Still haven't figured this StringTable thing out, tried marking it with a primary asset label, adding directory to always cook, changing the get node to a "Make Text from String Table" to make it a hard reference (found one forum post saying that fixed it), none of this has worked it still doesn't parse the strings in packaged build it's just blank where they should be.
#packaging
1 messages · Page 16 of 1
Okay added StringTable as a new entry in Asset Manager which initially caused my build to fail for the ID of the exact string table asset I'm trying to get to work, then I fixed that failure by checking "Should Manager Determine Type and Name" in asset manager...
It still isn't showing the strings from the table but that felt like getting closer
This is making me want to just do away with string tables altogether
I seem to not be able to package my game in UE 5.4.3 (I'm testing it out currently), but I could package it in UE 5.3.1. The errors complain about objects found in the Landmass plugin referencing objects in /Engine/EditorResources and /Engine/EditorMaterials.
I understand from the Epic/Unreal Engine EULA that I can't use any Engine content in a game but is this then saying that I can't use any Landmass plugin stuff in the game? Or is there a solution to this?
The errors look like this:
[2024.08.08-08.40.15:244][921]UATHelper: Packaging (Windows): LogInit: Display: LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.
[2024.08.08-08.40.15:244][921]UATHelper: Packaging (Windows): Source package: /Landmass/Landscape/BlueprintBrushes/Materials/Sprite/M_BrushSprite_01
[2024.08.08-08.40.15:244][921]UATHelper: Packaging (Windows): Target package: /Engine/EditorResources/S_Terrain
[2024.08.08-08.40.15:244][921]UATHelper: Packaging (Windows): Referenced object: /Engine/EditorResources/S_Terrain
[2024.08.08-08.40.15:244][921]UATHelper: Packaging (Windows): LogInit: Display: LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.
[2024.08.08-08.40.15:244][921]UATHelper: Packaging (Windows): Source package: /Landmass/Landscape/BlueprintBrushes/Materials/Internal/BrushBounds
[2024.08.08-08.40.15:245][921]UATHelper: Packaging (Windows): Target package: /Engine/EditorMaterials/TilingAALineIntegral
[2024.08.08-08.40.15:245][921]UATHelper: Packaging (Windows): Referenced object: /Engine/EditorMaterials/TilingAALineIntegral.TilingAALineIntegral
I understand from the Epic/Unreal Engine EULA that I can't use any Engine content in a game
For clarity, you can't use editor content in your game. Engine content itself is OK. You aren't in violation for shipping the default cube mesh, for instance.
Sounds like a mistake in Landmass perhaps
[2024.08.08-07.08.04:450][ 0]LogCook: Warning: Unable to find package for cooking /Non/Existing/Map. Instigator: { StartupSoftObjectPath }.
From reading the cooker code a bit, I think this occurs when there's a soft object reference somewhere that points to /Non/Existing/Map. I've tried blueprint searches and project-wide text searches but no dice. Is there any good way to track down this reference?
I had an annoying issue that cropped up during the UE 5.4 upgrade where Bink media would fail to cook with
Error: UAT: LogBinkMoviePlayer: Error: UBinkMediaPlayer::Open: Failed! BinkPluginOpen failed. Invalid bnk
But then on a subsequent incremental cook the issue was missed by the cooker, allowing it to succeed.... Then, the Bink video played just fine in the packaged game, standalone and in the editor.
It turns out that sometimes Unreal may set an absolute path on the Bink Media Player uasset. The video would work just fine in the packaged build on my machine but definitely not on actual player's machines.
This can be hard to detect because the Bink Media Player edit window doesn't show the associated .bk2 file path, but you can actually use the Property Matrix view to see this information:
If you use the "File or URL" picker in the editor details for the asset and pick it again from within your Content folder, it gets turned into a relative path to avoid such weirdnesses
Thank you, that clarified a little bit 👍
to package for Mac, you need access to a Mac
no cross-compiling here
just get yourself a second hand Mac Mini and connect that to your CI
though when deciding on making a native Mac port, really ask yourself if it's worth it lol
Why are there 2 places in the Project Launcher to set the build configuration to Debug/Development/Shipping? And do they both matter?
Hi, not sure if this has any effect or not, but for some reason even though I specify that I only want to support Windows as a target platform, everytime I restart the editor, it automatically adds:
"TargetPlatforms": [
"Windows",
"Android",
"IOS",
"Linux",
"Mac"
],
to my .uproject file.
Does this matter? Is there a way to fix it?
It doesn't really matter
For packaging, do most folks use the Unreal interface or do you make batch files that call RunUAT.bat with parameters?
bat for the win. Editor is for working, not packaging : P
Optimally have a dedicated build machine so you don't have to twiddle fingers while you are waiting for the packaging to complete
P.S. The next level is to set up CI ( Continuous Integration ) tooling like Jenkins, TeamCity or UGS - but that's a story for #automation
Ya, that's where I'm aiming to go longer term, but trying to get things packaging baseline.
I pulled up a nearly empty project and I'm hitting package failures. I'm wondering if I don't have something installed that I need
Ahh, I found the cook log buried in the Cook error
And that's giving me actually helpful errors to look into
Perhaps resaving the affected assets?
Hey does anyone know why I get these errors every time I cook my project?
LogOutputDevice: Error: Ensure condition failed: CurrentTransaction [File:D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorTransaction.cpp] [Line: 1783]
LogOutputDevice: Error: Ensure condition failed: Pin->LinkedTo.Contains(ReferencingPin) || GEditor->Trans->IsObjectTransacting(Pin->GetOwningNode()) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 1855]
Endless stream of this error. The packaging hasn't stopped but little else is happening other than repeating of this
PackagingResults: Error: Failed to generate compressed animation data for AnimSequence /Game/_2_D3/Trailer_4June/Open/CHAR/ANAND/ANAND_Anim.ANAND_Anim with compression scheme AnimBoneCompressionSettings /ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSettings for target platform Windows
PackagingResults: Warning: Num Bone Tracks: 54
Is it better to cancel and look into the error and then retry OR this will get resolved?
Cancel...
I guess I would clean out Intermediate + Binaries and retry, if you have no idea why that would happen, but looking at the asset in question a bit closer may be needed
cancelled. I guess I'll try to reimport and see. This was an old animation
Is there a way to include the Asset Directories and Non-Asset Directories to Cook in the Project Launcher while making a shipping build? Any UAT CLI?
you mean as separate from a dev build, or how?
Adding the option to include the additional Asset Directories from the Project Manager instead of Packaging Settings.
Ah the Project Launcher... I've never really used that, so no clues
Is there a way we can switch preview feature level at runtime using node or code in C++.
anyone know if egs is using any kind of compression for games ? i know steam does, if i package my game without archiving and let steam handle the compression the overall package users download from steam ends being quite a few gb lighter.
UATHelper: Packaging (Windows): E:\UE_5.3\Engine\Source\ThirdParty\libcurl\libcurl.Build.cs: warning: Referenced directory 'E:\UE_5.3\Engine\Source\ThirdParty\libcurl\7.83.1\include' does not exist.
Im assuming this issue Im getting is from a missing visual studio file? am i correct?
show the full output
Think ive fixed it. Needed to update 5.3.1 to 5.3.2
I'm getting a new packaging error in 5.4 from a previous 5.3 BP only project: "project name modifies the values of properties: [ bStrictConformanceMode ]. This is not allowed, as project name has build products in common with UnrealGame." Anyone know what's going on, while I search online for potential solutions? I just updated VS (and yesterday I think repairing VS somehow managed to uninstall silently my launcher and UE installs so that was fun)
Update: solution, after verifying I had the latest MSVC and C++ tools, was to open from 5.4 and convert in place instead of just switching engine versions
Hey, is it possible to have MyCustomConfig : public DeveloperSettings beeing exposed as an editable .ini file in a packaged build?
check
+AllowedConfigFiles=
I think that might be what you are looking for
So how do you change the details of the resulting executable of a packaged game?
The "MyGame.exe" name, and also if you right click and go to properties, the reflected version should be that of your game not UE version?
basically this very same problem from (see screenschots)
https://forums.unrealengine.com/t/how-to-set-the-exe-files-details/382709/2
Epic Developer Community Forums
Hi project.gheist. That’s actually not my exact issue, the issue you linked is about the “description” field in the “general” tab, and that actually has my custom name from the project settings. I’m talking about all the fields on the “details” tab. Here’s an illustration (shoulda added it to begin with, to be honest). Thanks for a speedy r...
Idk, I did try it once, and nothing happened. In a packaged build I only see the GameUserSettings.ini
Yo I need help!
Hey, I'm experiencing an error when packaging a VR that includes, chaos and niagara. The log error is about Capture.xrs failing to load:
UATHelper: Cooking (Windows): LogStreaming: Warning: Failed to read file 'D:/PROJECT/Saved/Capture.xrs' error.
UATHelper: Cooking (Windows): LogXRScribeEmulate: Error: Capture failed to load
Capture.xrs is not in the saved folder, so where do I get it or how to ignore it from loading?
I think it's related to Movie Render Cueue, I enabled and also disabled that and the error is still there.
Can you help please?
LogHttp: Warning: 0000099A89694B00: request failed, libcurl error: 6 (Couldn't resolve host name)
LogHttp: Warning: 0000099A89694B00: 1ibcurl info message cache 0 (Could not resolve host: datarouter.ol.epicgames.com)
LogHttp: Warning: 0000099A89694B00: libcurl info message cache 1 (Closing connection)
LogHttp: Warning: Retry exhausted on https: //datarouter.ol.epicgames.com/datarouter /api/v1/public/data?SessionID=%7BD9FABE93-42CE-
I’m getting this error trying to package my game, anyone can help out?
Fixed it by disabling XRScribe.
This is not an error, nor does it affect the result of packaging. This is the editor (not the cooker) trying to post analytics events. Please share the full log.
Okayy this is it
no it isn't
and that is a photo of a screen
not the full log
that's not even been run until the end because there are packages remaining
Ohhh okay I’m getting it
Running into the same issue. Did you figure out a solution for this?
Not anything other than going with a Steam install script that runs the bundled prereqs installer once and then not worrying more about it. Never got a better solution for making it pick up the DLLs that are bundled with the game unfortunately.
The steamdeck is very much a low prio thing for us and more of a fun experiment for me personally so haven't been able to spend too much time on it
Ah okay! What did your install script look like? Mine doesn’t seem to recognize the registry key properly, so it keeps bringing up the prerequisites installer every time I run the game.
Does this look right to you?
"InstallScript"
{
"Run Process"
{
"UEPrereqSetup"
{
"HasRunKey" "HKEY_LOCAL_MACHINE\\SOFTWARE\\Microsoft\\VisualStudio\\17.0\\VC\\Runtimes\\x64\\Installed"
"process" "%INSTALLDIR%\\Engine\\Extras\\Redist\\en-us\\UEPrereqSetup_x64.exe"
"Command" "/install /quiet /norestart"
"workingdir" "%INSTALLDIR%\\Engine\\Extras\\Redist\\en-us"
"description" "Installing Unreal Engine Prerequisites"
"NoCleanUp" "1"
}
}
}
Hello guys,
I’m super confused in this cooking error
I declare a function in my thirdpesoncharater.h file
And make it exposed to the blueprint,
I can call it on the blueprint and connect pins to it, compile it and play it properly on the editor, but when I do cook it, I get the error
Could not find a function named “function name”
UATHelper: Cooking (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] In use pin <Unnamed> no longer exists on node PrintStupidStuff . Please refresh node or break links to remove pin. from Source: /Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter
UATHelper: Cooking (Windows): LogInit: Display: LogBlueprint: Error: [Compiler] Could not find a function named "PrintStupidStuff" in 'BP_ThirdPersonCharacter_C'.
even though i can compile it and run it in the editor?
Are you using any plugins or more than 1 module?
yes but, other functions that i created before, were working completely fine
tried deleting intermediate + binaries?
i deleted the intermediate and saved folder but it just messed up the project fully and had to do from scratch again
i didnt try with binaries though
saved folder is not on the recommended list of folders to delete when faced with anomalies : intermediate is the usual culprit, but binaries has often helped me as well
worth a try
I think that did the trick, removing both (not just binaries) binaries and intermediate, seems to be cooking fine
thank you!!
good one : )
Sorry I haven't even got to the point of doing an install script yet. I've been having to focus on other stuff so it'll probably be a couple of days before I get around to it
Hi guys! During the build of the target client, the target editor is executed first. Is this normal behavior?
If you're only meant to be building the client, then no.
FORCEINLINE void WINAPI EnterCriticalSection(CRITICAL_SECTION* lpCriticalSection) { EnterCriticalSection((LPCRITICAL_SECTION)lpCriticalSection); }
I'm doing a development editor build with PlayFab but get a MinimalWindowsAPI access violation crash when trying to play the project
with the debugger I get this
UE_NODISCARD_CTOR FScopeLock( FCriticalSection* InSynchObject ) : SynchObject(InSynchObject) { check(SynchObject); SynchObject->Lock(); }
ah, after further digging this seems to be an issue with the current GSDK
Hello, so i am trying to create my server build for linux. When i package i get alot of c++ library errors. I downloaded the cross-compile toolchain from here: https://dev.epicgames.com/documentation/en-us/unreal-engine/linux-development-requirements-for-unreal-engine?application_version=5.3#nativetoolchain Installed but nothing. UATHelper: Packaging (Linux): ld.lld: error: too many errors emitted, stopping now (use --error-limit=0 to see all errors)
UATHelper: Packaging (Linux): clang++: error: linker command failed with exit code 1 (use -v to see invocation)
PackagingResults: Error: undefined symbol: std::_Rb_tree_insert_and_rebalance(bool, std::_Rb_tree_node_base*, std::_Rb_tree_node_base*, std::_Rb_tree_node_base&)
PackagingResults: Error: undefined symbol: std::basic_ios<char, std::char_traits<char>>::clear(std::_Ios_Iostate)
PackagingResults: Error: too many errors emitted, stopping now (use --error-limit=0 to see all errors)
PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)
UATHelper: Packaging (Linux): ld.lld: error: undefined symbol: std::ios_base::Init::Init()
Solved, had some crazy package got pissed off and formated the pc and installed the right stuff.
Epic Games Developer
Required software and recommended hardware for developing Unreal Engine games with Linux.
hey guys im trying to package with ue5.4 for quest 3.
I downloaded and updated every sdk,ndk,jdk which epic recommends, so i set min max sdk version to 33 everywhere where its possible or need to setup.
Every time a iwant to sideload the .apk to the quest (i've tried sidequest and meta dev hub) I get an error saying that the minimum requirement is version 33 and I've only got version 32.
Thats not possible since i hvaent installed it once.
I uninstalled android sutiod and the jdks and re did the whole thing.
Still getting the same error.
Anyone knows what did I miss? I've been at it for 4 hours now.
Also i'm not a complete newby I developed and sideloaded a lot of aps for my quest 2.
can I still use unreal engine 4.27 and compile an apple app using the lastes version of XCode (15.4)?
