#packaging
1 messages · Page 17 of 1
How would you handle something like a build ID you want to inject during build process? CustomConfig I'm guessing is referencing something similiar to Lyra's setup with projects?
The UAT SetVersion step does this, injects branch name and Perforce CL
Yea, so we generally want ability to do this with any config value during CI process
I've rolled my own python scripts to manipulate .ini files and .uproject files
Yea, we have something that works fine for cook as pointed out above, just wasn't sure if that is what CustomConfig does, doesn't feel like its quite the match. Made a commandlet that is triggered during staging that updates inis based on input values on command line for the UAT process
Dear community, I am having an issue with a blank project, creating a few boxes and trying to package my game to test. I have never touched ControlRig and simply cant get it to package:
I made sure I am on the correct compiler version for 5.4 and have no other errors. Just exceptions out at this message
All I want to know is if this is a known error, or if I have done something wrong ^^
Sanity check that you can package a blank project perhaps. If that works, try adding a rig intentionally, test again. If either fails, Verify editor installation might help
Anybody use Rez for UE tooling deployment for your Studio?
I'm looking to learn how other studios are doeloying their UE Plugins. (w/ consideration of special cases in which Python Custom Libraries are dependencies)
well if it's building it, the plugin's enabled
otherwise, you might need to verify your engine install, or there's a bug with your MSVC version.
When I cook / package my log gets spammed with about 30 bunch of warnings like this (they are all identical except for the UAID at the end):
UATHelper: Cooking (Windows): LogNavigation: Warning: Navigation System: registration queue full! System:/Game/Maps/TowerAreas/towerZeroNewPartitions/PvE-Intro-Partitioned.PvE-Intro-Partitioned:NavigationSystemV1_0 NavData:/Game/Maps/TowerAreas/towerZeroNewPartitions/PvE-Intro-Partitioned.PvE-Intro-Partitioned:PersistentLevel.RecastNavMesh_UAID_A4BB6D6569EF711C02-Default PackagingResults: Warning: Navigation System: registration queue full!
Nothing seems to be wrong in the packaged build. I found a forum thread with a similar error and it said to look either for unloaded recast nav meshes in the world partition (which I do not have) or to try and find the given recast nav meshes in the ExternalActors folder and manually delete them, but I don't know how to find the correct folder within external actors from the given log warning line.
Does anyone know how to get a USD stage working in a packaged game? My stage is loaded and works fine in the editor when I play. but packaging the game its just not there. Dev, debug or shipping - all the same. Tried with 5.4 and 5.5 preview
Is there a way to specify the Microsoft GDK version that a Source Engine build uses if there are multiple versions installed? Similar to the Compiler/CompilerVersion entrys in the BuildConfiguration.xml
(I was using UE4.25 and was able to adjust things in UEBuildGDK.cs)
did you follow all of these instructions? https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine
Visual Studio Code is not Visual Studio
Rule of Thumb with Unreal setups seem to be to read the docs and follow them exactly, it's very finicky of anything not being just so
That's true with Android but Windows is less finicky
Not sure about steam but this is done in engine ini
but it's best to have the correct WinSDK and build toolchain
change the RHI like this DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
The latest version of Visual Studio has some super cool features for Unreal Engine 5. In this video we run through a full setup and demo the new integrations for blueprints, tests, naming conventions, and macro expansion.
🔴 Subscribe for more game development videos: https://www.youtube.com/riotnu?sub_confirmation=1
Check out my video on build...
should i follow this or just go with the docs(extremely bad with text )
I ain't watching a whole video, it's just the IDE (latest version is fine), C++ for desktop, C++ for game development, .NET desktop, 14.38 build tools
ok
the text guide has pictures, which is like a video, but played really really slowly.
Can be done in code like this
{
const FString RHI_DX11(TEXT("DefaultGraphicsRHI_DX11"));
const FString RHI_DX12(TEXT("DefaultGraphicsRHI_DX12"));
const FString RHI_VULKAN(TEXT("DefaultGraphicsRHI_Vulkan"));
switch (GraphicsRHI)
{
case EGraphicsRHI::RHI_DX11:
SurvivalGameUserSettings->SetEngineIniValue("/Script/WindowsTargetPlatform.WindowsTargetSettings", "DefaultGraphicsRHI", *RHI_DX11);
case EGraphicsRHI::RHI_DX12:
SurvivalGameUserSettings->SetEngineIniValue("/Script/WindowsTargetPlatform.WindowsTargetSettings", "DefaultGraphicsRHI", *RHI_DX12);
case EGraphicsRHI::RHI_VULKAN:
SurvivalGameUserSettings->SetEngineIniValue("/Script/WindowsTargetPlatform.WindowsTargetSettings", "DefaultGraphicsRHI", *RHI_VULKAN);
}
}```
```void UMoreGameUserSettings::SetEngineIniValue(const FString& Section, const FString& Key, const FString& Value)
{
const FString PlatformName = UGameplayStatics::GetPlatformName();
FString EngineIni = FPaths::GeneratedConfigDir() + PlatformName + TEXT("/Engine.ini");
EngineIni = FConfigCacheIni::NormalizeConfigIniPath(EngineIni);
GConfig->EnableFileOperations();
GConfig->SetString(*Section, *Key, *Value, EngineIni);
GConfig->Flush(true, EngineIni);
}```
this seems slightly overengineered?
how come
seems like a lot of steps, and for some reason uses GeneratedConfigDir? I'm sure that isn't Saved/Config
it is, as that changes in shipping from saved to appdata but yes it works returns the correct path in shipping and dev builds
Path in shipping C:\Users\dante\AppData\Local\Survival_Craft\Saved\Config\WindowsClient\Engine.ini and Dev build C:\Users\dante\OneDrive\Desktop\SC Server\Game\WindowsClient\Survival_Craft\Saved\Config\WindowsClient\Engine.ini
GEngineIni? where
and also i need the enable/disable file operations its just for my project
GEngineIni is a global in CoreGlobals.h
yes i know that thought u ment i had it in the code and GEngineIni does not work for me as i use a client build and GEngineIni returns Windows not WindowsClient
Hello! I need some help, how do I enable logging to file in a shipping build? I need to debug a crash that only happens when setting build to shipping.
I have added this code in my ProjectName.Target.cs:
BuildEnvironment = TargetBuildEnvironment.Unique;
bUseLoggingInShipping = true;```
When i try to build the game from my IDE it does not let me build it and it says: `Targets with a unique build environment cannot be built with an installed engine.`
Same thing if I try to generate visual studio project:
Getting this error when packaging: LogWater: Error: Failed to triangulate Ocean mesh for BP_Ocean_KC. Ensure that the Ocean's spline does not form any loops.
Not sure how to handle this, as Close Loop is greyed out?
Pretty much what it says on the tin. Unique build environments require a source build
I removed BuildEnvironment = TargetBuildEnvironment.Unique; but I still can't package the game in shipping mode.
I also tried adding bOverrideBuildEnvironment = true; but i get spammed with linking error for missing log categories
like I said, you cannot have a unique build environment with the launcher build or an installed build, it requires a source build
enabling logging in shipping modifies build definitions for the engine, and as such requires a source build
you can possibly make an installed build where that's defaulted to on in UnrealGame.Target.cs, but setting up a native engine build is easy too
Can you point me on how to do it?
there's a whole guide on how best to structure your project in #source-control, but the important part is this:
https://dev.epicgames.com/community/api/learning/image/029fe999-a018-4d98-802a-e5db55f44aac?resizing_type=fit
I was hoping it would embed the image
you can get the engine source from GitHub or if you're an engine licensee, from the Epic licensee Perforce server
but it talks about that in the same article
Thanks this was indeed what I was looking for!
Is there any way ingame I could confirm what it's running? (Like a command or something?)
I'm sure via code you can get the current RHI or use a third party overlay or something
So.. for someone not knowing C++ as well.. if at all! 🫣
Could you explain what these codes do? 😇
Switches between different renderers : DX11 ( DirectX ), DX12, Vulkan
Some games find it advantageous to give users the option to use GLES ( mobile ) renderer even, can help some laptops to work for example
that's -featureleveles31
which is also how the mobile preview works
I asked about that on UDN ages ago, it's what Fortnite's "performance mode" does
Yeah, we have it as an option now on Steam
We were getting a lot of people shocked when we moved up to unreal 5, and game wouldnt work for them anymore
is there a way to exclude certain folders for server cooks? for instance, i want to exclude UI folders
i've looking up information about this online but i'm finding little information on DefaultPakFileRules.ini
Do the assets mentioned in the errors actually open?
the ones in the red?
yes, those are the errors
they dont exist
yellow the warnings
i browsed through but m_basic_wall doesnt exist
well that sounds like a corrupt asset
you can try reverting it in source control to an earlier revision (though this where I anticipate you telling me you don't use it)
i dont use it in the project so its more convinient removing it completely
thanks for the help man
damn please set it up
well yeah, there's no Source directory like the error says
create a dummy c++ file in the editor and your project will magically become a c++ project. Or maybe just adding a "Source" folder works too? Not sure
thanks for that
It will need a Build.cs, the relevant Target.cs, and then the actual module class implementation, but adding a class from the editor generates that
i added bp classes but it didnt do anything
well last I checked, adding a BP class is not adding a C++ class
oh then what class do i need to add from the editor?
file > add c++ class
Tools->New C++ class it seems to be in 5.4.4
thanks that did change things a bit
14.38 if on 5.4
this is happening when i run my build as an application, anyone know how i can fix this?
Elaborate on how you're doing this
hey there im trying to build my game using steammultiplayer system but whenever i try build it i get this error how do i fix this im using blueprint dont know if that makes a different or not
packing was working intill i added the steamworks api in and the steam subsytem pygin
plugin
I can't get the Steam overlay to display when creating a shipping build. The overlay works when I create a development build. Can anyone help? I've created a txt file with the app ID as suggested by many YT videos, but that hasn't worked either.
Trying to setup ci cd with Jennkins, getting problem with Gradle start, I think it caused by no permission to virtual disk Z:
Creating rungradle.bat to work around commandline length limit (using unused drive letter Z:)
Writing symbols to C:\ProgramData\Jenkins\.jenkins\workspace\LeafFableAndroid\Binaries/Android\LeafFable_Symbols_v9/LeafFable-armv7\libUE4.so```
Folder intermediate/Android/Gradle always is empty
So I'm getting
```log
ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\ProgramData\Jenkins\.jenkins\workspace\LeafFableAndroid\Intermediate\Android\gradle\app\abi.gradle'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.StreamWriter.CreateFile(String path, Boolean append, Boolean checkHost)
at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding, Int32 bufferSize, Boolean checkHost)
at System.IO.File.InternalWriteAllText(String path, String contents, Encoding encoding, Boolean checkHost)```
I tried to switch Jenkins to specific user instead of authority, but it didn't helped. Hot to fix that problem?
I would first sanity check whether you can package from editor with the same settings to be sure whether this is jenkins issue or general setup issue
im trying to export two maps one is my ui map and the other is my game map ,iam not skilled enough to read these logs
much appreciated if anyone can tell me what is wrong
the Fab plugin breaks packaging, disable it
hey there im using the unreal engine advanced steam sessions plugin but whenever i try test the game it doesnt work i did the c++ class and built the project with unreal engine closed got no errors but when i try test it the steam doesnt show up and i have steam open in the background
Posting logs might be helpful
i have looked and i cant seem to find a fix everything is set up the right way
ok
Where did u learn to Read Logs?
i have checked all the logs i have it all set up correctly it just isnt working and idk why
it works now
Does anyone know if it is required to cook content before packaging the build, or packaging automatically perform the required cooking?
