trippled by just upgrading

summer dock
heady ingot
#

Yea, these is on a fresh checkout

summer dock
#

And even after 1st build? ( I havent moved to 5.4 yet so can't verify our situation )

heady ingot
#

yes

summer dock
#

sounds odd...

heady ingot
#

its even on stupid stuff like:

Cooking /Interchange/gltf/MaterialInstances/MI_SpecularGlossiness_Blend_DS

and it taking forever and thats an internal plugin

#

I also noticed that package distribution on MP cook seems less most of them are just sitting at 0

summer dock
# bleak rock What is CI?

Continuous Integration - I believe sswires is referring to Jenkins / TeamCity or such autobuilder system

#

Or just f.ex. a Python script which you launch to build, which can handle tricky cases

#

And yes, we use py scripts to do exactly this, appending version with x.y.CL number ( changelist number )

bleak rock
#

Oh, the thing is that I manually package the project. Is it hard to setup?

summer dock
#

In any case you will need to do some python scripting, so I would start with that.
Setting up Jenkins is not trivial, it can take easily a week or so to get it running the first time I would say ( your mileage may vary depending on platforms and such )

#

If you are just setting up a pretty basic PC build, you might get away with a day or two

#

In any case, I highly recommend it. Having a builder automatically package every time something changes catches silly errors. If you have a QA process, getting nightly builds to them is also a massive efficiency booster

bleak rock
#

Yeah, I'm using my own PC to package. It only takes a few minutes, so there's no reason to use another computer really

summer dock
#

Optimally a builder is a dedicated piece of scrap in a corner, but I suppose having it on dev machine is not out of the question either. I love being able to just click a button and have a machine do stuff for me, and f.ex we upload a build to cloud for testing access etc

bleak rock
#

Yeah, sounds useful, I'll look into that

bitter dome
#

hey guys, i was trying to do start chunking the pak file a bit to reduce the update time for the players, my first attempt is to make every map a seperate chunk (not sure if it is a good idea), but i first just want to get this working, however when building the game i still end up getting one big chunk file.
this is how i have set it up. I have the primaryassetlabel, that has a dedicated chunk id and the lvl_quarry as the explicit asset. is there anything more i need to do?

bitter dome
#

i think it is already enabled

quiet bough
#

Does anyone possibly know why when I try to package a project I have it says “Unknown Error” and I have absolutely no idea why it says that

undone turret
quiet bough
#

I’ll be dead honest idk how to read it but if you want I can send a image of it

undone turret
quiet bough
#

Uhh I’m on my phone but gimme one second and i’ll try to figure it out

#

This should work?

undone turret
#

theres a more detailed log but from this one I can already see the problem

#

UATHelper: Packaging (Windows): Visual Studio 2022 x64 must be installed in order to build this target.

#

something is wrong with your VS install if you have it installed at all lol

sour ivy
#

What sort of options would I have to try and speed up my cook sequence when packaging my game? I've seen info about incremental cooks and cooking on the fly, but not really sure which route to go. Got like 50k objects to cook if I cook each time which just takes way too long.

summer dock
sour ivy
#

Yeahhh... That's my current setup, I just find it's kind of annoying if I have to make a tiny change in BP and then re-cook 😦

summer dock
#

Of course if you have a highly iterative device-dependent task that can be annoying. I generally recommend solving the problem on a blank test project in that case

analog hamlet
#

Yeah I have the right settings and I am running a 4090 so it's not a hardware issue, I even set it to package it with project settings and yet it still does it in DX11

finite pebble
#

im getting this error whenver i twanna play

#

where can i find the error :/?