Hello! I'm trying to package my game for windows, but im getting an error like this:
"UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for 'AndroidAdvertising'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AndroidAdvertising.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for 'AndroidAdvertising'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AndroidAdvertising.build.cs to override."
Can anyone help me fix this? 😄
How can you get / change the active display in a shipped build? I don't see this in the user setting categories
Hit yes it means you are missing a runtime and it'll install it for you
TDS Hero plugin is causing a weird error when packaging for iOS that I'm not quite sure how to fix. 😭
Has anyone encountered this? How can I fix this?
UATHelper: Packaging (IOS): Log file: C:\Users\gmini\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\UBT-SlimeClimb-IOS-Shipping_2_Remote.txt
UATHelper: Packaging (IOS): Expecting to find a type to be declared in a module rules named 'TDSHeros' in MarketplaceRules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
UATHelper: Packaging (IOS): [Remote] Downloading C:\Users\gmini\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\UBT-SlimeClimb-IOS-Shipping_2_Remote.txt
UATHelper: Packaging (IOS): Total execution time: 47.77 seconds
UATHelper: Packaging (IOS): Took 47.895356899999996s to run dotnet.exe, ExitCode=9
UATHelper: Packaging (IOS): UnrealBuildTool failed. See log for more details. (C:\Users\gmini\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\UBT-SlimeClimb-IOS-Shipping_2.txt)
UATHelper: Packaging (IOS): AutomationTool executed for 0h 1m 35s
UATHelper: Packaging (IOS): AutomationTool exiting with ExitCode=9 (9)
UATHelper: Packaging (IOS): BUILD FAILED
PackagingResults: Error: Unknown Error```
Here's what is signifigant for me:
UATHelper: Packaging (IOS): Expecting to find a type to be declared in a module rules named 'TDSHeros' in MarketplaceRules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
Had no issues when packaging for Android, any ideas? 😳
aye nvm got dmed a easy fix https://forums.unrealengine.com/t/ue5-1-expecting-to-find-a-type-to-be-declared-in-a-module-rules-named/741811/8
Epic Developer Community Forums
I too had the same problem when I was testing my plugin that I made. The way to fix it was to move the plugin into the project (ue 5.3.2). It should look roughly like this: YourProject/ ├── Plugins/ │ └── YourPlugin/ │ ├── Binaries/ │ └── ... ├── ... After moving the plugin, the error disappeared and everything worked correctly...
Hello guys, I'm trying to get a binary (Blueprint-only) UE 4.27.2 project to be shipped to MacOS, and I'm successful making a working package, but only on my machine,
I knew that I need to Sign the app and get it notarize by Apple with an Apple Developer account to get it working on other machines without them facing problems,
Does anyone have any instructions on how to get my app notarized? I was only successful signing it with some code with the command-line. but always fails to notarize when uploaded to apple (also through terminal command line)
Hi all. For reasons I have to add the following line to my *.Target.cs file: GlobalDefinitions.Add("FORCE_ANSI_ALLOCATOR=1"); But if I do so I get the following error when packaging (UE5.4 for iOS). Any ideas? This has worked in previous versions. If I don't add this the app crashes in shipping builds. It works without this line in development builds launched on the device.
from UDN, on another issue related to FORCE...:
Do you have P4 access? I believe this fixed by P4 CL 31807575 (JIRA UE-207636), which will be available in UE5.5.
Hi there. Thanks for this 👍 So, essentially I have to either build the engine from source at apply said fix or wait for 5.5 right?
Pretty much. I think getting p4 access from Epic is just a matter of asking, but it is not accessible 'out of the box'
Okay thank you very much for the clarification.
Is there a way to start a packaged client in windowed mode instead of full screen. It starts on my smaller laptop monitor with no way to move it.
I tried getting user settings, setting to windowed, then I can move to another display the problem is when going back to fullscreen the widget buttons positions are way off
I'm having trouble packaging for Android, does anyone know how to resolve this error?
also cross-posting is frowned upon
I'm protyping a multiplayer game with Blueprints in a Client-Server model and I'm having a bit of trouble not packaging a game but packaging it the way I want such that I want certain blueprints to live on the server and not on the client.
I know I can exclude directories which is a partial option but I'd need to exclude a directory per target configuration and leave it in another.
I did see Epic has some guides for doing this by creating a unique build environment. But that seems more involved than I'd like to be considering I plan to expand the blueprints to c++ as I go along which would put me back in a typical build environment.
Also building from the Project launcher seems nearly exactly what I need. I just discovered this minutes ago.
Is there a way to use directory exclusion within the project launcher packaging profiles?
If so...This would give me exactly what I need...I think.
(BP_Logic to request permission to RPC) <---Goes in Client package
(BP_Logic with a client rpc endpoint for the desired function to call (with a check)) <----Goes in Server package
Perhaps somebody will pick up on this, but I suspect #multiplayer area might also know. Since crossposting is not allowed, not sure what is the best style to go about raising this there as well without crossing
How does one go about tagging assets to not be cooked in server builds? Things like animations, materials, textures etc.
Afaik these are automagically cooked if they are depended on
Wouldnt you save yourself some work with the exlusion method if you grouped server only classes in a specific server folder ?
Hello! I'm trying to package a project, but get this error
LogModuleManager: Warning: ModuleManager: Unable to load module '/home/jenkins/UE427P/Engine/Plugins/Online/OnlineFramework/Binaries/Linux/libUE4Editor-LoginFlow.so' because the file couldn't be loaded by the OS.
LogModuleManager: Warning: ModuleManager: Unable to load module '/home/jenkins/UE427P/Engine/Plugins/Online/OnlineFramework/Binaries/Linux/libUE4Editor-LoginFlow.so' because the file couldn't be loaded by the OS.
Message dialog closed, result: Ok, title: Message, text: Plugin 'OnlineFramework' failed to load because module 'LoginFlow' could not be loaded. There may be an operating system error or the module may not be properly set up.
For some reason when my project gets compiled (c++ project + git version of UE427) this module does not, however, it is referenced in the module chain. How do I fix it?
I just checked and the file is there, so I do not really understand, why I get such an error.
Thanks for the reply. I had asked this in blueprints initially because that's what I'm working with.
They said ask here. So I posed the question here because I didn't even know this channel existed.
I was on my way to work when I posted this.
Also I don't think this counts as cross-posting I think it's more of spam thing.
Example: I ask this same question in: Blueprints, Packaging, Multiplayer, General, all at the same time.
Because if it were the other way it would be wildly ineffective to have a discord at all.
Yes, that is indeed exactly what I want but...I still need to package those assets.
So I have to chuck all that stuff in a folder or it's own heirarchy. Which is fine.
But then I'd have to go alter that directory every time I go to package the server.
Again I didn't get a chance to reply as I was literally typing the last words while grabbing my keys.
But I found this video about BP compilation. I was wondering I think if I package my game through the Project launcher...I think. I hope...
I can exclude that directory with options passed to the UAT. Exclusion is the right idea but I need it per build target and not per platform.
I don't know what command line arguments I can use though...
Does anyone know a resource for list of command line arguments?
or just a more comprehensive explanation of UAT?
I think....this is really the way to go about this.
check the pins, 1st entry, botman docs
Checking this now.
Guys, i wanna make a build 4.25 and packaging kicks me to website? do you know why it doesnt make a build instead?
to what website? be specific
How reversable is packaging? I'm thinking from a security standpoint, if I give someone a packaged build of my game, how difficult is it to go from that back to an uncompiled project?
Unreal has some pak tools with which you can dig into stuff, and I'm sure proper hackers could decompile stuff a bit, but to get an actual working .uproject that would run in editor sounds unlikely
Depends what the aim of the decompiling is.
Getting the original project ready to change the name, compile and release your game? Not gonna happen. If you mean to steal/reverse engineer your code and assets, that's a little more likely.
And no amount of encryption is going to help.
Hi. Where can the docs/arguments for BuildCookRun be found ? calling it from RunUAT.bat with -Help wont get me the intel.
Try the pinned link. Not sure if there's any proper docs on that beyond the source code
Im trying to package a game but it keeps showing me this error
So did you install VS with the required toolchains and workloads?
i have visual studio but i dont know how to install the required toolchains and workloads
Epic Games Developer
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine
thx
hi, when i'm trying to package my game for Server target I get this error.
UATHelper: Packaging (Windows): Log file: C:\Users\ebzbullieverse.T7x\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-GameliftDocServer-Win64-Development.txt
UATHelper: Packaging (Windows): Using 'git status' to determine working set for adaptive non-unity build (C:\UE5.3\UnrealEngine).
UATHelper: Packaging (Windows): Creating makefile for GameliftDocServer (no existing makefile)
UATHelper: Packaging (Windows): Total execution time: 35.21 seconds
UATHelper: Packaging (Windows): Server targets are not currently supported from this engine distribution.
UATHelper: Packaging (Windows): Took 35.36s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\ebzbullieverse.T7x\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-GameliftDocServer-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 38s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
the packaging is working fine for the client one. no problem
this is the setting i'm trying to package
Hello where do ask help for on how to modify your actual game in Unreal Engine 5.4.3
??
what?
Help me to solve the problem, SideQuest error when installing the build on Quest2
App_universal.apk: /data/local/tmp/_stream.apk could not be installed [INSTALL_PARSE_FAILED_NO_CERTIFICATES: Failed collecting certificates for /data/app/vmdl842980807.tmp/base.apk: Package /data/app/vmdl842980807.tmp/base.apk has no certificates at entry AndroidManifest.xml].
Hello
When I launch tools -> fill DDC -> all levels into switchboard I have this error :
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
UnrealEditor_Landscape!ULandscapeInfo::UpdateAddCollision() [D:\build++UE5\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeCollision.cpp:2682]
UnrealEditor_Landscape!ULandscapeInfo::UpdateAllAddCollisions() [D:\build++UE5\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeCollision.cpp:2587]
UnrealEditor_Landscape!ULandscapeInfo::RegisterActor() [D:\build++UE5\Sync\Engine\Source\Runtime\Landscape\Private\Landscape.cpp:5710]
UnrealEditor_Landscape!ALandscapeProxy::CreateLandscapeInfo() [D:\build++UE5\Sync\Engine\Source\Runtime\Landscape\Private\Landscape.cpp:1739]
UnrealEditor_Landscape!ALandscapeProxy::PostRegisterAllComponents() [D:\build++UE5\Sync\Engine\Source\Runtime\Landscape\Private\Landscape.cpp:2714]
UnrealEditor_Landscape!ALandscape::PostRegisterAllComponents() [D:\build++UE5\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeEdit.cpp:5055]
UnrealEditor_Engine!AActor::IncrementalRegisterComponents() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:5495]
UnrealEditor_Engine!AActor::RegisterAllComponents() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:5371]
UnrealEditor_PCG!APCGWorldActor::BeginCacheForCookedPlatformData() [D:\build++UE5\Sync\Engine\Plugins\PCG\Source\PCG\Private\PCGWorldActor.cpp:103]
UnrealEditor_UnrealEd!UDerivedDataCacheCommandlet::CacheLoadedPackages()
Idem with cmd : UnrealEditor.exe "name.uproject" -run=DerivedDataCache -fill -DDC=CreatePak -log
Any idea ?
Hello guys! Anyone know how to distribute Easy anti-cheat installer to users and automate install him?
I would have presumed it is tightly integrated with the packaged build of your game
if i run from steam on computer without eac i got this screen
so did you add an install script for it?
After cooked ddc
I want to Run Game with or without cook ddc in Game mode without compilation (build) ?
Witch cmd : -Game -ddc=readonly -ddc=noshared -ddc=nobuild ?
https://dev.epicgames.com/documentation/en-us/unreal-engine/using-derived-data-cache-in-unreal-engine?application_version=5.4
Any idea ?
Epic Games Developer
Learn about caching data to save your team's time and disk space.
Anyone know why my game would crash on startup when I run the exe after building in UE 5.4 with the below errror?
[2024.08.28-16.03.09:697][ 0]LogWindows: Error: appError called: Assertion failed: ArrayNum >= 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\ArrayView.h] [Line: 251]
It runs fine in editor? Are my build flags wrong?
Here is my build scripts and log files.
@echo off
SET UE5dir=C:\Program Files\Epic Games
SET SVNdir=D:\Svn\NonNobisGames
SET OUTdir=C:\temp
SET engineVersion=UE_5.4
SET branch=trunk
SET label=local
SET ClientConfig=Development
:: This will compile the game using the same build settings as if you were doing it from the editor
"%UE5dir%\%engineVersion%\Engine\Build\BatchFiles\RunUAT.bat" -ScriptsForProject="%SVNdir%\%branch%\Dirge\Dirge.uproject" BuildCookRun -project="%SVNdir%\%branch%\Dirge\Dirge.uproject" -noP4 -clientconfig=%ClientConfig% -serverconfig=%ClientConfig% -nocompile -nocompileeditor -installed -unrealexe="%UE5dir%\%engineVersion%\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -utf8output -platform=Win64 -build -cook -ddc=InstalledDerivedDataBackendGraph -pak -iostore -makebinaryconfig -distribution -compressed -stage -archive -archivedirectory="%OUTdir%\%label%"`
Hello all! I have a packaging issue:
- Unreal 5.4
- Meta Quest 3
- Android Shipping Build settings
- Vulkan
Intent:
- I have an image source .PNG sequence that plays via the media player after a button on-click event
- Images have an alpha channel, and material mode is set to masked
- Plays on a 3D Menu component via a widget BP through Open Source > Play
- .PNG sequence is NOT added as assets, but exists in my local content directory, and pathed correctly to the Img Source file
- It has no proxy
- It loads and plays correctly in the VR preview, through the headset
Issue:
- Packaging and deploying to MQ3
- No errors or warnings
- Logs confirm packaging the sequence
- Result:
- Upon testing the sequence in-game, the image appears completely black inside the image container
- Expectation:
- Image shows and plays image sequence with alpha transparency```
Tried just about everything I could think of, but certainly open to ideas/suggestions.
Oh and this has worked in previous test builds, but has just recently stopped working.
There's a way to add folders to the packaging process. You don't want the images imported and packaged, right? You want them to stay pngs?
Do they get transferred to the packaged build?
@mystic atlas Yeah in the packaging settings you can tell it what directories to cook directly.
I think the images need to be packaged for it to work, but am not 100% certain.
Yes they get transferred, confirmed in the cooking logs.
But this isn't a cook thing if they are just pngs.
Did you import the images into the editor and use them from that?
Or did you use them directly as pngs?
Directly, as I can't use .MP4 with transparency, hence why I chose a .PNG sequence as an img source asset.
Then it's not going to cook them because they aren't uassets.
Ah so I should import them as assets?
I don't think you have to. There should be an option to package them. Like a "add extra directories to package" or something.
I don't know the specifics. I would try copying them over manually - or evne just checking if they are in your packaged build.
