#packaging

1 messages · Page 14 of 1

limber oyster
#

IDK, seems like one of the assets is not loading right.

#

there is this which i beleve is the engene log. do running it in standalone mode leave log files?

limber oyster
#

I’ll just change random settings until it stoped breaking or go back to old backups and see when the problem appred

limber oyster
#

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

autumn bloom
#

5.3

limber oyster
#

Hmmm even a default project crashes

limber oyster
#

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

dull phoenix
#

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)```

winged moss
# autumn bloom 5.3

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

quaint badge
#

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)

ember ether
#

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....

ember ether
#

I tried moving the project to the root folder, nothing. Tried enabling support for long paths, but still nothing

autumn bloom
winged moss
#

bug perhaps? I asked about 5.4 because STs are pretty scuffed in the .0 release

jolly nymph
#

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.

autumn bloom
#

Woah, this is huge news for me. Really? That's going to explain so many of my bugs!

winged moss
#

well the outcome of a construction script is essentially cooked

summer dock
ember ether
winged moss
#

How did it end up there lol

ember ether
#

to be honest

#

I don't know

#

I created the plugin

#

and it was created there for some reason

ember ether
dull phoenix
jolly nymph
#

I didn't need Landmass so I didn't think twice before disabling it

#

Also what is the 908090908 prefix about 🧐

strange plover
#

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

dull phoenix
#

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.

analog tinsel
#

hello there, did you solve the problem? and how?

dull phoenix
#

I will try and get back to you. Thanks.

limber oyster
dull phoenix
#

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 +

toxic crystal
dull phoenix
#

It's still cooking. What are the params for the following. I want to package it as well with the params.

shell dawn
#

Hello, can someone please tell, why asyncloading2.cpp gives serilizationError bad export index?

south jacinth
#

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.

tepid trench
#

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```
dense totem
#

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

dull phoenix
#

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```
radiant vine
#

Did you end up getting this figured out?

radiant vine
#

Seems to have been fixed in UE5.4 🙂

#

I mean 5.4.1

dull phoenix
radiant vine
#

Did you install 5.4.1 ?

#

@dull phoenix

#

Issue went away for me after upgrading

dull phoenix
#

Now it's upgrading. I though i did. Better realized I need to restart my epic launcher.

dull phoenix
tender shuttle
#

Hi, I got this error when I tried to Package

#

This is the log.txt

tender shuttle
#

Ok, I solved it xd :v

elder rivet
#

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).

elder rivet
summer dock
elder rivet
#

I thought it was after august 31

elder rivet
summer dock
summer dock
grave scroll
dull phoenix
dull phoenix
undone turret
winged moss
#

then you can at least see what the problem actor is

undone turret
#

I've never seen an error that didn't atleast point you in roughly the right direction lol

dull phoenix
dull phoenix
# winged moss yeah you're not going to find this out without attaching a debugger to UnrealEdi...

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.```
winged moss
#

Have your project open in VS or Rider, attach to the running UnrealEditor-Cmd process after starting the cook

dull phoenix
#

How do I attach debugger to editor

dull phoenix
winged moss
#

There really isn't another step

dull phoenix
winged moss
#

Debug

#

Attach to process

#

Pick the UnrealEditor-Cmd process

dull phoenix
#

in VS

winged moss
#

Yes

dull phoenix
winged moss
dull phoenix
dull phoenix
#

I got some actor names when I was debugging. They are some actors on map with mesh as its root component.

dull phoenix
winged moss
#

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

pastel pasture
#

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 😦

umbral fable
pastel pasture
#

yeah i think it appeared sometime in the build

pastel pasture
#

But I thiink now that all my files (like the unreal eengine ones) aren`t in the same directory

winged moss
#

this looks part of GetDotnetPath.bat

#

so what does that look like for you

pastel pasture
#

where do i find that

winged moss
pastel pasture
#

ah

pastel pasture
winged moss
#

just a screenshot of the first few lines will be sufficient here

pastel pasture
winged moss
#

well that file's clean

#

so that's odd it's ignoring the @echo off

#

did you verify your installation?

pastel pasture
#

ah whhat do you mean by that?

winged moss
pastel pasture
#

I did that once

#

long time ago

#

and didn`t help

winged moss
#

then how long-standing is this issue?

