#packaging
1 messages · Page 14 of 1
there is this which i beleve is the engene log. do running it in standalone mode leave log files?
I’ll just change random settings until it stoped breaking or go back to old backups and see when the problem appred
Ugh I think I fixed it by migrating all contents. Not worth the pain debugging especially that I still have high school
Idk software dev is definitely the most painful thing I have ever done so far. Even blender or building a 3d printer is easier lol
Gl
Nym it’s not fixed
.ima deleting assets one by one till it stops crashing
5.3
Hmmm even a default project crashes
Dosn’t work it’s an engine thing, even in 5.4, Do they use the same default engine.ini? If it’s not an engine thing could it be visual studio or some wired c++ compatibility stuff?
I neede to sleep now, still have class t Mel
I neede to learn c++ and software development stuff I gess. Idk if I wana do that or no
any idea? ```LogOutputDevice: Warning:
Script Stack (0 frames) :
LogWindows: Error: appError called: Assertion failed: Actor->GetLevel() == this [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 571]
LogWindows: Windows GetLastError: The operation completed successfully. (0)
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Assertion failed: Actor->GetLevel() == this [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 571]
LogWindows: Error:
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffe14c75587 UnrealEditor-Engine.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffe14cfc518 UnrealEditor-Engine.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffe548a3ea7 UnrealEditor-CoreUObject.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffe548ae5d9 UnrealEditor-CoreUObject.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffe4af03ea7 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffe4ac8a027 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff61dfff8ea UnrealEditor-Cmd.exe!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff61e01aee6 UnrealEditor-Cmd.exe!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007fff35ce7344 KERNEL32.DLL!UnknownFunction []
LogWindows: Error:
LogWindows: Error: end: stack for UAT
LogExit: Executing StaticShutdownAfterError
LogWindows: FPlatformMisc::RequestExit(1, LaunchWindowsStartup.ExceptionHandler)
LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, LaunchWindowsStartup.ExceptionHandler)
LogCore: Engine exit requested (reason: Win RequestExit)```
Odd, but these days I would opt for CSV string tables. What you're doing should be a hard reference, but have you tried forcing the directory containing your STs to cook? I think we did that on a past project
anybody dealt with code signing on Windows? Specifically, with the issue of being unable to codesign the "bootstrap" executable produced by the packaging process.
(I already have a workaround but it is pretty ugly, so was wondering if there was a better way to handle it)
Hello, I am trying to package a project, but it is giving out an unexpected error, which is attached.
I don't really know how to fix it....
I tried moving the project to the root folder, nothing. Tried enabling support for long paths, but still nothing
So we did include String Tables as part of explicit directories to cook and that didn't work. I ended up solving it, but I don't know WHY it worked. All I did was move the assignment of the Text variable from Construction Script, to Begin Play. It works in packaged builds but I don't see why it's different?
bug perhaps? I asked about 5.4 because STs are pretty scuffed in the .0 release
Hey did you ever find a fix for this? Running to this too with 5.4 Should be resolved by simply unchecking the Landmass plugin in the editor plugins window.
Woah, this is huge news for me. Really? That's going to explain so many of my bugs!
well the outcome of a construction script is essentially cooked
Show the full path in file system for this file:
../../../RemappedPlugins/ConveyorSystemPlugin/Content/MF_ConveyorMaterial.uasset
I solved it. Moved the plugin from source to plugins
How did it end up there lol
to be honest
I don't know
I created the plugin
and it was created there for some reason
UE must have smoked something hard
908090908So Landmass is not needed anymore? I'm using the water plugin, as far I know the water is using the landmass plugin.
Oh, then in this case you may want to keep it checked
I didn't need Landmass so I didn't think twice before disabling it
Also what is the 908090908 prefix about 🧐
Anyone know a good way to integrate GPU Lightmass lighting builds into a CI/CD pipeline using Horde? (Given an agent with a GPU)
Already have Horde up, just wondering what a good BuildGraph would look like for a GPU Lightmass run
IDK typo probablyor accidental key press. Sorry about that
SO I enabled debug symbols. I get a little more info.
Script Stack (0 frames) :
LogWindows: Error: appError called: Assertion failed: Actor->GetLevel() == this [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 571]
LogWindows: Windows GetLastError: The operation completed successfully. (0)
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Assertion failed: Actor->GetLevel() == this [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 571]
LogWindows: Error:
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffc42995587 UnrealEditor-Engine.dll!`TActorDescContainerInstanceCollection<TObjectPtr<UActorDescContainerInstance> >::GetActorDescInstance'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp:571]
LogWindows: Error: [Callstack] 0x00007ffc42a1c518 UnrealEditor-Engine.dll!ULevel::Serialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp:564]```
I still don't know what it means.
During packaging during cooking using ProjectLauncher.
hello there, did you solve the problem? and how?
I will try and get back to you. Thanks.
It’s fixed. I just set each of the setting individually instead of useing that specific node and I hasn’t caused a crash since
It crashed but it seems it cooked all the maps. I should try only selected map evnthough I porvided the map this way
-map ='d:\myproject\map1.umap','d:\myproject\map2.umap'
So it has to be separated by +
Hi, yes. One of my marketplace assets was trying to use a plugin that was not enabled in my project.
It's still cooking. What are the params for the following. I want to package it as well with the params.
Hello, can someone please tell, why asyncloading2.cpp gives serilizationError bad export index?
Hi! Does anybody know, if it is possible to add directories to cook in Project Launcher? Or it should take project settings into considiration anyway? Because it does not for other options.
Anyone else run into issues with blueprints causing errors with network checksums after migrating to 5.4? I've deleted all old intermediate/binaries, rebuilt the engine, editor, and server multiple times, and cooked and packaged multiple times, and still get this error on multiple blueprints that spawn when you load the level. It's the client/editor side that errors and crashes.
[2024.05.01-15.07.41:646][394]LogNetPackageMap: Warning: InternalLoadObject: Unable to resolve object from path. Path: Default__BP_PlayerCharacter_C, Outer: /Game/Blueprints/Character/Player/BP_PlayerCharacter, NetGUID: 13
[2024.05.01-15.07.41:647][394]LogNetPackageMap: Warning: InternalLoadObject: Unable to resolve object. FullNetGUIDPath: [15]/Game/Blueprints/Character/Player/BP_PlayerCharacter.[13]Default__BP_PlayerCharacter_C
[2024.05.01-15.07.41:647][394]LogNetPackageMap: Error: UPackageMapClient::SerializeNewActor. Unresolved Archetype GUID. Path: Default__BP_PlayerCharacter_C, NetGUID: 13.
[2024.05.01-15.07.41:647][394]LogNetPackageMap: Error: UPackageMapClient::SerializeNewActor Unable to read Archetype for NetGUID 6 / 13
[2024.05.01-15.07.41:775][394]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = NetChecksumMismatch, ErrorString = GetObjectFromNetGUID: Network checksum mismatch. FullNetGUIDPath: [15]/Game/Blueprints/Character/Player/BP_PlayerCharacter.[13]Default__BP_PlayerCharacter_C, 1274859359, 1106660048, Driver = Name:GameNetDriver Def:GameNetDriver IpNetDriver_0```
i made empty project with empty level and added only 1 level and 1 widget and then packaged for android and game added mobile joysticks and game is about 200MB
how to disalbe engine content adding and reduce size ?
now i packaged game for Windows and its 373MB
How can I debug this
[2024.05.01-16.54.22:268][ 0]LogOutputDevice: Warning:
Script Stack (0 frames) :
[2024.05.01-16.54.22:358][ 0]LogWindows: Error: appError called: Assertion failed: Actor->GetLevel() == this [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 571]
[2024.05.01-16.56.04:175][ 0]LogWindows: Error: === Critical error: ===
[2024.05.01-16.56.04:175][ 0]LogWindows: Error:
[2024.05.01-16.56.04:175][ 0]LogWindows: Error: Assertion failed: Actor->GetLevel() == this [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 571]
[2024.05.01-16.56.04:176][ 0]LogWindows: Error:
[2024.05.01-16.56.04:176][ 0]LogWindows: Error:
[2024.05.01-16.56.04:176][ 0]LogWindows: Error:
[2024.05.01-16.56.04:176][ 0]LogWindows: Error:
Waited for 60.10s for output of D:\EpicGames\UE_5.4\Engine\Binaries\Win64\UnrealEditor-Cmd.exe, some output may be missing; we gave up.
Took 1,190.22s to run UnrealEditor-Cmd.exe, ExitCode=3
Cook failed.
(see C:\Users\shojib\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+EpicGames+UE_5.4\Log.txt for full exception trace)
AutomationTool executed for 0h 22m 40s
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
BUILD FAILED```
Did you end up getting this figured out?
Its my main map. Idk whats wrong with it. It works in ue53
I asaw the upgrade sticker but didn't upgrade yet. It's still 5.4. ....
Now it's upgrading. I though i did. Better realized I need to restart my epic launcher.
I still get that error in ue5.4.1 as well. Trying without the landmass plugin to see i that's the cause.
Ok, I solved it xd :v
Hello guys,
I get Problem while parsing the package when I try to install my newly packaged APK on my android device.
My packaging settings are as follows:
Min. SDK Version = 21
Target SDK Version = 33
SDK API Level = android-33
NDK API Level = android-33
See screenshot below to see my device infos.
What could be the problem? Do you see anything weird with my settings?
Edit: Install works correctly in a API level 33 device. But fails with the device above (API level 31).
I suppose the problem is either in the SDK API level or NDK API level.
What are you guys using?
If you are intending to distribute via GPlay you will need to target sdk 34
I thought it was after august 31
Just in case can you show me you settings for target sdk 34?
ah true, i forgot that was not yet
my settings on a mac, target 33
Honestly not sure why we have ndk at 28, but seems to work ok
I had a similar issue with multiple warnings for /Engine/EditorResources/ and /Engine/EditorMaterials/ textures, I fixed it by unchecking the "Exclude editor content when cooking". Note that this happened for the first time for me as well after upgrading to UE5.4 and tried to package my game to the newer version. Doing the above will fix the error and won't increase your game size.
I don't see that option in ProjectLauncher. Only in ProjectSettings of Package
I am using ProjectLauncher. When I Excluded the editor content, I was able to pass the cook but failed in build with this error
😂
yeah you're not going to find this out without attaching a debugger to UnrealEditor-Cmd.exe
then you can at least see what the problem actor is
I've never seen an error that didn't atleast point you in roughly the right direction lol
Yea - really new. I have a world partition map but I turned of all its features. That could be it lol
How do you attach a debugger? I tried it using PorjectLauncher in both DebugGame and Shipping build. In DebugGame build I get this
[2024.05.03-00.32.59:578][ 0]LogWindows: Error: [CookWorker 2]: appError called: Assertion failed: Actor->GetLevel() == this [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 571]
[2024.05.03-00.32.59:578][ 0]LogWindows: Error: [CookWorker 2]: === Critical error: ===
[2024.05.03-00.32.59:578][ 0]LogWindows: Error: [CookWorker 2]:
[2024.05.03-00.32.59:578][ 0]LogWindows: Error: [CookWorker 2]: Assertion failed: Actor->GetLevel() == this [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 571]
[2024.05.03-00.32.59:578][ 0]LogWindows: Error: [CookWorker 2]:
[2024.05.03-00.32.59:578][ 0]LogWindows: Error: [CookWorker 2]:
[2024.05.03-00.32.59:578][ 0]LogWindows: Error: [CookWorker 2]:
[2024.05.03-00.32.59:579][ 0]LogWindows: Error: [CookWorker 2]:
[2024.05.03-00.32.59:579][ 0]LogCook: Warning: CookWorkerCrash: CookWorker 2 failed to read from socket, we will shutdown the remote process. Assigned packages will be returned to the director.```
Have your project open in VS or Rider, attach to the running UnrealEditor-Cmd process after starting the cook
How do I attach debugger to editor
If I open the editor from VS, then use ProjectLauncher to cooka nd package, would that work
While the cook is running just attach
There really isn't another step
attach? How
in VS
Yes
After I attach. I check on debug console to track error, right
Just wait for it to error and it should be caught by the debugger so you can have a clearer picture of what's going on
My debugger stopped here. IDK how this help
I got some actor names when I was debugging. They are some actors on map with mesh as its root component.