summer dock
finite pebble
#

oh is that better

#

ok

summer dock
#
  1. readability
  2. easier to copypaste a line of interest
finite pebble
#

i will in the future

#

true

#
[2024.04.18-16.59.02:378][ 78]LogWindows: WindowsPlatformFeatures enabled
[2024.04.18-16.59.02:399][ 78]LogScript: Warning: Attempted to access a missing property on a CDO. If this is a packaged/cooked build, are you attempting to use an editor-only property?
    Helmet1_C /Engine/Transient.UnrealEdEngine_0:My_gameInstance_C_0.LoadOut_Wb_C_0.WidgetTree_0.Helmet1
    Function /Game/PlayerFolder/Weapons/ShopWeapons/ArmorShopParent_WB.ArmorShopParent_WB_C:ExecuteUbergraph_ArmorShopParent_WB:00BF
[2024.04.18-16.59.02:399][ 78]PIE: Error: Blueprint Runtime Error: "Attempted to access a missing property on a CDO. If this is a packaged/cooked build, are you attempting to use an editor-only property?". Node:  SetText (Text) Graph:  EventGraph Function:  Execute Ubergraph Armor Shop Parent WB Blueprint:  ArmorShopParent_WB
[2024.04.18-16.59.02:400][ 78]LogScript: Warning: Attempted to access a missing property on a CDO. If this is a packaged/cooked build, are you attempting to use an editor-only property?
    Helmet1_C /Engine/Transient.UnrealEdEngine_0:My_gameInstance_C_0.LoadOut_Wb_C_0.WidgetTree_0.Helmet1
    Function /Game/PlayerFolder/Weapons/ShopWeapons/ArmorShopParent_WB.ArmorShopParent_WB_C:ExecuteUbergraph_ArmorShopParent_WB:0147
[2024.04.18-16.59.02:400][ 78]PIE: Error: Blueprint Runtime Error: "Attempted to access a missing property on a CDO. If this is a packaged/cooked build, are you attempting to use an editor-only property?". Node:  SetText (Text) Graph:  EventGraph Function:  Execute Ubergraph Armor Shop Parent WB Blueprint:  ArmorShopParent_WB
[2024.04.18-16.59.02:400][ 78]LogOutputDevice: Warning: 

#

this is from the Log

summer dock
#

is it a packaged build? could it be an editor only thing?

finite pebble
#

this is in editor

summer dock
#

Well, I would probably start by either stepping through with breakpoints or putting log statements around the key points of that area to narrow down where exactly it happens

finite pebble
#

ok i fixed it lawl

#

i just removed the blueprint in question

#

then compiled

#

the pasted it basck

#

back*

#

workes...

summer dock
#

glitcheroo

finite pebble
#

aye

waxen aspen
#

I am trying to use UnrealPak.exe to read the content of own of the mod .pak 's of my game. It usually worked as expected with a command in the windows command window but now it says no permission?

#

it says it can't run on this pc

#

although it did, just a few days ago last time I tested it

#

“C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\Win64\UnrealPak.exe” “C:\Users\Name\Documents\Import System\TESTING\Plugins\TestDLC\Saved\StagedBuilds\Windows\TESTING\Plugins\TestDLC\Content\Paks\Windows\TestDLCTESTING-Windows.pak” -List this is my command

#

even “C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\Win64\UnrealPak.exe” is not working. It says no permission

elder rivet
#

Hey guys, is there any android packaging expert?
I am trying to package with a list of permission set up in the Project Settings (see attached image).
The problem is that when I uncheck the Show launch image checkbox all these permission dont even get requested.

I found a post in the forum saying that if the launch image is disabled permissions granting is skipped (see link below).
https://forums.unrealengine.com/t/permission-requiired-you-must-approve-this-premission-in-app-settings-storage/656530/28

Is this true? If it is, do you happen to know where i can find this code in the engine?
Thank you!

summer dock
elder rivet
summer dock
#

If you want to verify this, start looking through the engine source code

#

That is one great advantage of Unreal - anybody can dig into the internals to figure out what is going on

elder rivet
summer dock
elder rivet
#

Yep, I found the GenerateManifest function in UEDeployAndroid.cs where I can see that permissions get actually added into the Manifest.xml

#

But I can't find where the manifest is read to give permissions, uhm, will keep looking

summer dock
#

Android probably handles the permissions during the splash stage of the game/app

#

You can ask for permissions at any time you like manually

#

which is best practice anyway ( to handle things gracefully if user denies some critical permissions )

elder rivet
#

Thank you!

tropic sand
#

Any way to configure UE5 to force openGL support on Windows?

