#packaging
1 messages · Page 13 of 1
I'll send it as soon as I get home
can I try to delete Binaries?
Not sure how that would be productive
I can't see the build output
And did you know you can ctrl+C on a dialog box
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?
I tried looking on the disk for CDF01 or e4dc and couldn't find anything
is BP_TB_TeleportPoint your own BP?
yes
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
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.
Pastebin.pl is a website where you can store code/text online for a set period of time and share to anybody on earth
Anyone here ever built LyraGameEOS specifically, via command line, not engine?
well the formatting on this pastebin is extremely messed up
screenshot depicting it not being fine
since slashes in file paths are not visible
several examples of " being used in place of "
Yeah I see that now
Pastebin.com won't allow this much text. Guess patebin.pl breaks it
also you can just copy long parts of text to discord and it'll just make it an attachment anyway
Not when its 25,000 characters.
Ends up yelling at me about size half the time 😅
There's a lot of jokes there.....Anyway!
XD
why is it running msbuild rather than just invoking UBT? or just letting BuildCookRun handle it?
that isn't the answer to the question, I can see the commands being run from the log file
My main build commands. I'm fairly new to building via CLI, so I followed tutorials from places like https://patricevignola.com/post/automation-jenkins-unreal and adapted.
Automation with Unreal Engine and Jenkins-CI
If there is more recent (that's outdated) ways of doing, or better, I'd love to learn.
it also builds the UnrealGame target for no discernable reason too
I recommend using runuat.bat instead of this rocket stuff ( though not sure if that should make a difference really )
well that's a good point because LyraGameEOS requires a unique build environment
RunUAT is in the command following MSbuild.
and -rocket is installed builds
the point is you don't need to invoke MSBuild since UBT will handle this
Makes sense. I understand rocket to be leftovers from old UE4 code?
BuildCookRun will usually handle building AND cooking
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?
yeah I don't think I've ever needed to do things via MSBuilds
well you don't need to use msbuild ever
VS projects are fake
they're just a front for UBT
Gotcha!
So, based on my build config, can you help me understand the context, and syntax I'll need?
Well to be fair people that do c++ code probably use the solutions but for the purposes of building, irrelevant
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
Aha, so the line I have after MSbuild, essentially.
So, it seems I might just be able to remove my entire msbuild section?
example with params #automation message
awesome. I will give that a try and report back in about 30 mins (build time)
Thank you both kindly.
this has a bit of junk in its args
I am glad to hear feedback
-target is important for LyraGame vs LyraGameEOS though
-installed does what? I think that would be installed builds only
-nodebuginfo? you don't want to strip PDBs except from the upload process
-cookflavor=ETC2 is doing what? is this Android/mobile?
I gotta run, but will get back to this later tonight. Thanks for the notes sswires!
also I would think -ddc would override any project level DDC settings
Yeah it might be a bit of a hackjob, good that we clean it up
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
Honestly, the docs have not been a huge help lol
I'm a doc writer / technical writer for a living 😅
They are great for in-engine, but as soon as I tried digging more for CLI etc...Sparse.
We have LyraGameEOS. Thank you @winged moss and @summer dock very much.
unofficial docs ( pinned ) : https://github.com/botman99/ue4-unreal-automation-tool
I probably should write a "tl;dr BuildCookRun" article or something
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
that would be a valiant move
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)
I cannot seem to overcome this. When I build in VS myself, then it give me the following error
For whoever likes outputs more 😉
The advanced sessions plugins are of the same version of the project
I only have an empty cpp script with:
this is everyone, and this looks like it's missing lines
C++ isn't "script" either
Post full log .txt files
Oh my bad then, What else is it called?
I am new in the fields of cpp haha
Oh and I fixed that issue but thanks @winged moss and @summer dock nevertheless ❤️
This is the UBT log, so there is definitely information you're not showing
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?
\
that is a windows DLL so maybe repair it?
looks like StackWalk2 comes from dbghelp.dll though
well it's an issue local to you
ok? what does that mean
so i cant fix it?
well fix your windows install or something
how would i do that?
Describes how to use the System File Checker tool to troubleshoot missing or corrupted system files in Windows 8.1, Windows 8, Windows 7 or Windows Vista.
gotcha let me find the other log
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 !
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.
the plugin itself works on the original file UEditor
(I've tried packaging through runUAT.bat, same outcome Build failed)
what could be the issue?
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
https://dev.epicgames.com/community/snippets/3Gdz/unreal-engine-exposing-root-movement-to-blueprints
PackagingResults: Warning: Unable to find package for cooking /Game/FirstPerson/Blueprints/BP_FirstPersonGameMode. Instigator: { GameDefaultObject: GlobalDefaultGameMode }. how do i except that?
why when i package my particle effects and landscape is invisible
why are my particles and landscape completely gone when i build
I don't think I'm doing it right because the file size is too large
depending on the size of the project but that seems about right
why my game showing white screen after ue splash screen? but work fine in standlone androidd
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?