#

running it again won't hurt

pastel pasture
#

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

winged moss
#

well what does the output log say

pastel pasture
#

This Access is denied is killing me

winged moss
#

that's not the output log

#

the output log is in the editor

pastel pasture
#

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

winged moss
#

yeah can you actually screenshot it or something

pastel pasture
#

can`t acces the editor right now unfortunatly 😦 after it I will show you

pastel pasture
#

but I think you refere to this one, right?

winged moss
#

how's RunUAT.bat looking, is that at least clan?

pastel pasture
#

do you want me to run it?

winged moss
#

no

#

just to see it hasn't corrupted

pastel pasture
#

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?

winged moss
#

the engine and the project are separate with the epic launcher

#

also why are you not using source control?

pastel pasture
#

I have no ideea what that is

#

you mean like github?

winged moss
#

well github is a singular git host, but along those lines yes

pastel pasture
#

i tried github, but my project is way to big for it

#

And I don`t know something else I could use

umbral fable
#

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

umbral fable
#

is its a engine error do a re-install of the engine

pastel pasture
umbral fable
#

projects can always be migrated

pastel pasture
#

how can I achieve this?

umbral fable
#

when you meant same error was that in the same engine or new engine?

pastel pasture
#

same engine

#

I don`t have other one

#

should I save all I have in here

#

??

umbral fable
#

try a new engine , download and attempt

#

no need to delete anything

#

simply install a new engine

pastel pasture
#

oh I see what you mean

#

which one do you recomand?

umbral fable
#

5.2 first

pastel pasture
#

ok

umbral fable
#

install through epic

pastel pasture
#

right now I am veryifing my files, should this help me somehow?

umbral fable
#

if something is currupt yes

pastel pasture
#

I see

#

but does it matteer where it is installed?

#

because I have my Epic Games installed in another directory

#

compared to my project

umbral fable
#

No not really it can be installed anywhere you like

#

ensure the install happens smoothly

#

it takes a good 1 hour or so

pastel pasture
#

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

umbral fable
#

There should be a file called "yourprojectName.sln"

#

open that

#

and on the top right , under Games you should see your project name

pastel pasture
#

yeah I build it from there but it`s not neeceessary to do that in order to make it work

umbral fable
#

right click build

#

That gets rid of this pop up afterwards however, for me it did anyway

pastel pasture
#

all I need to do in order to make it work is this

pastel pasture
umbral fable
#

Building from source reffers to what I mentioned

pastel pasture
#

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

umbral fable
#

Do what I mentioned, you should no longer have to

pastel pasture
#

verifying didn`t help me with anything

pastel pasture
umbral fable
#

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

pastel pasture
#

theese ones from here right?

umbral fable
#

Yes

pastel pasture
#

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!

umbral fable
#

Try the Thirs person template

#

No worries dude, we have all been there. Years back people from this very discord helped me so.

umbral fable
#

Thats strange

#

did you Generate visual studio files before opening visial studio

pastel pasture
#

if i try to reload

umbral fable
#

Ah you have to do that

pastel pasture
#

my bad

umbral fable
#

if those 3 folders were created again delete them and do again

pastel pasture
#

oh ok

#

they create each time i generate the vs files

umbral fable
#

Yea thats fine

#

I meant to delete them only before you generate

#
  1. Delete these folders , Intermediate, Saved and Binaries
  2. Generate Visual studio project files.
  3. Open Visual studio, Build Project
pastel pasture
#

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

umbral fable
#

This is in visual studio?

pastel pasture
#

yep

#

any ideea on what to do about tthat?

umbral fable
#

It really does seem to be an issue with your Unreal Engine version

#

Lets see what happens with 5.2.1

pastel pasture
#

yeah

#

bro I have done that over and over again

pastel pasture
pastel pasture
#

imagine 😦

#

bro i am so sadd

umbral fable
#

error?