How do you detach process? I selected detach all. But i still see the previious process grayed out.
this check is because the level of the actor doesn't match the level currently being cooked, so you'll have to inspect the actor to see if there's any clues
I don't know why you'd need to detach but I just use the red stop icon on the toolbar
detaching after attaching manually won't terminate the process
Hello guys, I have a huge problem with unreal, dont know If I should ask here, I try to package my project, when i do that, I get this error: LogTurnkeySupport: Completed device detection: Code = 255 LogTurnkeySupport: Warning: Turnkey failed to run properly, full Turnkey output: Running AutomationTool... Access is denied. set DOTNET_ROOT=%UE_DOTNET_DIR% rem Disables use of any installed version of dotnet set DOTNET_MULTILEVEL_LOOKUP=0 rem for dotnet applications that require older dotnet runtimes, this will allow them to use our bundled dotnet runtime set DOTNET_ROLL_FORWARD=LatestMajor rem skip dotnet verification when using our submitted sdk as we know it is up to date ECHO Using bundled DotNet SDK version: %UE_DOTNET_VERSION% Using bundled DotNet SDK version: 6.0.302 goto Succeeded exit /B 0 Dont know exactly what to do :( Also it gives me this but I dont know exactly what Its refering to 😦
Did you try it with another engine version
Also does this issue come sometime into the build or immediately?
yeah i think it appeared sometime in the build
not really
But I thiink now that all my files (like the unreal eengine ones) aren`t in the same directory
where do i find that
voidtools.com, but it's in <install>/Engine/Build/BatchFiles
ah
do I show you everything i have in there?
just a screenshot of the first few lines will be sufficient here
well that file's clean
so that's odd it's ignoring the @echo off
did you verify your installation?
ah whhat do you mean by that?
for some time
but didn`t need it to work back then, like I could continue my work
But now since I have to package my project it dooesn`t let me
also I have this error to
with the turnkeey thing
well what does the output log say
I think this::
LogTurnkeySupport: Running Turnkey device detection: '
-ScriptsForProject="D:/facultate/UnrealEngine/ProceduralGeneration/
ProceduralGeneration/ProceduralGeneration.uproject" Turnkey -utf8output
-WaitForUATMutex -command=VerifySdk -ReportFilename="D:/facultate/UnrealEngine
/ProceduralGeneration/ProceduralGeneration/Intermediate/TurnkeyReport_1.log"
-log="D:/facultate/UnrealEngine/ProceduralGeneration/ProceduralGeneration/
Intermediate/TurnkeyLog_1.log" -project="D:/facultate/UnrealEngine/
ProceduralGeneration/ProceduralGeneration/ProceduralGeneration.uproject"
-Device=Win64@DESKTOP-99GB7O9'
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""E:/EpicGames/
UE_5.3/Engine/Build/BatchFiles/RunUAT.bat" -ScriptsForProject="D:/facultate/
UnrealEngine/ProceduralGeneration/ProceduralGeneration/ProceduralGeneration.uproject"
Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=
"D:/facultate/UnrealEngine/ProceduralGeneration/ProceduralGeneration/Intermediate/
TurnkeyReport_1.log" -log="D:/facultate/UnrealEngine/ProceduralGeneration/
ProceduralGeneration/Intermediate/TurnkeyLog_1.log" -project="D:/facultate/
UnrealEngine/ProceduralGeneration/ProceduralGeneration/Proced
uralGeneration.uproject" -Device=Win64@DESKTOP-99GB7O9" ]
LogTurnkeySupport: Completed device detection: Code = 255
I am veryifing my engine now
yeah can you actually screenshot it or something
can`t acces the editor right now unfortunatly 😦 after it I will show you
but I think you refere to this one, right?
how's RunUAT.bat looking, is that at least clan?
do you want me to run it?
it`s the one above 😦
but if I install another engine, will I have to re-do all my project, or the project stays there?
the engine and the project are separate with the epic launcher
also why are you not using source control?
well github is a singular git host, but along those lines yes
i tried github, but my project is way to big for it
And I don`t know something else I could use
hi Carp sorry, was a bit busy.
You dont have to use the new engine straightaway. Try building the Thirsperson map template and see if its the same error
try the same with the current engine you have
You can isolate whether its an engine error or a project error by using this
yep same error
is its a engine error do a re-install of the engine
and will I lose everything?
projects can always be migrated
how can I achieve this?
when you meant same error was that in the same engine or new engine?
try a new engine , download and attempt
no need to delete anything
simply install a new engine
5.2 first
ok
install through epic
right now I am veryifing my files, should this help me somehow?
if something is currupt yes
I see
but does it matteer where it is installed?
because I have my Epic Games installed in another directory
compared to my project
No not really it can be installed anywhere you like
ensure the install happens smoothly
it takes a good 1 hour or so
also each time I am launching my editor I have this error
And i have to generate the visuual studio files each time I try to work on my project
There should be a file called "yourprojectName.sln"
open that
and on the top right , under Games you should see your project name
yeah I build it from there but it`s not neeceessary to do that in order to make it work
right click build
That gets rid of this pop up afterwards however, for me it did anyway
all I need to do in order to make it work is this
itt will still appear
That fixes it sometime, or not at all.
Building from source reffers to what I mentioned
but like for example, I do it once I work something, I close, I want to reopen, I have to geneerate the files all the times
Do what I mentioned, you should no longer have to
verifying didn`t help me with anything
yeah doesn`t work here 😦
oh thats weird
then try this.
Delete these folders , Intermediate, Saved and Binaries
Generate Visual studio project files.
Open Visual studio, Build Project
Thats like a fresh reset for your Modules
theese ones from here right?
Yes
on my way!
also got to install 5.2.1
now to see if it works
thank you for trying to help me man, tho!
Try the Thirs person template
No worries dude, we have all been there. Years back people from this very discord helped me so.
ah can`t build tho
if i try to reload
oh no
Ah you have to do that
my bad
if those 3 folders were created again delete them and do again
Yea thats fine
I meant to delete them only before you generate
- Delete these folders , Intermediate, Saved and Binaries
- Generate Visual studio project files.
- Open Visual studio, Build Project
yeah got it 🙂
even here when i build
i get the same thing: Access Denied
10>UnrealBuildTool -> E:\EpicGames\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll
11>------ Build started: Project: ProceduralGeneration, Configuration: Development_Editor x64 ------
11>Access is denied.
11>Using bundled DotNet SDK version: 6.0.302
This is in visual studio?
It really does seem to be an issue with your Unreal Engine version
Lets see what happens with 5.2.1
it apparently takes a bit to build my file now
it didn`t finish that build
imagine 😦
bro i am so sadd
oh great
Azure DevOps' repos has a much better free plan
what do you think about
perforce?
yeah i think it was a bad idea to do it the same time with downloading a new version of ue 😦
Getting a bunch of this after moving from 5.3 to 5.4.1 anyone have any ideas where to dig? The caveman "poke the BP and recompile didn't fix it" I'm not super knowledgable about content packing
Good if you know your way around Linux sysadmin stuff. that's free for 5 users, 20 workspaces
still doing the build :)) after an hour
Its your first build, its to be expected
i mean the error with that thing
but I finished downloading the 5.2.1
what`s thee step right now
aparently it took that long because the ue 5.2.1 was downloading
No need to do the three steps
Just create a thirdperson template project
and build that and see
any ideea?
This is quite confusing now actually @@
Sorry mate not sure what to do regarding this, your best bet is to try the forums.
fuck my life
It could be someting with permisssions when you installed epic launcher
or even .net
Hey, anyone had the problem already that on one machine it is "building textures" for various textures but on another machine it's not building the textures while packaging?
This results into long initial loading times (which delays the pso precaching) when starting the packaged game for the first time (when the textures where not built beforehand)
@umbral fable @winged moss made it to work guys
aparently all I had to do was to un-install epic games and install it agaiin
you don`t even know how happy I am
Nice 👍
not nice
It really does seem like something running in your computer is messing with your build. exactly what I'm not sure.
What could it be thooo
Hi, i'm trying to use the BuildConfiguration.xml from the project but the user one is used instead, is there something to configure ?
I already read that and it doesn't seems to work, that's why i ask
Use the <PROJECT_DIRECTORY>/Saved/UnrealBuildTool/BuildConfiguration.xml directory for project-specific build configuration
I changed this one but the user one is called
I'm not sure to understand what path you are talking about
Project\Saved\UnrealBuildTool\BuildConfiguration.xml
This one is not read ?
Oh, that's annoying to have it outside of the project 😦
I can change then restore the xml i guess then :p
Thanks for your help !
When i package the project and I launch it nothing appears on my screen, it`s full black, any ideea why?
Are you setting the Correct Map?
yep
Hi, may i ask something, so i have this VR project in unreal engine i finish it. how do i package it so i can play my project in my quest 2 individually without cable connected to my pc
I'm on Linux and looking to setup a build server to release game on Windows.
Is it fine to use Windows Server 2022 or should I setup another VM with Windows 10 or 11 ?
How can I limit the GPU usage of Unreal Windows build?
The scene have just a directional light, a plan, & 2 spheres. 1st sphere just static and have baked shadow on plane, & 2nd sphere is just moving around 1st sphere with dynamic shadow.
By limiting FPS usually
t.maxfps wasn't it?
hey guys
i have a game which has size 2gb on pc if i want to publish my game on android and ios would its size change ?
Well since I know nothing about your game https://tryitands.ee/
Nice I like the classic
It will probably be smaller as mobile builds should compress textures and audio aggressively.
how do I get rider to launch a development packaged game I don't want to do wait for debugger (that NEVER works for me), but instead launch it with the IDE to begin with
well if it never works for you then that on you. but this also is an effective way of debugging packaged: https://dev.epicgames.com/community/learning/tutorials/dXl5/advanced-debugging-in-unreal-engine#parameters
um sure, its literally just a cmd prompt of ./FooClient.exe -waitfordebugger and then in the IDE I attach to the process. Not sure how you can say its on me, is there something I am missing? Seems rather simple but it never works in my experience.
Hm, alright maybe that was it then because you know how when you package a debug/dev build you get the inital Client.exe but if you also go into the project and binaries there is another .exe along with its PDBs.
Perhaps that has been my issue. Ill try that
Yep, that was it. Thanks
Hi, i have a runtime dependency in a module and when i package the game, the dll is copied using the path specified by RuntimeDependencies, but the game load dlls from the binaries dir
Is there a way to configure this ?
your project has two primary game modules somehow. "HorrorProject" and "INSOMNIA"
Shall I delete HorrorProject?
I don't know anything about your project so I'm not sure how I would know that answer
it's a folder with just a screenshot insite
HorrorProject was the old name of the project
oh this is a BP only project? delete intermediate after renaming your project
where is it?
all this ? are you sure?
I'm sure that information is somewhere in your screenshot
I deleted it
ok I let you know
thanks i'll update you
Seems to work! thank you!
