#packaging
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Okay, I can do that
why do my textures seem to be forced to linear and not closest interpolation like i have it as when packaging? in the editor my textures are clear, crisp and not blurry but when i package my game and look at the textures, they are blurry
hi guys i have a game which is on windows how can i export this game for android
Hi all. I'm trying to set up a build server in the cloud for a project. Currently trying to do so on a windows virtual machine that doesn't have a video card, and running into some problems when trying to Cook my project, it looks like during shader compilation. Can anyone tell me definitively if a video card is required when doing BuildCookRun from the command line?
consult the fine documentation
Sorry for the late reply
But it worked
Somehow it fixed the error
Thanks
How to properly do DLC? I wanna be able to check if DLC exists or not and have a seperate chunk for each DLC
Anyone have some resources on that? I tried almost everything
well what is the nature of your DLC? maps?
Yeah and some additional content including some data assets, textures, etc
well you can either do it the normal chunking way, I suppose another way is to think of your DLCs as mods. you can create your DLCs as content-only plugins, cook the plugin's content, and have unique pak files for those
any pak files in the Content directory should be picked up by the engine
I'm pretty early on so doesn't matter which way. It just needs to work. I tried a few times and got nothing...
Any working example I could access would be great
All I need is querying and having them at seperate chunks
They could be potentially multiple gigabytes, so I wanna split
Please post as text snippet or file
- better readability
- easy to copypaste relevant bits for reference
* optimally in code parentheses
It was my bad. I forgot to save the variable on exiting the level, and so it was getting bad data...
What is the purpose of these files? Are they required?
Also I noticed a .pdb file which is quite large. Isn't it used for just debugging? Why is it contained in my shipping build?
no these are not required
you should absolutely produce pdb files with shipping builds
just exclude them when you upload to steam or whatever platform
if you don't have the pdb, how are you going to investigate crashes from your players?
Well, to be fair I'm not sure how do I investigate crashes from players at all... Are they some automatic reports sent to some pre-defined location or are we just talking about log files?
there is no automatic collection of reports unless you use something like bugsplat. but crash dumps are saved locally which includes a client log (if shipping logs are enabled) and the crash dump
and without the pdb, the crash dump is completely useless
But isn't that means my game will run at some kind of debugging mode at all times? To create this dump file
no?
How does it work then?
and what would that even mean
the engine registers an exception handler, then it produces the crash dump and all the other metadata when an exception occurs
I don't know what your assumption of "some kind of debugging mode at all times" entails though
Oh, so happy path is costless
I see, I thought you'd need to be in debugger to benefit from a pdb file
Hi, I just build and packaged to the quest 3 for the first time, just using the default VR scene supplied with unreal. I have a few problems. The ground is green instead of textured, the clouds of the skybox are moving very jerkily, the player camera is way up in the air so I can't reach the guns, and my hands don't react correctly to the controller buttons (the pointing finger and thumb work, but the other fingers only close when gripping if the B button is held (but then the pointer and thumb don't work until b is released))
editor looks ok
I think the finger problem is because I had to disable these to get the meta XR app working:
Could anyone offer any advise for the issues I'm having please?
re-enabling above fixed hands. I'm guessing unreal procedural textures don't work on the quest (image textures only). Skybox, not sure, maybe I can rduce resolution, player height (need to specify camera and link to player start?)
did u change any thing when u opened the project like textures?
no
cuz when i open the vr template and just pressed play, i didnt have those issues for some reason
textures were fine etc
when pressing play for interactive vr theres no issue, because it's being sent from the pc, but when baking then packaging from here:
it creates the apk file, so I move that to the quest, then it shows as green, or last time as pink.
when I launch on the quest from the app menu. I think because the quest can't use unreal procedural textures, i'm guessing though, I'm a complete noob ๐
ya ive never really tackled VR in ue so i only know a little
Get a log out for clues
actually I can see on closer inspection it's the baked lighting that's changing between green and pink randomly after each build, but only on the installed apk, looks fine in the unreal editor
hey guys,
Anyone else having issues cooking UE5.4 projects? i get this error: FShaderMapResource_InlineCode::InitRHI got platform PCD3D_SM6 but it is not compatible with PCD3D_SM5
I double checked shader packaging settings etc. But i can't get the project to be cooked
UATHelper: Packaging (Windows): LogWindows: Error: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderResource.cpp] [Line: 611]
UATHelper: Packaging (Windows): LogWindows: Error: FShaderMapResource_InlineCode::InitRHI got platform PCD3D_SM6 but it is not compatible with PCD3D_SM5
fresh 5.4 install... maybe its ultra dynamic sky but it was updated to 5.4
haha thanks ... trying since 4 or 5 hours ๐
If anyone has an idea what the cause for this error could i would be really glad. I'm going to frustrated to bed ๐
here's part of the error i get
UATHelper: Packaging (Windows): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderResource.cpp] [Line: 611]
UATHelper: Packaging (Windows): LogWindows: Error: FShaderMapResource_InlineCode::InitRHI got platform PCD3D_SM6 but it is not compatible with PCD3D_SM5
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffde239787a UnrealEditor-RenderCore.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffde2398466 UnrealEditor-RenderCore.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffde239f9a5 UnrealEditor-RenderCore.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffde325b84a UnrealEditor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffde325beee UnrealEditor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffde22f180f UnrealEditor-RenderCore.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffde22f64b4 UnrealEditor-RenderCore.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffde389b7ad UnrealEditor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffde388f127 UnrealEditor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffe87da257d KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: end: stack for UAT
Just go to the file in question "ShaderResource.cpp" and put a breakpoint.
Then try to package in debugger, you should have some context about what is the problematic shader
Is packaging for the server or for the client inside the editor not the same as building the solution in the IDE and then cooking in the editor seperately?
Got an issue with packaging. I solved the first two as the logs were quite clear on where the problem was, but this time "OtherCompilationError" isn't really something that speaks to me.
CompilationResultException: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActionsAsync(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute, List`1 TargetDescriptors, ILogger Logger, IActionArtifactCache actionArtifactCache) in E:\UE\UE_5.4\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 451
at UnrealBuildTool.BuildMode.BuildAsync(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger) in E:\UE\UE_5.4\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 801
at UnrealBuildTool.BuildMode.BuildAsync(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in E:\UE\UE_5.4\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 411
at UnrealBuildTool.BuildMode.ExecuteAsync(CommandLineArguments Arguments, ILogger Logger) in E:\UE\UE_5.4\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 252
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in E:\UE\UE_5.4\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 660
Did anyone ever created an easy to manage DLC solution? Including features like packaging each DLC and base game to the seperate pak files and querying their existance at runtime (+ maybe querying online stores like steam to check if player owns the DLC)?
If not, why not? Should I create something like that?
Asking because Project Launcher doesn't feels like a great solution. It's intended for "launching" to the different devices not packaging
I hate it doesn't store package configuration inside project. It does store it on local machine... Weird
Also It doesn't provide enough options
is visual studio 2019 still the preferred method? tried with 2022...took forever
2022 is default for about 1.5 years, afaik
k thanks
I"ve spent the last couple weekends trying to make something like this work as a first time UE5 user
I've had some (weirdly inconsistent) success use Mount and Register Pak funcitons -> Load Asset from pak -> convert to class -> spawn class
I say inconsistent because there are times it won't work and I have no idea why
Currently my plan is to help with packaging and querying
Might extend to dynamically loading in the future tho...
hey so im getting an error when im trying to package my project. I found the log for it so hopefully this helps
if i have a seperate smaller aspect (like a character creation screen) of a much larger game, and it's all in the same project, would i need to build the entire game out? or is there any issue w this? essnetially i have like 2 things in 1 but i don't have the larger build needing to be used in the first smaller menu part.
is there any issue with building a menu page without the main world/game needing to be built? or will it simply just take longer and maybe just be a bit unnecessarily large ?
There are a lot of BP errors in this one. This one is tricky because it'll likely be to do with "MultiplayerMovementPlugin"
I ended up getting rid of it and now it works, thanks! Wasnโt sure why the plugin had issues since I have another project that can package with the multiplayer movement plugin but Iโll have to look more into that
Hi, is there a macro to know if we are building from packaging ?
I think packaging from editor in the end just runs the same old RunUAT.bat as you would from command line. I don't think it adds any special parameters to differentiate itself. You can verify this from the log
If you would need this for some reason, you could add a parameter of your own I guess, when building from command line ( or by modifying source engine )
Ok will see if i can add a parameter, thanks !
Do you need to do something in build.cs to create a new dll folder? I have RuntimeDependencies and PublicDelayLoadDLLs, it is successfully copying over the DLL's on build, but niether in editor or the build will it search the folders those dlls are in
string ThirdParty = Path.GetFullPath(Path.Combine(ModuleDirectory, "../../ThirdParty/"));
string Nvidia = Path.Combine(ThirdParty, "Nvidia","bin","x64");
RuntimeDependencies.Add(Path.Combine(Nvidia, "cudart64_12.dll"));
PublicDelayLoadDLLs.Add("cudart64_12.dll");
RuntimeDependencies.Add(Path.Combine(Nvidia, "cublas64_12.dll"));
PublicDelayLoadDLLs.Add("cublas64_12.dll");
RuntimeDependencies.Add(Path.Combine(Nvidia, "cublasLt64_12.dll"));
PublicDelayLoadDLLs.Add("cublasLt64_12.dll");```
well you're using delay load DLLs, so you manually load the DLL in an appropriate place like StartupModule
I'm trying to run a different dll(that has optional cublas support) using getdllhandle and dllexport, and it fails to find them. Unless i put them directly next to my plugin.dll
just look at any of the examples of FPlatformProcess::GetDllHandle in the engine
It prints out all the binary directories, and doesn't list where i put cublas
you can pass an absolute path into it
or use PushDllDirectory/PopDllDirectory around it
I think this might be what i need, because i'm already using getdllhandle for the other dll, and its trying to locate the cublas dlls
Yeah that worked thanks,
FPlatformProcess::PushDllDirectory(*NVIDIADir);
DLLHandle = FPlatformProcess::GetDllHandle(*InferencePath);
FPlatformProcess::PopDllDirectory(*NVIDIADir);```
I tried to find this via search, but my Development Packaged build is crashing but not even opening so I don't get any error message. Where would I find the logs (if any) for why it may be crashing?
Is it a c++ project?
Yes!
I had already done a build too, a month ago, and that build still opens up fine. I've obviously worked on the project since then, but nothing immediately comes to mind as to what could be causing it.
If you add -waitfordebugger on the end it will wait for your to attach VS/Rider before running.
That's not specific to c++ projects, but it at least shows you know what those are ๐
Hmm not sure if I misunderstood the question. It's a c++ project as opposed to BP-only, so do you mean running the .exe from the command line and adding "-waitfordebugger" ?
Ok, this is very confusing, I get absolutely nothing printed in the command line when I run the new packaged build.
And that's regardless of whether I include "-waitfordebugger"
Yes. Add a command line switch of -waitfordebugger. I think ti's that anyway.
Or you can add the exe to your project as an external project and run it direct from your ide.
As opposed to my old package that prints all of the bells and whistles until eventually opening up the game
Sorry for the 2.5 year bump, but I didn't find any other posts mentioning this and it's exactly my issue. If you're still on this, did you ever find a solution for it?
trying to package in ue 5,3,2 with pixel streaming enabled. im able to use my editor and connect but when i package i get a "unknown error" anyone have a clue on this?
Does anybody have any advice about gradle? I was going fine in 5.1 but after upgrading to 5.4 I think gradle is stuck using something old. I wish there was somewhere to read about how unreal and gradle work together
that is not going to be the only error
scroll up
Hello, I'm trying to package my game from the package launcher and for some reason this error appears
LogMaterial: Warning: Incomplete material DrawWaterInfo, missing Vertex Factory FSplineMeshVertexFactory.
does anyone have any idea on what this is?
I have encountered quite a strange problem which I struggle to fix properly. Upon installation Windows might silently block network access of my game and there is no easy way to unblock it afterwards. I distribute my game in a zip archive and it started to happen after first 2000 installations
I guess that it happens because the game is just downloaded from internet without any proper installer so it triggers some kind of antivirus or sandbox. I guess that using MSI installer or Steam might help here, or maybe I have to register my binaries with Microsoft in some way
If anyone is curious, the actions that help to unblock the app are: try to run the original binary instead of the bootstrapped one, try to run as admin, try to explicitly allow it through firewall, try to run in compatibility mode, try to make an http request to an app server. There is no clear pattern on what helps and what not
Posted this here since i believe this is the most relevant channel for this kind of problem
So, I have this issue as well
https://github.com/ruyo/VRM4U/issues/381
The solution is to delete the assets in "Latest".
which latest? I'm not exactly sure and before I bother the author, I wanted to see if someone knew what he meant?
hey so while exporting me project i got this error message
i ttired looking online but i culdnt find anything that wuld work for me
anyone know w how to fix it?
Can you exclude specific assets or folders from cooking in a reusable plugin?
Im making a plugin that I want to put on the marketplace eventually, the plugin comes with some editor-only tools/assets and some assets that needs to be available at runtime as well. The issue is that I can only put 1 plugin on the marketplace per product - and plugins on the marketplace are also not allowed to depend on any external plugins. So therefore I cant just split my assets up into 2 separate plugins for runtime+editor & editor-only assets respectively
I guess one solution would be to make the plugin add a specific folder to the projects "Directories to never cook". But that feels kinda hacky
Do you have debugging symbols installed?
Theres an awful lot of UnkownFunction's in there
LogBlueprint: Error: [Compiler] The variable NewVar declared in FastSaveMainUIold1 has an invalid type Structure from Source: /Fast/FastSave/UI/FastSaveMainUIold1.FastSaveMainUIold1
Its also a little weird that its trying to cook Editor Utility Widgets for non-editor builds ๐ค Not that its really the source of my problem as Im likely to want to have more editor-only assets at some point, beyond just EditorUtilityWidgets
Also a separate question, is it possible to make the same uasset available via multiple filepaths somehow (kinda like a symlink) in a way that doesnt result in the asset being cooked several times over?