Packaging will cook the required assets.
Thank you. Somehow I feel like it doesn't cook.
If I cook content when Development mode is selected, will the cooked content be used if I run Debug Game (from VS)?
I'm not sure on that one.
Hey everyone, hopefully this is the right place to ask; I am following online resources on how to create bundled pso caches and I am stuck on the step where I need to run a packaged build with -logPSO command line switch. I believe I do this step correctly, however, documentation states that rec.pipelinecache files would be placed under Saved/CollectedPSOs; however, unless I am not looking in the right directory, I cannot find this CollectedPSOs folder. I am using 5.4, with build source build from github, and I am following these resources:
https://www.tomlooman.com/psocaching-unreal-engine/
https://dev.epicgames.com/documentation/en-us/unreal-engine/manually-creating-bundled-pso-caches-in-unreal-engine?application_version=5.4
Any help would be appreciated 🙂 thank you
I am trying to exclude a bunch of files for a linux build. I added the file path needed in a DefaultPakFileRules.ini file put in the config folder. But when packaging the project I get a "Excluding config file DefaultPakFileRules.ini". Do I need to tell the engine that I want this in the package somewhere?
Hi all i wanted to ask this question but I updated my project to 5.4 from 5.2 and i keep getting this error when trying to package looking for some advice on fixing the isue PackagingResults: Error: Unknown Error PackagingResults: Error: Unknown Cook Failure
UATHelper: Packaging (Windows): LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the object was stripped out of the target package when saved.
UATHelper: Packaging (Windows): Source package: /Game/Awakening_Game/Code/Core/Systems/InventorySystem/AC_Awake_Inventory
UATHelper: Packaging (Windows): Target package: /Game/Awakening_Game/Code/Core/Systems/Event_Sys/Events/BP_Event
UATHelper: Packaging (Windows): Referenced object: /Game/Awakening_Game/Code/Core/Systems/Event_Sys/Events/BP_Event.BP_Event_C:Arrow_GEN_VARIABLE
Have you cleaned everything before you started you cook? Like deleted the intermediate folder, save folder etc? So you start of with a clean solution
yes did it a few times lol
all 4 of these i have deleted
Hmm, I would delete the binaries folder too, but I would be surprised if that fixes your issue :/
yeah not sure what else it could be i will do that and run it again and see if i get more errors
I guessed you checked this thread?
https://forums.unrealengine.com/t/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/1825570
During the cook process of packaging I get a bunch of these errors? I tried using this cook settings and without: -AdditionalCookerOptions=“-cookprocesscount=4”. 1Either way I see errors. Sometimes without that multi-thread cook setting, it works, but not always. LogCook: Error: Content is missing from cook. Source package referenced an object ...
Yes i did
I will try a few of these things again see if it works
@cloud kestrel Fixed 🙂
Oh, the bin folder was the bad boy?
This guy right here
cooking checked it on
Glad you found it 🙂
I managed to fix a few of my assets with this issue by
Marking the variable with the error as editor only compiling.
Unticking editor only and compiling agian.
3.Packaging/Cooking Content agian.
me too i was up really late trying to firuge it out
Does anyone know why we might be getting this error?
Internal Compiler Error: System.ArgumentException - An item with the same key has already been added.
Checking the uhtmanifest, it looks like all the headers are being included twice for a particular plugin for some reason. Note: The plugin is NOT installed at engine level, I know that sometimes can cause issues where one erroneous file is including the engine version instead of project version.
Hello friends! I tried to cook the content and package my project, but there are a lot of errors showing in the output log. But I don't understand them at all. Could anyone help? Thanks!
It looks like that it has something wrong with one animation sequence. Since I have a lot of animations, is there a way to quickly find it?
Please post error logs as .txt files or
code snippets
It is much easier to read and copy paste relevant bits
In any case, looks like one your animation sequences is not feeling well. I would look at the whole log, searching for all occurences of "error" first and "warning" second, looking for suspect problems / references to animation sequences
But I still don't understand the error parts
- your project path is way way nested and may cause issues
hengcanz_489\CTIN_489\20231\18363\Projects\DogPunk\DogPunk\DogPunk - These Anims looks broken - they are Warnings, but might be cause of error as well
Found non valid position track for Slide1, 74 frames, instead of 73. Chopping!```
There's load more Warnings
I suggest
- moving your project higher up to a near-root folder
- fixing up all the warnings that you can
Got it, thank you so much!
I got it fixed by fixing the animations, thank you again!
Hello,
Anyone knows what could be causing this issue when trying to package? Colleges using the same project can package fine
Didn't even see that lol ty I'll try
@summer scroll
Even after removing the plugins the project won't compile now, no errors aside from the unkown one, it just fails.
I'll post the log and you let me know if you see anything, there are a couple warnings that mention plugins, but I'm not sure what the make of them.
There are 3 in line 978
You gotta download the file to see the whole thing.
"UATHelper: Packaging (Windows): No Visual C++ installation was found. Please download and install Visual Studio 2022 with C++ components.
UATHelper: Packaging (Windows): Total execution time: 1.37 seconds
UATHelper: Packaging (Windows): Visual Studio 2022 x64 must be installed in order to build this target."
Your Unreal cannot reach your toolchain. You need to setup your toolchain properly to make it aware by Unreal.
You need Visual studio to package and compile
So you're telling me is that I lucked out into having VS being installed on my computer previously (before I wiped my PC clean), and the lack of that is what's causing the problems right now?
There is a brutal way. Use visual studio to compile the whole Unreal, then it is guarantee to be aware of the visual studio(or other toolchain) you have.
At least, that was how I deal with it when I was doing windows game dev for a company.
I just read about compiling Unreal, seems like a nightmare.
According to the message, that's the problem Unreal is complaning at least.
Shit I'll try it, VS should always be installed on my PC anyway.
I'm not sure if there is other way for windows game dev nowadays. But at least it's easier than Linux & Mac OS already. (I work on these platforms.)
Good luck, then.
The commercial version SHOULD suffice for a small solo dev.
Thanks guys, I'll check back here, if anything new pops up.
Does anybody know if the Grit7Z add for 7-zip works for viewing .pak files?
not remotely the same file format
So, what utility can I use besides installing Unreal Engine 4/5?
What is this for? Unofficial modding is not something that this server deals with
I have just reinstalled the Windows SDK and .net 3.1 and still getting this 😮💨
Engine version?
And I would expect the output log to have more detailed info
might be the Automation tool
then repair your engine install
though I can't tell from your overcropped screenshot
THX engine Verify fixed it
Hi, I have a problem with packaging the title, on one platform it results in a 6gb package while on the other it is 26gb (I unfortunately cannot say what those platform are but they are similar) any hint as to how even approach debugging that?
Also bonus question, how do I disable packaging of Epic quality content if Im sure that quality will never be used?
Hey, does anyone know how I can capture game logs in a shipped build of my game?
You can enable logs in shipping if you enable it and use a source build
I found this article which suggests you don't have to have a source build, but it doesn't seem to work for me
Devops, programming and gaming
shame that you have to have a source build
Yeah whoever wrote that just making shit up
You should not do any of the extra stuff
Just the bUseLoggingInShipping setting in Target.cs
You can't have a unique build environment in the launcher build (or any installed build for that matter)
I guess I'll ask this here, not sure where it belongs properly..
So I use UE 5.3.2, and usually beforee I packlage a Dev Package for testing I go through a lot of the Build Menu options, like:
- Geometry (CurrentLevel)
- Paths
- HLODS
- Landscape Spline Meshes
- Virtual Texture Streaming
- Virtual Textures
- Landscape
Those are I believe the only ones I "need".
So my Question, if I use the Prjoect Launcher with a Custom Profile for my Dev Package, do I need to go through all the Build options above everytime?
Or, does the option in the Profile to Build UAT do this for me?
Or, can I add CommandLine PArams to do the above mentioned options automatically when pakcaging?
Or is there another way to do the above Build options automatically in a Batch script or something?
Hope you guys can tell me? ❤️
Hello! Is it possible for me to package a windows standalone build that works with the RemoteControl MIDI protocol? I have successfully got my MIDI controls working in Play mode but does not work once I make a windows package - no errors in the output log (Im using Unreal 5.4.4 )
Also to note, I found this https://www.youtube.com/watch?v=jlT-pSWcEr0 where he adds a -RC flag at the end of a shortcut to his windows executeable but that didnt work for me as I'm not using the web server part of RemoteControl API - I just need the MIDI -- Is there perhaps a flag I can put on it that will force RC MIDI to work in the build?
For a project I was working on I needed a way to trigger things over HTTP with the Remote Control API. In this short tutorial you can see how to start your packaged project with:
-RCWebControlEnable
Every Tuesday a short tutorial about Unreal Engine, broadcast or other applications I use in my work.
Instagram: https://www.instagram.com/sumatr...
Cant fing whats wrong? Assertion failed: CurrentApplication.IsValid() [File:D:\build++UE5\Sync\LocalInstall\Engine\Source\Runtime\Slate\Public\Framework\Application\SlateApplication.h] [Line: 256]
0x00007fffb2e948a4 UnrealEditor-Fab.dll!FSlateApplication::Get() [D:\build++UE5\Sync\LocalInstall\Engine\Source\Runtime\Slate\Public\Framework\Application\SlateApplication.h:256]
0x00007fffb2eadb4d UnrealEditor-Fab.dll!FFabBrowser::RegisterSlateStyle() [D:\build++UE5\Sync\LocalBuilds\Fab\0.0.1\HostProject\Plugins\Fab\Source\Fab\Private\FabBrowser.cpp:98]
0x00007fffb2ea2e8d UnrealEditor-Fab.dll!FFabBrowser::Init() [D:\build++UE5\Sync\LocalBuilds\Fab\0.0.1\HostProject\Plugins\Fab\Source\Fab\Private\FabBrowser.cpp:68]
0x00007fffb2eb889d UnrealEditor-Fab.dll!FFabModule::StartupModule() [D:\build++UE5\Sync\LocalBuilds\Fab\0.0.1\HostProject\Plugins\Fab\Source\Fab\Private\FabModule.cpp:36]
0x00007ff8313ee42b UnrealEditor-Core.dll!UnknownFunction []
0x00007ff850c7a944 UnrealEditor-Projects.dll!UnknownFunction []
0x00007ff850c96ec1 UnrealEditor-Projects.dll!UnknownFunction []
0x00007ff850c7a1fe UnrealEditor-Projects.dll!UnknownFunction []
0x00007ff6b27434e2 UnrealEditor-Cmd.exe!UnknownFunction []
0x00007ff6b2747079 UnrealEditor-Cmd.exe!UnknownFunction []
0x00007ff6b273e146 UnrealEditor-Cmd.exe!UnknownFunction []
0x00007ff6b273e42a UnrealEditor-Cmd.exe!UnknownFunction []
0x00007ff6b27418a4 UnrealEditor-Cmd.exe!UnknownFunction []
0x00007ff6b27570c4 UnrealEditor-Cmd.exe!UnknownFunction []
0x00007ff6b27596e6 UnrealEditor-Cmd.exe!UnknownFunction []
0x00007ff8a77c7374 KERNEL32.DLL!UnknownFunction []
well there's kind of a clue there
apparently there's an update for the Fab plugin that fixes this, or just disable it
when trying to package a development build without c++ game module but having a c++ plugin throws some exceptions, but when adding a empty c++ class and with that adding a useless game module too it all works fine
what reasons could this have?
especially since i get some errors which would be more relevent for compilation, but the plugin in question does compile fine when having a game module
can it be related to the build.cs ?
public class AWSSDK : ModuleRules {
public AWSSDK(ReadOnlyTargetRules Target) : base(Target) {
Type = ModuleType.External;
// This one is a bit concerning. During Link, some static symbols in
// the SDK weren't found. This fixes it but it should always be the case for DLL linkage
PublicDefinitions.Add("USE_IMPORT_EXPORT");
// add any macros that need to be set. This is just an example define.