That's the one. Already added, I see?
Yep, and they do get added to the project, but they don't display at runtime
Documentation says you don't need to have them directly as uasset files, but maybe that's outdated.
If they work in the editor, it should work in a packaged build. Probably.
It might be that it's failing to load them because fo a path issue?
ahhh perhaps an absolute path?
Have you debugged it to see the path it tries to resolve the pngs to?
For the project or at run-time in the headset?
At run-time.
Nope, but will try that right now
It defaults to verbose and goes absolutely nuts lol
Lol
Hmm looking at MQDH logs, I can't even see it mentioned
Might be looking at the wrong debug console though, this is the most in-depth I've gone with ADB debugging
Can you run it without the quest?
im getting failed builds, what version of VS should I have for ue5.3.2 builds ?
if the msvc version was wrong it would tell you with an error, but you have shared no errors so I will just paste this documentation and go away...
Sorry, had to make dinner.
You mean through the VR preview?
At least 2022, with no other info there's not much else to help with.
thx, i just needed to update VS and it packaged fine
Glad to hear, best of luck with your project!
No? what is it? where i can get him )
I just mean on something you can run visual studio on and debug it properly. I'm not sure how to do that properly on a remote android os.
Yes, if you want to install something prior to running the game then that's exactly what an install script is for. It'll run the installer when the user runs the game for the first time
Oh I can try Rider, but unsure if you can do it through the headset. MQDH has a debug, but it's not showing any relevant messages.
I even had another dev friend look at it with me, he's lost as well lol
If you're waiting for "messages" then that's not the kind of debug I mean...
Perhaps I used the wrong term, but in the logs it doesn't show any relevant events(?)
Ah I think I have a new path forward. Apparently Electra does not support Image Sequences, and I recently turned that plugin on to use for other videos.
Found it! It's complaining about not being able to play on the available media players
Checking logs is a form of debugging, but I meant actually attaching to the process and debugging the code directly. 🙂
If you turn electra off, does it work?
Ahh I gotcha, yeah I used Rider to find it
It does not, but I feel like this is where the solution lies
Finding a player that supports image sequences is the way forward I think.
Yessir, though it's strange. This has worked with the AndroidMediaPlayer before, but even when I turn Electra off and specifically designate it in the imgsrc file, it doesn't work
I would like to have different engine settings by configuration. For example: 'vr.InstancedStereo=False' when in the editor, and true otherwise.
Note: In my case my custom configurations (via full source engine build) are: Client, Editor and Server
The config.ini files should allow you to do things on a per platform/configuration basis. Have you tried adding that to Config/DefaultEditor.ini ?
'vr.InstancedStereo=False' in already set in Config/DefaultEngine.ini
If I also set it in Config/DefaultEditor.ini will that overwrite (or take precedence) when I'm in the editor? That's easy enough to test I suppose.
I have another setting that I want to turn off for just my server build. But the client and server builds share the same ini files.
Pretty sure you should be able to separate things out as needed for most configurations. ConfigHierarchy.ini might give clues
Thanks for the tips, I'll dig around and report back
When making a plugin, how do you exclude assets or folders from builds (I want certain assets/folders to be available in the editor only)?
All I can think of is this setting in project settings
But it would feel kinda hacky to make a script append folders to that on plugin activation lol
It should only package things that are referenced.
Though I'm not sure if that applies to plugin content. But I think it does.
It does
Hi guys, i am trying to package an app for Quest 3 on Unreal 5.4.2, and when start to cook the project the process fail, this is the log of the problem, the project settings are right, because work and package nicely on other PCs
UnauthorizedAccessException: Access to the path 'C:\Program Files\UE_5.4.2\Windows\Engine\Programs\AutomationTool\Saved\Cook-2024.08.30-10.42.25.txt' is denied.
I wonder what that is on about
But how i change this, because i uncheck the "read only" option an nothing change
it's a pretty unusual error, I am afraid I have no clues. Perhaps try classic "delete Binaries + Intermediate, regenerate solution"?
We try here run the UnrealEditor as admin, and open the project through the Unreal Editor and aparently work, but if i try to run through the .uproject the problem return, so for a time i will open through the editor. so thnaks for the help!
Hi guys, I have a question. I installed source version 5.3.0 and now I wanted to install 5.3.2 but I get these errors about a smart pointer. What could it be? Thanks
I have all the SDKs, and the memory does not fill up when compiling, I don't know what it could be.
I'm compiling it on another disk, not on the main one, just like version 5.3.0
Im packaging and i am encountering a build error but i cant find where it is. or how to fix it
Shipping build?
Ah. Yes it is. Just saw that in the top. @ebon oracle Your issue is that you didn't wrap those editor only functions in a #if WITH_EDITOR preprocessor macro.
damn i didnt think i had to but now its packaging, thanks
Back again! This time it's an error with 5.4.4 not able to read certain Java symbols when I am trying to deploy the APK for packaging, and here is what I have (see attached)
I can get this to work just fine on 5.4.3, but something in the new hotfix has changed. Any insight is appreciated!
Having the same sort of issue for andoid packaging, different failure spot
UATHelper: Packaging (Android (ASTC)): Fixing minSdkVersion; NDK level is 33 which is above minSdkVersion 26.
UATHelper: Packaging (Android (ASTC)): Fixing targetSdkVersion; minSdkVersion is 33 which is above targetSdkVersion 30.
UATHelper: Packaging (Android (ASTC)): Fixing minSdkVersion; NDK level is 33 which is above minSdkVersion 26.
UATHelper: Packaging (Android (ASTC)): Fixing targetSdkVersion; minSdkVersion is 33 which is above targetSdkVersion 30.
...
UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\unreal\GameActivity.java:731: error: cannot find symbol
UATHelper: Packaging (Android (ASTC)): > Task :app:compileDebugJavaWithJavac
UATHelper: Packaging (Android (ASTC)): activityContext.runOnUiThread(new Runnable()
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): symbol: method runOnUiThread(<anonymous Runnable>)
UATHelper: Packaging (Android (ASTC)): location: variable activityContext of type ContextWrapper
UATHelper: Packaging (Android (ASTC)): Note: Some input files use or override a deprecated API.
UATHelper: Packaging (Android (ASTC)): Note: Recompile with -Xlint:deprecation for details.
UATHelper: Packaging (Android (ASTC)): 1 error
UATHelper: Packaging (Android (ASTC)): > Task :app:compileDebugJavaWithJavac FAILED
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): Execution failed for task ':app:compileDebugJavaWithJavac'.
UATHelper: Packaging (Android (ASTC)): > Compilation failed; see the compiler error output for details.
UATHelper: Packaging (Android (ASTC)): * Try:
UATHelper: Packaging (Android (ASTC)): > Run with --stacktrace option to get the stack trace.
UATHelper: Packaging (Android (ASTC)): 54 actionable tasks: 54 executed
UATHelper: Packaging (Android (ASTC)): > Run with --info or --debug option to get more log output.
UATHelper: Packaging (Android (ASTC)): > Run with --scan to get full insights.
UATHelper: Packaging (Android (ASTC)): * Get more help at https://help.gradle.org
UATHelper: Packaging (Android (ASTC)): BUILD FAILED in 29s
Seems like some in engine SDK java code is not updated?
Which JAVA_HOME environment are you using?
jbr from android studio? Unless your not referring to the env variable's path?
I am using Flamingo if that helps
Greetings folks. I am using UE 5.3.2 and I get a packaging error "AutomationTool exiting with ExitCode=25" followed by "Unknown Cook Failure". I attached my output log in this message in case someone wants to go over it, but other than 9 warnings from unused workshop content, I get an error that states:
LoadErrors: Error: /Game/Interactables/TestDoor/BP_TEST_DOOR : Failed import for Blueprint /Game/Interactables/BP_TEST_DOOR.BP_TEST_DOOR
I do not have such item in my /Game/Interactables folder, nor is it anywhere further down the path in /TestDoor. This item was deleted months ago and is not being referenced anywhere in the game. Any help?
It's referenced by something.
Other than manually going through every single blueprint by hand, is there a way for me to find it or not really?
Go to your content browser, enable the redirector filter and see if anything pops up.
There's a reference viewer, though I'm not sure you can just put any old reference into it.
Oh there is a redirector in /TestDoor to it. What do I do with that?
Can I just delete that or are there consequences?
If you delete it, it will pop up a box listing the references.
I can't even delete it, I can only "fix up" the thing. Or edit or rename.
I fixed it. It's vanished. But hope that fixes the building error.
It's cooking...
Good luck.
I would like to thank you for your guidance, great sage of unreal ways.
I'm a wizard, not a sage! 🙂
My bad, o great wizard.
😂
this is strange, I have a server build both dev and shipping that I can run and connect to on a host. I wanted to do some testing locally but when I run the executable with -log it doesn't give any errors but doesn't start either. Anyway to debug this?
You can add the exe to your solution as an external project and then start it with debugging (the one in teh binaries folder!)
heyo - having multiple disasters shipping for mac - running 5.3.2 off my macbook pro, but running into the same two issues each time I try to ship - first is a missing manifesto.xml - second issue is xcode not working? manually installed 14.1 - though would most recent version work too?
thanks!
so guys I have a question, where can I find documentation for UnrealPak.exe and especially what compression formats it supports?
UnrealPak.exe is used when packaging stuff with UnrealEngine 5.3 right?
I did a sample project and thought I would be able to find more info on compression methods supported, I thought there would be like a dropdown menu somewhere, but apparently you can write in anything in the world
this is what it looks stock for me
and its so weird, cuz theres no dropdown menu, you can literally input anything you want
my compression method is officially Cheeseburger
okay you can hover your mouse over it but it still doesnt say what alternatives you can pick
Sorry, went to bed early lol
I am referring your EV path to choose the java directory.
As I am pretty sure you need to tell it the Java 17 path which is different from the AS default path
(Java 17.0.10)
@rancid ore I am just going back to 5.4.3 as I can't figure it out at this time. I think either Meta has to update their SDK to 34, or Epic needs to fix legacy deployment, as I think the new change for the google play store is causing issues.
That's the thing I thought the 5.4.4 update was supposed to be because of the mandatory Google Play store updates coming at the end of August
Sounds like they forgot to check against Android first
Went back to 5.4.3, working perfectly now
so definitely something they did
can someone help me?
anyone encounter this when cross compiling a linux server? 'Microsoft/AllowMicrosoftPlatformTypesPrivate.h'
not found?
well I wouldn't expect that to work on Linux either
but you're sharing basically no info
I was including this in my main menu for display switching which obviously won't exist on linux let alone a dedi server.
#include "Windows/AllowWindowsPlatformTypes.h"
clang is really picky, lots of indentation issues it picks up as errors. I'm assuming widget and windowing stuff gets automatically stripped out on Win64 server builds
how can i fix UMGEditor.lib error
he is not founds UMGEditor.lib file
what can i do
Just because it doesn't get used doesn't mean it doesn't get compiled. If it's in the game module, it gets compiled
You should be at the very minimum using platform defs and stubbing things out on unsupported platforms
fair enough, really I forgot I had the display stuff in there
What relic of an engine version is this? You can't include editor libraries in a packaged build and more recent engine versions generate a more specific error in this case
relic? 5.3.2 from source. oh nvm 😅
Even for fun why would you use an engine build several years old
idk
6 years old
however how can i fix
Don't include editor libraries in a packaged build?
wdym by that
Your game module probably adds UMGEditor as a dependency
Either a) don't do that, or b) make it do it if it's an editor build only
in build cs?
let me send my build cs file
public class EscapeDonPollo : ModuleRules
{
public EscapeDonPollo(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(new string[] { });
PrivateIncludePaths.AddRange(new string[] { });
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"UMG",
"MediaAssets",
"AIModule",
"CableComponent"
});
if (UEBuildConfiguration.bBuildEditor)
{
PublicDependencyModuleNames.AddRange(new string[] { "UMGEditor" });
}
if (Target.Type == TargetRules.TargetType.Editor)
{
PrivateDependencyModuleNames.Add("UnrealEd");
}
PrivateDependencyModuleNames.AddRange(new string[] { });
DynamicallyLoadedModuleNames.AddRange(new string[] { });
}
}```
Hmm, if you actually used a contemporary version of the engine it'll tell you the dependency chain
It's probably through uproject instead
Such a weird handicap to use a version of the engine from May 2017
tbh new c++ compiling system is heavy min he takes 10 min to compile
in this build i think it takes 5 min
bu in my first cpp project i created c++ character and he took 10 min to compile there is only a cpp thing is character player tooo
yeah tht doesn't sound right
"FileVersion": 3,
"EngineAssociation": "4.16",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "EscapeDonPollo",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine",
"UMGEditor",
"UMG",
"CoreUObject",
"CableComponent"
]
}
]
}```
this is the uproject
should i delete UMGEditor
UMGEditor listed under AdditionalDependencies is the issue
Please use a more recent engine version
It actually detects this issue with more useful information
i think its problem of i installed unreal engine in g: storage if i install the c:\ storage its gonna compile fast i think
ok i fixed problem
lol
just deleting by UMGEditoe
why adds that too
Getting this issue when making a Shipping build. I have verified that none of my plugins are including UnrealEdMessages as a build dependency. I do have one functional test, which I saw mentioned at least once from another person in here who had the same issue (but a different module)
How do I figure out what the source of this is?
I am using an installed build of the engine that I built from source
Update: definitely appears to be the functional tests. That error went away when I disabled them. Now getting a bunch of errors regarding some custom stats though. I thought these didn't need to be wrapped with any kind of #if !SHIPPING or something and that they would automatically just be compiled out of shipping builds
Update: it looks like that is the case, unless you are manually constructing stat names and then calling FDynamicStats::CreateStatId
Any idea what causing this error during packaging?
are there any good articles/yt videos with tips and tricks and advises how to set up packaging for a project to make it fast and stable and nice looking? I mean currently my packaging knowledge is just "choose build configuration and OS and lesgo" but obviously there are dozens of parameters in packaging settings but I'd prefer a quick overview material rather that reading tons of epic's docs
https://youtu.be/eWIYbJz8ovU?si=KNAlOnqNOWTP7r2F
maybe this can help
Hi guys, in this video we will look at a few ways to reduce the size of the packaged game in Unreal Engine 5. The size of the final executable of your game can be quite large. However, with the default settings there are many unnecessary files which can be removed to reduce the overall size of the game.
======== Donations ========
https://www.p...
Hey guys, I am trying to setup Unreal for development, I have been following this guide: https://dev.epicgames.com/community/learning/tutorials/y4vB/unreal-engine-5-4-x-for-meta-quest-vr, I have reached the "Build Quest APK" step, and I got some errors while packaging, the errors look like this one:
UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\unreal\BatteryReceiver.java:88: error: cannot find symbol
UATHelper: Packaging (Android (ASTC)): activity.registerReceiver(receiver, filter, Context.RECEIVER_EXPORTED);
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): symbol: variable RECEIVER_EXPORTED
UATHelper: Packaging (Android (ASTC)): location: class Context
Does anyone know how to resolve this?