Please post logs as .txt files
or code snippets
Easier to read, easier to copypaste relevant bits.
#plugin-dev people maybe know more about this kind of thing, unless they directed you here already
I think Im just gonna settle for the "hacky" solution
hello peeps :) does anyone knows how to copy a random file to the packaged directory? i want to add a few scripts close to the final .exe.
i've been searching the web but i can't find the answer i need.
i tried the copy non-asset dir and the other non-asset option in project settings with no luck. ive also did search here on discord.
encountering an issue when trying to package my game. any fix?
My technique for finding problems:
Copy Paste the whole log to Notepad++ ( or locate the file and open it )
Search for All Occurences of "Error"
Does it take so long because my internet sucks? or any other issues?
Possibly, though location-server loads can be a factor as well
what does it mean?
If the steam server you connect to is being used a ton by others or if you have a poor connection to it both of these issues could cause this
Yeah def bad internet
so while paceging me preoject i have this error (the main part is the thing highlighted i think)
i tried looking online for help but there is either no anwser or a one that does not work
from the log it slef it seems i have an error in a file called ActorDescList.cpp, i tired looking for that file on me computer in me project but i cant seem to find i anywhere and the file directory does not exist
has anyone had a simeler issue? is there a way to fix it?
Is DirectoriesToAlwaysStageasNonUFS always in the content folder? Like can i stage a plugin folder root/pluginname/foldertobestaged? Because i can't figure out how to do that
Is there a way to automatically delete savegame and unlocked levels before packaging? everytime I forget and the full game has levels unlocked because of previous testing
Could set the directories to never cook
how?
Project Setting->packaging -> Directories to never cook
will that do only that thing or it will affect other stuff?
It will not include what ever directory you set it to
When you package
aaaahhh
thank you!
So I can tell it to not cook "SaveGames" and it won't cause problems when playing the build? (like not saving idk)
Do you have anything in savegames you want to package? if not it should be fine
Just make sure the savegames folder gets created when making a save
it's unlocked levels, gamesave and keybindings
well idk if it does lol that's the point
it should as soon as the game saves?
I suck with packaging
That's more on how your handling saving, if its blueprints im not familiar like in c++ you just do FPaths::DirectoryExists(*Fstring) or something
Hi, I am having a problem in MAC, when I run the build-cook-package command, the project builds successfully, but when I open the Server or the client, I get LogPluginErrors:
For server it is: Unable to load plugin 'variantmanagercontent'
For client it is: Unable to load plugin 'RigVM'
can someone help me understand where the problem could be?
Thank you
Not sure if this is important? 2024-06-08 03:35:38.487 ThirdPersonServer[55787:91512813] [UE] LogStreaming: Warning: Failed to read file '/Users/bertinh/Documents/UnrealEngine/Cloud/IoStoreOnDemand.ini' error.
yeah that could be a problem, i can try and change the permissions and see
When I try to package, the server and the client,
The server seems to be packaged properly without any errors,
But when I try to package the client, I get an error:
Unable to parse dependency file /Users/....../Intermediate/Build/Mac/arm64/ThirdPersonClient
and then the packaging fails
looking at the logs
could there be issues doing a build on a windows server host?
i guess no, but i thought i should check
Do you guys mind giving a vote here? #ue5-general message
Hi, what exactly does "Use container files for optimized loading" in project launcher does. Is it better to enable it or keep it disabled?
Pretty sure that kind of think already exists with the HotPatcher plugin
Could you be a bit more specific? What plugin? What it does?
I can't read it :d
There's an english readme
"HotPatcher is a tool for managing hot update versions and resource packaging. It is used to track changes in the original resources of the project version to create patches. Support resource version management, difference comparison and packaging between versions, support exporting basic package information for multiple platforms, easily cook and package multi-platform Patches, support iterative packaging, rich configuration options, full-featured commandlet support, can be combined with ci/cd platform is integrated." - Copied from the readme
Oh, I see. I'm working on something DLC specific and aim to replace Project Launcher (about packaging), so I wanted to know, if people uses patching or not. And most of them seems to be not even tried it, so I'll just ignore it
I just completed cooking my project and now i try to package it i get this error? any idea
is this a 5.4 issue or am i missing some kinda plugin in Visual studio?
it says your installation of visual studio can create compilation issues
Can the unknown error be caused by warnigs?
Cause outta the like ~6800 files theres just 151 warnings
I'm getting build errors of a BP node that I've refreshed multiple times. There are no errors on the BP itself/it compiles fine. But I still get these build errors during packaging. UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin <Unnamed> no longer exists on node Open Dialog . Please refresh node or break links to remove pin. from Source: /Game/IncidentCommand/Widgets/SetupWidget.SetupWidget UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin <Unnamed> no longer exists on node Open Dialog . Please refresh node or break links to remove pin. from Source: /Game/IncidentCommand/Widgets/SetupWidget.SetupWidget UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin Return Value no longer exists on node Open Dialog . Please refresh node or break links to remove pin. from Source: /Game/IncidentCommand/Widgets/SetupWidget.SetupWidget UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] Could not find a function named "OpenDialog" in 'SetupWidget'. UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin <Unnamed> no longer exists on node Open Dialog . Please refresh node or break links to remove pin. from Source: /Game/IncidentCommand/Widgets/SetupWidget.SetupWidget UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin <Unnamed> no longer exists on node Open Dialog . Please refresh node or break links to remove pin. from Source: /Game/IncidentCommand/Widgets/SetupWidget.SetupWidget UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin Return Value no longer exists on node Open Dialog . Please refresh node or break links to remove pin. from Source: /Game/IncidentCommand/Widgets/SetupWidget.SetupWidget UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] Could not find a function named "OpenDialog" in 'SetupWidget'. PackagingResults: Error: [Compiler] In use pin <Unnamed> no longer exists on node Open Dialog . Please refresh node or break links to remove pin. from Source: /Game/IncidentCommand/Widgets/SetupWidget.SetupWidget PackagingResults: Error: [Compiler] In use pin <Unnamed> no longer exists on node Open Dialog . Please refresh node or break links to remove pin. from Source: /Game/IncidentCommand/Widgets/SetupWidget.SetupWidget PackagingResults: Error: [Compiler] In use pin Return Value no longer exists on node Open Dialog . Please refresh node or break links to remove pin. from Source: /Game/IncidentCommand/Widgets/SetupWidget.SetupWidget PackagingResults: Error: [Compiler] Could not find a function named "OpenDialog" in 'SetupWidget'. PackagingResults: Error: [Compiler] In use pin <Unnamed> no longer exists on node Open Dialog . Please refresh node or break links to remove pin. from Source: /Game/IncidentCommand/Widgets/SetupWidget.SetupWidget PackagingResults: Error: [Compiler] In use pin <Unnamed> no longer exists on node Open Dialog . Please refresh node or break links to remove pin. from Source: /Game/IncidentCommand/Widgets/SetupWidget.SetupWidget PackagingResults: Error: [Compiler] In use pin Return Value no longer exists on node Open Dialog . Please refresh node or break links to remove pin. from Source: /Game/IncidentCommand/Widgets/SetupWidget.SetupWidget PackagingResults: Error: [Compiler] Could not find a function named "OpenDialog" in 'SetupWidget'.
Thanks - I realized what it was. 99% of the time refreshing fixes the node and it compiles fine. This had me looking into the plugin itself. I realized I had manually rebuilt it to 5.3 because in the past the developer hadn't updated it. Then when he updated it, I'm guessing the engine was trying to package the same plugin in two different places - the engine vs. the project plugin. Once I deleted the project plugin the error went away. Thanks for your help
It litterally says that your toolchain is banned. Here's mine: Using Visual Studio 2022 14.38.33135 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130) and Windows 10.0.19041.0 SDK (D:\Windows Kits\10).
editor crashes during "Building texture streaming" when I try building my game and get this bad boy:
"Assertion failed: bAllowUAVs || (!bAllowUAVs && Counts.NumUAVs == 0) [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 1188]"
This level has successfully been built many times before, can someone tell me what this might mean?
Does anyone know why "DisablePlugins" and "EnablePlugins" in my .Target.cs files no longer seem to work after migrating to UE5?
I am getting errors trying to build my project (UE 5.2 Source) . There are 4 errors in total and sent in chronological order:
First Error:
6>[2/3] WriteMetadata unsync.target cancelled
6>[3/3] Compile [x64] UnsyncCore.cpp
6>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\UE5.2Source\Engine\Build\BatchFiles\Build.bat" Unsync Win64 Development -WaitMutex -FromMsBuild" exited with code 6.
6>Done building project "Unsync.vcxproj" -- FAILED.```
Second Error ("Zugriff verweigert" means Access denied; I made sure that the unreal engine source project is not read only):
```28>[1/1] cmd Executing post build script (PostBuild-1.bat)
28>Zugriff verweigert
28>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\UE5.2Source\Engine\Build\BatchFiles\Build.bat" LowLevelTests Win64 Development -WaitMutex -FromMsBuild" exited with code 6.
28>Done building project "LowLevelTests.vcxproj" -- FAILED.```
Third Error:
31>Zugriff verweigert
31>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\UE5.2Source\Engine\Build\BatchFiles\Build.bat" HeadlessChaos Win64 Development -WaitMutex -FromMsBuild" exited with code 6.
31>Done building project "HeadlessChaos.vcxproj" -- FAILED.```
Fourth Error:
```70>[1/1] cmd Executing post build script (PostBuild-1.bat)
70>Zugriff verweigert
70>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\UE5.2Source\Engine\Build\BatchFiles\Build.bat" ChaosUserDataPTTests Win64 Development -WaitMutex -FromMsBuild" exited with code 6.
70>Done building project "ChaosUserDataPTTests.vcxproj" -- FAILED.```
running VS as administrator fixed the access denied errors 2 to 4. Regardless, the first one persists and I don't like this solution for the rest. Previously I didn't need to start as administrator for it to build
- why are you checking out source to program files
- you don't need to build Unsync or HeadlessChaos
Sorry but I don'T quite get what you mean. I just pressed build solution at the top (ctrl + shift+ B) after opening the projects solution
well just build "UE5" if you're not doing the native build setup
also generally don't just check stuff out to program files, that is a permissions nightmare
though I'm not sure why this is in #packaging either
I am packaging the game rn, not the source
that is already done
Could you elaborate please?
your build log shows you put your engine in "C:\Program Files\Epic Games\UE5.2Source\
don't put it in program files
the OS restricts all sorts of permissions there
so what, it's a bad practice
thought I would just put it to the binary versions, but okay, I can change that
and changing that would fix the errors?
well it'd fix file permissions errors and not require VS to run as admin
What do you mean by the 2nd point here as well, I am just building and not choosing anything
well you should choose something
where/how do I choose
build just "UE5", most of the programs in the solution aren't required for it to run
right click UE5 in the solution explorer
build
would that build the game
no, that would build the entire engine and output the editor binaries only
but you need the editor for the cooker
I built the entire engine already before and can open the editor of the game
the errors don't pop up when opening the editor with F5
wait, I don't need to be able to build the solution having selected "development editor" , correct?
lol, that's just for when server or client are selected smh
I'm not sure why you aren't just cooking now you have an editor
or using RunUAT BuildCookRun
I could just package inside the editor entirely
why cooking in editor and building solution inside IDE seperately
anyways, I think that was the error, trying to build the solution in development editor from the IDE. It still works for when building for server and client and then cooking or doing it all in the editor
@winged moss Thanks!
Hey all! I was just wondering if people could help me with an issue. For some reason I cannot get a exe for my game working. I am also having strange things happen. No matter what I do, when I try and package it will open up another Unreal editor. Then, it will not resolve unless I close that other version of unreal.
I have tried using the front end Project launcher and playing around the the settings, and it always says that export is successful.
I am also using engine version 5.2.1
A full log will be helpful. I would expect this if the game exe built but you didn't actually cook
I can get that for you
Also please avoid special characters and spaces in project paths, that can cause random issues
especially an apostrophe
that's just asking for trouble
Oh I see, do you suggest that I edit the file path "Dave's Games?"
Yeah, I don't understand why
I would be a little surpised if that was the problem, but I will check
It has been the problem here before
hum okay
more so with non-ASCII paths though
but quotes and apostrophes can escape command line parameters
this is going to be a silly question, I renamed my folder, but now the engine can't find the file path. Where in engine do I need to go to find the new filepath? Do I just regenerate it?
find it where, using what?
from the project launcher
like with the editor, you just open the uproject or double click the uproject
so UFE? it's been a while but I'm sure there's somewhere you can point it to the new location
oh wow I found my issue
did you not have cook by the book as the cooking setting?
No I had all my settings fine, the issue was that I have an older version of the same project in my C drive, but now the project is on an external SSD that I am working off of. It just found the same project locally and hooked into that in the project Launcher
I think that's also why it was opening a new editor when I was exporting
Hey y'all, So... it looks like any control rigs in anim bp doesn't work in 5.4 builds. It works in the editor, just not builds, and its just for 5.4. It works fine in previous engine versions. I made a post on the forums as well. Has anyone else seen this issue?? I would love to know a solution to it.
May not be exactly packaging related, but I'm running into an issue where I'm crashing as soon as I join my dedicated server, and this only happens in a packaged game in shipping configuration (development config works fine). It seems to be about serialization, specifically the FAsyncLoadingThread crashed, seemingly due to some serialization error. Any advice on how to resolve this issue would be greatly appreciated. I'm on 5.4.0
Does anyone know how I can access the information for a static mesh using UKismetProceduralMeshLibrary::GetSectionFromStaticMesh in a dedicated server packaged build?
I have my static mesh assets set to 'AllowCPUAccess', which is required for this call to work in a packaged build, but in my dedicated server target, it essentially hits a 'file not found' error (Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000). It appears to crash on this call even if I build without the -noclient I use to build the server.
I'd like to be able to full-on package and cook these few, specific static mesh assets for my dedicated server builds, but I've not had any luck with the various 'Additional directories to copy/package for dedicated servers' project settings.