PublicDefinitions.Add("WITH_AWSSDK=1");
// add include path
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "include"));
// configure link libraries. This basically makes it windows x64 only
string LibrariesPath = Path.Combine(ModuleDirectory, "lib", "Win64");
// many PublicAdditionalLibraries.Add etc.
// This should add the appropriate DLLs to the package by
// copying the DDLs to the appropriate output dir
string DLLPath = Path.Combine(ModuleDirectory, "bin", "Win64");
// Many RuntimeDependencies.Add("$(BinaryOutputDir)/aws-c-common.dll", Path.Combine(DLLPath, "aws-c-common.dll")); etc.
}
}
you must have at least one game module to use a C++ plugin in project
also be specific with errors
is this always the case? so when i download a plugin from the marketplace which uses c++ and i want to build the game i still need a game module then ?
in project it's 100% the case
i thought when the binaries for my build targets are precompiled it should work without then
but i guess im wrong about that
well I don't make the rules, if you have a plugin in project you must also have at least 1 C++ module as part of your project
alright thanks!
it's trivial to add one after the fact
it seems that unreal detects when a plugin needs a gamemodule and adds it temporary
i tried it with a new small c++ plugin and it seems to work, i tried it with the plugin in question solo and it worked too
only the combination of my big c++ plugin in combination with the plugin in questions raises the failed build error but strangly enough only for the plugin which builds solo perfectly fine
.uproject is has no code, but is being treated as a code-based project because: MeshModelingToolsetExp plugin is enabled. Creating temporary .Target.cs files.
engine plugins will do that, it doesn't really work properly with project plugins
all this trouble to avoid adding a minimal game module
i see so it also may depend on what the c++ plugins do if they somehow be compatible with a blueprint only project or not and since my big c++ plugin probably does a lot and depend on a lot of different modules they may not included or something like that
the only thing that still confuses me is the error messages, the error messages would more suggest a c++ problem since they indicate missing curly brackets and all that, but the code snippets the compiler suggets is free of errors
well you still didn't post the errors
they are in german but i can wrangle them through chatgpt to have english errors one sec
iirc if you set VS to English then it should produce English error messages
which will also help googling an error
at home i do have this but haven't done it at work yet
UATHelper: Packaging (Windows): D:\Unreal\CodeProjects\5.3\Lumen_5_3_NoCode\Plugins\MVAWS\Source\MVAWS\Public\IMVAWS.h(48): error C2760: Syntax error: "TPromise" was not expected here, but a "type specifier".
UATHelper: Packaging (Windows): D:\Unreal\CodeProjects\5.3\Lumen_5_3_NoCode\Plugins\MVAWS\Source\MVAWS\Public\IMVAWS.h(48): error C2059: Syntax error: "<"
UATHelper: Packaging (Windows): D:\Unreal\CodeProjects\5.3\Lumen_5_3_NoCode\Plugins\MVAWS\Source\MVAWS\Public\IMVAWS.h(49): error C2065: "SQSReturnPromise": undeclared identifier
UATHelper: Packaging (Windows): D:\Unreal\CodeProjects\5.3\Lumen_5_3_NoCode\Plugins\MVAWS\Source\MVAWS\Public\IMVAWS.h(49): error C2923: "TSharedPtr": "SQSReturnPromise" is not a valid template type argument for parameter "ObjectType".
stuff like this and more to come
sounds like what I would expect from a plugin that's relying on unity builds but compiling without unity
couldn't i change the build type in the build.cs and set it to external ?
no?
but you'd have to fix the plugin most likely
which is easy... with a C++ project
probably need to include whatever header has TPromise in it
which appears to be "Async/Future.h"
https://github.com/Accenture/mv-unreal-aws/blob/main/Source/MVAWS/Public/IMVAWS.h and if this is the plugin, then it doesn't seem to include it
it could also be IncludeOrderVersion in the generated Target.cs, which you can't really control in a BP project
since Targets affect build settings for project plugins
which then would explain why a game module would fix it
though usually unity issues affect cpp files rather than headers, so this is probably include order
i think so too
then minimal game module it is i guess
after adding the correct header and (for whatever reason) commenting the FObjectFinder out for the billboard it packages
CANT built my project for a demo I only see 2 red errors and one was a ref to a actor I deleated , but i CLEANED UP THE REFS and the other is moaning about a default level but I cant see the issue. UATHelper: Packaging (Windows): LogStreaming: Error: Couldn't find file for package /ShooterCore/Weapons/Pistol/W_Reticle_Pistol_VR requested by async loading code. NameToLoad: /ShooterCore/Weapons/Pistol/W_Reticle_Pistol_VR
PackagingResults: Error: Couldn't find file for package /ShooterCore/Weapons/Pistol/W_Reticle_Pistol_VR requested by async loading code. NameToLoad: /ShooterCore/Weapons/Pistol/W_Reticle_Pistol_VR
Looks like I fixed the map one by loading it up blank then setting it again. but this async loading code keeps trying to load an asset I deleted, not sure how to fix
Posting more logs might be helpful. Although few quick questions
1 - Have you updated plugins through the launcher ?
2 - Enabled FAB plugin ?
Hello!
I fixed some bugs in my game which is already on the epic games store and I would like to update it but I don’t know exactly how to proceed. Specifically, I used project launcher to package. I checked the following settings:
build configuration: Shipping
Cook: Windows
Release/DLC?patching : Compress content, Save packages without versions/Store all content in a single file/Encrypt ini files
Package: Include an installer for prerequisites of packaged games / Make a binary config file for faster runtime startup times
I used the build patch tool for the upload.
Can I update without having to reload the whole game? From what I understand, this can be done with a patch, but I haven’t found anything concrete.
What may be the reason for a C++ functionality to work perfectly in the editor, but not work when the game is built or started in standalone mode?
I don't have IF-EDITOR macro in the code. Everything is set up properly.
That's an incredibly vague question and it really depends what it is
Yo! I've got an UDeveloperSettings with some soft references to other assets (FMOD events to be precise). They seem to be missing in the cook. Is there a good way to ensure all DeveloperSettings refs get included in the packaging?
sometimes you gotta use the force directory to cook setting
I guess I'll add it to the always cook dirs
And maybe take another look at how it's set up
Cheers
False alert, I just realised the actual problem
yeah?
In code I tested the soft object ptr for having been set with !MySoftThingo, which I feel like some Unreal packaging or error log message at some point has explicitly told me to.
Instead of MySoftThingo.IsNull() like I usually do.
But IsNull() is indeed the correct approach, I guess the ! operator actually supersedes IsValid(), not IsNull().
You are right. So its really weird and I'm bumping my head for hours now.
I have a folliage interaction system that consists of a interaction component that is applied to different actors.
The weirdest thing is that if I attach the component to a sphere actor ( a ball ) for example its working after compiling. But if I attach it to my 3rd person character, after compiling the component is not initialized at all. Its initialized only if I play it in the editor and its working there. I cannot find a possible reason behind this
I tried packaging this on a new project with fresh 3rd person controller and its working fine.
DOES ANYONE KNOW HOW TO FIX THIS ERROR: --->
PackagingResults: Error: SCW 7 Queued Jobs, Finished 7 single jobs
PackagingResults: Error: Job 0 [Single] Failed: M_TMStdFoliage_5e9fb64d1b7eac07/Low/FNaniteVertexFactory/TBasePassCSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainCS VF 'FNaniteVertexFactory' Type 'TBasePassCSFNoLightMapPolicy' '/Engine/Private/BasePassPixelShader.usf' Entry 'MainCS' Permutation 0
Sorry got distracted, but this looks like something you'd get when using EditDefaultsOnly/EditAnywhere with a component in the C++ class, that or using live coding (with reinstancing) or hot reload
Unless I'm misunderstanding "not initialised"
what I just described is when the details panel is blank so might not be that
Actually I found out that world partition is causing the issue. When I enable streaming and I start the game in standalone it seems that the component is there but the variables (Foliage mesh and Foliage Actors) are getting Null for some reason.
In the editor is working fine which cause me to think there is significant difference between loading the world partition in the engine and in standalone mode and processing all the data
It seems like the world partition is loading after some time and its bugging the folliage mesh that is already loaded.
Sadly, I don't have any idea how to fix this
If anyone is interested I was able to find a fix. I've added slight delay before initialization with timer to ensure World Partition has time to load cells. This was the issue.
Anybody that has run into issues where the packaged game has a inconsistency wether it starts or not
My current issue, is that it sometimes starts without a hitch, while at some times it freezes during splash art/logo startup screens
I'm not really sure if this is the right place to ask... but is there a way to build and launch the editor from the command line? I'm sick of Visual studios bs and would like to move to a lighter weight IDE. Is there a way to get the build command that VS used so i can make a standard launch script for the editor in any IDE?
Hey can someone please tell me what this means?
my game doesn't run using PCVR without developer mode active on the quest headsets and was wondering if this has anything to do with it
you installed incredibuild for some reason so you tell us
it's commercial software that's extremely expensive. so if you don't know what it is, uninstall it
it is in the VS installer, so there's also a chance you were blindly enabling options
Thanks I'll remove it now lol
Hello, i have been working in this project for a while now. And i am ready to test on multiple devices for multiplayer. I am trying to package the project but i got long list of shader errors, what is worse, i can't even find these shaders in my project. I have been researching and trying for a few hours now but couldn't find a solution.
can anyone help me with this? what is the issue how can i fix it?
- Sanity check on a blank project
- If repro on blank, might be hardware issues? https://forums.unrealengine.com/t/windows-packaging-errors-in-5-2-1/1777974/3
Hello, so to summurize, I have some linker load crash in a shipping build. To explain, We seperate maps package and code package. The issue is, If a add or remove a variable in a blueprint present on a map, this cause the crash. So for example, I added a variable on the blueprint, they I package the game, the map is marked as "directories to never cook", so only the code/bps are rebuilt. Then I copy/paste the code on the first map package (not no map not found error), but linker load error. Is this a normal workflow? any idea to fix it?
btw, before unreal 5, no issue
here is the callstack, but I don't think this help
we had some linkerload issues around the time we did an upgrade. They were not perfectly consistent, which led us to believe that some bps having large amounts of referencers were to blame. We made some interfaces to decouple things a bit, and things started working again.
Now I can't say with any certainty that this might be your case, but if you have some BP that is used by say 100 other BPs, you might consider decoupling that a bit
That said, if you have any code in the Level Blueprint that refers to this changed stuff, that sounds like it may well break
I have the error on my project, but also tested on a new unreal project with only one bp so only one reference and same error
LinkerLoad error on a blank project? Best send over the full log of the packaging as .txt file
Can also try Verify editor
you mean verify button from launcher?