Anyone know how to prevent UE from packaging an entire content plugin's contents if I'm only referencing a single small asset that references nothing else in the content plugin's contents?
Just ran some tests and it turns out that: even having a content plugin activated will end up packaging its entire contents even in a third person stock template
I'm not referencing a single thing in the plugin's contents. Bone stock third person map
afaik ue packages even plugins not referenced so the only way to not include it is to deactivate it
oof ya, deal breaker haha. I need to pivot to another method. Happen to know any way to achieve the kind of portability of assets a plugin provides but which packages only what's referenced?
for example if I have a catalog of 100gb of static meshes
i neither want that in the project's content folder nor in a content plugin (]had hoped content plugins would work but nope)
Does that work with with content plugin specific directories in the plugin's content folder too?
What happens if you reference content in that directory? Doesn't this just make the entire content path forcefully not package?
dang that's handy!
Hello guys!
Trying to implement PSO Caching on Windows (RHI: DirectX 12 - Feature Level: ES3_1)
I am able to generate .shk and .rec.upipelinecache files.
Then I run the command which creates the .spc file and move it into [ProjectName]/Build/[Platform]/PipelineCaches folder.
But when I package again to test it, I get the following log towards the end of the cooking process.
Do you have any idea on why it is not picking up my bundled PSO cache?
This is the .spc file creation log, which I suppose is fine.
Is it possible to automatically run a bat file after cooking and packaging the game?
Use a .bat script to do runuat, then run your additional bat after that, from that bat? ( or use python etc )
Oh yeah so basically what you are saying is invoke RunUAT bat with the same commandline as UE passes and after it is done run my custom bat, right?
correct
Can have it all in one .bat of course if you wish, but I tend to like to split things up, maybe even too much : )
Hey, for me it's not even recording the .rec.uipelinecache files, IM following Tom Looman tutorial.
Which tutorial have you followed?
I have a packaging error for you nerds, love you:
UATHelper: Packaging (Windows): LogInit: Display: LogShaderCompilers: Error: ShaderCompileWorker terminated unexpectedly! Falling back to directly compiling which will be very slow. Thread 23.
UATHelper: Packaging (Windows): LogInit: Display: LogShaderCompilers: Error: SCW 1 Queued Jobs, Unknown number of processed jobs!
UATHelper: Packaging (Windows): LogInit: Display: LogShaderCompilers: Error: Job 0 [Single] Failed: DG_LinearBlendSkin_Morph_Cloth_RecomputeNormals_LinearBlendSkin_Morph_Cloth_PositionOnly/FComputeKernelShader/46:/Plugin/ComputeFramework/Private/ComputeKernel.usf|LinearBlendSkin_Morph_Cloth_PositionOnly Type 'FComputeKernelShader' '/Plugin/ComputeFramework/Private/ComputeKernel.usf' Entry 'LinearBlendSkin_Morph_Cloth_PositionOnly' Permutation 46
Sorry for noobishness, this is my first game I'm trying to package
I have the same problem like you, have you solved it?
It's not picking up the spc file in the cooking process
Anyone had this problem? In viewport my game runs perfectly fine. Animations play for FP and TP. But when packaging, the game only "remembers" a few animations. FP animations dont play at all and for TP only some animations play for locomotion. There arent any errors in log and when packaging only get warnings for textures missing ect, nothing related to ABPs. I was getting unknown struct errors related to my ABPs but i refreshed those and it fixed and packaged
Fixed jus had to move folder to refresh
On my packaged build, the game pad and controls stop working after loading into a new level. I am able to bring up the console as it’s a development build, but other than that yea no inputs are working. Any insight as to why packaged builds don’t always match the tool?
Yes apparently I solved it. Not really sure why tho.
Maybe it was something to do with the naming of the file? This time I named it ProjectName_PCD3D_ES31 and it worked, but I am not sure it was the issue tho
Let me know if you solved it!
Ok, I just tested it.
If I name the *.spc file: PSO_GameR_PCD3D_ES31_WINDOWS.spc it doesn't pick it up.
But if I name it: GameR_PCD3D_ES31.spc it works.
Not sure why tho! Also because the unreal docs says we should use an arbitrary string as a prexif and the platform name as a suffix.
I got it to work as well, thanks!
I'm only having trouble with collecting psos.
It only saves rec files if I manually enter a cmd command to save the file
Autosaving is not working somehow
I created the *.spc file and it is correctly picked up in the cooking process.
Now when I run my game it should start compiling the shaders but instead every single pso creation is failing.. any idea why? I attached the relative logs.
To record I usually run the packaged game with the -logPSO parameter, if i dont do that it doesn't generate the *.rec.upipelinecache file
Guys please important, how is possible that my game build is blurry respect the actual editor game? is there any option to set?
Check screenpercentage variable
Or where?
I usually change in [ProjectName]/Config/[Platform]/[Platform]Engine.ini
There should be a
Check that is >= 100
Ah.. it works fine with PCD3D_SM6, but not with PCD3D_ES31, it's making me crazy
Was anyone was ever able to implement PSO caching on windows with DirectX12 RHI and ES31 shader format?
Ah, Im using SM6
Yeah I ran it with -logPSO, but it didn't work with auto saving even though auto saving is enabled
For me the file is created when I actually close the game, if it doesn't it's weird
It tries it but I get a failed save error
How did you fix this?
Hi all I’m trying to compile my game for a test run and all I am getting is this error or what it even is in a loop:
UATHelper: Cooking (Windows): LogWebSockets: Warning: FLwsWebSocket[1]::Connect: State is not None (StartConnecting), unable to start connecting!
PackagingResults: Warning: FLwsWebSocket[1]::Connect: State is not None (StartConnecting), unable to start connecting!
Can someone PLEASE tell me what it is and possibly how to fix it because I am so lost, I tried everything that I could… I figured it could be something with connecting to the internet? But, my game doesn't even make a connection to anything that I know of so what????
Hi guys. I see it said in multiple places that you can do a Remote build for Mac from windows but I can’t find out how to set this up. Obviously IOS remote build works nicely. Just don’t know about macOS?
It is but still blurry af
Hey folks, trying to package up a project using version 5.0 of the editor and I'm receiving an error regarding a json file version being incorrect. I've tried manually changing the version from 1.2 to 1.1 to no effect. It's my understanding this is a VS compiler error? Would ya'll happen to have any ideas as to where I could resolve this since other forums haven't been helpful?
Appreciate any help and here are the details:
-
Packaged with Unreal Editor 5.0
-
Visual Studio Professional 2022 17.9.6
- MSVC v143 C++ x64/86
- Windows 10 SDK
- Unreal Engine Test Adapter
- Unreal Engine uproject support (Preview)
-
Running off an AWS EC2 Windows Server 2022 (Not likely a factor)
-
SharedPCH.Core.ShadowErrors.h.json file
I've also attached the log output, the project name has been changed so no need to consider inconsistencies there
Hey guys, I'm trying to cross compile for linux. (ue5.3)
I installed the right clang and restarted my pc.
cmd tells me it's installed.
On the screenshot you see it says it's installed, but not for the automation tool (?).
Anybody knows what's going on with that?
Any help appreciated!
I get an automation tool exitcode = 6 and an unknown error before it cancels packaging.
It would be helpful to show the full output rather than a loose paraphrasing of the last line
You are using a plugin acquired from the marketplace called AsyncLoadingScreen that doesn't support Linux out of the box
Also that said, doing a native Linux client is seldom worth it when Proton exists
As an update for anyone in a similar spot, I followed this post:
https://community.gamedev.tv/t/compiling-a-c-project-unreal-engine-lecture-error/201568/2
aka downgrading MSVC has at least allowed me to start building the majority of the project, which is still going. Hopefully it finishes up well
figured it out, Nevermind 😃 I have tested the following build tools which you can install via Windows Start Menu > Visual Studio Installer > Modify > Individual components v143.32 is where the problem with the 1.2 version started. With v14.29 things just work ™; So I suggest you install that one. v14.30 and v14.31 require you to specif...
Alright, thanks a lot! I just wanted to checkout the linux build on steam deck. But that's good advice. Appreciate it!
Hello guys, from my understanding if you set up the basic bundled pso cache structure, Unreal engine starts precompiling the pso automatically as soon as you open the game.
Is there a way NOT to compile at the beginning but instead telling unreal to start on a specific menu?
Basically I want to start paused and unpause when i reach a specific screen.
Hello, I'm new here. I've problem packaging my game due to an unknown error. This is a project I upgraded from 5.0 to 5.3. Here are the screenshot and the full log. I tried a blank project and it could package just fine. However, as soon as I enabled a plugin (like common UI or paper zd), the package will fail with the unknown error. I don't know if the unknown error is directly caused by the plugins.
The one below is the log
Found it.
r.ShaderPipelineCache.StartupMode
It helps to read through it. You have a banned MSVC toolchain installed and it recommends installing 14.36
They ban toolchains when there's known compiler bugs that interfere with Unreal
sorry, I'm noob to this. Is it related to visual studio? Does that mean all I need to do is to update my visual studio version?
yeah, it's related to Visual Studio, "MSVC" usually refers to the C++ toolchain part of it
and you can install it as an individual component
ok, thx a lot. I'll give it a shot.
It worked! Thx!
Hi, I'm kind of lost on what to do. Going between levels in my game, I have a fade in and fade out to black transition that is working as intended in PIE. However when I package it up for a shipping build, there's a flash in the beginning of each level you load into. I notice it's the sky background before my ground and other meshes drop in. Is there something I can do about that just from hearing my situation. It honestly doesn't do that in PIE. Anyways, if anyone has insights, or a better channel I should post this in, that would be greatly appreciated! 🙏
I'm trying to package a pluging for 5.4 - everything works fine in 5.3 and 5.2. But in the 5.4 version I get a error C2079: 'ItemToAdd' uses undefined class 'TSubclassOf<UItem>' in my UItemChild class.
What I'm doing: in a function of UItemChild, I get the parent class called UItem. But when building the plugin it says TSubclassOf<UItem> is undefined. Seems weird to me since this is happening in a child class of UItem (so it shouldnt have trouble accessing the parent?!). I tried to add an include for UItem in the c++ file too just to see if it would help, but it makes no difference. Any idea how to solve?
so i was missing #include "Templates/SubclassOf.h" didnt know you had to be this strict with includes, i wonder why
Thanks for posting your discovery
Do I need to repackage the whole game everytime I made updates in my game to put on steam or there's a way to package changes only
In the end, Steam does it's own update optimization so you don't necessarily have to worry about it too much if I recall correctly
Really??? Let's say for example I modify a widget or add a mesh in a level, I can make packaging shorter?
I see I see...
