#packaging

1 messages · Page 17 of 1

winged moss
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CustomConfig is more handy for stuff like differentiating builds on the same platform (eg. A Steam build, a GOG build, an EGS build)

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Oh and demo builds can use a separate target and config too

tender orbit
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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?

winged moss
tender orbit
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Yea, so we generally want ability to do this with any config value during CI process

summer dock
tender orbit
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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

gusty radish
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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:

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I made sure I am on the correct compiler version for 5.4 and have no other errors. Just exceptions out at this message

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All I want to know is if this is a known error, or if I have done something wrong ^^

summer dock
sweet lotus
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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)

winged moss
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otherwise, you might need to verify your engine install, or there's a bug with your MSVC version.

jagged cape
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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.

oak oracle
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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

buoyant slate
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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)

untold fossil
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im new to this ,so iam fairly confused at what this is

reef quiver
untold fossil
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oh

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but i already have visual studio code and msy installed

winged moss
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Visual Studio Code is not Visual Studio

untold fossil
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oh

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thanks gonna try to do it the correct way this time

summer dock
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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

winged moss
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That's true with Android but Windows is less finicky

carmine salmon
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Not sure about steam but this is done in engine ini

winged moss
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but it's best to have the correct WinSDK and build toolchain

carmine salmon
winged moss
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and you can use command line params

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-dx12, -vulkan

untold fossil
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should i follow this or just go with the docs(extremely bad with text )

winged moss
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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

untold fossil
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ok

reef quiver
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the text guide has pictures, which is like a video, but played really really slowly.

carmine salmon
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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);
}```
winged moss
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this seems slightly overengineered?

carmine salmon
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how come

winged moss
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seems like a lot of steps, and for some reason uses GeneratedConfigDir? I'm sure that isn't Saved/Config

carmine salmon
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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

winged moss
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also GEngineIni is there too

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should just need SetString and Flush

carmine salmon
carmine salmon
winged moss
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GEngineIni is a global in CoreGlobals.h

carmine salmon
hidden sparrow
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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:
dreamy tide
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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?

winged moss
hidden sparrow
winged moss
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like I said, you cannot have a unique build environment with the launcher build or an installed build, it requires a source build

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enabling logging in shipping modifies build definitions for the engine, and as such requires a source build

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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

hidden sparrow
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Can you point me on how to do it?

winged moss
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I was hoping it would embed the image

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you can get the engine source from GitHub or if you're an engine licensee, from the Epic licensee Perforce server

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but it talks about that in the same article

inland latch
winged moss
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I'm sure via code you can get the current RHI or use a third party overlay or something

inland latch
summer dock
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Some games find it advantageous to give users the option to use GLES ( mobile ) renderer even, can help some laptops to work for example

winged moss
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that's -featureleveles31

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which is also how the mobile preview works

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I asked about that on UDN ages ago, it's what Fortnite's "performance mode" does

summer dock
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Yeah, we have it as an option now on Steam

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We were getting a lot of people shocked when we moved up to unreal 5, and game wouldnt work for them anymore

serene jolt
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is there a way to exclude certain folders for server cooks? for instance, i want to exclude UI folders

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i've looking up information about this online but i'm finding little information on DefaultPakFileRules.ini

untold fossil
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can anyone tell me what is wrong with my packaging?

winged moss
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Do the assets mentioned in the errors actually open?

untold fossil
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the ones in the red?

winged moss
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yes, those are the errors

untold fossil
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they dont exist

winged moss
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yellow the warnings

untold fossil
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i browsed through but m_basic_wall doesnt exist

winged moss
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does it exist on disk?

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ie. in explorer

untold fossil
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let me check

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it does

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so do i delete it?

winged moss
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well that sounds like a corrupt asset

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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)

untold fossil
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i dont use it in the project so its more convinient removing it completely

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thanks for the help man

winged moss
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damn please set it up

untold fossil
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sorry for asking again but

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cant generate visual studio project files

winged moss
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well yeah, there's no Source directory like the error says

summer dock
winged moss
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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

untold fossil
winged moss
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well last I checked, adding a BP class is not adding a C++ class

untold fossil
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oh then what class do i need to add from the editor?