#

I am trying to get a fully 2D game (as in literally has the 3D renderer completely disabled) running on a 2nd gen intel iGPU

#

which apparently does not support DX11

waxen aspen
#

What? Could you elaborate please

visual shadow
#

I get this error when packaging a shipping build

undone turret
# visual shadow I get this error when packaging a shipping build

There's a more detailed log but this line is at least a clue

UATHelper: Packaging (Windows): Expecting to find a type to be declared in a module rules named 'FFXShared' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.

visual shadow
undone turret
#

No clue it sounds like something is declared in UE5 rules incorrectly but I know nothing about fidelity fx

visual shadow
#

Anyone else? 😭

winged moss
waxen aspen
#

I just had to verify my unreal engine version in the epic games launcher. Now everything works again

#

Thanks nevertheless!

surreal minnow
#

I am currently testing stuff and I find having to package for server and then wait and package for client really tedious, is there any build package automation stuff built into unreal? Like you define the target and config as well as the location and then you can chain them or something?

I am sure there is but I just need a point in the right direction, thanks.

#

Actually I assume this pinned link might be what I am after?

high meadow
#

Anyone know why this is happening? On Linux the packaged game crashes immediately on launch with this error. Game works perfectly fine on Windows.

Disabling core dumps.
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162 
CommonUnixCrashHandler: Signal=11
Malloc Size=131160 LargeMemoryPoolOffset=393352 
Malloc Size=131160 LargeMemoryPoolOffset=524536 
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
./DFMR.sh: line 5: 129368 Segmentation fault      (core dumped) "$UE_PROJECT_ROOT/DFMR/Binaries/Linux/DFMR-Linux-Shipping" DFMR "$@"

Sorry if this is the wrong channel, not sure where else to put this.

rotund sail
#

Maybe #linux can help 🤷‍♂️

gritty trench
# potent glen I didnt change anything^^

Same thing happened to me, "The Sdk for windows is not installed properly, which needed to generate data. Check the sdk section of the launch on menu in the main toolbar to update sdk"

I also didn't change anything. Pretty sure it was a Windows update conflicting with the Github source build. The editor version works fine, I'm downloading and re-installing 5.3 source.

gritty trench
#

@open rapids I did not, looked for about 10 seconds then said forget it. Re-installing the source build from Github did fix the problem though, thankfully.

deep moss
#

Anyone seen this error before during packaging?

System.NullReferenceException: Object reference not set to an instance of an object.

I've got the full stack below. I've googled and searched this discord etc. There are 2-3 other instances of people asking the same question, but no answers.

LogPakFile: Display: UnrealPak executed in 0.116385 seconds
Took 0.24s to run UnrealPak.exe, ExitCode=0
System.NullReferenceException: Object reference not set to an instance of an object.
   at AutomationScripts.Project.RunIoStore(ProjectParams Params, DeploymentContext SC, String CommandsFileName, List`1 OrderFiles, String AdditionalArgs) in D:\Epic\UESource\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 3826
   at AutomationScripts.Project.CreatePaks(ProjectParams Params, DeploymentContext SC, List`1 PakParamsList, CryptoSettings CryptoSettings, FileReference CryptoKeysCacheFilename) in D:\Epic\UESource\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 3606
   at AutomationScripts.Project.CreatePakUsingStagingManifest(ProjectParams Params, DeploymentContext SC) in D:\Epic\UESource\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 2575
   at AutomationScripts.Project.ApplyStagingManifest(ProjectParams Params, DeploymentContext SC) in D:\Epic\UESource\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 4622
   at AutomationScripts.Project.CopyBuildToStagingDirectory(ProjectParams Params) in D:\Epic\UESource\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 5135
   at BuildCookRun.DoBuildCookRun(ProjectParams Params) in D:\Epic\UESource\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 236
   at BuildCookRun.ExecuteBuild() in D:\Epic\UESource\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 43
   at AutomationTool.BuildCommand.Execute() in D:\Epic\UESource\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 345
   at AutomationTool.BuildCommand.ExecuteAsync() in D:\Epic\UESource\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 354
   at AutomationTool.Automation.ExecuteAsync(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\Epic\UESource\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 265
   at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in D:\Epic\UESource\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 164
AutomationTool executed for 0h 24m 55s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED
deep moss
#

Ok - so I've narrowed it down to been somehow relating to the packaging as part of Linux during a cross compile build.