Why would you do this as opposed to pak chunking?
Hello I have got a message like this , when i start to open my build;
I am not sure that i got it.
LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 2998]
Failed to find shader map for default material WorldGridMaterial(/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial)! Please make sure cooking was successful (Contains inline shaders, has GTSM)
I have a problem where gamepad works fine in PIE, and Standalone, and even when running by right clicking the uproject and choosing Launch Game.
But when I package, controllers just don't work. I am using my old usb Xbox 360 controller. Any ideas?
Hey, Thank you for the advice, i just tried to. But it fails on a simple top down template project as well. So i guess it’s the engine and not the project.
I will be researching to fix it but if you can tell me a way to fix it that would be great.
I've switched from dx11 to vulkan with sm5 and sm6..
Cook went through without errors and I can't launch builded game
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 9367]
Missing global shader FFXRHIOpticalFlowScaleOpticalFlowAdvCS's permutation 0, Please make sure cooking was successful.
Turns out it is related to running with Steam overlay and Steam input enabled by default. I think possibly because I'm using AppID 480 it has a specific mapping for Spacewar not my game. Disabling Steam Input in the steam hud fixes it. I guess it would also be fixed once I setup a new app id too.
Is there any way for me to debug why AndroidEditor.ini and AndroidGame.ini files are not working correctly. The settings in those files are not working, overriding or modifying the default config settings. How do I debug it? Is there anyone have any idea why that might be? (UE 5.4)
Hello! I have an issue where some of the materials fail at packaging, but work fine in PIE. Any idea on where to start investigating?
Do you see any related warnings in packaging log?
Nope
And the android ini files are in Config/Android folder?
It act as if they are not even there.
Correct
too many SRVs is certainly something of a problem. Not sure where the truncation comes from, are these custom materials?
Most likely - they're from Brushify
well, they are warnings, so they might not be critical, but I personally hate having warnings clogging up logs...
Well, I don't get any errors, the game packages successfully; but those materials are shown as default material in the packaged build
If anybody else runs into this issue - I applied this fix and it now packages fine (found on the UE forum https://forums.unrealengine.com/t/ue4-26-shader-is-using-too-many-srvs-only-64-supported/154906/19)
Is there not a way to specify which clang version to use if you have multiple installed? It just habitually uses the last installed clang in the path.
got it.
$env:LINUX_MULTIARCH_ROOT = 'C:\UnrealToolchains\v22_clang-16.0.6-centos7\'
It should really be an array honestly...
Does anyone know why my compiled game is crashing on boot / how to fix it?
do the Steam warnings look relevant?
I don't think so, I've had the steam plugin enabled for months on this project and it never caused any issues I don't think?
oh and this error happens when trying to boot on windows/mac/linux, it doesn't seem to matter which platform I build it for
in the editor it works just fine though
"Tried to open shader library 'Paper2D', but could not find it (only tried to open it as a monolithic library)."
Lots of that stuff looks sus
I would sanity check and build a blank project. If that works, then start brutally stripping out chunks of the game looking for where things go wrong
The thing is the builds worked two days ago, its only today they stopped working. I haven't touched any plugins at all since then
The crash I'm getting on windows is this;
I don't see how it could be a plugin issue?
do you use version control, can check that earlier cl still runs
it does but theres lots of changes in two days, but as a last resort that would work
optimally one can pinpoint the breaking change
then back to head and fix
yep gonna have to do that, just wish there was an easier way 😓
for stuff like this it is also great to have a separate build machine to not have to break dev time totally
Hi there. Is anyone here familiar with any of these two following build error cases? (Building a server target in Linux Docker)
- Single failure on:
LogCore: Warning: dlopen failed: libUnrealEditor-Project.so: cannot open shared object file: No such file or directory
LogPluginManager: Error: Plugin 'BaseGameModule' failed to load because module 'SomeGameFeatureModule' could not be loaded. There may be an operating system error or the module may not be properly set up. - Tens of errors like this:
ld.lld: error: undefined symbol: non-virtual thunk to UCharacterMovementComponent::SetGroupsToIgnoreMask(int)
referenced by Module.TopDownArenaRuntime.cpp
/tmp/project/Plugins/GameFeatures/TopDownArena/Intermediate/Build/Linux/x64/UnrealServer/Development/TopDownArenaRuntime/Module.TopDownArenaRuntime.cpp.o:(vtable for UTopDownArenaMovementComponent)
referenced by Module.Project.2.cpp
/tmp/project/Intermediate/Build/Linux/x64/UnrealServer/Development/RPO/Module.Project.2.cpp.o:(vtable for ULyraCharacterMovementComponent)
Is there a way to package unreal engine default content?
It can be packaged when i replace the reference.
I'm a single programmer so it doesn't really matter in this case 😉
But I figured out the problem! The issue was with Software Cursors.
My packaging logs are complaining that Error: GiveAbility called with an invalid Ability Class. But I only call this a few times and only do so generically (e.g. pass an ability class from a data table).
Is UE actually reading all possible entries in that table to test if it could return an invalid ability class?
For more context: This issue seems to occur when you're running code inside of a software cursor widget. Keep all code external to it and it seems to fix it
guys I'm losing it
EpicGames.UBA.xml". Access to the path
this happens when running BuildCookRun and perforce doesn't want to ignore these files
in the typemap i set the files to writable
what in the world is happening in 5.5?
packaging a plugin and I keep getting this
initial message
Good morning gang, happy Friday! 👋 Quite new to Unreal, and question about mutables and trying to avoid Editor JIT compilation for each dev on the team:
- I hear there is an
.inisetting to enable mutable compilation during splash screen, instead of on first PIE? (ie. to generate/Saved/MutableStreamedDataEditor/) - Is it possible to generate these in the build server cook (and sync them down like you would precompiled binaries)?
Long ago I reduced my packaged build size my having 'labels' using some sort of class, and I also was able to make custom named pak files. For the life of me I cannot remember how and googling is getting me nothing (where is answerhub gone with all my old answers!? 😭 )
It's a specific class that simply would sit in a folder and change the pak.
Thanks fellow devs
solution: packaging -> enable chunks -> use primaryassetlabel class
still trying to figure out how to name the pak files tho
This might be helpful https://dev.epicgames.com/documentation/en-us/unreal-engine/google-play-asset-delivery-reference?application_version=4.27
API reference and implementation guidelines for the Google PAD API
Hello, I have a packadging error that tells me my Visual Studio compiler is not a preferred version. Can somebody help me?
Simple solution is to update your visual studio/msvc to the version unreal tells you. Every unreal version has different requirements and there were few bugs in some visual studio 2022 releases so they’re blacklisted be a it completely broke everything
I'm trying to debug a packaged client crash. I added this to my target.cs
bDebugBuildsActuallyUseDebugCRT = true; LinkType = TargetLinkType.Monolithic; bUsePDBFiles = true;
I can see a quite large .pdb file in my binaries/win64 but no stack trace appears in the log when it crashes. I see this tho, UnrealTraceServer: Unable to launch the trace store with '"../../../Engine//Binaries/Win64/
also this is from a source build so I am no longer seeing as much info when something crashes in the editor just 'fatal error'
yeah just throw any old settings in your Target.cs
use -waitfordebugger, or use the -basedir thing
How do I know which version Unreal needs? When I've tried without VS, it tells me in needs it. When I tried with VS, it said it's not the preffered. How do I find out which version my unreal software needs to package?
It's usually written in release notes for every UE release
best bet is to usually go with the "IDE Version the Build farm compiles against" as that's what's used by Epic to compile the builds that go to epic games store
here is direct link: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5.5-release-notes#platformsdkupgrades
Overview of new and updated features in Unreal Engine 5.5
I'm using 5.4
the njust switch to UE 5.4 🙂 https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5.4-release-notes#platformsdkupgrades
Visual Studio: Visual Studio 2022 17.8 14.38.33130 toolchain and Windows 10 SDK (10.0.18362.0)
Got it. I will see what I can do. Usually I just have to go to VS and modify right?
Or is there a different method
what do you mean, different method?
you need visual studio - or to be more precise MSVC toolchain and Windows 10 SDK - to compile Unreal Engine
there's no way around it
Got it, thanks. I will try what you said. I will let you know what happens
It didn't work. This is my first time packaging on a Windows PC. I tried going back to the installer, I tried changing somethings, now I'm worried I might mess it up more
can you send the whole error you're getting?
Hang on...
I think I will send tomorrow, I need to do something as of the moment
anyone knows how to get rid of stats text even in shipping mode package? tried with both launcher and manual
Hi guys need help with the frame drop in viewport and packaging. I'm using ue5.4 I placed a building on my level. Whenever I look at the building my frame is dropping from 50fps to 10fps I tried changing it to low and mid scalability but there is no change.
can you provide more details, is the drop because of CPU load, GPU load etc?
The first image facing towards the building and the other opposite.
I can't understand why I cant package my game with the CustomConfig=Steam set.
When packaging it gives me this error, but when I do add the BuildEnvironment that he tells me to, Steam doesn't work when I launch the game.
MyProjectSteam modifies the values of properties: [ CustomConfig ]. This is not allowed, as MyProjectSteam has build products in common with UnrealGame.
Remove the modified setting, change MyProjectSteam to use a unique build environment by setting 'BuildEnvironment = TargetBuildEnvironment.Unique;' in the MyProjectSteamTarget constructor, or set bOverrideBuildEnvironment = true to force this setting on.
Took 1.71s to run dotnet.exe, ExitCode=6
The other target build:
public class MyProjectSteamTarget : MyProjectTarget
{
public MyProjectSteamTarget(TargetInfo Target) : base(Target)
{
// bOverrideBuildEnvironment = true Adding this do package the game but steam isn't working.
CustomConfig = "Steam";
}
}
Isn't it suppose to override the DefaultEngine config with the custom config one? am I mistaking here? 🤔
I'm packaging the game using the Project Launcher here.
It requires a source build, that's what the first errors means anyway
Here is after trying again:
well, as it says, you have wrong VC++ toolchain version installed:
Visual Studio 2022 compiler version 14.42.34433 is not a preferred version. Please use the latest preferred version 14.38.33130
it's not only about visual studio version itself, but also about Windows SDK and C++ toolchains
With that big of a jump something is definitely wrong I'd take a look at the GPU visualizer and see what's eating up your GPU
I will check it out. Thank you
@proven stone Thank you so much man. You're the best! I can finally rest easy.
Glad you solved your issue 🙂
Anyone having issues with a Stack Overflow somewhere in FLinkerLoad after packaging in UE 5.5? There is a new bug in 5.5 which can cause this when there are cyclical dependencies between blueprints. Some community members have been investigating this for a few days and we've tracked down that it seems the "IO Store" setting set to false is a requisite for the bug to occur, so if you need a quick fix, you can try turning that on within your Project Settings. If you experience this issue and setting IO Store to on does not solve it, please ping me!
If you have not yet packaged on 5.5 and you use Ultra Dynamic Sky, you are likely to experience this issue. There is a UDS update (either coming or already out) that works around the issue, but that update was before we discovered the "IO Store" setting was the culprit.
The issue is not specific to UDS though, our minimal reproduction shows it can happen with just 2 blueprints in an otherwise blank project (which are dependent on each other)
this used to break before 5.5 randomly, I've dealt with this before, even with the old event driven loader
the best fix was just to fix the cyclic dependency
from https://dev.epicgames.com/community/learning/tutorials/dXl5/advanced-debugging-in-unreal-engine, this is a good tip for identifying problem assets:
Hello, is there a way to rename only packaged build? I created C++ project, which is complex, and I don't want to rename the entire project. Instead I want to rename only the packaged build, is that possible?