Has anyone run into an issue in 5.4 where opening packaged games gives a prompt to install Visual C++ runtime? Every time I relaunch it reinstalls it, so its not that I'm missing it. It prompts me to uninstall it, then reinstall it. It's only started happening after upgrading to 5.4
Once reinstalling it the game opens, but obviously the problem is it does this every time you launch. And on multiple machines that have tested it
No.. I mean if I add levels and stuff
What would be the best way to debug it when its only happening in a packaged build?
there isn't really other than just checking the presence of these DLLs and registry keys
and the contents of this file is all the exe in the root directory does btw
it even prompts me to uninstall the prereqs, and then re-install it
I've remembered when upgrading to 5.4 I was starting to get many build/compile errors about it failing to find/miss stuff
I was able to bypass by having Rider open the uproject directly instead of the .sln, but both of these issues cropped up during the 5.4 upgrade so I wonder if they're related somehow
11>Microsoft.NET.Sdk.DefaultItems.Shared.targets(80,5): Error MSB4062 : The "CheckIfPackageReferenceShouldBeFrameworkReference" task could not be loaded from the assembly C:\Program Files\dotnet\sdk\8.0.104\Sdks\Microsoft.NET.Sdk\targets\..\tools\net8.0\Microsoft.NET.Build.Tasks.dll. Could not load file or assembly 'System.Runtime, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified. Confirm that the <UsingTask> declaration is correct, that the assembly and all its dependencies are available, and that the task contains a public class that implements Microsoft.Build.Framework.ITask. [F:\Unreal\Source\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.UBA\EpicGames.UBA.csproj]
That would be my guess bypassing errors to force a launch is not my recommended practice 😅
oh trust me I know haha
I was just fed up with the 5.4 upgrade and hoped it would fix itself
It looks like its trying to use 6.0.302, but the errors are trying to get 8.0.104
Using bundled DotNet SDK version: 6.0.302
I'm trying to package a patch, getting error "unable to find assetregistry results from cook of previous version", how am I supposed to get the assetregistry.bin file from a previous full packaged version of the game?
yes! i was trying to figure out wtf was causing this on steamdeck!!!
i thought it was an issue with proton
Did you ever figure it out?
not yet, but i don't even want to ship vc++ runtime installer with my game in the first place, i wanted to let steam do it so it's seamless
but i noticed if i go down to proton 7.0 the problem is fixed
super weird
im really glad to see this is a unreal related issue, is this happening to you on windows?
Yeah it is
interesting
yea it's annoying asf on the steamdeck because if you close that prereq uninstaller the game doesn't open
so just to open the game you have to uninstall or reinstall it each time
super irritating
yea im wondering now if sswires is onto something and that check is broken
what engine version are you on?
5.4.1
yea ok my code hits ln 199 because it doesn't have the prereq installer
ig you are hitting 207
hm! i wonder if the registry key got changed
not sure if steam installs the bundled dll or not but if not it would be reading from here:
"SOFTWARE\\Microsoft\\VisualStudio\\14.0\\VC\\Runtimes\\x64"
https://github.com/EpicGames/UnrealEngine/commit/27ff6e1a17008c285d791269d15076a2129a3f67
it's possible this CL broke it
It is like this since 1 hour.... why is it taking aaaaageeeesss
hmm are you using a source or launcher build?
source but trying launcher atm and seem to be having the same problem
im just looking at the binaries on my deck and i can't see bundled dlls for vc++ runtime
so i think it is querying registry
@rose briar if you go here in regedit do you actually have any DWORDs
SOFTWARE\\Microsoft\\VisualStudio\\14.0\\VC\\Runtimes\\x64
u should have Major, Minor, Bld, Rbld
i am wondering if they did a boo boo and removed the win32 registry path but for some reason in certain circumstances it's still used even on win64
a reasonably quick experiment since you're on source build might be to revert this change and repackage
they don't seem to update this file much so it's plausible it won't break much just entirely subtrating that change
If you check under regedit you have to look under:
HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\VisualStudio\14.0\VC\Runtimes\{x86|x64|arm64}
https://learn.microsoft.com/en-us/cpp/windows/redistributing-visual-cpp-files?view=msvc-170
Is this solved? I have same problem. I use Unreal Engine 5.3
Take the spaces and non-ascii characters out of your file/folder names.
In his case "Custom Unreal Projects" is probably the culprit.
I set config
HttpChunkInstallDataDirectory=Path="D:/AndroidBuild/Mobile53/ChunkInstall")
error message
UATHelper: Packaging (Android (ASTC)): Skip copying file "D:\AndroidBuild\Mobile53\ChunkInstall\Android_ASTC\CloudDir"\Mobile53_pakchunk1000PT.manifest because it doesn't exist.
UATHelper: Packaging (Android (ASTC)): Failed to copy "D:\AndroidBuild\Mobile53\ChunkInstall\Android_ASTC\CloudDir"\Mobile53_pakchunk1000PT.manifest to D:\AndroidBuild\Mobile53\ChunkInstall\Android_ASTC\ManifestDir\Mobile53_pakchunk1000PT.manifest, deleting, waiting 10s and retrying.
there is not spaces and non-ascii characters
thank for reply
I think that's the problem too, but I don't know how to remove it.
thank you
Is this not it?
[/Script/UnrealEd.ProjectPackagingSettings]
FullRebuild=True
bGenerateChunks=True
bBuildHttpChunkInstallData=True
bMakeBinaryConfig=False
HttpChunkInstallDataDirectory=(Path="D:/AndroidBuild/Mobile53/ChunkInstall")
bForceOneChunkPerFile=True
HttpChunkInstallDataVersion=PT
bShareMaterialShaderCode=False
StagingDirectory=(Path="D:/AndroidBuild/Mobile53/Staging")
Is there anything wrong?
is this
HttpChunkInstallDataDirectory=(Path=D:/AndroidBuild/Mobile53/ChunkInstall)
I wrote config that and UE5 Run , display log
Warning: Missing opening '"' in string property value: D:/AndroidBuild/Mobile53/ChunkInstall)
HttpChunkInstallDataDirectory=(Path="D:/AndroidBuild/Mobile53/ChunkInstall")
I set up the Directory in Unreal Engine ( project )
Hello guys,
I need to be able to run an installed APK with the -logPSO parameter in Unreal 5.
I checked the docs and it says to do it through the Project Launcher, which works, but I need a more "automated" way of doing it, since the PSO build will be done through Jenkins in the future.
In the Unreal 4 docs they used: adb push command to push a .txt file with the parameters.
But I believe that the android project files folder changed with Unreal 5, so now I can't push to it cause it says it's read-only file system.
Do you have any idea on this?
Unreal 4: %ANDROID_HOME%\platform-tools\adb.exe push UE4CommandLine.txt /mnt/sdcard/UE4Game/[MyGame]/UE4CommandLine.txt
Unreal 5: %ANDROID_HOME%\platform-tools\adb.exe push UECommandLine.txt /Android/data/com.xxx.yyy/files/UnrealGame/GameR/UECommandLine.txt
Error: adb: error: failed to copy 'UECommandLine.txt' to '/Android/data/com.xxx.yyy/files/UnrealGame/GameR/UECommandLine.txt': remote secure_mkdirs failed: Read-only file system
is there a way to force the inclusion of a uasset file in a packaging pipeline? I am using cesium for unreal and it stores its authentication info/tokens inside a uasset which is not being copied across to the packaged game
Yeah. I thought it wouldn't work. 😦
Thank you so much for your care.
Np. Good luck!
Hello everyone. I’m releasing my first game and I have a concern.
Does Unreal Engine automatically switch between DirectX 12 and DirectX 11 for users without DX12 support?
If not, how can I add DX11 support even if I want to target DX12?
This is my current setup in Project Settings > Platforms > Windows.
Thanks in advance.
Hey!
I built a plugin of C++ classes and I'm having this error when trying to package the project:
Failed to cook [BPName] for platform Windows. It imports class [Class in the Plugin], which is in a module that is not available on the platform.
I already added Win64 to the allow list (Trying to build for Windows), but have never seen this error before. Anyone has seen something like this?
positive update for me, I had to enable "include app-local prerequisites" in project settings and it works now! No more prompt every time
oh great! ty!
In case anyone is looking at this as well, I replaced "Win64" with "Game" and solved the issue.
How does that make sense? A platform isn't a target
Not really sure tbh. I saw it in a forum of someone having the same issue with FMOD and tried it out. For some reason it worked.
Is there something extra special that I need to do in order to exclude a module from a shipping build? This is what my target.cs looks like:
public class MyGameTarget : TargetRules
{
public MyGameTarget ( TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange(new string[] {
"MyGameModule",
"MyOtherGameModule"
});
if (Target.Configuration == UnrealTargetConfiguration.Debug || Target.Configuration == UnrealTargetConfiguration.Development)
{
ExtraModuleNames.Add("MyDebugModule");
}
}
}
Debug, Development and Shipping configs all build with no problem.
Debug and Development both run with no problem.
When I attempt to run the shipping build, it raises an error about the missing module - which is supposed to be missing.
The debug module is not a dependency for any of the game modules, I have double and triple checked this.
Is there anything I'm missing about this?
Hello all! I was wondering if there is a way using Unreal to have maps packaged separately from the build. I saw something about separating a build into PAK files and was wondering if I would be looking in the right spot.
So I would have a base game build, with a single default map. Then as separate individual files, my packaged maps.
My ideal situation would be to have a folder within the build labeled "Maps". And be able to drag and drop maps into that folder based on what the player wants to have access to.
Does anyone know if something like this is possible?
Caveat : I haven't made a game this way yet, but the keyword is indeed PAK files.
Tricky bit is to make the cleanly encapsulated from the core game - if I understand correctly, they should not be referencing any of the core blueprints for example.
Then there's something called "Game Features" which might also be interesting to investigate
I appreciate the insight! I will give game features a look and dig deeper on PAK files.
Hey everyone, I'm dipping my toes into mobile for the first time. Getting android to work at all on 5.4 has been an... experience. I have gotten everything detected, but the package build fails here on an empty project with an empty map and some basic C++ project skeleton code. Everything works fine on Desktop packaging. I've combed through the android project settings quite a bit and did my best to adhere to what's seen in the docs and otherwise.
Does anyone know what might be causing this? My google foo does not uncover much.
The log file doesn't say much else
@abstract spire Honestly alot of the time stuff like that can literally just be down to having the wrong versions of android SDKs installed
That one in particular does look weird tho but it looks toolchain related so i'd have a check what version of NDK and such people are typically using on 5.4, in the past it was outlined in some batches in the Engine but maybe it's come along a bit since then
This gif sums me up pretty well tbh. Yea I kept getting xml parse errors on the android batch file but manual aditions of paths got it to at least recognize sdk/ndk/jrd.
I started with android before iOS cause I thought it'd be simpler
not sure what I was thinking there 
Weirdly this didn't fix it in my case, even though in theory it should because I think that just adds the dll into the game binaries
Infact nm scratch that I think it's because building with BuildCookRun ignores that setting unless you explicitly pass it with whatever arg that is
infact nope definitely doesn't work in my case that's so weird, maybe it's actually a bug on proton damn - Ty anyway for the solution!
Theoretical question about Unreal Bundled PSOs.
Basically after you follow the docs you end up with a .spc file which you have to place in the [ProjectName]/Build/[Platform]/PipelineCaches folder so that it can be picked up by the next build cooking process. That's where the explanation ends.
Now, the next time you package if you check the log you can see that the .spc file is used to create a .stable.upipelinecache file, which I suppose is the actual cache binary file (?)
LogRHI: Opened FPipelineCacheFile: ../../../GameR/Content/PipelineCaches/Windows/GameR_PCD3D_ES31.stable.upipelinecache (GUID: 201FD3814814FFAB03A2AFA8FBBBCB03) with 423 entries.
The part which I don't understand is the following: now every time the you start the game the PSOs inside the .stable.upipelinecache get scheduled for pre-compilation.
Why do I need to compile this file? Isn't it already compiled from the previous process? I mean, from my understanding Bundled PSO is a way of compiling pipeline state objects during development so that after release the final user doesn't have to.
But if I follow Unreal approach, this .stable.upipelinecache file gets scheduled for pre-compilation every time the user opens the game. What's the point of compiling the same content again and again? Wouldn't it be fine just compiling once?
Hello, we updated to 5.4 and we were trying to make a build of our game, but it gets stuck here and stays like this for hours, any help?
Please post full log file or snippet instead of screenshot
I tried building again, but this time it got stuck at another point, i think here it's stuck at ultra dynamic sky stuff. Also i noticed it says
LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we're running it anyway
It might be that? But in 5.3 i never noticed that line.