#

or its still on going

pastel pasture
#

i think it`s still going

umbral fable
#

yea it will take a while

#

this is good news

pastel pasture
#

oh great

winged moss
pastel pasture
#

perforce?

pastel pasture
keen grove
#

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

winged moss
pastel pasture
umbral fable
#

Its your first build, its to be expected

pastel pasture
#

so i just did that build it worked fine

#

and stil didn`t let me

pastel pasture
#

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

umbral fable
#

No need to do the three steps

#

Just create a thirdperson template project

#

and build that and see

pastel pasture
#

ah ok

#

so aparently it`s not tthe versions faultt

#

:(((((((((

pastel pasture
umbral fable
#

This is quite confusing now actually @@

pastel pasture
#

:((((((((((((((((((((((((((((

#

everywhere it says

#

access is denied

umbral fable
#

Sorry mate not sure what to do regarding this, your best bet is to try the forums.

pastel pasture
#

fuck my life

umbral fable
#

It could be someting with permisssions when you installed epic launcher

#

or even .net

woeful wyvern
#

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)

pastel pasture
#

@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

umbral fable
#

Nice 👍

pastel pasture
#

not nice

pastel pasture
#

It doesn`t work again

#

WTFFFFFFFFFFFFFFFFFF

umbral fable
#

It really does seem like something running in your computer is messing with your build. exactly what I'm not sure.

pastel pasture
#

What could it be thooo

raw timber
#

Hi, i'm trying to use the BuildConfiguration.xml from the project but the user one is used instead, is there something to configure ?

raw timber
#

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 !

pastel pasture
#

When i package the project and I launch it nothing appears on my screen, it`s full black, any ideea why?

umbral fable
#

Are you setting the Correct Map?

pastel pasture
#

yep

prisma depot
#

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

tiny storm
#

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 ?

leaden surge
#

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.

winged moss
#

By limiting FPS usually

mystic atlas
#

t.maxfps wasn't it?

narrow sapphire
#

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 ?

winged moss
summer dock
acoustic topaz
#

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

winged moss
acoustic topaz
winged moss
#

so what part doesn't work?

#

you need to output PDBs with your build too

acoustic topaz
#

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

raw timber
#

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 ?

broken forge
#

Whyyyyy 😢

#

Help!!

winged moss
winged moss
#

I don't know anything about your project so I'm not sure how I would know that answer

broken forge
#

it's a folder with just a screenshot insite

#

HorrorProject was the old name of the project

winged moss
#

oh this is a BP only project? delete intermediate after renaming your project

broken forge
#

all this ? are you sure?

winged moss
#

I'm sure that information is somewhere in your screenshot

broken forge
#

yeah

#

so I delete it

broken forge
winged moss
#

well Discord decided to lag for 20 seconds there

#

yes, delete it

broken forge
#

ok I let you know

broken forge
broken forge
split iron
#

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

undone turret
split iron
#

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?

tall comet
#

What happens if you reference content in that directory? Doesn't this just make the entire content path forcefully not package?

undone turret
#

dang that's handy!

elder rivet
#

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?

elder rivet
#

This is the .spc file creation log, which I suppose is fine.

raw tapir
#

Is it possible to automatically run a bat file after cooking and packaging the game?

summer dock
raw tapir
summer dock
#

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 : )

woeful wyvern
quartz wind
#

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

woeful wyvern
#

It's not picking up the spc file in the cooking process

fallen topaz
#

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

feral minnow
#

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?

elder rivet
#

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!

elder rivet
# woeful wyvern I have the same problem like you, have 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.

woeful wyvern
#

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

elder rivet
#

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.

elder rivet
restive yoke
#

Guys please important, how is possible that my game build is blurry respect the actual editor game? is there any option to set?

elder rivet
restive yoke
#

where is it?

restive yoke
elder rivet
#

I usually change in [ProjectName]/Config/[Platform]/[Platform]Engine.ini

#

There should be a

#

Check that is >= 100

elder rivet
#

Was anyone was ever able to implement PSO caching on windows with DirectX12 RHI and ES31 shader format?

woeful wyvern
elder rivet
woeful wyvern
#

It tries it but I get a failed save error

whole elm
#

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????

real blaze
#

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?

restive yoke
glacial sluice
#

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

tight eagle
#

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.

winged moss
tight eagle
winged moss
# tight eagle

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

glacial sluice
# glacial sluice Hey folks, trying to package up a project using version 5.0 of the editor and I'...