This works:

RunUAT.bat BuildCookRun -project="D:\Repo\Papyrus\Papyrus.uproject" -targetplatform=Win64 -servertargetplatform=Win64 -clientconfig=Shipping -serverconfig=Shipping -nop4 -server -nocompileeditor -unattended -utf8output -CrashReporter -clean -build -cook -stage -pak -prereqs -package -archive -archivedirectory="D:\Builds\Papyrus"

But adding in Linux as a server target does not and triggers the error above (but after the actual Linux build has been done):

-servertargetplatform=Win64+Linux

It used to work a few months ago, but I've formatted my computer since then. I've got the Linux v22 clang-16.0.6-based instead per the docs.

elder rivet
#

What ndk are you guys using for android sdk 34?

deep moss
#

ok - solved my issue. If anyone comes across this when searching, for me the solution was to completely delete my engine source build and do a fresh git pull, setup and generate, essentially recompiling everything. There might have been a better/easier way (I think there is a bunch of clean scripts in the pin), but that worked for me. /shrug

torn spear
lusty ivy
#

Has anyone experienced patching issue with having "iostore" enabled?

deep moss
#
Multi-process cook is now Production Ready for UE 5.4. Multi-process cook helps reduce the total time it takes you to get a cooked output from a build farm server or on your local workstation by leveraging all available CPU cores and memory resources.

Performance gains may vary, depending on the size of the project and how the data is separated. For best results, we recommend that you test different ‘CookProcessCount’ values depending on the project and available hardware specs.

Will give this a try today and see how mich quicker it makes things

visual shadow
gritty violet
#

Packaging issue

summer dock
gritty violet
summer dock
# gritty violet

Seems like your Playfab setup is wonky
Packaging (Windows): D:\UE_5.3\Engine\Plugins\Marketplace\PlayFabSDK\Source\PlayFabCommon\PlayFabCommon.Build.cs(8,14): error CS0101: The namespace '<global namespace>' already contains a definition for 'PlayFabCommon'

#

Do you have maybe the plugin in both engine and project or something like that

#

or two copies of the playfab plugin...

gritty violet
summer dock
gritty violet
#

And weird thing is has issue with MarketplaceRules.dll does not exist

#

Googled it

#

But no fruition results

winged moss
summer dock
#

Logs don't lie. Somewhere you are including Playfab.
Process to continue:

  • delete Binaries, Intermediate, DDC
  • Search for text "Playfab" in IDE
winged moss
gritty violet
#

And tried deleting binaries,Intermediate, DDC and same same results

#

Playfab in IDE.... I have to look

summer dock
#

It does not appear out of thin air guaranteed. Use all search tools at your disposal

winged moss
#

also your .NET install is probably told old if it's recompiling UBT

#

though "or is otherwise invalid" hmm

#

but I would also suspect duplicate plugin copies

gritty violet
#

Also Thank you @summer dock

winged moss
#

actually yeah, there's definitely something busted with the Playfab SDK installed to engine, but if you have a Playfab installed to project I can imagine it

gritty violet
#

And there we go. Build is success 💯 💥

winged moss
#

since the marketplace directory gets special treatment in the engine

visual shadow
winged moss
#

yeah, which

dull phoenix
#

How do I run the project in shipping mode without packaging?

undone turret
dull phoenix
dire void
#

Anyone see these errors before? Fresh upgrade to 5.4 - packaged in 5.3.2 last night just fine. I don't have iOS at all.

LogObj: Error: LoadConfig (/Script/GLTFExporter.Default__GLTFExportOptions): import failed for DefaultMaterialBakeSize in: POT_1024
LogObj: Error: LoadConfig (/Script/IOSRuntimeSettings.Default__IOSRuntimeSettings): import failed for MinimumiOSVersion in: IOS_14
PackagingResults: Error: LoadConfig (/Script/GLTFExporter.Default__GLTFExportOptions): import failed for DefaultMaterialBakeSize in: POT_1024
PackagingResults: Error: Unknown Cook Failure
#

So for the IOSRuntimeSettings one, I had to go into the DefaultEngine.ini file (in the project) and manually update this part to be 15. Even though the project settings say it is that. Guess it didn't automatically update this one. Still haven't found the GLTFExporter one though.