Let me tell you if you need more logs, i just copied a snippet of it
About this, there's nothing that catches the eye in the logs, just the same message LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we're running it anyway
Bit tricky. I can't find such an error in 5.2 source... what version are you on?
I would do sanity checks :
- test packaging a blank project
- try stripping out chunks of the project to pinpoint the problem area
5.4.2
Will try packaging a blank soon
it used to mention them in 5.3.2 too, and it would build without issue
just canceled a 1+ hour cook because it got stuck again at FRenderVolumetricCloudRenderViewCS
It seems like it can't build that shader
It just logs these lines then it hangs. I waited for like 40 minutes for this, still blocked
will try building an empty project
Problem: AI not moving in package/build game
The AI works fine in editor but when I package the game, it does not move from its current location.
It seems like the Navmesh is not being build with the package game.
where can I set it so that it builds with pacakge ?
Update on this, tried building a blank project with a clean install of 5.4.1 from the launcher, it works. Tried building it with source version of 5.4.1, doesn't work. I even let the cook process go on for 3 hours, but it wouldn't go past that FRenderVolumetricCloudRenderViewCS...
Now i'm trying to convert our project to a launcher version of 5.4.1 but im having some problems in doing so, will update. In the meantime if u have any info about this problem it would be appreciated
Tried building from a launcher version of 5.4.1
This is what i get, any help?
Is there a way to debug the shader compiler? So I can see why it just hangs on that shader?
#engine-source or #ue5-engine-source people might maybe know more I guess
alright thanls
#ue5-engine-source is an archived channel from the early access days
Any tips for speeding up the packaging process? It's taking years.
First time is looong. After that it should get easier. Pretty much dependent on computer spec I guess
hi there
when packing, how to ensure the plugin contents are cooked.
my packaging successfully finish but the client crash as it just started
Can we add it to +DirectoriesToAlwaysCook=(Path="/") what's the directory format to access a plugin?

I'm so lost, here's the whole cook log, if anyone could please help me i would appreciate that sooo much.
It gets stuck randomly building shaders
Not sure if best place to ask, but we're having an issue with localization. Setting culture to zh-Hans (simplified chinese) works in the editor, but in packaged builds it does nothing. Can't find good hits on google but something is wrong, any thoughts?
anything showing up in logs?
What is the path format to add the plugin content to cooking,
Which is the correct way
- BaseGame.ini inside plugin's config folder
+DirectoriesToAlwaysCook=(Path="/Game/FolderName")
+DirectoriesToAlwaysStageAsUFS=(Path="Content/FolderName")
- Adding file path to project's DefaultGame.ini
+DirectoriesToAlwaysCook=(Path="/Plugins/[Plugin-Name]/Content")
wherever the other game-specific settings are
but that's incorrect
the path will be something like /PluginName/Path, and the path won't include "Content"
This should be inside project DefaultGame.ini right?
yes
Would content folder ref start with game as well like:
/[PluginName]/Game/[ContentFolder] or /[PluginName]/[ContentFolder]
yeah I'm not going to explain what mount points are but neither of these are correct
if you wanted everything under content for a specific plugin then it'd just be /PluginName
if you wanted something specific like a Blueprints dir under the content directory then it'd be /PluginName/Blueprints
Thank you very much 🙏🏼
I would like to understand mount points, I hope you can point me to some resources
One message removed from a suspended account.
well that crash ain't gonna be useful without symbols being installed
One message removed from a suspended account.
Another update. Some problems were cause of Ultra Dynamic Sky. I reimported the plugin and changed stuff but now it fail the cook at a different point. Again, shaderCompiler is failing. Any help is appreciated, leaving log here
One message removed from a suspended account.
One message removed from a suspended account.
yeah that's kind of a doozy, I would play with this option so you at least get some info about the package being cooked: https://dev.epicgames.com/community/learning/tutorials/dXl5/advanced-debugging-in-unreal-engine#logs-cooking
I would check the problem asset (if it can be determined) to see if it's working as expected nor does it contain circular references
if you can't determine it from that option, then you might have to get the debugger out
this was a user error as always. local file not submitted to source control
So I don't know what it is with this project but it's one small arena shooter level that had a lot of people working on it. Anyways, when I try and package this game it takes 6+ hours, meanwhile every other project or game I have made will package much faster. Is there anything I can look for to try and speed this up?
One message removed from a suspended account.
One message removed from a suspended account.
So is there a circular reference here
Game Manager BP references the function library and the other way round
One message removed from a suspended account.
It's not to do with the logic, it would be them referencing each other
GetActorOfClass has a hard reference via the ActorClass parameter
And if that game manager BP uses anything from that function library, it's a hard ref
One message removed from a suspended account.
One message removed from a suspended account.
Remove the circular reference. Move the RespawnEnemy function to its own function library if you have to
One message removed from a suspended account.
I am a linux noob. How might I gracefully terminate a dedicated server from a linux shell? I have some semi-important logic that I'd like to run on the dedicated server's game instance event shutdown.
If ever anyone is gonna search for this ShaderCompiler problem, i fixed it by:
- Deleting ShaderWorkingDir in %appdata%/local/temp/... (Sorry i don't exactly remember the name, since i deleted it i can't find it anymore).
- Then i went to the Engine install dir, opened Engine/Config/BaseEngine.ini and changed the WorkerProcessPriority from -1 to 1
- Whenever i ran the cooking process and/or the BuildCookRun command i set the process priority to high from windows task manager
Worth noting:
- I had a launcher build of 5.4 alongside my source build, i deleted the launcher one cause it might mess up registry keys in windows
- I also deleted the DerivedDataCache from the engine install dir
Any idea how to make Failed to load warnings go away for two classes which are obviously there and working? (I mean, they are working in the actual cooked game, it's just the warning that pops up while packaging).
Can anyone help me understand how DefaultEngine.ini changes get into the final package?
I'm trying to add some VeryVerbose logging to debug something, but packaging in the editor doesn't seem to have picked it up..
I don't know why you wouldn't just use -LogCmds, but default INIs do get packaged into pak files
Or just use the log console command to get verbosity
i haveing error while i executing packaging android astc for AR project am dont know about the error so any one help me to solve this problem
Helps to see the error not cut off horizontally
actually i solve the error by my self frst thanks for your reply, the occurs due to in my android sdk i used version of jdk-22 but its not suit so i used jdk-18 version then i execute its successfully done!!
Sad days, I've got an error packaging UATHelper: Packaging (Windows): LogInit: Display: OodleDataCompression: Error: OodleDecode: compressed buffer starts with zero byte; invalid or corrupt compressed stream.
I've scoured the forums and tried verifying 5.4, deleting ALL DDC folders in engine, project, AppData
it initially happens when targeting shadermaps in the package process so I'm speculating it has something to do with shaders. anyone have an idea?
hmmm I'm not sure but I know on textures theres a way to compress specific textures with the Oodle compressor built in but beyond that I know nothing
thanks for thinking on this though. Here's some more log info related to the error:
UATHelper: Packaging (Windows): OodleDataCompression: Display: Oodle: OODLE ERROR : LZ corruption : DecodeOneQuantum fail!
UATHelper: Packaging (Windows): OodleDataCompression: Display: Oodle: OODLE ERROR : LZ corruption : OodleLZ_Decompress failed (0 != 262144)```
i'm so stumped. I'm at the point now wondering if it's maybe a cpu error and i'm about to reduce my cpu power limit
it's an obscure motherboard+cpu combo also so that doesn't help matters
i have no way of knowing which textures are the culprit
yeah I would go into one and check your oodle SDK version I know you can access it in the texture
but how could i know which textures?
the SDK version will be for all
do you know how i could turn off oodle all together?
so doing it in any texture is fine just to be sure it's not an old sdk
yeah it's a plugin
in project settings there is a text field that says Oodle, can i just remove that?
part of the engine like EIS
maybe?
but removing the plugin through the normal plugin manager would be better
ya will try that if all else fails... curious how much bigger my package will be
tried turning on noodle but my package failed
UATHelper: Packaging (Windows): Copying AppLocal dependencies from D:\Epic Games\UE_5.4\Engine\Binaries\ThirdParty\AppLocalDependencies\Win64 to TNS/Binaries/Win64
UATHelper: Packaging (Windows): No cultures were specified for cooking and packaging. This will lead to fatal errors when launching. Specify culture codes via commandline (-CookCultures=) or using project packaging settings (+CulturesToStage).
UATHelper: Packaging (Windows): (see C:\Users\array\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_5.4\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 47m 53s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown)
can anyone point me to what a culture code is? All I did was turn off the Oodle texture plugin 5.4 and tried to package
Hi everyone.
This is the error I’m facing. Thrown by both Standalone mode and Build Packaged Game (but not in PIE). This was not happening before (i.e 2 weeks ago)
I tried to debug all the new BPs I made and nothing helped. I even removed the need for Arrays and used Select nodes in all the BPs that were made recently in the 2 weeks since I last packaged this game.
Then I noticed, that this crash occurs ONLY when I’m directly opening any level (including the simple test level with very few actors OR any story levels which are heavy). This crash DOES NOT happen when I open my main menu, which is a proper dedicated level with 3D widgets.
Difference was - Main Menu and other levels have separate game modes. Main menu has a game mode that DOES NOT contain the PlayerCharacterBP. So I tried that one. Removed the PlayerBP from my test level’s game mode (which is also used in other levels since it’s the actual reqd game mode, but not by the main menu)
And it worked. No crashes on standalone. Totally bizarre and strange.
Leading me to confirm that it indeed is the PlayerBP that’s the culprit.
It says -1 from an array of size 4 but I don’t have a single Array var in my PlayerBP.
I reverted all LOD/Groom Comp based changes that I did in the past 2 weeks, just to test, but nothing helped. (I never suspected that they were the issue since it was all LOD and visibility based changes, again no arrays).
Can anyone please help me diagnose this? It’s really frustrating. I cannot point out the exact error here. Strange thing is, this crash isn't happening when playing in editor hence I cannot diagnose any var using any method.
It's hard to say without digging into the code but there should be a more verbose error that details what went wrong in the logs if you click this once it crashes
Usually they will help track down the cause
Heya guys, I'm getting this weird error that seems to point at an engine sourcecode as the failing point? I assume it's my fault but I'm not sure where to start, I have a lot of splines in my game.
UATHelper: Packaging (Windows): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows): LogWindows: Error: === Critical error: ===```
There's a lot more of a call stack and stuff, wasn't sure what all to chuck in here
solved* kinda. There was a dev level we were using that when I would delete it, Unreal would refuse to actually delete it. Forcing it caused unreal to crash, and it gave me the same error as listed above. By manually deleting it from the files and rebuilding it solved this and I was able to fix.
now to figure out why my dynamic material instances aren't working in build but are in editor 😅
Mate, if you can then can you please look into this file? It's way too overwhelming for me. I can't find any array related info here. This was the log the error screen pointed to. When I search "array" or "error" it literally shows what this error screen threw at me. It's not helpful
Had broken landscape LODs in shipping builds and was wondering why. Noticed my maps in the cooking list had old names, so they didn't get cooked.
