#packaging

1 messages · Page 18 of 1

spiral sail
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Would checking these boxes work? They all say out of support

winged moss
#

neither of those are correct

spiral sail
# winged moss

That worked! Thank you so much! That is twice you've helped me out while stumped. Hopefully I get to repay you some day

velvet hull
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Can anyone tell me why the textures in my packaged build look fine on my PC, but on my friend PC it looks all blurry as if the texture streaming pool size isnt high enough.
Originally its 1000mb, but I changed it to 3000mb but still he has issues.

Any ideas?

lost raft
#

Hiya!

I have created my (modular) game feature plugin. I am trying to cook it using Project Launcher as DLC content, so it has own .pak file. I've set up Project Launcher profiles for both main game content and then for the mentioned plugin (as DLC). Game content cooks fine, however when cooking plugin content the outcome .pak is pretty much empty.

Not sure what am I missing here. Primary asset label is created within the plugin directory, but seems to be ignored. What's more, I've tried changing game feature setup so that it scans for primary asset label within plugin directory, but that caused plugin cook error. Changing game feature state to Installed instead of Registered also causes cook error.

I have two concerns:

  • can I have an asset within plugin content that has hard ref. to some other asset from main game content? If that's the deal breaker: any smart way to bypass that? Since that's a legacy code there is quite a spaghetti of BP hard refs.
  • it seems like main game actually does register the plugin and contains content from it (or at least LogGameFeatures claims so after launching the cooked game). If that is not related to the previous concern, am I even able to "cleanly" separate game feature plugin from main game content? Basically I am looking for a solution where .pak file presence in game's directories (combined with online platform check of entitlement) determines if certain functionality should be available in game (via trying to change game feature state in runtime).

Whole situation takes place in UE 5.3.

Any help much appreciated ❤️

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(also if that's wrong channel to post it, please redirect me to proper one ^^)

summer dock
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The Actor Sequence plugin is an experimental plugin that might exhibit instability. The issue around precompiled data is something that doesn't have a clear answer for these sequences due to the complexities of sharing sequence data between a blueprint CDO and its instances, but you should be able to workaround this for now while we investigate by marking your actor sequences as 'Volatile'. This option exists in the Sequence's settings under the Advanced menu and causes the sequence to be recompiled at runtime so it doesn't need the precompiled data.

I am trying to find the checkbox/setting for volatile but having trouble locating it... Hmm, maybe Performance->Volatile

EDIT : I am starting to think this experimental plugin is not worth the trouble

potent glen
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hey guys i have an error when i want to build my game:

UATHelper: Packaging (Windows): LogWindows: Error: appError called: Assertion failed: bAllowNonFloat [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\HLSLMaterialDerivativeAutogen.cpp] [Line: 141]
UATHelper: Packaging (Windows): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows): LogWindows: Error: === Critical error: ===
PackagingResults: Error: appError called: Assertion failed: bAllowNonFloat [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\HLSLMaterialDerivativeAutogen.cpp] [Line: 141]
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===

seems to be a material issue but i dont know what material is causing the error.. can someone help me to figure out which one it is? 😄

cerulean harness
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Hi. I'm building for UE 5.3 Linux on a Linux cloud VM (Ubuntu). I get this error: LogCook: Error: MemoryPressureStatus is not available from the operating system. We may run out of memory due to lack of knowledge of when to collect garbage.
It counts as an error, so even though I don't run out of memory, it will fail the build from completing (there are no other errors). It seems to be happening when running with multiple cooker processes, so might be specifically the CookWorkers that don't have access (or think they don't - /proc/meminfo is available).

Haven't seen this error mentioned anywhere else. Any ideas on how to fix this?

EDIT: Fun thing is, if I run it without multi process cooking, it doesn't throw the error, but then it actually runs out of memory...

rich prawn
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By any chance is anyone familiar with this packaging error? It happens after everything else in my project compiles successfully, no warnings T_T

summer dock
rich prawn
summer dock
dense tusk
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Im decomping my old game i thought i lost, I didnt encrypt my paks so Im wondering if i can get access to my project files and bluepirnts and such,

I have a global.ucas/utoc aswell as a gmae.pak/ucas/utoc

golden vector
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hello everyone, I hope you can help me out I started to have failed build of my project,

Expecting to find a type to be declared in a target rules named 'AxionTarget'. This type must derive from the 'TargetRules' type defined by UnrealBuildTool.

everything was started with any plugin module was not found it and I had to add manually add in the game folder instead of the editor one, I thought was it but then I run into this error, the target file seems correct even rolling back version from perforce of project.uasset/config/intermediate folder make it not fix it, how is tha possible?

silver cedar
safe girder
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It's my first time packaging any game ever. How can I fix this error?
PackagingResults: Error: Unknown Cook Failure

safe girder
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LogCook: Error: GameDefaultMap contains a redirected reference '/Game/UI/Menus/MainMenu/MainMenuLevel'. The intended asset will fail to load in a packaged build. Select the intended asset again in Project Settings to fix this issue.

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got it but idk why it would fail to load

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Here's my error maybe I sent more than I needed to I don't actually know. Is there a way to fix this?

summer dock
safe girder
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its still errored

summer dock
safe girder
summer dock
safe girder
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ok I'll try that

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Packaging now

safe girder
uneven drift
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We have a live game on Steam and some users get this error: CreateProcess() returned 2. Sometimes it seems to be related to antivirus. Do you guys know of any way to prevent your game from being flagged?

winged moss
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sign your executables

uneven drift
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What does that mean?

winged moss
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you buy a cert, and you use signtool.exe to sign them

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on a previous project that was on a completely different engine, that pretty much solved all our AV false flags overnight

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and a practice we continued into using unreal

uneven drift
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Okay nice, thanks I'll look into that!

uneven drift
winged moss
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this is very googleable

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it's what apple calls notorisation

uneven drift
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yea sorry

winged moss
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it's the same process but for windows

uneven drift
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ok

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thanks for the help!

winged moss
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"code signing certificate" might get you some results where you can actually buy one

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they cost a bit, but worth it for the reduced support burden

uneven drift
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Thx! Yea for sure worth it, the game is doing well and some people can't play because of this

golden vector
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thanks for your reply, I lso disable any kind of plugin, I tried a simple starter project and it build succesfully but my project it failed or give me this error
UATHelper: Packaging (Windows): [2/5] Compile [x64] SharedPCH.Core.Project.ValApi.Cpp20.cpp UATHelper: Packaging (Windows): C:\UnrealEditor\UE_5.4\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): error C4668: '__has_feature' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' UATHelper: Packaging (Windows): C:\UnrealEditor\UE_5.4\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): error C4067: unexpected tokens following preprocessor directive - expected a newline

winged moss
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this is partial output but you probably don't have the correct toolchains installed from the VS installer

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for 5.4/5.5, you should have the 14.38 toolchain

golden vector
winged moss
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because a BP-only project that makes no plugin changes will be using the prebuilt exe

golden vector
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oh ok, so if i'm going to create a simple bp is rebuild it?

winged moss
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what? I gave you the relevant information

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install the correct toolchain

golden vector
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ok, doing right now

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thanks for your help

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I guess I have to copy all the plugin in the project plugin folder , correct?

winged moss
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why do you have duplicate installs of plugins in project, presumably when you don't have a C++ game project?

golden vector
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when I don't have it unreal complaint about can't find the module

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this is start happend since the bridge and fab plugin updated (which are uninstalled now)

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before that I didn't need to copy them to the folder now if not it give me this error
UATHelper: Packaging (Windows): Expecting to find a type to be declared in a module rules named 'AsyncLoadingScreen' in 'Unknown Assembly'. This type must derive from the 'ModuleRules' type defined by UnrealBuildTool. UATHelper: Packaging (Windows): Took 2.00s to run dotnet.exe, ExitCode=8

golden vector
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alright, removing the metahuman folder plugin from the engine and from the project folder seems works

halcyon cairn
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Does anyone know how to fix this?

CompilationResultException: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActionsAsync(BuildConfiguration BuildConfiguration, List1 ActionsToExecute, List1 TargetDescriptors, ILogger Logger, IActionArtifactCache actionArtifactCache) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 451
at UnrealBuildTool.BuildMode.BuildAsync(TargetMakefile[] Makefiles, List1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 801 at UnrealBuildTool.BuildMode.BuildAsync(List1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 411
at UnrealBuildTool.BuildMode.ExecuteAsync(CommandLineArguments Arguments, ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 252
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 660
WriteFileIfChanged() wrote 0 changed files of 42 requested writes.

winged moss
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Full error output as a code block would be nice

halcyon cairn
winged moss
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that might be best

halcyon cairn
winged moss
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not sure why you installed incredibuild

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secondly, you do not have the correct toolchain version for your engine version

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5.4 and 5.5 both expect 14.38

halcyon cairn
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I didn't intentionally install it (not that I know what it is tbh). It may have been installed as part of something.

winged moss
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well uninstall it since it'll do nothing but slow down builds

halcyon cairn
halcyon cairn
winged moss
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yes

halcyon cairn
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cheers

halcyon cairn
eager cedar
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I have include debug symbols in shipping enabled. Now when I package using the editor, it adds the pdb to the folder.
But if I run the RunUAT.bat , it does not add the pdb files to the package folder.

Am I missing an argument for RunUAT?

summer dock
plain canopy
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ok so only one red error no yellow errors but it failed with exitcode 6 should i paste it here?

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ive been having issues with this for days just redid all my visual studio stuff

eager cedar
summer dock
eager cedar
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Btw update, I don't know how I can be so dumb, but there is a commandline for the UAT.bar called - nodebuginfo ...
We used that .. For sure there are no pdb files then.

mild crest
lost raft
# mild crest Hi <@344193643680104449>! Did you find a solution for this?

Unfortunately, not really. I managed to do a .pak with the plugin content via Project Launcher, however it didn't contain my plugin within it.

Tbh, I had to abandon the original idea due to deadline incoming.

However, I've found this: https://en.imzlp.com/posts/17658/ (be sure to check out the mentioned HotPatcher as well, I didn't manage to .pak my plugin content properly, but You might have more time to play around it) which helped me understand a bit more about plugin content activation flow, and game features state machine itself. I am almost certain that my original idea is achievable, might get back to it a bit later.

About hard refs: I'd say it's pretty much a no-no. I think game features were meant to be mostly self-contained. What's more: if the project is structured properly, there is much less to worry about them. You can use them "freely" if You don't mean to separate plugin content tho'

About game content containing game feature plugin in .pak files: if You switch game feature state to "Installed" and erase entry in .uproject about game feature plugin You should be able to separate plugin content in separate .pak file via Project Launcher

Overall, what I lacked (once again: I think, hard to be certain here ^^):

  • I couldn't manage to pak .uplugin in game feature .pak
  • While mounting my plugin seemed fine, switching game feature state to active in runtime caused freeze (not sure why tbh. Maybe my custom game feature action was having some issues). I think I was also getting error message about my plugin not being installed properly in game's files

Hope all that data serves You in some way, cheers ❤️

timid quiver
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hey all - would you know why my primaryassetlables arent working in ue5.1
they work on 4.27 and i have the exact same settings

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yes i have pak chunking enabled

mild crest
# lost raft Unfortunately, not really. I managed to do a .pak with the plugin content via Pr...

Thank you so much! This link looks very interesting.

In my case, I only needed to support adding additional content, so I handled it using a content-only plugin and created the .pak files separately via the Project Launcher. When packaging the base game, I deactivate all "DLC" plugins, and I added code to check for additional .pak files and update the AssetRegistry with their new paths.

I initially tried using GameFeatures but couldn’t get it to work, though I believe it’s the more appropriate approach for this use case. I’ll definitely explore the link you shared and see if it can help refine the process for future projects.

Cheers!

rigid forum
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Hi, I’m trying to create an Android build to publish. My game is 2GB, but when I generate an AAB file, it’s only 106 MB. I know I need to use Google Asset Delivery and have assigned Chunk IDs to all my maps, but the AAB size still remains 106 MB. What am I missing or doing wrong?

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any idea

summer dock
zealous meadow
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Hi, from yesterday i'm unable to pack my project on Windows. I'm not sure why - there is unknown error in my log but i read all lines and i think i clicked something.
I saw on my log that i have Visual Studio 2022 v14.42.34435 and prefered one is 14.38.33130 and i have no clue how to get it downgraged - all i find on microsoft website are v17 and i already reinstaled it ones using some guide on YT but it's not working. Any clue where to start?

winged moss
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secondly, there probably is another errors in there, but I guess we'll never know without the log

zealous meadow
zealous meadow
winged moss
zealous meadow
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okey

zealous meadow
summer dock
winged moss
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Though the Mac one is a bit more subtle, since it looks like a code signing step failed

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but I couldn't tell ya about fixing that one, don't develop for Mac currently

zealous meadow
winged moss
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UATHelper: Pakowanie (Mac): ** BUILD FAILED **
UATHelper: Pakowanie (Mac): The following build commands failed:
UATHelper: Pakowanie (Mac):    CodeSign /Volumes/up-ssd-1tb/Testowyv5.4/Binaries/Mac/Testowy.app (in target 'Testowy' from project 'Testowy (Mac)')
UATHelper: Pakowanie (Mac):    Building workspace Testowy_Mac_Testowy with scheme Testowy and configuration Development```
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you probably have to setup code signing

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and that's Apple's requirements for ya

zealous meadow
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okey, ill try to do that first then and if it works i will greatful again

gilded drift
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i have a issue packaging my game, im pretty sure it has something to do with shaders but i dont know why or how to fix it. Any suggestions?

summer dock
haughty depot
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Hey guys, I have a question about DLC. I'm looking for a way to add DLC to an application without having to repackage and redistribute the main application. I've tried GameFeature plugin as DLC using the Project Launcher to setup main app and DLC profiles, but i can't get the main app to recognize GameFeature pak files that it doesn't know about when it was packaged

haughty depot
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googling about ue5 mods returns some different results, i found the repo for UGC plugin but it's ue4, is there a more modern approach? or is that what everyone is currently working from?

acoustic monolith
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We've got some weird stuff on our packaged project. It packages fine but runs into a fatal error launching.