[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
MinimumiOSVersion=IOS_15
deep moss
dire void
#

This is a launcher build

undone turret
white nebula
#

Has anyone tried packaging a VisionOS project? I have the SDK installed, restarted the engine, etc. but when trying to package I get the following error

#

Did you ever get this fixed? I seem to be having the same issue with 5.4 supposedly out of preview

dire void
#

Right, but where is the DefaultMaterialBakeSize stuff at? I haven't been able to find that.

#

I had to manually alter the .ini file for the iOS stuff because the project settings didn't automatically update that.

#

Right?

#

Yeah, deleting those fixed that issue

#

Still odd

high meadow
#

Anyone know what could be causing this? Happens every time I switch levels in a build (doesn't happen in editor)

Script Stack (2 frames) :
/Script/Engine.GameModeBase.SpawnDefaultPawnAtTransform
/Script/Engine.GameModeBase.SpawnDefaultPawnFor

Ensure condition failed: PrecompiledData->FindDataID(this).IsValid() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\MovieSceneSequence.cpp] [Line: 72] 
No precompiled movie scene data is present for sequence 'Sequence'. This should have been generated and saved during cook.
LogOutputDevice: Error: Ensure condition failed: PrecompiledData->FindDataID(this).IsValid() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\MovieSceneSequence.cpp] [Line: 72] 
No precompiled movie scene data is present for sequence 'Sequence'. This should have been generated and saved during cook.

[2024.04.24-16.17.08:998][210]LogOutputDevice: Error: Ensure condition failed: PrecompiledData->FindDataID(this).IsValid() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\MovieSceneSequence.cpp] [Line: 72] 
No precompiled movie scene data is present for sequence 'Sequence'. This should have been generated and saved during cook.

[2024.04.24-16.17.08:998][210]LogStats:             FDebug::EnsureFailed -  0.000 s
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in DFMR-Win64-DebugGame.exe.
waxen aspen
#

Any idea what the reason could be here that packaged build and standalone have 50 fps less than full screen pie with same settings? It's only on the gpu thread, tried playing with r.screenpercentage and it had a huge impact so it's definitely a gpu thing here

open rapids
#

So I saw this message by you, talking about UE4PrereqSetup_x64.exe
What's that? (in ue5)
Is there some kind of documentation that I could read about installing manually the VC Redist... (I have no idea where to start)

undone turret
waxen aspen
winged moss
waxen aspen
#

r.screenpercentage is not really working in editor although I set all responsible settings to manual

winged moss
#

you can run it to install VC++ and DirectX runtimes

waxen aspen
#

but it "looks" like the editor one in my case is at about 60%

open rapids
#

so is it some kinds of custom build?

winged moss
#

?

open rapids
#

So by enabling it, VC Redist files will be installed automatically with the game?

winged moss
#

ughhh

#

you enable the prereqs in packaging settings, all it does is copy a setup file in the output

#

the same one that runs when you install UE for the first time

#

it's just sitting there, and it gets copied

#

and if run it'll install what is required to run UE

#

that's why the message you pinged mentioned install scripts, which is a feature on steam

open rapids
#

Okay so you have to run it manually the first time someone play the game, how would that be done?
(is that correct)

#

it seems to be enabled by default, but I still couldn't play the game without having VC Redist (VC Redist wasn't there apparently..)

#

@winged moss

#

It is correctly in the folder (I just checked), how would I run it when playing for the first time (for steam and other apps)

waxen aspen
#

no it is still there and does work in packaged builds and standalone

#

but not in pie

#

but you can set it manually in the project settings

#

I tried out 100 there and voila, it had the same fps in pie as in the packaged build

#

so mystery revealed! ^^

summer dock
#

I would wager you have a problem in sdk setups, or maybe a plugin. Have you been able to package successfully with previous unreal version?

blazing crest
summer dock
winged moss
open rapids
#

I understand that and thank you for your response, but I just wasn't sure how to do it, is this correct?:

"InstallScript"
{
    "Registry"
    {
        "HKEY_LOCAL_MACHINE\\SOFTWARE\\Foo\\Bar"
        {
            "string"
            {
                "Install_Path"      "%INSTALLDIR%"
                "Exe_Path"          "%INSTALLDIR%\\foobar.exe" 
            }                           // Is this the game.exe file?