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```
itch.io doesn't accept it
and my last game was only 639mb
Can it not be an issue of my not compressing the right files?
If you look at your Content folder via Explorer, and check Properties, how big is it? ( If you have a lot of assets you don't use this will of course not give right numbers, but if everything in there is also in use, it will reflect your package size to some degree )
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.
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.
Okay I'm going to try those when I have time. This helps a ton
Thanks! I tried removing the assets mentioned in those lines, but the build still fails. I can see the main error being "LogOutputDevice: Error: Ensure condition failed: !FindPin(FFunctionEntryHelper::GetWorldContextPinName()) [File:D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_FunctionEntry.cpp] [Line: 404]"
Any idea?
any guide for packaging unreal project for mac using a virtual machine on windows?
These seem to arise now and then from copying functions. You can Find in blueprints for WorldContext, and if you can remember a recently copy/pasted area, you should be able to find the pin.
If that doesn't work, further steps depend on whether you have a) version control or b) running a custom source engine
Thanks for the suggestion. I removed an empty WorldContext pin from a function, and it almost solved it, but at the end the build still fails for Unknown Cook Failure. It also says: "Audio Buffer Underrun (starvation) detected. InstanceID=1
I have version contrl (Helix) but not running a custom source engine (just the default 5.3 from the launcher)
Version control++, it's a lifesaver sometimes.
Hmm, haven't hit this buffer thing before. Is your computer up to the engine min spec?
yup, ryzen 7 5800x and rtx 3070
but i think this audio error is not the main problem
If you have time, can I maybe send you the full log txt in DM?
just post here
also make sure you have repeated the process of searching for errors and squished all the clearly solvable ones first
Isn't the packaging process supposed to skip unreferenced assets?
The log is constantly referencing stuff that is not in use
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
you might want to check your packaging configuration settings.
I assume you also know how to do asset->reference viewer
Yes, I'm sure those assets are not referenced
Packaging settings should be default, I haven't touched anything there.
Is there something I need to modify?
I would start by collecting the evidence on 1 sample of the issue and presenting it : select one of the assets, show the log of it in packaging, show the reference viewer results
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.
well, it will unravel piece by piece. hopefully there will be major chunks of stuff in there : )
just pick the first error and figure that out, then the next, and so forth
I have tracked a few, they don't make any sense to me, they are about bones on animations that are not referenced anywhere.
what's weird is some still appear even though i deleted the concerned assets, fixed up redirectors and restarted the editor. it's almost like unreal still looks for them even though they don't exist anymore, like ghost references
Well, I would start by making sure your project is clean.
Delete Intermediate folder, rebuild, and run editor.
Then pick the first problem, like "/Game/PN_OpenWorldFoliage/UE4_ThirdPerson/Blueprints/ThirdPersonCharacter", go in there and check for the missing pins
'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.
I doubt this is the problem. I am skeptical of there being shortcuts here - you just have to start sorting through the packaging log errors, figuring out what is wrong
You could sanity check by creating an empty/template project and packaging that, to make sure your pipeline is clear
the -cookflavor=ETC2 is certainly unnecessary unless you are doing android builds
but I don't think it affects pc builds at all
Thank you, I will try that.
Thank you, but I still think it doesn't make sense, the fact the packaging process keeps working over unreferenced assets.
I deleted a single animations folder and errors dropped from 190,000 to 4,000.
Well, there's usually a reason for everything. Like maybe something references the whole folder, or something, or the folder is marked to always cook. But cleanup, cleanup...
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.
how did that happen?
I deleted intermediate folder, but it still picks up errors about character blueprints or maps, even though they are not used in my project. They're just in the content browser. Why would it need to compile all blueprints from all the content browser if I don't use them?
My packaged app crash on startup and I can't see anything that help in the log.
Any suggestion?
Please sanity check:
- show log line from packaging
- show matching asset in reference viewer, screenshot
Line 1002: [2024.04.01-13.52.15:599][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Plugins/Runtime/SunPosition/Resources/SunPosition.png' error.
Good catch man, I totally forgot about that plugin being enabled.
Now I get a different error, this time it doesn't even start
"CreateProcess() returned 570"
Forum suggest to tick "Full Rebuild" in packaging settings, but I'm packaging from command line.
Any idea what's the equivalent mod?
-clean did it, but I'm back to the other error, I disabled that plugin, it wasn't the problem
- Open the file in a proper text editor like Notepad++
- 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
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.
The log almost always has good stuff in it, and I beseech people to really start taking the time to look at the collected search results patiently. Question : have you done Search for all occurences of "error"? If yes, look at the 4th hit, ( which is technically a warning but the line includes the string "error" )
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
so, looking at the crash.
It's all "unknown function" - are you using a binary from the Epic Store? If yes, please download Debug Symbols
Epic Launcher -> Your Engine Version -> Launch/Options -> Editor symbols for debugging
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
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.
are you using a binary from the Epic Store?
