#packaging

1 messages · Page 20 of 1

rocky dove
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Please explain how to enable World Partition streaming in Editor mode, i.e., without launching the game, so that chunk streaming works when flying the camera around the level.

proven stone
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you... don't...

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you use the World partition minimap to selectively load parts of your map

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but there's no way to stream in and oud parts of world partition in edit mode

cobalt pasture
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is the cooked content the same between platforms? i.e. when releasing on Steam, is it possible to have a depot with the .pak/.ucas/.utoc, and 2 depot for the Linux and Windows binaries?

undone turret
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But otherwise cooked content should be the same

cobalt pasture
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i actually checked just now by copying the paks from a linux build to a windows one and it doesn't run :P

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also, reading the documentation would've answered my question: "Converts assets into platform-specific content"

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maybe if I used Vulkan on both it would work though

undone turret
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Ah ok I thought you meant in terms of like what content was included but yeah the actual files will be different as they are compiled for that platform

I'm curious as to the use case of going between platforms? 🤔

winged moss
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Cooking platforms separately is still way simpler

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Or even easier, not having a native Linux port and just letting Proton handle it

undone turret
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Yeah proton has improved a lot but I will say on steam decks at least a native port does help a bit with compatibility and performance with the dev cost being a few minutes to maybe an hour to setup the settings and then some extra time for packaging

winged moss
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Supporting Linux isn't "a few minutes", it's a huge support burden

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So it's easier to pass the burden to Valve

proven stone
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There are certain ways you can share parts of cooked content, but trust me, not worth it... most things like materials, textures, meshes, sounds etc.. are usually in platform specific, especially on consoles etc...

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and as sswires said, linux is a platform like any other, so the burden of maintaining that is the same as any other... i.e. it's a lot of work... testing... debugging etc.

winged moss
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I worked on a rinky-dink Source engine game and supporting Linux there was such a drag, but this was pre-Steam Deck

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The variables are so much greater with Linux

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I think in the end hours spent providing player support outweighed the cost of porting and the income generated from a native port

proven stone
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also compared to the number of people on windows, linux has miniscule userbase

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and most of the users can easily use proton anyways

winged moss
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We used the CSGO branch of Source and iirc the Linux version didn't even support rendering CSMs because the DX9 translation layer couldn't handle SM3 shader transpilation

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So it was a compromised port but this is before we had the luxury of Proton

undone turret
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At least for Unreal Engine I'm sure there's definitely a lot of heavy lifting it's doing

proven stone
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the build process itself is quite straightforward (I'll be assuming you're using C++ as that's what most projects end up using at the end of the day and not just BPs):

  • install cross-compile toolchain
  • try and compile for linux
  • fix any code related issues that will creep up since for linux clang is used instead of msvc
  • copy binaries to linux
  • run it

or alternatively directly on linux:

  • install native toolchain
  • try and compile
  • fix
  • run

that's the easy part, then comes all the debugging, fixing and whatnot that comes up as a result of supporting another platform... and especially at the start there's high chance of stuff being broken unless the project just started

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and there will be broken things not only on C++ side, but there's also a chance materials will start complaining because VK compared to DX has different requirements and whatnot, so some materials might fail to translate etc. etc.

cobalt pasture
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tbh I didn't really have any issues supporting Linux

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some stuff did break on the C++ side because clang is more compliant and picky on some errors

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but I like that

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the option to use proton is there anyways in the case where something doesn't work

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but the Steam Deck build runs better with the native linux version in our case IIRC

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I wish that Epic switched to clang everywhere, I feel like it'd be less hassle for them in the long run

proven stone
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(although iirc Sony and Nintendo are using - modified - versions o Clang anyways... it's just microsoft using MSVC)

cobalt pasture
proven stone
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I wouldn't say asking for trouble, it's just not really used by epic so it's just there

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although with advent of AutoRTFM which is clang-based a lot of things got fixed

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so you should be able to compile with clang just fine

cobalt pasture
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semi-related to this, what's libcef used for? I don't use the web browser widget, can I just delete it in some way?

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it's absolutely huge on Linux compared to Windows

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also also, these files seem to be duplicated and I don't know why

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I also noticed that some games straight up don't have boost (e.g. Satisfactory)

proven stone
vital terrace
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guys I've been packaging a dev build for like 3 hours

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is it even progressing?

proven stone
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well, seems like it's waiting for more ram to be available, so probably not

chrome cloud
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Hello, how would one approach chunking in a world partition map?

Let’s say i want to make a game that has some part of it on chunk0 and then other stuff on chunk1 that the player can download later with chunk manager, or choose to not download (like another game mode)

Wouldn’t putting the world partition level into chunk0 automatically load every secondary asset in the level in chunk0 as well?

I use data layers in my map was wondering if there was a way to separate stuff into different chunks but i am having an hard time doing that

proven stone
sleek stone
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Hello everyone, not sure if this is the right channel, but I am having some strange crashes for my game after a few seconds or minutes of using it.

The error is just a Fatal Error message without any other info. and it doesn't happen on all computers, just some systems are having issues.

Do you have any advice on how to find what is causing the issue or what can i do ?

of course is the clients systems that is having issues, the app runs fine on mine. :/

summer dock
proven stone
sleek stone
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could this be related?

proven stone
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it could indeed, even though it's "just" an ensure it can still cause a crash

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but... is it at the end of the log file or somewhere in between

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if it's somewhere in the middle of the log it's not what caused the crash

sleek stone
proven stone
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well, seems like the GPU might've ran out of memory or some race condition... as SBT is generally a Shader Binding Table and the variable should not really be null

sleek stone
proven stone
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well, there's not much I can do to make it less cryptic since the crash is deep within unreal's bowels... and without having the project in front of me and being able to debug I can't tell you "oh, it's an engine bug" or "oh, it's this asset causing issues" etc.

sleek stone
bright kelp
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Hey, in 5.5 do console commands not work at all in packaged games anymore?
Even in Development or DebugGame packaged modes, I can't get the node "Execute Console Comman" to fire at all. I'm trying to take a screenshot for a save-game thumbnail

bright kelp
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I guess my question is, is there a way to package the project in Unreal 5.5 and STILL allow the console?

mystic atlas
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Isn't there a compile flag you can set to enable it?

bright kelp
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I figured it out

mystic atlas
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Damn, I thought the commands still worked even if the console itself wasn't enabled.

bright kelp
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Even though the "Build configuration" was set to "development" there's a checkbox "for distribution". If that's checked, console commands are disabled (including blueprint events!)

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There's a bug in 5.2/5.3 where console commands are STILL available in distribution builds. That's what caught me up as I just upgraded and my screenshot system no longer worked

summer dock
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I guess it might be plausible that some commands might be restricted on shipping builds

proven stone
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Certain cvars can be limited to editor only or non-shipping builds (they’re physically excluded from such builds) or they can be marked using CVAF_Cheat iirc at which point their execution is blocked in game itself iirc.

proven stone
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Correction it's ECVF_Cheat... but the description still stands:

/**
     * Console variables marked with this flag behave differently in a final release build.
     * Then they are are hidden in the console and cannot be changed by the user.
     */
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and calling "Execute console command" is the "User" changing it iirc, since it pretty much just simulates typing into the console

summer dock
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so technically with a source fork one could remove the cheat flags ( maybe also having to move chunks of code from behind ifdefs... pain is fun )

proven stone
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or, in C++ you could call the IConsoleManager and say you're something else like scalability etc. which should bypass that kind of checks iirc

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// Set the screen percentage by evoking console commands
        IConsoleManager::Get().FindConsoleVariable(TEXT("r.ScreenPercentage"))->Set(OptimalScreenPercentage, ECVF_SetByGameSetting);

this is what we do when using DLSS, it allows us to easily unset that specific level when we disable DLSS which makes it work well with default scalability etc.

keen moss
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Hey folks. Getting these errors that I think might be causing my packaging to fail. I'm reading some forum posts that say I have to fall back to Steam SDK 1.53 because this message is telling me that my version is too new. Does that seem accurate?

UATHelper: Packaging (Windows): Module.SteamShared.cpp.obj : error LNK2019: unresolved external symbol __imp_SteamInternal_GameServer_Init referenced in function "public: __cdecl FSteamServerInstanceHandler::FSteamServerInstanceHandler(class FSteamSharedModule *)" (??0FSteamServerInstanceHandler@@QEAA@PEAVFSteamSharedModule@@@Z)```
winged moss
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unless you have a native project source build, do not attempt to upgrade the Steamworks SDK from the default

fallow oar
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does the Untracked meta property work to exclude certain Properties from a cook?

keen moss
winged moss
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you can verify files in the epic launcher

keen moss
# winged moss you can verify files in the epic launcher

Ok. So in this case, would you recommend closing the project, deleting the SDK folder from engine > source > etc etc

Then verifying files from the launcher? And when I do that, I assume I'll have to re-enable the plugin in my printer but my config info and build.cs should be good to go

winged moss
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verifying will restore Steamworks.Build.cs as well as the missing files from the previous SDK

keen moss
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Thanks

keen moss
ember ether
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Hello! I'm having issues with my packaged game that are not happening in editor. Mainly 2:

  • the first one is a random crash that happens where the image shows. Most likely GC deletes the actor for some reason. Because the crashing function is execIsValid. However, my issue is that when packaging, the pdb file successfully links to project source files, but not to engine files. How can I fix this to properly debug the issue?
  • Second issue is with visuals. And I have no clue why. I have a bunch hierarchical instanced static mesh component spawn a bunch of instances on level load, however, some of these components are invisible until I add or remove an instance from them later on. This only happens in a packaged game for some reason.
ember ether
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Seems like the two issues are related somehow. After some testing, I concluded that the crash occurs when the hit component is one affected by this invisibility bug. It is also odd because it is only LOD0 that is invisible. So the meshes will be visible from afar, but not when near.

keen moss
keen moss
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Hey again all. So my project folders and .uproject file are using a working title, so when I package of course, it packages the .exe file as the working title. Is there a way to change this so that I don't have to migrate the whole project to a new project or try to manually rename things and redirect folder references? I'd just like to ensure that the customer facing files reflect the actual title of the game and not the working title.

winged moss
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the name of the target determines the executable filename

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the Target.cs doesn't necessarily have to match the project name

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the name of the uproject determines the subdirectory the game goes into

plain adder
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Hi all, I'm on Unreal 5.5 and have just added the Nvidia DLSS/DLAA plugins and their dependencies to the project. Prior to adding these plugins the project packaged successfully. The plugins have been moved to the Project Plugins folder (not the engine plugins) and work correctly in editor.