So if i just rename the .exe and upload it to steam, will it cause any issues? Or any better way?
regarding my previous message, it's not that DefaultGameUserSettings.ini is not getting packaged (it is), but the settings for full screen mode to be windowed seem to be ignored:
(game is starting in full screen mode instead of windowed)
[/Script/MyProject.MyUserSettings]
ResolutionSizeX=1600
ResolutionSizeY=900
FullscreenMode=2
LastConfirmedFullscreenMode=2
PreferredFullscreenMode=2
hey yall.wondering if anyone has had this issue. I do have the sdk and the ndk installed but I keep getting sdk update icon next to my device. appreciate the help
I still get the unbuilt lighting text stat on my screen even after a packaging in a shipping mode. curious if this is the cause
Hello, I'm having an issue with the game being much brighter in packaged build than in PIE. It's difficult to setup lighting with this issue. Where should I look?
Platform ?
It varies on many settings. Did you add any CVar's or tweaked rendering settings ? Or might be shader compilation issues too
windows
anything in particular to be on the lookout for?
Sanity check with Third person / First person template
Hi community,
I need help to optimize my poject, I'm ready to send via a swiss transfer link anyone who could explain or help me find solutions. I'm currently developing an open-world video game representing the island of reunion, it's a racing game with drag races, races etc... we can also be in third-person view.
i've managed to have an imposing landscape of over 1000km2, i've got roads, buildings etc..., i've managed to optimize my project. I've managed to optimize as best I can, with my machine of course (RTX 3090, 256g ram, threadripper 3975 pro 32 cores), I get out of town Vram= 5.4go; Ram 4 to 5go FPS 100 110 then in town Vram 7 to 8go, ram = 4 to 6go Fps 70 80
in UE5.3 FPS constant 50 to 60.
I confess I don't really know how to use unreal insight, but I've optimized the materials, textures, tested all the commands (stat unit, stat fps, stat scene rendering) checked the drawcall etc... optimized the landscape with hlod + nanite, adjusted the lod too, optimized the mesh, I only get green when I'm in shaders quads and complexity mode,
have any of you already managed to package a project and optimize it? if so, I could send you my project package in dev version and see together what freezes at times (yes, only in certain places do I have an incomprehensible drop) I'd like to understand in order to evolve on my project, knowing that I'm integrating my ia traffic at the moment, then npc manager for the ia in town, then vertitably the gameplay with the different races etc...
best
What should I be looking out for when checking the templates?
More details are needed. Target platform ?
Just package and try with default settings.
Windows64 bit for the moment, PS5 after the game is really optimize, iam partenair with sony but in 2025 ibought the pS5 dev
As an update regarding the stack overflow crash which occurs in packaged builds in UE 5.5: I mentioned that you can enable Io Store if you encounter the issue, but note that Io Store doesn't have any effect unless you are using pak files. Most projects do, but if you have those turned off for any reason, there is no effective work around. You might consider switching to pak files with iostore to work around the issue. Also we finally found a UE issue for this (we think it was made public not too long ago). You can vote for the issue to get it fixed sooner than the expected resolution of 5.6 https://issues.unrealengine.com/issue/UE-228884
Hello I have an error when i try to create an android package with EU5.5
Unhandled exception: IndexOutOfRangeException: Index was outside the bounds of the array.
at EpicGames.Core.FileSystemReference.ContainsName(String name, Int32 offset, Int32 length) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\Shared\EpicGames.Core\FileSystemReference.cs:line 159
at EpicGames.Core.FileSystemReference.ContainsName(String name, Int32 offset) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\Shared\EpicGames.Core\FileSystemReference.cs:line 147
How can i know from where the problem will come?
Here the full log:
Is it because i configure it badly but how can i found which step is wrongly done?
Are you using ACLPlugin ?
i don't think so
here it's my uproject
i don't use lot of plugging... that's why i said i doubt about it, even if i believe you because it's inside the log
Well I would suggest find in all files from your IDE of choice
what i dodn't understand is
why it put that:
CppStandard Cpp17
when it's supposed to be cpp20?
This is why I'm suggesting to find in all files
Dunno why you set it V5 when the suggestion yesterday was Latest
when i compile i had the error message, asking to put .V5
and the editor said to solve it put .V5
?
yeah before into the log i had that :
Warning: [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V5;' in RainbowColorRace.Target.cs, and explicitly overriding settings that differ from the new defaults.
also that :
Warning: [Upgrade] The latest version of UE no longer supports CppStandardVersion.Cpp17 which may require code changes.
Warning: [Upgrade] Suppress this message by setting 'CppStandard = CppStandardVersion.Cpp20;' in RainbowColorRace.Target.cs.
so i updated the .target to put them inside of it
Yeah you definitely didn't set it to Latest
yes i did yesterday it was in Editor.Target.cs
Yes and I said to apply it to each target
i skip that one sorry
i put Latest also into Target.cs
ACLPlugin : it seems to be something related to unreal engine
and i guess it's that :
Hello. I am not a programmer or a developer and I have a very noob question if someone can help me out. our client asked us to provide a "raw binary .exe" for the final build. What does that mean? and what is the process to generate that? I also lack experience with VS. Feeling quite lost about it.
any help will be greatly appreciate it. Thank you
That sounds like a client that doesn't know what they're talking about as per usual, since the exe isn't the only output from Unreal
Unless they want a self extractor or a setup program or something
The normal packaging process from Unreal would produce an exe file, well 2 of em, but then the actual content is in separate files
The Doc of unreal engine said that if everything is properly setup i should not have the button for installation
But i see allowed SDK : [r25b - r27]
Installed: r25b
so why the button is still there?
and the allowed SDK go until r27
does it mean that i can install those one?
if yes which one should i take?
I see
I have:
NDK
java version is different : 17.0.12 vs 17.0.6
will unistall and install the 17.0.6
nop still the same
r25b is 25.1.8937393
that's the one i have
You can check C:\Users\UserName\AppData\Local\Android\Sdk\ndk to make sure that you installed the correct one
yes it's there.
i was able to package on UE5.1
i'm not able on UE5.5
I had the same problem when I updated to 5.4 from 5.3
I deleted everything related to the Android setup for the previous version and installed the 5.4 requirements
Also you need to delete .gradle folder manually
C:\Users\UserName\
you mean only keep what is needed for 5.5 and delete from android studio everything else?
Yes, that's what I did
And I installed all available android API
This is what I have for 5.4 ⬇️
I was getting errors related to gradle trying to download some packages repeatedly.
That is why I deleted the .gradle folder and it fixed the errors.
i have remove everything and keep like you, but still the same error
😢
How do you configure your path? SDK_ROOT or ANDROID_SDK_ROOT?
or maybe the name is not a big deal here
Can you show me your .target.cs ?
I found the issue
Issues (in my case) comes from the fact that i copied my gitHub project somewhere else from the github folder.
UE was trying to get some info from git hub... and bring that issue.
I made the update to 5.5 in a new branch of the git hub, and then no issue...
Any one has an idea why my Jump Inerty is different in my packaged game than in my editor?
is it a custom jump?
No its the Third Perso Jump
then no idea... maybe it's linked to the thick? if it's the case that will mean according to the platform the inerty will change
During the packaging i have that
UATHelper: Packaging (Android (ASTC)): Downloading https://services.gradle.org/distributions/gradle-7.5-all.zip
UATHelper: Packaging (Android (ASTC)): ..............................................................................................................................................................
UATHelper: Packaging (Android (ASTC)): Unzipping C:\Users\BakR.gradle\wrapper\dists\gradle-7.5-all\6qsw290k5lz422uaf8jf6m7co\gradle-7.5-all.zip to C:\Users\BakR.gradle\wrapper\dists\gradle-7.5-all\6qsw290k5lz422uaf8jf6m7co
UATHelper: Packaging (Android (ASTC)): Welcome to Gradle 7.5!
UATHelper: Packaging (Android (ASTC)): Here are the highlights of this release:
UATHelper: Packaging (Android (ASTC)): - Much more responsive continuous builds
UATHelper: Packaging (Android (ASTC)): - Improved diagnostics for dependency resolution
UATHelper: Packaging (Android (ASTC)): For more details see https://docs.gradle.org/7.5/release-notes.html
UATHelper: Packaging (Android (ASTC)): To honour the JVM settings for this build a single-use Daemon process will be forked. See https://docs.gradle.org/7.5/userguide/gradle_daemon.html#sec:disabling_the_daemon.
UATHelper: Packaging (Android (ASTC)): Daemon will be stopped at the end of the build
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ASTC)): * Where:
UATHelper: Packaging (Android (ASTC)): Build file 'Z:\app\build.gradle' line: 1
UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): A problem occurred evaluating project ':app'.
UATHelper: Packaging (Android (ASTC)): > Failed to apply plugin 'com.android.internal.version-check'.
UATHelper: Packaging (Android (ASTC)): > Minimum supported Gradle version is 8.7. Current version is 7.5. If using the gradle wrapper, try editing the distributionUrl in Z:\gradle\wrapper\gradle-wrapper.properties to gradle-8.7-all.zip
it try to download the gradle 7.5... but after it said, minimum gradle is 8.7....
Looks like when you update from something under 5.3 to something above 5.3
there is a default checked option into the project settigs.
You need to uncheck the box to not use the current gradle version, when you are above UE5.3
Are you still getting errors related to gradle?
no it was related to the pluging AdMob which put a gradle check to previous version.
now i'm facing
it's a nightmare
Did you update the project settings before packaging?
yes i even try to remove the app id to see if it works...
i remove it because when i provide the App ID
during the compilation it said wrong App ID : replace by 1
and same
i have the app id :
but it said it's a bad App ID
don't understand
I'm not using adMob and the App ID is empty for me and it works fine
will check if there is a conflict with AdMob... and their app ID
and retry
Let me send you my settings
by the way this is 5.4
i had some doubt with that one, i will change like that
finally it works
bur
but
next issue 😄
hahaah 😄
permission to display add?
Enabling this option should fix it
No, this is for accessing storage
😄
you should no longer need storage permissions unless you are really accessing like video or something
target sdk 34+ and engine version 5.4+?
Make sure environment variables are set correctly
That's true but I had the same problem
yes those are ok
no still the same
i see into the logs : Analytics storage consent denied; will not get app instance id
maybe it was related
i will try
Actually I was using the save system, probably that's why it needed the storage permission
It was that 🙂
Thanks 🙏
Next step, be sure that android market accept the game like it is now
save system should not need storage permission prompts anymore.
Because I migrate because they said we need to be sdk 34 to publish on the market
So normally I shouldn’t have to check that things and it should work? That what you mean?
Yes. READ/WRITE_EXTERNAL_STORAGE permission usage changed around Android 11 if I recall correctly
You only need it now for photo/media access etc nowadays
again me !!
next step of the problem
meaning AAB file must be under 200mo....
but mine is 400mo..
i can i reduce that ?