winged moss
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file > add c++ class

summer dock
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Tools->New C++ class it seems to be in 5.4.4

untold fossil
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thanks that did change things a bit

manic horizon
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cannot open delayimp.lib

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what msvc version do i need

winged moss
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14.38 if on 5.4

hollow jungle
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this is happening when i run my build as an application, anyone know how i can fix this?

winged moss
proper zodiac
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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

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packing was working intill i added the steamworks api in and the steam subsytem pygin

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plugin

hollow iron
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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.

plain narwhal
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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?
summer dock
untold fossil
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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

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much appreciated if anyone can tell me what is wrong

winged moss
proper zodiac
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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

gritty violet
proper zodiac
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i have looked and i cant seem to find a fix everything is set up the right way

untold fossil
untold fossil
winged moss
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I never learnt to "read" them

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I can read English

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I also know what a callstack is

proper zodiac
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it works now

untold fossil
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thanks

vernal viper
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Does anyone know if it is required to cook content before packaging the build, or packaging automatically perform the required cooking?

mystic atlas
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Packaging will cook the required assets.

vernal viper
mystic atlas
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I'm not sure on that one.

cunning sparrow
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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

cloud kestrel
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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?

round jolt
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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

cloud kestrel
cloud kestrel
round jolt
cloud kestrel
# cloud kestrel Have you cleaned everything before you started you cook? Like deleted the interm...
Epic Developer Community Forums

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 ...

round jolt
round jolt
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@cloud kestrel Fixed 🙂

cloud kestrel
round jolt
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cooking checked it on

cloud kestrel
round jolt
# cloud kestrel 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.

round jolt
dreamy panther
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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.

hard thistle
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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!

hard thistle
summer dock
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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

hard thistle
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okay, I saw more detailed warnings

hard thistle
summer dock
# hard thistle 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!```
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There's load more Warnings

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I suggest

  • moving your project higher up to a near-root folder
  • fixing up all the warnings that you can
hard thistle
patent forum
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Hello,
Anyone knows what could be causing this issue when trying to package? Colleges using the same project can package fine

winged moss
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disable the fab plugin to package

patent forum
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Didn't even see that lol ty I'll try

orchid seal
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@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

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You gotta download the file to see the whole thing.

summer scroll
# orchid seal 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."

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Your Unreal cannot reach your toolchain. You need to setup your toolchain properly to make it aware by Unreal.

hardy forge
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You need Visual studio to package and compile

orchid seal
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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?

summer scroll
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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.

orchid seal
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I just read about compiling Unreal, seems like a nightmare.

summer scroll
orchid seal
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Shit I'll try it, VS should always be installed on my PC anyway.

summer scroll
summer scroll
orchid seal
orchid seal
cobalt spire
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Does anybody know if the Grit7Z add for 7-zip works for viewing .pak files?

winged moss
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not remotely the same file format

cobalt spire
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So, what utility can I use besides installing Unreal Engine 4/5?

winged moss
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What is this for? Unofficial modding is not something that this server deals with

stark shore
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I have just reinstalled the Windows SDK and .net 3.1 and still getting this 😮‍💨

winged moss
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And I would expect the output log to have more detailed info

stark shore
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might be the Automation tool

winged moss
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then repair your engine install

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though I can't tell from your overcropped screenshot

stark shore
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THX engine Verify fixed it

limber bear
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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?

haughty terrace
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Hey, does anyone know how I can capture game logs in a shipped build of my game?

winged moss
haughty terrace
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shame that you have to have a source build

winged moss
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Yeah whoever wrote that just making shit up

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You should not do any of the extra stuff

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Just the bUseLoggingInShipping setting in Target.cs

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You can't have a unique build environment in the launcher build (or any installed build for that matter)

inland latch
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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? ❤️

stable bramble
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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 )

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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...