They still got packaged though because they were referenced somewhere else. Is this a thing? Could this have been the reason? Getting packaged but not cooked? Currently making a new build.
relevant looking bits in the file ( by searching for "error" )
[2024.05.20-07.28.36:193][ 0]LogStreamlineAPI: [Info]: [12-58-36][streamline][info][tid:18140][0s:789ms:605us]commonentry.cpp:909[ngxLog] error: snippet is using newer GPU arch 190 > 170```
```[2024.05.20-07.28.36:599][ 0]LogStreamlineAPI: Error: [Error]: [12-58-36][streamline][error][tid:18140][1s:195ms:759us]sl.cpp:668[operator ()] Feature 'kFeatureDLSS_G' requires GPU hardware scheduling to be enabled in the OS
[2024.05.20-07.28.36:599][ 0]LogStreamlineAPI: Error: [Error]: [12-58-36][streamline][error][tid:18140][1s:195ms:798us]sl.cpp:71[slValidateFeatureContext] 'kFeatureDLSS_G' is missing.```
```[2024.05.20-07.28.46:785][ 0]LogDLSSNGX: [SDK]: [2024-05-20 12:58:46] [NGXLoadLibrary:269] error: failed to load NGXCore: 126 (N:\Program Files\Epic Games\UE_5.3\Engine\Binaries\Win64\_nvngx.dll)
[2024.05.20-07.28.46:785][ 0]LogDLSSNGX: [SDK]: [2024-05-20 12:58:46] [NGXLoadLibrary:269] error: failed to load NGXCore: 126 (N:\Program Files\Epic Games\UE_5.3\Engine\Binaries\Win64\nvngx.dll)```
Maybe you are using a plugin that needs some GPU features that are not supported on your hardware or something? ( this is a wild guess )
Looking into reports on this bug it looks like it's related to a physics constraint controller or something similar but I don't know much about animations etc but I'd look there
Remove the modified setting, change Espresso to use a unique build environment by setting 'BuildEnvironment = TargetBuildEnvironment.Unique;' in the EspressoTarget constructor, or set bOverrideBuildEnvironment = true to force this setting on.```
I have no idea what this espresso is, but this looks like a showstopper
Ouch yeah that also would be a problem I think he has two separate issues
Espresso will be the target, and this has appeared since 5.4 because they changed bStrictConformanceMode in the latest build settings. the build settings version should be bumped cc: @wicked void
Right i see. Tx
One of the other guys on another server suggested me to install Editor Debugging Tools and then get the crashlog.
This is the proper log
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 771] Array index out of bounds: -1 from an array of size 4
UnrealEditor_Engine!FGPUSkinCache::EndBatchDispatch() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\GPUSkinCache.cpp:1897]
UnrealEditor_Engine!EndSendEndOfFrameUpdatesDrawEvent'::2'::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1006]
UnrealEditor_Engine!TEnqueueUniqueRenderCommandType<EndSendEndOfFrameUpdatesDrawEvent'::2'::EndDrawEventCommandName,EndSendEndOfFrameUpdatesDrawEvent'::2'::<lambda_1> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<EndSendEndOfFrameUpdatesDrawEvent'::2'::EndDrawEventCommandName,EndSendEndOfFrameUpdatesDrawEvent'::2'::<lambda_1> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:411]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Streamline is the library used by NGX i.e Nvidia DLSS to deploy Reflex. And it was working before as well.
wait are you on 5.3 or 5.4?
For the record, deciphering from the first Error line, one that says FGPUSkinCache
I did revert back the Max Memory Budget for GPU Skin Cache in project settings and it didn't work.
The other lines don't give any useful info.
https://github.com/EpicGames/UnrealEngine/blob/5.3/Engine/Source/Runtime/Engine/Private/GPUSkinCache.cpp#L1897 yeah no idea how that would ever have an out of bounds
providing you are on 5.3 and the line matches up
and it's a block that's only executed if ray tracing is on and r.RayTracing.Geometry.SupportSkeletalMeshes is enabled
The point is, I've have had this Skin Cache Mem Budget changed a month ago and the previous build I did, had no issues. So that's even more confusing as to where this new array came from
I even removed the use of array variables in all the BPs I made since the last build
But no help
and it's intentional that raytracing is on?
It's enabled as in supported but by default it's off.
Not the standard RT, just Lumen HWRT
Narrowing down by this info
I really can't make a connection b/w Player BP, somehow GPU Skin Cache (which seems correct like you said) and this crash
If player is at fault, why is it only crashing in standalone and not in PIE
Okay so I fixed it
This was the culprit
Replacing the Pawn from my Char to Default Manny UE5 TP Char results in no crash. What I then did, was to delete all SK Mesh components and run the player naked. Which worked, that means the meshes have somehow corrupted their skin cache (given that is the top most error in the stack).
Then, I removed all parts of the Metahuman (face, feet, torso, and legs) leaving only the body mesh, and it crashed. I removed the Body Mesh and set it to none, IT DID NOT CRASH !
This simply proved the theory that it indeed was the Body Skeletal Mesh. It works when all Components are there EXCEPT the body mesh of this Metahuman
Okay so how I solved it? I slowly chipped away all the details and it came down to 2 things. Ray Tracing Support being enabled, and GPU Skin Cache being Enabled on Body Skeletal Mesh, somehow both fighting for something.
Ran tests with each of them toggled On/Off one by one and it turns out, it has to be a bug or something, but with Ray Tracing Enabled, it's crashing no matter you turn SkinCache enabled or disabled.
Turning RT off in Project settings fixes this. After which you can enable or disable skin cache (which is useless as skin cache depends on RT being enabled).
Idk, I'm not a backend Engineer for Unreal but this makes no sense to me. It never used to crash and now it is crashing even though I had RT enabled from the beginning.
For me it's not that big of a deal as it's my first game and I don't have highly reflective surfaces to utilise RT and software shadows look good already with Lumen GI.
But thanks for brainstorming this with me.
Thanks for brainstorming @winged moss
If you have source control, I recommend following procedures to keep sane in future
- set up a nightly build, so you know if packaging fails on a regular basis
- if something fails, immediately pinpoint the breaking change
Good tip. But I'm done with this project (only a few animations remain) and then I can publish.
But surely for my next game I'll start from the beginning with source control
My bushes are black blobs in packaged builds but in PIE they appear as expected. What settings should I investigate?
First make sure the material on the bushes has no errors. PIE is good at hiding those but they won't work in package.
then check your package log for warnings and errors
UE5.4 how would I get past this error in a blueprint project?
a) it's a warning, not an error (ie. it will not fail the build), and, b) well you kinda don't, unless you convert to a C++ project and control a Target.cs
It actually does fail. Build just stops hardcore at that point.
well it won't because of that then
immediately afterwards would be the compiler compiling the code
Nope
It's 100% because of that. Luckily for me I actually found the .Target.cs file in the /Intermediate/Source folder and managed to fix the issue and now it compiles straight away.
then you're not showing the full output
it's not an error
and the engine will re-generate the Target.cs file at will
That is literally all the output.
All I did was change one number to a 5 like the warning says and it worked again.
well it'll break again when the engine will inevitably regenerate the file
Then I'll change the number again
there's something else going on there because a warning is not a failure condition
Then supressing the warning should not allow the compilation to continue and yet it does.
well this is going in circles. plenty of people get that warning, even with C++ projects, and it doesn't block builds
I am encountering an issue in the Unreal Engine platform. Under the Quick Launch menu, my Android phone is connected, but instead of showing the Android symbol next to the device name, it displays an error symbol. How can I fix this? All packaging runs successfully.
Hello! My question is about dedicated server cooking. For some reason, localization is displayed in the memory report, and I added classes related to localization to the exclude list, but it does not help. How to make it not pack localization exclusively for a dedicated server?
hey all ever since i updated to 5.4 ive been having constant packaging issues but more recently UAT constantly throws a exception when i build a dedicated server heres the error and call stack
Thank you noggs! It was a checkbox on the material instance. Appreciate the advice.
How do I package a dedicated server within UE 5.4? It seems like the build target dropdown was removed?
nvm im dumb and forgot I need to build from source. Used to just seeing it in the version I've been using for a while.
You need the server target too.
hey guys any ideas why that would show?
this happens on a source build of unreal when packaging the server
My teammate Gabe and I are working on the same project, and we're trying to troubleshoot an odd issue of Sound not playing back at all on pixel streaming ... we packaged a linux build from Windows using the multiplayer version of UE 5.2. He made the Linux build, everything seems to be working except literally all of the sound. He said he checked the main points of failure. any idea as to what it could be? Not something we've come across before!
Does anyone know what settings I should enable in order to build/package my game and use Perforce? When I package I'm getting errors about not being able to edit specific files because Perforce puts everything into read only mode, has anyone else encountered this issue and is there some setting in Perforce that allows it to work properly with UE5? Otherwise I have to go the the games root and set everything recursively to disable read only mode.
perforce generally should not interfere with packaging at all. if you are experiencing issues though you could try just checking out the entire depot temporarily. this would cause all other people still working on the project if any to have their work disrupted though.
You have probably versioned files you are not meant to be versioning.
- Do you have a p4ignore file?
- Show example of files that are causing trouble with full paths?
Anyone know how to fix this? In 5.4.1 if I cook without editor content I get this error message.
This was not a problem in 5.4.0
Workaround right now is to uncheck this option in Project Launcher but then it will include editor content as well resulting in increased PAK size.
In my unreal Engine AR project I executed the Android packaging successfully but while scan on my phone by executed unreal Engine Android app there is known visible of my 3D image how to fix this and shows warnig and error like this help me to fix this and am using unreal5.4
using UE5.3.2 i wrote an pc vr program that runs fine on quest 2/3 and valve index (called "Marble Mechanics"). however users are saying Vive isn't working. the program starts, but VRPawn is stuck to the floor and nothing happens in the headset. I took 5.3.2 VRTemplate and built the project (i did change Targeted Harware from Mobile to Desktop). User is saying the samething is happening in this build as in the game. Wading through Vive's developer site, it appears its all about android and they also want me to install Vive OpenXR (i only use UE's base OpenXR plug-in). Is this the problem? Or is it because i took Desktop instead of Mobile? any clue on what i'm missing to get a PCVR app to run on quest 2/3, valve index and Vive would be great.
Hello packaging community. Hopefully somebody can help me with this issue I'm having. I've scoured the Internet and tried most everything I thought might work.
I am trying to package my game in 5.4.1. I also renamed the project before moving it (which could be an issue, but works in the 5.3.2 version). It keeps kicking the c1083 error about there being no IscontiguousContainer.h or the Initializer_List file within. The file is in the windows folder. And also in the Visual Studio project folder. I am lost at this point at what to try next.
That's a weird one
Have you tried making sure that your VS is up to date?
The big yellow warning might be of some relevance.
I had VS up to date. But quite a few errors that I've since solved. But I had to roll it back because my 5.3.2 version would not package with the latest VS. After trying more solutions for the 5.4 project, I ended up adding as many C++ tools and sdks or whatever as I could, in case it was a backwards compatibility issue. I will now check my VS and make sure its the latest version, and then try to package again.
I recently packaged a project and I have 17.10.0 preview 6.0
Should I delete and regen the .sln before I try to package?
You don't need to delete the sln itself, but you can delete the intermediate and binaries. That could help. And then regen.
I got a couple of errors. I feel like I fixed that second one before. Or maybe that's why I rolled back.
And which toolchains do you have installed?
Also I would bump that IncludeOrderVersion to latest to suppress that warning
You probably want the v143 latest version installed. I have that and 14.36-17.6.
I just added the v14.40-17.10 to give a try?
I had the latest and the 14.36-17.6 installed already.
Sure but you should bump that include order, especially since you're on oldest
The work to fix includes is usually pretty easy
The include order as seen in the VS modify details? Or go into the code (and find an article that explains how)?
Inside Visual Studio?
In the Target.cs, as it says in the build output
Okay, I will look into that right now.
I don't see any #include in there. Should I?
?????????????