Does this sound familiar to anyone here? I've attached the end of my unreal log, which contains the stack trace exploding when it tries to get the section from static mesh. Thanks.
Hey guys I keep getting this error
In use pin Target no longer exists on node Play Card . Please refresh node or break links to remove pin.
Theres nothing wrong in the blueprints though. Have literally tried everything I can think of ๐ซ
This will be impossible to tell without actually seeing the affected BP. Typically, this is load order where your BP loads before a dependency does. What is "Target"? Is it a type from a plugin?
Hmm thatโs kinda of the vibe Iโm getting. Iโm looking for a clean way to do it since Iโve read at least one forum post about how it can work if you manually include the content (or Paks?) from a client build. Iโm only trying to do this because i am using a plugin that relies on mesh data to calculate buoyancy and hadnโt yet tested it on a dedicated server. I may resort to removing this plugin, but the feature set is nice so i figured itโd be worth a few days digging.
Hi everyone, hope this is the correct channel to post this issue.
I have a project in Unreal Engine 5.2 source build, which is using Convai plugin. Windows builds (server & client) are built ok, but when building Android client, i'm getting the following error:
ATHelper: Packaging (Android (ASTC)): [1/3] Compile [arm64] ConvaiApple.mm
UATHelper: Packaging (Android (ASTC)): error: Objective-C was disabled in PCH file but is currently enabled
UATHelper: Packaging (Android (ASTC)): 1 error generated.
UATHelper: Packaging (Android (ASTC)): [2/3] WriteMetadata -Android-Shipping.target cancelled
PackagingResults: Error: Objective-C was disabled in PCH file but is currently enabled
UATHelper: Packaging (Android (ASTC)): [3/3] clang++-Android-Shipping-arm64.so cancelled
UATHelper: Packaging (Android (ASTC)): Took 23.3421822s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Android (ASTC)): UnrealBuildTool failed. See log for more details. (E:\UnrealEngine-5.2\Engine\Programs\AutomationTool\Saved\Logs\UBT-*-Android-Shipping.txt)
UATHelper: Packaging (Android (ASTC)): AutomationTool executed for 0h 0m 27s
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED
PackagingResults: Error: Unknown Error
Android build was running fine before adding this plugin. Any ideas are welcome! thanks in advance
Looks like it's trying to build stuff that's for Apple platforms rather than just Android
If I have multiple levels in my project and I want only 1 of them to be used in a build would it matter that there are other levels in the project when building ? Or should I delete these before doing so? Iโve never packaged b4 p nooby
Crossposting is against the rules, but for the benefit of searchers, you can list the maps to package in Project Settings > Project > Packaging > List of maps to include in a packaged build
ahhh dope and ty
by maps you mean levels yes?
they are synonymous, yes
thanks for the answer g
Yep, in my case it would have been a cool feature to have, but I am able to proceed without the mesh data.
Anyone knows why my VR unreal packaged game is significantly lower quality than when I render it in the editor? In the editor there's no flickering and everything is at max settings and it all looks good, while when I pacakge it for windows the quality is just stuck in low and there's a lot of flickering.
My package is failing with an error I am unfamiliar with, has anyone else seen this before?:
I'm using RunUAT.bat BuildPlugin to build my plugin but seeing errors of the form:
<path to header>: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
My module type in Build.cs Runtime, not Engine - do I need to specify this somewhere else? Or am I missing something here? Would like to keep the ability to not add a category
Hello everyone ๐
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Share your Unreal Engine experiences with any user on any device, anywhere, using RTX-enabled NVIDIA GPUs. You can even try it out with trial credits!
Check out the tutorial here: https://dev.epicgames.com/community/learning/tutorials/z0mq/unreal-engine-the-ultimate-pixel-streaming-guide-for-sharing-your-experience-to-unlimited-concurrent-users-with-rtx-enabled-nvidia-gpus-vagon-streams
Not sure why you're doing that unless this is for marketplace distribution, but that means your Blueprint property should specify a category
and being on marketplace, your plugin will be installed in engine
The plugin will act as a mod, so I'll be loading the produced pak file manually in my mod managing code
which has nothing to do with BuildPlugin
Ah, sorry, yes, I'm making a modkit, which is to say a skeleton UE project (ref https://buckminsterfullerene02.github.io/dev-guide/ModSupport/ModKits/DeveloperModkits/How.html), which requires including the plugins for the main game, but I don't want to include the source for those plugins, so I'm precompiling them
Not sure if I'm reading all of that, but I have shipped mod support
but not C++ mod support. that requires a bit more effort, distribution of header files, and distributing the game as non-monolithic
Yeah, I'm saying I don't really want c++ mod support. But I found that if I included my plugins in the modkit, and didn't want to include the source files, I had to use bUsePrecompiled in the plugin's build.cs in the modkit; and also therefore needed to precompile the plugin, hence my use of BuildPlugin
Though when we did mod support, it was distributing our custom editor build
Hello, Does anyone know how to make build process automate across over team?
For example, anyone can create build easily.
without creating build manually from unreal editor.
Hi all. I've updated my project to 5.4 today and tried to build for iOS, which is where the journey got stopped by this error. It seems that the 'Chaos Module' is causing some trobule, but I already disabled all the Chaos related plugins for the project. Any ideas?
Jenkins is an oldskool workhorse for this. I've heard good things about TeamCity but stuck to Jenkins since I am familiar with it. Basically you want to set up a dedicated buildmachine, set up Jenkins, set up the unreal project workspace, and Jenkins can start doing builds for you.
People can remote onto the builder with Parsec ( PC ) or VNC ( Mac ) for example, and trigger builds. Also very useful is to set up :
- build on every commit ( catches silly missing files, header mistakes and such fast )
- nightly builds ( great for Continuous Integration : QA has a fresh build every morning, and any testable tickets are marked with a CL number so QA knows which tickets can be tested )
Alright, is there any documentation or any tutorial for that? What things is required and is there any cost?
Hi, i'm packaging with modular link type but i have an issue with GeometryCollectionNodes that could no be loaded.
Also i don't understand why the packaging add plugins in the output build that are not being used in the project. Any ideas ?
Have you tried searching a bit for it on the Grand Internet? ( Yes, I expect people to do at least a modicum of effort to research stuff themselves )
Yes, I am searching. Just asking if you can also provide some. Thanks for the info.
is there a proper way to make a demo configuration of your game (while still maintaining a full release)? I would like to only cook some maps in this demo, I know I can change those in my cook settings and probably the command line. Is there a way I can handle this in Unreal though? Something like making a separate INI file? I was looking into UProjectPackagingSettings and some things seemed promising there but I dont know if im approaching this the wrong way
Hmmm I know in editor you can setup a few different packaging profiles which would do what I think you want
But I'm not sure where that would live in code
An overview of the available Build Operations (cook, package, run, and deploy) for Unreal Engine projects.
Im having an issue where packaging fails due to a blueprint missing a plugin.
The issue is that the plugin is installed, i refrehed the blueprint and there are no errors in the blueprint.
The error remained, so i tried to delete the blueprint and recreate it, error remained.
Now the blueprint is completely removed, i have updated redirectors, verified assets, restarted the engine, removed Immediate, binaries and saved and rebuilt in visual studio.
Yet it still makes packaging fail, so somehow there is a ghost blueprint somewhere that wont go away.
Anyone have ideas on how ti fix this?
This happened after migrating an old project to a fresh one.
Everything works in editor.
Hi all. First time posting on the channel, very nice to be here.
Long story short: I have a project and I use MRQ to render out some stills in the game. Everything works great in every setup of the project and packing is fine too, except shipping. It seems to be that either post process or some other things are gettign ignored when I choose shipping ( does not happen in either development or debugging, using project launcher to package) and it's really difficult to pinpoint why. Either I get complete black renders or overexpoused. Does anyone know or has this happened to you?
PPV: Basic things like exposure, detail strength, bloom etc
Camera - Manual exposure and minmax ev to 0
Thanks in advance!
Hi!
I obviously have a packaging problem in my game, I bought the "Discord RPC" plugin from Epic Games, however I finished configuring it and everything works.
On the other hand, when I launch my game in .exe I get this error, what is it and where does it come from?
Someone told me the plugin was missing from the build, but how do I add it?
Is it listed in your uplugin file? (open it in a text editor)
uplugin file?
Erm sorry, uproject
yes
any ideas why my project is compiling hundreds of packages of shadres every time im cooking? i change very few things through week, maybe 1/2 new models. But everytime im cooking im waiting over hour just for "LogCook: Display: Cooked packages 5268 Packages Remain 208 Total 5476". I dont get why. Does really one new model would add so much to compile?
or maybe i just dont understand what happens right now and i think its shadres?
This is pretty much impossible to tell from one screenshot and knowing nothing about your project
ah ok, thougth it may be some generic problem with easy answer
How where?
I already use nodes related to plugin, why is it not included in the build?
What does the uplugin for the plugin look like?
And you acquired the plugin through the Epic launcher
Though if you paid money for this plugin, tbh you were ripped off
Discord rich presence is ridiculously easy to integrate
Hi all, Does anyone know where I can find the shader cache from a packaged build? aiming to clear it out so I can run PSO caching again to emulate first time user experience
nvm, found it - for Nvidia, the files are stored in AppData\LocalLow\NVIDIA\PerDriverVersion\DXCache
uplugin?
No, it works really well and the others succeed, when I test it directly on Unreal Engine, it works really well!
Just when I put my game in .exe, when launching it asks me for the DiscordRPC plugin
Yeah, where?
...where the plugin is installed
Here yes
And the contents of the uplugin?
Also this plugin is installed to project. FYI your project must be a C++ project for it to work. If it's BP only, convert it
And yeah nothing weird in the uplugin, so it's probably that
I am in blueprint yes and I have the file in the project
Please read the entire message. If you have a BP only project, you must convert it to a C++ one for it to work in packaged
Well yes I read!
If I convert to C++, can I still create a blueprint? No problem will happen?
Yes, C++ projects in almost every studio on the planet is going to contain BPs
Okay, how do I do this then? And can I go back if something goes wrong? I have my project which is on GitHub, but just in case.
You add a C++ class from the File menu, doesn't even have to do anything, and that'll generate the minimum boilerplate for anC++ prokect
You must also have VS installed
Yes I've
Good ๐
Thx u
I've just finished porting my project from 4.27 to 5.4 and while building the Linux Dedicated servers it keeps including the debug files making server builds more than 5X the size of 4.27
BuildTarget
ype = TargetType.Server;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange(new string[] { "MyProject" });
DefaultGame.ini
[/Script/UnrealEd.ProjectPackagingSettings]
IncludeDebugFiles=False
My Binary configuration is set to Development Server target Linux (same I used on 4.27)
Hi all. I have a .dll in one of my plugins that needs to get copied into either the root folder or the {root}/{project_name}/Binaries/{platform} folder of my built & cooked project in order to run. Anyone have any insight on how to do this? I've verified everything works when I manually copy the dll but that's not really an option.
Hey, what is this bug guys?
UATHelper: Cooking (Windows): LogObj: Error: LoadConfig (/Script/GLTFExporter.Default__GLTFExportOptions): import failed for DefaultMaterialBakeSize in: POT_1024
PackagingResults: Error: LoadConfig (/Script/GLTFExporter.Default__GLTFExportOptions): import failed for DefaultMaterialBakeSize in: POT_1024
I have never seen this bug before, i don't even know where to start debugging.
DDC too small?, Did you select iterative cook?
add a built script to do it and trigger in build, or add to a directory and copy into package
Does anyone know of a good solution to override config ini parameters for different build targets? Thread here: https://forums.unrealengine.com/t/ue5-3-overriding-config-parameters-when-cooking-packaging-game-with-uat/1908915
Iโm setting up my build server and I need a way to override certain parameters in defaultEngine.ini for various build targets. I.e. switching between Vulkan and OpenGL support. I found this solution which would suffice but ideally Iโd prefer something with less engine modifications: https://medium.com/disruptivegames/config-injection-during-unr...
I use python scripts to manipulate the files, but I seem to recall one of the veterans here pointing out a possibly better way, something like being able to configure multiple configuration systems. What the magic words to find that were, hmmm
Perhaps it was simply a matter of having the correct hierarchy setup see "Configuration File Hierarchy"- https://dev.epicgames.com/documentation/en-us/unreal-engine/configuration-files-in-unreal-engine?application_version=5.3
Don't think that would work in my case because I have multiple build targets for the same platform. I think I'll probably just go for python scripts as well ๐คทโโ๏ธ
ah yes, I see. Still, I could swear somebody had still one more solution for this...
Hey guys, appreciate any help with this, i still have this error since yesterday, been looking on google and chatgpt but no solution.
this is where sswires was talking about something like this in Lyra : #packaging message
That might be a really convenient solution, thank you!
I would sanity check by removing the problematic assets temporarily
I did that already
Like all of it except the Mannequins
Do you know which type of assets is that error about though? Like SKM or static meshes or something?
I'm afraid I have no idea what that's about. POT_1024 sounds like a Power of Two texture of size 1024x1024
ok
ill try to remove all the texture or something
turn off the GLTF plugin make it worked for me
so it have to be something in the GLTF plugin
i think i'll just reinstall the engine for this
nope, reinstall the engine wouldn't work
How do i turned this off for other people when they download the packaged game?
Can you say anything more about how to do either of those? The dll already exists in one of the Plugin directories, it's just not found when trying to run the executable
Im assuming you have some build scripting, so just add a powershell copy-item is the easiest way, else you make an unreal automation tool script to do the same thing. if you wanna get real fancy with a source engine you can even hook it in regular UAT build command so its automated
You could also make a custom C++ function on boot that copies the DLL
Yes, it occurred to me I could just do a copy with Jenkins after I posted. Can you point me to any resources showing how to do something like this with an unreal automation tool script? I haven't ever done anything like that, but I'd be curious to know what's possible
I think I'll probably end up going the route of just doing a copy in powershell as part of the build process, but it'd be great to understand my options
Obviously change the content to whatever you want it to do
Thanks! How do you run something like this? Just RunUAT.bat myFile.cs?