            "dword"
            {
                "PatchVersion"      "12"
            }
        }
    }

    "Run Process"    // All things that run on the first time (VC Redist)
    {
        "DirectX"
        {
            "HasRunKey"     "HKEY_LOCAL_MACHINE\\Software\\Valve\\Steam\\Apps\\480"
            "Process 1"     "%INSTALLDIR%\\DirectX\\DXSETUP.exe"
            "Command 1"     "/silent"
            "NoCleanUp"     "1"
        }

        "VC Redist"
        {
            "HasRunKey"     "HKEY_LOCAL_MACHINE\\Software\\Valve\\Steam\\Apps\\480"
            "Process 1"     "%INSTALLDIR%\\DirectX\\DXSETUP.exe"    
                              // Here would be the UEPrereqSetup_x64.exe?
            "Command 1"     "/silent"
            "NoCleanUp"     "1"
        }
    }
}
compact jackal
#

Hello! I'm having this error message 1 second after my packaged game started. All Unreal forum messages related to this haven't any solution. Has it happened to anyone? Do you know how to solve it? Thanks!

winged moss
#

well are you doing something with a Sequencer... sequence

compact jackal
#

I have pawns with ActorSequence

winged moss
#

and how is that referenced?

compact jackal
winged moss
#

well what's the callstack?

compact jackal
winged moss
#

attach a debugger to it, or just see what's in Saved/Crashes

#

but it's a little harder working from a crash dump

wooden stream
#

guys having problem with windows sdk I downloaded it and installed but cant see it in my editor

#

also when I ignore it getting this error

winged moss
#

not having RunUAT.bat seems pretty bad

wooden stream
#

idk whats going on I just reinstalled whole source build of UE

#

generated files and built it 😄

#

i dont get it

wooden stream
#

idk whats wrong with ue

winged moss
#

Please enable file extensions in explorer

wooden stream
#

i have these

compact jackal
winged moss
#

So that's gone missing

winged moss
compact jackal
#

I checked the lines related to my side of the project, and everything is ok ._.

winged moss
#

Whatever you're doing is hard referencing a sequence that it probably doesn't like

compact jackal
compact jackal
#

When I remove all ActorSequence from actors then I recive this another error message. I've checked the crash logs and there aren't any Callstack log.. The title of the error window is: Game has crashed and will close

waxen aspen
#

Anyone got an idea why shadows could be too dark/broken in a packaged build?

#

packaged

#

pie/standalone

#

all shadow settings under scalability couldn't solve this

compact jackal
#

@winged moss I found what was causing that issue. Unfortunately, there was no indication that it had to do with this. I found it by gradually narrowing down the problem until I reached this line. When performing a search on a map with a 'TSbuclassOf<AActor>', the returned value must be a pointer and CONST. Adding the 'const' resolved the issue. The curious thing is that it worked fine in the editor, but not in the executable.

wooden stream
#

deleted it, cloned 5.3.2 from git, then ran Setup.bat, ran GenerateProjectFiles.bat then opened unrealengine.sln and ran build

somber shuttle
#

good morning / evening

#

i've made a project that I want a friend to be able to play on their mac but i have this error:

elder rivet
#

Henlo,
If I check the Support Vulkan checkbox in the android packaging option, i get the following error when I open my game app and it crashes.
Assertion failed: Texture->Image != nullptr [File:./Runtime/VulkanRHI/Private/VulkanBarriers.cpp] [Line: 1035]
Any idea why?

rare condor
#

UATHelper: Packaging (Windows (64-bit)): ERROR: System.ArgumentException: An item with the same key has already been added.