One of the dependencies is the StreamlineCore plugin, which throws errors during packaging. It throws the same error in about 20 different header files throughout the plugin.

An example of one of the errors:

..\ProjectName\Plugins\StreamlineCore\Source\StreamlineCore\Public\StreamlineDeepDVC.h(20): error C7742: 'Streamline::EStreamlineFeatureSupport': a forward declaration of an enum can only use a simple identifier

An image of the header file where this error occured is attached below.

Any help would be appreciated, thanks!

keen moss
keen moss
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One more question for y'all: I always get an unknown build error when I'm packaging which I can fix every time by deleting my binaries and intermediate folders. Anyone else have that consistently happen and does anyone know why?

summer dock
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I am forced to delete Binaries + Intermediate relatively rarely, usually due to sizeable c++ changes

keen moss
summer dock
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Gather information :

  • does it happen intermittently ( unpredictably? )
  • does it happen every time you change a certain area?
  • etc
    to try to narrow down suspects

Verifying engine is always an option, sometimes a cosmic ray flips a bit somewhere : P

keen moss
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Guess I'll toss the logs into Claude and run a comparison

flint tree
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Hello, Is it not possible to package a lyra game, using Unreal Egnine from the launcher?
It packages, but the exe literally does nothing

serene quartz
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Hi I have a question, what would be the most important things that are preventing me from packaging my project successfully?

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Which error should take priority ? I dont have a lot of experience with debugging packaging errors, im only starting out in it, but this log seems too big for any human to be able to understand anything, if these are all errors then it seems impossible to understand what's wrong

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and there's barely any tutorials out there on youtube on how to tackle, interpret or understand these things

proven stone
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At least at first glance - hard to read this as I’m on phone right now

serene quartz
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true, and my character also looks corrupted or broken, chatgpt told me

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im not sure how to fix that tbh

proven stone
proven stone
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I’ll double check for some secondary errors when I’m back at the hotel (unless I forget )

winged moss
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that was definitey OOM because they only have 8GB of physical system memory

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that's not even a piss in the ocean in terms of what you actually need for doing gamedev work

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especially memory intensive operations like cooking

raw timber
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Hi ! I'm trying to build a game by command line but i'm getting this error
Could not find file 'D:\act-runner\_work\MyGame\MyGame\Binaries\Win64\MyGameEditor.target'

Why does it looks for the editor target if i specify -nocompileeditor -skipbuildeditor ?

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the full command:

          ${{ ROOT }}/Engine/Build/BatchFiles/RunUAT.bat `
          BuildCookRun `
          -project="${{ env.PROJECT_ROOT }}/MyGame.uproject" `
          -target=MyGame `
          -clientconfig=Development
          -platform=Win64 
          -cook -stage -package -build -archive -pak -compressed -prereqs `
          -nop4 -utf8output -nocompileeditor -skipbuildeditor -nocompile -nocompileuat `
          -archivedirectory="D:/tmp/archive" -stagedirectory="D:/tmp/stage"
bright kelp
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Pic on the left is in Engine, Pic on the right is Packaged. Any idea why there would be so much more pixelation on the packaged product?

tulip turtle
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im trying to make a slight modification to an existing pak file thats compressed with oodle and uses AES key for extraction of assets and when i packed everything together with unrealpak im getting an error like this when launching the game

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yes it exists

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i can send the pak file if needed unless someone else has a theory

slate hemlock
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A bunch of content is missing from cook errors appear when cooking/packaging the project

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not a single one from listed that I opened has nevercook checked

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I am gonna cook it again and will send the screenshots here

winged moss
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even better would be the log, as text

slate hemlock
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it's the section from this screenshot and until the very end of the log

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not a single red pixel above it

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nvm, opened it again, brb

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here we go, the entire log

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I am going to try turning off some plugins to see if that'll change anything, because whole log is way too long for someone to read through

proven stone
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Seems like you’re referencing some editor only asset in one of your assets and that’s why its angry

slate hemlock
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gonna go around all levels, ctrl a and check if anything makes this display a dash, I wonder if it'll work like I intend it to

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seems that nothing flags it as so, gotta go now into every asset that will set off the red text in the log after another attempt at cooking

winged moss
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or you can do the thing that will remove guesswork:

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.

slate hemlock
proven stone
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ok, your VRPawn is trying to load ton of things from "VREditor" module, but that's only an editor module... so that's your issue

slate hemlock
proven stone
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easiest way would be to stop using assets from VREditor module, either by replacing them with your own, or by selectively copying the assets to your game

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and honestly I find it werid that this would cook in UE 5.4 this module has always been editor-only and editor-only modules have been "NeverCook" since forever ago

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but if it works for you in 5.4 then one more way would be to go back to UE 5.4 since that would require least amount of work

slate hemlock
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i am going to try replacing whatever assets might cause the issue, because there is like a dozen of them in vrpawn

proven stone
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from what you provided it seems to only complain about /Engine/VREditor/Devices/Generic/GenericHMD

slate hemlock
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deleted the backup vrpawn, replaced the headset model with one of the meshes I have in the project to see if it'll cook

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it cooked

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lmao

proven stone
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no worries, glad you got it working

slate hemlock
slate hemlock
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any idea why it won't possess the pawn in packaged game? Playing through steamVR

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in editor it works fine

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It's set to be automatically possessed in every level, but menu level doesn't

UPD: figured out, jumped through some hoops to make it work but it works now

Make sure that you added it to the steamVR library, flagged as VR game and launch it directly from steamVR

bronze nest
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Hi All, we develop a runtime plugin, used within our studio to implement some game features. We distribute to our artist a prebuilt version of the plugin, so they don't need to install Visual Studio.
Everything works during project development and preview in Editor.
But when it comes to packaging Unreal asks for Visual Studio even though:

  1. the packaged plugins have all the intermediate precompiled versions, both for development and shipping,
  2. every Build.cs file in the plugin has been modified to specify bUsePrecompiled = true;

Any hint on how to package a project with our plugin(s) without Visual Studio installed?

winged moss
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This doesn't sound like a very common usecase, since you'll need at least VS to produce the final game executable

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Why are artists regularly packaging? That sounds like you should have a proper CI setup

bronze nest
summer dock
bronze nest
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Thanks. To provide you an example, they need to test some contents added to a large world which uses World Partition. When testing in Editor preview, they are always stuck do to the editor "preparing meshes" while new cells are loading. In the packaged version you just wait once, but then the application runs smooth.
Would a project cook help for the Editor Preview?

proven stone
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Editor will always wait… unless you’re waiting for ddc which usually isn’t the case… if you want smooth sailing then cookig the project and running that will be what you want…. Although in general I’d recommend sticking with editor and surviving the preparing meshes etc

bleak scroll
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I am getting this package error

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Normally, when cook fails, there's an error somewhere in the middle of the log and I just solve that, but this time there's literally no such error, the first time an actual error appears in the log is at:

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LogWindows: Error: begin: stack for UAT

weary hatch
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Hey team! Does anyone know if the conditions for getting the bootstrap exe to build have changed in 5.5? To my knowledge we're hitting all of them (generate the prereqs exe, have the -prereqs flag in our buildcookrun and have it present in it's shipping configuration in the build graph xml) but aren't seeing it 😦

proven stone
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Or at least have it present in the binaries folder if you’re not using source build

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If you’re using buildgraph then this is it… can’t help much more as I’m on phone rn

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´´´
<Compile Target="BootstrapPackagedGame" Platform="$(EditorPlatform)" Configuration="Shipping" Arguments="$(GenericCompileArguments)"/>
´´´
actually can do this 🙂

weary hatch
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This is what we've got in our BuildGraph xml
<Compile Target="BootstrapPackagedGame" Platform="$(TargetPlatform)" Configuration="Shipping" Tag="#BuildToolBinaries" Arguments="-Project=&quot;$(UProjectPath)&quot; $(AdditionalArguments)" AllowParallelExecutor="false" If="'$(IsUnrealEngineInstalled)' != 'true'" />

proven stone
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Hmmm… interesting… because prerequisites for getting the exe is:

  • built bootstrapper executable
  • have the UE prereqs in Engine/Extras… whatever path I don’t remember from top of my head
  • use the -prereqs flag

Confirmed working in ue 5.5 for us

weary hatch
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We've got Lyra building with the bootstrap exe on 5.2 with the same build pipeline, I reckon it could be a "I've not configured some setting somewhere in the build stack" issue if it isn't a 5.5 issue, good to have the requirements confirmed though thanks for your help!

karmic flume
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For those who already packaged (or cooked) successfully in 5.6, which Visual Studio version are you using? I'm on 17.8.6 and I don't know if this is the problem...

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(I'm on Community version of Visual Studio)

proven stone
karmic flume
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Yeah, my version is compatible for 5.6, but still it doesn't cook or package. Although it compiles my c++ without problems

proven stone
karmic flume
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not even sure it's related to visual studio

proven stone
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Cooking is probably not related to visual studio

karmic flume
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weird that I can cook and package in other UE versions

proven stone
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Ideally post the log and someone will take a look

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I’m currently busy in a pub so I can’t take s look, but others for sure will

karmic flume
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this is the part of the log after I press "Cook Content" in the Editor

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it doesn't produce log errors. Then packaging fails because it didn't cook anything. This is a fresh Blank blueprint template from the Launcher btw

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in my understanding, Visual Studio shouldn't be needed to cook or package blueprint projects, but still...

karmic flume
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I'll try 17.14... I was avoiding that because changing VS versions gave me problems in the past and I have active UE5.3 projects

proven stone
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Yeah, there were certain versions of vs that broke UE because of a bug in that era… 5.4 and up is fine again

winged moss
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You do need a compiler when you have a BP only project if you have something like non-default plugins

karmic flume
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the only plugins enabled are the ones that already come enabled by default in the Blank launcher project

ember marsh
plain adder
# ember marsh <@313792838833930243> I am currently experiencing the same issue as you. Have yo...

Hi, yeah I managed to fix it. It was a blueprint-only project, so it was having trouble recompiling the plugins when packaging. I converted the project to a c++ project (by creating an empty placeholder c++ class), generated the visual studio solution, and then in visual studio, used Clean Solution and Rebuild Solution to do a clean recompile of the plugin files.