Engine\Build\BatchFiles\RunUAT.bat <<param you exposed>>
So for example
Engine\Build\BatchFiles\RunUAT.bat AddUpstreamBuildInfo -Arg=[] -ScriptForProj=[] -OutputPath=[]
Where AddUpstreamBuildInfo is the name of your cs file and/or the name of the class within that file?>
Name of my class (and file I think as well)
sweet. thanks! I appreciate the info
but its been a while since I wrote it tbh
Was a couple years ago and I dont have the file in front of me, but Id imagine UE5 is the same, UAT hasnt changed much
Hey guys, got a bit of a odd situation. When building for Windows. I was getting errors and having the build fail. Trying to figure out.. I thought.. let me load in 1 level at a time and see what is broken. (My project has 3 scenes with Async loading. (Loading screen and 2 levels to load into).
Loading map 1, everything works
Loading map 2, half works (map 3 does not load when swapping levels)
Loading map 3, build fails.
Are they somehow depending on eachother? I'm bit confused.
When loading ''Ename_1290"" in List of maps to include in packaged build.. everything works as intended.
I'm pretty sure its actually my 4th level that's broken. I added my ''testing'' scene into the level select and everything loads as before. But the moment I try to load into my testing scene.. it kicks me back into my level loading scene. Odd
Please post logs as
code snippets
or full txt files
Easier to read and copy paste relevant bits
Like that? Sorry I'm not very good at code ^^
Hmm... looks a bit tricky. 1 sus part is this:
UAIPerceptionComponent::OnRegister: Perception Component is being registered with PigBP_C_UAID_18C04D489F77438601_1088748151, they are designed to work with AAIControllers!
But the actual crash
begin: stack for UAT
=== Handled ensure: ===
Ensure condition failed: CurrentNum == InitialNum [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 253]
Array has changed during ranged-for iteration!
Stack:
[Callstack] 0x00007ffbfb6ec2e0 UnrealEditor-Engine.dll!ULevel::DetachAttachAllActorsPackages() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp:4249]
[Callstack] 0x00007ffbfca2c240 UnrealEditor-Engine.dll!UWorld::PreSaveRoot() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:1524]
[Callstack] 0x00007ffc55124eef UnrealEditor-CoreUObject.dll!UE::SavePackageUtilities::CallPreSaveRoot() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage\SavePackageUtilities.cpp:693]```
not really sure what is causing this
Yeah also noticed that. Funny thing is that the code itself works fine. And is implemented in multiple levels without issues. Though I'll have to look for alternatives. As it seems they changed something in 5.4
I'm chucking it up to Async Level loading most likely. I can get it working so its not a huge deal. But would like to know how to fix if it becomes severe
Hello everyone, I have this problem when exporting my project, it is a first person project.
Does anyone know what I can do please?
I use Unreal 5.3
Its for my tesis so I need help
PackagingResults: Error: Missing UnrealGame binary.You may have to build the UE project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UnrealGame <Platform> <Configuration>
There is the build output
Thats the only error
Do you get the engine from the Epic launcher? Is this a BP only project?
Yes, it is a first-person project that I did from the beginning at epic games.
I did it on a Mac and from there I made a zip so I could use it on Windows and there was no problem, I had already exported it before but it didn't allow me to open it because it was too heavy with the textures but that error has been corrected, now I don't know Why does this error occur?
In fact, it is an error that not only appears in the output but also a pop-up window like this in the image.
I already uninstalled unreal and reinstalled it and the error still persists, I don't know if I should uninstall everything from the epic games.
Someone else know something about this error?
Hii I am getting this error while package in that project I am using real time database using firebase how to resolve this error
lol love it xD not even a screenshot but a photo of your monitor lol it would be more helpful if you could copy and past the specific error you are getting into the chat especially in a code block
Hi, when using iostore, how can we load pak files ? It seems assets are contained in ucas files
how to use decals in VR? specifically the Quest 3. Only one eye is rendering
Hey anyone knows why when i start the packaged game from root user in linux i cant open it?
like ./{name}.sh
This has maybe been asked before so pardon me if it is.
I'm trying to Package my game to ship to Steam, all is well.
However my Hotfixes and Small updates are HUMONGOOUS..
Steam advises to lower pak sizes to 1 or 2 GB according to their docs.
How do I do this in Unreal?
I can't find any specific tutorials on packaging for Steam, size wise. Anything that comes up is about advanced sessions, which I don't care about in a Single Player game.. xD
Thanks in advance! โค๏ธ
u use source control?
Is packaging usually taking 5h+ if it's done first time?
Depending on the size of the game with full rebuild enabled my game generally takes around 45 minutes without that it takes 5-10
Yes? Everyone should
oh god, i have so many structs created in bp, does it mean I have to change them all to C++?
Hey folks...I am working on an M2 Mac, but trying to package for both Silicon and Intel based mac chips...the finished game runs on silicon macs but won't open on intel based macs...any advice?
Oh god xd I found topic about it on forum. 104% i have saved all files after changing enum or struct. Is it game over at this point? Or can I somehow with tedious work resolve it?
haha xD looks like it's the only option, damn ๐
If anyone has problem with structs. I fixed it by opening all the structs I have in my game, adding 1 variable, saving, deleting variable, saving. Then i closed editor, and this is important: YOU CANNOT SAVE, these files that come up. Click no to save and close editor. Open it again and it should work.
I have problems in packaging: UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 25
PackagingResults: Error: Unknown Cook Failure
Thats the error
Hey there! In 5.4 was added "PSO caching on-demand for Android" for auto collect PSO cache, anyone have any clue how to use it?
@lime dagger https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/PSOCaching/PSOCachingOnAndroid/
Guys, I had this build error. This is new, never had this before. Any suggestions?
I have increased Virtual memory page size for the drive in which ue5 is installed
any other advice?
Okay so increasing virtual mem size for that drive fixed it and I was able to build it properly
So I'm having this error in my logs. It stems from a LevelSequence (called LS_Cty_MainMenu) that has a built in Blueprint (LS_Cty_MainMenu_DirectorBP_C). The AssetManager is considering the LevelSequence and it's BP as separate assets and throwing an error when trying to load the sequence. In the ContentBrowser, the BP is one in the same with the sequence. It's part of it. Has anyone seen/delt with this before?
[2024.06.22-15.37.30:935][ 0]LogAssetManager: Warning: Found duplicate PrimaryAssetID UI:LS_Cty_MainMenu, path /Game/DIRGE_MAIN/GUI/MainMenu/LS_Cty_MainMenu.LS_Cty_MainMenu conflicts with existing path /Game/DIRGE_MAIN/GUI/MainMenu/LS_Cty_MainMenu.LS_Cty_MainMenu_DirectorBP_C. Two different primary assets can not have the same type and name.
[2024.06.22-15.37.30:945][ 0]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.010 s
[2024.06.22-15.37.30:945][ 0]LogOutputDevice: Error: === Handled ensure: ===
[2024.06.22-15.37.30:945][ 0]LogOutputDevice: Error:
[2024.06.22-15.37.30:945][ 0]LogOutputDevice: Error: Ensure condition failed: !OldData [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\AssetManager.cpp] [Line: 1217]
[2024.06.22-15.37.30:945][ 0]LogOutputDevice: Error: Found Duplicate PrimaryAssetID UI:LS_Cty_MainMenu! Path /Game/DIRGE_MAIN/GUI/MainMenu/LS_Cty_MainMenu.LS_Cty_MainMenu conflicts with existing path /Game/DIRGE_MAIN/GUI/MainMenu/LS_Cty_MainMenu.LS_Cty_MainMenu_DirectorBP_C
[2024.06.22-15.37.30:945][ 0]LogOutputDevice: Error:
[2024.06.22-15.37.30:971][ 0]LogStats: SubmitErrorReport - 0.000 s
[2024.06.22-15.37.33:528][ 0]LogRHI: Error: Breadcrumbs 'RHIThread'
[2024.06.22-15.37.33:623][ 0]LogStats: SendNewReport - 2.652 s
[2024.06.22-15.37.33:623][ 0]LogStats: FDebug::EnsureFailed - 2.687 s
If anyone can assist me with this i'd be super grateful, I changed the RHI and then after i got this i changed it back and now it just refuses to work at all.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
can't package a build for the life of me now
worth noting: before i changed RHI it was packaging just fine
Also this is on UE5.3
the jist of it is LogCook: Display: Cooked packages 6086 Packages Remain 469 Total 6555
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ff9199b8f74 UnrealEditor-CoreUObject.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff919a4380f UnrealEditor-CoreUObject.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff90dedfe2e UnrealEditor-UnrealEd.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff90de58a06 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff91988a36a UnrealEditor-CoreUObject.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff9194f28df UnrealEditor-CoreUObject.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff91989f6ba UnrealEditor-CoreUObject.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff91989ec74 UnrealEditor-CoreUObject.dll!UnknownFunction []
every time it gets in the 400's for packages remaining it'll crash cancel out the packaging
Nobody has ever had this happen before?
Can you do that with a blueprint only project?
hey i just noticed that when i make a windows build of my project - none of the data i'm pulling from DataTables seems to be working - any ideas?
runs fine in editor, but when i build i get no data
Check the Asset Manager settings, might have to explicitly include Data Table in packaged builds
thank you, ill give that a try
hm no luck - will keep digging, cant find anything online about this except a handful of people reporting a similar issue but no concrete solutions
nvm fixed it - the way i was grabbing the row names was getting fucked up, data tables were included properly
Hi! Getting this compile error when trying to package a project. What could it be?
c++ code builds fine, everything works when in editor
D:\Program Files\UE_5.4\Engine\Source\Editor\UnrealEd\Public\UnrealEdSharedPCH.h(14): fatal error C1083: Cannot open include file: 'BlueprintNodeSignature.h': No such file or directory
seems to have something to do with a "macro redefinition"
Hello, I'm trying to debug an issue I have with a curve table in packaged game specifically. In editor (first screenshot), it has all the entries I have in my csv file I imported to have the table. However, in packaged game I have only unique entries (second screenshot), i.e. it trims everything that repeats.
Does anyone know how to fix it or how to handle it?
hi guys, anyone has pass a problem with icudtl.dat not found in bundle? i'm going crazy and i need to find answer, it's about CEF3 and web browser....my project is building and packacking but when i want to run there is this error:
[0623/213453.881286:ERROR:icu_util.cc(178)] icudtl.dat not found in bundle
[0623/213453.881345:ERROR:icu_util.cc(242)] Invalid file descriptor to ICU data received.
I have the same question. I have a GameFeature with a level with sublevels, and those maps are not listed in Device Profiles. But I also noticed that Lyra maps in ShooterCoreMaps are also not listed
When packaging my game I'm hit with the following error:
Error: appError called: Assertion failed: !SingleJob.Input.bCachePreprocessed || !SingleJob.PreprocessOutput.GetSucceeded() || SingleJob.Output.PreprocessTime > 0.0f [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 5265]
This happens on the Cook stage.
I cant find anything online regarding it. The game was packaging fine before upgrading to 5.4.2.
Any ideas?
How can I force UAT to recompile shaders during cooking? I need to switch between Vulkan and OpenGL depending on the build target and it doesn't seem to recompile the shaders without opening the editor
Hello
when you package a game.
Does the engine take also all unused elements? like Blueprint? or assets that we don't use?
Only things that are referenced or are in always package folders.
my thoughts are that looks bad
lol
yes i tried everything to debug i cant find
I am trying to package a plugin and am getting:
Plugin Task (Windows): C:\Users\MyPC\Desktop\UE_5.4\Engine\Plugins\PCGGeometryScriptInterop\Source\PCGGeometryScriptInterop\Public\Elements\PCGMeshSampler.h(36): Error: Found 'OnePointPerVertex' when expecting ',' or '}' while parsing UENUM EPCGMeshSamplingMethod
My plugin has nothing to do with this file, and I am not sure why it would be broken. It doesn't reference PCG or anything like that
its not even enabled though, hmm
I'm trying to make an .apk file with game data so i can upload to amazon. but it gives me this error. any ideas? please and thank you
I'm not sure, if this is appropriate channel, but here it goes:
Can someone explain this UAT command line to me, I'm pretty sure there is a few undocumented commands
-ScriptsForProject="D:/DEV/Unreal Projects/DLCTest/DLCTest.uproject" BuildCookRun -project="D:/DEV/Unreal Projects/DLCTest/DLCTest.uproject" -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -unrealexe="C:\Program Files\Epic Games\UE_5.4\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -utf8output -platform=Win64 -build -cook -map=ThirdPersonMap+ThirdPersonMap -CookCultures=en -unversionedcookedcontent -pak -compressed -makebinaryconfig -createreleaseversion=Base -distribution -SkipCookingEditorContent -stage -package -cmdline="ThirdPersonMap -Messaging" -addcmdline="-SessionId=F41DD7E14630732D9B0825B2A15F17F8 -SessionOwner='admin' -SessionName='DLCTest_BaseGame_Shipping' "
Especially these ones
- -ScriptsForProject
- -cmdline
- -Messaging
- -addcmdline
- And lastly session ones ( -SessionId, -SessionOwner, -SessionName )
Sorry for the ping, but Ive been struggling on this for a couple hours and cant get the custom config to be used in the cooking process.
I have a demo target where I want to clear the MapsToCook array, and then add only one map. I set this up in the Custom config ini, ive verified that this is being added as the logs spit out Packaging (Windows): Including config file T:\BET\tisbury_BET\Config\Custom\Demo\DefaultGame.ini
The issue is, it seems like its only using it in the staging process. Ive delved through source but cant seem to find where it is used in the cooking process.