Which binary?
If you ask about the engine is the one distributed by Epic, I'm not compiling from source
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().```
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
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
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.
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.
LogActorComponent: Error: May not destroy component NiagaraComponent /Game/_iraisynn_attinom/maps/ia_scatter_256.ia_scatter_256:PersistentLevel.WorldSettings_1.NiagaraComponent_0 owned by WorldSettings /Game/_iraisynn_attinom/maps/ia_scatter_256.ia_scatter_256:PersistentLevel.WorldSettings_1.
"owned by WorldSettings"
So if you inspect WorldSettings, somewhere in there is a reference to this, it seems
I extended all the parameters in World Settings and there's nothing related to this plugin it seems
Not sure what persistent level is and why it's loaded apart from my own level
I could just delete the map I guess but I wish I knew how to solve it another way
Bit of a mystery, not clear to me either what is going on there.
No problem, thanks for your help. I'll try deleting the asset to see if it works.
@summer dock Would adding my map here change anything?
Well, it should just ensure that any maps included there are included in build. Useful but not sure if relevant in your case
Well I didn't check it but deleted the map mentioned in the error log and now the build was successful!
I'm glad it worked but I wish I knew how to fix those errors without deleting the assets. I still don't understand why it tries to compile everything it seems, instead of only what's needed
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
Perhaps add the folder it is in to explicitly cook, in Packaging configs?
common BP struct L, but you might have to force them to package
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!
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?
Delete one of the game targets? Do you need both?
I dont, How do I do this? Where do I find the game targets?
In your source folder
MyProject.target.cs is probably the one
I would advise moving it rather than deleting it at first, to see if it breaks anything
There is a way to specify a primary game target, but I've totally forgotten how.
I only have one project at the root (along with Config, Content etc folders)
Then I'm not sure, sorry
thank you for trying!
can I somehow turn off these notifications in packaged game?
I was unable build light because my UE was always crashing
not sure why, since these messages don't show in shipping builds
and I'm not sure why you'd give development or test builds to users
we have localized string tables with the localization dashboard and are trying to load them into the game with the following command
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
It's meant to be a dialog box like this that changes depending on where in the story the player is
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
I found this function, going to give this a try at the moment we are getting the string
Is there a big difference for shipping when "releasing" internal things like configurators and stuff?
Unreal's localization system is rubbish imo. Having the whole editor change language when you want to preview language choices in editor? Utter madness...
I find it useful to be able to toggle the messages on or off on dev builds
We haven't had to touch configs much for shipping vs dev
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
I Can’t Package Blueprint project it says “Visual Studio not installed”
Shipping: No logging or dev console (by default, configurable with source build), check()s are disabled, a lot of debug stuff is stripped out
You will likely have better performance too due to the lack of the debug tool overhead
And I thought I did that as a ping reply but I didn't
I thought BP projects should not need Visual Studio, hmm. Sure you haven't slipped a c++ class in there somewhere?
It'll usually tell you in the log that wasn't provided
Would that take a big chunk of filezise out or is the debug stuff quite light in that context?
I think I'll do some tests then because any performance I can squeeze out is better than nothing!
no c++ class
Converting an FText to string is lossy
I guess you could sanity check by opening a new blank project and seeing if that packages without vs
If they are FTexts from a string table then they will react to locale changes
okay
Or just provide the log
The actual important information
Some plugins will require a temporary target and it will print that in the log
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
I added this to the default engine:
[/Script/BuildSettings.BuildSettings]
DefaultEditorTarget=Resolink33Editor
and I dont know what the "Myproject" is.
Can anyone help?
You likely have MyProject.Target.cs and Resolink33.Target.cs, it also mentions game target rather explicitly rather than editor target
Where would this MyProject.Target.cs would be?
The same location as the rest of them, in Source
I dont have a source folder
Not sure how you would end up with that if you have a BP only project
But if that's the case, clear Intermediate
Yeah its a BP only project. So I just delete the "intermediate" folder?
Basically any time something is sus, it is perfectly safe and sometimes beneficial to close, nuke the Intermediate folder and restart
Maybe once a month something behaves in unexpected ways and that clears it up for me
it didnt work 😦 Could I send you my Log to have a look?
just post it here
.
so, what's this LivestreamingToolkit about, some plugin you recently added, and then problems started?
I'm not sure, could it be linked to the OWL CinecamCapture in my level?
Let's sanity check a couple of things first:
-
Do you use version control?
-
Have you added a lot of plugins at one go?
-
Do you package regularly?
- I dont know what this is
- I dont believe so
- I ve never done it, this is my first attempt and it fails
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.
ok, thank you for taking the time to explain 🙂 How do i turn it on?
If you check your Plugins setup, is there a LiveStreamingToolkit in there?