After that I ran the unreal project through visual studio, and packaged the project without issue.

waxen aspen
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I've just upgraded my template from 5.4 to 5.6 and am receiving this error here on startup. Packaging and everything runs fine, there are no other warnings or errors. Setting cooker progress display mode to "instigaators and names and count" didn't give more info.

LogAutomationTest: Error: Condition failed

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Logs also didn't give more info

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and there is no crash to investigate

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Tried upgrading the 5.5 version to 5.6 and it showed the same error

winged moss
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Attach the log

waxen aspen
winged moss
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this looks like an average editor log with that randomly put in there. does it actually block any functionality?

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I wouldn't recommend packaging from the editor UI to begin with

waxen aspen
waxen aspen
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All other UE versions didn't show this error

karmic flume
tight mist
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Getting cook crash when worldpartition level is about to get cooked. No issues in editor but cooking fails. In unrealinsight BodySetupDDCFetch/DDC_GetSynchronous/DDC_Get Freezes

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Anyone else with same issue or idea why it crashes like that. Using UE5.6. No issue in UE5.5

tight mist
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Nevermind, got it working. Moved DCC and cooked everything again.

winged moss
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It's always the toolchain

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5.3 uses 14.36, 5.4+ uses 14.38

karmic flume
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because in the past I had BP-only projects that wouldn't package and the msg error complained about visual studio

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plus in the past when I updated VS to be able to compile c++ in UE5.5, the UE5.3 stopped compiling and I had to spend significant amount of time trying till I found a version that compiled both 5.3 and 5.5

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it's kind of a mess

winged moss
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Well I'm not saying this as an opinion. UBT looks for specific toolchains that are installed and has a list of ones that are preferred

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the IDE and toolchain are independent

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what you have to install is the top pin on here because it's a common troubleshooting topic

karmic flume
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oh, pinned msgs, ok

karmic flume
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Found out that if I use UnrealEditor.exe instead of UnrealEditor-Cmd.exe in the command line it does cook the content. The editor runs the command line with UnrealEditor-Cmd.exe, witch isn't working in my case.
So I suppose I can also package via command line using UnrealEditor.exe, but I guess that'll be whole new journey...

lost flame
#

Anyone seen some absurdities with a packaged 5.6 project ? Its basically empty, converted from 5.5 and has major bugs when loading maps..

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Crashed my gpu 6 times in a row for instance

summer dock
lost flame
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No, ill give that a try, ty !

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Was gonna test with a new 5.6 project and see if its just my project being weird

summer dock
winged moss
waxen aspen
winged moss
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You wouldn't package from VS, that just builds the executable

waxen aspen
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Sorry, it was confusing because I responded to that message

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However, I have just created a completely new UE 5.6 third person project and that has the same error.

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I will verify the the engine version

waxen aspen
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Didn't help

karmic flume
karmic flume
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(in which the engine is installed)

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but still seems weird to me that the issue would return always on the same part of the engine and that the verification would fail...

karmic flume
#

so today before I finish reading the RunUAT docs I tried again launching from the Editor (Platforms -> Project Launcher and Platforms -> Quick Launch) and it worked
then I packaged from the Editor and it worked. While yesterday it didn't even after I managed to cook via command line
still going to finish learning how to use RunUAT because I feel this issue will manifest again

visual dawn
#

OK so from searching in this Discord I can see that to add my own default graphics preset for players, I need to add a bunch of [ScalabilityGroups] to a file called DefaultGameUserSettings.ini in the Config folder of my UE5 project. Great!
I went ahead and did that, assuming that it means the project folder location, e.g. D:/MyProjectName/Config/filehere, and not in the packaged (shipping) project folder D:/PackagedBuilds/MyProjectName/Config/filehere - since that would be weird to have to add each time, right?
However, when I do it feels as if nothing happens in my shipping build, after deleting the %APPDATA%/Local/MyGameName folder to test.
What am I doing wrong?

visual dawn
#

I'm just testing it wrong. I was expecting it to put the setting into the GameUserSettings.ini file, but it didn't and had vanished the default (quality lv. 3) settings it was inserting itself. Turns our it just applied the defaults I'd set then doesn't update the GameUserSettings.ini - all good

eager cedar
#

If I use RunUAT.bat to generate an Android project, it does not create an obb file (and if I have packagedatainsideapk, the obb is not within the apk).
Anyone knows why? Does it not work?

summer dock
summer dock
quasi temple
#

Hi! I know what soft and hard dependencies are from hard and soft references etc, but what is a “hard save dependency”? I’ve been seeing files cooking and the instigators have often been listed next to the cooked files in the log, in a lot of cases they are files in the ExternalActors folder which I understand where all the OFPA are stored for world partition. But I don’t understand when a file has an instigator that is a “hard save dependency “ as the package name generated can’t be found in the outliner of the map I’m cooking ….

quasi temple
#

*apologies - SaveTimeHardDependency not hard save dependency

chrome cloud
#

Hello, i'm having problem with asset referencing and chunking. Currently i have Chunk1 that contains stuff it shouldn't have.

For example in the screen you can see that BP_CorridorBricWall1 is inside chunk1 because it gets referenced by MainLagoon which gets referenced by MainLagoon2. Problem is that in MainLagoon2 there are no references to MainLagoon.

Also, the reference node says "Manager" under it, and not "Level" or "World" like i thought it would say. What is this "Manager" right there?

#

this is how i set up my asset manager in case it is relevant ( i guess it is )

#

And when i package my game, i explicitly select only MainLagoon2, not MainLagoon

eager cedar
summer dock
#

Or, you could diff the packaging logs. Are you sure you are not doing any pre-packaging modifications to the setup, or something?

summer dock
chrome cloud
summer dock
chrome cloud
#

Yeah it's reference viewer

summer dock
#

Tried "Find in Blueprints" in the MainLagoon levelBP?

chrome cloud
#

but it's saying that the reference is of type "Manager" and not "World" or "Level" like in the screenshot
this is from reference viewer directly of MainLagoon2 level

eager cedar
summer dock
chrome cloud
#

i guess it's something related to how i set up that thing in asset manager

summer dock
eager cedar
#

apk

#

it does generate an apk

#

but the size is too small (missing like 200MB) compared to building without jenkins.

#

It seems to be that it misses the obb

#

[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
bShowLaunchImage=False
MinSDKVersion=29
TargetSDKVersion=32
bBuildForES31=False
ExtraApplicationSettings=
bAllowIMU=True
SDKAPILevelOverride=
NDKAPILevelOverride=
bPackageDataInsideApk=True

[AndroidSDK.AndroidSDKSettings]
NDKPath=C:/Program Files/Android/NDK/android-ndk-r21e
NDKApiLevelOverride=29
SDKAPILevelOverride=29

Those are the android settings

chrome cloud
summer dock
eager cedar
#

good idea, will try this

#

thank you

flat lake
#

Yo folks! I have problem with packaging project after migration to 5.6 from 5.5. I made dozens of builds on 5.5 (on this project) and didn't have any error, but after migration I can't do a single build. Before migration I cleaned up DDC, Saved etc Do you have any idea what is going on? I'm packaging from Editor - didn't have any issues with it ever.

chrome cloud
# chrome cloud Hello, i'm having problem with asset referencing and chunking. Currently i have ...

Ok i managed to fix this, i removed everything from the asset manager in project setting and added only the PrimaryAssetLabel to be scanned.

Now i have anothjer problem. I have a packed level actor that i explicitly selected in a PrimaryAssetLabel to be inside chunk3, but no matter what i do, it ends up in chunk0.

The screen is the reference viewer of said packed level actor, and it even says Chunk3, but in asset audit it says it's in chunk0

what even is the point of using primaryAssetLabel if the engine decides for itself where my asset are gonna be chunked?

fresh field
#

Hi anyone know this error:~
delaying 1 processes from spawning due to memory pressure unreal engine

mystic atlas
#

That's not an error, just a warning that you're running low on memory.

summer dock
flat lake
# summer dock sanity check with a blank / template project maybe

Tried. Everything works perfectly. 🥲 Right now I just run Validate Assets option on the Content. Maybe smth broke after migration 😔 Btw with one attempt I was able to build the project (everything works inside) but after this I have not been able to reproduce that - always same error.

flat lake
raw timber
#

Hi ! i'm packaging a server build and would like to exclude some client code so i put it in WITH_CLIENT_CODE but the packaging fail on the code in the macro, Any ideas what could be the issue ?
I also tried !UE_SERVER

rain mist
#

I am having the same error, are you using 5.6 ?? i can't figure out the issue, got all m blueprints to compile without errors

#

What was your issue with motion matching ? i think i am facing the same issue

rain mist
#

Funny thing i was able to build sometimes

#

and sometimes not without changing much or even nothing, almost random, readlly hard to define a trend

#

i don't have localization yet on my side

karmic flume
# karmic flume Found out that if I use UnrealEditor.exe instead of UnrealEditor-Cmd.exe in the ...