If we remove the D3D12 folder from binaries of the project however, the fatal error is no more and we can launch it... Ideas?

haughty depot
gilded drift
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But that's about it

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I'll try packaging a new project to see what happens there though

tiny glade
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someone please help me figure out wtf this means

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i need urgent help, i need to package this build and send it in as an application to a university

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please if there's anyone willing to help

summer dock
tiny glade
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i force updated the SDK and it's still doing it

summer dock
# tiny glade please if there's anyone willing to help

here are your errors

    Line 70: C:\UE_5.3\Engine\Plugins\Marketplace\UltimateLevelArtTool\Source\ObjectDistribution\ObjectDistribution.Build.cs(6,14): error CS0101: The namespace '<global namespace>' already contains a definition for 'ObjectDistribution'
    Line 71: C:\UE_5.3\Engine\Plugins\Marketplace\UltimateLevelArtTool\Source\MaterialAssignment\MaterialAssignment.Build.cs(8,9): error CS0111: Type 'MaterialAssignment' already defines a member called 'MaterialAssignment' with the same parameter types
    Line 72: C:\UE_5.3\Engine\Plugins\Marketplace\UltimateLevelArtTool\Source\ObjectDistribution\ObjectDistribution.Build.cs(8,9): error CS0111: Type 'ObjectDistribution' already defines a member called 'ObjectDistribution' with the same parameter types
    Line 78: C:\Users\marco\Documents\Unreal Projects\Killer_Nostalgia\KillerNostalgia\Plugins\Media\ElectraPlayer\Source\ElectraPlayerRuntime\ElectraPlayerRuntime.Build.cs(57,7): error CS0103: The name 'DirectX' does not exist in the current context
    Line 79: C:\Users\marco\Documents\Unreal Projects\Killer_Nostalgia\KillerNostalgia\Plugins\Media\ElectraCodecs\Source\ElectraDecoders\ElectraDecoders.Build.cs(60,7): error CS0103: The name 'DirectX' does not exist in the current context
    Line 80: C:\Users\marco\Documents\Unreal Projects\Killer_Nostalgia\KillerNostalgia\Plugins\Media\ElectraUtil\Source\ElectraSamples\ElectraSamples.Build.cs(49,8): error CS0103: The name 'DirectX' does not exist in the current context```
tiny glade
tiny glade
gilded drift
summer dock
# tiny glade ok, any idea how to fix these?

try searching this discord / google for the generic parts of the errors perhaps. Not sure what's going on with these plugins you are using... I hope you are not in a huge rush, as issues like these usually take a bit of time and patience to sort out

summer dock
summer dock
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Well, we can try. Show the relevant build.cs files

tiny glade
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i will be forever grateful to you if you manage to figure out what's going wrong here

fair vault
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For the ones that say there's already a definition, do you happen to have the plug-in installed multiple times on accident somehow? Maybe in the marketplace and the project

summer dock
tiny glade
#

and wdym clearing out intermediate and binaries

summer dock
summer dock
tiny glade
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or wait

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maybe electra

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the electra thing

tiny glade
summer dock
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Yes, and clean up the duplicate plugin

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Hopefully we will advance at least a step in the process

tiny glade
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alr

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lemme see

summer dock
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Good catch @fair vault

tiny glade
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i deleted the electra folders in the project

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and kept the ones in UE's folder

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note that they're not marketplace ones

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so i got no clue how there's duplicates

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it failed again

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well it's a different looking log.........

summer dock
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Here's how to filter for errors:

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.
If you don't find an error, look at the last page or two of logs for where the process is stopping.```
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It's how I got the short list of just the errors. Very useful.

tiny glade
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C:\UE_5.3\Engine\Plugins\Marketplace\UltimateLevelArtTool\Source\MaterialAssignment\MaterialAssignment.Build.cs(6,14): error CS0101: The namespace '<global namespace>' already contains a definition for 'MaterialAssignment'
C:\UE_5.3\Engine\Plugins\Marketplace\UltimateLevelArtTool\Source\ObjectDistribution\ObjectDistribution.Build.cs(6,14): error CS0101: The namespace '<global namespace>' already contains a definition for 'ObjectDistribution'
C:\UE_5.3\Engine\Plugins\Marketplace\UltimateLevelArtTool\Source\MaterialAssignment\MaterialAssignment.Build.cs(8,9): error CS0111: Type 'MaterialAssignment' already defines a member called 'MaterialAssignment' with the same parameter types
C:\UE_5.3\Engine\Plugins\Marketplace\UltimateLevelArtTool\Source\ObjectDistribution\ObjectDistribution.Build.cs(8,9): error CS0111: Type 'ObjectDistribution' already defines a member called 'ObjectDistribution' with the same parameter types

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so these are the errors

summer dock
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code snippet
for the win : )

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anyway, let's compare what changed

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so yeah, we at least got rid of a couple of the electra errors. Progress

tiny glade
#

i'm so fucking nervous i should've been more careful to check this stuff beforehand

summer dock
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yes you should : )
But keep breathing. What's your schedule, are we talking hours or days

summer dock
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ay ay

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I would strongly consider politely asking for a small extension, show that you have project working on editor with a video or something and explain that you are consulting the packaging issue with peers

gilded drift
tiny glade
summer dock
tiny glade
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it's a strict deadline

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if you really think that this cannot be fixed within a short timeframe then.........i can send in the application without the project since it's a text based application

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but linking the project would've strengthened my case is all

summer dock
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This part being essentially bonus

tiny glade
tiny glade
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it's just that i guess i have a feeling that showing that i've worked with this stuff before would be helpful but obviously this is a very good example i've got a lot to learn

summer dock
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I will be out for a bit. Google / search for the error string a bit, I will be back in 10

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Or maybe somebody else pops in and has ideas

tiny glade
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or i might just send it

gilded drift
summer dock
fair vault
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I mean its pretty simple, that error meants its being used more than once. unless you have another plugin that uses the same exact names for its objects/functions, youve got that plugin or parts of it duplicated

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beyond that theres a few more errors, looks like tons of random stuff got randomly randomed since its complaining theres engine plugins inside of your project plugins folder as well...

tiny glade
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i picked essay

fair vault
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@gilded driftthere are hundreds, if not thousands of errors. youve got a ton to fix. its all in the log. files deleted, things moved, stuff just changed and not saved correctly

summer dock
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about 500 warnings and 200 errors to be precise : E

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I would suggest starting by sanity checking : build a blank template project. Assuming that works, you can consider basically attempting to rebuild the project piece by piece, packaging every now and then to confirm you haven't got a huge mess

gilded drift
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they dont appear as errors in the editor

summer dock
silver cedar
gilded drift
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yuh, i have been actually trying to get rid of alot of that stuff though

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and so far ive been pretty succesful

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but pretty much no changes to the shaders thing

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i have found out however is that pretty much all the shaders that cause memory issues come from a asset pack i have

open rapids
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Hi I made a packaged version of my game and it runs perfect in the Debug game editor/editor however when i first run the game on packaged im greeted with this really wierd white screen, im not getting errors but i have no idea whats going on. in the editor it loads the scene/worldmap, ive had it where it doesnt load a scene before cause it wasnt baked but it in that case it should be black, not white

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This is what it looks like in editor

tidal widget
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hello friends, i am getting an error when packaging my game! here is the error: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Misc\PackageName.cpp] [Line: 924] FilenameToLongPackageName failed to convert ''. The Result would be indistinguishable from using '' as the InFilename.

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fixes ive tried is moving the project directory right to the root of my c drive, ive added my maps to list of maps in packaged build, and ive added if (InFilename.IsEmpty()) { return "\n"; } to PackageName.cpp although i dont know how to build this file because this extra line should mean the error line should not be 925 instead of 924

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would appreciate any help!

hallow stratus
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anyone know how to solve this?

winged moss
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You install it from the individual components in the VS installer

hard thistle
#

anyone know any information about this error? The packaging process immediately failed.

PackagingResults: Error: Unknown Error
LogAudioMixer: Warning: Decoder Error, stopping source [CompileFailed]

summer dock
vital palm
#

Hey Guys is their any solution for this issue ???

hard thistle
hard thistle
stone lance
#

1st time packaging I didn't get any errors. The game played normally. Then I added "nanite=0" in all the level at Beginplay. Packaged and got this error.

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Later I removed the "nanite=0" from leveel BP. and added it in the defaultengine.ini . Rebuilt it but still getting the error.

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ok, removed "nanite=0" from defaultengine.ini and rebuilt it. Same error.

#

UE 5.5.1

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Epic Developer Community Forums

I had turned on megalights and started getting this problem. Disabling megalights in the Project Settings and unchecking the megalights box in the individual lights in the scene didn’t completely disable it. What seemed to fix it for me was adding “r.MegaLights.Allowed=0” to the DefaultEngine.ini.

limpid flume
#

anyone have an idea what is happening here

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im trying to package my game it keep giving me that error

timid quiver
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not very helpful when no logs are provided

nova gale
#

What does it mean?

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UE - 5.4.4
VS - 17.12.3

winter zinc
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hello, i tried packaging my smallish project and after 45 minutes gave up, this is the log?
could someone please point me to how to fix

i have an rtx 3050 and i5 8th gen with 16gb of ram so im not sure if my pc is the issue

toxic crystal
#

Can somebody guide me on dedicated server security groups in AWS?

I (think) I setup my EC2 to open UDP 7777, but I still can't connect from local. Is there a different default port that I should be using?

rare relic
toxic crystal
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Looks like my EC2 was fine, but I had to remove the :7777 from my open command. If I use the IP without the port, it appears to connect.

woeful gyro
#

Hi. This issue with DX error appears in my project only when using Megalighs :/

toxic crystal
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What does "generate project files" actually do. When should I be using it exactly?

summer dock
winged moss
#

Why would 2 ever be a cause to regenerate project files?

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The solution file isn't even used for packaging btw, the channel subject matter

winter zinc
#

what the hell is going on

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ive searched this issue on this server and every message of someone asking for help with this issue was ignored

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is it unsolvable?

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i have an rtx 3050 and i5 8th gen

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14gb available memory

silver cedar
low coral
#

Hey - im trying to package a freshly created Third Person Template project with FlowGraph plugin integrated like in its simple getting started guide (am on 5.4.4 as well as getting Flow v2.0 for 5.4) , but it isnt letting me start it up via Quick Launch for Windows or cooking a packaged build; some logs are throwing errors and preventing it. Any ideas?

LogPlayLevel: Error: UAT: LogPluginManager: Error: Unable to load plugin 'Flow'. It was requested by Enabled plugins in .uproject for , but it has a dependency that is missing on disk. LogPlayLevel: UAT: The missing dependency is AssetSearch (ReferenceChain: Flow -> AssetSearch). LogPlayLevel: UAT: Aborting. LogPlayLevel: UAT: Looked in these locations for .uplugin files: LogPlayLevel: UAT: PluginsDir: C:/EpicGamesLauncher/UE_Import/CDPR54/Saved/StagedBuilds/Windows/Engine/Plugins LogPlayLevel: UAT: PluginsDir: C:/EpicGamesLauncher/UE_Import/CDPR54/Saved/StagedBuilds/Windows/CDPR54/Plugins LogPlayLevel: UAT: PluginsDir: C:/EpicGamesLauncher/UE_Import/CDPR54/Saved/StagedBuilds/Windows/CDPR54/Mods/ LogPlayLevel: UAT: LogCore: Engine exit requested (reason: EngineExit() was called) LogPlayLevel: UAT: LogExit: Preparing to exit. LogPlayLevel: UAT: LogPakFile: Destroying PakPlatformFile LogPlayLevel: UAT: LogExit: Exiting.