I have to say that I had to download additional Android binaries through the Epic Games launcher, before going over this Build Quest APK step.
@zenith oracle are you on 5.4.4?
Yes
Something they updated in the latest broke how Java SDK is being read. Me and another person above ran into the same issue when deploying apps for android, and at this time I haven't found anything that can work. My best suggestion is either go back to 5.3.2 or 5.4.3, as then it should work no problem.
Until Epic or Meta resolves it
Are you currently on 5.4.3 or 5.3.2?
I will try 5.3.2 as I don't have the option to download 5.4.3 from the epic games launcher, I assume you can only build it from source?
Correct. It's a pain, but if you're dead set on using 5.4 (which has some patches for the MetaXR passthrough that are not resolved in 5.3) that's the only way I was able to do it.
I am a beginner so I guess I don't need the patches 😆 , thanks for the information, I will try 5.3.2
We all start somewhere. Best of luck and hope it helps!
Hey all, currently having issues with Quest 3 packaging. We've setup the full experience in unreal 5.4 and it runs smooth on pc, below are the issues we're running with Android ASTC package
- decals are fully emissive, slide on screen/geos
- seeing patches of black pixels through out the experience
- Lighting is quite different from what we see on pc
package settings
android 32
ndk 25
Meta XR project setup
all rules for quest 3 are greenlit
was wondering if anyone here has had successful quest 3 packaging experience?
Gonna need a lot more details than that.
First real question is the VR preview set to Vulkan or Windows?
Okay, and are you using 5.4.4 or 5.4.3?
switched to 5.4.4
See the conversation I had directly above for that answer
also how do I make sure it's still vulkan and not windows?
But the other things like different lighting and stuff I can help with
was reading that right now actually
can DM me so we don't dominate the channel
yes ofcourse
why does unreal only provide a MOV when you need MP4 for startup movies 😑
https://www.unrealengine.com/en-US/branding
pretty trivial to convert, and there is bink as well
@zenith oracle @mystic atlas @rancid ore - Update! Thanks to some insight from @faint pendant , I figured out a fix for that java error:
- Install Java 17.0.6 (uninstalling .0.10 if you have that)
- In the Android SDK, set the SDK API level, set it to "latest"
- Set the NDK to android-25 (if you haven't)
- Do a build, and it should work!
Yeah Im still running into the issue
UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\unreal\GameActivity.java:729: error: cannot find symbol
UATHelper: Packaging (Android (ASTC)): activityContext.runOnUiThread(new Runnable()
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): symbol: method runOnUiThread(<anonymous Runnable>)
UATHelper: Packaging (Android (ASTC)): location: variable activityContext of type ContextWrapper
UATHelper: Packaging (Android (ASTC)): Note: Some input files use or override a deprecated API.
UATHelper: Packaging (Android (ASTC)): Note: Recompile with -Xlint:deprecation for details.
UATHelper: Packaging (Android (ASTC)): 1 error
UATHelper: Packaging (Android (ASTC)): > Task :app:compileReleaseJavaWithJavac FAILED
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): Execution failed for task ':app:compileReleaseJavaWithJavac'.
UATHelper: Packaging (Android (ASTC)): > Compilation failed; see the compiler error output for details.
UATHelper: Packaging (Android (ASTC)): * Try:
UATHelper: Packaging (Android (ASTC)): > Run with --stacktrace option to get the stack trace.
UATHelper: Packaging (Android (ASTC)): > Run with --info or --debug option to get more log output.
UATHelper: Packaging (Android (ASTC)): > Run with --scan to get full insights.
UATHelper: Packaging (Android (ASTC)): * Get more help at https://help.gradle.org
UATHelper: Packaging (Android (ASTC)): 70 actionable tasks: 70 executed
UATHelper: Packaging (Android (ASTC)): BUILD FAILED in 30s
Confirmed its 17.0.6
not an expert but this setting works on my end both sdk and target need to be set to 32, as well. changing them to anyother number failed my packaging process
Hi there! This is a long time ago now for you! But I'm having the same issue at the moment, and having trouble finding any solutions online, how did you resolve this in the end?
@hot oyster switching to 5.3.2 worked, basically same setup I tried on 5.4.4
Question:
Why are your Android SDK and NDK paths not set?
Awesome, glad it worked.
I had set them using the environment path. I tested with directly setting them and it still failed(same error)
Currently not home at computer so it may be a little bit before I can test any other suggestions though. Thanks for helping on this 🙂
Ideally it should be both, but I would double check that they both point to the same directories
Hi everyone! I have actually problems in packaging. I'll be really happy if I can get some help.
Problem: I upgraded my project 5.3 to 5.4 and I couldn't get any builds. I encountered a lot of problems, and I solved many of them, but I cannot determine what caused this situation and I cannot solve it. I am sharing the error I encountered in the attachment.
Also these are another error messages :
OodleDataCompression: Display: Oodle: OODLE ERROR : corruption : bad literals
** OodleDataCompression: Display: Oodle: OODLE ERROR : LZ corruption : DecodeOneQuantum fail! **
** OodleDataCompression: Display: Oodle: OODLE ERROR : LZ corruption : OodleLZ_Decompress failed (0 != 262144) **
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UPDATE 1: With @mystic atlas and @winged moss help, I am currently debugging the process. I attached my ide with UnrealEditor-Cmd and I finally found out the map which causing that error. Now I am currently doing this process to find out what is the real issue "Project Settings -> Engine -> Cooker -> Cooker Progress Display Mode to Instigators and Names (and Count) to get a log"
UPDATE 2: I debugged the process and found out one of my assets corrupted in my map. So I exclude the map from packaging now it is packaging safely. Thanks for all help.
The oodle error is related to texture compression. One of your texture assets may be corrupt.
And that looks suspiciously like a corruption. Or a random nullptr somewhere. It may even have caused the oodle error.
Though these are just guesses.
You'd know more if you attached a debugger and debugged it 🙂
Is this the same process like attach debugger to exe ? Or you mean open ide and leave debug mark on that line ? 🙂
Start the editor with an IDE and put a breakpoint on that line, yes 🙂
Though maybe it's starting a separate process to package? Idk.
Okay I will try it now 🙂 I hope I can find proper things to debug. I will update the info
I tried it and I found out that it is seperate process. So now I have to find it and attach.
you attach to UnrealEditor-Cmd in that case
also did you clear out deriveddatacache and intermediate when you upgraded?
@distant orbit forgot to write it as a reply
Yeah I already did that and thank your for the reply. Now I will try again with editor-cmd. But I can delete again DDC and interm again if you want ?
If you've already done it post-upgrade then you shouldn't need to do it again
however the most a breakpoint is gonna tell you is which texture it is
there is also:
Set Project Settings -> Engine -> Cooker -> Cooker Progress Display Mode to Instigators and Names (and Count) to get a log for when each package starts getting cooked, while also showing the Instigator, i.e. the reason why that asset is being included into the cook. Helps a lot when you get cook errors that don't show you which package they originate from.
Thank you for your help, I also updated the post. Will update more when I have news.
Am I doing something wrong here? I am using StructUtils in my project for both Blueprint & C++, however whenever I package a build it gives me this warning:
PackagingResults: Warning: [AssetLog] D:\[path to a blueprint actor containing a GetInstancedStructValue node].uasset: VerifyImport: Failed to find script package for import object 'Package /Script/StructUtilsNodes'
then the reported actor does not work in the build and in editor the GetInstancedStructValue node is actually missing from my blueprints resulting in broken graphs.
I have the StructUtils plugin active and included in my build.cs so I am a bit lost at this stage.
PiE works normal, as expected, only problems are in the packaging process, hence why I am here.
I tried including StructUtilNodes in my Build.cs but it seems to be an Editor Only module and I don't have any editor modules.
If you are trying to use something that is editor only in packaged build, it will indeed fail. Assuming this is indeed meant to be editor only stuff, you should put it in a EditorWidgetBlueprint, for example. If you want to be using the stuff in a packaged build, you may have to reconsider your approach
It was my understanding that Instanced Structs were not editor only, and nothing about the BP node itself says it is editor only. The only reason I tried to include the StructUtilNodes module was "random bullshit go" to see what worked.
if I can only use them in c++ it is not the end of the world, but a real pain that will see a lot of bits rejiggered T_T
Not really familiar with the area. Took a quick peek at the source and couldn't really see it being editor only, hmm. Experimental plugin right?
classic 😅 🔫
I was originally in 5.2 but just moved up to 5.4 in case it was the immaturity of the plugin since it was only introduced in 5.2. Wheeeee
If I am not mistaken there are project settings for dedicated server override classes available in-editor. Assuming you are doing a dedicated server.
Also, do you still need a build from source to do dedicated servers? It has been a while for me sorry.
( I've never had to do this, but it looks solid ) : https://unrealcommunity.wiki/debugging-a-packaged-build-o9c2ta8f
Launching From Visual Studio
-waitfordebugger also works as a first step, -basedir is useful when the game crashes before that is reached
then you'll have to use -basedir
Hi there, No issues at all with Window Platform, but having an issue with packaging UE5. 1 project for Android. I found Java folder Under Programme files, JDK... Copied Location and did paste but with no luck. Created JAVA_HOME variable in my environment... Still no luck...
Your help is much appreciated, thanks
Definitely something wrong still with your sdk/ndk setups. That said, if you are planning on publishing on Google Play, you absolutely need to get on 5.4.4, as the sdk 34 requirements are all in there. ( or if you are on a source fork, get the needed changes )
Regardless, go through the setup docs very carefully step by step and you should be ok
Thanks, Karma... I am an absolute beginner for Android in terms of packaging... Can I have the setup docs link to follow along, please? Thanks
Thank you so much. I will certainly go with ver 5.4.4... and find out where went wrong. Thanks again for the link.
hey everyone, Quick question: I have two Unreal projects, one in 5.2 and the other in 5.3. I was able to compile for Android in 5.2 just fine until I had to install 5.3 for another client project. In 5.3, I can compile for Android without issues, but not in 5.2 anymore.
Both projects have the same android sdk settings btw
Any idea what might be happening?Thanks!
Hi everyone. I am trying to do packaging now, but the widget slider connecting with PCG graph does not work. does someone know a solution?
did you run SetupAndroid.bat located in your engine?
inside ngine\Extras\Android
Also there are a few extra steps for 5.1 and earlier inside docu in section 3a:
Epic Games Developer
How to set up your Android development environment for Unreal Engine
If you need to support an earlier version of Unreal Engine, we recommend following the above steps to maintain compatibility with current and future versions of Unreal Engine. To preserve the paths for your previous versions of Unreal Engine, we recommend that you edit your Project Settings and manually target the SDK paths for their versions of Android SDK, NDK, and JDK. Refer to Manually Target SDK Paths below for more information.
https://dev.epicgames.com/documentation/en-us/unreal-engine/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment?application_version=5.3
Epic Games Developer
How to set up your Android development environment for Unreal Engine
Thanks. I will have a look again...I was just trying to package the game made for Win for Android. Is it not possible??? please let me know. Thanks again for the links and help.
feel free to DM me. I can be available in two hours and help you with that!
Thank you. Sorry I couldn't make myself available. I will if need be
Hi! is anyone familiar with debug symbols from shipping builds, played through Steam?
I have a packaged game in shipping configuration with Include Debug Files In Shipping Builds set to true. And if I send that build to the team, they will get proper crash reports with debug symbols. However, if I upload that same build to steam, they only get the "Shipping" debug symbols. Any idea how I can get symbols through the Steam version?
Hello guys, why the "Staging Directory" doesn't appear??
what does this even mean? you're basically asking if they get the debug symbols... or the debug symbols
Sorry if the wording was confusing.
In short, if a crash happens on the version that is not uploaded to steam, we get the full callstack where the functions and line of execution is included.
If that same version is uploaded to steam, and the same crash happens, the callstack now consists of "ProjectName_win64_Shipping" on every line, instead of the callstack.
I am wondering why that is happening, and if there is a way to get the same debug symbols when downloaded through Steam
well you probably excluded the pdbs when uploading via steam
also distributing pdbs is fine internally, but don't ship them to customers
Riight! I'll look into that, thank you.
It's just for QA
Steam automatically strip's PDB's *By default well for me it does
Is there an option to set "maximum texture size" at the time of packaging?
Makes sense!
I'll look into setting up a PDB server instead, thanks.
Have you looked into device profiles not sure what you mean at the time of packaging but have a look at device profs they allow you to configure max texture sizes for normal and VT textures
Per platform
I'd like all textures being used to be set to "1024" maximum size at the time of packaging/publishing the game.
Device profile looks promising but also seems easy to F things up. Couldn't find much info. Any place you can point towards for more details please?
It actually doesn't
We uploaded PDBs to Steam for internal builds all the time
the txt file script you give to steamcmd can have exclusions in it, and *.pdb is common
but you should ideally have both things
and something to collect crash dumps (bugsplat, sentry, or a custom backend)
Ohh right, that's good to know. Thanks!
We are using bugsplat currently, I mostly want to distribute pdb's for a tiny bit more convenient internal testing.
When trying to build a distributable engine from source with the RunUAT.bat BuildGraph
Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithAndroid=false -set:GameConfigurations=Development;Shipping;Debug -set:BuiltDirectory="D:/UE5.4/"
It fails with a bunch of errors in various engine plugins, f.e.
'\Plugins\Experimental\Avalanche\Intermediate\Build\Win64\x64\UnrealEditor\Development\AvalancheEffectors\UnrealEditor-AvalancheEffectors.exp
Compile [x64] Module.PoseSearch.3.cpp: Exited with error code 2 . The build will fail.'
and
'Runtime\Private\PoseSearchLibrary.cpp(134) : error C4756: overflow in constant arithmetic'
Is anyone here experienced with something like this?
Using 5.4.4-release, clean repo.
Edit: Solved this according to this: https://forums.unrealengine.com/t/getting-error-c4756-overflow-in-constant-arithmetic-while-building-unreal-5-4-2-from-source-code/1897276
Epic Developer Community Forums
(Please also read the 2nd message, most probably it is related to installing Windows SDK) I was able to build Unreal engine from source code previously. After some time, I tried again with Unreal 5.4.2 version with VS 2022. It compiled almost all of the files, however I received several errors saying: “error C4756: overflow in constant arithme...
sure what target are you shipping for windows, windows client?
for anyone having this issue cherry pick this commit on ue 5 main https://github.com/EpicGames/UnrealEngine/commit/2d8e9065fed12d2871e87eb03d1438a5e4b4ec95
also sounds like you can install an earlier WinSDK too
windows
Open device profiles and edit windows profile and set the max lod size I think it's called to 1024 and same for the vt one do that for all the texture groups
i have an issue with packaging, and the UnrealClient-Win64-Shipping file dosnt exist
I also have issue with packaging. This is what it says. I don't understand it, I tried looking it up, even tried fixing myself, I couldn't fix it.