More info on my problem since it has returned and I had to investigate further:

  • Packaging via RunUAT BuildCookRun also doesn't work (it calls the same UnrealEditor-Cmd.exe)
  • The problem is in the UnrealEditor-Cmd.exe file, since it doesn't open even when executed directly from command prompt without arguments
  • Specifically the problem is in the name, since renaming it to UnrealEditor.exe makes it work, while renaming the original UnrealEditor.exe to UnrealEditor-Cmd.exe makes it stop working
  • My working solution is to rename UnrealEditor-Cmd.exe to UnrealEditor.exe (on another folder to prevent conflict) and use a symlink on the original folder that redirects whatever tries to run UnrealEditor-Cmd.exe to the renamed file on the new folder (does work)
  • I'm curious because so far I've never heard of problems like this
summer dock
winged moss
#

If you need more verbose information in the log in order for you to work out which asset is causing packaging to fail (or why an asset is being included in the first place), 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.
via the "Advanced Debugging in Unreal Engine" article

#

^ if a <@&213101288538374145> could be so kind to pin that

winged moss
#

thank you

winged moss
#

well you don't have engine symbols so it doesn't give much away about the problem

flat lake
#

I have many of BPFLs inside the project, and only this one caused crashes - so for me it’s a random

#

Yeap, had the same scenario - 1 in 20 attempts were succesfull

summer dock
#

text is best : )
why? because one can copypaste easily to pinpoint issues

UATHelper: Packaging (Windows): LogCook: Display: Cooking /Game/MenuSystemPro/Blueprints/Library/BP_MenuSystemLib
UATHelper: Packaging (Windows): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: Fatal error!
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa44de64aa UnrealEditor-CoreUObject.dll!UStruct::IsChildOf() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2760]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa19e66eff UnrealEditor-Kismet.dll!UObjectBaseUtility::IsA<UPackage>() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectBaseUtility.h:629]```
golden patio
#

Why does cross compiling windows to linux sometimes not manage to compile the WorldGridMaterial shaders even after I explicitly cook content? And it's an issue with cross compiliation because my go to solution has been to switch to linux and direct compile, meanwhile windows has no issue

winged moss
#

same callstack as the other one, so might be a bug. You wouldn't know for sure without actually attaching a debugger

#

packaging runs in an external process, UnrealEditor-Cmd.exe, so you'd start the cook and attach

#

actually packaging straight from the editor UI is a little bit wasteful

#

debug > attach to process

#

attach to the running UnrealEditor-Cmd.exe process after the cook has started

vague hearth
#

Running into this as well. I was able to get a bit further by doing the exact debugging process you guys are describing. Still a bit lost as to what this ObjectRef is because of my limited knowledge about the cookling process

#

I see. I'm luckily (or, perhaps, unluckily) not so close to prime time. However, I don't want for this to bite me in the ass later on. I already found a bug in MetaHumans sooner today, so I wouldn't be totally surprised if it were

#

It's certainly a pain to understand

#

The bug, I mean

winged moss
#

you actually need to inspect the callstack and see what the values are

#

so that might actually give an indication of what the problem is

#

also a word of advice: don't upgrade the engine near an important milestone

#

that problem was a reference to a data asset, so what is it in your case? also if your game wasn't playable without upgrading to 5.6 then maybe Next Fest was too soon of a deadline

#

with a new engine release, it's best to wait at least until the first hotfix

#

there are always problems for people with .0 releases

vague hearth
#

In my case, I jumped to 5.6.0 just to start checking the new stuff

winged moss
vague hearth
winged moss
#

yes it does

vague hearth
#

May I ask how did you know it was a BPFL?

winged moss
#

it might be best to see if you can replicate it in a minimal project that you can attach

winged moss
#

and I think I confused you with someone who actually did have that problem from a BPFL, but if the common thread is it being a BPFL then it's likely a bug there

vague hearth
#

Oh, then it's a very happy coincidence indeed

winged moss
#

I think one thing I would be thinking about is the referenced object as well (in this case the data asset), like is it based on a BP class or a native one? is there a circular dependency going on? that sort of thing

vague hearth
winged moss
#

is it specifically PDAs?

vague hearth
#

It's a bit of a mess, but to the best of my understanding, there's a PDA blueprint defined, and then from that one, a regular Data Asset was created

#

I've only done stuff like this in C++, so I may be misunderstanding something, but I believe that's the setup

#

Then, a BPFL comes into the picture, with a variable that's pointing towards that Data Asset

#

Does this make sense?

gritty helm
#

simply mentioning (cast node, call, delegate node, variable declaration) can create a hard reference between bp assets,
BPFL is just an asset with static functions that is globally accessible, and using any functions from it creates said hard reference. most of circular dependency problems with access happen with them

vague hearth
karmic flume
# summer dock It sounds like you are on the wrong track here. 1. Verify engine 2. Sanity check...

Yeah, it's super weird, but I've tested many times with fresh blank and template projects, I've reinstalled and verified the engine also multiple times and on different SSD's. The problem also occurred in the 5.6 preview. Doesn't happen in older Unreal versions.
In older Unreal versions, double clicking UnrealEngine.exe (Epic Games\UE_5.6\Engine\Binaries\Win64) opens the engine while double clicking UnrealEngine-Cmd.exe opens the engine plus the Command Prompt window.
In 5.6, double clicking UnrealEngine-Cmd.exe doesn't open the engine and only opens the Command Prompt for a few seconds and then closes it. Sometimes there's a crash report:

summer dock
karmic flume
#

Could anyone confirm on their system that, on 5.6, clicking on UnrealEditor-Cmd.exe (Epic Games\UE_5.6\Engine\Binaries\Win64) successfully opens the engine plus a Command Prompt window?

winged moss
#

and since there are no symbols, that stack trace is basically useless

#

UnrealEngine-Cmd is only supposed to be for running commandlets, including cooking

karmic flume
#

yeah, that's how it's supposed to be used in my understanding, but when run without the command line arguments it opens the engine, except in 5.6

#

where it crashes

#

it crashes with or without arguments

winged moss
#

then you would need to get it to crash with symbols so there's more information than "it happened in the Core module"

summer dock
#

Options -> Editor symbols for debugging

karmic flume
#

I'll add the symbols

karmic flume
summer dock
# karmic flume Crash report with the symbols:

So this is something you could send off to epic bugreporting system I reckon, along with precise descriptions of your system, how reproducible the problem is, how it happens etc etc as much info as possible

karmic flume
#

Yeah, I'll do that. It's just weird that no one else on the internet apparently is having this issue

normal rune
#

Hey there!
I'm having this terrible assertion failed error when packaging

#

LogWindows: Error: appError called: Assertion failed: !IsRunningCookCommandlet() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp] [Line: 4976]

#

I'm running a clean install of UE5.6

#

Project was packaging well before 5.6, when I was under 5.5

summer dock
#

I hope everybody has version control and are just testing the water, not committing : E

normal rune
#

Yeaaaaah totally committing here

#

Do you know what symbols exaclty?

#

Ah nice thx

#

I was looking into visual studio installer

#

Never used symbols before, is it just gonna add more infos to the error log?

winged moss
#

and I suspected that just because this function is parsing headers from a loaded DLL file

winged moss
normal rune
#

Yeah I cleaned everything

#

Saved, Binaries, DDC, Build

#

Using symbols, the error list is a little big more precise

#

Still unclear tho

karmic flume
normal rune
#

I could fix the animation sequence assertion failed error by clicking Tools > Validate Datas

#

I randomly clicked that button and it somehow worked

#

It's like, pure luck?

west granite
karmic flume
#

(my problem only happens when packaging/cooking)

west granite
karmic flume
#

if you add the symbols to your installation, we would be able to confirm if this is the same error:

#

symbols take up a lot of space in your SSD though

dry knoll
#

Anybody used the new project launcher tool to package ? it has no localization options anymore and my packaged game no longer shows the different cultures (good setup in editor and project settings)

#

I'm recompiling the text in the loc dashboard right now and trying again, but appreciate it if someone knows about this

#

5.6 new project launcher UI

dry knoll
#

Yeah can confirm I can't get my culture choices to show up in packaged using project launcher
trying with regular packaging tool

#

ok i have languages now with regular packaging, maybe some things are missing in project launcher ?

winged moss
#

well compare the args it passes to BuildCookRun

#

but honestly I don't even remember there being an explicit localisaton step since you typically build the locres files ahead of time

golden patio
lyric orchid
#

anyone facing this issue on 5.5 ? what is it on editor Graphich settings working perfeclty low high etc but when package its not working applying on 5.4 when ticking this working but on 5.5 crashing on startup when tick it project launcher package

hasty bluff
#

Project Launcher Patching Issue - UE 5.3.2
I'm encountering patching problem with the Project Launcher.

Previously, I was able to manage game updates through the Project Launcher by creating a "base build". This base build contained all the necessary .exe files and so on. My project utilizes chunk/.pak files, which divide the content into many separate parts. With the base build, I had about 40 such .pak files (e.g., pakchunk101-Windows.pak).

When I created a patch/update using the Project Launcher, the original .pak files from the base build remained exactly the same. The update process would generate 40 new .pak files containing all the updated material. These new .pak files were significantly smaller in size and had names like pakchunk101-Windows_0_P.pak. The _0_P.pak suffix was the distinguishing factor.

However, during a reinstallation of the engine, I lost all my Project Launcher settings. Now, I can't get the patch creation to work in a way that generates updates into those _0_P.pak files.

Currently, when I create a patch, the Project Launcher generates _0_P.pak suffixed files in place of the original ones, and they are just as large as the original .pak files. I don't want this behavior.

So, what do I need to do to ensure that patches work in a way where the original .pak files (like pakchunk101-Windows.pak) remain untouched, and the launcher only creates new, small update files (like pakchunk101-Windows_0_P.pak)?

final scroll
#

hello! i would like to package a demo of my game using different maps. I would like to be able to override MapsToCook in DefaultGame.ini according to my target.
Currently I am going the "CustomGame.ini" route. I created:

Config/Custom/Demo/DemoGame.ini with a simple IsDemo=1 entry and Im trying to target this using a MyProjectDemoTarget.Target.cs file (which inherits from the base MyProjectTarget).
In there I set:

CustomConfig = "Demo";

All is nice and dandy. But, CustomConfig requires a Unique build environment. Which requires a source compiled version of the engine.
Am i overcomplicating? Is there a better way?

summer dock
final scroll
west granite
# karmic flume the log is very similar though

A quick update, I 'solved' my problem after reinstalling the latest C++ package here. It looks like the Launcher tried to install that automatically but it didn't go through as expected, so the manual installation seems to have solved the issue. At least the crash upon startup issue. https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170

This article lists the download links for the latest versions of Visual C++ Redistributable packages.

karmic flume
final scroll
summer dock
#

or, you mean can't CustomConfig can't override the engine.ini... huh
That seems unfortunate

#

We have python scripts to modify DefaultEngine.ini etc as needed

+MapsToCook=(FilePath="/Game/Maps/StartingLevel")```
winged moss
#

so you can combine that with -customconfig (a runtime version that works in the editor) or -ini

#

there is also the concept of map lists

final scroll
final scroll
winged moss
#

Otherwise -Maps= followed by a plus sign delimited list of maps should also work

final scroll
#

thanks!

dull phoenix
#

In ue5.6, where are the options in project launcher such as "don't include editor content" or "include an installer".

royal wolf
#

Trying to package my project but I keep getting an error. "PackagingResults: Error: Unknown Error" no warnings come up

dull phoenix
#

I am trying to package my project in UE5.6 using ProjectLauncher. It took more than 4 hours to finish. Why is that? Anyone has a working settings?

summer dock
summer dock
winged moss
#

two vague questions

royal ibex
#

if my package or cooking just fails without any error what should I try next?