Ref: https://github.com/MothCocoon/FlowGraph/wiki/Getting-Started

scenic coral
#

When I pack my game, are the assets I don't use deleted or are they also packaged? If they are packaged, how can I detect and clean the ones I don't use?
these are also my packaging settings if needed

#

Is there an optimized packaging setting or something like that

placid zealot
hasty palm
#

mine keeps getting stuck here

plain canopy
#

hey so i finally got my game to build however the file doesn't launch in the executable. I can put a link here to my drive if need be but when clicking the programe it just doesnt open. Any documentation or relative videos would be useful, it is a shipping build if that matters.

tribal hazel
#

Does anyone know how I could change the list of packaged maps depending on.. anything? a preprocessor macro or a cook or UBT argument or anything really. The idea here is that I need to cook a different map list for a demo vs the full game.

hasty palm
#

does anyone know why?

placid zealot
woeful relic
#

Where can I find the scalability settings for packages? For some reason my package is not running at 100% resolution

surreal sail
#

Maybe it's my laptop resolution that's making things big i don't know but anyways, quest system not working, player is invisible and interaction not working and piece of the tavern broke off and end up on floor somehow with package build but in editor it works just fine. 🤔

gaunt saffron
#

Hi can you help me pls, I tried everything and I don't understand, I made a multiplayer game in UE5.4 with the steam appid 480 the first time I built the project and tested the multiplayer with another person, it worked but since then nothing works except the steam overlay, I tried to build in shipping, development but I don't think it changes anything

blazing parrot
#

anyone know how to fix this packaging issue ive got?

#

utomationTool exiting with ExitCode=6 (6)
this happens when I try to package my project
its an unkown error so I dont have much detail

#

the only thing was about standalone renderer missing, which Ill check in a minute
it says I have to add this flag: PrecompileForTargets = PrecompileTargetsType.Any;
idk where in the class though

(its a engine source code btw)
A. J. Amir — Today at 12:58 PM
yeah that didnt work either
right now Im trying to follow this video:https://www.youtube.com/watch?v=eGj2RS_SdPU&ab_channel=UnrealEngineCHALLENGEOFTHEDAY!

NOTE: in general you'll find a folder with the same name as your project on this path: "C:\yourproject\Intermediate\Build\Win64\yourproject", you have to paste the precompiled build inside this directory
when I was creating this video I was actually creating server build that is why I pasted the pre-compiled build inside the "---Server" folder

...

▶ Play video
blazing parrot
#

anyone?

fair vault
#

@blazing parrotposting the full log in here would be more helpful, but it seems to be erroring out on a missing standalonerenderer manifest which is weird

#

the issue in your screenshot above is not the same as the issue in the video

blazing parrot
#

but Ill psot the error in a bit, Im currently downloading the debug module for unreal hopefully that has more detail

fair vault
#

the unknown error is just packaging failing, the actual error is somewhere else. post the full log or dont

blazing parrot
#

ah I see

#

Ill post it after this thing downloads

fair vault
#

also since this is a source build, did you build the entire engine? and how are you packaging the build, using package from the platforms menu or using the other method?

blazing parrot
#

I just package using this:

fair vault
#

yep that should be fine

blazing parrot
#

Ive also tried the project launcher, that doenst work either

fair vault
#

project launcher is more likely to fail over just this

#

since its complaining about a missing compiled object as well, I would take the time to see if its actually missing from the compile

blazing parrot
#

it was, but I was able to compile other projects

fair vault
#

yeah im wondering if this is a plugin or something else enabled in this project causing it to not compile

blazing parrot
#

I also dont know where to get that file from, I tried verifying the engine but the file still doesnt exist

#

well the project doesnt even work without alsv4 refactored plugin

#

and Ive tested all the other ones like rider

#

also packaging alsv4 by itself worked as well

#

using this

fair vault
#

yep hard to say with just that part of the package log. you can try editing the build.cs file like it suggest and recompile the editor

blazing parrot
#

i did , unfortanantly that didnt work either

#

well, thanks for the help man, hopefully I find a fix!

#

also just posting this for reference, but not even ue5.4 has that file :

fair vault
#

the issue is this shouldnt be trying to be compiled, which makes me think you have another module/plugin enabled that is for editor only trying to be packaged

blazing parrot
#

ah I see

#

would the uproject file help with that?

fair vault
#

is this a c++ project?

blazing parrot
#

yes

fair vault
#

in your packaging settings, do you have include crash reporter checked?

blazing parrot
#

now I do, I didnt before

fair vault
#

no i was hoping it was unchecked

#

im looking at all modules/plugins that include the StandaloneRenderer and that was one

blazing parrot
#

oh i see

#

well it was unchecked

fair vault
#

I could see if the crash reporter was not compiled it would try and compile it. yep thats not it then

#

you can try pasting your .uproject and your projects .build.cs file

#

something is trying to do something it shouldnt be

blazing parrot
#

for sure

fair vault
#

try disabling the modeling tools editor mode plugin and restarting it and trying again, just for an easy test. for some reason your uproject doesnt have it flagged as editor only

#

i doubt its the cause, but your .uproject is weird

blazing parrot
#

alright fingers crossed!

#

yeah that wasnt it either

#

still crashes

fair vault
#

crashes or has the same error about the missing standalonerenderer?

blazing parrot
#

one sec

#

same error

#

with sandalonerenderer

#

if a plugin uproject says 5.3.0 and Im using 5.3.2 , could that be the cause?

fair vault
#

it shouldnt no, at the worst it wouldnt compile

#

yep something is just weird with this one, I am out of ideas. I would try disabling plugins in the .uproject and your build.cs and see if you can see what might be causing an issue. Might be some old files too for some reason in your folder from building like intermediate but not likely. disable anything you might not need beyong I guess ALS and see what happens.

#

I would start with datasmith in your build.cs

blazing parrot
#

for sure!

blazing parrot
#

ok datasmith mightve been the issue

blazing parrot
#

update: I fixed that issue, seems like datasmith was causing it

#

but it still doesnt run on windows

scenic coral
#

when I start my game standalone in the editor the steam overlay comes up and it connects to steam but not when I pack it. can anyone help. I created steam_appid.txt and thats my defaultengine.ini

+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[OnlineSubsystem]
DefaultPlatformService=Steam
bHasVoiceEnabled=true

[Voice]
bEnabled=true

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480

[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName=OnlineSubsystemSteam.SteamNetConnection
blazing parrot
#

:InitRHI got platform SF_VULKAN_SM6 but it is not compatible with PCD3D_SM6

blazing parrot
hasty palm
#

While packaging in Un 5, does anyone know why mine keeps getting stuck and repeatedly outputting "LogDerivedDataCache" messages?(this was taken early, but it never stops, it prints it like one every 30 ish minutes fororver)

blazing parrot
#

alright now I have :

#

but it does package!

blazing parrot
#

fixed it 😄

queen hedge
#

Ive never been able to package a project before. does anyone have resources that can help me set everything up correctly? I dont know how to fix the errors i am getting

summer dock
plain canopy
#

packaging had no errors or issues but the creaded game executable doesnt open the game. Does anyone have any guesses as to why?

plain canopy
#

i should state that i have done the above

torpid star
#

Does anybody have an idea how to get a debug message from the shipping version?
I tried to use "bUseLoggingInShipping = true;" at the target.cs file on my project. It does not work well tho

hearty wasp
#

I added a map in the packaged map list in project settings and it does indeed package all the maps for the client just fine. HOWEVER. When I package for linux I only see the default map being packaged and not the second map that I added in that list. Where are we supposed to add maps to package for linux server then?

I checked by simply searching the packaging log for the server for map name. Found one but not the other.

tender stirrup
#

Hi there, anyone packaged successfully a project on ue5.5.1 for android?

summer dock
placid zealot
#

What options do I have to have it so I package my game with SM5 and work within the editor with SM6 (for GPU Lightmass)? Automate a process that changes the project settings before packaging?

rigid forum
#

I am getting these errors while packging but i have no issue in BP and its working fine in editor. any idea

#

i try

  1. refresh
  2. delete binaries other temp folders
summer dock
#

You might try refreshing affected nodes ( r-click, refresh )

harsh pike
#

Hello, I am attempting some automation with RunUAT.bat on a source build of the engine.

I'd like to clean some folders (Intermediate, Binaries, ...) etc of the game before building it, but this has the effect of requiring to compile a lot of engine modules such as "AudioAnalyzer", "ControlRig" etc, making the build process take 6x longer. If I use the engine installed from the Epic Games Launcher I do not have this problem, since it seems to use the engine modules from there.

Is there any way to make the source build of the engine use its own engine modules, rather than having to compile them specifically for the game itself? Or perhaps some better approach

summer dock
harsh pike
#

what do you mean by "store engine" btw? just to be sure

summer dock
summer dock
# harsh pike I see yea, "glad" that I am not the only one with the issue, but definitely anno...

Apropos, I have asked around a bit about this before. Regarding Game cpp changes : "you shouldn't need to manually clean binaries or intermediates to get your code changes to apply" is the answer I seem to be getting from several places, but to my experience every time somebody fiddles with the c++ stuff, like adds new functions or changes parameters, everything breaks unless we regen solution -> new intermediate

#

Maybe there is something funky with our runUAT...

winged moss
#

A source build is a unique build environment

#

So this behaviour is expected

harsh pike
#

I'm just used to CI where a clean build is also performed, e.g. under Docker or so

harsh pike
#

could try look more into RunUAT's commands but docs are not the easiest to go by lol

summer dock
delicate crane
#

Not sure if anyone can help here. I have successfully upgraded from 5.3 to 5.5 . Creating package builds are successful no problems there. However, when launching the package build (shipping, Developer and DebugGame) it always crashes on launch with a Fatal Error! message. I was curious if anyone have had this related issue or anyone can identify why this is occuring?

rigid forum
summer dock
summer dock
drifting shoal
delicate crane
dull phoenix
#

How can i keep console cmd in shipping packagr build

lime cosmos
#

hey folks
is there a way to prevent showing video file in movie folder after packaging unreal game?
i tried excluding movies when staging and adding the movie folder to Additional Non-Asset Directory to Package yet the movies dont play and its just a black screen when i test it
also i use .pak files as well

delicate crane
forest pier
#

I'm having an issue when I click package (my engine crashes?) Anyone know any fixes for this? I made a build before but now it's not working

craggy cobalt
proper yoke
carmine salmon
harsh pike
#

@summer dock think I found a solution for the packaging issue btw. you want to create what's called an "Installed Build", aka pretty much the engine that Epic Games ships with their launcher. Source on making an installed build that can be found here: https://dev.epicgames.com/documentation/en-us/unreal-engine/create-an-installed-build-of-unreal-engine
Protip: you need the Debugging Tools despite being on Windows 11, I'm on Win 11 24H2.

I've tested that and it works quite well the way I'd like it to "be", so having one install for dev (aka epic games ver), and one for CI, and can fully clean the project on each build (such that the installed build is not cleaned). I have to adjust my CI to it tho and go over it, but I've tested manually for now, will let you know if anything screws up on the CI ver. You'll know if you succeeded btw if you can select a "binary build" in the engine selector on your .uproject file.

It does make sense however why it'd build so many files on source build, since theoretically I could be modifying the engine files (despite me not doing it but oh well). I guess it's just the approach Epic Games decided to take, explicitly separating source build from binary build.

Epic Games Developer

Create pre-packaged binaries for Unreal Editor that you can distribute to your team.

#

I do run CI on my own PC btw since it's strong enough for that

dull phoenix
small crypt
#

I'm suddenly having this error when packaging a project:

"Error: Asset manager settings do not include a rule for assets of type GameFeatureData, which is required for game feature plugins to function"
And it fails to compile. No big changes where made ion the project, just an update on a couple of simple blueprints. No changes on Projects Settings or any INI file...any ideas?
Thanks in advance!

proven stone
#

it sohuldn't just disapear on it's own, but the error is quite clear

#

Either way... now it's my time to ask:

01:22:58    Fatal error: [File:.\Runtime/Core/Private/Internationalization/ICUInternationalization.cpp] [Line: 156]
01:22:58    ICU data directory was not discovered:
01:22:58    ../../../matcho/Content/Internationalization
01:22:58    ../../../engine/Content/Internationalization

Anyone have any pointers or solutions to this...:

  • ICU folder exists in Engine/Content/Internationalization
  • It works when packed for windows
  • It doesn't work when packaged (or ran within editor using zen store) on PS5
  • When packaged for PS5 the Manifest_UFSFiles_PS5.txt contains about 3.5k references starting with Engine/Content/Internationalization
  • When I dumped the pak files the files are there
  • Currently using UE 5.5.1 - it worked in UE 5.4

So I'm kinda stumped about it...

small crypt
proven stone
molten warren
#

Hello all! Any help would be appreciated. When I try to open my packaged game (in 5.4.4, Windows 11), I get this error. It seems Vulkan related, but I'm using DX12. I used Vulkan at one time, because there was a shader compiler issue in 5.3. Everything works fine in Editor. Here is the error:
LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\VulkanRHI\Private\VulkanUtil.cpp] [Line: 1137]
Result failed, VkResult=-4
at D:\build++UE5\Sync\Engine\Source\Runtime\VulkanRHI\Private\VulkanMemory.cpp:4699
with error VK_ERROR_DEVICE_LOST

short temple
#

hi !

little cloak
#

Why does packaging fail, but work eventually if I keep trying? I go from Cook to Package until it works.

winged moss
#

Well what are the errors when it does error?

torpid anchor
#

can someone help me trouble shoot PackagingResults: Error: Unknown Error pls idk what to do

summer dock
#

-project=F:/ Project is just a drive root??? I think that may be a problem

summer dock
torpid anchor
#

how?

torpid anchor
#

here are all the errors
LogWindows: Failed to load 'WinPixGpuCapturer.dll' (GetLastError=126)