▶ Play video
sweet willow
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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 []

winged moss
#

well there's kind of a clue there

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apparently there's an update for the Fab plugin that fixes this, or just disable it

lavish kestrel
#

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?

lavish kestrel
#

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.
    }
}
winged moss
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also be specific with errors

lavish kestrel
winged moss
#

in project it's 100% the case

lavish kestrel
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i thought when the binaries for my build targets are precompiled it should work without then

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but i guess im wrong about that

winged moss
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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

lavish kestrel
#

alright thanks!

winged moss
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it's trivial to add one after the fact

lavish kestrel
# winged moss 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.
winged moss
#

engine plugins will do that, it doesn't really work properly with project plugins

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all this trouble to avoid adding a minimal game module

lavish kestrel
#

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

winged moss
#

well you still didn't post the errors

lavish kestrel
#

they are in german but i can wrangle them through chatgpt to have english errors one sec

winged moss
#

iirc if you set VS to English then it should produce English error messages

#

which will also help googling an error

lavish kestrel
#

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

winged moss
#

sounds like what I would expect from a plugin that's relying on unity builds but compiling without unity

lavish kestrel
#

couldn't i change the build type in the build.cs and set it to external ?

winged moss
#

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"

lavish kestrel
#

yeah that seems like it

#

weird that it only happens in a non unity build

winged moss
#

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

lavish kestrel
#

which then would explain why a game module would fix it

winged moss
#

though usually unity issues affect cpp files rather than headers, so this is probably include order

lavish kestrel
#

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

stark shore
#

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

gritty violet
broken galleon
#

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.

hardy yarrow
#

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.

winged moss
#

That's an incredibly vague question and it really depends what it is

proper yoke
#

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?

winged moss
#

If they're TSoftObjectPtr then they should be

#

since they're referenced by a CDO

proper yoke
#

Hm, mysterious.

#

They are TSoftObjectPtr's indeed

winged moss
#

sometimes you gotta use the force directory to cook setting

proper yoke
#

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

winged moss
#

yeah?

proper yoke
#

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().

winged moss
#

yeah and it'd only get valid if loaded

#

and the editor likes to keep stuff loaded

proper yoke
#

Yeah

#

Yippee

#

Bet that's gonna come back and bite me at other places :(

hardy yarrow
# winged moss That's an incredibly vague question and it really depends what it is

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

hardy yarrow
#

I tried packaging this on a new project with fresh 3rd person controller and its working fine.

placid iris
#

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

winged moss
#

Unless I'm misunderstanding "not initialised"

#

what I just described is when the details panel is blank so might not be that

hardy yarrow
# winged moss Sorry got distracted, but this looks like something you'd get when using EditDef...

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

hardy yarrow
#

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.

patent spindle
#

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

flat jay
#

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?

grand grove
#

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

winged moss
#

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

jaunty condor
#

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?

summer dock
flat dust
#

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

flat dust
summer dock
# flat dust 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

flat dust
summer dock
#

Can also try Verify editor

flat dust
winged moss
weak spoke
#

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)

rare relic
#

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?

jaunty condor
astral falcon
#

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.

rare relic
daring lynx
#

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)

supple horizon
#

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?

summer dock
summer dock
#

And the android ini files are in Config/Android folder?

daring lynx
summer dock
#

hmm hmm

#

well, that's all i can think of for basic sanity checks offhand I'm afraid

summer dock
supple horizon
summer dock
supple horizon
#

Well, I don't get any errors, the game packages successfully; but those materials are shown as default material in the packaged build

supple horizon
snow vapor
#

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...

tidal sundial
#

Does anyone know why my compiled game is crashing on boot / how to fix it?

summer dock
tidal sundial
#

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

summer dock
#

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

tidal sundial
#

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?

summer dock
tidal sundial
#

it does but theres lots of changes in two days, but as a last resort that would work

summer dock
#

then back to head and fix

tidal sundial
summer dock
quick seal
#

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)
jade steppe
#

Is there a way to package unreal engine default content?
It can be packaged when i replace the reference.

tidal sundial
#

But I figured out the problem! The issue was with Software Cursors.

short mural
#

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?

tidal sundial
orchid cypress
#

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

tight fjord
#

what in the world is happening in 5.5?