- Look at the whole log.
- Search for occurences of the word "Error" to pinpoint issues.
- If you can't spot the Error, post the whole log .txt file
I have a weird issue with a packaged build:
I have Metasounds which work in PiE but not in the packaged build. No errors or warnings during the cooking/packaging process, but they straight up do not work during play in a packaged build on Windows (UE5.4), these warnings are logged on launch:
LogMetaSound: Warning: Could not check for interface updates. Target interface is not registered [InterfaceVersion:UE.OutputFormat.Stereo v1.0] when attempting to update root graph of asset ([Path to MetaSound Source Blueprint]). Ensure that the module which registers the interface has been loaded before the asset is loaded.
LogMetaSound: Warning: Could not check for interface updates. Target interface is not registered [InterfaceVersion:UE.Source v1.1] when attempting to update root graph of asset ([Path to MetaSound Source Blueprint]). Ensure that the module which registers the interface has been loaded before the asset is loaded.
LogMetaSound: Warning: Could not check for interface updates. Target interface is not registered [InterfaceVersion:UE.Source.OneShot v1.0] when attempting to update root graph of asset ([Path to MetaSound Source Blueprint]). Ensure that the module which registers the interface has been loaded before the asset is loaded.
LogMetaSound: Warning: Could not check for interface updates. Target interface is not registered [InterfaceVersion:MetaSound v1.0] when attempting to update root graph of asset ([Path to MetaSound Patch Blueprint]). Ensure that the module which registers the interface has been loaded before the asset is loaded.
LogMetaSound: Warning: Could not check for interface updates. Target interface is not registered [InterfaceVersion:UE.OutputFormat.Mono v1.0] when attempting to update root graph of asset ([Path to MetaSound Source Blueprint]). Ensure that the module which registers the interface has been loaded before the asset is loaded.
Metasounds are only referenced/dealt with at the BP level so I'm not sure how the module's could be loaded in a funky order
I would do what it suggests - try to load whatever module it is that registers the interface.
If you have a c++ module, you can load the module on your module's startup.
Is the blueprint in a plugin or something?
No, and that is what is confusing to me. To get into the weeds a smidge, I have
ModuleAwhich as a base C++ actorClassAwhich has nothing to do with metasoundsModuleBwhich is the main game module which also has a child ofClassA(ClassB) which also has nothing to do with metasounds- Then finally in blueprint in the core
Gamedirectory there is a blueprint child ofClassBwhich has an audio component that uses a Metasound, the metasound itself is also in theGamedirectory.
It's not complaining about your modules, it's complaining about an audio module not being loaded. I think.
I would have thought enabling the Metasound plugin would also include any dependencies it has 🤔
I'd have thought so too, but shrug.
See my rant in #linux just now 😄
And that's directly including the module as a compilation dependency!
A good shout.
This is the only error I can find
I've tried reseting my computer still couldn't get it fixed
post the whole log as .txt file
a space in your project name is probably not helping
and since you're a BP-only project, you can't really control the Target.cs it generates
Even the space in "Unreal Projects" can cause issues.
What space in the project name?
Your project name is, apparently, "WEST Remastered" ?
Yes
yeah, so don't have a space
I changed
after renaming the project, you'll have to delete intermediate
How to delete intermediate?
Is it within the project folder?
yes?
I found the folder, is this what I'm supposed to delete? or is there in?
For reference : my process looking for errors in a log is like this.
- Open the log file in Notepad++ ( or other good text editor )
- Search for All Occurence of "error"
- look at the results.
In the case of your log file, we see relevant looking bit like:
Line 22: UATHelper: Packaging (Mac): Errors generated while parsing '/Users/danasaf/Documents/Unreal Projects/ProjectWest1.1/Intermediate/Source/WEST Remastered.Target.cs'
Line 36: PackagingResults: Error: System.IO.DirectoryNotFoundException: Could not find a part of the path '/var/folders/1m/myzndk8178g46l0ws6y6ks0c0000gn/T/UAT/+Users+Shared+Epic+Games+UE_5.2/Rules/UATRules-1e4f6d40178119e615fcd0db5e4ed5a2Manifest.json'.
So as sswires pointed out, it looks like your path is a mess. "1.1" also is going to mess things up
Because dot characters are usually parsed as file type separators
Pretty sure you will be able to build once you just clean up things a bit
Got it. I'm doing that right now.
It's working! Thank you so much guys! Really appreciate it.
I wanna get real good some day so I could help others too.
That's the spirit! Cheerio!
Small sad update on this issue, I could not reproduce in a new project so it is definitely something wrong with my project. I will try making the slightly more complex inheritance tree to see if that makes it happen which at least will illuminate further in either direction. If anyone has seen this before though please let me know, this is pretty gnarly an issue.
Should I change some settings?
What errors are you getting in the packaging log?
Hope everyone is having a wonderful monday and the coffee hits good!
I have built an 'installed engine' version from my source, but it cannot build Server or Client targets and fails just like the Launcher engine version.
It was my understanding that part of the point of creating an 'installed engine' was exactly that. Was I mistaken?
Is the only point of creating the 'installed engine' build just the ability to redistribute it to your team?
Install builds are cursed, but it sounds like you need to compile with client target when you make the installed build (like you do for server), client is different from game
Nothing, I can do packaging but when I open exefile. Widget slider doesn’t work
I agree.. but do not entirely understand.
Do you mean the engine build command has to include the targets that I aim to build my project to somehow?
'Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithAndroid=false -set:GameConfigurations=Development;Shipping;Debug -set:BuiltDirectory="C:/UE5.4/"'
Cause if you mean project build targets - that is what I am already doing. I have separate Client and Server targets.
with installed builds, you have to opt into server
you also have to opt into client
"game" is the default target type for packaged
the difference between game and client is that client has listen server hosting capabilities stripped out
Yeah, that is why I'm attempting to do this. Just figuring out how to configure the RunUAT.bat BuildGraph command.
I am not familiar with PCG, but can it even be edited during runtime? Also, check the play log for any messages/warnings.
Solved by this resource: https://kevinporetti.com/making-an-installed-build-of-unreal-engine-5/
Also thanks, @winged moss !
Hello,
I am trying to upgrade our engine version to 5.4 (non-source, Epic Launcher version)
And getting these cook errors when packaging.
Looked everywhere for a solution, but not sure how to fix this. Any thoughts?
UATHelper: Packaging (Windows): LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform. UATHelper: Packaging (Windows): Source package: <mapname> UATHelper: Packaging (Windows): Target package: /Engine/EditorLandscapeResources/DataLayer UATHelper: Packaging (Windows): Referenced object: /Engine/EditorLandscapeResources/DataLayer.DataLayer
Is your packaging stripping the engine content?
well you don't have symbols and the rest of the log is not visible, so I don't have that many
Yes, we have the "exclude editor content" option enabled in our project settings. I know if i disable it, it might fix the issue, but that will allow other things in the project to use editor content that we don't want to allow.
I don't know why you would want to exclude engine content, or need to have mechanisms against it, but if you want to prevent this then you can have validators that you'd run against each commit
Not particularly anything useful here, having symbols is going to help at least narrow the issue down
yes installing symbols right now
In my shipping build, I am getting Microsoft.MakeFile.targets(44, 5): [MSB3073] The command "C:\Users\Seth\Desktop\UE_5.4\Engine\Build\BatchFiles\Build.bat BossHUDProject Win64 Shipping -Project="D:\UE5\BossHUDProject\BossHUDProject.uproject" -WaitMutex -FromMsBuild -architecture=x64" exited with code 8.
What could be causing this?
only in shipping build, not development build
with symbol activated
Looks like a circular dependency
how we can fix or handle ?
https://dev.epicgames.com/community/learning/tutorials/dXl5/advanced-debugging-in-unreal-engine#logs-cooking will tell you which packaged is being cooked
once you can identify which asset, remove the circular dependency
?
how i can enable this mean which packaged is being cooked
Logs - Cooking
Set Project Settings -> Engine -> Cooker -> Cooker Progress Display Mode to Instigators and Names (and Count) to get a log for when each package starts getting cooked, while also showing the Instigator, i.e. the reason why that asset is being included into the cook. Helps a lot when you get cook errors that don't show you which package they originate from.
that is what I was linking to
thank you very much now i am trying
now mean last log looks like problem ?
well it'll have something to do with that BP yeah, did you make any recent changes to it?
well if it's indeed a circular dependency that means Weather_Mask_Projection_Box_Compoenent depends on something that also depends on it
you might be able to tell if that's the case through the reference viewer
other than that, maybe attach a debugger to UnrealEditor-Cmd
yes
Yes, well it seems like there is a reference to an asset from the engine content. There are indeed better ways of solving that than enabling packaging the engine. My first attempt would be duplicating the referenced asset to your project content and using that instead.
Yea, we tried that. Unfortunately, if we want to use the "LandscapeVisibilityMask" material expression in our materials, it expects the Engine/EditorLandscapeResources/DataLayer for it to work.
Also, when using "Landscaping mode" to edit holes/visibility of our landscape, re-adds the editor one.
Well its not simply engine content.. its under a editor content folder. Editor folders typically have content/files that are supposed to be used only by the editor or editor-only actors/components, but not your packaged game.
The project settings option excludes the editor folder assets/content, but includes the other engine content.
The issue is reproducable with a blank project, with a landsape that has visibility holes.
Hi, is there a way to localize the FKey names in Unreal Engine 5.4? I found the InputCoreTypes.cpp that contains all the names of the Keys but if I select it from the Localization Dashboard and Gather Text, nothing comes out of it!
Im trying to do first game package, but not sure why got some errors.
I got this automation plugin enabled.
STARTED **********
Project="G:\Unreal Projects\CityDefense\CityDefense.uproject" -Manifest="G:\Unreal Projects\CityDefense\Intermediate\Build\Manifest.xml" -remoteini="G:\Unreal Projects\CityDefense" -skipdeploy -log="C:\Users\Greg\AppData\Roaming\Unreal Engine\AutomationTool\Logs\G+Unreal+Engines+UE_5.3\UBT-CityDefense-Win64-Shipping.txt"
UATHelper: Packaging (Windows): Log file: C:\Users\Greg\AppData\Roaming\Unreal Engine\AutomationTool\Logs\G+Unreal+Engines+UE_5.3\UBT-CityDefense-Win64-Shipping.txt
UATHelper: Packaging (Windows): Using 'git status' to determine working set for adaptive non-unity build (G:\Unreal Projects\CityDefense).
UATHelper: Packaging (Windows): Creating makefile for CityDefense (no existing makefile)
UATHelper: Packaging (Windows): Total execution time: 1.30 seconds
UATHelper: Packaging (Windows): Missing precompiled manifest for 'MessageLog', 'G:\Unreal Engines\UE_5.3\Engine\Intermediate\Build\Win64\UnrealGame\Shipping\MessageLog\MessageLog.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in MessageLog.build.cs to override. If part of a plugin, also check if its 'Type' is correct.
UATHelper: Packaging (Windows): Took 1,41s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Greg\AppData\Roaming\Unreal Engine\AutomationTool\Logs\G+Unreal+Engines+UE_5.3\UBT-CityDefense-Win64-Shipping.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 3s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
do I copy plugin files to game folderS?
or disable plugin
well that plugin or your game module depends on MessageLog
and in the binary build, I guess they don't precompile it for game targets for you, so you can't use it
oh hi. I could not solve it. I even disabled plugin (I think) but it did not help. I am building now "developmnet" but "Shiping" had error wchich is kinda weird
well I don't want to use that plugin, i would just cook game for testing
nvm it fails too
plugin is also sill 🤔
oh
I know maybe
I can't have blueprints with errors i guess?
UATHelper: Packaging (Windows): LogInit: Display: Failure - 15 error(s), 21 warning(s)
is there an C++ way to add extra files which should get packaged?
to be specific, i want to force package media files which are part of a GameFeaturePlugin
Epic Developer Community Forums
You can add additional directories to stage via your project settings. Go to “Project Settings”, then “Packaging”, and you’ll find “Additional Non-Asset Directories to Package” and “Additional Non-Asset Directories to Copy” under the advanced section. Which you use depends on whether your files are loaded via the Unreal File System (UFS), or wh...
maybe that
thanks, now to find a way to add them through code
but also that's project specific 😕
i would like to include them in the GFP pak
I maybe need to to opposite, to exclude cpp Test files from build, maybe they import that test pluing im having problems 🤔
Hi everyone,
I have a question regarding packaging in Unreal Engine 5.4. I'm unable to export my project, and I believe the issue stems from a file I imigrated from another project. Does anyone know how I can resolve this problem?
I'm not sure what gives the impression it's a migrated asset, but you ran out of memory during the cook
Is there some common issue why audio is not working in packed game?
I even tried adding asset folder with audio
. 🤔
ok
im back on track
Audio is packed and plays in game , but Cues do not work 🤔
im gonna try in #audio
For some reason this just does not work. @winged moss I've backtracked some other articles and docs and I build my engine with the -set:WithClient=true -set:WithServer=true arguments, but the produced engine fails to package for client and server targets just like the default launcher version. One thing that I do though is I build it on my CI/CD machine and archive and upload it for distribution. And then when I download it myself to test, it fails. Wonder if that matters, but at this point I don't know what to look for anymore.
Edit: I even tried creating another target.cs file with the name Client, so that the name is exactly the same as in the argument, but no, that does not seem to matter.
i am building in 4.27.2 using VS 2022 (couldn't get 2019 anymore).
all good for a long time, but suddenly i am getting this new error building (both windows and android).
i have tried installing teh engine again from source and it didn't fix it which is extremely weird to me. also tried reinstalling a lot of the vs components and switching between Windows 10 and windows 11 sdk.
everything was working 2 days ago, came in and just couldn't build.
You probably want to look at getting back on 2019, I'm sure you can get legacy VS versions if you dig a bit
Sanity check : "everything was working 2 days ago, came in and just couldn't build." - but you did change vs version?
or you did get a build with 2022
You don't need the old IDE, just the toolchain
I just started getting this : (
Tricky one. Did you get any clues?
Best to post full log .txt files or
code snippets
because:
) reading from images is a pain
) can't copy paste relevant bits to show what the problem is
Hey guys!
I am running into an issue i don't really understand when trying to package my plugin.
I have a reference to Wwise in the .uplugin's Plugins section.
Everything works just right, until i try to package.
UAT throws the following error:
Unable to find plugin 'Wwise' (referenced via command line -> MyPlugin.uplugin). Install it and try again, or remove it from the required plugin list.
Could anybody help me understand why?
and where is the Wwise plugin installed to?
i have Wwise plugin sitting in the Plugins subfolder of my test project next to MyPlugin
now as i am typing it i realize it is probably trying to locate it in the Engine's plugins right?