LogConfig: Set CVar [[r.Shaders.WarningsAsErrors:0 ;; 0: off, 1: global shaders, 2: all]]
LogStreaming: Warning: Failed to read file '../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png' error.
LogStreaming: Warning: Failed to read file '../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png' error.
LogStreaming: Warning: Failed to read file '../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png' error.
LogStreaming: Warning: Failed to read file '../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png' error.
LogStreaming: Warning: Failed to read file '../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png' error.
LogStreaming: Warning: Failed to read file '../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png' error.
LogEOSSDK: Warning: LogEOS: Error response received from backend. ServiceName=[Friend], OperationName=[GetBlockList], Url=[<Redacted>], HttpStatus=[403], ErrorCode=[errors.com.epicgames.common.insufficient_scopes], NumericErrorCode=[1056], ErrorMessage=[Insufficient access scopes. Expected: [friends_list]], CorrId=[EOS-z8w1lkIZLki2haRo-aGk2A-T8ilp0_u-UmZ9a8Ugynp_Q]
PackagingResults: Error: Unknown Error
PackagingResults: Error: Unknown Error

torpid anchor
#

do these warning/error mean anything when i tryed to quick launch it?
LogStreaming: Warning: Failed to read file '../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png' error.
LogStreaming: Warning: Failed to read file '../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png' error.
LogStreaming: Warning: Failed to read file '../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png' error.
LogStreaming: Warning: Failed to read file '../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png' error.
LogStreaming: Warning: Failed to read file '../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png' error.
LogStreaming: Warning: Failed to read file '../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png' error.
LogEOSSDK: Warning: LogEOS: Error response received from backend. ServiceName=[Friend], OperationName=[GetBlockList], Url=[<Redacted>], HttpStatus=[403], ErrorCode=[errors.com.epicgames.common.insufficient_scopes], NumericErrorCode=[1056], ErrorMessage=[Insufficient access scopes. Expected: [friends_list]], CorrId=[EOS-yYl3UM20J0Gkr-s66x_o_Q-1EdRvZVNQEycRj67GGFp3Q]
PackagingResults: Error: Unknown Error
PackagingResults: Warning: [AssetLog] C:\Users\Graceyn\Documents\Unreal Projects\Horror\Content\UI\menugamemode.uasset: Failed to load '/Game/Blueprints/NewPawn': Can't find file.
PackagingResults: Warning: Mesh rock_stacked_01 is recomputing physics on load. It must be resaved before it will cook deterministically. Please resave /Game/NecrosUtilityMatPack/Props/rock_stacked_01.rock_stacked_01.
LogLauncherProfile: Error: Launcher profile 'Launch On Device' for is not valid for launch.
LogLauncherProfile: Error: ValidationError: Shipping doesn't support commandline options and can't use cook on the fly

#

pls help

torpid anchor
winged moss
#

Cannot use the editor function "Pause" in this runtime Blueprint. Only for use in Editor Utility Blueprints and Blutilities.

#

pretty easy error to deal with if you read it

little cloak
#

So, on 5.4 packaging shipping on

#

the drop down doesn't work

#

it is still Development?

#

I can access the console

little cloak
#

nvm, it's noted in the docs

short temple
#

hi there ! Reflection code generated for GAUSSIANXV in 0.8998757 seconds
UATHelper: Packaging (Windows): Total execution time: 11.06 seconds
UATHelper: Packaging (Windows): Missing precompiled manifest for 'GSRuntime', 'D:\UnrealProjectsD\GAUSSIANXV\Plugins\XV3dGS\Intermediate\Build\Win64\UnrealGame\Development\GSRuntime\GSRuntime.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in GSRuntime.build.cs to override. If part of a plugin, also check if its 'Type' is correct.
UATHelper: Packaging (Windows): Took 11,19s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\A\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+5.4+UNREAL+UE_5.4\UBA-GAUSSIANXV-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 13s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

#

i'm wondering whats going on here

#

Yo i'm going crazy here 🙂 Could you help ? it's a c++ project with the plugin XV3DGS for gaussian splats
but i can't package the project for some reason

shadow cliff
#

Hello! Noob here.
When launching my packaged game for the first time, it takes ages to load. On subsequent launches it's much faster.
Is this because it's compiling shaders on the users pc or something? I thought the packaging process would pre cook whatever it needed to, is this not correct?

torpid anchor
#

nvm all errors are gone exept for unknown error

short temple
#

are u using the same plugin

short temple
#

hi there how can you make sure to include something in a packaged project ?

winged moss
torpid anchor
winged moss
#

You install the 14.38 build tools

timid bough
#

Hey there, my coworker is currently trying to package a build, but it fails at his PC, I can properly package - we have installed the same build tools, generally the same versions of software. We have the same project content.

When he starts the process there is a warning:
Warning: C:\Workspaces\XXX\XXX.uproject does not list plugin 'GeometryProcessing' as a dependency, but module 'XXX' depends on 'GeometryAlgorithms'.

His error message says:

UATHelper: Packaging (Windows): Creating library C:\Workspaces\XXX\Binaries\Win64\XXXServer.lib and object C:\Workspaces\XXX\Binaries\Win64\XXXServer.exp
UATHelper: Packaging (Windows): Module.GeometryAlgorithms.2.cpp.obj : error LNK2019 unresolved external symbol __std_minmax_element_d referenced in function "struct std::pair<double *,double *> __cdecl std::__std_minmax_element<double>(double * const,double * const)" (??$__std_minmax_element@N@std@@YA?AU?$pair@PEANPEAN@0@QEAN0@Z)

And then:

UATHelper: Packaging (Windows): C:\Workspaces\XXX\Binaries\Win64\XXXServer.exe : fatal error LNK1120: 3 unresolved externals

Generally I understand these Linker errors, some module is not referenced in the build settings or similar. This I don't get - if some module is not properly referenced, then my build should not work either, but it does. The GeometryProcessing plugin is enabled.

Does anyone ever got a similar issue and still knows how it was fixed?

EDIT:

Anyone stumbling across this post: I managed to fix this issue by using compiler version 14.40 instead of the "preferred" version of 14.38 as the log indicates...

proven stone
#

First of all, make sure you have properly synced source code, because these kinds of errors usually stem from the fact that you make file writable by mistake instead of checking it out and then it doesn't get submitted with changelist (this is for perforce, which I presume you're using based on your root directories)

Second, check that your coworker has the same versions of WinSDK and Visual studio etc... because this is trying to link against C++ STD libraries - which honestly doesn't really sound that right to me because I don't think there is any STD code used within unreal - at least not directly

#

Ok, some of the libraires in the GeometryAlogirtms indeed od use std, including the std::pair... but since the unresolved external symbols comes from within the std::pair this is still not an unreal engine issue (although I'm quite sure that std::pair and even std::std_minmax_element has been available sinec C++ 11 or C++17 ... so there shouldn't be any issues like that)

#

Also the warning itself, albeit directly unrelated to the errors is easy to fix, just add into the XXX.uproject a GeometryProcessing into the plugins array, implicitly allowed plugins sometimes cause this warning, since they're enabled, but the plugin isn't in the explicit dependencies

torpid anchor
winged moss
#

individual components list

torpid anchor
#

Is that in the installer?

winged moss
#

yes

torpid anchor
#

Ok thx

torpid anchor
winged moss
#

you did not install the correct thing

#

it's using 14.42

#

install 14.38

torpid anchor
#

oh

#

i did modify

#

is it an sdk?

#

bc i downloaded the one in build tools

winged moss
#

yeah can you screenshot what you installed because it's not going to be the right thing

#

that is not the correct thing

torpid anchor
#

oh

winged moss
torpid anchor
#

alr thx ill tell u if it worked

#

IT WORKKKEDDDD THANK U SO MUCH

tepid hedge
#

Hello, everyone!

I’m facing a performance issue in my project. In the Editor and Launcher Game, when I use the BP_ARPG_Controller interface to execute inputs (like the Action Bar for abilities, opening the abilities window with the 'K' key, or interacting with NPCs), everything works perfectly without any FPS drops.

However, after packing the project (in Shipping), every time I press an input related to the BP_ARPG_Controller, there’s a significant FPS drop. Interestingly, if other input is related to the BP_ARPG_Character, this doesn’t happen.

Has anyone experienced something similar or knows how I can fix this issue? Any tips or suggestions would be greatly appreciated!

proven stone
#

I recommend hooking it up to unreal insights and record it happening and then go through the recorded data, because this can be pretty much anything... if it was one time thing I'd say it's related to loading something since in editor things are usually loaded in memory while in game their loaded ad-hoc etc... but since it happends any time, it sounds like some faulty logic where profiling might help.

winged moss
#

and that description doesn't give much insight into your input implementation either

tepid hedge
#

As I noticed that this anomaly doesn’t happen with the character but does occur with the controller, I’ve been trying to handle the input within the character and then use a callback to the controller. I know this would solve the problem, but am I implementing the callback incorrectly?

winged moss
#

well a cast on its own isn't going to do anything and the "get player controller" node that accepts a player index is redundant on a character since you know the owning controller anyway

#

but yeah, you really should know how to use unreal insights if you want to diagnose perf issues

#

also I'm not sure about the cyclic dependency being the best thing to have

tepid hedge
#

I tried using the event dispatcher, but nothing happened.

pastel pasture
#

it doesn't let me package my project, do you understand why?

#

UATHelper: Packaging (Windows): Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
UATHelper: Packaging (Windows): (referenced via Target -> LicenseGame.Build.cs -> UMGEditor.Build.cs -> SequencerCore.Build.cs -> CurveEditor.Build.cs -> PropertyEditor.Build.cs -> EditorConfig.Build.cs)

where should it be coming from?

#

This is my build.cs file

#

Problem solved

pastel pasture
#

Hi, when I package my game ( shipping ) and launch it, it won't connect to my steam, and my friend list won't be populated with my friends
when trying it in standalone from the editor it works fine, but in packaged version it doesn't, why?

In the first picture it is the way i see it when on the packaged version
2nd picture is when I run as a standalone game

summer dock
pastel pasture
#

🫡

plain canopy
#

I can successfully package my game but when i go to the location of it and double click the executable nothing happens. Does anyone have any common solutions? I cannot seem to find information for it online.

torpid anchor
toxic crystal
#

What am I missing here?

I'm trying to move my dedicated server over to an EC2 Arm64 instance.

I have rebuilt the server binary to an Arm64, but clients will not connect to the new instance. Clients can connect to my old instance.

I've copied security groups between the two instances and re-associated my Elastic IP to the new Arm64 instance.

When I try to connect to the new server, I see activity in the server logs but the game client will not join the map.

[2025.01.19-17.42.19:073][498]LogNet: NotifyAcceptingConnection accepted from: [MyIP]
[2025.01.19-17.42.20:076][528]LogNet: NotifyAcceptingConnection accepted from: [MyIP]
[2025.01.19-17.42.21:078][558]LogNet: NotifyAcceptingConnection accepted from: [MyIP]
[2025.01.19-17.42.34:211][951]LogNet: NotifyAcceptingConnection accepted aggregation: [MyIP] (17)
[2025.01.19-17.42.35:146][979]LogNet: NotifyAcceptingConnection accepted from: [MyIP]
[2025.01.19-17.42.36:149][  9]LogNet: NotifyAcceptingConnection accepted from: [MyIP]```
#

From the client logs:

LogNet: Initial Connect Diagnostics: Sent '9' packets in last '10.004229' seconds, no packets received yet.
LogNet: Initial Connect Diagnostics: Sent '10' packets in last '10.000229' seconds, no packets received yet.
LogNet: Initial Connect Diagnostics: Sent '10' packets in last '10.005183' seconds, no packets received yet.
LogNet: Initial Connect Diagnostics: Sent '9' packets in last '10.115070' seconds, no packets received yet.
LogNet: Initial Connect Diagnostics: Sent '9' packets in last '10.001626' seconds, no packets received yet.
LogNet: Initial Connect Diagnostics: Sent '8' packets in last '10.002455' seconds, no packets received yet.```
plain canopy
rustic junco
#

Hi, sorry for dumb question, if my game made on Windows, can i somehow build it for MacOS/Linux?

plain canopy
#

i havent done that but im told it is very difficult to do on mac

pastel pasture
#

Okay so i have problmes while packaging my project, and it mostly comes from here:

SessionInterface->OnCreateSessionCompleteDelegates.AddUObject(this, &UGI_OurGameInstance::OnCreateSessionComplete);

so i found out that in here it won't create the session, why is this happening, but in the shipping method it will go further in here, but in development mode it won't?

cosmic tartan
#

Note for future developers, having actual HELL with packaging and getting Date mismatch and Failed to copy errors. TURN OFF YOUR VIRUS SCANNER. I just figured this out myself and wish to save others the pain!

plain canopy
#

if anyone recognizes this error can you assist me with it?

plain canopy
#

its set to shipping if that helps

summer dock
winged moss
#

The UnrealGame binary is what would be needed for a BP-only project, odd that it's missing. I wouldn't doubt that it was quarantined by an AV after falsely flagging. But yeah, with a C++ project you're actually compiling the game binary so that's not really going to have this issue.

little cloak
little cloak
#

Is packaging a prank by Epic at my expense? Is Tim giggling in his office thinking of me?
Project launcher shipping builds don't include the dev console, but they do have debug manifest and .pdb files. Why?

winged moss
#

well you should kinda keep those, just don't upload them to Steam

#

and that's tied to a project setting

hollow tusk
#

Hey all... Hope someone might be able to help.. I'm suddenly getting this any time I try to launch a packaged game?