12>[Upgrade] Using backward-compatible include order. The latest version of UE has changed the order of includes, which may require code changes. The current setting is:
12>[Upgrade] IncludeOrderVersion = EngineIncludeOrderVersion.Oldest
12>[Upgrade] Suppress this message by setting 'IncludeOrderVersion = EngineIncludeOrderVersion.Latest;' in HarbingerofMahEditor.Target.cs.
12>[Upgrade] Alternatively you can set this to 'EngineIncludeOrderVersion.Latest' to always use the latest include order. This will potentially cause compile errors when integrating new versions of the engine.
12>[Upgrade]```
In the Editor one. My bad!
well settings should be mirrored in both
though it is weird that it's using includes from the 14.40 build chain but is actually using the 14.38 compiler
I've never seen that before
I don't see that IncludeOrderVersion part in either. Should I type it in? I'm sorry for being a moron when it comes to cpp stuff.
'EngineIncludeOrderVersion.Latest'
Should I type that somewhere in those two files?
The error says it's using the IncludeOrderVersion Oldest, but that's not in those files. Is there another file that's being pointed to that includes that?
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
DefaultBuildSettings also being Latest is good too
BuildSettingsVersion.Latest
Got it. Mirror those changes in both files, then should I build the project again?
Del the binaries, intermediate again and regen?
Never a bad idea
Yes, otherwise you'll probably have to force Unreal to use the newer toolchain
Why would my RVT always say it requires a rebuild in a packaged development build?
Severity Code Description Project File Line Suppression State Details
Error MSB3073 The command ""C:\Program Files\Epic Games\UE_5.4\Engine\Build\BatchFiles\Build.bat" HarbingerofMahEditor Win64 Development -Project="C:\Users\sonta\Desktop\HarbingerofMah\HarbingerOfMah\HarbingerofMah.uproject" -WaitMutex -FromMsBuild -architecture=x64" exited with code 6. HarbingerofMah C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44
Error C2338 static_assert failed: 'error STL1001: Unexpected compiler version, expected MSVC 19.40 or newer.' HarbingerofMah C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.40.33807\include\yvals_core.h 902
Those two errors when trying to build the project in VS.
Should I remove the other MSVC tools from VS2022?
Understood.
Unreal has a list of toolchains it prefers, falls back on the latest if it's not one of those
No idea how that messed up the include paths
Build started at 2:00 PM...
1>------ Build started: Project: HarbingerofMah, Configuration: Development_Editor x64 ------
1>Using bundled DotNet SDK version: 6.0.302
1>Running UnrealBuildTool: dotnet "....\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" HarbingerofMahEditor Win64 Development -Project="C:\Users\sonta\Desktop\HarbingerofMah\HarbingerOfMah\HarbingerofMah.uproject" -WaitMutex -FromMsBuild -architecture=x64
1>Log file: C:\Users\sonta\AppData\Local\UnrealBuildTool\Log.txt
1>Building HarbingerofMahEditor...
1>Using Visual Studio 2022 14.38.33138 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Determining max actions to execute in parallel (8 physical cores, 16 logical cores)
1> Executing up to 8 processes, one per physical core
1>Using Parallel executor to run 8 action(s)
1>------ Building 8 action(s) started ------
1>[1/8] Compile [x64] SharedPCH.UnrealEd.Project.ValApi.Cpp20.cpp
1>C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.40.33807\include\yvals_core.h(902): error C2338: static_assert failed: 'error STL1001: Unexpected compiler version, expected MSVC 19.40 or newer.'
1>Total time in Parallel executor: 15.17 seconds
1>Total execution time: 15.73 seconds
1>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command ""C:\Program Files\Epic Games\UE_5.4\Engine\Build\BatchFiles\Build.bat" HarbingerofMahEditor Win64 Development -Project="C:\Users\sonta\Desktop\HarbingerofMah\HarbingerOfMah\HarbingerofMah.uproject" -WaitMutex -FromMsBuild -architecture=x64" exited with code 6.
1>Done building project "HarbingerofMah.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 11 up-to-date, 0 skipped ==========
========== Build completed at 2:00 PM and took 19.746 seconds ==========
When it says expected MSVC 19.40 or newer, is that maybe a typo of 14.40?
Can I force it to use 14.38.33130?
Toolchain and IDE versions are not the same
And are you sure you purged the intermediate folder?
Yes, I keep purging it every time and then regenerating the .sln. I delete the binaries then the intermediate, then regen the .sln, in that order.
5.4 does prefer the 14.38 toolchain
if you don't have any of the preferred toolchains, it'll use latest
UnrealBuildTool.xml is the other way of forcing a toolchain version
I unchecked the 14.40, so uncheck latest as well, and then it will go with the 14.38?
When modifying VS?
14.40 is the latest
Right, but there were two separate check boxes, one for latest and also one further down for the 14.40 itself.
I will look into the UnrealBuildTool right now.
oh it's named BuildConfiguration.xml which has the search paths of:
- project/Saved/UnrealBuildTool/BuildConfiguration.xml
- %PROGRAMDATA%/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml
- %APPDATA%/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml
- %LOCALAPPDATA%/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml
- My Documents/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml
so you need a WindowsPlatform element, and then a ToolchainVersion element within that
yes... you add them
This is what I came up with after cobbling together what I could find out online. Still got the same two errors after build.
Not sure if the code is correct or not.
so what about setting it the other way, to 14.40?
I changed it to Latest, and it's got past my original packaging error.
In case anybody else has this problem.
Thank you both. Tonight at the bar I will absolutely toast to the generosity and expertise of sswires and Daekesh!
(mostly sswires)
Hello, I'm getting a package failure due to a missing metahuman .obj. I have no clue how to fix /replace it
fixed it: hope this helps someone- edit the metahuman plugin .uasset in a text editor. Find "MetaHumanIdentity" and change "runtime" to "editor" Some people just disable the plugin before packaging
However, if you're like me and have an animated metahuman character, disabling the plug-in will break the animations
Hello, I'm getting crash infrequently and this error shows up. Is that any potential issue might be?
Good morning packaging community. I am having shadercompilerworker errors while trying to package my upgrade to 5.4.1 game. Also, I used DX12 in 5.3.2, but that crashes my level everytime in 5.4.1, so I switched to DX11. I will post my log. Hopefully somebody has encountered these type of errors before.
Hey guys, all of a sudden my cooked builds are starting to nearly max out my memory (got 64GB, but have other processes eating up memory I guess)... I'm watching and currently the UnrealEditor process is up to like 37GB of RAM usage and I'm like 3/4 of the way through the package cooking. Is there something wrong with my parameters or something in my cook script? This sort of came out of nowhere...
.\RunUAT.bat BuildCookRun -project=E:\ProjectExample.uproject -nop4 -unattended -licensee -manifests -compressed -targetplatform=Win64 -clientconfig=Development -dedicatedserver -servertargetplatform=Win64 -serverconfig=Development -build -cook -CookAll -stage -pak -package -map=L_Conquest_P
forgive me if this has been answered before. i did some searching and couldn't find anything.
is there a way, when packaging with UnrealFrontend, and using "package and store locally," to prevent it from clearing out the package directory each time? i'm including a separate program alongside it and it's a pain to have to replace it after each build.
(i've been packaging from the editor before now, and it just replaces the files instead of deleting the folder and starting fresh)
I've been trying to solve his error for 2 weeks, its on UE5.3.2. I've downloaded VS 22, .NET 3.1, 8.0, 9.0..., none of them worked. I can't find ANY solutions. Please help. SOLVED
hmm, looks like i can try using PreBuildSteps and PostBuildSteps in my .uproject to copy the needed files in and out. at least, that's my next experiment.
Hey I'm getting these packaging errors, can anybody help me out? Thanks.
"THEROOMS.uproject does not look like uproject file but no targets have been found!"
I got that when I edited the uproject by hand and made a mistake with the json formatting.
Hello, any idea on what might this be cause by?
is there a reason why this string comparison condition works in the editor/standalone, but when packaging it always returns false?
Please post text snippets or files for
- easier reading
- easier copy-paste of relevant bits
as above
My bad. here's mine 😄
Hmm. Perhaps download the debug symbols for a more informative stack trace. I think I might have a different version than you ( 5.2 ) since the LevelActor.cpp line 1576 does not look like something that would crash in my version of engine
I would add logging to all points preceding, like IsNotValid, and the Return Value of the GetVariableAsString
I am running the same version as you are (5.2) but I think I might've found the problem, there's a blueprint error from one of the paragon assets that I was using. Will try to repackage it for now. Thanks 😄
ok so: the rig is valid, but the string gives an empty value
glanced through the source code for the node, seems like this might be the problem
FString URigVMHost::GetVariableAsString(const FName& InVariableName) const { #if WITH_EDITOR if (const FProperty* Property = GetClass()->FindPropertyByName(InVariableName)) { FString Result; const uint8* Container = (const uint8*)this; if (FBlueprintEditorUtils::PropertyValueToString(Property, Container, Result, nullptr)) { return Result; } } #endif return FString(); }
interesting
yeah i dont know why they would have it like that
Ok, tried to use the project launcher instead of packaging the entire project and now I found my self with this error 😦 .
tricky stuff.. I see a thread on that but it's 5.3
https://forums.unrealengine.com/t/development-build-error-ensure-condition-failed-oldvalue-newvalue-threadingbase-cpp-line-311/1318031/24
I previously launched it with no problems whatsoever, but after changing the main level it just suddenly stopped working and when i changed it back to the default level again which was working last time, now it does the same thing. And sorry, it seems that I misread 5.3.2 as 5.2.3 🤦♂️
Aye... the thread seemed to have some hacky fixes
Do you have any suggestions? links refered by staff are redirecting to a 404
Should I just update my UE to the latest ?
Or maybe should I just revert to 5.1.1?
Jaa-a... questions:
- do you have version control
- have you just very recently upgraded
- No
- No
😦
I have pretty slow internet so downgrading/upgrading the engine would take me half a day at best
Well, rolling backwards can be tricky or even impossible, as far as I understand once files have changed, there's no going back except by reverting
Whatever you do, I would start by taking a backup of your current state
Trying 5.4 could be worth a try I guess, if none of the hack fixes like messing with the Shader settings or whatnot work
What do you think about this though?
should I try this first?
If you are getting deep into gamedev, version control is something I would say is absolutely critical for all devs. It can save you from horrible situations
yeah, that's worth a try
No I dont even like UE5 tbh, I was forced to take the game dev class to graduate.. and the lecturer forced the entire class to use ue5 instead of unity and godot
and yes, I do use version control in all of my other projects
Just because my game is quite big on size, I cant use github LFS for version control.
well, the bigger, the more complex the project, the more critical version control is - but that's another story
good luck in any case - and yeah, take a backup, then try 5.4 if all else fails I reckon
the thing is, upgrading can just cause new problems. We usually have to spend at least a day or two sorting stuff out after a version bump
True but at this point I'm desperate 😦
Um ok, I tried to do this fix
[/Script/UnrealEd.ProjectPackagingSettings]
bShareMaterialShaderCode=True
bDeterministicShaderCodeOrder=True
bSharedMaterialNativeLibraries=True
for now the error is gone but the game still wont run and yet there is no errors only warnings?
won't run in editor, or won't run packaged?
- does it run in editor
Sorry, Yes it does.
Try clearing Binaries and Intermediate and repackaging maybe
If still nope, get the whole packaging log for inspection
For some reason, doing this will fix it for a single launch and after that I need to change it all back to False and then back to True again
buggy as hecc... maybe 5.4 is worth trying
Nah, this is going to be the last time I'm touching UE anyways so i'll just complete this project and be done with it, but I might move to 5.4 if I get this error again. Thanks for helping really appreciated it, sorry for being so clueless 😦 game dev just isnt for me I guess..
well, all forms of development demand great patience and resilience I fear : )
Well I'm usually just a backend/mobile dev and for some reason UE5 (with its engine bugs) is just too much for me imo. Thanks again for helping
Ok in fact we don't have to solve those kind of issue. If we have an issue that's mean we don't have the good configuration for the version of UE.