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

tight eagle
elder rivet
#

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.

wild snow
#

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.

elder rivet
winged moss
#

They ban toolchains when there's known compiler bugs that interfere with Unreal

wild snow
winged moss
#

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

wild snow
wild snow
heavy tartan
#

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! 🙏

woeful star
#

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?

woeful star
#

so i was missing #include "Templates/SubclassOf.h" didnt know you had to be this strict with includes, i wonder why

heavy tartan
broken forge
#

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

summer dock
broken forge
#

Really??? Let's say for example I modify a widget or add a mesh in a level, I can make packaging shorter?

summer dock
#

I see I see...

broken forge
#

Me after this sentence:

rose briar
#

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

broken forge
rose briar
winged moss
#

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

rose briar
rose briar
#

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]
undone turret
rose briar
#

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
golden patio
#

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?

tall comet
#

i thought it was an issue with proton

rose briar
#

Did you ever figure it out?

tall comet
#

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?

rose briar
#

Yeah it is

tall comet
#

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

tall comet
rose briar
#

what engine version are you on?

tall comet
#

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"

broken forge
#

It is like this since 1 hour.... why is it taking aaaaageeeesss

rose briar
tall comet
#

you?

rose briar
#

source but trying launcher atm and seem to be having the same problem

tall comet
#

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

tall comet
#

they don't seem to update this file much so it's plausible it won't break much just entirely subtrating that change

tall comet
loud tusk
#

Is this solved? I have same problem. I use Unreal Engine 5.3

mystic atlas
#

Take the spaces and non-ascii characters out of your file/folder names.

#

In his case "Custom Unreal Projects" is probably the culprit.

loud tusk
loud tusk
# mystic atlas In his case "Custom Unreal Projects" is probably the culprit.

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

mystic atlas
#

Take out thr quotes?

#

It should work. 🤔

loud tusk
#

The quotation marks were entered automatically. ( is This CloudDir"\ )

mystic atlas
#

Oh.

#

Then I'm not sure. 😦

loud tusk
#

I think that's the problem too, but I don't know how to remove it.
thank you

loud tusk
#

[/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?

mystic atlas
#

Try taking out the "

#

Just a guess.

#

That's absolutely not gonna work.

loud tusk
#

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 )

elder rivet
#

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

hot inlet
#

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

mystic atlas
loud tusk
mystic atlas
#

Np. Good luck!

tender star
#

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.

karmic coral
#

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?

rose briar
karmic coral
winged moss
karmic coral
short quiver
#

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?

fierce stump
#

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?

summer dock
fierce stump
abstract spire
#

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

tall comet
#

@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

abstract spire
#

I started with android before iOS cause I thought it'd be simpler

#

not sure what I was thinking there cry_laughing

tall comet
#

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!

elder rivet
#

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?

chrome cloud
#

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?

summer dock
chrome cloud
#

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

chrome cloud
summer dock
chrome cloud
#

Will try packaging a blank soon

chrome cloud
#

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

plush rover
#

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 ?

chrome cloud
# chrome cloud will try building an empty project

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

chrome cloud
#

Tried building from a launcher version of 5.4.1
This is what i get, any help?

chrome cloud
#

Is there a way to debug the shader compiler? So I can see why it just hangs on that shader?

chrome cloud
#

alright thanls

winged moss
abstract goblet
#

Any tips for speeding up the packaging process? It's taking years.

summer dock
modest fog
#

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?

chrome cloud
#

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

lyric ivy
#

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?

summer dock
modest fog
#

What is the path format to add the plugin content to cooking,

Which is the correct way

  1. BaseGame.ini inside plugin's config folder
+DirectoriesToAlwaysCook=(Path="/Game/FolderName")
+DirectoriesToAlwaysStageAsUFS=(Path="Content/FolderName")
  1. Adding file path to project's DefaultGame.ini
    +DirectoriesToAlwaysCook=(Path="/Plugins/[Plugin-Name]/Content")
winged moss
#

but that's incorrect

#

the path will be something like /PluginName/Path, and the path won't include "Content"

modest fog
winged moss
#

yes

modest fog
#

Would content folder ref start with game as well like:

/[PluginName]/Game/[ContentFolder] or /[PluginName]/[ContentFolder]

winged moss
#

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

modest fog
halcyon scarab
#

One message removed from a suspended account.