Not sure why this is suddenly popping up. Happens on a completely blank fresh project, packaged as a shipping build. Any help appreciated.

I've literally changed nothing about my setup, I could package and run my packaged games fine yesterday.

#

.
I can even ignore the error and play the game, but if I hit 'OK' or 'X' it closes the application.

#

Will say that my D: drive is a slow drive. Not sure why that's being used at all here? My UE5 install is on C:, the project files are on my C: drive, and the packaged game are also on C:

#

D: shouldn't be involved at all here 🤔

winged moss
#

it's not using your D:\ drive, the engine is built on a build farm and that is presumably building with it on D:\

#

and it's not a particularly useful error other than it being related to raytracing

hollow tusk
#

Yeah, I can't really understand why it's suddenly popping up. I've changed nothing, Unreal hasn't updated. The projects still package totally fine... It's just when I try to run any of them, it throws me this error now 🤔

#

And the error didn't exist yesterday.

#

[I'm using latest version, Unreal 5.5.1, by the way]

#

Just packaged an empty project and ran in 5.4.4 and it worked fine, no error.

#

I wonder what differs when it comes to running the damn thing 🤔

#

Notable update; creating a new project in 5.5.1, packaging and then running the .exe = No problem the FIRST time. It runs fine without any error.

#

But once I try to launch the game .exe a second time, I get this same error.

#

Meanwhile with packaged builds in 5.4.4, I do not have any issues with multiple launches.

covert plank
#

Can we talk about whats wrong with UE and Interfaces?

I make one change to a struct which is used in an interface and in next packaging all assets with the reference to this interface throw an compile error. All need to be opened by hand and recompiled, Then the next pack of assets is listed on the next attempt of packaging. some appear several times until UE deems it possible to compile.

This is kind of an horrible workflow ... Spend half the day just doing manualy blueprint search and compile

winged moss
#

that sounds more like structs than interfaces, and BP structs have a history of being spotty at times

unique merlin
#

Hey, can I add folders outside of the Projects Content folder in packaging? like ThirdParty/Something/abc.exe? I've just tried and it's not showing the folder in my build

winged moss
#

if this is for a plugin then it's probably best to use the RuntimeDependencies list in Build.cs

#

there's also a setting for non-UFS files/directories to copy

unique merlin
#

It's exe and tried with option "Additional Non-Asset Directories to Copy" but the ThirdParty folder is not present

#

maybe it should be under Content

undone turret
unique merlin
winged moss
#

yeah though I'm not sure why you didn't try the Build.cs way since that's used to stage dlls in the final build

unique merlin
wooden sleet
#

Hi, Ghost, assets that have already been deleted are being referenced for packaging. any idea?

hexed bronze
#

what #if directive can i use to detect when it's running during packaging? i know there was one but i can't find it even after a search.

winged moss
#

there isn't an #if directive because that's compile time

#

the cooker uses the normal editor binaries, launched with UnrealEditor-Cmd

#

IsRunningCommandlet() will cover most use cases though, which is any commandlet including cook

#

ah there's also IsRunningCookCommandlet for being even more specific

wooden sleet
#

How can I change the packed project name?

#

exe name

winged moss
#

the exe name comes from the target (Target.cs, you can have one to many Game targets), the folder comes from the uproject name

wooden sleet
#

Like: My Game. it would be weird to have a title with an underscore

winged moss
#

No because it has to be a valid C# class name. I don't know why spaces would be a deal-breaker when users barely see the exe name to begin with

wooden sleet
#

So my game's name must have a _ instead of spaces

#

How do big developers get around this? I know that the Steam shortcut can be edited, but the executable in the game folder is different.

winged moss
#

Or just do it in PascalCase like everyone else

wooden sleet
#

I could create a single executable file type python and use it as a shortcut to search for and run the game executable above the master folder.

winged moss
#

Like the exe name is bottom 5 on the list of important things and is only really useful for removing maybe an internal codename

#

What? Why must you have a space?

wooden sleet
wooden sleet
winged moss
#

At least you can get your CI to rename the exe at the end, but only applicable to the one in the root directory

little cloak
#

If anyone does a shipping build with project launcher, please just let me know if you see pdb files in the staging/archive folder.

#

I tested with 5.4.

winged moss
#

Is that a problem because ideally you should hang onto those

jolly nymph
#

My dedicated server is 1.53 GB 💀 shouldn't it be really low since it's headless?

#

Client is about 2.43 GB for comparison

#

Do I have to do anything special in the project settings to make sure stuff doesn't get packaged for dedicated servers?

plain canopy
#

ok so my game is fine no errors except substrate stuff and it builds. HOWEVER once the files are made the executable doesnt do anything but load for half a second then go away. (swirling blue circle next to curser). anyone have any possible solutions? Its been troubling me for the whole month now.

#

cai you might need to make sure the different platforms you arnt building for are turned off thats the only suggestion ive found for that so far

winged moss
#

Well as long as you know your way around a debugger, -waitfordebugger is useful

#

Other platforms being enabled aren't going to affect builds for a specific platform so I can tell you that much

vapid depot
#

How can I package a game with dx11 and dx12 applications in the same folder? I can write a launcher for the user to decide which to launch

winged moss
#

If it's enabled then it will package both, the command line switch -dx11 and -dx12 can switch it

dreamy tide
#

I have a full game and a demo build of my game. The demo includes only 3 maps from the full game which has 15 maps. Whenever I package the demo, I have to remove 12 maps from the packaging list and readd them after. Is there a way to maybe make a packaging preset list for both versions?

north anvil
winged moss
#

ChooseForcedRHI function

little cloak
winged moss
#

Yes surely for a shipping build, you need to retain it to deal with crash reports from users. The smart thing is to exclude it from your public uploads (like with Steam, you can filter *.pdb from the upload itself)

#

And it can be useful for internal builds too, we did that at a previous studio

#

For like RC builds

wooden sleet
#

Help Localization does not work for eastern languages ​​after the game is packaged.

#

In the editor's standalone game it works great, but after it's packaged, the language doesn't change if I select Korean, Japanese or Chinese in my menu. The other languages ​​worked perfectly.

mystic atlas
#

Have you tried running the game with -log and seeing if it spits out any erors?

wooden sleet
plain canopy
winged moss
#

Well I didn't just mention it for no reason

#

It will pause execution very early in engine initialisation which allows you to attach a debugger

woven wren
#

hey people so do yall know what is causing this zenlocal stuff?

#

its spamming my whole log all the time

wooden sleet
woven wren
wooden sleet
woven wren
#

Wanted to make a small test build so my gang can test it out

wooden sleet
woven wren
#

Yeah I use git but I didn't set it up in like unreal I'm just using it via cli

#

Should I just remove the .git folder and try again?

winged moss
#

Absolutely not because it's unlikely to do with that

#

Zen is DDC, so you can try clearing that

woven wren
#

okay

wooden sleet
woven wren
#

oh damn

wooden sleet
# woven wren 💀

yes, you found the problem 🙂 But I recommend checking your ssource control tructure so that the client and http server don't get into a loop returning and trying again.

woven wren
#

idk I didnt have like any cpp code at all in my project

wooden sleet
woven wren
#

nah thats just a hard drive with full of random junk

sleek light
#

Hey I might need some help I’m trying to build a personal game project at the moment for development and during that time, I updated UE to 5.3.2 via the Epic Games Launcher. nothing seemed to change at first but when trying to package my current project, it said it need Visual Studio 2022. I did that, even uninstalled the 2019 version I had but now it’s saying it’s newer than 2022 which.... no it’s not?

I feel like I’m losing my mind, what exactly do I need to do to remedy this? Is it cuz I'm still on Windows 10? Or that I need to download something specific?

winged moss
#

which you would do from individual components

#

actually, it's 5.3

#

so 14.36

sleek light
winged moss
#

neither of these

sleek light
#

What should I be looking for?

winged moss
#

the one without ATL or MFC in the name

#

top tick for 5.3, bottom tick for 5.4/5.5

sleek light
#

Alright got these here, bit annoying that it doesn't tell you you need them by default but eh, is there anything else I need?

sleek light
winged moss
sleek light
#

Ok thank you!

dusky notch
#

i am having this error after build, whats wrong in cooking?

hazy goblet
#

Hi, we have this issue, where we migrated our project from 5.3.2 to 5.5 Source Engine, Project opens, package is success, but it crashes when we run the exe with this stack trace, can someone help with this

[2025.01.27-06.22.48:124][  0]LogWindows: Error: [Callstack] 0x00007ff7c83e8fd7 RealVrAi.exe!__chkstk() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\misc\amd64\chkstk.asm:109]
[2025.01.27-06.22.48:124][  0]LogWindows: Error: [Callstack] 0x00007ff7baf5f7ff RealVrAi.exe!FObjectSearchPath::MatchOuterNames() [D:\UE\Engines\UE_5.4.4\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectHash.cpp:685]
[2025.01.27-06.22.48:124][  0]LogWindows: Error: [Callstack] 0x00007ff7baf67b3a RealVrAi.exe!StaticFindObjectFastInternalThreadSafe() [D:\UE\Engines\UE_5.4.4\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectHash.cpp:824]
[2025.01.27-06.22.48:124][  0]LogWindows: Error: [Callstack] 0x00007ff7baf66de3 RealVrAi.exe!StaticFindObjectFastInternal() [D:\UE\Engines\UE_5.4.4\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectHash.cpp:886]
[2025.01.27-06.22.48:124][  0]LogWindows: Error: [Callstack] 0x00007ff7baada8a4 RealVrAi.exe!FindObjectFast<UPackage>() [D:\UE\Engines\UE_5.4.4\UnrealEngine\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectGlobals.h:1913]
[2025.01.27-06.22.48:124][  0]LogWindows: Error: [Callstack] 0x00007ff7bad1d768 RealVrAi.exe!FLinkerLoad::CreateImport() [D:\UE\Engines\UE_5.4.4\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5691```
north anvil
lethal night
#

I'm trying to package my project and this error appear on 5.5 that i could from source,
I do setup.bat and GenerateProjectFiles.bat without any warning or error even the engine is compiled with 0 warning and error.

I'm not really sure what it's looking for, I tried search across of Discord and UE Forum and cant find anyone who facing the issue, Could someone point me a direction to potential cause of this error ?

Thank you.

Could not find a part of the path 'C:\GameDev\UEAS_5.5\Engine\Source\Programs\AutomationTool\IOS\Properties\
LogTurnkeySupport: Warning: Turnkey failed to run properly, full Turnkey output:
Running AutomationTool...
Using bundled DotNet SDK version: 8.0.300
Building AutomationTool...
C:\GameDev\UEAS_5.5\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\sdk\8.0.300\Microsoft.Common.CurrentVersion.targets(3398,5): error MSB3554: Cannot write to the output file "C:\GameDev\UEAS_5.5\Engine\Source\Programs\AutomationTool\IOS\obj\Development\IOS.Automation.Properties.Resources.resources". Could not find a part of the path 'C:\GameDev\UEAS_5.5\Engine\Source\Programs\AutomationTool\IOS\Properties\'. [C:\GameDev\UEAS_5.5\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj]
Build FAILED.
C:\GameDev\UEAS_5.5\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\sdk\8.0.300\Microsoft.Common.CurrentVersion.targets(3398,5): error MSB3554: Cannot write to the output file "C:\GameDev\UEAS_5.5\Engine\Source\Programs\AutomationTool\IOS\obj\Development\IOS.Automation.Properties.Resources.resources". Could not find a part of the path 'C:\GameDev\UEAS_5.5\Engine\Source\Programs\AutomationTool\IOS\Properties\'. [C:\GameDev\UEAS_5.5\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj]
    0 Warning(s)
    1 Error(s)
Time Elapsed 00:00:29.05
RunUBT ERROR: UnrealBuildTool failed to compile.
RunUAT.bat ERROR: AutomationTool failed to compile.
BUILD FAILED

And this is the sdk i use

.NET 8.0
.NET Framework 4.8 SDK
.NET 4.6.2 Targeting Pack
MSVC v143 - VS 2022 C++ x64/x86 build tools (v14.38-17.8)
MSVC v143 - VS 2022 C++ ARM build tools (v14.38-17.8)
C++ v14.38 (17.8) ATL for v143 build tools (x86 & x64)
C++ v14.38 (17.8) MFC for v143 build tools (x86 & x64)
C++/CLI support for v143 build tools (14.38-17.8)
Windows SDK 10.0.22621.0
LLVM clang 18.1.8
dreamy tide
#

I'm exporting 2 levels for a game demo not the full game but the file size is the same as exporting the full project. Was debating about uploading it anyway, cuz, lazy lol but I'm concerned that the other maps are still in there and can be accessed? Thoughts?

little cloak
winged moss
#

That's what's in their screenshots

#

But impossible to tell what the rest of the settings are

dreamy tide
winged moss
#

But it's important to show a range of the packaging settings, I'm sure there's even a cook all

#

Though this is not how I'd choose to make a demo, I'd have a bit more automation with maplists and a different target

native sequoia
#

can the ChunkDownloader also deal with updates to c++ classes? I'm reading the epic doc and it seems like it mostly deals with .uassets? is this correct?

fast hearth
#

Yes that’s correct it only deals with Uassets

dreamy tide
native sequoia
#

The level can make all the difference as only assets referenced by the packaged levels will get packaged, so if one level is relatively lightweight while the other one contains a bunch of megassets and the such, it's fully possibly and even expected to see such a delta.

dreamy tide
#

This is a prrrroblemmm

thorn ether
#

Did anything change with RunUAT in 5.4? The same command I was using to build maps isn't working anymore. It always gives a cook warning now saying "unable to find package for map"

strange ledge
#

hi, how did you fix it?

drowsy sphinx
winged moss
#

An example could be your main menu referencing each level through an "open level" node (and yes, this consititutes a soft ref if you're using that version)

karmic socket
#

Hi everyone,
I don't know if this is the right channel. I am importing glb file using interchange at runtime. In editor its well and good but in packaged build I get this warning.