You should use Google PAD (Play Asset Delivery)
don't know what it is
will search
ok it's to put assets in a kind of server that the client will download
Google play will handle it for you, you don't need a separate server
yeah that what i have understand. i guess it's the way like all those game are build. where at the start they start to download ressource, and install those ressources
Yes, using the fast-follow mode is the best option for you
google play will handle everything
is it something easy to put in place with unreal engine?
or i don't care about that everything will be handle by google?
like create a new file? or something
You still need to configure the Google PAD
follow the documentation for it
so what i mean is, on the unreal engine part everything is done? and everything will be done on google side?
or i need to develop a screen first for download all things from google first
and make a kind of check that all ressources are available before going to the start screen
With fast-follow mode you don't need it
Google play will download the data when user install the app
And you need to create a primary asset label for them
Add the large files to it
Something like this
Follow the documentation
https://dev.epicgames.com/documentation/en-us/unreal-engine/cooking-content-and-creating-chunks-in-unreal-engine?application_version=5.5
Cooking Content and Building .pak Files for Distribution
This week on Inside Unreal, Ben Zeigler will walk us through how to use the Asset Manager to efficiently categorize, load, and ship large amounts of data. We'll explain the origin and purpose of the system, followed up by an in-editor tour of how Action RPG use the Asset Manager - including Blueprint nodes for Asynchronous Loading. We'll also di...
was this message for me?
No
Hi everyone I'm having problems with the project packetization on UE 5.4.4 that gives me this error:
Looks like 2 conflicting versions of Boost
Though I don't know why you'd curse yourself with Boost more than once, but the engine does have its own copy
You'll get away with it for editor builds because each module builds to its own DLL, but packaged is a statically linked exe
Ok but in my cpp files I don't find any problem. Where can I fix this step??
Then I don't even know how he managed to put 2 Boosts
how you didn't tag me :D, i will check that one 😄
i was able to reduce 200mo from my aab. from 498 to 308
but it's still not the 200mo requiered, i will check your video to see if i can do something better
This is nothing to do "your cpp files", this is the linker
And I can't really tell you more while knowing nothing about your project
ok thanks but I think I understood the problem is due to a plugin that I have
Well only you can see what links all.lib
For nearly a week now I've been struggling with building HLODs from PCG Forests in a partitioned open World in UE 5.4. - It takes over an hour each time and I am just tired at this point.
I managed to build it the HLODs somewhat successfully but for whatever reason I get huge frame drops as soon as I look at the forest in the distance (from stable 50 down to 3-4 FPS). I guess it is because the generated HLODs are still affected by the wind and casting shadows? I tried giving them their own HLOD layer (set to instanced or merged mesh) without change.
The forest itself works with nanite, but the HLODs seem to not work with nanite. I also tried generating them from PCG stamps and deactivating/clearing the PCGs but there is no change.
What am I doing wrong?
when you do that it generate the AAB with is the game + OBB which are the requiered data?
it's a real nightmare those packaging things. spending to much time on that part 😢
I need help! i don't understand
i have split the assets on different chunk
so what i understand is those assets should be remove from the final package and be provided as external data
BUT
the size of my AAB increase... so i don't understand how i'm supposed to reach 200mo for that aab file...
because i understand that to will have to provide :
- the aab file
- all the .pak files
for a "install-Time"
but if i can't reach 200mo for aab file... what is the point to have those chunks?
It will package everything in that AAB file
Add this to DefaultEngine.ini file
[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
+ObbFilters="-*pakchunk1*"
+ObbFilters="-*pakchunk2*"
+ObbFilters="-*pakchunk3*"
+ObbFilters="-*pakchunk4*"
+ObbFilters="-*pakchunk5*"
+ObbFilters="-*pakchunk6*"
+ObbFilters="-*pakchunk7*"
+ObbFilters="-*pakchunk8*"
+ObbFilters="-*pakchunk9*"
Check this for more info
https://forums.unrealengine.com/t/how-can-i-prevent-chunks-from-being-included-in-android-obb-in-order-to-remotely-fetch-them-via-the-chunkdownloader-plugin/483263/2?u=danialkama
Here is the answer I got from Michael Prinke, which allowed me to solve this issue : I got your Email regarding the chunks/OBBs. In DefaultEngine.ini, you need to add a series of OBB filters, like so: [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] +ObbFilters=“-pakchunk1” +ObbFilters=“-pakchunk2” +ObbFilters=“-pakchunk3” +ObbFi...
The fast-follow mode only accept one .pak file
Put all the large fiiles in one .pak file, not in multiply files
But is the idea to reduce the aab size? Or I don’t understand ?
Yes and probably the easiest solution
Because I tryied multiples time and it’s doesn’t reduce the aab size and last attempt increase it 😅
Im following the doc! But they don’t mention what result we should expect
And I’m trying things without knowing what will be the outcome
And I’m starting to ask if I will be able to have an aab under 200 mo
The size of the AAB is not going to change, it will affect the size of the installation file
But my aab is 300mo and google limitation is 200mo… if it doesn’t reduce the size of the aab… I’m stuck?
I think it means the size of apk file, not the AAB
but if i cant reduce the aab file, how can i upload it 😄
The AAB limit is 1.5 Gb or something. But it has to be split up. Follow the unreal GooglePAD documentation exactly. Don't worry about the stuff where you have your own server to provide paks.
the aab limite is 200mo
yeah, that's the base part. But then you have the PAD files, which are indeed part of the aab file
At the end of the process, we end up with a .aab file of approximately 1 Gb, and can upload it.
install-time assets is the key here
Install-Time 1 GB Asset pack that is delivered at the time of installation. The main .obb from your project is automatically bundled into this asset pack.
318mo for the aab, 254 for the apk
Take a day or two, follow the documentation step by step, come back
Im already into the documentation and im stuck because it's not clear
i created the chunks
and now im there
but already the step before it's not clear because they said i will have pak file
but i have more than pak file..
are those ucas and utoc requiered as well??
after the said : For Install-Time assets, you do not need to make any changes.
Are you getting a .pak file in the StagedBuilds folder as indicated in docs?
so do i need to make something or not ?? 😄
yes it's the print screen, i have pak + ucas + utoc
not sure what they are, i haven't seen them before
To keep things simple, I would aim at just getting 1 pak
but i have more so i don't know 😄
yes it was to try to reduce the size of the aab by creating multiple chunks, and also to check how it works
that's why i have 0 5 10 20 (testing and understanding purpose)
this doc might help, thought it is for a plugin ( not necessary )
https://drive.google.com/file/d/1cYPrMJrzAMU5QYJgEHBWkbylIplBi84x/view
These filters are used only if you are delivering paks from your own server, if I recall correctly
ok thanks i will read your document it seems to be explain better
tha data asset approach enter in conflict with the asset manager?
Probably, my project uses Google PAD fast-follow and a custom runtime chunk downloader (dedicated server)
UE Documentation said that we need to activate : Package game data inside .apk?
Your easyGooglePAD sais we need to disable that...
Do you think I have issue because I try to use the SdK 34?
no, sdk 34+ mandatory
Because I don’t remember being blocked for that last time I try
I have already upload 2 times my aab file but I was not sdk34 so I have an issue
But now I can’t upload it anymore
should make no difference
But I think I understand that inside the aab I will have that data split
or rather, under sdk34 should not be allowed to even upload anymore I think
So normally even if my aab is 300mo inside the aab I should have something like
180mo data assets + 120mo other data
Is it correct ?
we have
bPackageDataInsideApk=False
when doing aab
If you do that you will have a obb file
Hmm
ForDistribution=True
UsePakFile=True
bGenerateChunks=True
bEnableBundle=True
bPackageDataInsideApk=False
That is how we have it. Obb files are generated yes, but the final .aab is correct for us
let me try again
because if i want an : For Install-Time assets, you do not need to make any changes.
that means, i should be able to generate my aab and use it directly
That's referring to obbFilters, and additional code to download assetpacks
Everything after that statement basically
i will try to generate the AAB with the bPackageDataInsideApk=False
If you want to use GooglePAD for install-time assets, you also need to navigate to Platforms > Android > APK Packaging and disable Package Data inside APK. The main .obb file will then be delivered as an install-time asset pack automatically.
doesn't matter. Everything should be in the aab
the obb is just an artefact of the build process
yes so i will try again
my understand was : aab should be 30mo and 270m of .pak
but it was not correct
in all case aab will be 300mo, but the internat structure of it will be different
that's the type of details missing inside the documentation
Hello,
I am trying to package the project, I don't have any errors in editor but I am getting these errors while packaging. Can anyone please help me find the solution. I am using 5.4.
Please post as
snippets
or .txt files for readability + copypasting
Also, I would recommend trying out packaging a Blank project to sanity check your setup. If that works, then you can be sure something is funky in your project, not your setup.
I assume it is trying to warn you about illegal code. Do you have some custom c++ code or something?
yeah I am using an asset from marketplace for combat system
Basically you are not allowed to change the array during a ranged-for
can't remove or add stuff while the loop is processing
You need to cache changes you want to make, and perform after the loop, or something like that depending on what you are trying to do
okay any idea on which particular asset this is effecting, sorry if I am asking wrong question
will it be helpful if i send whole log file
Possibly, we can have a look. If the plugin is relatively new, it shouldn't be the issue, but how you are using it.
it is called ACF ultimate pack..previously I was able to package it without any errors, but not sure what's causing the error now.
you don't have engine symbols so you made this a lot harder
this also helps identify the problem asset
Log file
Okay I will try that
Also note : you have a pretty scary amount of Errors in your log, I would strongly recomend you sort through them and try to reach a point where you have 0 errors
yeah I am trying to..
For debug symbols:
From the Launcher, click the drop down arrow under the version you are using, click the checkmark beside Editor Symbols for Debugging, click apply, and they will install. You will have to restart the engine once finished.
okay
ok im now able to put the game on google play... next issue 😄
it's a nightmare 😄
my package uses something related to AIDL for the library Play Billing... what is that 😄
I've seen it mentioned several times over at#mobile channel, search there and you will probably find old answers
What does unloadable package mean?
Are there any 'soft' ways, apart from encrypting the Pak file, to prevent users from cheating or manipulating save files?
Want to avoid a kernel-level anti cheat, not sure what unreal has built in to stop 'easy' save file and local variable manipulation.
You can roll your own obfuscation in there. Like for example have some magic numbers to multiply and divide critical values. Just that makes it a lot harder for script kiddies to fiddle around with
Optimally you use backend to save critical playerdata, but even that can of course be manipulated if somebody really takes the trouble
I got those when I tried to package a game, and it failed.
looks like the assets have some unconventional structure or are corrupt.
Uh oh. Unconventional how?
I would lean more on the corrupt part of that more
where did you get them? I presume they are not your own .uassets ( ? )
They're in a project I'm contributing to.
consult project documentation / owners i guess
I'd also be going through source control history for each asset to see if a previous version is a) available, b) works
Hello, i migrated to 5.5 and was trying to package my game, but during cooking it stops and hangs with this in the log
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cook Diagnostics: OpenFileHandles=8663, VirtualMemory=21553MiB, VirtualMemoryAvailable=11633MiB
LogCook: Display: CookWorker Local: 0 packages remain.
LogCook: Display: CookWorker 1: 0 packages remain.
LogCook: Display: CookWorker 2: 2209 packages remain.
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: [CookWorker 1]: Cooked packages 8064 Packages Remain 11 Total 8075
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: [CookWorker 1]: Cook Diagnostics: OpenFileHandles=7074, VirtualMemory=20291MiB, VirtualMemoryAvailable=11614MiB
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cook Diagnostics: OpenFileHandles=8663, VirtualMemory=21553MiB, VirtualMemoryAvailable=11648MiB
LogCook: Display: CookWorker Local: 0 packages remain.