#

packaging a plugin and I keep getting this

#

initial message

edgy marsh
#

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:

  1. I hear there is an .ini setting to enable mutable compilation during splash screen, instead of on first PIE? (ie. to generate /Saved/MutableStreamedDataEditor/)
  2. Is it possible to generate these in the build server cook (and sync them down like you would precompiled binaries)?
keen zinc
#

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

keen zinc
#

solution: packaging -> enable chunks -> use primaryassetlabel class

#

still trying to figure out how to name the pak files tho

azure flower
#

Hello, I have a packadging error that tells me my Visual Studio compiler is not a preferred version. Can somebody help me?

proven stone
minor flame
#

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'

winged moss
#

yeah just throw any old settings in your Target.cs

#

use -waitfordebugger, or use the -basedir thing

azure flower
proven stone
#

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

azure flower
#

I'm using 5.4

proven stone
#

Visual Studio: Visual Studio 2022 17.8 14.38.33130 toolchain and Windows 10 SDK (10.0.18362.0)

azure flower
#

Got it. I will see what I can do. Usually I just have to go to VS and modify right?

proven stone
#

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

azure flower
azure flower
proven stone
#

can you send the whole error you're getting?

azure flower
#

Hang on...

azure flower
#

I think I will send tomorrow, I need to do something as of the moment

faint pendant
#

anyone knows how to get rid of stats text even in shipping mode package? tried with both launcher and manual

placid iris
#

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.

proven stone
#

can you provide more details, is the drop because of CPU load, GPU load etc?

placid iris
#

The first image facing towards the building and the other opposite.

weary cedar
#

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.

winged moss
azure flower
proven stone
#

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

undone turret
azure flower
azure flower
#

@proven stone Thank you so much man. You're the best! I can finally rest easy.

proven stone
#

Glad you solved your issue 🙂

craggy cobalt
#

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)

winged moss
#

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

tacit frigate
#

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?

zinc gazelle
#

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
faint pendant
#

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

supple horizon
#

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?

gritty violet
#

It varies on many settings. Did you add any CVar's or tweaked rendering settings ? Or might be shader compilation issues too

supple horizon
supple horizon
gritty violet
#

Sanity check with Third person / First person template

severe narwhal
#

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

supple horizon
gritty violet
gritty violet
severe narwhal
craggy cobalt
#

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

Unreal Engine

Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.

drowsy sphinx
#

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?

gritty violet
#

Are you using ACLPlugin ?

drowsy sphinx
#

i don't think so

winged moss
#

Well it's in the log so you must be

#

Or at least something is referencing it

drowsy sphinx
#

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

winged moss
#

Well I would suggest find in all files from your IDE of choice

drowsy sphinx
#

why it put that:

#

CppStandard Cpp17

#

when it's supposed to be cpp20?

winged moss
#

This is why I'm suggesting to find in all files

#

Dunno why you set it V5 when the suggestion yesterday was Latest

drowsy sphinx
#

when i compile i had the error message, asking to put .V5

#

and the editor said to solve it put .V5

winged moss
#

?

drowsy sphinx
# winged moss ?

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

winged moss
#

Yeah you definitely didn't set it to Latest

drowsy sphinx
winged moss
#

Yes and I said to apply it to each target

drowsy sphinx
#

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 :

plain bane
#

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

winged moss
#

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

drowsy sphinx
#

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:

#

java version is different : 17.0.12 vs 17.0.6

#

will unistall and install the 17.0.6

#

nop still the same

plush kestrel
drowsy sphinx
#

that's the one i have

plush kestrel
drowsy sphinx
#

i was able to package on UE5.1

#

i'm not able on UE5.5

plush kestrel
# drowsy sphinx 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\

drowsy sphinx
plush kestrel
#

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.

drowsy sphinx
#

😢

drowsy sphinx
#

How do you configure your path? SDK_ROOT or ANDROID_SDK_ROOT?

#

or maybe the name is not a big deal here

drowsy sphinx
#

any other idea?

The last log that i have is here

drowsy sphinx
#

Can you show me your .target.cs ?

drowsy sphinx
#

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...

timid harness
#

Any one has an idea why my Jump Inerty is different in my packaged game than in my editor?

timid harness
drowsy sphinx
#

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

plush kestrel
drowsy sphinx
#

now i'm facing

#

it's a nightmare

plush kestrel
drowsy sphinx
#

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

plush kestrel
# drowsy sphinx

I'm not using adMob and the App ID is empty for me and it works fine

drowsy sphinx
#

and retry

plush kestrel
#

by the way this is 5.4

drowsy sphinx
#

finally it works

#

bur

#

but

#

next issue 😄

#

hahaah 😄

#

permission to display add?

plush kestrel
plush kestrel
drowsy sphinx
#

😄

summer dock
# drowsy sphinx

you should no longer need storage permissions unless you are really accessing like video or something