Nope, but if you install plugins to your project, your project must also be a C++ project, which is a trivial conversion
I would also request to actually see the contents of where you extracted the plugin
strangely when creating 5.4 project with 1 template no this error but when chAnging adding new variable to Struct and save all references
going package game
this error appear
doing same on 5.3 no error on packaging
so anyone get this problem too ?
Sorry for the bother, I was wondering if anyone found any difficulties or issues attempting to package the Game Animation sample project? Im talking about using the project as is, without any modification, straight from the Samples page.
I thought it might be something 5.4 specific but I'm not having any issues packaging other projects running 5.4.
The error in the log:
LogTurnkeySupport: Warning: Turnkey failed to run properly, full Turnkey output:LogTurnkeySupport: Warning: Turnkey failed to run properly, full Turnkey output: Running AutomationTool... Using bundled DotNet SDK version: 6.0.302 Starting AutomationTool... Parsing command line: -ScriptsForProject="C:/Users/me/Documents/Unreal Projects/GAS/GAS.uproject" Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename="C:/Users/me/Documents/Unreal Projects/GAS/Intermediate/TurnkeyReport_1.log" -log="C:/Users/me/Documents/Unreal Projects/GAS/Intermediate/TurnkeyLog_1.log" -project="C:/Users/me/Documents/Unreal Projects/GAS/GAS.uproject" -Device=Win64@COMPUTER Initializing script modules... Total script module initialization time: 0.31 s. Using E:\UE_5.4\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe Executing commands... System.IO.FileNotFoundException: Could not find file 'C:\Users\me\Documents\Unreal Projects\GAS\Intermediate\TurnkeyReport_1.log'. File name: 'C:\Users\me\Documents\Unreal Projects\GAS\Intermediate\TurnkeyReport_1.log'
no, was on 2022 when it was working.
The issue was a real annoying one, i need to rebuild Programs>Automation in VS. for some reason even using 3 dif engine versions i still had to do this in VS, didn't happen automatically on a new install. I did try to find 2019 pretty hard even looked on piratebay, just figured i'd be fighting microsoft rather than UE 4.27/VS2022... anyway, working now heh
I'm seeing a lot of struct errors have you changed or updated any structs?
Does anyone know what causes this and how to control what config files get included/excluded in a build?
UATHelper: Packaging (Windows): Including config file H:\WL\open\Config\DefaultRuntimeOptions.ini
UATHelper: Packaging (Windows): Including config file H:\WL\open\Config\DefaultScalability.ini
UATHelper: Packaging (Windows): Excluding config file H:\WL\open\Config\Custom\EOS\DefaultEngine.ini
UATHelper: Packaging (Windows): Excluding config file H:\WL\open\Config\Custom\EOS\DefaultGame.ini
causes what? custom configs only get included when CustomConfig is set to "EOS" in the target
i dont think so, but usually havent had issues with that. as mentioned before tho, rebuilding programs->automation in VS did the trick, was a new one so maybe thats helpful if it ever happens to you!
Causes the exclusion of the EOS config while we build for EOS target.
So, what exactly controls it?
and are you using a native source engine build
because that's required for CustomConfig to work
Vanilla launcher engine.
Hm
I guess that reveals the why in part
I was wondering where the schism of the mechanism is between building from a source engine or vanilla. Because we don't have the EOS target set as Unique in the target file.
well you can't have a unique build environment in a launcher engine
and with a native build engine, it's game/client/server targets are unique by default
CustomConfig requires a unique build environment
Thank you. I was lost in the sauce, so to say.
Hi, is there anything I'm missing to get crash logs in my packaged build? I have a development build with an included crash reporter. I'm getting a fatal error crash occasionally but no logs show up in the Steam /AppData/ folder.
Hi, need some help with packaging, I am having this C++ compiler issue, I am not a programmer, I am a designer trying to package a project for client to experience
Did you open the specified log file?
Couldn't find a specific channel for building missing modules, so I'll post it here. How do I compile missing modules of an EpicGames plugin?
No. I just thought I'd ask.
So any idea how I can get it to work
The packaging
Look for errors in that log file?
So install 14.38?
C++ compiler
Yeah, I need help with that, how do I install and remove the new one completely
14.41 needs to be gone
Open teh visual studio installer, go to "individual components".
which ones should I get
and which should I remove
heya man, can you help me with my issue as well, if you dont mind
ok
UATHelper: Packaging (Windows): Available x64 toolchains (1):
UATHelper: Packaging (Windows): * C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.41.34120
UATHelper: Packaging (Windows): (Family=14.41.34120, FamilyRank=5, Version=14.41.34120, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64)
UATHelper: Packaging (Windows): Visual Studio 2022 compiler version 14.41.34120 is not a preferred version. Please use the latest preferred version 14.38.33130
UATHelper: Packaging (Windows): Total execution time: 3.23 seconds
UATHelper: Packaging (Windows): Expecting to find a type to be declared in a module rules named 'DLSSMoviePipelineSupport' in 'UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. This type must derive from the 'ModuleRules' type defined by UnrealBuildTool.
UATHelper: Packaging (Windows): Took 4.34s to run dotnet.exe, ExitCode=8
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Dipto_BhattacharyaPC\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UE+5+UE_5.4\UBA-MyProject-Win64-Shipping.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 9s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=8 (8)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
Visual Studio 2022 compiler version 14.41.34120 is not a preferred version. Please use the latest preferred version 14.38.33130
I am looking at this one to be the issue
@raven vine
: Packaging (Windows): LogCook: Display: See log for memory use information for UObject classes and LLM tags.
UATHelper: Packaging (Windows): LogCook: Display: Garbage collection triggers ignored: Out of memory condition has been detected, but is only 0s after the last GC. It will be prevented until 60 seconds have passed and we may run out of memory.
UATHelper: Packaging (Windows): Garbage collection triggered by conditions:
UATHelper: Packaging (Windows): CookSettings.MemoryMinFreePhysical: Available physical memory 1504MiB is less than 2048MiB.
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 1465 Packages Remain 1 Total 1466
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 1465 Packages Remain 1 Total 1466
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 1465 Packages Remain 1
what to do
ndows): LogCook: Display: Cook Diagnostics: OpenFileHandles=295, VirtualMemory=2616MiB, VirtualMemoryAvailable=10983MiB
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 1465 Packages Remain 1 Total 1466
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 1465 Packages Remain 1 Total 1466
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 1465 Packages Remain 1 Total 1466
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 1465 Packages Remain 1 Total 1466
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 1465 Packages Remain 1 Total 1466
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 1465 Packages Remain 1 Total 1466
??
why is it stuck
thats all
🥲
know hoew to fix it
any idea about this
A couple of things, you did not install 14.38 build tools. C++/CLI is not the same thing
Secondly, if you install code plugins to project, your project must also be a C++ one, and it's trivial to convert it if it isn't
yeah, could you mark with one to install
is this the one
its for x86
not arm so out of the atl and the MFC, which one should I do
this I dont understand tho, once again not a programer
Yes and you must have a C++ project (as opposed to BP only) to support code plugins installed to project
so how do I solve it?
Also none of the build tools in that screenshot are the correct one either
Adding a C++ class to a project from the editor will generate the minimum required to be a C++ project
would I need to get it redone? All of the blueprints in C++, I dont know C++ tho
also, what should I search to get the correct build tool
No?
The one that doesn't meant ATL or MFC
Just one C++ class would do?
ok
Yes and you don't even need to keep it, just as long as the Build.cs and the NameOfProject.cpp/.h files are there
ok, so I just add a C++ class to a level, save and delete it?
To a level? Huh
Could you link me a video to what you are suggesting?
I wouldnt really know what to look for
I've never had to use a video to do this
Im new to unreal engine and c++. (UE 5.3)
I made a fresh project with a multiplayer lobby where two players can join to a dedicated server.
Works like a charm in the UE editor.
When packaging the client target, I initially got a few errors. Syntax errors from within some built-in plugins, like chaos.
I dont need chaos and disabled all plugins related to it. While I was at it, I disabled some more. (Chaos, iOS, Android, etc..)
The client package now works successfully (for windows, didnt try others).
The server however still has errors. Which come from Niagara:
UATHelper: Packaging (Windows): F:\repos\UnrealEngine\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraDataInterfaceVectorField.cpp(597): error C2059: syntax error: ')'
PackagingResults: Error: ')'
My TargetRules (abbreviated):
// Client
Type = TargetType.Client;
DefaultBuildSettings = BuildSettingsVersion.V4;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3;
ExtraModuleNames.Add("INeedHealing");
// same for server (with TargetType.Server ofc), but additionally with this Attribute
[SupportedPlatforms(UnrealPlatformClass.Server)]
- Why is it compiling chaos.module even tho I disabled all chaos related plugins?
UATHelper: Packaging (Windows): [41/83] Compile [x64] Module.Chaos.1.cpp - I think I could disable Niagara, but I dont want to. If I do want to use it, I will be stuck with the same problem again. Does a dedicated server even need Niagara? If not, how can I disable plugins purely for the server but keep them enabled for the client?
- Why are there syntax errors in the built-in plugins? (seems unprofessional to me. But I imagine other people dont have this issue.. But I also imagine many others before me ran into this issue)
- How do I know when I should rebuild the DevelopmentEditor? I did not do it after disabling the plugins. Could this be my cause of issue? I would like to avoid this, since it takes alot of time to built from source <.<
looked into the file btw, and I cant see any syntax error. So I would assume the cause is somehwere else. Like code generation, or include order what ever else it could :c
A couple of things here, this is an old toolchain (14.36)
Secondly, this is your server target and it does not appear you modified IncludeOrderVersion there
oh I suppose 14.36 is actually okay for 5.3
the release notes mention 14.34
some guide said to just copy the client target, and change it to server. I didnt modify anything except for the added attribute which I copied from the lyra example. Which I thought wont hurt :)
5.4 wasnt released when I went onto 5.3 and I didnt bother upgrading yet.
Any other thoughts, ideas what the problem could be?
can you actually copy and paste the contents of the server.target.cs?
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms(UnrealPlatformClass.Server)]
public class INeedHealingServerTarget : TargetRules
{
public INeedHealingServerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Server;
DefaultBuildSettings = BuildSettingsVersion.V4;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3;
ExtraModuleNames.Add("INeedHealing");
}
}
well your log indicates that IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_0
also as a bit of an aside, using "Latest" is just easier
yeah I saw that too, with the 5_0 but I dont know why it would do that
oh that's for BootstrapPackagedGame
rather than the actual server target
so that's not really anything to go on
did you try clearing intermediate btw? it's even failing on some generated code
nah I didnt. scared that the build will take 8h+ on my potato pc
should I do it, regardless? Ill try that tomorrow than
well for some reason you didn't set this up as a native build, so yeah you kinda signed yourself up to that
thats the first time im hearing this. Doesnt sound well either, native for what platform? Like the engine itself native for my windows working station?
The Projects are independend of each other? like different games?
well there would just be one project in this case, but that's what native build entails, it's a subdirectory of the engine root
do your client and/or game targets work correctly?
I mean I do have the engine cloned elsewhere on my drive. They are decoupled
the client build runs yeah, starts up without error
well this makes no sense, though all of it is to do with ISPC
what does your Build.cs look like?
almost the same
using UnrealBuildTool;
using System.Collections.Generic;
public class INeedHealingTarget : TargetRules
{
public INeedHealingTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V4;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3;
ExtraModuleNames.Add("INeedHealing");
}
}
Build.cs
where is that located?
Source/INeedHealing/INeedHealing.Build.cs
ah that one, my bad
using UnrealBuildTool;
public class INeedHealing : ModuleRules
{
public INeedHealing(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
PrivateDependencyModuleNames.AddRange(new string[] { });
}
}
A bit empty, but nothing stands out. how about the uproject?
nothing weird there, you might need to clear intermediate and try a clean build
because everything else kinda checks out
alright, thank you very much Ill try that
Should I be packaging via the editor? Or is there a different way to do it ?
No
Use UnrealFrontend or the command line
BuildCookRun should show plenty of results for the command line way
Command line would be like the terminal? (I’m on Mac)
Yes
Worked out, thank you
Hello, is it possible to have some automatic incremental version naming anytime I package the game using Project Launcher?
I heard that there's something like, but I can't find anything
i have created an new fresh project and then did the package for windows and it still giving me the error
can someone pls help me
this is the log
hi guys ❤️ I'm packaging a game for VR on Meta devices and for some reason when packaging from the Editor everything is fine but when done from the command line (using the same command from the editor), the players doesn't have any joystick inputs (button inputs are fine). Do you know what could be causing this? thanks ❤️
Hi Rezonant, 👋
I’m experiencing the same error when building my project for Windows.
I doubled-checked and found all my paths were already relative. I don’t suppose you had any other discoveries while you were solving this in your project?
Any advice would be appreciated. 🙂
Cheers.
could be an actual invalid bnk i guess
otherwise no, it was just that pathing issue afaik, after ensuring it was path relative everything worked fine
🤔 It’s so odd that it packages for iOS, and Mac but complains on Windows. And in the editor it plays all the Bink videos.
Thanks for responding.
Is there a way to get crash logs from a shipping build?
I’ve got a prod crash that only happens every few days, would be helpful to get crash logs.
Otherwise, is it possible to disable print strings and debug traces on a dev build? And is there any significant security risk in sharing a dev build with users?
Assuming my log files are clean of critical data / keys.
of course there is, you get minidumps and the log, if logging in shipping is enabled
it's a bit clunky to manually collect them from users though
that's why many use services like bugsplat
you should absolutely keep the PDB for each build (do not upload to public) and ideally store it on a symbol server
Hi, im getting a load of these errors when i try to package: PackagingResults: Error: AddRedirect(AddKnownMissing) failed to add redirect from /Game/Rickstones(SORTTHENDELME)/Assets/Doors/Outside_Plastic_Door/Outside_Door_Red/Cabin_Door_Mat_Dry to /Game/Rickstones(SORTTHENDELME)/Assets/Doors/Outside_Plastic_Door/Outside_Door_Red/Cabin_Door_Mat_Dry with invalid characters! i've used the fix up redirects thing on the whole content folder but that hasn't sorted it, although those file paths dont exist anymore we deleted them ages ago, any ideas??
Im getting the errors because those folders have () or other weird characters, but the assets they're pointing too don't exist anymore, the whole file path doesn't exist, any ideas how i can fix it?
I used the reference viewer and searched for those file paths which showed me i had empties inside maps we weren't using, removing the maps/empties from the maps fix it
Hi Guys I have a problem with the build of my project that even if I set the command as here I still see the build grainy how can I solve it? I put this command in the Open Level Blueprint of my Map
hey, so im doing a test build, also im using level streaming, and it seems like the built lighting is not getting loaded along with the level. when I use console command to open that level, the baked lighting is there. does anyone have any idea why that might not work? btw in engine to all works fine
Hello hello 🙂
I am packaging a dedicated server and I got some crashes but no report or dump is generated...Is there some configuration that I am missing? I searched online for 2 days and nothing worked...