It is a process to learn. It has a dedicated channel, #source-control
Can't just turn it on, need a service like Azure + Git, etc
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 )
No, nothing comes up in marketplace
and nothing in the project folder either. I find livelink files but no livestreaming toolkit
The response to source control being "I don't know what that is" is certain a short horror story
and a story often told... I wish all gamedev starter tutorials would be like "as soon as you've made one tiny practice game or whatever, you like this and want to do more? now stop, and learn version control"
You would probably need to check the uproject file too
How do I do this?
Open it in a text editor
Packaging errors in BP only projects are always a lot worse
Resolving dependency issues, and not forgetting BP structs and enums are incredibly fragile
ok, so it IS a plugin. Sometimes the names and descriptors do not match properly. Anyhow, I saw some post that suggested trying to move the plugin from Engine/Plugins/Marketplace to YourGame/Plugins. Worth a shot I guess
Theres no plugin folder in my project fodler, shoudl I create one and drop the plugin there?
This is where I'm at now
Should I re run the OWL installer hopping it will ad the SpoutGL?
worth a try. at least there is progress : )
Hi, how can I automatically zip the folder after every packaging? (for dedicated server upload)
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
Did you install the plugin to project or something?
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?
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?
Are you on 5.3+ engine? I believe that may be a bug pre 5.3
i'm on 5.2
So, since it is just a warning, I think it is safe to ignore it
ref fix in CL 24935070, aka GitHub commit f3e65479f693fc83e027a73dae87e51458cdf0f0
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
Yes, I had to reinstall it to the plugin folder
well to install plugins to project, your project must be a C++ project
If you're using OWL there's a way to configure your project so it packs. First, it had to be a C++ project
Not to install but to pack yes
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 😭
The log doesn't seem to pinpoint the error. Assuming you are using version control, I would roll back with a binary search pattern to find the breaking change
Also I would recommend doing nightly builds to catch packaging issues as fast as possible
/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
any help with this?
Sounds good ill try it out, appreciate the help!
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
nice
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
same issue with -serverconfig=Development -server -noclient
tried "renderdoc.AutoAttach" also I guess?
no, I'll try this, do you know where this goes?
it mentions plugin settings, a toggle there? or in the corresponding .ini area
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?
I would hazard a guess that unreal naming convention here would be DevelopmentServer without _
I presume you have followed install setup docs
https://gpuopen.com/learn/ue-fsr3/#setup
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
If you search for "FFXShared" in your IDE, looking especially for build target .cs references, do you get any hits like that? Modules are usually declared there I think
Yes the module is here
I guess if no further clues arrive I would contact the plugin support for advice
yes, that's the FFXShared itself - but does FSR3 have that declared?
well the uplugin makes no effort to exclude the server target
so maybe you could try that
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)
Yeah, that looks solid. @winged moss maybe elaborate exactly how to exclude?
https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Plugins/Media/WebMMedia/WebMMedia.uplugin TargetDenyList works on specific modules
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
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
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?
Lack of engine symbols isn't useful here
I just download those and try cooking again or do i need to do something else, i heard those are for debugging with visual studio.
well it'll at least make something readable rather than a long list of UnknownFunction
got it, I will download those... it will take a while 😅
🏂 🏂
Hello, sorry for bumping this, does anyone have ideas about what could be going wrong?
#packaging message
Sanity check : the server doesn't need FSR, right? So tried disabling it like sswires suggested?
#packaging message
I've tried this, but I think it still uses it because it's set in the main uproject as enabled
Well, I would keep doing tests in that direction. What if you disable it in the main .uproject for example?
There's only one uproject for game and server, but maybe I can duplicate it, thanks I'll keep trying
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.
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 !
Please post as .txt files or snippets instead, painful to work with screenshots
Just a sec
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
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
Open W_MobileInterface. Compile it. Do you see warnings?
let me open up, but i already looked over at the W_Mobileinterface and was unable to solve the problem...
well, that's where the issue clearly is. The log does not lie
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
- Go into Graph view, compile, any warnings?
- Search for the names, oasis etc in the widget code
- Check for redirectors in Content view
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
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
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
So yeah, you have somehow gotten the system a bit mixed up. I would recommend
- Find and Fix Up redirectors ( use Filters in Content view to see them )
- 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 )
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.
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...
Some issues may arise somewhat mysteriously, but the logs do not lie. If you mentioned you have now moved to 5.3? So yeah, that is a situation where often these sort of issues rise up and bite you
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
Ok, got it i will figure out how to fix them and start working on those. Thank you for your help.
If you have some documentation page, resources, or just search words you can point me to to how to do these sorts of cleanup I would appreciate it a lot. no worries if you don't, I will just figure it out.
Not really... Most of this stuff I have just picked up along the last couple of years of learning unreal from the more experienced devs at the studio + this disco + unreal forums
Got it, thank you anyway for all the help so far.
No worries. Have patience, trust the logs, good luck : )
set this up as soon as you solve your problem
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
A game instance subsystem is handling my UI, would this be earlier than startupmodule?
okay where in your game instance subsystem
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.