LogCook: Display: CookWorker 1: 0 packages remain.
LogCook: Display: CookWorker 2: 2209 packages remain.
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: CookWorker 2 has not responded to a RetractionRequest message for 360.1 seconds. Continuing to wait...
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: [CookWorker 1]: Cook Diagnostics: OpenFileHandles=7074, VirtualMemory=20291MiB, VirtualMemoryAvailable=11542MiB
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cook Diagnostics: OpenFileHandles=8663, VirtualMemory=21553MiB, VirtualMemoryAvailable=11393MiB
LogCook: Display: CookWorker Local: 0 packages remain.
LogCook: Display: CookWorker 1: 0 packages remain.
LogCook: Display: CookWorker 2: 2209 packages remain.
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: [CookWorker 1]: Cook Diagnostics: OpenFileHandles=7074, VirtualMemory=20291MiB, VirtualMemoryAvailable=11328MiB
LogCook: Display: Cook Diagnostics: OpenFileHandles=8663, VirtualMemory=21553MiB, VirtualMemoryAvailable=11339MiB
LogCook: Display: CookWorker Local: 0 packages remain.
LogCook: Display: CookWorker 1: 0 packages remain.
LogCook: Display: CookWorker 2: 2209 packages remain.
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: Cooked packages 16579 Packages Remain 2209 Total 18788
LogCook: Display: CookWorker 2 has not responded to a RetractionRequest message for 420.1 seconds. Continuing to wait...
It goes forever until i cancel the cook, any idea on what causes this?
also, sometimes it just refuses to cook saying this
I am using Zen Server as cooked output store to take advantage of zen streaming. (i mean i would love to take advantage of that if only it would cook)
Hi guys I have a problem with the project packetization that I don't understand where I have to operate to fix this error
UATHelper: Packaging (Windows): (referenced via Target -> OASIWEBAPP.Build.cs)```
This seems to be the problem
Fixed in my Build.cs I pulled UnrealEd and it works thank you very much
Guys, I made a game in unreal engine 4.23 in html, and everything works fine until I want to load a level, which basically crashed my game and gives me this error in browser: -s ASSERTIONS=1
please post as text snippet for readability + copypasting
Hi guys, somebody knows how to solve this please?
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
there's more to it than is just visible in this cropped screenshot, read the log
I noticed only that exit code
The other things seems to be clear
so here's how I get a quick scan of a log file ( full log )
I drop it in a good text editor like notepad++
I search for all occurences of "error". The last hit gets you right to the magic 99% of the time.
Ok I try, it's the first time I package content
UATHelper: Packaging (Windows): Detected compiler newer than Visual Studio 2022, please update min version checking in WindowsPlatformCompilerSetup.h
I think this is the problem
I would strongly recommend using the tools recommended for your engine version. check the docs and follow them tightly
what do you mean ahah?
Thanks
can we still attach vs to the building process?
Getting this error and it tell me nothing at all
UATHelper: Packaging (Windows): [1265/1271] Compile [x64] Module.VulkanRHI.2.cpp UATHelper: Packaging (Windows): [1266/1271] Compile [x64] Module.VulkanRHI.3.cpp UATHelper: Packaging (Windows): [1267/1271] Compile [x64] Module.VectorVM.cpp UATHelper: Packaging (Windows): [1268/1271] Compile [x64] Module.UMG.2.cpp UATHelper: Packaging (Windows): Took 684.94s to run dotnet.exe, ExitCode=-1073741819 UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (F:\Epic Games\UnrealEngine-5.5-release\Engine\Programs\AutomationTool\Saved\Logs\UBA-UnrealPak-Win64-Development_2.txt) UATHelper: Packaging (Windows): AutomationTool executed for 0h 11m 31s UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=-1073741819 (-1073741819) UATHelper: Packaging (Windows): BUILD FAILED PackagingResults: Error: Unknown Error
Is it possible to enable logging in shipping for a blueprint only project?
Hello all, i'm trying to setup android in UE 5.5.
I'm following the documentation as it is, but i'm not able to package my apk
UATHelper: Packaging (Android (ASTC)): Running: D:\Engine\Unreal_Engine\UE_5.5\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\dotnet.exe "D:\Engine\Unreal_Engine\UE_5.5\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" GASP_Updated Android Development -Project=D:\Projects\Unreal_Projects\GASP_Updated\GASP_Updated.uproject -Manifest=D:\Projects\Unreal_Projects\GASP_Updated\Intermediate\Build\Manifest.xml -remoteini="D:\Projects\Unreal_Projects\GASP_Updated" -skipdeploy -log="C:\Users\ADMIN\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Engine+Unreal_Engine+UE_5.5\UBA-GASP_U
pdated-Android-Development.txt"
UATHelper: Packaging (Android (ASTC)): Log file: C:\Users\ADMIN\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Engine+Unreal_Engine+UE_5.5\UBA-GASP_Updated-Android-Development.txt
UATHelper: Packaging (Android (ASTC)): Creating makefile for GASP_Updated (no existing makefile)
UATHelper: Packaging (Android (ASTC)): Total execution time: 0.57 seconds
UATHelper: Packaging (Android (ASTC)): Platform Android is not a valid platform to build. Check that the SDK is installed properly and that you have the necessary platform support files (DataDrivenPlatformInfo.ini, SDK.json, etc).
UATHelper: Packaging (Android (ASTC)): Took 0.69s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Android (ASTC)): UnrealBuildTool failed. See log for more details. (C:\Users\ADMIN\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Engine+Unreal_Engine+UE_5.5\UBA-GASP_Updated-Android-Development.txt)
UATHelper: Packaging (Android (ASTC)): AutomationTool executed for 0h 0m 11s
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED
LogStreaming: Display: FlushAsyncLoading(359): 1 QueuedPackages, 0 AsyncPackages
PackagingResults: Error: Unknown Error'```
Trying to solve this for a long time, but not able to package,
SDK - C:/Users/ADMIN/AppData/Local/Android/Sdk (API 34)
NDK - C:/Users/ADMIN/AppData/Local/Android/Sdk/ndk/25.0.8775105 (NDK 25)
JDK - C:/Program Files/Android/Android Studio/jbr (Also tried - C:/Program Files/Java/jdk-17)
Did you check the log?
My engine version is 5.5. I am building a project for Windows. Surprisingly, the build process is faster compared to version 5.4. However, when I run the project, I encounter this error with the following logs.
In version 5.4, everything builds and runs correctly. Could there be a general issue with version 5.5?
When trying to package my game with Zenserver as cooked output store i get this error, so it builds my game EVERY time. Any help?
LogStorageServerPlatformFile: Error: Failed to Deserialize ue.projectstore!'
LogCook: Display: Found 0 cooked package(s) in package store.
I'm aware that I can add maps to the "List of maps to include in a packaged build" but is there any way to find them automatically?
For example some of them are referenced in a DA in the reference chain. Why are they not automatically packaged too?
oh never mind, the maps in the DA are packaged correctly. What was missing was the 'main' map which is only referenced by a server travel cmd in the main menu world.
I set the map as the 'default server map' and now it's all packaged correctly.
You can add whole directories to the always package list. If that helps for the future.
If a bit brute forcy.
UATHelper: Packaging (Windows): 1 build system warning(s):
UATHelper: Packaging (Windows): - License not activated
UATHelper: Packaging (Windows): Total time in XGE executor: 3.54 seconds
UATHelper: Packaging (Windows): Total execution time: 5.84 seconds
UATHelper: Packaging (Windows): Took 5,93s to run dotnet.exe, ExitCode=6
Engine\AutomationTool\Logs\D+Epic+Games+UE_5.3\UBT-SideScroller-Win64-Development_2.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 9s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
Hi guys, I have this problem to package my game
The strange thing is that in my other pc it works well, and the build is packaging well. However in this other pc I have this issue.
Anyone knows how to solve it please?
Hey yall, I'm having some hangups when trying to packags and I'm assuming it's an issue with some third-party plugins I have installed. Is there a common workaround that I should check out? I attached the last chunk of the packager log before failure.
Uninstall Incredibuild, not entirely sure why you would've installed it in the first place as without a licence it actually slows down compilation as it's restricted to 1 CPU core
Good news, I got a few packages done! Running into some issues in the packaged executable, however.
I have some data that isn’t loading and I’m not really sure. At first I suspected it was due to some structures that had been modified and needed updated so I went through and refreshed every single node in my project with it, but it didn’t fix anything. I refreshed every node in every relevant BP, but my readers won’t populate inventories, but for some reason when I stream a different level then things work.. curious if anyone has any experience with problems like this after packaging?
I can make a short video to show what I’m talking about if it helps
For reference, a 1 minute video showing my issue.
Worth noting that the cave and the town are on the same level using level streaming, which is separate from the character creator level.
The trader in the cave, as well as the trader by the well use the same character BP as the blacksmith with instance-edited variables, so I'm not sure why things would be different? And this is ONLY in the packaged build. Very strange!
I’m going to try remaking the NPC’s that are having issues, but I am just so confused as to why it works in the editor but not in the packaged build
Re-making the trader fixes it. Must be an issue with "old" data from the structures not updating, somehow.. Either way 😂
It happens when I switch from Windows 10 to windows 11
I turn off the components in Visual Studio 2022 but nothing
you likely need to remove it from add/remove programs
you shouldn't blindly tick everything
@twilit pasture
Check that, it actually didn't. I really don't know why it doesn't work 
I'm trying to package a new build for windows, but I'm getting the SDK warning before packaging. I had gotten this before and solved it, but unfortunately that SSD died and I had to revert to backup on a fresh windows install. I for the life of me cant remember what I did to fix it.
Anyone in here familiar with this?
it might be because I don't have visual studio installed?
verbatim messages are helpful
yea sorry. I'm installing visual studio. After thats done I can get the screenshot of the message from UE
I got the same message last time so I figured it might be a common issue.
I only use BP so i'm not as familiar with compilers, hopefully that is indeed the issue. But I feel like I had it installed last time and got the same issue. It was kinda foolish of me to ask without actually showing the message, which is my bad. I'll check it after this install and report back.
I appreciate the quick reply
Yea, that was indeed the issue. Thanks.
build failed. anyone understand whats going on here?
How would i go about changing my visual studio version to the prefered version?
UATHelper: Packaging (Windows): Visual Studio 2022 compiler version 14.42.34435 is not a preferred version. Please use the latest preferred version 14.38.33130
You install the 14.38 toolchain from the individual components list
I thought I had done that via modify install but apparently I'm doing it wrong
i saw a check box for 14.38, but UE is still giving me the same warning before the build fails
Then that's not the x86/64 one
86/64 version of visual studio?
?
Hello, so to summurize, I have some linker load crash in a shipping build.
This happens because a modification has been made to a blueprint, which is present in a map. The blueprint modification has been repackaged, but the map has not been repackaged.
We don't want to repackage the map, but can we do otherwise to avoid a crash?
(btw this error is since we moved to ue5, no error with ue4)
You mean in my Windows programs?
Not Visual Studio(?)