#

target sdk 34+ and engine version 5.4+?

drowsy sphinx
#

will switch like you

#

and try again

#

recompile 🙂

plush kestrel
plush kestrel
drowsy sphinx
#

no still the same

drowsy sphinx
#

maybe it was related

#

i will try

plush kestrel
drowsy sphinx
#

It was that 🙂

#

Thanks 🙏

#

Next step, be sure that android market accept the game like it is now

summer dock
drowsy sphinx
#

Because I migrate because they said we need to be sdk 34 to publish on the market

drowsy sphinx
summer dock
#

You only need it now for photo/media access etc nowadays

drowsy sphinx
#

again me !!

#

next step of the problem

#

meaning AAB file must be under 200mo....

#

but mine is 400mo..

#

i can i reduce that ?

plush kestrel
drowsy sphinx
#

will search

drowsy sphinx
plush kestrel
drowsy sphinx
plush kestrel
#

google play will handle everything

drowsy sphinx
#

or i don't care about that everything will be handle by google?

#

like create a new file? or something

plush kestrel
drowsy sphinx
#

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

plush kestrel
#

With fast-follow mode you don't need it

#

Google play will download the data when user install the app

plush kestrel
#
Epic Games Developer

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...

▶ Play video
drowsy sphinx
oblique crystal
#

Hi everyone I'm having problems with the project packetization on UE 5.4.4 that gives me this error:

winged moss
#

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

oblique crystal
oblique crystal
drowsy sphinx
#

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

winged moss
#

And I can't really tell you more while knowing nothing about your project

oblique crystal
winged moss
#

Well only you can see what links all.lib

glass tiger
#

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?

drowsy sphinx
drowsy sphinx
#

it's a real nightmare those packaging things. spending to much time on that part 😢

drowsy sphinx
#

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 :

  1. the aab file
  2. 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?

plush kestrel
plush kestrel
# drowsy sphinx the size of my AAB increase... so i don't understand how i'm supposed to reach 2...

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

Epic Developer Community Forums

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...

plush kestrel
# drowsy sphinx

The fast-follow mode only accept one .pak file
Put all the large fiiles in one .pak file, not in multiply files

drowsy sphinx
plush kestrel
drowsy sphinx
#

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

plush kestrel
drowsy sphinx
plush kestrel
drowsy sphinx
summer dock
#

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.

summer dock
#

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

drowsy sphinx
#

that is what i did and i end up with something like that

summer dock
#

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.

drowsy sphinx
#

318mo for the aab, 254 for the apk

summer dock
#

Take a day or two, follow the documentation step by step, come back

drowsy sphinx
#

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.

summer dock
#

Are you getting a .pak file in the StagedBuilds folder as indicated in docs?

drowsy sphinx
#

so do i need to make something or not ?? 😄

drowsy sphinx
summer dock
#

not sure what they are, i haven't seen them before

drowsy sphinx
#

😢

#

i was expecting to have only .pak

summer dock
#

To keep things simple, I would aim at just getting 1 pak

drowsy sphinx
#

but i have more so i don't know 😄

drowsy sphinx
#

that's why i have 0 5 10 20 (testing and understanding purpose)

summer dock
summer dock
drowsy sphinx
#

tha data asset approach enter in conflict with the asset manager?

plush kestrel
drowsy sphinx
drowsy sphinx
#

Do you think I have issue because I try to use the SdK 34?

summer dock
drowsy sphinx
#

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

summer dock
#

should make no difference

drowsy sphinx
#

But I think I understand that inside the aab I will have that data split

summer dock
#

or rather, under sdk34 should not be allowed to even upload anymore I think

drowsy sphinx
#

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 ?

summer dock
#

we have
bPackageDataInsideApk=False
when doing aab

drowsy sphinx
#

If you do that you will have a obb file

summer dock
#

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

drowsy sphinx
#

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

summer dock
#

Everything after that statement basically

drowsy sphinx
#

i will try to generate the AAB with the bPackageDataInsideApk=False

summer dock
drowsy sphinx
#

i will have my aab 300mo + the obb

#

and i will try to upload that one

summer dock
#

doesn't matter. Everything should be in the aab

#

the obb is just an artefact of the build process

drowsy sphinx
#

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

paper shell
#

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.