I cannot package this up for win 64.
I have the feeling it has something to do with the TARGET files in binaries/win64/ folder.
It is looking for the wrong TARGET file? but have no clue really what I am doing.

edgy frost
#

BuilGraph - why use Cook task (along with oher tasks for cooking, building etc), instead of BuildCookRun with different parameters ?

deep echo
#

any idea how to solve this please ? I don't know what mesh is referring to or how to solve it 😦
[2024.04.26-14.23.59:741][731]LogMassRepresentation: Error: No associated meshes for this intanced static mesh type

potent girder
#

I keep getting an unknown cook failure when building

#

I already disabled all sm5 in project settings

dull phoenix
#

How do you speed up cooking process in UE5.4? I thought it suppose to be faster.. It's taking more than 4hrs.

potent girder
#

oooh, where do I find these

drifting vigil
#

build time was over 20 minutes before I canceled, where to start?

drifting vigil
#

so it just does that?

open rapids
#

depends what you are building

drifting vigil
#

1 level, first project, some chaos sim and some Niagara fx lol

#

1h 12m 22s

#

it is done

open rapids
#

mhm, something is probably wrong

potent girder
#

where do I find these things he's saying to delte

dull phoenix
#

During the cook process I get this?

    Source package: /Landmass/Landscape/BlueprintBrushes/Materials/Sprite/M_BrushSprite_01
    Target package: /Engine/EditorResources/S_Terrain
    Referenced object: /Engine/EditorResources/S_Terrain```
#

Any idea what's wrong

dull phoenix
#

I even added "EditorResources" folder in project settings to let it cook. By the way, I'm using ProjectLauncher.

deep moss
#

I’m guessing; but you can’t ship Editor related stuff in UE per the licence, so I doubt you can cook it?

dull phoenix
#

Never happend before

deep moss
#

It’s always been a licence requirement in UE forever to not use editor stuff in a shipped game.

dull phoenix
#

I packaged the same project in ue5.3. Didn't see that issue

deep moss
#

Assuming that is what your error is though; it’s just a guess on my part.

dull phoenix
#

You know any solution or workaround

deep moss
#

But the fact the issues is under Editor related folders, that is why I’m thinking your trying to ship something your not supposed to.

deep moss
#

You need to not use editor related tools in your actual packaged game.

dull phoenix
#

Why having same file names in two different plugins cause issue?

edgy frost
#

Is there some magic option to delete/not create pdb files packaging development build ?

split wave
waxen aspen
split wave
#

looks like this for me when i bulk edit in property matrix, I'm using paper 2D textures so this may be differently for you but definitely give it a shot 🏂

split wave
dull phoenix
lapis glade
#

Is it possible in unreal 5.1 (or newer?) to package a blueprint only game that uses a third party plugin? I'm struggling to find recent information or clear steps on what I need to do.

undone turret
lapis glade
#

thanks, should it matter if the plugin is in the project or the engine plugin folder?

#

hm, I think maybe it has installed, but not working in game for another reason... I'll try to figure it out. Thanks again 👍

#

I see, thanks for clarifying 🙂

dull phoenix
#

Any idea whats wrong?

#


[2024.04.29-00.57.15:391][  0]LogShaderCompilers: Display: Worker (1/1) finished batch of 10 jobs in 61.489s, TShadowDepthVSVertexShadowDepth_OnePassPointLight [WorkerTime=1.977s], TBasePassPSFNoLightMapPolicySkylight [WorkerTime=1.972s], TBasePassPSFNoLightMapPolicy [WorkerTime=1.788s], FLumenCardPS<false> [WorkerTime=1.223s], TBasePassPSFNoLightMapPolicy [WorkerTime=0.849s], FLumenCardVS [WorkerTime=0.829s], FHitProxyPS [WorkerTime=0.760s], VelocityPipeline, VelocityPipeline, VelocityPipeline
[2024.04.29-00.57.15:393][  0]LogWindows: Error: === Critical error: ===
[2024.04.29-00.57.15:393][  0]LogWindows: Error:
[2024.04.29-00.57.15:393][  0]LogWindows: Error: Assertion failed: Actor->GetLevel() == this [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 571]
[2024.04.29-00.57.15:394][  0]LogWindows: Error:
[2024.04.29-00.57.15:394][  0]LogWindows: Error:
[2024.04.29-00.57.15:394][  0]LogWindows: Error:
[2024.04.29-00.57.15:394][  0]LogWindows: Error: [Callstack] 0x00007ffe14c75587 UnrealEditor-Engine.dll!UnknownFunction []
[2024.04.29-00.57.15:394][  0]LogWindows: Error: [Callstack] 0x00007ffe14cfc518 UnrealEditor-Engine.dll!UnknownFunction []...
[2024.04.29-00.57.15:406][  0]LogWindows: Error:```
potent girder
#