winged moss
halcyon scarab
chrome cloud
halcyon scarab
#

One message removed from a suspended account.

winged moss
#

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

lyric ivy
north lantern
#

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?

halcyon scarab
#

One message removed from a suspended account.

winged moss
#

Game Manager BP references the function library and the other way round

halcyon scarab
winged moss
#

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

halcyon scarab
#

One message removed from a suspended account.

halcyon scarab
winged moss
#

Remove the circular reference. Move the RespawnEnemy function to its own function library if you have to

halcyon scarab
sonic vale
#

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.

chrome cloud
# chrome cloud I tried building again, but this time it got stuck at another point, i think her...

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
modern anvil
#

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).

safe laurel
#

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..

winged moss
#

Or just use the log console command to get verbosity

sudden obsidian
#

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

winged moss
sudden obsidian
split iron
#

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?

undone turret
split iron
#

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

split iron
undone turret
split iron
#

but how could i know which textures?

undone turret
#

the SDK version will be for all

split iron
#

do you know how i could turn off oodle all together?

undone turret
#

so doing it in any texture is fine just to be sure it's not an old sdk

#

yeah it's a plugin

split iron
#

in project settings there is a text field that says Oodle, can i just remove that?

undone turret
#

part of the engine like EIS

#

maybe?

#

but removing the plugin through the normal plugin manager would be better

split iron
#

ya will try that if all else fails... curious how much bigger my package will be

split iron
#

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

wicked void
stiff rune
#

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.

undone turret
#

Usually they will help track down the cause

oblique remnant
#

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

oblique remnant
#

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 😅

stiff rune
glass orchid
#

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.

summer dock
# stiff rune Mate, if you can then can you please look into this file? It's way too overwhelm...

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 )
undone turret
summer dock
# wicked void Packaging fails almost instantly. Any ideas?
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
undone turret
winged moss
wicked void
#

Right i see. Tx

stiff rune
#

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]

stiff rune
undone turret
stiff rune
#

Strange right

stiff rune
#

The other lines don't give any useful info.

winged moss
#

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

stiff rune
#

I even removed the use of array variables in all the BPs I made since the last build

#

But no help

winged moss
#

and it's intentional that raytracing is on?

stiff rune
stiff rune
#

If player is at fault, why is it only crashing in standalone and not in PIE

stiff rune
#

Okay so I fixed it

stiff rune
#

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

summer dock
stiff rune
#

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

toxic crystal
#

My bushes are black blobs in packaged builds but in PIE they appear as expected. What settings should I investigate?

rare relic
#

then check your package log for warnings and errors

late girder
#

UE5.4 how would I get past this error in a blueprint project?

winged moss
late girder
winged moss
#

well it won't because of that then

#

immediately afterwards would be the compiler compiling the code

late girder
#

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.

winged moss
#

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

late girder
#

That is literally all the output.

#

All I did was change one number to a 5 like the warning says and it worked again.

winged moss
#

well it'll break again when the engine will inevitably regenerate the file

late girder
#

Then I'll change the number again

winged moss
#

there's something else going on there because a warning is not a failure condition

late girder
#

Then supressing the warning should not allow the compilation to continue and yet it does.

winged moss
#

well this is going in circles. plenty of people get that warning, even with C++ projects, and it doesn't block builds

sudden obsidian
#

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.

night nest
#

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?

carmine salmon
#

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

toxic crystal
feral plover
#

How do I package a dedicated server within UE 5.4? It seems like the build target dropdown was removed?

feral plover
#

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.

mystic atlas
#

You need the server target too.

haughty quarry
#

hey guys any ideas why that would show?

#

this happens on a source build of unreal when packaging the server

near ridge
#

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!

chrome parrot
#

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.

reef quiver
summer dock
raw tapir
#

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.

sudden obsidian
#

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

high marten
#

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.

molten warren
#

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.

mystic atlas
#

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.

molten warren
#

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.

mystic atlas
#

I recently packaged a project and I have 17.10.0 preview 6.0

molten warren
#

Should I delete and regen the .sln before I try to package?

mystic atlas
#

You don't need to delete the sln itself, but you can delete the intermediate and binaries. That could help. And then regen.

molten warren
#

I got a couple of errors. I feel like I fixed that second one before. Or maybe that's why I rolled back.

winged moss
#

Also I would bump that IncludeOrderVersion to latest to suppress that warning

mystic atlas
#

You probably want the v143 latest version installed. I have that and 14.36-17.6.

molten warren
#

I just added the v14.40-17.10 to give a try?