summer dock
#

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.

paper shell
#

I will send the .txt file.
okay i will try it

summer dock
# paper shell

I assume it is trying to warn you about illegal code. Do you have some custom c++ code or something?

paper shell
#

yeah I am using an asset from marketplace for combat system

summer dock
#

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

paper shell
#

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

summer dock
paper shell
#

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.

winged moss
#

this also helps identify the problem asset

paper shell
paper shell
summer dock
#

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

paper shell
#

yeah I am trying to..

summer dock
#

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.

drowsy sphinx
#

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 😄

summer dock
dawn epoch
stray harness
#

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.

summer dock
#

Optimally you use backend to save critical playerdata, but even that can of course be manipulated if somebody really takes the trouble

dawn epoch
#

I got those when I tried to package a game, and it failed.

summer dock
dawn epoch
#

Uh oh. Unconventional how?

winged moss
#

I would lean more on the corrupt part of that more

summer dock
dawn epoch
#

They're in a project I'm contributing to.

summer dock
winged moss
#

I'd also be going through source control history for each asset to see if a previous version is a) available, b) works

chrome cloud
#

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?

#

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)

oblique crystal
#

Hi guys I have a problem with the project packetization that I don't understand where I have to operate to fix this error

summer dock
# oblique crystal
UATHelper: Packaging (Windows): (referenced via Target -> OASIWEBAPP.Build.cs)```
This seems to be the problem
oblique crystal
humble cipher
#

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

summer dock
#

please post as text snippet for readability + copypasting

twilit pasture
#

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

winged moss
twilit pasture
#

The other things seems to be clear

winged moss
#

Well it won't be

#

Post all of it

summer dock
twilit pasture
#

UATHelper: Packaging (Windows): Detected compiler newer than Visual Studio 2022, please update min version checking in WindowsPlatformCompilerSetup.h

summer dock
odd junco
#

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

midnight glacier
#

Is it possible to enable logging in shipping for a blueprint only project?

sacred comet
#

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)

mystic atlas
#

Did you check the log?

indigo fossil
#

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?

chrome cloud
#

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.
rare relic
#

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.

mystic atlas
#

You can add whole directories to the always package list. If that helps for the future.

#

If a bit brute forcy.

twilit pasture
#

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?

jagged karma
#

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.

winged moss
jagged karma
# jagged karma Hey yall, I'm having some hangups when trying to packags and I'm assuming it's a...

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 😂

twilit pasture
#

It happens when I switch from Windows 10 to windows 11

twilit pasture
winged moss
#

you likely need to remove it from add/remove programs

#

you shouldn't blindly tick everything

#

@twilit pasture

jagged karma
#

Why there so many buttons if we can’t click them thonk_angry

#

Too enticing

jagged karma
limber nimbus
#

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?

winged moss
#

verbatim messages are helpful

limber nimbus
#

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.

winged moss
#

well you do need a compiler to compile code

#

which VS provides

limber nimbus
#

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

limber nimbus
#

build failed. anyone understand whats going on here?

limber nimbus
#

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

winged moss
#

You install the 14.38 toolchain from the individual components list

limber nimbus
#

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

winged moss
#

Then that's not the x86/64 one

limber nimbus
#

86/64 version of visual studio?

winged moss
#

?

flat dust
#

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)

twilit pasture
#

Not Visual Studio(?)

twilit pasture
winged moss
#

if it says something else, then paste the output

velvet hull
#

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...

glass copper
#

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?

winged moss
#

did you install the appropriate components including the toolchain for your UE version?

glass copper
#

game is called emergency if you see that in tehre

glass copper
#

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

winged moss
#

well I'm not missing my copy

#

can you screenshot what 14.38 toolchains you have installed

glass copper
#

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

strange solstice
#

(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.

glass copper
dawn epoch
#

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

winged moss
twilit pasture
#

I don't understant this Exit code=6

winged moss
#

the error will be above this

twilit pasture
#

Maybe this?

winged moss
#

full output? engine version?