Well it isn't used during the cooking process so that answers that
You can specify maps or map lists on the command line anyway
not sure what's going on but it was packaging fine before and now it doesn't the only plugin i enabled was HttpBlueprint but has also been a few weeks since i packaged it after doing a fair amount of changes
turns out the http blueprint plugin breaks the packaging if it's enabled for a android project but i tested that in a fresh new project and migrated my main project over and tested it with the plugin on vs off and it broke it with it enabled but worked with it off but i used the nodes of the plugin on my main project and even with them removed and the plugin disabled it still wont work so i assume there is some remnant of the plugin in the files that it doesn't like
Hi all, i'm trying to figure out why my game is not packaging correctly, it says unknown error and nothing else, i tried to update visual studio and i tried verifying the unreal files but nothing works and i can't find the cause of error in the log. The folder where the game should be at after packaging is empty, the only thing there is empty "Windows" file left from previews compilation. If you know the answer pls ping me.
UATHelper: Packaging (Windows): LogInit: Display: Success - 0 error(s), 205 warning(s) UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown) PackagingResults: Error: Unknown Error
SOS
Can anyone help me out with this issue? https://forums.unrealengine.com/t/ue5-3-global-shader-library-packaged-with-previous-version-when-switching-between-opengl-and-vulkan/1918509
Trying to automate building different build targets with UAT. After switching between OpenGL and Vulkan the โGlobalโ shader libary is stuck on the previously selected option when packaging. Iโm able to successfully package but the game crashes upon launch because the global shader library is missing for the selected format. I.e. when trying to ...
Whats this error is about? Fixing redirectories did nothing.
Corrupted assets needed to be deleted from explorer.
How are additive animations handled at the time of cooking?
Trying to package my game with the project launcher but from what I can tell it is not rebuilding the project properly. Any changes I make to the project are not reflected in the final executable and the build step is completing pretty much instantly when I'm using the source build
Show settings
So for some reason iterative cooking isn't picking up on any changes to my gamemode BP... This is the first time I think this has happened (that I've noticed) and not quite sure what to do here. Can I manually mark the asset as dirty so that it knows it has to be cooked?
You could just move a node around and hit save.
I tried that but it didn't seem like it worked ๐ฅฒ I moved some stuff around + added a few print nodes haha
๐ฆ
any advice?
AT?
Hi, does the packaging rebuild all the blueprints ?
IDK what's wrong, i have c++ already installed
Hello, i am thinking about creating a build host, other than installing windows 11 pro, its there some sort of stripped down version of windows i could use?
When you say rebuild do you mean recompile?
Have you tried uninstalling and reinstalling then corrupted installs can show like this
Yep
The compile code from Kismet doesn't seem to be executed again
Its sort of generic question ,But is it save to remove macros as VS UE integration suggest ?
I compiled project via VS And it works
packaging will first cock and then build all Blueprints and compiled into the final executable.
Hm i didn t have breakpoints triggered in the bp compilation code while packaging
When you say build all the bp, they will be compiled again or a cache will be used ?
If have not changed since the last package cached versions will be used
Ok will try deleting temp files, thanks !
if want to make sure everything compiled again use full rebuild
Does anyone know how to fix the UAT cook failure?
hello, does anyone knows a command line command to package for android?
i can package from editor but when i try using uat it doesn't generate the apk or install scripts.
i'm using windows. i tried searching online but found nothing.
this process returns success.
pushd %ENGINE_ROOT% || exit /b 1 call ./Engine/Build/BatchFiles/RunUAT.bat BuildCookRun -project="%WORKSPACE%/%PROJECT_NAME%.uproject" -noP4 -platform=Android -cookflavor=ASTC -clientconfig=%CONFIG% -serverconfig=%CONFIG% %CLEAN% %MAPS% -build -cook -pak -stage -archive -archivedirectory="%WORKSPACE%/Build/"
Did you figure it out?
if anyone can help me figure this out i would greatly appreciate it
Nope same
Does anyone know why this appears on my phone while trying to install my project to it?
So how are we supposed to make a multi-million dollar game if we don't have a fix/support for this?
๐
i spent week to figure out didnt find solution
so i skipped to c++ compile for dedicated server
I'm on my source build of UE5.3 as well, no dice.
UATHelper: Packaging (Windows): LogMaterial: Display: Missing cached shadermap for UDS_FTTTF in PCD3D_SM5, Low, SM5, Game (DDC key hash: 690c7560191dee162c397c8ba6a01357b8882f01), compiling.
UATHelper: Packaging (Windows): LogMaterial: Display: Missing cached shadermap for UDS_TTTTF in PCD3D_SM5, Low, SM5, Game (DDC key hash: 8dc4f8783b573fd83f863c809355c2e6e346f502), compiling.
UATHelper: Packaging (Windows): LogMaterial: Display: Missing cached shadermap for UDS_FFFTF in PCD3D_SM5, Low, SM5, Game (DDC key hash: bb5ded1af2037a2cd3a28d491239a38c0e8ed3db), compiling.
UATHelper: Packaging (Windows): LogMaterial: Display: Missing cached shadermap for UDS_FFFFF in PCD3D_SM5, Low, SM5, Game (DDC key hash: 7e6cb816e0e4c0eddd058ec6f4ffba55724bf1cb), compiling.
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 6222 Packages Remain 680 Total 6902
UATHelper: Packaging (Windows): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: Fatal error!
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffc8cd88f74 UnrealEditor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffc8ce1380f UnrealEditor-
Anyone?
I am trying to mount a pak file, but it gives me an error in the log saying that IoStore Container not found I have unchecked Use IoStore in the package preject settings but it still gives me this error. Any help is appreciated. Thanks
Hey, i've been trying to package a blueprint only project in 5.2. I suddenly received this error and i'm unclear as to what the issue is.
I've tried, redirector fixes, deleted the typical folders in my project folder. I reinstalled Unreal Engine 5.2. I've also migrated the project to 5.3 and 5.4 but the issue still pops up. I checked if any of the file path were too long, checked my backup projects, and tried packaging it on my laptop. It's possible it could be a plugin but unfortunately, removing any plugin essentially would just cause the project to not package at all for other reasons since the plugins are essential for running in my blueprints.
Need some direction?
does this look audio related?
If you're on your own source build, then connect VS to the build task and debug it when it crashes. We're on 5.3.2 and windows server packages fine so possibly something in your content causing it.
hey guys I am trying to pack maps by using UBT and cmd but I am getting issue with TargetPlatform: I am using this kind of command:
"%UBT_PATH%" -project="%PROJECT_PATH%" -run=Cook -TargetPlatform=Win64 -Map="/Game/Maps/SimpleMap" it is just example:
I am getting No platforms specified for target
UBT_PATH is correct and PROJECT_PATH also so that is not problem
how do you fix the " file name too long " error if the path itself has too many characters ?
I wrote a Commandlet that generates some JSON data that I need to include in a packaged build. Does anyone know of a delegate or some other interface to call my commandlet at cook time?
Hi everyone, We have "Failed to read file 'WindowsClient/Cloud/IoStoreOnDemand.ini' error" issue while building project, We are not sure why we are receiving this error.
Does anyone how to fix it?
https://forums.unrealengine.com/t/issues-with-curve-table/1914587
Hello, Iโm trying to test my packaged game, but I have some issues retrieving curve table values. It contains 101 entries for 5 rows in editor but in the packaged build many entries get trimmed for some reason I access the curves by column which is the player level, so accessing anything above level 3 for my TotalMana, I always get 0 ev...
Shorten the file name. Can't be longer than 256 characters. Use abbreviations or intials for your project name if that's what you're using as a file name.
can somebody help me fixing this pakaging error
c++ project
The backed up version of my project (about a month old) is able to package just fine and the plugins all work fine. So it's probably something I did in my blueprints maybe and not a engine issue(maybe). However, looking at the source code (and my c++ skills is trash), but a UObject might be causing the error. Is there a way to search for UObjects that might be causing a anonymous namspace error in my project?
thanks
https://youtu.be/bZ-D4h83nM0 on packaging build
FIX YOUR BUGS!!!!!!! please
Or maybe I got hacked BUT it does not work for both linux precompiled and windows version
Details: "ADD WIDGET COMPONENT"
WIDGET COMPONENT can have highlighted buttons but not can be clicked..
WORKS in editor
Does not WORK on Packaged
Please fix it!
What a weird place to post this
CAN SOMEBODY HELP ME WITH THIS ERROR
AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
IT BECOUSE THE ADDVENCED SESSION PLUGIN
show AdvancedSessions.Build.cs
This is a very odd interpretation of the error, but I would expect perhaps a corrupt uasset for this one. You would need to enable more verbose cook logging or attaching a debugger to the cooker while it's running if you want to nail it down to a specific asset.
You should absolutely not rely on "backups" and instead use proper version control such as Perforce or Git.
can you disable caps lock
and you've made modifications to the file, plus some of it is off-screen
ok i am sorry its allways eneble
can you build the editor target from VS?
how can you tell me plz
with f5
you would've had to do this at some point
ok one sec
also plugins in project will require a C++ project
yea it working only the packeging doent work
where do i need to build it in the plkugin or in the project?
What?
plugin
Still, what?
You are making no sense
You need to have a C++ project for the plugin to work
In packaged
made that all ready the plugin works in the editor when i play in the ue5 but when i packege it shows me that error
This is not helpful information, you already showed that
to use the plugin, it must be in <project>/Plugins and your project must be a C++ project
what is this error I am facing when package in unreal 5.4?
Happens after Upgrading to 5.4
Appreciate the help.
need help making a uasset into a .pak for a fortnite mod
You didn't mention anything about fortnite before.
right
There's one channel here for that, ti's #uefn-general
this isnt uefn related
You want to make a fortnite mod, though?
this is for an OG FN private server
yes
im not using uefn or editing the real fortnite gamefiles in any way
Erm. Okay ๐
anyways
ive been trying to use a lot of pak apps or whatever to make my uasset into a pak file.
Whatever i do, i cant make it work
in this case im trying to use u4pak
Any tips on dealing with 'Failed to open descriptor file" when trying to run a packaged shipping build on a different machine? The path where it is looking for the file is outside my binaries/Win64 folder. It says "../../../'my windows user name'/" ?
the creator of this software already replied to your issue on github
Also note: I don't use Windows and don't have Fortnite, so I don't know if that can even be handled by my script.```
Ran a package for the first time in awhile and this just started happening and I can't tell where this is to see whats going on, any idea's where to look? Can I search this function through all the different plugins code via Rider? I made a number of plugin changes but I don't recognize the struct it's pissed off about.
Packaging (Windows): [164/165] Link [x64] TwlightStarHE-Win64-DebugGame.exe
UATHelper: Packaging (Windows): TraceUtils.cpp.obj : error LNK2005: "struct FCollisionObjectQueryParams __cdecl ConfigureCollisionObjectParams(class TArray<class TEnumAsByte<enum EObjectTypeQuery>,class TSizedDefaultAllocator<32> > const &)" (?ConfigureCollisionObjectParams@@YA?AUFCollisionObjectQueryParams@@AEBV?$TArray@V?$TEnumAsByte@W4EObjectTypeQuery@@@@V?$TSizedDefaultAllocator@$0CA@@@@@@Z) already defined in Module.Engine.42.cpp.obj
UATHelper: Packaging (Windows): TraceUtils.cpp.obj : error LNK2005: "struct FCollisionQueryParams __cdecl ConfigureCollisionParams(class FName,bool,class TArray<class AActor *,class TSizedDefaultAllocator<32> > const &,bool,class UObject const *)" (?ConfigureCollisionParams@@YA?AUFCollisionQueryParams@@VFName@@_NAEBV?$TArray@PEAVAActor@@V?$TSizedDefaultAllocator@$0CA@@@@@1PEBVUObject@@@Z) already defined in Module.Engine.42.cpp.obj
UATHelper: Packaging (Windows): Creating library D:\UEProject\TWSHE\Binaries\Win64\TwlightStarHE-Win64-DebugGame.lib and object D:\UEProject\TWSHE\Binaries\Win64\TwlightStarHE-Win64-DebugGame.exp
UATHelper: Packaging (Windows): D:\UEProject\TWSHE\Binaries\Win64\TwlightStarHE-Win64-DebugGame.exe : fatal error LNK1169: one or more multiply defined symbols found```
Android packaging works well, but suddenly a Java OutOfMemoryError error occurs during the signing process.
Java version / DebugKeyStore / SDK has not been touched. Does anyone know the cause?
[2024.07.05-06.57.09:896][634]UATHelper: ํจํค์ง (Android (ASTC)): Exception in thread "main" java.lang.OutOfMemoryError: Requested array size exceeds VM limit
[2024.07.05-06.57.09:896][634]UATHelper: ํจํค์ง (Android (ASTC)): at java.base/java.io.ByteArrayOutputStream.<init>(ByteArrayOutputStream.java:81)
[2024.07.05-06.57.09:896][634]UATHelper: ํจํค์ง (Android (ASTC)): at com.google.common.io.ByteStreams.toByteArray(ByteStreams.java:165)
[2024.07.05-06.57.09:896][634]UATHelper: ํจํค์ง (Android (ASTC)): at com.android.tools.build.bundletool.io.ZipBuilder.writeTo(ZipBuilder.java:92)
[2024.07.05-06.57.09:896][634]UATHelper: ํจํค์ง (Android (ASTC)): at com.android.tools.build.bundletool.io.ApkSetBuilderFactory$ApkSetArchiveBuilder.writeTo(ApkSetBuilderFactory.java:173)
[2024.07.05-06.57.09:896][634]UATHelper: ํจํค์ง (Android (ASTC)): at com.android.tools.build.bundletool.commands.BuildApksManager.executeWithZip(BuildApksManager.java:246)
[2024.07.05-06.57.09:896][634]UATHelper: ํจํค์ง (Android (ASTC)): at com.android.tools.build.bundletool.commands.BuildApksManager.execute(BuildApksManager.java:121)
[2024.07.05-06.57.09:896][634]UATHelper: ํจํค์ง (Android (ASTC)): at com.android.tools.build.bundletool.commands.BuildApksCommand.execute(BuildApksCommand.java:549)
[2024.07.05-06.57.09:896][634]UATHelper: ํจํค์ง (Android (ASTC)): at com.android.tools.build.bundletool.BundleToolMain.main(BundleToolMain.java:74)```
Can anyone confirm that Xbox controller input only works on shipping packaged builds? I can't get it to work on any other types but it would be nice if I was able to.
oh
i was most likely asleep when he replied
converting level from world composition -> world partition using commandlet is not working
Error: Assertion failed: InActor->IsPackageExternal() [File:X:\UE-5.4\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionActorDesc.cpp] [Line: 85]
can i continue using world composition since it is already working perfectly, and i don't need to convert to WorldPartition
and world partition is not converting my map which has 8 tiles
I fixed it,
1: select all tiles we want to convert
2: Create new level File->NewLevel->EmptyOpenWorld , we choose EmptyOpenWorld because it uses world partition enabled by default
3: Paste all tiles and save
we got a new persistent level using WorldPartition and the sub level tiles, that's it.
guys any clue why im having this errors
the code is working so perfect no errors at all in the project the structure is there and working and i see no issue at all and all the blueprints are compiled but it still gives this error
Is it in an editor-only module?
what does that mean?
also i fixed them i had to refresh almost all my bp which was about 952 bp 
Can anyone point to a reliable resource about managing default window settings i.e. windowed mode and resolution on startup?