#

there are errors "... is not initialized" but I have completed build earlier with these errors still existing so I am pretty sure these aren't the reason behing failure

royal wolf
#

I did that wrong holdup

#

Its a txt file

#

Ive tried multiple times but it always has an error right as it finishes

summer dock
royal wolf
summer dock
royal wolf
#

I’ve tried packaging 3 times

summer dock
#

I would suggest you start by sanity checking that you can package a blank/template project...

royal wolf
#

Alrigjt thank you lmao

summer dock
#

So that log looked like it had 4 times runuat mentioned. That just makes things very confusing. A clean log has just one pass.

#

Playfab plugin looked like it was causing a majority of errors, so disabling that might be a good move

royal wolf
#

Alright thank you

weary flare
#

I am trying to track down why my packaging is failing. I'd like to get a more specific error than:

LogWindows: Error: appError called: Assertion failed: Linker [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2152]

Which is what the log.txt shows

Something with UObjectGlobals.

summer dock
summer dock
weary flare
royal wolf
summer dock
#

My basic technique of looking at a log:

  • open the file in a proper text editor like Notepad++ or similar
  • search for all occurences of "error"
#

Your log has 605 hits, which is about 600 too many

#

so you need to start doing things to lessen that number. Look at the logs with "error" and try to get rid of them

royal wolf
#

ok thank you

weary flare
#

Alright looking at the error log but I'm not entirely sure still... The last thing I hit before an error popped looks like:

LogCook: Display: Cooking /Engine/EngineMaterials/Widget3DPassThrough_Masked_OneSided, Instigator: { StartupPackage }
LogCook: Display: Cooking /Engine/EngineMaterials/Widget3DPassThrough_Masked_OneSided
LogCook: Display: Cooking /Engine/EngineMaterials/Widget3DPassThrough_Opaque_OneSided, Instigator: { StartupPackage }
LogCook: Display: Cooking /Engine/EngineMaterials/Widget3DPassThrough_Opaque_OneSided
LogOutputDevice: Warning:

So if I had to guess its in the Widget3DPass?

#

right after that is when I hit the 2152

summer dock
weary flare
weary flare
# summer dock Do you use version control?

Unfortunately not for this, this was just me learning things and it spiraled from there... Going forward after having multiple blueprint corruptions. Yeah always going to

summer dock
#

With version control, you could do things with impunity and restore your state at the press of a button : )

weary flare
#

Sounds like a plan and yeah I just copied everything before troubleshooting

fading chasm
#

Im having an issue where playing a packaged game will cause crashes because something removes or unloads assets that UE deems unused at the time.

For example, I have some empty actor classes throughout the level and despite being referenced by world settings, packaged build will come back with NULL.

#

Is there any way to force a specific asset and actors to not be... "optimised" out?

weary flare
#

Yeah its lookin like its a widget blueprint is the issue in my copy i deleted the widgets and its cooking fine. So now i just have to process of elimination

weary flare
#

Thank you again for your help with the advanced info. Was EXACTLY what I Needed We got the bugger

mystic atlas
dull phoenix
royal wolf
#

Trying to pack a server type for Playfab

summer dock
short temple
#

UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows): Running: D:\Unreal Versions\UE_5.5\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\dotnet.exe "D:\Unreal Versions\UE_5.5\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" Prewatch Win64 Development -Project=D:\UnrealProjectsD\Prewatch\Prewatch.uproject -Manifest=D:\UnrealProjectsD\Prewatch\Intermediate\Build\Manifest.xml -remoteini="D:\UnrealProjectsD\Prewatch" -skipdeploy -log="C:\Users\hadri\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Unreal+Versions+UE_5.5\UBA-Prewatch-Win64-Development.txt"
UATHelper: Packaging (Windows): Log file: C:\Users\hadri\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Unreal+Versions+UE_5.5\UBA-Prewatch-Win64-Development.txt
UATHelper: Packaging (Windows): Creating makefile for Prewatch (no existing makefile)
UATHelper: Packaging (Windows): Total execution time: 5.46 seconds
UATHelper: Packaging (Windows): Expecting to find a type to be declared in a module rules named 'VolingaRenderer' in 'UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. This type must derive from the 'ModuleRules' type defined by UnrealBuildTool.
UATHelper: Packaging (Windows): Took 7,20s to run dotnet.exe, ExitCode=8
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\hadri\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Unreal+Versions+UE_5.5\UBA-Prewatch-Win64-Development.txt)

Espcially with this part and the makefile

winged moss
short temple
#

hmm thanks a lot ! i'll try reinstalling it then
even though i was able to activate it in engine

winged moss
#

that doesn't tell me very much, is this a Fab plugin?

short temple
winged moss
#

yeah I'm not really interested in that. I'm more interested in where did you acquire the plugin, if not Fab, where is it installed?

short temple
#

oh i see sry
It's installed in my plugins folder in the 5.5 folder

winged moss
#

external plugins installed to a binary engine aren't going to work quite right

short temple
#

ah ok i see.. how could i do it properly then

winged moss
#

if your project is a C++ project, which is easy to convert if it's not, just install it to the project's Plugins directory

#

the only alternative is packaging the plugin which seems pretty jank and is usually for Fab distribution

short temple
#

Isn't what's iv'e done ? installing it in the projects directory ?

#

sry

winged moss
#

your project's Plugins directory is not going to be in the engine directory

short temple
#

oh ok !

#

because in the tutorial they said to install it there

winged moss
#

well the tutorial is wrong

short temple
#

so i'll make a c++ project and a new plugin folder in the projexxt

#

nhere i guess

dull phoenix
fading chasm
mystic atlas
#

Errrr

#

If it's just AActor... That's always available.

fading chasm
#

which is really strange

#

because it returns nullptr

#

I added billboard component to it

#

and it works fine now

#

like as if packaging the game optimised out the empty actor

weary junco
#

Whenever I try to package my game it always stuck on some m_groom_binding from one of the metahuman grooms, whatever I do and how much I wait is doesn't matter it always stuck at it, if it's at 163 packages left it stucks at 163 packages left for 20 hours, can anyone help?

pastel pasture
#

is there a way to package my game with the lowest settings possible?
Usually when I package it and try to run, it gives the highest options for those scalability groups, do you know how to make them all be low?

pastel pasture
#

or do you need it?

weary junco
#

without that my metahumans would be all bald xD

pastel pasture
#

😦

weary junco
#

idk if you can package it with low settings but

#

in start menu that you choose in that level, put low quality settings and save settings to begin play

#

your project would be start with low settings and that setting would be saved

pastel pasture
#

trying this right now to see if it works 🙂

#

on level blueprint

weary junco
#

this ue5 problems is really annoying like i'm trying to package my project for a week, but no solution that i find is useful

#

let me show you how to do it

#

wait

#

there should be unreal engine support to solve these problem, like it's metahuman groom, it's not custom groom yet i'm facing a problem that stucks forever

pastel pasture
#

I remember I used to have lots of errors with it, I had to switch my pc in order to make unreal run better, I used to have to delete entire unreal engine version and install it back for the packaging to be succsefull

weary junco
#

that's what probably i'm gonna do

#

i deleted derived data cache, cooked folder, everything but none of them helped

pastel pasture
#

yeah you could see if that works until you find a reason for it

weary junco
#

this is how you do it, 3 is epic setting, 2 high 1 normal 0 low probably

#

this is on my main menu, i put it in to beginplay

pastel pasture
#

oh thank you buddy!

weary junco
#

i hope it helps

pastel pasture
#

but I guess I can put it directly on the map level blueprint, no?

weary junco
#

u will want to put this on main menu, (project start menu) because it's better no?

#

ye level blueprint

#

my bad

pastel pasture
#

yeah I will see what I can do with it

weary junco
#

i already tested it multiple times that's how you do it, you can open a settings UI and put this also

pastel pasture
#

Yeah I will try it out, thank you!

weary junco
#

yeah no worries, you can add me and ask questions if you needed, unlike my problem my comment will be ignored and no one knows the solution probably, we should contact ue5 devs itself to solve this but nah there is not support link to contact them unlike steam support or something

pastel pasture
#

yeah you should ask it again and leave it, so people will notice it 😦

fading chasm
#

you can convert them to cards which is way more optimised for real time games

dull phoenix
#

in ue5.6 using project launcher, why it won't save the shipping packaged build project. I checked archive build and added a folder location. Any idea whats wrong

hexed hearth
#

Anybody has a clue why packaged groom starts working with a 10 second delay? It's floating above the head of my character... until it snaps to the head 10 secs later but only if packaged. In character preview, or in editor it snaps instant. I can ofc hide the character in packaged games for 10 secs with some loading-progress bar or whatever but I have no idea what. I would not just guess a random value. It's even a bit annoying that it's working in non packaged versions as this makes trial and error pretty time consuming.

weary junco
weary junco
# hexed hearth Anybody has a clue why packaged groom starts working with a 10 second delay? It'...

do you mean when you open your packaged game characters groom hair loading a while later? do you know marvel rivals or the first descendant? they force you to compile shaders when you open the game first time, while it compile shades it loads grooms maps materials etc, without that when you open your packaged project for the first time your characters will be bald or nude due to compiling problem but once it loads it will not happen again

chrome cloud
#

Hello, i have a PrimaryAssetLabel that references a map, in this case Untitled3.
In the reference viewer i can see that Untitled3 has a reference to BP_Arduino, problem is that in the map there is NOTHING referencing that BP, not in the outliner, not in the level blueprint, yet i still have this reference to the BP and thus loading every dependency and messing up my chunking setup

This happens for other assets aswell, with hard and soft references.

The actors in Untitled3 (that have nothing to do with BP_Arduino) have been copy-pasted from another map that has the reference to BP_Arduino, but i didn't copy any of those, so why is it present in Untitled3?

Is there a way to fix these "ghost" references in a map?

summer dock
chrome cloud
#

Untitled3 is nowhere to be found

summer dock
chrome cloud
#

my thought was, since i copied stuff from a map to another, for some obscure reason the externalActors references are still present, but in perforce, in the externalActors folder regarding the new map, stuff is missing so it is not there, but for some reason it's still referencing stuff from the original map

#

Man this is such a PITA, i just wanted to chunk my chapters separately and it's being so problematic

summer dock
#

"Pain is Fun" - ancient gamedev motto

chrome cloud
#

not masochist enough i guess

hexed hearth
# weary junco do you mean when you open your packaged game characters groom hair loading a whi...