#

@twilit pasture

broken forge
#

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

summer dock
twilit pasture
twilit pasture
winged moss
#

as that is only partial information

#

and with 5.3.2, you need the 14.34 toolchain installed

twilit pasture
#

I have Visual Studio 17.12.2

winged moss
#

it's a component, yes

#

also you should modify your Target.cs to update the build settings

twilit pasture
winged moss
#

presuming this is actually a C++ project, open SideScroller.Target.cs, set the build settings to Latest

twilit pasture
#

Yes, I made it in Blueprint (I don't know if it's different even if it's visual C++)

twilit pasture
winged moss
#

I can't read what these say

#

likely this one though

twilit pasture
#

Compile tools...17.4)(Support no longer available)

winged moss
#

well yeah, it's older than 14.38 which 5.4 and 5.5 default to

twilit pasture
#

Ok I got it I'm installing it

twilit pasture
winged moss
#

a BP-only project will have a generated one

broken forge
twilit pasture
winged moss
#

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

twilit pasture
#

I can't generate it

twilit pasture
#

Some Update @winged moss

winged moss
#

why are you even doing this

twilit pasture
twilit pasture
winged moss
#

alright so what does it say

twilit pasture
#

And it build

twilit pasture
winged moss
#

yes, it's only relevant for a C++ project and I repeatedly said it was a generated file

twilit pasture
#

It build it in 20 minutes

#

it seems to work

twilit pasture
winged moss
#

did it or didn't it?

#

"it seems to work"... "why it didn't work?"

twilit pasture
#

The project is build

#

I don't have issues

winged moss
#

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

twilit pasture
#

Ok I got it

twilit pasture
winged moss
#

it was to supress a warning

#

but it's irrelevant since it's not a C++ project so you don't control it

twilit pasture
#

👍

#

So the BIG problem was that missing component

#

amazing

#

Changing from Windows 10 to 11 became unchecked

twilit pasture
#

@winged moss thank you so much for you patience

undone turret
winged moss
#

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

undone turret
#

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 👍

winged moss
#

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

undone turret
#

Sweet thanks 🤘

short temple
#

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

plain bane
#

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?

summer dock
plain bane
summer dock
#

All that said, 20 seconds is hardly unusual these days. Make a nice loading bar...

plain bane
dawn epoch
#

I packaged a game but it crashes immediately when I try to run the executable

#

Why can't I send the bug report in?

winged moss
#

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

drifting dock
#

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.

winged moss
#

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

drifting dock
#

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

winged moss
#

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

drifting dock
#

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!

rancid frigate
#

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.

winter zinc
#

could someone please help

summer dock
# winter zinc

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

winter zinc
#

okay let me try

#

how would you start fixing this

summer dock
#

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.
winter zinc
#

ive done step no1

summer dock
# winter zinc 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

winter zinc
#

when i open the test project i get this

summer dock
#

lots of errors

winter zinc
#

IsQuixel?

summer dock
#
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```
winter zinc
#

all the failed imports are from the first person map thing

#

IsQuixel

summer dock
winter zinc
#

i think its from the deault first person project in ue5

summer dock
#

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

winter zinc
#

what should i click

#

same error

summer dock
#

I would also change that <underscore><underscore>ExternalActors<underscore><underscore> folder name. That kind of thing can mess things up

EDIT redacted

fair vault
#

thats the engines OFPA, you shouldnt touch it...

summer dock
#

ah One File Per Actor, ok I havent used that

fair vault
#

@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

winter zinc
#

i think that may be the issue

#

but i have no idea how to tell unreal i dont want thsoe assets

fair vault
#

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

winter zinc
#

thank you so much, it worked

#

i no longer have the red eorrirs

#

how would i go about these ones?

winter zinc
#

the game doesnt package, i turned scalability to medium and turned ray tracing off

winged moss
#

Local scalibility settings in the editor have zero impact on packaging

#

But these don't look like errors?

winter zinc
#

packagins usually takes 10 minutes

#

for this project

#

but its still outputting that in the log

#

after 50 minutes

#

ive tried multiple times

winter zinc
#

id like to package a lower graphics version

winter zinc
#

when i run the built game

#

when i run the highlighted eze

#

*exe

gritty violet
#

with sample project

stone ocean
#

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.

spiral sail
#

I wasn't aware that a newer version of Visual Studio was available. Has anyone ran across this?

winged moss
#

install it from individual components

#

if this is also a C++ project, I would also suggest updating the Target.cs to remove those warnings

spiral sail