(thanks for the help in advance)
Try to run it with -crashreporter flag
Heya guys, I'm trying to load a new map during a standalone build. It's been working just fine for a while but now it always immediately loads back into my menu
I'm in the Menumap trying to load into Main, any idea what all that is about?
Lol alright, I realized that my map is called "Main" and unreal also has a map called "Main" deep in it's engine/VR stuff.
Just renamed it and all good
i need to rename s_struct to fix depency package error but when try to rename getting crash on 5.4 how i can fix this any thoughts ?
but fresh project can i think has lots of reference thats why i cant rename but need to rename it
Depends on what kind of crash… but usually when renaming you’ll want to use core redirectors (or class, enum, package etc… depending on what you’re renaming)
https://dev.epicgames.com/documentation/en-us/unreal-engine/core-redirects-in-unreal-engine here’s the appropriate documentation link
Epic Games Developer
In Unreal Engine, core Redirects enable remapping classes, enums, functions, packages, properties, and structs at load time.
Still no dump...I have an "error" on the winapi getLastError "The system could not find the environment option that was entered (203)" but i can't see any solution....
I am packaging my server like this
./RunUAT.bat BuildCookRun -project="Project/Project.uproject" -nop4 -noturnkeyvariables -build -cook -compressed -stage -CrashReporter -noclient -server -serverplatform=Win64 -serverconfig="Test" -pak -archive -archivedirectory="C:\Users\User\Desktop\BuildOutput4" -utf8outputclear
And running the server with
.\ProjectServer.exe -log -unattended -crashreporter
No dump generated, no crash report....the client built in the same way sends a crash report in case of a crash
r.screenpercentage 100?
I saw Unreal command and it tells me yes I have 100
Oh right what do you mean by grainy could you send a screenshot
As if I see the game image in squares as if that is not its quality even if I put this in the open level of my level
Hello everyone!
Does anyone know how I can debug the shipping project?
I encounter a problem that drives me crazy, so I package (shipping) if I go to a certain area of the map the game freezes and does not give an error or crash, if I package (development) this does not happen anymore
Hello,
I am trying to make a build in UE5.4.4 but I am getting this error and the build fails.
can someone suggest what might be happening and where to look to correct this? We are complete stuck
Please do post as
code
or full log .txt file.
Easier to read, easier to copy-paste relevant bits
Jaa-a, I'm afraid I am not familiar with Nanite issues. Does it always fail for the same asset, "SM_BLDG_CHC_L01_A_Wall_02_N1" ?
Maybe try removing it temporarily to sanity check, if possible
we have tried that but then it gets stuck with some other asset. We are using City Sample projects assets, so it just feels like it gets stuck on any asset once you remove the asset that it got stuck on earlier!
Hmm hmm
A bit earlier, I am seeing these lines
OodleDataCompression: Display: Oodle: OODLE ERROR : LZ corruption : DecodeOneQuantum fail!
OodleDataCompression: Display: Oodle: OODLE ERROR : LZ corruption : OodleLZ_Decompress failed (0 != 262144)```
That looks very sus
I guess I would do more sanity checks, maybe something like
- clean project with some of the assets, package ( assuming you have a big project with lots of stuff )
- clean project with earlier engine, some of the assets
That corruption error looks pretty scary in any case
yup.. okay will try this
Hello everyone!
AI controller makes the shipping project freeze without crashing or any error. From what I have noticed, if I disable auto possess, this does not happen anymore. I use Unreal 5.4.4 with World Partition and the animals (AI) have is spatially loaded activated (if I disable the map it doesn't load anymore because I have a lot of animals)
I manually placed the animals on the map and do not use a spawn system
how do i see the fps after packaging the game
Hello!
If you are packing (development) you can press the "`" key for the console and then write FPS status if you are packing (shippment) you must use another program to be able to see the FPS (if you have an nvidia card you can enable it to show you FPS in games , xbox in windows also has a setting for FPS)
I am trying to package my game. Big errors popped up:
Can I get little help? Tried to verify the installer, to delete all cloner stuff in my scene, deinstalled cloner plugin but I still get these errors
Just a general question. Has anyone ever had a system that plays imported videos (MP4) in a widget, and also packaged that project and had it working? I'm having an issue when I package my project, as soon as this ingame tutorial video is to play the packaged game crashes. In the editor and in Standalone it all works like it should. But as soon as it is to show in the packaged game, it instantly freezes and crashes.
It says u have a failed import of Niagara data asset
Try to reimport it
any suggestion for packaging/building the game for different platforms? currently we have a game on steam which we want to publish on Epic store and also other consoles
Optimally you would probably want to be setting up a Jenkins / Team City build pipeline at this stage, so you don't have to do everything by hand on commandline.
You will probably need to be passing in some build parameters to switch providers ( Steam/Epic ), for example.
Also if your project is reaching the stage you are publishing to consoles, I would highly recommend setting up nightly builds for QA so any changes are tested on a 24 hour cycle, and any compilation errors are caught quickly. #automation channel covers this sort of thing
thanks
I'm trying to make a build but it never goes beyond 10 packages:
LogCook: Warning: Cooker has been blocked from saving the current packages for 120 seconds.
LogCook: Display: 10 packages in the savequeue:
LogCook: Display: Cooked packages 4253 Packages Remain 10 Total 4263
LogCook: Display: 10 objects that have not yet returned true from IsCachedCookedPlatformDataLoaded:
can someone help me ?
what that can mean
Hello! I'm trying to package a game, using UE5.4, but getting an error at packaging stage:
UATHelper: Packaging (Windows): Command failed (Result:-1073741792): D:\Software\UE\UE_5.4_Git\Engine\Binaries\Win64\UnrealPak.exe "D:\Projects\UE\BloodShooter\BloodShooter.uproject" -cryptokeys="D:\Projects\UE\BloodShooter\Saved\Cooked\Windows\BloodShooter\Metadata\Crypto.json" -secondaryOrder="D:\Projects\UE\BloodShooter\Build\Windows\FileOpenOrder\CookerOpenOrder.log" -patchpaddingalign=2048 -compressionformats=Oodle -compresslevel=4 -compressmethod=Kraken -platform=Windows -CreateMultiple="D:\Software\UE\UE_5.4_Git\Engine\Programs\AutomationTool\Saved\Logs\PakCommands.txt". See logfile
for details: '[None!, no output produced]'
Does anybody know why it might produce no output and fail?
And the preceding lines of the log?
Hi I sometimes get these vague errors when I try to cook my project, any pointers how to debug?
I'm not sure how to tell what asset it actually got that error on.. is it possible to attach a debugger when packaging?
Hi, when I package my project I get some errors in the materials as those.
UATHelper: Packaging (Windows): LogShaderCompilers: Error: PipelineJob 0 Failed: M_OWTAutoMaterial_b370c2bc776aedb4/Low/VelocityPipeline/FLandscapeVertexFactory/FVelocityPS/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF 'FLandscapeVertexFactory' Type 'FVelocityPS' '/Engine/Private/VelocityShader.usf' Entry 'MainPixelShader' Permutation 0
When I open M_OWTAutoMaterial it looks fine and gives no error. Tried deleting DDC, made a cleanbuild, nothing weird. What can I do to find out where it comes from? Thanks a lot for every idea!
Packaging works for another person with same project. What could be the reason?!
Well what is the error for the person it doesn't work for?
Well that one:
UATHelper: Packaging (Windows): LogShaderCompilers: Error: PipelineJob 0 Failed: M_OWTAutoMaterial_b370c2bc776aedb4/Low/VelocityPipeline/FLandscapeVertexFactory/FVelocityPS/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF 'FLandscapeVertexFactory' Type 'FVelocityPS' '/Engine/Private/VelocityShader.usf' Entry 'MainPixelShader' Permutation 0
I was referring to myself for adding more context.
Oh I thought it was a separate issue. It's not an issue I'm familiar with. If this is the launcher engine, possibly verify the files? Clear intermediate/DDC, that kinda stuff?
Even try a fresh checkout from source control in a separate location and see there
Tried all without success, only remaining option is fresh clone. Interestingly enough, after updating UE fomr 5.4.3 to 5.4.4 now, other shaders fail. It seems the whole shader compiler crashes since under the failing pipeline stuff I read:
UATHelper: Packaging (Windows): LogWindows: Error: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 2055] UATHelper: Packaging (Windows): LogWindows: Error: ShaderCompileWorker failed
Guys just tell me is it possible to package on 5.4.4 for Meta Quest 3 ?
I guess #virtual-reality people would know best
Hello. I am attempting to package an inherited project and I'm getting the error "UATHelper: Packaging (Windows (64-bit)): ERROR: There can be only one Editor target per project." The existing google search only works for Game target. I have two workspaces of the project on my machine, if that matters, but they are in different folders.
And what targets are in Source?
Not sure what you mean.
ProjectName.Target.CS, ProjectNameEditor.Target.CS, and ProjectNameServer.Target.CS
and do they all set the Type explicitly?
Hang on, I'm reverting my project to an older version because I can no longer run the damn editor.
What are the pros and cons of CookMultiprocess over CookSingleprocess?
Hi, I have a packaged build, I would like to replace the exe with some built locally to test some cpp fixed. I did a local development exe and replaced the build one (still built as development) but the game keeps crashing with this fatal error:
Missing global shader FTSRRejectShadingCS's permutation 2, Please make sure cooking was successful.```
What I'm missing? I remember that I always did something similar in previous engine versions and it always worked. (Now I'm on 5.4 and I'm building at the same commit)
I've got my project restored, and all 3 do set the Type value explicitly
Looks like commenting out one that said Editor gets packaging working.
So it was set to Editor when it wasn't supposed to be?
Multiprocess cooking is new … so might be potentially unstable… which is the negative… the positive is that if you have beefy computer, you can speed cooking a lot.
Meanwhile single process cooking is… just what it is. Older and more mature process which is slower
There were two target files set to editor, since the engine is nested inside the project directory for some reason
Meanwhile, I've successfully packaged now but trying to run the EXE gets the error "failed to open descriptor file ../../ProjectName.uproject"
I sure this is a repeat question, but where do I even begin looking to figure out why I can't launch a successfully built project?
Missing global shader FHardwareVideoDecodingYCoCgAlphaPS's permutation 0, Please make sure cooking was successful.```
Project I'm making is dead simple with like 2 Blueprints trying to save data with UE's save game system.
Found the issue:
Had the Media Compositing plugin disabled. Re-enabling it fixed my problem.
I have a few phantom files that the cooker continues to search for even though they've erased from the project for years. I did a text search both in the editor and from my IDE and can't find any of these strings in use.. Any idea which file I can edit to make it stop searching for these?
Hi! Does anyone know why UE is failing with a "FATAL ERROR" whenever I try to build my game for Windows?
nevermind, deleted old make files and now it works
Hello. I am trying to build a server package for my game but it says Server Targets Are Not Currently Supported. I'm already building editor from source so I don't know what I'm doing wrong.
Are you actually running the editor from source?
I think so. I've set the project's editor version to be the version of the engine I have saved.
How can I tell?
You used the version selector?
yes
Did you start the editor using your IDE?
Do you actually have a server target.cs file?
Yes.
You're probably good then!
Yes
But still getting the error Server Targets Are Not Currently Supported.
Googling just says "Get source build"
Presumably there's some flag.
I've found that BaseEngine.ini has a list of Installed Platforms. However none of them are set to a Server configuration and I don't know how to get that kind of data,
Native builds are so much easier
Can I exclude the .pdb file in development build when sending the game to someone else for testing?
i have it enabled and even so im gettings errors >c
but did you also enable long path support in Windows?
when packaging different data per platform whats the "proper" way to handle something like UI icons? back being esc on pc, b on xbox, circle on ps etc
id ideally like to not leave any trace of any other platforms data in the final package, currently the only things that look like they might work is either a data table and conditionally packaged folders or some horrible hacks with redirectors
Does anyone know why im getting a cook error when I try to package my project?
Hey Guys please help me fix this issue For UE4.27.2 plus
i was able to make build with shipping
after enabling google pad plugin and package for distribution and max. api to 34 It starts showing this error
your issues are related to anim. bp , bp , sounds etc.
in the attached log file check from 1320 to 1375
Error showing that com.google.android.play.core.gms package no longer exists
But this is removed from source
Anyone please help me fix this issue
CommonUI has stuff for setting button glyphs per platform. Another protip is you can name a folder after a specific platform
Though I doubt someone from Sony is looking through your pak files in umodel
perfect, thank you
its more that i dont want to make the packaged project any bigger than it is already
Helps to show the full output since the error is likely above anything in this screenshot
is there a way to get the whole thing without snipping tool?
Yeah there's this thing called copy and paste. Discord converts it to an attachment if it's too long
It also gives you the path to log file you can attach
Ctrl+F Warning/Error Summary (Unique only)
It looks like you have an asset referencing something in MegascansPlugin
But it's disabled
Standard_MasterSwirl to be precise
ah ok ill look into this real quick appreciate it
Hello! I am getting a crash on launch because my game is being packaged with steamworks version 147 but the game is trying to access version 146.
Is there a way to open the project launcher without opening the full engine so I could configure and cook/build a project?
Never upgrade the Steamworks SDK unless a) you're on a source build b) know what you're doing
I'm on a source build. Not sure about B
UnrealFrontend.exe
Is it a native source build? If it's installed then it needs to match when you make the installed build.
Also the docs are wrong. The Steamworks SDK has been bundled with the engine for years
Seems like it's a problem with a plugin, UWorks, that is still expecting the old version.
Ugh that plugin, well hopefully you need to be multiplatform then
beep
we were using the visual novel framework for unreal 4. however my other teammates at the time had to use unreal 5 and could not have both versions installed at the same time.
seeing that the visual novel framework gave no errors while running in unreal 5 the choice was made to make our game in Unreal 5.4.
flash forward to now where we are two weeks away from attending a showcase event run by our college.
I'm trying to package our project but the package fails
the creators of the framework cannot be contacted anymore. the documentation is old.
seemingly nobody else is trying to use this framework for unreal 5 to say post about it in the unreal forums.
apologies if this isnt the appropriate place for this i could never seem to find the build issues chat here.
Looks extremely cursed
But I suppose that's par for the course for a BP only framework
Does the BP struct it's complaining about actually exist?
there's hope if its saying unknown struct sometimes that can be fixed by going to the BP where these structs exist and refresh all nodes it doesn't always fix it but it did for me when I was updating structs
Noted, i should try this.
For the most part yes, which makes it more confusing. The array of nodes error had a real structure.
Then yeah the refresh nodes might help
Hello everyone, are there any resources on how to package game for PS5?
Not publicly, no
If you're a registered PlayStation developer, you can verify your status with Epic
Oh, so if you just want to test your game on PS5 you need to do that?
well which part? in either case, yes
you get granted access to the PS5 parts of the engine
Are they sending you a developer kit to be used with UE5?