Yes of course ahah
yes because if you get the same output then Unreal is still detecting XGE (Incredibuild)
if it says something else, then paste the output
My friends are getting this error when they try to play my packaged game, but it doesnt happen for me. My game is very small, is there something that can be causing this? It is happening when first loading the game just before the main menu but after the unreal logo video
Out of video memory trying to allocate a rendering resource. Make sure your video card has the minimum required memory, try lowering the resolution and/or closing other applications that are running. Exiting...
hey has anyone seen this before? LINK : fatal error LNK1181: cannot open input file 'delayimp.lib'
I'm working in unreal and I get this when I try to compile
anyone know where I can find this in VS installer?
did you install the appropriate components including the toolchain for your UE version?
Ok I will try it, thank you
I believe so. I had an error I was using a diff version to preferred and hten fixed it but now this thing I've never seen before
this is the log
game is called emergency if you see that in tehre
if anyone knows where this lib is that woudl be appreciated. I have updated everything it seem in VS installer
I'm using the Unreal vehicle template for my base project if that helps
well I'm not missing my copy
can you screenshot what 14.38 toolchains you have installed
oph dang
I'm not sure which module I need to update in my vs installer to get it
trying to repair atm now maybe vsinstaller missed it or somethign
(URGENT, please) Hello everyone. I have a question regarding the creation of .Pak files. How can I create a Blueprint that uses meshes, materials, and animations not included in the base project without having to manually map everything in the code?
Currently, for example, I would need to apply the texture to the material and then assign the material to the mesh in a weapon Blueprint that was packaged into a .pak file. If I don’t do this mapping, the weapon ends up without a material. I need it to work perfectly without requiring specific mapping for every Blueprint .pak I create.
This needs to work because I’m working with mods, and the player creating the mod may use unpredictable resources that I can’t map in advance. For example, if a mod adds a new Pawn with a custom player mesh and new animations, I need everything to work seamlessly when the client mounts the mod’s .pak file. Currently, when I package and try to use that player, all references to dependencies seem to break.
Thank you !I got it now!
How can I fix these package errors?
LogClass: Error: BoolProperty FFabAssetMetadata::IsQuixel is not initialized properly. Module:Fab File:Private/FabBrowserApi.h
LogAutomationTest: Error: LogClass: BoolProperty FFabAssetMetadata::IsQuixel is not initialized properly. Module:Fab File:Private/FabBrowserApi.h
clearly fab related, so make sure the plugin is up to date in the epic launcher or just disable it
Now I have not the "Licensed not valid" anymore, but....
I don't understant this Exit code=6
the error will be above this
Detected compiler newer than Visual Studio 2022, please update min version checking in WindowsPlatformCompilerSetup.h
Maybe this?
I changed only a Text inside the Open level by name node of a blueprint in my game. Is there a way to package that without repackaging my whole game? UE 4.27.2
no, it's always the full build. Having a dedicated build machine is highly recommended so builds don't hog up your main machine
What do you mean with "full output"?
Unreal engine 5.3.2
the entireity of the log output
as that is only partial information
and with 5.3.2, you need the 14.34 toolchain installed
Is it a component of VS?
I have Visual Studio 17.12.2
it's a component, yes
also you should modify your Target.cs to update the build settings
How can I do that? Sorry, I'm new in Unreal 🙈
presuming this is actually a C++ project, open SideScroller.Target.cs, set the build settings to Latest
Yes, I made it in Blueprint (I don't know if it's different even if it's visual C++)
These components are all not available
Compile tools...17.4)(Support no longer available)
well yeah, it's older than 14.38 which 5.4 and 5.5 default to
Ok I got it I'm installing it
To make it I have to generate a Visual Studio project file, right?
a BP-only project will have a generated one
I have no idea what that means in baby words
Yes but I don't find it ahah
yeah because with a BP-only project it's generated, so it's just makes one at build time and it's not meant to be edited
I can't generate it
Some Update @winged moss
why are you even doing this
I istalled this
I haven't modify the target
alright so what does it say
And it build
Because I don't understand how to make it
yes, it's only relevant for a C++ project and I repeatedly said it was a generated file
The question is: why it didn't work before? what is this component? Could you explain me please?
it's an earlier version of the toolchain that 5.3 supports
there is nothing complicated about it
the version is even in the release notes
Ok I got it
And why it build even if I didn't change the Target?
it was to supress a warning
but it's irrelevant since it's not a C++ project so you don't control it
👍
So the BIG problem was that missing component
amazing
Changing from Windows 10 to 11 became unchecked
@winged moss thank you so much for you patience
Speaking of which I've got an old machine I've been wanting to setup to do this got any good docs or tutorials you could link me on setting something like this up?
I'm not sure what the docs would say
since you install the MSVC build tools and your CI of choice. make sure you have plenty of storage and RAM
Horde might be interesting if you use a native source build on Perforce
Fair enough I've only ever packaged from within the engine 😂 so I know there's other ways I just wasn't sure where to start but that makes sense thanks 👍
BuildCookRun is about all the keywords you need to learn the commandline way of packaging
you can also use UnrealFrontend (project launcher) to spy on the command line parameters it passes as well
but yeah packaging through the editor is completely useless, the entire process runs in a separate process so having the editor open is just wasting potential system resources
Sweet thanks 🤘
hi there ! I have a packing failure.. no red messages thoguh and i had already done a package on a prior version 🙂 I've contacted Diversion
ok it was probab windows blocking it
I have a packaged build that needs to preload tons of VAT textures (not streamable) at the start. It basically freezes for 20 sec in black at the start.
I am wondering if chunking would help if I break these VAT textures to a separate chunk. Any one has any suggestions?
Are they all really going to be needed immediately on start?
- if they are not, only load them up in the levels needed?
- or something... front loading everything seems a bit nasy
thanks for the feedback.
They are spawned into the levels later on, but for whatever reason they all get loaded into memory at the start. Our dev kept saying there is no way around it with our current setup. I am just wondering if any one has other clever ideas. these textures are not power of 2 and they cannot use mipmap due ot the nature of VAT displacement.
Well, to my understanding it should just be a matter of references.
if they are hard referenced, they get loaded. If the are soft refs, they get loaded when needed.
I might not know all the details behind this though
All that said, 20 seconds is hardly unusual these days. Make a nice loading bar...
That's definitely something to investigate. Thanks for the tip
I packaged a game but it crashes immediately when I try to run the executable
Why can't I send the bug report in?
well usually you wouldn't send game crashes to epic, and this looks like a circular dependency from a blueprint, which you'd have to debug
Hello all, I've a question which might be obvious, but I can't really find an easy solution:
I have a plugin which includes an asset (ndisplay config) which gets spawned by nDisplay at runtime (by using the path). This asset is now apparently not referenced anywhere, therefore getting excluded in my packaged builds. Is it possible to force it to be included somehow via the plugin itself? I know I can work around this by setting it in project files, but that requires additional setup when adding the plugin.
is this a plugin you made or something? because otherwise I'd just leave it at the project setting and be done with it
but at least if it's your thing, you could just have a UDeveloperSettings class and that would naturally provide the asset reference and make it configurable
Yeah it's our own plugin which is used by a lot of students, who tend to not read things very well and will forget to adjust the path 80% of the time.
Apparently there is a GetModifyCookDelegate which can be used in Module startup.
Maybe a simple plugin config .ini file also suffices, we're trying that now - there's at least one Engine plugin using this way, so I hope it just works
Otherwise I like the Settings reference, that's a neat way to do it
well UDeveloperSettings is nice, you get an automatic project settings UI
GetDefault<T> gets you the instance
and maybe you don't need an asset, the settings can just be on that
Yep, we actually already have one for another plugin, I somehow didn't think a reference there would count as a packaged one
but it makes sense
thanks for the hint!
Heya, can someone please help me make sense of this error?
UATHelper: Packaging (Windows): Source package: /Game/Units_Mobs/Crab/BP_Crab
UATHelper: Packaging (Windows): Target package: /Game/Units_Mobs/BP_MobBase
UATHelper: Packaging (Windows): Referenced object: /Game/Units_Mobs/BP_MobBase.Default__BP_MobBase_C:UnitCombat```
BP_Crab is a child of BP_MobBase
And BP_MobBase has the UnitCombat actor component on it
All of my enemies are setup this way, children of mobbase. it just suddenly starting giving errors for all of them now
Alright, I simply opened the BP_MobBase file, compiled it again, and saved it. Boom, all errors fixed.
here's the process. Open that up in a proper text editor like notepad++ or equivalent. Ctrl+F find "error", Find All in Current Document. Observe results for clues
Finding the Error in Packaging Logs : First Step
Open the log in a proper text editor like notepad++ or equivalent.
Ctrl+F find "error", Find All in Current Document.
Observe results for clues.
@rich herald could this be Pinned please? #packaging message
ive done step no1
Something seems to be wrong with your assets.
It might be something like "_ _ ExternalActors _ _ " looking like a bit of a scary folder name.
Or it might be something wrong with the .uassets themselves.
Maybe try one of them in a blank test project and see how they behave
when i open the test project i get this
maybe the IsQuixel thing might be a clue
lots of errors
IsQuixel?
LogClass: Display: 1 Uninitialized script struct members found including 0 object properties
LogAutomationTest: Error: LogClass: BoolProperty FFabAssetMetadata::IsQuixel is not initialized properly. Module:Fab File:Private/FabBrowserApi.h```
What's the asset source?
i think its from the deault first person project in ue5
disabling fab plugin might be a good first step
cross that out of the error list
default sample assets should be good to go in general
I would also change that <underscore><underscore>ExternalActors<underscore><underscore> folder name. That kind of thing can mess things up
EDIT redacted
thats the engines OFPA, you shouldnt touch it...
oh really? I've never seen that pattern, investigating
ah One File Per Actor, ok I havent used that
@winter zincI would question what you did to this project to get it to this state. did you delete any files? did you move anything? theres things that are just missing and broken which is causing the problem
you have errors, if you were to copy the UID into your outliner into that map it will tell you which actor this is. for example this id is this actor in my project
this might help you narrow down the issue
I deleted some files from the unreal directory instead of the content browser
i think that may be the issue
but i have no idea how to tell unreal i dont want thsoe assets
that is 100% the issue
you find the items that are still trying to use them like I mentioned above and delete them from the map/unreal @winter zinc
thank you so much, it worked
i no longer have the red eorrirs
how would i go about these ones?
Local scalibility settings in the editor have zero impact on packaging
But these don't look like errors?
packagins usually takes 10 minutes
for this project
but its still outputting that in the log
after 50 minutes
ive tried multiple times
how can i make it have an impact
id like to package a lower graphics version
Hi everyone,
I hope you're all doing well. I'm reaching out because I'm struggling with an issue in Unreal Engine that I haven't been able to resolve after several attempts over the past three days. Despite trying everything I can think of, I keep encountering the same error during the packaging process.
Specifically, I’m seeing the following errors in the log:
DecompressImage failed
SceneCulling instance hierarchy is disabled
Unable to use promoted target - ... does not exist
License not activated
I’ve already tried troubleshooting by re-importing assets, verifying SDK versions, and even cleaning the project, but nothing seems to work. I’m really stuck and would greatly appreciate any advice or suggestions you might have on how to fix this issue.
If anyone has experienced similar errors or has insights into what I might be missing, I’d be incredibly grateful for your help!
Thank you so much for your time, and I look forward to hearing from you.
I wasn't aware that a newer version of Visual Studio was available. Has anyone ran across this?
The toolchain you're using to build is too new. 5.3 expects 14.34
install it from individual components
if this is also a C++ project, I would also suggest updating the Target.cs to remove those warnings
I'll look into this! Thank you!