I can't find the staging directory in project settings

green gorge
#

Anyone knows why I could be getting this when trying to package a project ?

potent girder
#

my project has given me zero errors in the output log but it failed to package

golden patio
#

Shipping packaged build freezing/not responding, launching from engine is fine however

opal scaffold
#

Hi guys please I need an expert who now about unreal engine cronos plugin I want to upgrade our existing game web3 login flow, this Is paying job kindly dm if you are in

golden patio
elder rivet
#

Hello guys! I am diving into PSO Caching and from my understanting is a concept born with modern graphic APIs. (DirectX 12, Vulkan and Metal).
Then my question is: if I set the Default RHI to DirectX 11, is PSO Caching completely useless? How does Unreal manage this?

autumn bloom
#

Has anyone seen an issue where a StringTable HARD reference doesn't get loaded in Shipping Builds? I have a message displayed to the player if they can't use an item, it works fine in the Editor. But on a shipping build I get <MISSING STRING TABLE ENTRY>? It's a hard reference in the BP, shouldn't it be loaded?

proper furnace
#

Guys got any ideas? 5.4.. never had any errors

white latch
#

Having trouble cross-compiling a Linux server using a Windows dev machine after upgrading to 5.4, any pointers? #linux message

slim charm
#

hi! I'm having a problem with the packaging fps. in the UE Standalone Game I'm playing and it gives me 110 fps, but then in the packaging it gives me 40/50 fps. what I'm doing wrong?

solemn moth
#

Hello. New to unreal and I was sent here for an assist.
I've created a simple coin runner that has no issues or errors in PIE. When I click build I get the following error.
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
(first image). Has anyone seen anything like this before?
(second image: seached fail in the build log)
Only issue is WinPixGpuCapturer.dll failed to load.

winged moss
solemn moth
slim charm
#

okeyy 🫡

limber oyster
#

Build Faind error(crash) on packaged game when trying to set scalability to epic

#

Any ideas?

#

Works fine in Pie

#

Proboaly something have to do with rendering

winged moss
#

I'm not sure what "faind error" means, but this is quite literally impossible to tell without anything to go on other than a vague description

#

like even a callstack would be handy

limber oyster
#

Build Failed. My bad

winged moss
#

a failed build isn't the same as a crash

limber oyster
#

On the out put log

#

Lunched game works fine until it try’s to set scalability to epic, then it crashed with an unknown error. Build failed is in the output log

#

Leme grab a screen shot

#

Works fine in pie including building

#

Default scalability is also set to epic. Idk why it’s not lunching in epic by default

solemn moth
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I don't see any instance of icons there, though making an actual icon fixed my build. Thank you Sswires!

limber oyster
winged moss
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I don't really need a video just explaining the same thing you said in text

limber oyster
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Is it somewhere in the ue5.3 folder?

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Just googled it. I’m eating rn soo I’post a a bit later

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Hmmmm, packaged in project settings don’t have this problem

limber oyster
winged moss
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This is an editor log

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You said the crash happened in a packaged build

limber oyster
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Only is shipping settings

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hmm

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one sec'

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packaged it in project settings won't crash

winged moss
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What

limber oyster
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packaged in shipping setting dosn't seems to output a log

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lunching it in editor (as standalone) and package in shipping settings crashes

limber oyster
winged moss
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No unless you use a source build and enable it, but does a development build crash? And you should get a crash dump either way

limber oyster
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development build do not crash

winged moss
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You can even attach a debugger to the running game and let it crash, at least then you can actually inspect everything

limber oyster
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not sure how to do that

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and directories for the crash dump?

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one second my brain is not braining

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BRUH Nothing crashes except shipping configuration