UE can only use a specific configuration (SDK, NDK, JRE) to be able to package the project. if you face that issue that means one of your SDK, NDK, JRE is not the good one. (For the UE version you are useing)
Hmm. Pipeline issues usually have a very recognizable set of errors. At a glance yours did not ring any bells for me
Full log might tell more
I am currently searching for the best method to record gameplay footage during runtime and then export it as a video file in any format. This feature needs to work in a packaged project.
Any suggestions?
what dose Stack Overflow reffer to ?
@open rapids yeah ok so i know its related to my widgets when i add a new one the poroject wont open anymore cuz STACK verflow... my project isent big at all, but i do however have lots of widgets like 100+
how can i fix that is that a common issue ?
i mean it should be able to contain as many widgets you want really right :/ ?
HI. I got this error when I was trying to package an apk for mobile. anyone can help me to figure this out?🥺
I am having troubles with this error, I dont understand at all how to use this command to increase it or how to solve this in general
I'm using UE 4.23
@open rapids oh so its more likley something wrong with the widget itself rather then ”to many”?
@open rapids ok what do i debugg for call stack ? I mean the widget itself is really small and simple but im using tics for a progressbar update and stuff but thats common what could cause in terms of stacking what that is ?
well theere is no issue ingame
if i remove the widget from project file then open the project no issues i can even play with it no issues
when i turn off project and reopen then it cashes
@open rapids
still think its something with the debugger?
hmm i did change the parent of the widget now it worked- .-'
weird
So, I've got multiple projects using 5.4.1 on Jenkins, and all are experiencing this same issue:
It seems like the shader compiler crashes during the cook stage due to an assert failure, but I'm genuinely at a loss as to why this is happening
it's also somewhat inconsistent
happening around 70-80% of the time. where sometimes it runs without issues
does anyone knows what to do with that issue?
try posting the whole log as .txt file please
Yeah. There will be some error just above that that gives more details.
that's the issue, there's none,
these only
but i've recompiled localizations and they were present previous time when everything cooked and deployed properly 😦
so as i understand that corret, those errors above mean nothing?
You may find the space in your directory name causes packaging issues.
Not saying it's causing this one, but future problems...
Guys why is packaging the project harder then making it? For Android.. are there any instructions on WHAT exacly i need to install? It just says sdk ndk and java and when i google that, i get a different answer on every page.. does anybody here do this daily or knows how to package? What files do i actually need to download and install? For now i have some files so UE5 detects them ( it allows me to package ) but returns a random error that cook cant be done, and when googling that error i get nothing.. so again i just wanna ask what files i need? Im running ue 5.2.1.. thank you so much😊
for anyone intereseted in the future, clean rebuild helped
Well, first off make sure you have gone through the doc setup guide precisely https://dev.epicgames.com/documentation/en-us/unreal-engine/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment?application_version=5.2
Then can post packaging logs if still stuck, maybe go to #mobile where us mobile grunts hang out
Does anyone know if C++ runtime requirement is different in UE 5.4 from UE 5.2?
Packaged build of the game gives this error:
"Following component(s) are required to run this program: Microsoft visual C++ runtime"
Although I've installed UEPrereqSetup_x64.exe.
I got a bShouldEnforceBeingLaunchedByEGS has been removed, please delete this config entry and instead set bUseLauncherChecks=true in your .targets.cs file.
If I do what the error says, multiplayer stops working, if I don't, I can't package the game due to that error.
Thoughts?
Find out why multiplayer stops working.
because of the bShouldEnforceBeingLaunchedByEGS flag missing
which makes no sense to me
How do I make sure a bp asset is cooked because its crashing on LoadSynchronous on packaging @night hazel said Project Settings -> Cooker and Project Settings -> Packaging Project Settings -> Asset Manager (for Primary Data Assets) Im not seeing an asset manager though and im not using data assets anyway, just want to force a bp class to cook basically
Can anyone help me?
How does one read a "Script Stack"? Do I read top-down, in sequence of events? Meaning the line item at the bottom is where the game failed?
I'm getting a crash that I cannot replicate in PIE, but can 100% reproduce in my packaged build.
It is odd to me that WATCH_CurrentHPChanged would fire after On Death; unless I am reading the logs wrong. In my code, onDeath comes after the watch event.
Okay thank you - bottom-to-top makes way more sense.
When packaging, is there a way to specify a chunk to place both L10N content for a specific culture and the locres for it? Tried using labels, but that doesn't work for locres.
Example, I'd like zh-CN culture, and its L10N/zh-CN content to be placed in pakchunk 25.
Hello Guys, I don't know what i did.
But now when i create the packaging it generate more files.
and i'm not able to install the app anymore on the phone
before it was working good, packagin was ok i and only have the arm64.apk
now i have multiple files and installation doesn't work anymore on mobile
and i even don't know the reason why
So, I attempted it with this.
It does create the chunk definition, but nothing gets packaged in it, nor is a paklist/iostorecommands created for it.
Even more so, the L10N assets are still included in pak 0 instead. so I feel like something isn't actually working here
I was actually just trying that.
Unfortunately it doesn't help for either of them.
From what I've tested already, locres can be "supported" but not present and will fallback to the default culture if not found.
I'll probably look into this another time tbh. Gonna have to sit down and look at copybuildtostagingdirectory lmao
Do individual .pak file chunks need to be manually loaded? I know there's source available for mounting the pak files at runtime, but I was wondering if there was a way to load predefined pak files at engine startup
I can test this in a bit, but I believe if you want to use pak in the editor, pak has to be created with no IO storage and no chunks (where it all gets forced to chunk 0 I think)
Correct me if I'm wrong though
anyone know why buildUAT tells me it cant find a plugin, but project launcher works with no issues at all ? usign teh exact same args
LogPluginManager: Error: Plugin 'PLUGINNAME' failed to load because module 'PLUGINNAME' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project. if i try disabling the plugin it just complains about the next one
Man what command did u use to save the file?
I have the same problem on android where i see all the encountered psos in the log but they dont get saved
Anyone here got experience directly using the steam API in a packaged game build? Wondering if I need to manually include any dll for steam or not
nvm I do see that steam_api64 is being included
I used the save command in the console
But it was a pain since it didn't work everytime
Same with me I ended up using project launcher.
Also I will ask you another thing if its fine.
Once I generated the spc, every time i launch my game the shaderpipelinecache starts the precompilation. Is it supposed to be like this? I thought precompilation was needed only the first time.
Hello! Just looking for some general ideas about an issue I'm seeing. I have my hobby game playing in PIE correctly and variables I want to track are persistent in the game instance, but when I make a Shipping build of the game, the variables in the game aren't coming out correctly. Any one have any creative insight possibly? I'm searching for straws atm. 😄
Development Build is ok?
In cases like this I tend to suggest trying to reproduce the issue in a blank project to sanity check your logic in a small control test
Another option might be to implement a debug widget which tracks one of the values to pinpoint the time at which it breaks, to narrow down the area of the problem
Yeah I used a development build after to help debug. I got it narrowed down to this. Using the increment node works in PIE, but not in the Shipping build. When I converted the increment node to the old get and set method, it doesn't work in PIE anymore, and acts just like it does in the Shipping build. So somehow, this increment node is being converted strangely in the final build. Any thoughts? Also thanks for your response earlier
What variable type is DayCount?
I would be logging the value of Day Count before the operation to sanity check this, and even now debugging this in editor - I don't see why the top code wouldn't work in PIE.
+1 and ++ should be fairly safe nodes, sounds very unusual that they would behave differently like that. I suspect the problem is the variable not the nodes.
It's an INT
Yeah, there's no reason this shouldn't work as far as the bp above goes. There must be something else in the lifecycle of the bp or the variable
yeah I agree. i'll dig further and report back when i find the solution. thanks!
Guys, I installed Steam SDK in my project and it was running fine (overlay etc) in standalone
But when I tried to package the build properly, it threw this error
Now it says "Thirdparty/Steamworks/Steamv153" but does not tell me which one
Is it in Engine/Source or Engine/Binaries
This is the engine/binaries path
This is the Engine/Source path
Am I doing something wrong?
What's the difference between "packaged build" ( successful ) and "package the build properly" ( fail )?
Sorry lemme correct it
I meant standalone
Overlay works in Standalone
Do you have
import "Thirdparty/Steamworks/Steamv153"
somewhere in your own code?
I don't remember importing bcz I'm doing everything in Blueprints
Just enabled what all was required for steam overlay and achievements
and followed the steps to install the SDK
Hmm hmm
Start by checking docs ( make sure you look at the correct page for your engine version ) https://dev.epicgames.com/documentation/en-us/unreal-engine/online-subsystem-steam-interface-in-unreal-engine?application_version=5.3
I could not find anything in the 2 .cs files mentioned by build log
Look at the doc, specifically mygame.build.cs and DefaultEngine.ini may be critical
I have properly configured the defaultengine.ini
It says this
I'm sorry but I really don't know where to add this line?
shall I paste this in line 2?
Apart from this, I have properly Setup the SDK. the AppID, and configured the .ini files
I mean achievements and overlay are working in standalone so atleast I know that steam is indeed working but I don't get why it's not packaging
why would you paste it on line 2?
you know it has to be valid C# right
and why is Core there twice?
How would I know? I did not write them
UE generates them on it's own
I'm only working with Blueprints
it doesn't generate a Build.cs looking like that usually
That's why I'm asking where to paste that line bcz documentation says paste it in MyGame.Build.CS
like I said, it has to be valid C#, module settings are in the constructor
I really have no idea. I never tampered with this file
Inside :ModuleRules {} ?
yes, as you can see there are settings there already
a project suffixed in _5_3 does make me suspect weird source control practices though (ie. none)
I should paste it before line 5?
this is really making something incredibly simple extremely complicated for some reason, but no
Yes none. I did not deploy it earlier and now I cannot go back as I'm close to relase. The game is done only Steam integration was left
Thanks
and using source control should've been from the start
Sorry for annoying you mate 😅 I really have less idea of C#
and there isn't a time too late when you can start using it
Yes I agree but I got this far managing without it
So from the next project, I'll deploy from the start
I have pasted it and restarted the editor. Let me see if it throws an error
Similar error
See this screenshot
thirdparty refers to engine/source/thirdparty
Copy pasted what all was there in the steamworks_sdk.zip from Valve
I don't know why you would, the engine comes with the steamworks SDK already, and upgrading the SDK on a binary build is unlikely to work
Well it mentioned in Epic's documentation
well that's old
To download and do those steps
the SDK has come with the engine for years
That's the problem. I followed all steps correclty and still it's throwing the same error
https://github.com/EpicGames/UnrealEngine/blob/5.3/Engine/Source/ThirdParty/Steamworks/Steamworks.build.cs#L24
This is appearing when the directory Engine/Source/ThirdParty/Steamworks/Steamv153/sdk doesn't exist
yes and they're old. the Steamworks SDK comes with the engine
my vanilla UE5.3 install has it
But it does
Valve provided with 1.59
UE5.3 had 1.53
Steamv159
Is that an issue?
you have to use 1.53 with the binary 5.3 build
do not attempt to upgrade
I don't know why you manually installed the steamworks SDK. you already have it with 5.3
Binary build as in building from Github source? Bcz I downloaded it from the Epic Launches months ago