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
seems unnecessary for it to be a GI subsystem then since the GI has a longer lifespan than a player controller
that i found odd
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
well I'm not the biggest fan of vague descriptions, I think you'll need to show me
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.
a couple of code review notes in this small snippet. it's such a waste of time to cache the output of GetDefault<T> in the constructor
secondly, it looks like you hard reference your UI classes
possible through TSubclassOf
because of LabFrameWorkSettings->UIBaseClass? LabFrameworkSettings is a UDeveloperSettings which i can access through the Project settings, it is correctly instantiating a blueprint class right now.
both my subsystems do fire it's initialization during cooking which I don't know if it's good or not.
yes they shouldn't be hard references
it'll create the CDO for the widgets as soon as your game module loads
how would i go about fixing it?
use TSoftClassPtr
and then async load the widgets, or LoadSynchronous if you need a low path of resistance right now
will try it right up... As for your other suggestion. You mean it's not worth storing ULabFrameworkSettings in a variable? That would be because GetDefault<T> is not "intensive(for the lack of a better word)" at all? I should just call GetDefault<T> when ever i need to use it?
it's not intensive at all
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.
don't slack on that source control either^^ very important
right right, I am also trying rider up on monday... so people here will stop making fun of my VScode
eh, nothing wrong with vscode if thats what you like. people are too elitist about their stuff lol
nah VSCode is horrible with Unreal
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
VS + Resharper is great, except it takes away almost all your memory : )
So is there anyone could give me a hand please?
Is this related to Unreal Engine?
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."
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
https://pastebin.com/UYbB0dsA
Yes folder exists, and we have very minor modifications to the source code to make it compatible with our setting (they compile and work fine when starting our game from the editor)
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
Well, that could be worth sanity checking. Perhaps you should try a blank project, add the clean, unmodified FSR plugin to that, and package. If that works, you will know there is something funky in your setup/mods
major.minor.<patch> version is unlikely to be a problem I think
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)
Yes, it should. Otherwise it will be building on the launcher version
get some logs
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
We don't have a launcher version on this machine, but you're right it's safer
okay got it, it is due to fsr3
@zinc gazelle I strongly recommend doing the sanity check of Blank Project + Unmodified Plugin at this point
that's tough because our code that uses FSR3 is deeply nested in the Lyra code
yeah, but that's not the point. The point is to verify that you CAN package FSR3 from commandline in a clean state situation
But if there's no explicit dependency it might skip it during cooking?
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.
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
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
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?
I'm afraid I haven't really put much effort into packaging optimization. There have been some posts about it over time, but nobody has a clean guide that I know of
I prefer having our autobuilders take their time, doing everything from scratch to guarantee no weird issues caused by incremental building
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
interesting... I wonder how that flag works to reach such a result
I don't know, I'll check if there is some help about it, I found this:
https://forums.unrealengine.com/t/is-running-without-nocompileeditor-required-to-build-plugins/471438/3?u=lcombinator
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
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)
what does it do?
- Uses the Shipping signing certificates if the build is a signed build ( android, iOS )
- Strips out debug stuff
- Names the final package output differently
- Anything else?
tnks
Actually I am not 100% certain of all of that, as we have
configuration = 'distribution'```
for iOS dev builds
I'm shipping to PC only using steam so I'll just enable it, I guess it can't hurt
According to the pinned ( unofficial ) docs - "When you ship your game, you will usually build the 'Shipping' configuration of your game code. The Shipping executable removes a bunch of output to the .log file (to make the game faster) and produces the most optimized compiled code, making your game code as fast as possible. "
Yeah I'm using shipped configuration
But still has this option
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
yep
You were given incorrect advice. This creates an asset registry (and some other metadata) that can be used for pak patching
https://dev.epicgames.com/documentation/en-us/unreal-engine/how-to-create-a-patch-in-unreal-engine the process of which is documented here
( Apologies, I clearly didn't realize that was some PC patching systems, and jumped to conclusions )
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
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
i managed to fix most of the issues. these are the last few for pacakaging. need help
this can't be the entire output because this is just warnings
Please post complete log as .txt / snippet
I guess that ain't happening
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.
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
Well you didn't copy the symbols so it's literally impossible to give you any useful information
You should enable the option to copy debug information in shipping builds
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
Thank for your replay, it currently works after i removed Binary & Intermediate folders and recompiled then repacked.
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.
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?
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^^
well, you did change things, the enum classes. Question 1 : Do you use version control?
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
updating VS ain't going to do that
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
looks pretty tricky. Some physics object has flipped out I guess...
This is why I always recommend having an autobuilder package on every change, and every night to catch weird stuff early
If you look at your whole log for warnings before this crash, maybe there might be some clues
and what was tried? did you try clearing DerivedDataCache?
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"
would love to but i dont have any machine working at night and i will not leave my PC, im not that rich, its expensive here to use current like that
so back to question 1, do you have version control?
yes, i will try getting back and check where it gone wrong
you could add a debugger to UnrealEditor-Cmd.exe and when it crashes you can probably dig to find the problem asset
i dont think i can get anything from this
good job there's more than one part of the callstack
you are right, im reatrded
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!