No. Material is fine and loaded already. I think it's some binding delay or caching with wrong offset or something which does not occur in Editor mode. The hair is floating about estimated 50 units above the head but following the animation already. After 10 seconds and without any further action the hair fixes itself and snaps perfect to the location it should be. I started with just choosing the binding asset for the groom component as usual. I've found some youtube videos that describe some bug which requires to remove the assigned binding asset from the groom component and manually assign it at begin play afterwards. I tried that... but did not fix the delay. If it would occur in editor mode I can probably try to debug and figure it out but it's fine there (I've not found anything in the logs either yet). If I take a very, very, very close look into the character bp in editor when I delete and attach the groom component from scratch again then I can see for the friction of a second that it binds the hair with some offset above the head until it immediately places it to the right location. But whatever takes a friction of a second in editor when you assign it for the first time seems to take many seconds in packaged mode. I've other groom assets that where created, exported and imported exactly the same and they work fine (reimport does not fix anything either).

heady fable
#

hey guys, how are u guys handling swapping icons from one platform to another? chatgpt is telling me that i can just
[PlatformAssetOverrides]
+Platform=PS5
+AssetPath=/Game/UI/Icons/PS5/*
+Platform=Windows
+AssetPath=/Game/UI/Icons/Windows/*
+Platform=XboxOne
+AssetPath=/Game/UI/Icons/Xbox/*

but i think its just telling me that these folders will be included in different platform builds, but not actually swapping the assets?

summer dock
hexed hearth
# weary junco do you mean when you open your packaged game characters groom hair loading a whi...

However I was able to reduce my issue in meanwhile somehow. Generated some cards (but did not use them) via the cards plugin. Changed some of the "Project ..." settings in physics. Now the groom is attached at the correct location in packaged. It only takes about 10 seconds until the simulation starts. Hair are 100% stiff before that point in time. So it's again that seconds delay but does not look so horrible anymore. After a few secs groom simulation starts and drops smooth. I can accept that. Its not perfect but does look more like loading delay and less than a bug (like it did with the offset).

heady fable
summer dock
weary junco
summer dock
weary junco
#

that's for delete saved or compiled data that inside ue5, idk if verify works aswell

dull phoenix
summer dock
winged moss
#

This really is the "ctrl+F error for you" channel

dull phoenix
vagrant marsh
#

My main drive that Unreal is installed to is getting a little full so I plugged in an external drive to package my game to it. However, the packaging fails with an error saying the drive is full, and when I look at my drives, the drive with Unreal had been completely filled up and the external drive didn't even have any files in the folder I specified.

#

I wanna know why it's not packaging to the folder I told it to, and what folder it tried to package to instead so I can delete it and get some space back

summer dock
golden thorn
#

I need to package my game so that it can run on PlayStation. I’ve already passed Sony’s initial review and received the development and test kits for free. then, I need access to the relevant documentation on Unreal, but I don’t have the necessary permission. I’ve contacted Epic, but they haven’t responded. What should I do in this situation?

summer dock
golden thorn
#

Thank you- -

worthy hound
#

Guys , I want to sell my project in fab but I don't know how to package it.
its will be a game template
can someone help me

jagged cape
#

in my shipping build the appdata/local/game_name/saved/config/windows folder gets overwritten to look like this every time the player closes the game

is that some packaging box i need to untick some where? I want to let players edit the ini files if they like. Even if i add a brand new Game.ini file it gets deleted each time the game is closed.

serene quartz
#

WOW, thats a big log file, any advice? What errors come up the most? Which errors do I need to focus on the most?

winged moss
#

The errors you focus on is all of them

#

This looks like an editor log rather than just a cook log on its own though

#

But I would typically just work down the list one by one and see the decreasing number of errors over time

weary junco
winged moss
#

that isn't even an "error" that is relevant

#

everyone gets that

#

the first relevant error is an asset with a malformed asset tag

weary junco
#

i dont get it what is the problem when packaging, there is a lot of things, is there any red warning failure message ?

#

as sswires said probably vtune is doesn't matter

serene quartz
summer dock
tawny trout
#

hello, i have a problem with my packaged game: the game for now start with just a default level with 2 BP actors (a grid and a grid manager). The grid manager call the grid to populate cells (spawning a BP_cell for every socket called)

#

now, the problem is only when i package and run the game, in the editor it works as intended. I can replicate the problem in the editor if i exclude the grid calling by the manager.

#

seems that the game doesn't load the grid in time for the function

#

Any idea what could it be?

#

PS - the problem is kinda recent: a week ago was working, i don't know what i introduced to create the problem

weary junco
tawny trout
#

uhm what is debugging mode?

weary junco
#

my game was crashing while i package my game in 1 level, i managed to fix it with delete cooked inside folders

#

you package a game with 3 mode shipping debugging and other

#

debugging mode for bugfix

#

it packages like its project

tawny trout
#

oh ok, what's differ? i can use debug only nodes like print string?

summer dock
weary junco
#

i didn't test it but just give it a try

tawny trout
#

ok thanks i'm gonna try

weary junco
#

if its working in project and not in package there is nothing else to do except debugging mode

#

np

tawny trout
#

i noticed there is one button missing from my interface too

#

i used a "get component by class" to get the static mesh component of the grid blueprint, and it output the wrong mesh.

#

i suppose i can fix it using get component by tag

#

nice, now it works: i love you 🙂 @summer dock @weary junco

#

i learnt something very useful today

serene quartz
summer dock
weary junco
hallow field
#

Has anyone else tried running a 5.6 project on Steam Deck?

#

I am evaluating whether I should upgrade a project to 5.6, but it crashes with a DxCoreAdapterFactory error, which leads me to believe there is some new feature or DirectX API call in 5.6 that Proton does not yet support.

hallow field
#

Update: I packaged a build for Vulkan and it runs great on the Deck.

viscid hare
#

does anyone know how to open any game in the unreal engine editor because I would like to edit hello neighbor 2 late night shift fan game and I would like to edit a few things I tried to open somehow through uproject and there is no source folder somehow it didn't work for me and of course I mean the project from the unpacked pak file and does anyone know how to do it And then for example export it so that I could change it in the game or does anyone know anything on this server?

summer dock
tawny trout
#

Maybe a stupid question and maybe not the right channel to ask: is there a way to set on the fly the resolution of a packed game?

#

when i try my game it's always at low resolution. I don't have built a starting menu or nothing for now, i need to only to see how it run at a specific resolution.

tawny trout
#

maybe there's some fast way to start with the play in editor settings

tawny trout
#

yes, i mean to start in the packaged game using the PIE settings

summer dock
tawny trout
#

thanks i'll take a look later altough i think it's time to learn to do a simple option menu, i don't think it will be so complicated

weary junco
#

for more information i recommend you to watch the video that Karma has been posted

low cobalt
#

Hello there! Im doing some Mobile testing for a simple app but in order to pack for ios i need xcode and a mac, is there anyone here able to pack it?

summer dock
smoky tide
#

Hello there, i am trying to package a game for IOS, after a lot of tries, I finaly have only 1 error left which is : The Following url schemes found in your are not in the correct format : {XX_XXXXX_XXXXX_UE5} . I've tried to rename the project manually, by duplicating the project and renaming it this way. And by specifying in the Mac :published app name. But nothing works, even though the xcode project file has the good name, it is rename by the old name inside xcode. I beg for your help 😭😭😭. So freaking difficult working with apple

low cobalt
summer dock
summer dock
smoky tide
summer dock
summer dock
#

If you are able to rename project, make sure you delete Intermediate+Binaries before rebuild + submit

smoky tide
#

I've found a way I think, still get an error but from the xcode version now, so might be good, I'll check tomorrow

#

But basically my C++ class kept the name of my old project, and it kept regenerating based on that

#

By deleting intermediate and source, and restart the engine, I had the option to use the knew project name for the c++ class

#

I'll keep you in touch tomorrow 😜

smoky tide
summer dock
dark vapor
#

Hey everyone! We recently upgraded from 5.4 to 5.6 and are having some issues with shipping builds. Development builds and PIE run perfectly fine at 60 FPS, while shipping builds don’t even reach 1 FPS. No difference between them other than selecting "shipping" in the project launcher.

We tried different packaging configurations, removing assets and blueprints from the scene, resetting project settings, deleting the intermediate folder, disabling plugins - nothing seems to work. Building other projects, on the other hand, works just fine.

Does anyone have an idea what could be causing this or any tips how we could debug it?

shy narwhal
proven stone
# dark vapor Hey everyone! We recently upgraded from 5.4 to 5.6 and are having some issues wi...

I've not observed any slowdowns in shipping builds - especially not as large as this, so, try Testing configuration instead of shipping, just to see if it also does it (testing is easier to debug compared to shipping) - and if not, just hook it to some external profiler (unreal insights won't work by default since they're not part of shipping builds - although iirc there are way to compile-in insights support)

TL;DR: Profiling

dark vapor
proven stone
#

iirc there are other profilers and not just unreal insights, they might not give you as precise view as insights, but they could help narrow it down at least a little

dark vapor
#

I'll look into it some more, but it seems pretty much any kind of debugging tool in shipping builds, even just enabling command lines, requires building from source

proven stone
#

I think in C++ land that might be true, I'm used to C# and other managed languages where you can pretty much attach external profiler without the program even knowing about it

#

so yeah, you'll probably have to compile engine from source

primal thorn
#

hello are PAL (primary asset labels) working in 5.6? i want to package some levels and bps that are referenced through a json, so it doesn't create a hard reference so they don't package by default

#

i created a PAL on the folder with the levels and bp, set to label all in the folder recursively

#

if i try to delete a level it says that it has a reference to the PAL, so it's labelling, so why isn't it packaging? is there any other step needed besides creating the PAL?

brittle geyser
#

can i send multiple "-UbtArgs" parameters? if so how do i do it? should i do like:
-UbtArgs="-Arg1 -Arg2 -Arg3 -ProjectDefine:MyDefine" ?

#

or:
-UbtArgs=-Arg1 -UbtArgs=-Arg2 -UbtArgs=-Arg3 -UbtArgs=-ProjectDefine:MyDefine
?

weary hatch
#

Hi Braintrust! I’ve got another build graph related question, I’ve got a project that’s using custom modules, the build graph I’m using appears to be building and linking the modules correctly but fails to find it in the cook stage. Is there anything I’d need to add to the modules themselves in their build/target files or some extra tagging I need to add to the build graph itself to make sure it finds everything correctly? Thanks team!