[2025.01.30-14.39.37:661][796]LogStreaming: Warning: LoadPackage: SkipPackage: /Game/Interchange/model-1732614795714_rvt_material_9 (0xFB6E4CF3DC038833) - The package to load does not exist on disk or in the loader
[2025.01.30-14.39.37:664][796]LogStreaming: Warning: LoadPackage: SkipPackage: /Game/Interchange/3754 (0x85EA0BBBD0AFECFF) - The package to load does not exist on disk or in the loader

native sequoia
#

sounds like you're depending on editor/non-shipping code in a runtime module.

karmic socket
# native sequoia sounds like you're depending on editor/non-shipping code in a runtime module.

UInterchangeManager* interchangeManager = UInterchangeManager::GetInterchangeManagerScripted();
FImportAssetParameters importParams;
importParams.bIsAutomated = true;
importParams.ReimportSourceIndex = INDEX_NONE;
bool isImportSuccessful = interchangeManager->ImportAsset(contentPath, sourceData, importParams, ImportedObjects);

I am using this code to import gltf file in runtime. In editor runtime it is working fine but in build runtime it has error message and I can't do line trace.
SkipPackage: /Game/Interchange/model(0x73E4AEC8C1628A2) - The package to load does not exist on disk or in the loader

dull phoenix
#

Any idea what causes these errors:

    Source package: /Game/ArcherySystem/Assets/Characters/Materials/M_PlayerCharacterBody
    Target package: /Engine/EditorLandscapeResources/WhiteSquareTexture
    Referenced object: /Engine/EditorLandscapeResources/WhiteSquareTexture.WhiteSquareTexture
LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.
    Source package: /Game/ArcherySystem/Assets/Characters/Materials/M_PlayerCharacterBody
    Target package: /Engine/EditorLandscapeResources/WhiteSquareTexture
    Referenced object: /Engine/EditorLandscapeResources/WhiteSquareTexture
LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.
    Source package: /Game/ArcherySystem/Bow/BP_FocusPoint
    Target package: /Engine/EditorMaterials/TargetIcon
    Referenced object: /Engine/EditorMaterials/TargetIcon.TargetIcon
LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.
    Source package: /Game/UltraDynamicSky/Materials/Weather/Snow_Fade_Target_Mat
    Target package: /Engine/EditorMaterials/TargetIcon
    Referenced object: /Engine/EditorMaterials/TargetIcon.TargetIcon```
native sequoia
#

you're referencing objects that are found in Editor packages, these are not available when you package (as they're part of the editor package), as it seems like it's just a few materials and icons you should probably copy them to your game and change the references so that they point to the copies.

native sequoia
# karmic socket UInterchangeManager* interchangeManager = UInterchangeManager::GetInterchangeMan...

still, probably one of the modules you're using here is an editor only module, as the interchange is a little complicates and has additional plugins that use it it's a little hard for me to point exactly which one but you should basically go over the modules you're depending on in your module and figure out which one is actually an editor module (will usually be in an Editor/ folder), it's possible that the gltf import is not available in runtime even though the interchange plugin is.

karmic socket
native sequoia
#

not really, I think you should review your build.cs file and go over each module and see which might be problematic. The Datasmith channel might have some folks who are more familiar with the interfhange thingie. good luck.

olive plume
#

Hi, anyone having issue with packaging game since 5.5.2 update? Packaged game was working fine in 5.5.1 but since updating, if i package I get the "missing component Microsoft Visual C++ Runtime" when trying to launch the game - if the prerequiste are installed it makes me uninstall(?) them before launching game, if they are already removed it makes me install them before launching game. This only happens by launching the exe in the root folder (launching -shipping.exe from the win64 folder doesn't make any issue). Only started today after I updated the engine.

toxic crystal
#

If I have 40 Niagara assets in my project, but they are not used or referenced in my game - do those 40 assets get included in the binary after I package the game?

winged moss
#

If you don't have a map list then it'll package everything

#

Or if you've explicitly told it to package everything

toxic crystal
#

What if the assets are referenced in a gameplay event, rather than placed manually in the map?

For examples, a grenade is spawned into a game and then explodes.

The asset pack that I installed has 40 explosions. If I only use 1 of them - should I be deleting the other 39 from the project, or is the packaging process smart enough to detect under no circumstances those 39 assets would be called and therefore do not include them in the package?

winged moss
#

The reference viewer is a handy tool for this

toxic crystal
#

And if not referenced, it will be ignored in the packaging process? Is that a correct statement?

winged moss
#

Yes unless it's for the reasons I stated above

cedar crag
#

Hey, is it possible to configure my packaged build so it does not ask the user for network acess even tho my game does not need any?

pastel elbow
#

I'm getting this exact same error. Anyone know a fix?

#

It's been happening ever since upgrading to 5.5

#

I've already tried clearing the DerivedDataCache as well as toggling some random project settings suggested on possibly-related forum posts

wooden sleet
#

Hi, Are the requirements to run the packaged game just DirectX and Microsoft Visual C++ (2015-2022) runtime?

azure grail
#

Hello, have you found solution?

short temple
signal knot
#

getting this error during packaging:
LogBlueprint: Error: [Compiler] In use pin <Unnamed> no longer exists on node Create Data Table Factory . Please refresh node or break links to remove pin. from Source: /Game/Tools/ThirdPerson/BP_UT_WP.BP_UT_WP

I've tried marking the Editor Utility Actor Blueprint (BP_UT_WP) as Editor Only.
I've tried marking the nodes that reference it as development only.

but it's still getting packaged (and causing packaging errors, because it references functions that exist in editor only plugins)

winged moss
signal knot
# winged moss And does anything reference it? Are you setting the directory it's in always to ...

The editor only Blueprint Actor is referenced by a GetAllActorsOfClass Node inside a single actor blueprint that needs to be packaged for runtime.
I tried marking the GetAllActorsOfClass Node as "Enabled Development Only" (and for good measure everything else that uses the resulting editor only blueprint objects. The only thing that allowed me to package was deleting the GetAllActorsOfClass node and the nodes that reference the results of it.

#

If possible I'd like to place the nodes back and figure out how to ignore them during packaging.

winged moss
#

Yeah I don't think that'll be that simple since editor doesn't strictly mean development. I do find it unusual that an actor BP would be referencing an editor utility BP rather than the other way round

signal knot
chrome cloud
#

Hello, i've been using zen streaming on my project but now whenever i try to run the game (not PIE, just the game) i get this error whenever i try to load one of my levels. I get in my main menu without issues, anyone know how to fix it

primal thorn
#

hello, what is the best way to package a folder that has unreferenced assets? Is it using the Additional Asset Directories to Cook? or using something like a Primary Asset Label?

winged moss
#

Either?

#

Though the pedantic thing for the later would be primary asset rules or labels

primal thorn
#

@winged moss i don't know if Primary Asset Labels are partially broken in 5.5, because if i pick the assets manually and added them to the Explicit Assets list it works fine, but if i don't use that and enable the Label all in My Directory, i notice that the files are still labelled, but when i package it doesn't bring the files

winged moss
#

And you set the cook rule to "always cook"?

primal thorn
#

yes

winged moss
#

Meh, I wouldn't overthink it then and just do what you gotta do

primal thorn
#

putting it on the Additional Asset Directories to Cook seems a bit of an hack, but worse case that's what i'll need to do

#

mostly because that just blindly copies the entire folder without any thought

#

if i could use the PAL to just filter with specific classes and that would bring their own dependencies

#

that would be cleaner

#

so either i do Explicit Assets which is a pain, because i need to cherry pick every bp i want or wait for an eventual fix and use Additional Asset Directories to Cook for now

haughty depot
#

hey guys, really trying to understand the packaging stuff. is there a reason the project launcher configurations are editor based instead of per-project? really doesn't make any sense to me, but maybe knowing the reasoning will give me more insight into the design as a whole

winged moss
#

?

haughty depot
#

the project launcher. you set up build configurations for your project, yet they exist across the editor so you have the same build configurations show up for unrelated projects. also creates a maintenance headache of having to get other parts of the team to set it up, there's no configuration export, you have to go out of your way to add it to your project repo, etc. it just doesn't make sense, just looking for a reasoning behind the design to make it click in my brain

winged moss
#

UFE is standalone in the engine, all it does it run BuildCookRun for you

#

I'm not sure why many individual members of the team need the configurations though if you can just share a batch file or just rely on your CI server

haughty depot
#

i want to manage dlc releases

#

people come and go off the project, different people will need to make builds at different times, the people who add dlc in the future may not be me

haughty depot
winged moss
#

Just "BuildCookRun" on its own comes up with results

#

And when you run something from UFE it shows the command it's running

haughty depot
#

what is UFE and CI server, i don't know those acronyms

winged moss
#

UnrealFrontEnd, that's what the "project launcher" is

#

But you should know CI, continuous integration, your build server

haughty depot
#

oh the evolution of the tools has been difficult to follow through the versions, i only knew the frontend for profiling, that seems to have been moved to insights and the launcher split off into its own interface? or is front end just a general name for the whole set of tools?

i'm familiar with the term continuous integration, we don't have a build server, we were previously too small, and the company that acquired us has devops but couldn't get a build server running

#

gives me some ideas on a preferred way of working, i still have a bit of a disconnect though in managing dlc. if we have a dev come and make a new piece of dlc, do they have to go modify the scripts on the CI server or is there a way to manage the build profiles from the front end? that build profile setup in the project launcher is in your local engine installation

winged moss
#

Scripts on the server

#

And you can version those in source control

haughty depot
#

hrm, ok, was hoping for a more streamlined management, i just wouldn't want jr's mucking around on a build server, looks like i'll have to dive into the devops rabbit hole

#

@winged moss thanks for information

winged moss
#

Though I think you should very seldomly be cooking locally

#

And a build server will remove any guesswork

haughty depot
#

i'll just say there was previously not enough resources in knowledge and paid time. a lot of 1 off client work, single dev projects, etc. i've been wanting to get a build server up and running for a while, so i appreciate the insight into the workflow

#

oh one more question if you don't mind. you said you can see the commands that the front end is using, where do those show up?

winged moss
#

It should be at the top of the log it outputs

haughty depot
signal plover
#

Hello everybody. I just realized something, maybe you can confirm or even explain to me? So when I have a level in a new project with first person starter content, it starts with world partition enabled. I can turn it off, then I have a non-WP level with external actors and I can turn these into internal actors.

So far so good. My realization: When I turn off world partition, the localization gather commandlet will not gather my external actors anymore. It will when the level is set to WP, or when I turn the actors to internal actors.

So my question is: How do I gather localizable Text in Actor instances in non-world-partitioned levels with external actors. (I honestly think this is a engine bug, but maybe someone can shed some light or provide a solution or workaround.)
Right now I'm trying to extend the gathertext commandlet with my own plugin, but I'm kind of stuck there as well. Any help would be appreciated

#

(Also not sure if this is the right channel, it's a little hard to tell)

wooden sleet
#

I made a bad discovery, the editor is not encrypting the packaged pak files, it is using a generic key [000000...] instead of the one I set

#

And my game already has a closed beta released, by now they've probably decompiled it 😖

#

UE 5.4.4

mystic atlas
#

The key has to be shipped with the game anyway.

#

Or how can it decrypt the files itself?

#

All you're doing is providing a surface level "don't look at my stuff" blocker.

wooden sleet
#

What is this feature for in UE5?

mystic atlas
#

?

mystic atlas
#

It's making it harder to do it, absolutely.