Feels like one of those systems that unreal has spread all over the place, and none of my googling is helping.
I can change this stuff at runtime, but having trouble with defaults. For example, how can I have the game launch in windowed mode (not launch fullscreen and immediately update to windowed)? Lyra example seems much more complex than what I need (as usual).
I've tried things like this in Config/GameUserSettings.ini or DefaultGameUserSettings.ini:
[/Script/Engine.GameUserSettings]
Version=5
bUseVSync=False
ResolutionSizeX=640
ResolutionSizeY=960
FullscreenMode=2
WindowPosX=-1
WindowPosY=-1
is there a better channel for this question?
Trying to build for Android for Quest 3. Using latest version of Unreal. Getting this error, no idea what I oughta do here
Any ideas?
Popping in to mention that I solved my problem (which may have been this one, honestly many ocurred)
tl;dr: because apparently Epic doesn't understand how to parse strings or something, the entire problem was that I had UE installed on an SSD assigned to be the A:\ Drive. Now it works on the C drive
hey guys does anyone has issue to pack maps to chunks if they are living in content only plugin, I am setting up chunk id with PrimaryAssetLabel and it works as expected if I put the same maps in project Game/Maps/ folder but if I move the same thing to plugin for example Maps/Content/ it doesn't pack the maps in to chunks . It seams Unreal can't find PrimaryAssetLabel if it is in content only plugin . Any idea what is going on?
Im having an issue where my characters will move without input in dev, shipping and debug builds, but will be stationary as expected in the editor. Its a bit perplexing. I am using however using motion matching, I know its not production ready but I just wanted to do a test build to see and here we are lol
e.g. like in this menu (ignore the floor clipping, thats some other bug related to menu avatar spawning)
Do you have a controller connected?
Hi @brittle ridge do you have any experience for vr pixelstreaming with vagon?
like a player controller or like a gamepad? no gamepad but yes pc.
heres a better clip of the problem btw
Hello, I have a question about packaging with the Bink Media plugin on iOS/macOS. ๐
I'm currently trying to build my game. I'm receiving the following build error on both Mac and iPad Pro:
Error: UAT: LogBinkMoviePlayer: Error: UBinkMediaPlayer::Open: Failed! BinkPluginOpen failed. Invalid bnk.
I've checked, and the plugin is enabled in the project settings. Does anyone have any idea what might be the problem?
Any advice would be appreciated. ๐
Cheers.
Looks like something I'd send to epic....
- Verify Bink File Validity
Ensure that your .bnk file is correctly encoded and not corrupted. You can use the RAD Video Tools to re-encode or verify your Bink file.
2. Check File Paths
Ensure that the Bink file paths are correctly set and that the files are included in the build. File paths can be case-sensitive, especially on iOS and macOS.
3. Packaging Settings
Ensure that your packaging settings include the Bink files. In Unreal Engine, go to:
Project Settings > Packaging and make sure that your Bink files are included in the "Additional Non-Asset Directories to Copy" section.
- Plugin Settings
Make sure the Bink Media Player plugin settings are correctly configured. Check:
Edit > Plugins > Media > Bink Media Player, ensure the plugin is enabled and properly set up.
Additional Checks
File Naming: Ensure that there are no spaces or special characters in the file names.
Platform Specific Settings: Verify platform-specific settings for iOS/macOS in your project settings to ensure that there are no restrictions or missing configurations for media files.
Wow, thanks for the reply. Iโll give this all a shot.
I know it has to do with packaging since the video plays fine in editor.
hmm so i packaged a fresh game animation sample project and motion matching worked fine in that build there, big hmm
It must be something with my parkour ABP
yeah its something with the parkour ABP I have currently
This is an NDA topic so ask UDN or your account manager. 4.27 is a bit long in the tooth now so I'm not sure how long the Plus branch will have updates
Thanks!
Hi!
I am working on a project for university and I came across a problem I don't know how to solve.
When I made my blockout for the level, I used the cube grid tool to build a house, that I later deleted, because I didn't need it anymore.
But now that I have packaged it, it is still there and I don't know how to delete it, since it isn't in my Outliner anymore
Does anyone have an Idea how I can delete it?
@fair pagoda is it throwing errors in your output log when you compile the project? like it is looking for that asset but it doesnt exist in your project anymore?
It worked now some how! I think there was a problem with me not saving something correctly. Starting the project new helped, but thank you anyways!
Hello, I have a question about errors in a packaged build for anyone who might know about the Main Thread Checker. ๐
I've packaged my game for tvOS on the Apple TV. However, when I launch the game, it freezes after the Unreal logo on a bright white screen. My IDE returns four errors about the UIView not being used on the main thread. The game runs on Windows, macOS, and iOS without this hangup. I wonder if the threaded of the UI is within my control at all?
Any insight into this issue would be appreciated. ๐
Cheers.
How can I solve it ?
Hi everyone, been googling around and searching discord for this issue a long while. On a packaged part of my game I always get this error message while running the game. Does anybody have any pointers where to look for this issue?
Hello! I was wondering if anyone knew why web packaging was removed from Unreal 4.24 and above? Thank you!
Anyone have a suggestion on how one might go about debugging this error:
[2024.07.15-01.26.57:856][ 0]LogStreaming: Warning: Missing Dependency, missing script import 0x326541240FB170C for package /Engine/Maps/Templates/HLODs/HLODLayer_Merged
It randomly caused my linux server shipping build to crash after several hours of up time which seems quite odd
It probably got too hard to maintain compatible and all that.
there was a commit that showed they might be working on WebAssembly again, but HTML5 wasn't a popular deployment target previously
Thanks for your responses @winged moss @mystic atlas . It makes sense that it was unpopular and difficult to maintain because of Unreal's power potential.
Hi everyone! Someone who installed my packaged UE5 game just cannot open it... At all. On double-click nothing happens, no logs recorded. I already asked to check graphics card drivers and minimum requirements, running .exe as admin, launching the game using .exe in Binaries/Win64 folder, checking system files for corruption, but nothing helped.
How can I debug such of an issue?
Add the -waitfordebugger command line argument and attach to it with VS or add the exe as a project to your current solution and start it directly from there with debugging.
The thing is that everything works fine for me and most of the people... I need to find somehow why the game is exactly not working for that user. So, I guess, no way?
Maybe there is some argument that I can pass to the .exe file when launching it from cmd, for example? I built the game in 'Develoment' mode.
Hello,
My shipping build experienced a CPU spike every few seconds since I upgraded my project from 5.3.2 to 5.4.2
I tried to profile it in PIE / Standalone / Packaged Developer build to no avail - there are no CPU spikes to be captured - the spike ONLY happens in shipping build.
I feel like I ran out of ideas on how to tackle this issue, any suggestion will be appreciated. ๐ฆ
(I've just upgraded from 5.4.2 to 5.4.3 today, and the CPU spike still happens)
Hello, would anyone know why these refferences break in packaged builds of my game even though i include the Directories these assets (WBP's, BP's and GameMode's can be found in.) While these things work for everyone who tested it on their devices in the source controlled version i don't get where it's going wrong but its defenitely something related to package
all of these are refferenced and included in the cook as far i can tell yet i just can't comprehend why they dont work in the packaged builds of the game when theres no errors or warnings related to this??
break how
@tranquil berry
As in, the packaged version when you press the Accept button it just sends you to the main menu.
On both the garage prompt UI and the WB_Racing UI
so did you list the map in the packaging settings?
in editor it just reloads the level with the desired game mode, but in the packaged version the only thing that somewhy works now is entering the Garage game mode through the main menu
yes, its just 2 maps
show your packaging settings
you will be redirected to the default map if the map isn't packaged
the most random list of forced package directories I've seen
did you rename or move the map?
i was fixing errors hardcoding ๐ญ
nope, i haven't renamed anything only thing i did is Advanced Copy the Racing Game mode to one of my maps 'Game/Godspeed'
to make sure it would be packaged along
and what happens when you use the open command
i dont know how to use that
open nameofmap
as console command, it doesn't open
yeah so not packaged then
i did it in the project version on my laptop tho
@tranquil berry got the packaged ver
but its a shipment package, not development so idk if u can still use command prompt there
are you not using source control?
yeah we're using github
well what's the difference between the two project versions? did you miss something?
uhh so basically
the Non-packaged version. the 2 game modes work for everyone who has tested it
yup
But ONLY PACKAGED versions of the same project right
it works in editor but when build it doesnt work
is where the game mode switching part, doesnt work apart from the main menu being able to open the Garage Game mode
the references to the gamemodes
well the problem still seems the map, but I have no context to go on
im looking for a video to show you hold on
So basically this what u see right here is in Editor
These 2 vids is what works in editor, but not in the current builds
Yes, I'm aware of what opening a level and travelling do, but what troubleshooting have you actually done?
Did you use tools to actually inspect the packaged build?
Hi, any one face this issue before when packaging? I've already try to rebuild the project from IDE, it build successfully and the binary file has appeared but the error still remains.
Hi everyone, I have a problem with the packaging of the project which in the log gives me the error in the .txt file "Shipping_2." but I don't understand anything about how to solve it, someone encountered the error and solved it. A thousand thanks
are custom nodes are buggy for ue4.27 ?
Image
clearly i have connected it with engine's own values yet it stating the inputs missing
how can one package large project for mobile (Android) into multiple OBB files to workaround 4Gb limit?
Hello! Is it possible to make Unreal cache built, cooked and other (basically Intermediates and Saved folders) content into a separate folder I want to specify?
Because when I use Jenkins to build different branches, cache gets created for every project folder. But I want to make a single folder for Intermediates and Saved, so my build machine does not loose space that fast.
why not make a build step that copies those folders out after a pipeline build completes?
Hmm.. That is a good idea. But for some reason I thought there is a UAT argument or something, that allows use another path as a cache folder
hi! did you resolve it?
This is a follow-up on my problem:
I found out that the problem has something to do with t.MaxFPS console command.
If I set t.MaxFPS = 60 the shipping build will run at 60fps most of the time, and occasionally, CPU (RHI) time will spike from 5~10(ms) to 20~30(ms) which causes the overall FPS to drop from 60fps to 40~30fps
If I set t.MaxFPS = 120 the shipping build will still run at 60fps, however, CPU (RHI) time is stable at 10~11(ms) - no spikes anymore.
I've done the above test under both windowed mode and fullscreen mode with shipping build and yielded the same result.
I suspect the RHI time spike has to do with GPU barely maintaining at 60fps - set it to 120fps and that condition goes away - however, an explanation of what actually happened will be very appreciated.
Hello everyone! I solved the previous problem but now I have another issue: when I open the build in the Windows folder, the command line opens and the project does not start. How can I fix it? Thank you very much.
Is the map your trying to open cooked and staged into the packaged build and also I would recommend using the movie player in C++ for loading screens it's much eazyer automatic and has alot of good options
If so try re add your map to the packaging settings I've had issues like this before
i can't seem to connect my game build with dedicated server build.
it keep saying incompatible engine version.
is there a way to override these setting ?
Hallo... I have question' big question for me... I have setup ue5 and tested multiple time's for exporting game for mobile working on project make new mechanics for character ect... everything works fine allways , but when I wonna add something new like a fracture or setup skylight, spotlight for character then from unknown reasons... the exporting to android is error package failed. Each time I ad something new the problem show up... I fix error the again bum... is anybody know this issue??
It would help to provide the actual errors
Hi. I was trying to build my project with 5.4 on Mac for iOS but I get following errors. Any ideas? I'm slowly but surely running out of them.
I don't have anything 'Chaos' related in that project and all the plugins are deactivated. I still tried adding Chaos to the Project.Build.cs but that didn't really help
To my last question... pack 1 minute a go and have another diferent error... HELP
Got a pretty serious issue! Just upgraded to 5.4 (from 5.3) and the packaged WindowsServer isn't starting. It's not even generating log files or an output when using the -log argument. Project loads and works fine in editor.
I use the source engine, I was thinking of trying to attach it to the process in some way to try and see why it's hitching, anyone with previous experience trying to debug this can share some insight?
Or is there any way I can try and find out why it's not even starting?
Hi,
Iโm trying to display the Splash Screen (Game Splash Screen) that I set in the project settings on Unreal Engine 5.
Currently, when I launch the .exe of the game, it does not display the Splash Screen, I would like to do the same behavior as certain games like Fortnite, when we launch the game, we have the image of the game after the initialization of the EAC.
However, it only works when I run the game in โStandalone Gameโ on Unreal Engine, but not on the .exe
Can I get some help?