Also, I figured out my BootstrapPackagedGame issue! I needed to set the TargetBuildEnvironment to shared in the BootstrapPackagedGame target file, there’s a conditional in UEBuildTarget.cs in the UBT source code that relies on that setting that overrides where it sends the build products if it isn’t shared which was causing issues.

dusk geyser
#

Im having an SDK issue that popped up when I try to build. I was able to build successfully in the past. I downloaded all the windows SDK's using the visual studio installer but I'm still having the issue. Not sure what is going on. Please help.

dusk geyser
#

looks like its missing this file related to android

#

Unhandled exception: System.Exception: Script module "E:\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll" not found for record "E:\UE_5.6\Engine\Intermediate\ScriptModules\Android.Automation.json"
at UnrealBuildBase.CompileScriptModule.Build(RulesFileType RulesFileType, HashSet1 FoundProjects, IEnumerable1 BaseDirectories, IEnumerable1 DefineConstants, BuildFlags BuildFlags, Boolean& bBuildSuccess, Action1 OnBuildingProjects, ILogger Logger)
at UnrealBuildBase.CompileScriptModule.InitializeScriptModules(RulesFileType RulesFileType, String ScriptsForProjectFileName, List1 AdditionalScriptsFolders, Boolean bForceCompile, Boolean bNoCompile, Boolean bUseBuildRecords, Boolean& bBuildSuccess, Action1 OnBuildingProjects, ILogger Logger)
at AutomationToolDriver.Program.MainProc()

#

And voila, verifying the engine worked!

#

That fixed it

ruby lava
#

Hello everyone, please help me with this problem.
I'm trying to package the iOS project, and I've transferred all the certificates from vmware, but the engine is complaining. Why is that?

ruby lava
summer dock
ruby lava
weary junco
proven stone
#

there is a way to setup remote building which is what it's saying you need to do

#

and you need remote build environment to be set up for building iOS any time

#

since it has to build and package the iOS application package, which is done through xcode

rustic junco
#

Hello! I am stuck with an issue, when i build my game, it always gives me error of Not enought memory, but i have 32gb of ddr4 - 4133mzh and also 32gb of virtual memory, and it still crashes the build, how to fix it or give it more ram to wark with?

summer dock
dark junco
#

Trying to build from TopDown Template and the build is a Third person Character in flying mode? What is going on? Can someone help me?

UPDATE: I solved this one. Apparently if you create a Character and you call it Player Character for Unreal it editor will be fine, but when you build he loose the references. I solved simply renamed the file.

raw timber
#

Hi ! I'm packaging a linux server target using a source engine but the packaging is looking for a ProjectServer.sym file from the manifest that doesn't exist, any ideas what could be the issue ?

vital wind
#

hello guys iam trying to take android build in unreal 5.4
so iam facing a problem when i try to package game data into .apk
``
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): Execution failed for task ':app:compressDebugAssets'.
UATHelper: Packaging (Android (ASTC)): > A failure occurred while executing com.android.build.gradle.internal.tasks.CompressAssetsWorkAction
UATHelper: Packaging (Android (ASTC)): > Required array size too large
UATHelper: Packaging (Android (ASTC)): * Try:
UATHelper: Packaging (Android (ASTC)): > Run with --stacktrace option to get the stack trace.
UATHelper: Packaging (Android (ASTC)): > Run with --info or --debug option to get more log output.
UATHelper: Packaging (Android (ASTC)): > Run with --scan to get full insights.
UATHelper: Packaging (Android (ASTC)): * Get more help at https://help.gradle.org
UATHelper: Packaging (Android (ASTC)): BUILD FAILED in 20s
UATHelper: Packaging (Android (ASTC)): cmd.exe failed with args /c "D:\Shib\MV\Intermediate\Android\arm64\gradle\rungradle.bat" :app:assembleDebug
UATHelper: Packaging (Android (ASTC)): (see E:\UnrealSource\UnrealEngine-5.4\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
UATHelper: Packaging (Android (ASTC)): AutomationTool executed for 0h 50m 53s
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED
PackagingResults: Error: Unknown Error
LogRedpointEOS: [LogEOS] Updating Product SDK Config, Time: 3711.780762```

#

i tried without Package game data inside .apk = false
then the build is succuss but when i install apk in my mobile iam getting OBB file didnt not found , can any one help me with these?

simple eagle
#

Hello, I'm having a problem packaging my game for the quest 2, build is successful but the game won't open, I get this error which I believe is the culprit!

wicked kindle
vital wind
wicked kindle
#

Android/obb/com.yourcompany.game

#

I don't know if you can see the folder since the latest versions of Android hide the folders.

winged wasp
#

Hey all, probably a noob issue here. I have use pak files enabled in my project settings. Im using the project launcher to package my game, and its not generating any pak files. Instead, im winding up with an exe and an engine and project folder that literally contains my entire project with .uassets. Anyone know why this is?

#

This is what I wind up with, both the engine and stickaround folders have my project files in them. No .pak files

winged wasp
#

Figured it out, project launcher doesnt care about your proejct settings. You have to turn on the "use one pak file" or whatever its called.

toxic crystal
#

Been on this all day and GPT has me running in circles. Would appreciate some help with packaging.

From what I gather, to cross-compile a Linux dedicated server from a Windows machine using UE 5.5.4, I need to:

  • Install clang 18.1.0
  • Setup a ProjectNameServer.Target.cs

I installed the toolchain and created the ProjectNameServer.Target.cs file. I have the option to build a Server on Linux.

I click on build and after a few minutes the build fails.

UATHelper: Packaging (Linux): [1427/1430] Compile Module.UMG.2.cpp
UATHelper: Packaging (Linux): UbaSessionServer - ASSERT: Unhandled Exception (Code: 0xc0000005)
UATHelper: Packaging (Linux):   Callstack:
UATHelper: Packaging (Linux):    ntdll.dll: +0x73e46
UATHelper: Packaging (Linux):    ntdll.dll: +0x743a6
UATHelper: Packaging (Linux):    ntdll.dll: +0x165b7e
UATHelper: Packaging (Linux):    UbaDetours.dll: +0x492e
UATHelper: Packaging (Linux):    ucrtbase.dll: +0x3d189
UATHelper: Packaging (Linux):    ucrtbase.dll: +0x14a0c
UATHelper: Packaging (Linux):    ucrtbase.dll: +0x1488b
UATHelper: Packaging (Linux):    ucrtbase.dll: +0x14844
UATHelper: Packaging (Linux):    ucrtbase.dll: +0x14e01
UATHelper: Packaging (Linux):    combase.dll: +0x18889d
UATHelper: Packaging (Linux):    combase.dll: +0x1888bd
UATHelper: Packaging (Linux):    combase.dll: +0xc8d5c
UATHelper: Packaging (Linux):    combase.dll: +0xc839e```

Fix: A bug was introduced as part of a recent Windows update. You can disable UBA, or apply the hotfix -
- https://forums.unrealengine.com/t/ue5-6-linux-wrong-cross-compile-toolchain/2540791/9; or
- https://dev.epicgames.com/community/learning/knowledge-base/jB32/unreal-engine-practical-debugging-tips-for-unrealbuildaccelerator
rigid forum
#

Hi
Why does my Android build work fine as an APK, but when I create an AAB file, upload it to the Play Store, and download it, the app gets stuck on the loading screen?

summer dock
rigid forum
summer dock
rigid forum
rigid forum
#

f I uncheck "For Distribution", it creates an unsigned bundle that I can't upload — but if I check it, it creates a very small bundle, and when I try to upload it, I get an error saying ".obb file not found".
Why is this happening, and how can I generate a Development build that is signed, self-contained, and uploadable without requiring an .obb file?

summer dock
rigid forum
summer dock
summer dock
# rigid forum

Im afraid I am not at pc. But guaranteed it can be done. Should just be the build config change, nothing else.

#

If you can package shipping aab, then just change that.

rigid forum
summer dock
rigid forum
flat comet
#

Hi guys, has anyone migrated from 5.5 to 5.6 with mutable assets in the project? The build crashes with Assertion failed: MaterialPin [File:D:\build++UE5\Sync\Engine\Plugins\Mutable\Source\CustomizableObjectEditor\Private\MuCOE\GenerateMutableSource\GenerateMutableSourceSurface.cpp]

flat comet
#

never mind, found a solution

winged moss
flat comet
winged moss
#

Fair enough

west granite
#

Hi there. I'm trying to toggle RayTracing on and off at runtime according to the guidelines here, but it doesn't seem to work for me.

It says I need to include these commands to my WindowsEngine.ini but I don't have this file in my packaged build nor the project files.

late trellis
#

Hello, can anyone help me out with packaging? I always get this error but I dont know why

late trellis
#

nevermind, just had to update visualstudio

summer dock
proven stone
#

You need to be a bit more specific than that. I'm currently not aware of any "shipping config" problem in 5.6

weary hatch
#

Hey folks! Does anyone know how to build “UnrealEditor-Cmd.exe” but for a specific project that would output something along the lines of <project>Editor-Cmd.exe? I’m still investigating the missing module during the cook issue and I’ve been told using that executable might resolve the issue hence why I’m trying to track down how to build it 🙂 Thanks everyone!

proven stone
#

What way are you packaging? Command-line, buildgraph, editor quick actions, project launcher etc.

I heavily rely on cli and buildgraph for our ci and everything… and when I tell it to build shipping it builds shipping… so knowing what method did you use would help to narrow the scope down.

winged moss
#

I would take a guess it's via the editor because this frequently comes up but I'm not exactly sure of the cause

#

And since I'm generally not a fan of packaging via the editor, I usually direct towards the CLI/project launcher since that doesn't have the overhead of a running copy of an idling editor

proven stone
#

It also could be issue with the new project launcher in 5.6 etc… and that’s why I’m asking… bur yeah… pretty sure its one of the visual ways of packaging rather than cli

broken mortar
#

I have defined DataTables in subclassed DeveloperSettings. I am using a Primary Asset Label to explicitly add them and set "always cook" . I also have this config in DefaultEngine.ini to try and get UE to package the DT with no luck. What step am I missing?

[/Script/Engine.AssetManagerSettings]
PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel", AssetBaseClassName="PrimaryAssetLabel", bHasBlueprintClasses=False, DirectoriesToScan=(Directory="/Game"))
PrimaryAssetsToLoad=(PrimaryAssetType="PrimaryAssetLabel", PrimaryAssetName="PAL_AlwaysCook")
#

Assertion failed: ZoneDefinitions.IsValid() [Plugins\ZoneSystem\Source\ZoneSystem\Private\ZoneManagement\Zne_ZoneManager.cpp] [Line: 48]

#

I should mention this works in PIE without issue.

winged moss
#

Is this vibe coded? There are some redundant specifiers there. Are the settings being written to DefaultGame.ini?