We're seeing this at our studio, packaging worked fine last week, we build our own engine. Is this something to do with NuGet packages?
If we try to package with unreal frontend it erroneously reports all stages are successful, we get a ton of MSB3277 warnings in the log like
bump
Found solution, add these to the DefaultEditor.ini
[CookSettings]
+CookOnTheFlyConfigSettingDenyList=Game:/Script/EngineSettings.GeneralProjectSettings
+CookByTheBookConfigSettingDenyList=Game:/Script/EngineSettings.GeneralProjectSettings
(Might just need the OnTheFly one but for safety i put both lmao)
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
I believe a well made plugin should be split into runtime and editor modules. If this is not the case, I guess I would use alternative configurations ( but how did that go again, hmm, I haven't used them )
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"
}
]```
My plugin is not enabled by anything. It's packaged automatically
Sanity check:
- is it enabled in your .uproject file? ( that's one place you can switch it on and off )
- if you look at the folder structure, inside the Source folder of the plugin, there should be a <pluginName>.Build.cs file
It's a game feature content only. It doesn't have any build.cs nor it's enabled by anything
well, then it's maybe not a plugin at all?
It is. That's my GameFeatureData for it. You can clearly see that it is a plugin
Hmm hmm
So, let's get some more background data on this.
- is it a plugin from the marketplace, or something you have rolled yourself?
It's mine. It contains one single map and data asset
Also is it causing some hassle for you in packaging? What is the problem?
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
I suspect you might be best served in #plugin-dev channel
It's just a matter of keeping things minimalistic and clean
I mean, it's something in-between, but I can try it out
out of interest, what is it, if it is and is-not a plugin?
wdym?
"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
I mean my issue is related to packaging and plugins, so my problem is something in-between the two topics
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 )
I have many things in there. The second and third folders is the plugin I would like to exclude
That's the case for plugins with code
I mean go into Explorer, and look in there, not via editor Content Browser
ahaa
And this works without being referenced in .uproject file? Interesting
Yes
I suppose that's because I export things
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 😔
well, there is the .uplugin file, I think you can set some things up in there as well
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"
]
}
]
}
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"
Alright, thank you
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
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
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
Where should I call this?
In game instance or game mode
when game loads up?
or it doesn't matter?
here's the annoying part, iirc you have to do it before loading the pak
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
but the cheat manager is present in non-editor development builds
Hm, for some reasons cheats are not running though 🤔
in what context
Never mind, apparently it's an issue in my code. open does work, so I would imagine that everything else should work as well
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?
If I wouldn't specify it, it wouldn't work in editor either
Cannot make APK with UPL errors "android pack"
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
woah the super rare unique build enviroment for the editor
oh and adding the debugger to the cooker will probably help
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 😅
I have this same issue using unreal 5.3.2 - were you able to solve this @mellow moth?
I can't even build a blank c++ project to android. However a blueprint only project works just fine
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..
Thank you so much, I will give it a go
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
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
no but you need to (incrementally) build the engine after configuring the Linux cross-compile chain
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
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
I would wager your PointCloud plugin is out of date = not compatible with your engine version
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
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?
Doesn't this error give away the problem very clearly? Your Build.cs references UnrealEd
ah if i remove it. It says that there is no UnrealEd added
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)
can you show your UEPrototype.Build.cs
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");
}
}
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
Should i add something like this ?
if (Target.bBuildEditor)
{
PublicDependencyModuleNames.AddRange(new[] { "UnrealEd", });
}
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
Change "RHI", "GeometryScriptingCore", "ComputeShader", "EnhancedInput","UnrealEd" to "RHI", "GeometryScriptingCore", "ComputeShader", "EnhancedInput"
ty for answer but i tried to explain that i have error showed above without any "UnrealEd" in Build.cs
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
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
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
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.
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
also
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?
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 ==========
I'm not sure why you would build solution in VS
where is this automation tool.dll Is not in the engine location?
with the launcher engine, these should already exist
reinstalling the engine again
why not just repair it?
It fixed It 🙂
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.
You reasked this but UE5 defaults to DX12 and defaults to packaging SM6 shaders
Not with my package, it disables RayTracing and Nanite, any way you could show me some form or documentation?
I couldn't find anything on this so the slightest hint on where to look would be enough for me.
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?
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
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
I know you can get it I have a c++ node that grabs it but idk if you can set it 🤔
Looks like you can set the project version in c++ now how to set it every time it builds is another question I'm not qualified for lol but here's how you could set the version number
Why not just have your CI modify the INI as a step in the build
has anyone noticed siginifact regression in cooking times between 5.3 and 5.4? Our project trippled by just upgrading
I would sanity check by cleaning out Binaries, DDC, Intermediate, Saved ( but not necessarily everything if you also use editor on the builder and want to keep editor settings here ) folders. Sometimes our builds slow down and wiping these helps ( I should really try to do it piece by piece to figure out which one causes it )
Yea, these is on a fresh checkout
And even after 1st build? ( I havent moved to 5.4 yet so can't verify our situation )
yes
sounds odd...