Will UE package stuff, that I interacted with from UAssetManager::StartInitialLoading()
Or does it package every data asset regardless of its used or not? (including plugins)
It's weird that I have a data asset in a content only plugin, but UE includes that data asset in the pak file
I assumed it doesn't include stuff from content only plugin
Yeah, my theory seems to be correct
If I do this, every single instance of that data asset is included in pak file
TArray<FAssetData> Datas;
GetAssetRegistry().GetAssetsByClass(FTopLevelAssetPath("/Script/TestProject", "ProjectConfig"), Datas);
for(FAssetData& Data : Datas)
{
FSoftObjectPtr Ptr = FSoftObjectPtr(GetAssetPathForData(Data));
UProjectConfig* ProjectConfig = Cast<UProjectConfig>(FSoftObjectPtr(GetAssetPathForData(Data)).LoadSynchronous());
if(ProjectConfig)
Names.Add(ProjectConfig->Name);
}
( At UAssetManager::StartInitialLoading() )
Actually it's the opposite. I don't want it to be included, so I can create a DLC instead
Afaik unless you otherwise specified it will include everything from all plugins
CookOnlyMaps helped a bit, but still AssetManager forces it to be included (if it's done in AssetManager)
I had to move this stuff to a GameInstanceSubsystem
I can't find staging directories in project settings
did you manage to work this out?
Yes, someone on the art team named some files "Android" for robotic characters so the engine tried excluding them but that caused errors because those files where needed.
does anyone know how i could fix this?
it's the reason my build fails:
UATHelper: Packaging (Windows): Expecting to find a type to be declared in a module rules named 'KawaiiPhysics' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool
Hey everyone!
I have a project that uses Modular Gameplay Features, and when I package it all of the features are missing.
They're all set to "active", the primary data assets they have are set to "always cook". What am I missing?
Any ideas? Thanks!
More info - it looks like the GameFeatureData does get cooked, but any other PrimaryAssetDatas do not. They only way I can get it to work is if I specify them explicitly under Specific Assets, like in the picture.
Why does this return a null pointer when packaged?
Hello everyone, I have a question. I packaged my project using "Shipping," but I don't see the facial movement of my avatar working with "LiveLink." How can I get it to work? I've read in some communities that I need to package it with "Development" to make it work.
Does anybody know what may be the reason to this error?
ERROR: System.ArgumentException: Staged filesystem references cannot end with path separators (MarbleStrike/Content/Movies\).
I check my config files and do not have any paths ending with backslash.
So in your package settings you can set it to development but ouch you'll lose a lot of optimizations that shipping does so I'd reach out to the devs or something of that plugin because that would be awful for your games performance
OK, thank you very much, but I tried using the 'Shipping' mode by creating a 'LiveLinkPreset' and now it works. Thank you very much again.
Awesome glad you figured it out ๐ค
Found an annoying workaround for packaged builds - explicitly loading the specific data assets in each GameFeature works, so I don't have to do it in the project settings (and defeating the entire purpose of Modular Game Features).
It doesn't work for PIE though, so this has to be combined with setting "/" under Directories for each primary asset type in the project settings.
Hey gang, cross-posting a custom engine packaging issue here. Any help would be appreciated: #metahumans message
Hello, where is that option that lets you select โlevels to include in package buildโ? I cant find it in my project settings
Checked throughout. Not there, i used this setting before, it worked fine. After a while, i tried using this async loading screen plugin, maybe because of that the setting is not there?
Hi, I am facing one issue with source unreal engine 5.3 in which when I try to compile any new project it will compile witn 2700 build actions every time. How can I fix it?
packaging settings -> untick "Full Rebuild"
Heya, I've got a very unreal-like packaging problem
When I try to package for windows, it displays:
LogMonitoredProcess: Running Serialized UAT: [projectPath] -Cmd.exe" -platform=Win64 -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory="E:/Unreal Projects/Stranded/Build" -clientconfig=Development" -nocompile -nocompileuat ]
And then about 30 minutes later it just says "Packaging failed! Show output log" but not a single other log has been added beyond that first one
Hi all. I just tried to cook my game and I have a lot of errors like this one : \Content\Skin\Textures\RoughnessMod.uasset: Failed to load '/Game/ExampleContent/Skin/Textures/HumanSkinPores_N': Can't find file.
How can a Texture (RoughnessMod.uasset) be linked to another ? I don't understand this error
I guess I have to open all of my Materials and check them, thanks anyway !
LogUObjectGlobals: Error: CDO Constructor (SERVERMODE): Failed to find
what is this error? the game works and loads fine with server and client config, but when i m building the game i m getting this error. Yes, servermode is my only built class, so theres no typo error. I want to know which process is calling this and when so i can debug. pls help
It cannot find the class default object constructor for servermode
It looks l ike the error message is cut off...
how can i fix this ? :
LogHttp: Warning: 00000BCDB7D13800: request failed, libcurl error: 7 (Couldn't connect to server)
what is this to do with packaging?
it is my error
that is not an error relating to packaging
so share the actual cook log
not just a random error you see
when i package the game it gives me this error in log then it's related ๐ซค
no it isn't, unreal sends analytics events and they can fail, and since you're likely packaging from the editor then they'll just get mixed in with the actual cook log
how can i fix this ?
PackagingResults: Error: Cloud: Missing required parameter 'Host'
please post the full log
this looks like you've attempted to setup cloud DerivedDataCache but the settings are invalid
i don't have any clue of what is that
how can i reset the settings
well what does your DefaultEngine.ini look like
normal
yeah that doesn't answer the question
DOES THIS ANWSER THE QUESTION @winged moss
That error comes up when you don't have internet hooked up when you are trying to package your game.
Hi everyone, I just finished packaging my project but I see that my avatar has grey eyelashes. How can I fix them?
Hi! any idea what in the mat could be causing this to fail during packaging?
UATHelper: Cooking (Windows): /Engine/Generated/Material.ush:3202:8: error: use of undeclared identifier 'MakePrecise'
that's kinda vague lol but assuming you mean the texture is missing usually that means the texture wasn't packaged with the build for some reason
does anyone know what i can do against this?
PackagingResults: Error: Missing UnrealGame binary.You may have to build the UE project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UnrealGame <Platform> <Configuration>
Sorry it's the texture how can I fix it?
You'll have to debug why it's missing it could be set to NeverCook or could be a missing reference which is less likely
Where can I find the NeverCook to fix my texture?
N/A
PlayStation is NDA'd so you'll want to post this question on UDN
Alright, ty
Hey guys, I'm trying to package my project but I get a unknown cook failure, can somebody help?
I'm in 5.3
UATHelper: Packaging (Windows): LogInit: Display: LogTemp: Error: Blackdog editor settings module started
what's this
sounds like something you're doing
seeing as that's the project name
Yes, it's the project's name
well that's the only printed error and it seems like something you did
using UE_LOG(FMT) on the error channel will count as an error during cook
Hello, I have a packaging error.
PackagingResults: Error: GetPackageCookRule: Conflicting Cook Rule for package /Level_Test/System/LD_Test_Village_Night! MTH_LevelDefinition:LD_Test_Village_Night and Map:/Level_Test/Maps/L_Test_Village_Night have the same priority and disagree.
It appeared when I added
UPROPERTY(EditAnywhere, Category="GameMode")
TSoftObjectPtr<UMTH_LevelDefinition> LevelDefinition = nullptr;
in my WorldSettings. The L_Test_Village_Night has LD_Test_Village_Night referencing in the world settings. If I nullify the property, the issue is gone.
I'm also attaching a screenshot of the GameFeatureData of the GFP that contains and adds the two assets to the asset manager.
Does anyone know what's wrong?
Also, the weird thing is that, if I delete the package cache data, it succeeds, but the next packaging will fail with the aforementioned errors
Another thing to mention is that UMTH_LevelDefinition is a DataAsset
Having an odd package issue using Unreal 5.4.3 from source. I setup the engine with no issue, compiled successfully, engine works just until I package in my project that I previously had on the regular epic binary build. I think I might be missing something setup wise in my IDE for Unreal source? I use Rider so not really sure. Anyway, here is the portion of my package log right as it has kicks out unknown error.
you shouldn't be having to recompile the whole engine when you are trying to package a project
at a glance that's what it looks like it is doing?
I think the whole engine would be around 6 thousand cpp etc files. Thats what I saw at least when building it for the first time.
I think its trying to compile something related to packaging, not sure though
Sanity check:
- you have compiled and can run the custom source forked engine/editor ( reaching the launcher window where you can open projects / templates )
- you can run your project in the source editor fork
- you are trying to package from within the editor or from commandline?
Correct to all of those and I have tried to package from within the editor
I will check one of my package logs to compare a bit, though I am on an older version
yeah ok, we are getting some similar looking lines, though not so many on 5.2
hmm
I would probably take a Blank or Template project out for a spin and see if packaging that works
To sanity check what is going on
and packaging a blank/sample/template project?
testing that right now
Slow even on my beefy pc... is it fairly quick for you since you package smoothly? I assume it is since it stores cache and what not
This may sound silly in this day and age but
E:\LIQUIDBULLET\e_src\UnrealEngine-5.4.3-release
is a fairly long path to start with, and apparently unreal can still get hitched up on paths exceeding 260 chars or thereabouts
i heard about that
Would changing the UnrealEngine-5.4.3 folder name break everything?
Our packaging times are about 10-40 minutes depending on engine and project
no, it should be fine
A practically blank project should package in under 5 minutes on a strong pc/mac ( after the first run at least )
hmmm
yeah im not too excited for the first run on my project once i get this resolved
will take a few hours at least
my project is about 200-300 gb
yarr
usually took 15-20 minutes to package though on the binary build
after the first time
ah that's not too bad
yeah I predict after engine files cache up from the first run itll be around that (hopefully)
for some reason our source fork builds seem to take longer than installer but haven't had time to figure out why
are you just using the release source? or a custom fork off github
custom
I grabbed the source release and I plan to implement my own engines and stuff into it
What's different in it?
some tweaks for mobile
oh nice
for example
- a change to webbrowser background color
- changed homeindicator swipe behaviour
- tweak to safe zones
- same packageversioncounter system for both ios and android
- modified a string so we can see that we are indeed on source editor, not installer from the top bar menu
- resetting input touched states from a cpp/bp function
Curious of the modified string thing
I simply changed
to
LOCTEXT("HelpMenu", "Help-SourceFork"),
Help-SourceFork is very prophetic.
Since our changes only affect mobile builds, most of the PC team continues to use the installer editor
Also I think the packaging is working
which concerns me for my project lol
Did you test package in source build before you attempted anything relating to your project?
maybe that's what i needed to do ๐คทโโ๏ธ
not really, it's just sanity checking procedure
Alright yeah it's in the cook phase now
Alright.... not sure where to go from here. I guess I'll test again in my project to package and read the log more carefully.
Something in my actual project is doing it then. Good to rule out the engine being the main problem
Figured out the problem. Didn't know it was one of my plugins that needs to be updated but it's causing an error when I looked thoroughly through the log. Before on the binary build, it would tell me in the output log its self
do i need a GPU on a build server for cooking/packaging, or is it all just hitting the CPU?
(when using runuat, and not using the editor GUI)
seems theoretically possible, pretty sure shader compilation is done on cpu. Can't say for sure, maybe somebody will know for certain
When we are cooking projects internally, we do not use resources that have a discreet GPU attached. We only use resources with GPUs when we perform tests/actions that require it. Doing some editor tests, testing a win64 client, or some task that actually do require a GPU for data generation.
from UDN
Thank you!
Good morning! I was wondering if anyone has experienced this issue before. I have a niagara trailing effect for my melee weapons like swords that executes on an animation notify. Its a custom script to play the effect that I made.
In PIE and the animation preview, the trailing effect plays just fine. However, once I packaged the game, it seems to be missing. Has anyone had experience with assets or effects going missing after packaging?
Hello, I was working on Chunks, I create some to test them and now I want to remove them all and start from the beginning. But I can't! I removed all the PrimaryAssetLabel data asset and the old Chunks keep coming back, Any solution? Thanks
Have you nuked Binaries and Intermediate folders?
It didn't work, same chunk built
no PrimaryAssetLabel in the project nor redirectories
Hmm, odd
from the build log
What happened ?
anyone knows whats the problem here? its only on packaging but can be detected by validating the asset, this is only on one map. the rest are fine but if I include this map it will fail. chatgpt told me it has something to do with the transform on one of my actors.
Ensure condition failed: (FMath::Abs(1.f - M.GetScaledAxis(EAxis::X).SizeSquared()) <= (1.e-4f)) && (FMath::Abs(1.f - M.GetScaledAxis(EAxis::Y).SizeSquared()) <= (1.e-4f)) && (FMath::Abs(1.f - M.GetScaledAxis(EAxis::Z).SizeSquared()) <= (1.e-4f)) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Math\Quat.h] [Line: 748]
I am starting to think it might be some of the assets meshes are mirrored like some walls are on XYZ, (-1,1,1) instead of (1,1,1). THanks
This might not be the best place to ask but it's sooooorta relevant?
I was wondering whether it's possible as of UE5.4 to mount pak files in the editor, like you can in a cooked game? Except rather than the pak containing cooked uassets, it contains non-cooked editor uassets.
I know there's a way to load cooked pak files into the editor but it's not the same, and afaik it also extracts the pak's assets to the Content folder anyway
In Star Engine we have a really great build system that downloads all of the files into a single Data.p4k file. You can load the p4k file in the editor and work with all of the assets. And it only saves the individual files (such as levels, character meshes, materials, etc) to the Data folder (equivalent to UE's ProjectName/Content/ folder) if you want to modify the assets. Then you can submit those modified files to Perforce, and when DevOps create a new build, your modifications get added to everyone's Data.p4k file again. It's a really nice system that I am hoping to sort of set up in UE, but it required me to be able to mount pak files in the editor. Idk if you can do that or not?
It looks like that test checks if the object is bigger than a tolerance of .0001 which is returning false. You might have something in your scene that is 0 or near size 0 that shouldnโt be. Thatโs my guess
hey thanks you are right, it was due to the pesky decals that had lots of decimals (0.0000x to 0.0xxxx) thanks for leading me to the answer. I had to delete groups of assets (one by one) in the level as it had thousands of stuff, til i found those with very small sizes (<0.0xx).
the author used the scale to make them small instead of using the decal size paremeter hehe. Learned something today. thanks
Looks like somthing with a animation sequences keys
is there a way to just simply repackage, i forgot to change the start level 
im assuming i just package to same spot?