#

But even if you had some kind of online decryption thing when your game runs, they're still loaded into memory.

wooden sleet
mystic atlas
#

None?

wooden sleet
#

I have enabled all the encryption features but it seems the editor ignored them.

mystic atlas
#

Can't help with that, sadly, I was just making an offhand point about why it probably doesn't matter anyway.

wooden sleet
mystic atlas
#

Probably not that Epic has access to.

fast ridge
#

hello I would need some help, Since the 5.5.2 update, when I package my game for windows (lumen, nanite, megalight with direct x 12 and no reference of direct x 11), the package is ok, but when I launch the exe I have this chash: Unable to launch with RHI 'DirectX 11' since the project is not configured to support it.
LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\Windows\WindowsDynamicRHI.cpp] [Line: 824]
Unable to launch with RHI 'D3D11' since the project is not configured to support it.
Please Help, I have tried to force the d3d12 at the launch but after I have the same message but with "RHI 'D3D12'"... Please HELP!!!!😭

mystic atlas
#

Have you tried enabling d3d11?

fast ridge
#

yes, and the same

#

I have tried the delete the Saved, Intermediate and DerivedDataCache but still the same

#

I have uninstalled unreal and Nvidia drivers and installed again but still the same

twilit pasture
#

Hi guys, somebody told me that if I want to package a project for Mac, I can't do it with Windows. I need a Mac for packaging to Mac.
Is this real???🥲

summer dock
dull phoenix
#

I'm getting this error during cooking?
LogBlueprintSupport: Error: '/Game/EasySurvivalRPG/Blueprints/Dialogues/BP_Dialogue_Base.BP_Dialogue_Base_C' was not found in the import table for package 'Package /Game/EasySurvivalRPG/Blueprints/Structures/DialogueSystem/STR_Dialogue'.

plain canopy
#

can anyone help me with this error?

#

i have no idea which part is the problem

plain canopy
#

figured it out unreal engine project settings changed the default to development. caused issues when trying to build shipping version

winged moss
# plain canopy

install the 14.36 toolchain, which is the supported version for 5.3. if you upgrade to 5.4 or 5.5, use 14.38

timid bough
celest mountain
winged moss
#

you're also on 5.3, so 14.36 it is

celest mountain
winged moss
#

VS installer, modify, individual components

celest mountain
winged moss
#

2nd checkbox from the bottom, x64/x86 build tools

celest mountain
#

ok thank you

hollow bronze
#

How to package only used things?
I'm trying to pack an empty level with a single tree on it
I'm getting 4000+ files to cook and then 8000+ things to package, build size is 3.5GB
(All the hard references to other sides of the project are removed)
I've tried:

  • bCookAll and bCookMapsOnly and MapsToCook and all its combinations
  • passing -map="/Game/Maps/Basic.Basic" in the cli UAT call directly

I don't know what else to do. That just feels wrong. Theres an empty map and UE should build a map doing a recursive search of all the references on the map. But for some reason not only it tries to cook all the unused stuff but also packages every single asset into a packaged game

#

My only current guess is that it has something to do with this ifelse but can't breakpoint into UAT unfortunately

#

But still passing map into cli to trick it into going into else doesnt make any difference

hollow bronze
#
  • Selecting only my map in cook by book in Project Launcher didn't help either (nor in development, nor in shipping), still 4k cook objects
winged moss
#

That is how it works though, if the "list of maps to package" is populated then it's based on references

#

Set Project Settings -> Engine -> Cooker -> Cooker Progress Display Mode to Instigators and Names (and Count) to get a log for when each package starts getting cooked, while also showing the Instigator, i.e. the reason why that asset is being included into the cook. Helps a lot when you get cook errors that don't show you which package they originate from.

#

Also I know nothing about your project but native CDOs referencing assets also very much count as hard references

#

But at least that'll tell you why

#

Soft references also count when it comes to inclusion in the cook

open rapids
#

I'm wondering if anyone could be of assistance. My packaged build is not including the eyedropper cursor that is part of a UMG color picker tool. Where it is supposed to appear, the cursor just disappears.

#

I'm unable to locate what directory it would be in if 'Additional Asset Directories to Cook' was the solution.

#

And just for good measure I do reference it directly in a blueprint.

mystic atlas
#

If it's in an editor or developer directory, it won't package.

plain canopy
winged moss
plain canopy
#

Oh, I don’t I said above that the only thing I changed that then made it Work was switching the project settings in engine to use shipping rather than development. If some of this doesn’t make sense in the text, it’s because I’m using voice to text from my phone.

winged moss
haughty depot
#

hey guys, have a question about manual packing. Just as a test i tried extracting a pak and tried repaking it without change and i get the "failed to open descriptor file" error for the uproject file. how do i repack it with the correct pathing?

#

also, i did unpak the new pak and the directory structure looks identical to the original unpak

quartz sedge
#

While looking for why my engine wasn"t packaging in shipping, I came across something that look interesting but it keep making my engine crash (because I probably uses it the wrong way)!
Inside the Project Settings/Packaging there is an array called "Additional builds for this projects", has anyone already used it? (When I setup a build and a platform, if my mouse hover the picked platform it makes the engine crash)

quartz sedge
#

~~Does anyone have already encountered the issue where the "Package Project" doesn't uses the project's settings? ~~
(I though it was only for my build configuration but it also ignore the Directories To Never Cook / Exclude Editor Content)
Edit: Reinstalling the engine fixed the issue

sweet anvil
#

Hey, I have tried to package a UE5.4 thirdperson template on my mac and it successfully build but when I am trying to open it, doesn't actually opening.

#

can anyone help what did I do wrong?

#

this is how it looks

#

on the top left have project name written

sweet anvil
summer dock
sweet anvil
summer dock
#

huh, that's odd. And I presume the project runs fine on mac editor?

sweet anvil
#

ahh, okay I will check this.

sweet anvil
#

it doesn't have any folder by unreal project name.

summer dock
sweet anvil
#

nah it doesn't have either of them.

summer dock
#

Ok, next I would try to run the game via xcode

sweet anvil
summer dock
#

is it a c++ project? If not, add a dummy c++ class, and it will become one
then generate solution

sweet anvil
#

sorry to bother you but I am really not familiar unreal engine with mac

summer dock
#

you might want to head over to #macos for more pondering

sweet anvil
sweet anvil
sweet anvil
#

now I have to open third last file..... right?

wintry hearth
wintry hearth
winged moss
#

And did you try deleting the derived data cache?

winged moss
# wintry hearth Yes

both logs have this before they throw an assert/crash:

LogStaticMesh: Display: Waiting for static meshes to be ready 0/1 (/Game/MilitaryAirport/Meshes/Buildings/SM_FuelSilo_Combined) ...
so did anything recently change with this asset? what if you do a fresh checkout/clone from source control?

haughty depot
#

still stuck with unrealpak. in ue5.3 no matter how i pak i can't seem to set the mountpoint correctly.

i've tried just supplying the directory both with and without -Dest

i've tried a response file (both ways, with wildcard directories, and with listing every single file with mount path pairs)

when i do unrealpak -List it does not even list the mount point at the top of the report

all efforts result in "failed to open descriptor file ".../.../.../<project>/<project>.uproject

i've been trying to cover every permutation, but i'm running out of ideas, gotta be something simple i'm missing

#

an example of what's in my response file vs. the error. At this point I am just trying to unpak and pak it unmodified to get the process working.

haughty depot
#

i just went through from scratch, and did a -diff on the pak files, it returns

but still the same error

wintry hearth
winged moss
#

so what does it say now

wintry hearth
#

Still the BulkData

#

1 sec, I'll send the cook data

winged moss
#

that is exactly the same

#

and you cook from command line?

#

not from the editor?

wintry hearth
#

I just packaged from the editor

winged moss
#

wasteful but I was curious

wintry hearth
#

I haven't done much with packaging in UE5

#

My c++ usage is not high, mostly BP

#

What do you suggest?

winged moss
#

project launcher (unrealfrontend) gives you a mostly minimal UI for cooking. the cooking process doesn't depend on the opened editor at all

#

however, for more verbose cook logs do the following:

Set Project Settings -> Engine -> Cooker -> Cooker Progress Display Mode to Instigators and Names (and Count) to get a log for when each package starts getting cooked, while also showing the Instigator, i.e. the reason why that asset is being included into the cook. Helps a lot when you get cook errors that don't show you which package they originate from.

wintry hearth
#

Ah okay, thanks I'll do that real quick

#

Okay, I'll start another cook rq

winged moss
#

and now the problem is that there's no engine symbols so when it crashes the callstack is meaningless

#

I'd be going over source control commits since the last successful package though

wintry hearth
#

Should i include debug files?

winged moss
#

well yeah you should do that, but that won't give you a readable callstack

#

that's the symbols you can download from EGL

#

I'd be looking at all commits related to the "TrishuPeak" map

wintry hearth
#

That has been a long time ago, since I was at uni and my laptop hasnt got the capacity to build and for Uni I cant take my desktop with me

winged moss
#

so you're not actively using source control?

wintry hearth
winged moss
wintry hearth
#

I need to re setup Git LFS again

wintry hearth
# winged moss <:rip:317624018335432704>

Yea because the laptop I have does not like that, so I need to painstakingly use a usb to move it to my laptop for uni, be at uni for a couple months, come back and put it back on my pc. Then I can see if something went wrong

#

It's a mess really, I am hoping of finding a better solution at some point

winged moss
#

yes the better solution is to actually use it

#

I'm not sure how your specific laptop "doesn't like that" though

wintry hearth
#

It just sturggles with LFS because of limited storage and slow disk

#

I did replace the original HDD with a M.2 a week ago though

#

The call stack does mention UE-Chaos dll

slate shadow
#

I use different computer and when I transfered project it doesnt package

#

Detected compiler newer than Visual Studio 2022, please update min version checking in WindowsPlatformCompilerSetup.h

does anyone know what this issue might be?

winged moss
#

Install the 14.38 toolchain if you're on UE5.4 or 5.5, 14.36 if on 5.3. now and forever

slate shadow
winged moss
#

From individual components in the VS installer

#

The toolchain refers to the libraries, compiler, and linker

#

And they have different versions

#

Yours is too new and you can install the old version which guarantees compatibility

slate shadow
#

I installed this one

#

now I will check if packaging starts

winged moss
#

Well that's the first time I've seen the correct checkbox the first go around, but yeah, that's it

slate shadow
#

oh it does something different now, it might work

slate shadow
winged moss
#

Both can be installed concurrently, Unreal makes the choice of which toolchain to use

raw timber
#

Hi ! Is it possible to cook only specified assets / specified plugins ?

hexed bronze
raw timber
hexed bronze
raw timber
#

Np thanks !

stable lantern
#

Hey guys, I have a question: why are Anti-Aliasing and the rendering resolution different in the build? How can I disable the automatic downscaling of the resolution? 5.4 version

fast ridge
#

I try again: hello I would need some help, Since the 5.5.2 update, when I package my game for windows (lumen, nanite, megalight with direct x 12 and no reference of direct x 11), the package is ok, but when I launch the exe I have this chash: Unable to launch with RHI 'DirectX 11' since the project is not configured to support it.
LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\Windows\WindowsDynamicRHI.cpp] [Line: 824]
Unable to launch with RHI 'D3D11' since the project is not configured to support it.
Please Help, I have tried to force the d3d12 at the launch but after I have the same message but with "RHI 'D3D12'"... Please HELP!!!!😭

hexed bronze
#

UGameUserSettings* Settings->SetDynamicResolutionEnabled(bIsChecked);

hexed bronze
hollow gyro
#

Hey everyone! I'm trying to package my project been going at it for a week now, anybody have a clue what this error means?:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 752] Array index out of bounds: 0 from an array of size 0

0x00007ffd618a598b UnrealEditor-Engine.dll!SerializePlatformData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedData.cpp:2537] 0x00007ffd618a32c9
I've tried deleting Binaries, Intermediate and Saved

slate shadow
#

yet there the target file is

#

what I noticed is in log it says unreal game while in my files its delta zone

wet basin
#

hey, what files do I need to share on Mac so others are able to play? I sent my friend a file that was packaged and she can't open it

#

it works on my mac

hexed bronze
empty jetty
#

General question about Unreal - does it bake/cook all assets into a build, even if they're not used anywhere? e.g. textures, models that aren't actually in any maps or blueprints

winged moss
unreal path
#

hey guys, just moving a question over from /source-control as the spec has changed. Could anyone point me to resources in order to set up custom build .Target?
Essentially i need to package 3 different games from one project, with the ability to have different DefaultEngine.ini

unreal path
#

Something along the lines of this - https://forums.unrealengine.com/t/how-to-target-eos-and-steam-indepedently/1887980 - can't find a huge amount of info on how to set these targets up properly

Epic Developer Community Forums

I’m trying to target my game for EOS and Steam without needing to comment out the DefaultEngine.ini lines. I have looked at Lyra, and have updated my project so that I have an additional Target.cs using UnrealBuildTool; public class ProjectTest_EOSTarget : ProjectTestTarget { public ProjectTest_EOSTarget (TargetInfo Target) : base(Target)...

lean kindle
#

Any one be able to help with the following package error?

bright steppe
#

Hello I would appreciate any pointers for this issue. I am unloading and reloading sublevels as a way to reset the sections that the player died in. This works completely fine in in the editor with no errors or warnings. But when I packaged the game it crashes when the sublevel is reloaded, if I dont reload the sublevel and just reset the player then no issue.

flat mesa
#

Hi there, I am trying to crosscompile a project on windows for linux. I have a problem packaging where it seems the debug symbols are not being created. (Unreal5.4.4) does this sound familiar ? any tips are greatly appreciated!.