#

I had the latest and the 14.36-17.6 installed already.

winged moss
#

Sure but you should bump that include order, especially since you're on oldest

#

The work to fix includes is usually pretty easy

molten warren
#

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?

winged moss
#

In the Target.cs, as it says in the build output

molten warren
#

Okay, I will look into that right now.

#

I don't see any #include in there. Should I?

winged moss
#

?????????????

#
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]```
molten warren
#

In the Editor one. My bad!

winged moss
#

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

molten warren
#

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?

winged moss
#

IncludeOrderVersion = EngineIncludeOrderVersion.Latest;

#

DefaultBuildSettings also being Latest is good too

molten warren
#

Does this look correct?

mystic atlas
#

BuildSettingsVersion.Latest

molten warren
#

Got it. Mirror those changes in both files, then should I build the project again?

#

Del the binaries, intermediate again and regen?

mystic atlas
#

Never a bad idea

winged moss
#

Yes, otherwise you'll probably have to force Unreal to use the newer toolchain

dreamy sequoia
#

Why would my RVT always say it requires a rebuild in a packaged development build?

molten warren
#

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?

winged moss
#

Yeah please don't use the error list

#

Always copy from output

molten warren
#

Understood.

winged moss
#

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

molten warren
#

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?

winged moss
#

Toolchain and IDE versions are not the same

#

And are you sure you purged the intermediate folder?

molten warren
#

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.

mystic atlas
#

Did you remove the older versions?

#

You had quite a few installed.

winged moss
#

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

molten warren
#

I unchecked the 14.40, so uncheck latest as well, and then it will go with the 14.38?

#

When modifying VS?

winged moss
#

14.40 is the latest

molten warren
#

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.

winged moss
#

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
molten warren
#

Mine doesn't seem to have any of them.

winged moss
#

so you need a WindowsPlatform element, and then a ToolchainVersion element within that

#

yes... you add them

molten warren
#

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.

winged moss
#

so what about setting it the other way, to 14.40?

molten warren
#

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!

mystic atlas
#

(mostly sswires)

humble ridge
#

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

winged pewter
#

Hello, I'm getting crash infrequently and this error shows up. Is that any potential issue might be?

molten warren
#

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.

sour ivy
#

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

tardy quest
#

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)

unkempt valve
#

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

tardy quest
jagged lark
#

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!"

mystic atlas
#

I got that when I edited the uproject by hand and made a mistake with the json formatting.

elfin sluice
#

Hello, any idea on what might this be cause by?

drowsy sphinx
#

I have that now

#

any idea what it means?

woeful star
#

is there a reason why this string comparison condition works in the editor/standalone, but when packaging it always returns false?

summer dock
summer dock
summer dock
# elfin sluice 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

summer dock
elfin sluice
woeful star
woeful star
# summer dock I would add logging to all points preceding, like IsNotValid, and the Return Val...

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(); }

woeful star
#

yeah i dont know why they would have it like that

elfin sluice
elfin sluice
summer dock
elfin sluice
#

Should I just update my UE to the latest ?

#

Or maybe should I just revert to 5.1.1?

summer dock
elfin sluice
#

I have pretty slow internet so downgrading/upgrading the engine would take me half a day at best

summer dock
# elfin sluice 1. No 2. No 😦

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

elfin sluice
#

should I try this first?

summer dock
#

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

summer dock
elfin sluice
#

and yes, I do use version control in all of my other projects

summer dock
#

I see I see

#

but yeah, I would try the fix suggestions in the thread first I guess

elfin sluice
#

Just because my game is quite big on size, I cant use github LFS for version control.

summer dock
#

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

elfin sluice
#

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?

summer dock
elfin sluice
summer dock
#
  1. does it run in editor
elfin sluice
summer dock
#

If still nope, get the whole packaging log for inspection

elfin sluice
summer dock
elfin sluice
# summer dock 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..