Yes so long as you don't have full rebuild checked it should be pretty quick too
Hi, I'm experiencing a really strange bug where my decals become emissive in a packaged build like this
But the problem is that this isn't by default and only happens after resizing the window and resolution
Anyone know as to what may be causing this?
Hi, I just packaged my first game just as a test to see what it looked like but for some reason the Editor, Standalone Version and New Editor Window all runs fine but the packaged exe acts all weird, Could someone tell me where or even how I could begin to debug this please. https://www.youtube.com/watch?v=ypO5j0pc4Po I would never have considered the .exe would act differently to the editor.
I cant seen to understand how or why the Cube is spawning in a weird location when its set to 0,0,0 as a spawn point, The tiles are just moved from behind the player to infront and then a random object is spawned on that tile in a random location of 3 possible points(using arrows as location markers), and when the tile has moved back and hits a "out of bounds" trigger the object on the tile is destroyed and the tile is moved to the front and a new object spawned on it, Hope this helps explain how its done.
I guess I would start by outputting to log the spawn positions, the position of the cube, and a third object for reference and see how things match between editor and build
@Karma Thank you for the advice! Can you print string in Shipping build?
or do you have to package as developmental.
no, for that you would need to have a custom debug ui ( or modify engine source ). package as dev
Thanks ! will do, Glad to encounter these issues in small games and be able to find out how to fix them, As im sure im not the only person to encounter this. ๐ thanks agian!
./TestProjectServer-Linux-Shipping: line 1: version: command not found
./TestProjectServer-Linux-Shipping: line 2: oid: command not found
': No such file2
Is this familiar to anyone? The file does exist, afaict. Am I missing something? I'm new to packaging servers and trying to work through the steps.
Can someone help me I've been trying to package a game for Android for a few days now but it's giving an error
has anyone encountered this?
PackagingResults: Error: condition for short-circuiting ternary operator must be scalar, for non-scalar types use 'select'
UATHelper: Cooking (Windows): /Engine/Generated/Material.ush:3513:20: error: condition for short-circuiting ternary operator must be scalar, for non-scalar types use 'select'
appears to have popped up in 5.3, still present in 5.4 (im on 5.4)
https://forums.unrealengine.com/t/ue5-3-packagingresults-error-unknown-cook-failure/1439820
so far found this, but disabling SM5 features hasn't helped
Hi all, I migrated my project a few times before between versions (4.27 โ 5.2 โ 5.3) (I also moved it from my D drive to my C drive at one point during 5.3), and I no longer seem to be able to package the project due to a cook error. Is anyone able to decipher the error? LogInit: Display: Warning/Error Summary (Unique only) LogInit: Display: -...
for the record, this seems to no longer occur when i rolled back to UE 5.3 rather than 5.4
Has anybody ever have any issues with the project not wanting to package and being stuck for hours trying to "text3d engine subsystem is clearing unreferenced cached fonts and typfaces"
Attempted to go through all the widgets or 3d text renderers to find error message or missing references but no luck.
The only real change has been that the project got updated to a source 5.4.3, Not a lot of resources to find on this issue either, any input would be really appreciated!
Hi, im having a bug that's only happening in packaged builds, i wont bore you with the details, im more interested in knowing what changes between PIE and a packaged build for a bug that only happens in the latter to even be possible. does anyone know anything about this topic? i tried searching online but all i found was a reddit post that wasn't very helpful.
im exclusively using blueprints in my project (aside from plugins i didn't make), the packaging process doesn't have any error, only a few warnings that don't seem to be related in any way to the bug im having. im using a debug build. the bug does not occur when using the "Launch standalone" option of the PIE menu, only in packaged builds.
that's about all i know at the moment, any help is very appreciated, the bug is game breaking and i have absolutely no idea how to even begin searching for a cause.
Anybody know why its not packaging?
please post a text file or
code snippet
for easier readability + copy paste
these are all warnings tho, I'm not sure if I need to fix the warnings
this does contain an error though
UATHelper: Packaging (Windows): (referenced via Target -> LazyGenericDynamicObjectPool.Build.cs -> LazyGenericFunctionLibrary.Build.cs)```
Is there a way to make unreal automatically chunk files?
like determine automatically which files to put in which chunks etc
or a plugin or something for that?
Idk enough about the actual build process so idk if this is what you're after, but I am using Data Assets of type PrimaryAssetLabels in the Content Browser. I can manually assign specific assets, but I also use "Label Assets In My Directory" so that it pulls in all assets from the folder. It's not 100% "automated" based on any kind of rule set but it at least picks up assets without me needing to assign them all to it manually.
though I don't use this for cooking games, I just use it to add files to a chunk and then run it through my PAKManager to create .upack files instead. So it's a similar but different process
is there a way to make the packaged build launch and STAY in fullscreen mode ? It currently launches in windowed mode and after I make it fullscreen by pressing F11, it will revert back to windowed if my player dies and respawns or if I win a level and transition to the next one
I have an issue I can't seem to find a solution for:
PackagingResults: Error: Launch failed! Missing UnrealGame binary. You may have to build the UE project with your IDE. Alternatively, build using UnrealBuild Tool with the commandline: UnrealGame <Platform> <Configuration>
I'm not quite sure what the issue is. I've read it could be something to do with Visual Studio. I have VS installed with everything Epic said to install it with and UE5 is set to use VS 2022 as it's compiler version. Am I on the right track or is this something else?
The one thing that stands out in the logs to me is this:
Stage Failed. Missing receipt 'E:\Unreal Engine Projects\Project_Majestic2\Binaries\Win64\Project_Majestic2.target'. Check that this target has been built.
that seems unusual. Try to trace logs, find if some blueprint is doing it or some setting somewhere perhaps
Have you followed the visual studio setup doc first, and then this: https://dev.epicgames.com/documentation/en-us/unreal-engine/compiling-game-projects?application_version=5.3 ?
I followed what Epic said to do in the forums to set it up. I'll take a look at that link.
Make sure you read correct doc for your engine version for the setup
If still fails, post the whole log
So weird... someone else from another discord told me to make a clean project and migrate everything over... It worked...
go figure
Just UE things
it is logged as a message instead of an error. so confusing
I cooked my entire game, and it was successful. I then packaged, and...
UATHelper: Packaging (Windows): LogCook: Display: Clearing all cooked content for platform Windows
Why?! It doesn't list any reason (such as INI changes etc)-- is it expected for packaging to just throw away the perfectly good cooked assets!?
Same configuration used for cook and package-- I'm confused.
Oh, phew.
It must be a lie.
UATHelper: Packaging (Windows): Took 648.97s to run UnrealEditor-Cmd.exe, ExitCode=0
UATHelper: Packaging (Windows): Cook command time: 648.99 s
UATHelper: Packaging (Windows): ********** COOK COMMAND COMPLETED **********
UATHelper: Packaging (Windows): ********** STAGE COMMAND STARTED **********
Why do you toy with me UE
UE Hates people.
It does love to make us panic. Packaging successful, though.
thanks fixed it
is it possible to rebuild UAE with a normal project build, or do you have to set up the project launcher?
uae ( what is that )? not sure. I sometimes have broken files in editor which can be fixed with "Verify"
I might have the acronym wrong. it's the C# build tools it can pre-build before packaging, even on a launcher engine installation
no worries I didn't need it this time, I'll just go set up the project launcher
oh, it's UAT
not UAE ๐
the project launcher has an option to rebuild it to injest any manual script changes
yes. In any case, I have also built engine stuff from IDE, it should be possible, but buildUAT is just a .bat file if I remember right
hey! Does anyone know how to check if FAssetData points to the asset that is actually packaged/mounted in the game without loading this asset? Some of my assets are packaged as separate DLCs, but they are still included into AssetRegistry.bin hence asset registry returns FAssetData for them, even though I cannot really load them ("Couldn't find file for package" error is triggered)
Guys what is difference creating apk between package project part and project launcher part. When i create apk manuel, upload it to device and install it. It works well. But other way when i use project launcher part, its again opens well but in the game there is a button it is downloading a pak file mount it etc. its downloading the file but when i try to click spawn button game crashes. In summary, When create apk manually there is no problem i can download the actor and spawn it well. But From project launcher part i cant spawn it. Probably its not acces the file. I checked paths. I thought maybe paths are changing but no this is not the problem. One more note: When i create it manuel, i can not see all project file in phone directory. But Project launcher part i am able to see all of the project files contents assets etc. I dont no i am just stuck a little help would be great. Thanks a lot.
Sorry to keep you moving around, but this is best sorted out in #mobile , people have been recently working around this area there
Hello can someone help me how I can resolve this?
LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt CVTRES : fatal error CVT1107: 'D:\UE5\LethalArenaDuels\Plugins\SteamCore\Intermediate\Build\Win64\x64\UnrealGame\Development\SteamCoreWeb\Module.SteamCoreWeb.3.cpp.obj' is corrupt
Hey, does anyone know how I can see my custom.ini file (Created throgh DeveloperSettings) in a packaged build? I does not show up anywhere?
I believe hardly anything is accessible in packaged builds except for logs and saved folder
Yeah I belvieve that. Although I can see the CustomUserSettings.ini in the config folder. But not any other config.
I guess you could use that area if you need a user-visible config setting
I guess so. So I just put CustomUserSettings in the UCLASS specifier or how does it work with inheriting from DeveloperSettings-
I believe you can also get config values by code if you just want to sanity check something
Let's see if I can dig up an example
Very cool, thank you. In the end I want a to adjust a timer value in the game and not expose it in the game itself.
something like this I think, though this is in a .cs file... I'm sure it can be done in cpp as well
https://gist.github.com/bohdon/92d86724b91ec0791631453c3496e5cf
What I usually do is just have a Dev/Debug window in which I can jiggle stuff at runtime
What I wanted is, to change the value inside the config.ini file so the game behaves differently.
Or an EditorWidgetBlueprint, that's fun too
That will be then the fallback solution.
Depends if you need to have it in final package or not, or is this just for tweaking during dev
It is for an expo build. There is a playtimer, e.g. 15 minutes. And i want to be able to adjust that timer if its too short or too long.
In the end I could just read out a txt file I write myself. Was just hoping that I could just use my .ini file.
Thank you very much for your tips!
Why can't you use an INI?
I would use that, a console command, or a command line parameter
Hi
I get this error during play test on the built game.
[2024.08.06-09.17.18:701][534]LogWindows: Error: Unidentified failure for object TextBlock /Engine/Transient.GameEngine_2147482600:BP_GameInstance_C_2147482557.None.None.DamageText, hash itself may be corrupted or buggy.
Does anyone know whats that and how to fix it?
Heya guys, my game packaging errors but produces no output whatsoever. Isn't there a txt log somewhere that provides all the build info?
I remember it a while ago but can't seem to find it now
If packaging in editor, check the "Output Log" view
Completely empty, just sats "Packaging started" and never updates after that, even after failure
OH Nevermind, it's working today lol. Tried a few other days and it was stuck, maybe those were related to something else. Thanks ๐
Hey guys, maybe someone is fast enough to help me out.
I cant package my project and I dont know why. I am very new to Unreal engine and I am just an artist. xD
Hello ๐
Where can I find this Multi-Process Cooking value called CookProcessCount?
I expected it to be a setting in Project Settings, but I think I found the place to change it now. In BaseEditor.ini there is at least this:
How do I cook a folder inside of a plugin that has text files in (i.e. non-assets)?
Can't really tell you without the error visible
I would suggest you start like this : copy the whole log into Notepad++.
Then search for all occurences of the word "error" to locate problems.
What settings do I change to ONLY affect the pacakge settings? I'm building to Oculus VR mobile, but I want to continue testing at a higher quality when playing in editor on the PC. So the package should be low quality but the editor experience should be high.
Is it just under Project Settings > Platforms > Android Material Quality > Vulkan?
I would look at overriding .ini files by platform
Nevermind found it - I'll take a look. Thank you
and even device profiles
Thanks I'll check that as well
I'm trying to get Steamdeck to work out of the box with my packaged game via Steam. It fails to load the bundled visual c++ runtime dlls(msvcp140_2.dll, vcruntime140_1.dll) while bootstrapping in BootstrapPackagedGame.cpp.
It fails when trying to fetch the file version info in TryGetFileVersionInfo#80. The path to the dll looks fine and the dll is present at that location.
I'm guessing the windows sdk somehow fails to find the fail due to the whole linux/proton deal but I'm unsure how to fix the issue. I can package the game with the prereqs installer but I'd rather not and even if I do it keeps wanting to install/uninstall the prereqs everytime I run the game.
This whole low level/packaging stuff isn't really my forte so I'm not sure how to continue
I've tried to enable Visual C++ Redist 2022 as a Common Redistributable in Steamworks as well and hoped that the bootstrapping would pick that up but it makes no difference.
Oh and they somewhat recently did some changes to try and find these dlls in this somewhat recent commit but it also doesn't fix anything
Previously testing on the Deck (this is 2 years ago now), we just used the same install process as on Windows and it runs via Proton, this included installing the redist as a part of the game's install script
Right, sorry if a stupid question but this is all new to me, so basically include the prereqs installer when packaging and then create an install script via Steamworks that runs the bundled prereqs installer?
I guess that might work since I read somewhere about the steam install scripts only running once if it returned a success. So that should stop the thing from popping up over and over again.
yes, that's it
Will try it, thanks for the help
I'm really early in development but was testing packaging my game and I noticed text from string tables doesn't populate at all in the built version, but works fine in editor. I'm on UE 5.4.3
I did just try adding English into localizations, compiling text for it, and re-packaging but it still isn't showing any text from the string tables
RunUAT BuildCookRun -help:
-CookInEditor Did we cook in the editor instead of in UAT
Is this important? Does it have something to do with the Saved\EditorCooked sandbox? When does the engine use that, because I can see it's still in the code but it seems like my project hasn't pushed anything into it for a long time.
Is it just talking about the Cook option in the Platform Menu? Is it considered cooking in editor to use the Cook commandlet?