UATHelper: Packaging (Linux): Writing manifest to D:\UnrealEngine-5.4.4\Engine\Intermediate\Build\Manifest-2-ArcusExampleServer-Linux-Development.xml
UATHelper: Packaging (Linux): Targets are up to date
UATHelper: Packaging (Linux): Total execution time: 6.46 seconds
UATHelper: Packaging (Linux): Took 6,68s to run dotnet.exe, ExitCode=0
UATHelper: Packaging (Linux): BUILD FAILED: AddBuildProductsFromManifest: C:\Devel\ArdentBlue\ONE-GameHosting-SDK-Unreal\5.x\5.4\ArcusExample\Binaries\Linux\ArcusExampleServer.debug was in manifest "D:\UnrealEngine-5.4.4\Engine\Intermediate\Build\Manifest-2-ArcusExampleServer-Linux-Development.xml" but could not be found.
UATHelper: Packaging (Linux): AutomationTool executed for 0h 0m 10s
UATHelper: Packaging (Linux): AutomationTool exiting with ExitCode=202 (Error_UBTFailure)

winged moss
#

<@&213101288538374145>

flat mesa
viscid girder
#

hello, my packaging process seems to take forever, actually it seems like its recompiling the engine every time, I know my machine isn't too slow as i got a xeon gold 6140 with 18 cores to compile with, i've also given the machine 96gb of ram and it only seems to use 25 max,

RunUAT.bat" BuildCookRun -project="${PROJECT_PATH}" -target=StormServer -platform=Linux -serverplatform=Linux -server -serverconfig=${BUILDCONFIG} -cook -stage -build -clean -pak -archive -archivedirectory="${BUILD_DIR}

it is strange as i can seen things like the editor being compiled

plush zenith
#

Hi!

Im in dire need of help.
I've been trying to package my project and after long hours im still stuck on one issue i can't seem to figure out

PackagingResults: Error: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\xxxxx\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+UE_5.2\Rules\UATRules-df85598ca990598022936836fb4ed75eManifest.json'.

I checked the destination and there is nothing remotely similar to the file log is talking about, basically i do not contain path from (\Temp\UAT\C+Program+Files+Epic+Games+UE_5.2\Rules\UATRules-df85598ca990598022936836fb4ed75eManifest.json'.)
This point.
The internet doesnt help for now, i figured some of you experienced colleagues could help me navigate the issue

#

am i missing some engine files?

native sequoia
#

Anyone has a clue what could possibly make a packaged game in shipping configuration freeze ('not responding' when starting the app) while the same game works just fine on the same machine in shipping configuration? or how to start debugging something like this?

drifting dock
#

Hey all, I'm running into a Windows Long Path issue again with Win 11, even though Group Policies and Registry values are set. I'm building though CI, and for a few files get the following errors:

The following action paths are longer than 260 characters. Please move the engine to a directory with a shorter path.
...
[267 characters] C:\GitLab-Runner\builds\qNz5d_LNJ\0\vr-vis\VR-Group\unreal-development\demos\unreal-character-test\Intermediate\Build\Win64\x64\UnrealCharacterTest\DebugGame\Engine\SharedPCH.Engine.Project.NonOptimized.Exceptions.NoValFmtStr.ValApi.Cpp20.InclOrderUnreal5_3.h.obj.rsp

My Engine is at top level, and the problematic paths are within the project. I've tried enabling the Long Path Editor option, but that seems to get ignored.

#

I can't really think I'm the only one running into that issue for CI builds, but I can't find any solution

echo bison
#

Should my project + plugin binaries work with both my source engine and my installed build of the source engine? Or do I need to rebuild my binaries with the installed build?

fallow oar
#

Theres EPrimaryAssetProductionLevel that reports if a cook is "Dev" or "Production"........but what determines that value?

undone turret
haughty depot
#

hey guys, still working on pak files. i'm using pakcreator and pakloader plugins from mp. these package plugins as separate pak files, I am wondering how I can have a text file included in the pak. you can't specify non-asset directories outside of project/content/
any ideas?

shadow geyser
#

somebody knows how to package only specific chunk from project?

viscid girder
#

Hello, I just tried packaging my dedicated server and got

./StormServer.sh
Shutdown handler: initialize.
5.5.3-0+UE5 1013 0
Disabling core dumps.
MessageBox: Message : Failed to open descriptor file ../../../Storm/Storm.uproject
Exiting abnormally (error code: 1)
Shutdown handler: cleanup.

very strange it asking for the uproject file

winged moss
#

why would that be stange? it's read by a packaged build but it's usually in a a pak file or something

rare shard
#

I am trying to package my game before this gamejam deadline, and it gets stuck on the loading screen from the main menu. Any idea on how to fix this?

knotty epoch
hollow gyro
#

Anybody know why breakpoints aren't hit when packaging? Got symbols setup, i know im referencing the right code and line, but it's not triggering when the packaging hits the breakpointed line

#

VS2022 & UE 5.2.1 Source

winged moss
hollow gyro
#

I'm getting an error when packaging:
UATHelper: Packaging (Windows): LogWindows: Error: appError called: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\UnrealEngine52\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 752]
UATHelper: Packaging (Windows): Array index out of bounds: 0 from an array of size 0

So i'm setting a breakpoint on the exact line, but it doesn't seem to trigger (Im running the project from VS in developer mode)

winged moss
#

now this is even more confusing

#

you say it's the latter when it's obviously the former

#

and a bit of a newsflash, the process you're usually debugging (the editor) is not actually the process doing the cook, that's UnrealEditor-Cmd.exe

#

so you'll have to attach to that

hollow gyro
#

Sorry, noticed i phrased myself poorly there

#

Had a feeling it's a different process, thanks for the pointer!

lapis vigil
winged moss
#

LogWindows: Error: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage\SavePackageUtilities.cpp] [Line: 1780]
LogWindows: Error: EDL dep graph contained a cycle (see errors, above). This is fatal at runtime so it is fatal at cook time.
what I'd expect to see from a circular dependency

lapis vigil
#

now it says UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)

winged moss
#

yeah there's likely more to the output log than just that

plain canopy
#

anyone have any reccomendations or dos and donts for releasing on steam?

plain canopy
#

like a good how to video. Currently trying to figure out how to use the steam cmd to upload my game.

dreamy knoll
#

Hey guys, I packaged my project last night as a development build as normal, but the game crashes when loading a map from the main menu
If i package as a Shipping build i don't get the crash/error

This is the error on crash and i have no idea where to start as its a Bluerprint project and not as yet delved into C++

Assertion failed: IsInGameThread() [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\StrongObjectPtr.h] [Line: 27]
TStrongObjectPtr can only be created on the game thread otherwise it may introduce threading issues with Grbage Collector

dreamy knoll
signal pine
viscid girder
#

I've just made a shipping build and i noticed i have a 1.7gb StormClient-Win64-Shipping.pdb file, so debug symbols?

wary mantle
#

LogStreaming: Display: FlushAsyncLoading(370): 1 QueuedPackages, 0 AsyncPackages
PackagingResults: Error: Unknown Error

Im pretty sure that the unknown error is happening because of experimental plugins (Mass entity stuff) does anyone have experience on how to fix this issue?

winged moss
#

Just exclude them when you do any uploads of public builds (like Steam)

wary mantle
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UATHelper: Packaging (Windows): Running: E:\UE_5.5\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\dotnet.exe "E:\UE_5.5\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" GameAnimationSample Win64 DebugGame -Project="E:\GameAnimationSample\GameAnimationSample.uproject" -Clean -NoHotReload "E:\GameAnimationSample\GameAnimationSample.uproject" -NoUBTMakefiles -remoteini="E:\GameAnimationSample" -skipdeploy -log="C:\Users\adam\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UE_5.5\UBA-GameAnimationSample-Win64-DebugGame.txt"
UATHelper: Packaging (Windows): Log file: C:\Users\adam\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UE_5.5\UBA-GameAnimationSample-Win64-DebugGame.txt
UATHelper: Packaging (Windows): Cleaning GameAnimationSample binaries...
UATHelper: Packaging (Windows): No valid Visual C++ toolchain was found (minimum version 14.38.33130, preferred version 14.38.33130). Please download and install Visual Studio 2022 17.8 or later and verify that the "MSVC v143 - VS 2022 C++ x64/x86 build tools (v14.38-17.8)" component is selected in the Visual Studio 2022 installation options.
UATHelper: Packaging (Windows): Visual Studio 2022 x64 must be installed in order to build this target.
UATHelper: Packaging (Windows): Took 2.75s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\adam\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UE_5.5\UBA-GameAnimationSample-Win64-DebugGame.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 11s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
LogStreaming: Display: FlushAsyncLoading(370): 1 QueuedPackages, 0 AsyncPackages
PackagingResults: Error: Unknown Error

viscid girder
wary mantle
#

thanks for helping btw really appreciate it

#

i have tried putting everything into debug mode so far no errors we shall see what happens

winged moss
wary mantle
#

yeah i installed it so far so good

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i was using visual studio code and thought that was it

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thank you for helping

silk holly
#

Hello, I have this error when packaging (All are Blueprints), any tips?
(Inventory component is an Actor component that I've created)

Ensure condition failed: Registry [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Elements\Framework\EngineElementsLibrary.cpp] [Line: 35]
UATHelper: Packaging (Windows): LogOutputDevice: Error: Typed element was requested for '/Engine/Transient.BP_InventoryComponent_C_3' before the registry was available! This usually means that NewObject was used instead of CreateDefaultSubobject during CDO construction.

timid plinth
#

Can't seem to find an answer to this on google : is it possible to include specific ini files (that override certain settings) only in shipping builds ?

woeful relic
summer dock
woeful relic
#

for me

summer dock
#

And that really talks about Platforms, not configurations

woeful relic
#

So I've added the following Windows/<GameName>/Saved/Config/DefaultGame.ini

#

But it's not being picedk up

winged moss
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Saved configs have no impact on build

summer dock
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Yeah I was about to say Saved doesn't sound like the key for the big picture

winged moss
#

if you use a native source build, you can use CustomConfig in target

woeful relic
#

Hmm, I had it working earlier with an non PAK build earlier, lemme check where that ini file was saved

winged moss
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otherwise, you'll have to set something up in your CI to temporarily modify the configs

woeful relic
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Yeah, but I need it to be modified post packaging too

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A client requested a report to be generated and exported, and they wanted it to go to a central network share

summer dock
timid plinth
#

Took me a while to figure out that customconfig can't work in with pre packaged UE

winged moss
#

yeah it only works with a native build

#

requires a unique build environment

summer dock
woeful relic
#

Doesn't have to be .ini no

timid plinth
#

It works with packages builds on non-shipping builds with -CustomConfig cli argument

woeful relic
#

Are there alternatives?

winged moss
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I don't get what the distinction with "post-packaging" is

summer dock
woeful relic
winged moss
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yes, and why can't it be done then?

summer dock
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Since we are in the packaging area, that is the assumption

woeful relic
#

Hah, fair enough. Dunno where else I would ask it though

summer dock
#

so to recap : you want to be able to adjust something : like a URL maybe, after packaging, right?

woeful relic
winged moss
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so this is not a packaging thing at all then

#

this is just your bog standard config stuff

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there are plenty of resources about GameUserSettings

woeful relic
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Yeah I got that, I'll check it

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Or heck, just to make it easy on my client I'll look into the JSON route suggested earlier

summer dock
#

"many ways to skin a cat" : )
good luck

woeful relic
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Exactly

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Or barking up the wrong tree

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Or XY problem

summer dock
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One factor might be whether it is ok for it to be exposed as plaintext to all users or not - if not, might need some heavier lifting

woeful relic
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I'll consult with the client on that, but that's a problem for future me

rigid forum
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Hi , I am trying to build my android build to upload which is arounf 1.6GB.But now you can upload only .aab file not obb file. but when i create my build it creates 1.6 .obb file and 200MB .aab file only can you help what i am missing ?

rigid forum
rigid forum
#

after shiping build it inlcude half of the size of the obb

silk holly
#

Hello, I have this error when packaging (All are Blueprints), any tips?
(Inventory component is an Actor component that I've created)

Ensure condition failed: Registry [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Elements\Framework\EngineElementsLibrary.cpp] [Line: 35]
UATHelper: Packaging (Windows): LogOutputDevice: Error: Typed element was requested for '/Engine/Transient.BP_InventoryComponent_C_3' before the registry was available! This usually means that NewObject was used instead of CreateDefaultSubobject during CDO construction.

summer dock
rigid forum
summer dock
rigid forum
summer dock
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your obb being 1.6 Gb might be a problem, I think install-time has limits

summer dock
rigid forum
summer dock
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I would recommend

  • doing a test package of a template project, should be easy to fit into aab
  • consider whether you could strip out / compress some stuff to fit into the 1 Gb install-time limit
rigid forum
rigid forum
summer dock
rigid forum
summer dock
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I will dig up a clue for you

rigid forum
summer dock
#

You might want to look at the Asset Management tools to see what is taking up such amounts of space.
Honestly you really really want to try and cut down on size, mobile players don't like big builds unless it's like a AAA product

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I believe most of our work was done in DefaultDeviceProfiles.ini, where we set MaxLODSize to 512/1024 on mobile instead of 4096 on PC ( depending on texture groups )

rigid forum
summer dock
rigid forum