summer dock
elfin sluice
drowsy sphinx
# summer dock as above

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)

summer dock
#

Full log might tell more

onyx ruin
#

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?

finite pebble
#

what dose Stack Overflow reffer to ?

finite pebble
#

@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 :/ ?

gaunt fog
#

HI. I got this error when I was trying to package an apk for mobile. anyone can help me to figure this out?🥺

crude wolf
#

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

gaunt fog
#

I'm using UE 4.23

finite pebble
#

@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 ?

finite pebble
#

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

manic cobalt
#

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

shell dawn
#

does anyone knows what to do with that issue?

summer dock
mystic atlas
#

Yeah. There will be some error just above that that gives more details.

shell dawn
#

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?

mystic atlas
#

You may find the space in your directory name causes packaging issues.

#

Not saying it's causing this one, but future problems...

subtle mason
#

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😊

shell dawn
summer dock
#

Then can post packaging logs if still stuck, maybe go to #mobile where us mobile grunts hang out

hexed valley
#

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.

copper sierra
#

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?

mystic atlas
#

Find out why multiplayer stops working.

copper sierra
#

because of the bShouldEnforceBeingLaunchedByEGS flag missing

#

which makes no sense to me

open rapids
#

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

toxic crystal
#

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.

native jewel
#

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.

drowsy sphinx
#

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

native jewel
#

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

native jewel
#

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

short quiver
#

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

young forge
#

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

kindred burrow
#

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

winged moss
#

<@&213101288538374145> scam link ^

#

thanks

elder rivet
#

I have the same problem on android where i see all the encountered psos in the log but they dont get saved

strange plover
#

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

woeful wyvern
#

But it was a pain since it didn't work everytime

elder rivet
# woeful wyvern 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.

heavy tartan
#

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. 😄

summer dock
#

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

heavy tartan
# summer dock Development Build is ok? In cases like this I tend to suggest trying to reproduc...

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

summer dock
summer dock
# heavy tartan 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

heavy tartan
stiff rune
#

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?

summer dock
stiff rune
#

Overlay works in Standalone

summer dock
#

Do you have
import "Thirdparty/Steamworks/Steamv153"
somewhere in your own code?

stiff rune
#

Just enabled what all was required for steam overlay and achievements

#

and followed the steps to install the SDK

summer dock
#

Hmm hmm

stiff rune
#

And I thought it was all correct since overlay was working

#

@summer dock any advice?

summer dock
stiff rune
#

I could not find anything in the 2 .cs files mentioned by build log

summer dock
stiff rune
#

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?

stiff rune
#

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

winged moss
#

why would you paste it on line 2?

#

you know it has to be valid C# right

#

and why is Core there twice?

stiff rune
#

UE generates them on it's own

#

I'm only working with Blueprints

winged moss
#

it doesn't generate a Build.cs looking like that usually

stiff rune
#

That's why I'm asking where to paste that line bcz documentation says paste it in MyGame.Build.CS

winged moss
#

like I said, it has to be valid C#, module settings are in the constructor

stiff rune
winged moss
#

so it has to be between { and }

#

the inner braces that is

stiff rune
winged moss
#

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)

stiff rune
winged moss
#

this is really making something incredibly simple extremely complicated for some reason, but no

stiff rune
winged moss
#

after line 10 woujld make sense

#

oh damn

stiff rune
winged moss
#

and using source control should've been from the start

stiff rune
#

Sorry for annoying you mate 😅 I really have less idea of C#

winged moss
#

and there isn't a time too late when you can start using it

stiff rune
stiff rune
#

Similar error

winged moss
#

that seems more to be the problem

winged moss
#

thirdparty refers to engine/source/thirdparty

stiff rune
winged moss
#

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

stiff rune
winged moss
#

well that's old

stiff rune
#

To download and do those steps

winged moss
#

the SDK has come with the engine for years

stiff rune
#

That's the problem. I followed all steps correclty and still it's throwing the same error

winged moss
winged moss
#

my vanilla UE5.3 install has it

stiff rune
#

Valve provided with 1.59
UE5.3 had 1.53

#

Steamv159

#

Is that an issue?

winged moss
#

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

stiff rune