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
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 )
Oh, the thing is that I manually package the project. Is it hard to setup?
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
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
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
Yeah, sounds useful, I'll look into that
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?
i think it is already enabled
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
have you looked into the logs? normally there is atleast a trace so you can see where it stopped
I’ll be dead honest idk how to read it but if you want I can send a image of it
if you can please use pastebin or something so I can read through the whole thing logs are usually long af but for good reason
Uhh I’m on my phone but gimme one second and i’ll try to figure it out
Pastebin.pl is a website where you can store code/text online for a set period of time and share to anybody on earth
This should work?
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
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.
I distrust any speedup magics. I prefer to trust a clean build on an autobuilder setup so it can churn out nightly builds
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 😦
Generally speaking I don't even touch final builds except nearing release dates, I just work on the editor and let QA look at the product : )
Nightly builds are the way to go I reckon for any testing purposes
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
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
Please post errors as text snippets or files
- readability
- easier to copypaste a line of interest
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
is it a packaged build? could it be an editor only thing?
this is in editor
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
ok i fixed it lawl
i just removed the blueprint in question
then compiled
the pasted it basck
back*
workes...
glitcheroo
aye
Okay thank you
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
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!
I don't see why make this so hard. Maybe just show a plain black image if you don't want a launch splash?
First. I need to know if the engine is actually behaving as I believe it is (skipping permissions when launch image is disabled).
We already have our own custom launch screen logic, that's why we don't need the unreal one.
my answer remains the same. so you lose a couple of seconds or something at boot time, versus spending days trying to workaround this problem
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
Yup, that's what I am doing. I was asking for pointers, maybe one of you guys knew the engine code responsible for this.
Look at the config.ini variable name, and search with that for starters
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
I suspect the whole point is that that is native OS level stuff
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 )
I see
Thank you!
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
What? Could you elaborate please
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.
Is that something to do with fidelity FX
No clue it sounds like something is declared in UE5 rules incorrectly but I know nothing about fidelity fx
Anyone else? 😭
this willl be to do with FFXShared.Build.cs
I just had to verify my unreal engine version in the epic games launcher. Now everything works again
Thanks nevertheless!
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?
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.
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.
@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.
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
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.
What ndk are you guys using for android sdk 34?
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
i recomend creating a type of artifact, or pulling when you want to packaging. I find when compiling without having a steady based that can change will eventually become error prone.
Has anyone experienced patching issue with having "iostore" enabled?
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
What's the problem with it?
Packaging issue
post the log as .txt / snippet please
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...
I am not using playfab. Even plugin is disabled. I have cross checked
The log disagrees with that statement.
Nope. It's binary UE based project. So no chance
And weird thing is has issue with MarketplaceRules.dll does not exist
Googled it
But no fruition results
Well are you going to show it?
Logs don't lie. Somewhere you are including Playfab.
Process to continue:
- delete Binaries, Intermediate, DDC
- Search for text "Playfab" in IDE
- and where is FSR3 installed to?
😄 That Word " Logs don't Lie " I like that when you steal it from me.
And tried deleting binaries,Intermediate, DDC and same same results
Playfab in IDE.... I have to look
It does not appear out of thin air guaranteed. Use all search tools at your disposal
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
You maybe right. So full disclosure uninstalled playfab error boy from launcher. Somehow packaging is in progress
Also Thank you @summer dock
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
And there we go. Build is success 💯 💥
since the marketplace directory gets special treatment in the engine
The plugins folder
yeah, which
How do I run the project in shipping mode without packaging?
I mean you could do standalone but that's not technically shipping I don't think
That's not. You can do it from Visual Studio but IDK how that works. If I make changes to the map, it doesnt show up. I assume it uses pre-build somehow
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
out of curiosity - do you have a full setup.bat install, or do you exclude things there?
This is a launcher build
Hmmm not 100% sure but I got a similar error after updating due to my dumb butt forgetting to check Mark Linux in the options so the SDK could get downloaded but I've not heard of GLTFExporter tho
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
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
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.
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
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)
🤔 have you cranked down the settings in PIE or anything?
no I have not but seems like it's a screenpercentage thing
what do you mean "what's that?", if you enable the prereqs bundling in packaging setting you get that with the build output
r.screenpercentage is not really working in editor although I set all responsible settings to manual
you can run it to install VC++ and DirectX runtimes
but it "looks" like the editor one in my case is at about 60%
so is it some kinds of custom build?
?
So by enabling it, VC Redist files will be installed automatically with the game?
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
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)
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! ^^
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?