?
you need to apply through Sony. Epic has no bearing on this and they ain't gonna send you devkits
Do you have any idea about the costs of registering?
nope, never been a part of the actual registration process
Cool, thanks for answering to my questions. Cheers!
you may haved saved my entire project.
thank you!
can someone help me with core redirects?
i've moved part of my game to a plugin, the module name is the same. but still one class that i use on widget blueprints is missing. im not sure how to do it.
i tried this and it didnt work
+ClassRedirects=(OldName="BaseBtn",NewName="/Script/project.BaseBtn" )
no worries it happened to me lol
i've moved part of my game to a plugin, the module name is the same.
Elaborate? How would the plugin have an identically named module?
i've created a new project.
took the old project's source and made a plugin out of it.
kept the same module name.
cpp code works, but bp is a bit messed up.
then I'm not sure why'd there'd be a redirector to begin with then since the module name is the same
bit of an unconventional approach
yeah me neither. but in bp i use a widget defined in cpp. and it just cant find it. even though it's exactly the same.
i know, im quite unconventional myself.
so what happens in the editor? the asset refuses to open because of an invalid parent class?
nopes, im instancing the cpp class on the outline tree. and it just dissapeared.
which in turn makes the bp code fails since "the variable is not defined"
for example, there should be two buttons here
i do have a bp that inherits that class, and that one works fine.
it's ok, i think ill just re-add them manually, since i already had to resave some of the files.
Question:
Compared to the amazing working being done with lumen, nanite and shadows with UE5. It's sad to see the packaging, cooking process feels like it's 1990s still.
Why are thre errors like please resave asset and recook, why the hell isn't it doing all that for me and making this easy. Could we get the same attention to detail we're seeing in shadows in 5.5 but put in to packaging, cooking, errors and project management of assets.
Can anyone tell me why my build configurations are empty?
This is really causing me grief.
And if you package from UFE or the command line instead?
What's UFE?
And how would I package via command line?
I'm just confused why the option would vanish
UnrealFrontend, the editor calls it project launcher iirc, but it's completely standalone. Packaging from the editor is pretty wasteful
Hello - trying to package my game and I am getting a ton of red warnings, many of them are 'unknown structure' errors. Question - is any red warning causing my packaging to fail and they all need addressing before I can package? Any tips on the best way to fix this. I am up against a deadline and could really use some help
I dont really understand why I have so many Unknown Structures - how do that many get corrupted?
usually it happens when you change the struct after using it somewhere just go to the indiciated BPs and refresh all nodes and that should fix it
Hello! Is it possible to execute RunUAT in a Windows machine to build a plugin for both Windows and Linux, using the cross-platform toolchain? Or is that only viable using RunUBT/in-editor? Yes it is, I just had the wrong value set for the LINUX_MULTIARCH_ROOT.
Hello, does anyone know if it's possible to run visual logger in packaged game?
has anyone run into this when packaging a build and trying to play it on windows 11? There seems to be no info related to this at all on the internet... Other than trying to run in compatibility mode, but the only options there are for fucking windows 8,7,vista - surely this is not the way.
What's strange is a build from a month ago works fine, is there any way to find out what change is causing this build issue?
restarting the pc fixed the issue ._.
might want to try checking the security features on windows, i've heard they have some that are a bit too intrusive. some of which are re-enabled without consent after an auto-update.
like core isolation and DEP.
also maybe your antivirus. there's one that runs a sandbox on processes, and the 1st time you try it it doesn't work.
i have that issue with network. first time i open my project, the firewall denies it, and wont work.
Hey, folks. First time trying to package a game for distribution on Steam here. I've learned that I need to add the steam_appid.txt file together with the game executable. My question is if there is a way to automate this step so I don't have to manually copy this file every time. I'm looking into setting up a custom profile on project launcher for this "shipping build for Steam" but I don't see if there is an option to add automated steps post build.
I recommend using python scripts and/or Jenkins/TeamCity/Horde to automate any nasty business
see #automation channel for more shenanigans on that front
Thanks, @summer dock !
Theoretically packaging should only include stuff referenced in the Levels you choose to include in packaging
Would anyone here know why my packaging gets stuck at the following stage of cooking? UATHelper: Packaging (IOS): LogOnline: Display: OSS: FOnlineSubsystemAppleModule::ShutdownModule()****
Hi guys, I've been having issues trying to pack for Android on 5.4
Any ideas on what the best way to do it?
it's fine to stick to #mobile channel on this front I reckon, all the mob devs are there
When you package your game and forget for example to connect a blueprint so you have to save and repackage the game all over again, is there a way to do this without repackaging everything?
best practice is to have a separate build machine so you don't waste your dev time waiting for packaging
i.e. no
No I mean: you package your game ready to be released, then you try it and you notice for example a mesh is out of position so now you have reopen unreal, change it and repackage all over again
yeah, you just have to fix and repackage
😭
And this is why having some form of CI ( continuous integration ) system like Jenkins / or at the very least a separate build machine is a Very Good Idea
I see. Thank you
I get that the error is saying something is wrong with the datalayer, but I dont understand where to find that file:
"UATHelper: Cooking (Windows): LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.
UATHelper: Cooking (Windows): Source package: /Game/Levels/LVL_neoRome/LVL_neoRome_01/Generated/07PQ2UCPWB9PBJ8ZPW06NZ6DR
UATHelper: Cooking (Windows): Target package: /Engine/EditorLandscapeResources/DataLayer
UATHelper: Cooking (Windows): Referenced object: /Engine/EditorLandscapeResources/DataLayer"
I deleted the generated folder, yet still getting these errors. So, it is odd
oh... well, I turned off the option for "cook" editor conent, but because it was used in the game (somewhere) it was erroring. Makes sense
Has anyone here ever had this issue when cooking on Mac with xCode 16?
UATHelper: Packaging (IOS): LogInit: Display: NOTE: Only first 50 warnings displayed.
UATHelper: Packaging (IOS): LogInit: Display:
UATHelper: Packaging (IOS): LogInit: Display: Success - 0 error(s), 58 warning(s)
UATHelper: Packaging (IOS): LogInit: Display:
UATHelper: Packaging (IOS): Execution of commandlet took: 2m 10s (130.44 seconds)
My project cooks correctly but then hangs after this point and never shows "SUCCESS"
Hey everyone! I'm having trouble unpacking the content of my game. I'm working with mods, so I need to package the mod file and upload it to the mod.io platform so that when someone subscribes to the mod, it gets uploaded and unpacked to access the files like blueprints and textures. The issue I'm having is with unpacking. I'm using UnrealPak.exe to unpack, but when I try to unpack the .pak file from the chunk that contains the mods, I get a message saying that UnrealPak ran, but nothing happens. I'll attach some screenshots to show you what I mean.
Then, just to test, I tried unpacking the entire game to see if it would work, and I noticed something that I'm not sure is supposed to happen. The content folder doesn't get unpacked when I unpack the whole game, only the plugins and config folders.
So, I upload the mod file as a .pak to the mod.io platform because it's one of their requirements. Then, when someone downloads it, the unpacking is done, and it's possible to manipulate the files, like blueprints and textures, which will be mapped, for example. This file manipulation is done within the blueprints. I didn't understand what you meant by "mounting the pak."
As I mentioned before, I did a test trying to unpack the entire game, not just a chunk, and nothing related to the content came, only config and plugins. I don’t know if this indicates that I need to do some extra configuration to make it possible to unpack the content. I really need to solve this, as I’m the one responsible for this implementation on the team. I’m not understanding how to do this unpacking in Unreal 5.
@winged moss
These are the screenshots from the attempt to unpack the entire game, which came without the content.
well it isn't one of their requirements because I uploaded a zip file to mod.io
and unpacked the zip
and when the unzipping was complete, I'd mount the pak files it found in the output directory
so again, I'm not sure why any of this is necessary
So, I'm trying to do it this way because the current mod.io documentation indicates that it should be done like this. I'll try doing it the way you suggested, using a zip file. Thank you so much!
I always found their Unreal plugin to be a little meh, I rolled a custom one
It falls short in some aspects, but I think it's improving over time
It's acting as a stopgap for me because I don't have time to implement so many things on my own
And what did you use, PlayFab?
hmmmm interesting
It only supported what it needed to
I think here they're trying to be a bit too "batteries included" since I last looked at this
To be honest, ideally, I would like to build my mod system with PlayFab, but I hate Microsoft's documentation
I'm really hoping that Mod.io improves a few things, like its error handling
For example, many things that could return a message specifying what went wrong just don't work, and you have to figure out what it is
does anyone knows what is wrong? I am using unreal 5.0
looks very much like a problem with your toolchain, best mosey on over to #mobile channel
okay
Hi! I get this crash as soon as I start my compiled project, but it only happens if I compile it in Shipping mode, in development mode everything works correctly, this is the complete error, let's see if someone can give me a hand:
LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\Archive.cpp] [Line: 762]
BulkData compressed header read error. This package may be corrupt!
0x00007ff6d2a229c5 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d2a21557 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d2928549 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d5c2548e InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d5c1d8f2 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d5c228dd InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d5c37053 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d2c2239c InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d2c1d9c8 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d2c1d8d1 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d2b108f9 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d2c1d77f InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d510a3da InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d50ff2a6 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d5109ae6 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d4f89e1c InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d570c7a4 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d5713d6c InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d5713dea InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d5714c10 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d571cef4 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ff6d7673d92 InteractFramework-Win64-Shipping.exe!UnknownFunction []
0x00007ffdce6d257d KERNEL32.DLL!UnknownFunction []
To clarify, the project compiled correctly, it's when you open the executable of the project compiled in shipping mode.
hey guys, not sure if it's the correct channel to post this on but yeah the problem I have is related to PSO bundles. So I'm able to supposedly record PSOs during gameplay and there is a ".rec.upipelinecache" available after exiting and so on so I assume all is good. When i re-cook with the .spc file and re-run the game using -clearPSODriverCache, there is always a bunch of PSOs (specifically Minimal PSOs) that are always missed, even though their materials are actually viewed during the playthrough.
what i see in the log is a bunch of "Found PSO With same shaders & different state:" when the PSO cache result is "Missed"
has anybody seen this problem before or knows what might be causing it?
Hello Everyone,
Is it possible to ship a package with a different DefaultEngine.ini file? My use case is: I would like to activate different EOS configurations for the "Linux Server" package compared to the "Windows Client" package.
Hey Guys,
Niot sure if this belongs here, but if I package my Game for Windows with both SM6 DirectX and SM6 for Vulkan, how do I determine which one I want to use?
I assum,e it's a flag you set when launching the game, startup parameter or soemthing?
I've seen it done on Steam where at Launch you can choose between DirectX or Vulkan?
Good morning guys,
I have a small error on steam. I uploaded my game and setup everything, but I got the error that I dont have an excutable file. And that is because I have a subfolder "windows" in my project. The "dumb" issue is, I dont find a documentation how steam is requiring to setup the path and I already tried a lot and its a mess. Can some give me a hint? 😄
What defines what shows up on the supported/unsupported Platforms list?
I'm working with a sample project and it says a platform isn't supported (but it builds fine and is my target platform)
Is it just in a .uplugin or .uproject file somewhere that I could modify?
I'm packaging with a 5.3 source build. The server builds fine but for either dev or shipping client I get..
Expecting to find a type to be declared in a module rules named 'HttpServer' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool
I have the HttpServer in my build.cs, it's not a plugin but part of the engine so I'm not sure what do with this.
Ok, I had HttpServer in the build.cs but it was supposed to be HTTPServer. I noticed a small message came up during the build but it didn't error
Hey!
I am desperately calling for help
The package game started to crash
It did not happen before. This does on one map only
Unfortunately I have pitch session incoming and I have some meetings set up, where I am expected to show all 3 maps working
😦
Publishers expect me to show all 3 maps
Fatal error appears just several seconds before loading a level
I have attached the error decoding into a package game, so that's the stuff I get
"<CallStack> (mygamename)_Win64_Shipping!FLandscapeComponentSceneProxy::GetStaticMeshElement<TArray<FLandscapeBatchElementParams,TSizedDefaultAllocator<"
Dunno if it's trying to find some static mesh element, that doesn't exist anymore ? The whole project is at stake if I don't figure it out before the friday
Full error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
TURBOBullets_Win64_Shipping!FLandscapeComponentSceneProxy::GetStaticMeshElement<TArray<FLandscapeBatchElementParams,TSizedDefaultAllocator<32> > >()
TURBOBullets_Win64_Shipping!FLandscapeComponentSceneProxy::DrawStaticElements()
TURBOBullets_Win64_Shipping!FRayTracingDeferredReflectionsRGS::FParameters::operator=()
TURBOBullets_Win64_Shipping!FDeferredShadingSceneRenderer::PrepareSingleLayerWaterRayTracingReflections()
TURBOBullets_Win64_Shipping!TRDGLambdaPass<FVisualizeShadingModelPS::FParameters,<lambda_72265747c8d69c710a699e31e0be7953> >::ExecuteImpl()
TURBOBullets_Win64_Shipping!FTaskThreadAnyThread::ProcessTasksUntilQuit()
TURBOBullets_Win64_Shipping!FTaskThreadBase::Run()
TURBOBullets_Win64_Shipping!FRunnableThreadWin::Run()
Hello, I'm packaging my game in shipping configuration but the ini files are not being created on AppData/Local. The only file being created is the GameUserSettings. Does anyone know why this may be happening?
I'm trying to add the option for the player to change the RHI but it's not working, it should change the Engine.ini file
I've the same issue, and idk what to do
I want to change de RHI runtime, but I can as the Engine.ini is not generating
is it not possible to use configuration overrides for packaged builds?
Epic Games Developer
Configuration files in Unreal Engine provide you with initial settings for configuring gameplay or engine behavior on startup.
eh, now that i think of it i guess it makes sense
CustomConfig in target is used for this, but requires a source build
i have a source build, thanks for this. super helpful
Are you trying to inject config values INTO the build itself? Such as a build ID as a config value? If so... https://medium.com/disruptivegames/config-injection-during-unreal-engine-4-builds-87e02b7ecc09 It's a big aged now and the changes in engine are deep in ProjectParams hell but we use this endlessly and one of the best investments we did on the packaging pipeline. Basically runs a commandlet to update values from commandline ones build has been staged and updates the ini files.
Medium
Hello all, this article will talk briefly about overriding configuration INI values in Unreal Engine 4 that we used effectively in our…
in particular a secret key for the server for communication with a master server
Hey everyone, I’m trying to mount a .pak file that I generated with ChunkLoader, but I’m having trouble. When it tries to mount, my game crashes. I know the path is correct because if I use the wrong path, it logs that the file wasn’t found. Does anyone know what might be happening? My brain is melting already
This is a bit old hat with CustomConfig
Oh then you don't actually need CustomConfig at all
You can make a DedicatedServerEngine/Game/etc.ini
oh that's super cool. would i access that from code?
No you make a file in the Config directory and that gets packaged with your server build