Yes I packaged successfully in ue5.3
I'm afraid I am still on 5.2, so things might have changed. I would start sanity checks by looking at 5.4 android setup docs for possible changes
like I said very clearly: install scripts
https://partner.steamgames.com/doc/sdk/installscripts - if you don't want to use the UE installer specifically, Steam also has a list of common redistributables you can install
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"
}
}
}
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!
well are you doing something with a Sequencer... sequence
I have pawns with ActorSequence
and how is that referenced?
honestly I don't know. I suppose that an ActorSequence uses that internally because my game doesn't have any LevelSequence
well what's the callstack?
How can I see the callstack in a packaged game? I know how do that from the editor, but this is out of editor
attach a debugger to it, or just see what's in Saved/Crashes
but it's a little harder working from a crash dump
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
not having RunUAT.bat seems pretty bad
idk whats going on I just reinstalled whole source build of UE
generated files and built it 😄
i dont get it
i found it in folder
idk whats wrong with ue
Please enable file extensions in explorer
sorry for be late. The callstack says this:
Yeah it's easier with the debugger
I checked the lines related to my side of the project, and everything is ok ._.
Whatever you're doing is hard referencing a sequence that it probably doesn't like
thanks for teached me that
there's no way. I only have actors with ActorSequence in BP. I play that animations by a BlueprintNativeEvent, and seems that works because in the second that the program is executed I can see that actor animated
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
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
@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.
deleted it, cloned 5.3.2 from git, then ran Setup.bat, ran GenerateProjectFiles.bat then opened unrealengine.sln and ran build
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:
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?
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.
BuilGraph - why use Cook task (along with oher tasks for cooking, building etc), instead of BuildCookRun with different parameters ?
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
I keep getting an unknown cook failure when building
I already disabled all sm5 in project settings
How do you speed up cooking process in UE5.4? I thought it suppose to be faster.. It's taking more than 4hrs.
build time was over 20 minutes before I canceled, where to start?
so it just does that?
depends what you are building
1 level, first project, some chaos sim and some Niagara fx lol
1h 12m 22s
it is done
mhm, something is probably wrong
where do I find these things he's saying to delte
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
I even added "EditorResources" folder in project settings to let it cook. By the way, I'm using ProjectLauncher.
I’m guessing; but you can’t ship Editor related stuff in UE per the licence, so I doubt you can cook it?
Is that new to UE5.4?
Never happend before
It’s always been a licence requirement in UE forever to not use editor stuff in a shipped game.
I packaged the same project in ue5.3. Didn't see that issue
Assuming that is what your error is though; it’s just a guess on my part.
You know any solution or workaround
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.
If it is becuase of licensing, you can’t work around it.
You need to not use editor related tools in your actual packaged game.
I don't even know how it's being used. It's Landmass plugin rigt
Why having same file names in two different plugins cause issue?
Is there some magic option to delete/not create pdb files packaging development build ?
Had an issue similar to this, my situation might be different from yours since it was happening for my 2D mobile game but I fixed something like this by changing the texture filter to Nearest and setting the tiling methods to clamp. Might be a fix for you 🫡
just on the material for this mesh or in project settings whatsoever?
Texture
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 🏂
I see okay, thanks fam!
hell yeah !
Anyone has solution to this errors
#packaging message
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.
I mean it should just package by default you shouldn't need to do anything afaik
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 🙂
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:```
I can't find the staging directory in project settings
Anyone knows why I could be getting this when trying to package a project ?
my project has given me zero errors in the output log but it failed to package
Shipping packaged build freezing/not responding, launching from engine is fine however
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
fixed-- uncheck "Use Io store" in package settings
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?
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?
5.4?
Guys got any ideas? 5.4.. never had any errors
Having trouble cross-compiling a Linux server using a Windows dev machine after upgrading to 5.4, any pointers? #linux message
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?
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.
The error in the first screenshot is the actual error, and if you've setup a custom icon file, it might be invalid.
Checking that now, thank you!
okeyy 🫡
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
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
Build Failed. My bad
a failed build isn't the same as a crash
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
I re-read my errors there 100 times and am only glad you were able to solve it. I've been stuck here for a month 😭 It built successfully just now. Thank you so much! ❤️❤️❤️❤️
I don't see any instance of icons there, though making an actual icon fixed my build. Thank you Sswires!
Any idea?
Yeah are you going to show a log or a callstack or anything?
I don't really need a video just explaining the same thing you said in text
Where is that? I am new thanks
Is it somewhere in the ue5.3 folder?
Just googled it. I’m eating rn soo I’post a a bit later
Hmmmm, packaged in project settings don’t have this problem
Here is the log. the build failed line is [2024.04.29-23.02.42:743][642]
Only is shipping settings
hmm
one sec'
packaged it in project settings won't crash
What
packaged in shipping setting dosn't seems to output a log
lunching it in editor (as standalone) and package in shipping settings crashes
do shipping setting packaged file outputs a log? can't seem to find it
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
development build do not crash
You can even attach a debugger to the running game and let it crash, at least then you can actually inspect everything