Is the asset actually under the game contents or the plugin contents? Are you able to verify if the asset is being cooked?

broken mortar
#

The redundant Config on the UPROPERTY is fixed. I didn't see it at first and thought it was missing. The PAL is in Game contents the DT is in plugin contents. There are many entries related to thsi being written to DefaultGame.ini, what should I be looking for. Vibe Coding?

#

There's this:

#

and this:

#

I'm assuming Assertion failed: ZoneDefinitions.IsValid() means it was not cooked.

winged moss
#

AllowedClasses meta is redundant too. Also the asset is in a plugin so therefore not /Game

broken mortar
#

THanks, so the PAL and DT need to be included in the directories to scan ?

#

Seems to take away frmo a registry's purpose

winged moss
#

As a last resort yes, but I would've thought being in a CDO would enough to be included in the cook

broken mortar
#

I'll give it a shot

#

No dice

#

:/

glacial cipher
#

I'm getting a strange immediate crash on launch.. Can anyone help me understand what the heck is going on?

Assertion failed: IsInGameThread() || IsInSlateThread() [File:D:\build++UE5\Sync\Engine\Source\Runtime\SlateCore\Private\Widgets\SWidget.cpp] [Line: 1276] Slate can only be accessed from the GameThread or the SlateLoadingThread!

ShadowsBelow_Dev!SWidget::Invalidate()
ShadowsBelow_Dev!UComboBoxString::execAddOption()
ShadowsBelow_Dev!UFunction::Invoke()
ShadowsBelow_Dev!UObject::CallFunction()
ShadowsBelow_Dev!UObject::ProcessContextOpcode()
ShadowsBelow_Dev!ProcessLocalScriptFunction()
ShadowsBelow_Dev!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
ShadowsBelow_Dev!ProcessLocalFunction()
ShadowsBelow_Dev!ProcessLocalScriptFunction()
ShadowsBelow_Dev!UObject::ProcessInternal()
ShadowsBelow_Dev!UFunction::Invoke()
ShadowsBelow_Dev!UObject::ProcessEvent()
ShadowsBelow_Dev!FOnAudioInputDevicesObtained_DelegateWrapper()
ShadowsBelow_Dev!UAudioCaptureBlueprintLibrary::GetAvailableAudioInputDevices()
ShadowsBelow_Dev!TThreadSingleton<FBoneContainerScratchArea>::Get'::2'::<lambda_1>::operator()()
ShadowsBelow_Dev!FAudioAsyncBatcher::Flush'::2'::<lambda_1>::operator()()
ShadowsBelow_Dev!UE::Tasks::Private::TExecutableTaskBase<FAudioAsyncBatcher::Flush'::2'::<lambda_1>,void,void>::ExecuteTask()
ShadowsBelow_Dev!UE::Tasks::Private::FTaskBase::TryExecuteTask()
ShadowsBelow_Dev!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<UE::Tasks::Private::FTaskBase::Init'::2'::<lambda_1> >'::13'::<lambda_1>,0>::CallAndMove()
ShadowsBelow_Dev!LowLevelTasks::FTask::ExecuteTask()
ShadowsBelow_Dev!LowLevelTasks::FScheduler::ExecuteTask()
ShadowsBelow_Dev!LowLevelTasks::FScheduler::WorkerMain()
ShadowsBelow_Dev!UE::CompressedBuffer::Private::FHeader::CalculateCrc32()
ShadowsBelow_Dev!FThreadImpl::Run()
ShadowsBelow_Dev!FRunnableThreadWin::Run()

proven stone
#

seems like something you did with the UAudioCaptureBlueprintLibrary - more specifically with the GetAvailableAudioInputDevices function then feeds itself to UI (slate/UMG) but slate can only be modified from main thread or slate thread... but the GetAvailableAudioInputDevices is called on audio thread

broken mortar
broken mortar
# broken mortar Asset is actually being cooked.

Simple fix as always!

Changing how I was storing them in the subsystem resolved the issue. So, in DeveloperSettings, they're TSoftObjectPtr member variables and in the subsystem they're now just TObjectPtr member variables. Whoops!

// (Get from ZoneSettings)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Zone Manager")
TObjectPtr<UDataTable> ZoneDefinitions = nullptr;
winged moss
#

Well yeah, it not being a hard ref would end up with the asset being GC'd. The editor likes to keep asset around in memory

steep vine
#

Hey there anyone able to help with packaging issues, I get this error

bronze yacht
#

Question: Is there an easy way to enable the wireframe or minimum wireframe in package game?

elder moss
#

I can package a Windows version of my project but if I try to package an Android/Meta version I get this message in the output just beofer fail - - Can't make an APK without the compiled .so' - any ideas what this might be? I have all the correct Android studio versions installed according to the docs and all the Adnroid/APK project settings set according to docs

proven shuttle
#

hai can i ask for help regarding DLSS? im using UE 5.6. already download DLSS nvidia latest (for UE 5.6). i follow tht youtube step. it does work. im having problem when packaging into windows, it says build failed. something to do with streamlineDLSSGblueprint
https://www.youtube.com/watch?v=ZQnXCW2CAhI&ab_channel=TUF

TUF

Hey, I’m Tuf from The Unreal Forge, and in this video I’ll show you how to double your FPS in Unreal Engine 5.6 using DLSS 4 — completely free and straight from NVIDIA. Whether you're building games, creating cinematics, or just want smoother gameplay, this guide walks you through everything step-by-step.

• How to download & install DL...

▶ Play video
proven shuttle
#

ok i try to put the plugins in my project. and it works (can package)

steep vine
steep vine
#

@proven shuttle

vital wind
#

Hello everyone,

I'm currently planning to develop a mobile game for Android with a structure similar to PUBG Mobile. Here's what I’m trying to achieve:
*Users will first download a small-sized APK or AAB from the Play Store.
*After launching the app, it will download the core game assets (base content).
*Additional content like different maps or modes will be downloaded later as needed.
This approach helps in reducing the initial app size and improves content management for larger games.

What i have done till now
*I'm using Unreal Engine 5.4 and have already enabled chunk-based packaging to split assets into multiple .pak files.
*I'm using Android App Bundle (AAB) for packaging instead of APK + OBB.
*The AAB build generates folders and asset packs which I’ll share (see attached image).
*My goal is to dynamically download only the required chunks, similar to how PUBG Mobile handles maps or features.

I need help setting up a system that:
*Automatically generates separate asset packs or .obb/.pak files for each chunk.
*Allows downloading these asset packs at runtime based on user selection or need.
*Ensures proper integration with Google Play’s delivery system (such as Play Asset Delivery or Play Asset Delivery + Cloud Storage fallback).

vital wind
#

I've been able to generate multiple OBB files using the current Unreal Engine settings. However, I noticed the following issue during packaging:
*The main OBB (main.obb) includes all of the .pak files.
*The patch OBB (patch.obb) only contains pakchunk0_s1.pak, which appears to be a sub-part or a split of pakchunk0, likely due to size limitations.

*I want the main OBB to include only pakchunk0.pak (the base content).
*The rest of the content (e.g., pakchunk1, pakchunk2, pakchunk3, etc.) should be moved to the patch OBB or be handled separately (via Play Asset Delivery or manual download).

serene quartz
#

Do I need Win UI to package?

#

So I wasnt getting this message before...

#

what I did is change Cache Derived Data folder destination and thats how I got to this

winged moss
#

the DDC location isn't going to affect that

#

did you install the correct toolchain and Windows SDK?

serene quartz
#

btw does anyone know what this error means?

````LogPlayerController: Error: InputMode:UIOnly - Attempting to focus Non-Focusable widget SObjectWidget [Widget.cpp(957)]!```

#

I have many many many widgets, do I have to go into every single one of them individually to see which one is fucking up?

#

note that not only do I have more than just one widget blueprint, but my widget blueprints inside of them individually also have a lot and lots of widget components , so I'd have to check every single one individually isolated from the others

winged moss
#

add a breakpoint to whatever emits that error and that'll probably tell you

serene quartz
#

it would be impossible to know, and id have to change up and re-package to see if i get this error

serene quartz
winged moss
#

I thought this was a runtime error

#

I would not expect this to happen during packaging

#

unless you're doing something weird in a construct script

serene quartz
#

I have many blueprints and therefore many many many construction scripts

winged moss
#

well I'd start with the player controller one

#

you can still debug the cooking process by attaching from VS/Rider to UnrealEditor-Cmd.exe

#

inspecting the callstack should tell you where it's coming from

#

also in general, you shouldn't be using the construct script for runtime things, like creating and managing UI

#

BeginPlay would be better for that

serene quartz
#

the construction script in my controller is not attached to anything

#

and its not letting me delete this function

winged moss
#

then you're probably going to have to debug and look through the ProcessEvent calls

serene quartz
winged moss
#

packaging is build and cook

#

and this presumably comes from the cooking stage

serene quartz
winged moss
#

yes since you'll need to know how to look through the callstack and understand what you're seeing

serene quartz
#

or red text lines

winged moss
#

any error during the packaging process fails the process

serene quartz
winged moss
#

No idea

serene quartz
# winged moss No idea

so I should just start learning c++ and how to work on debugging my project with c++ or just convert my entire blueprint project into c++

#

I kind of understand C++ and how it works

#

but I never tried C++ with Unreal Engine

winged moss
#

sure. it's easy enough to convert and existing project by adding a C++ class from the editor, that'll generate everything it needs to become a C++ project

#

the only thing you really need to tell is which BP is calling SetInputMode on the player controller with a non-focusable widget

#

in BP that'll be Set Input Mode UI Only where the Widget To Focus is a widget that's not focusable

#

so that probably narrows it down

#

the main suspect would probably be a main menu since that's likely going to try and focus a widget on creation

serene quartz
#

So it's likely this one

#

is it that I have this not connected to my widget?

winged moss
#

no because that error will only emit if the widget to focus is valid

#

though it's painful to see EI input actions refer to specific keys

#

but input actions are not going to run during cook

#

though what calls "remove inventory"?

#

also btw "get player controller" is kinda redundant if this/self is a player controller already

serene quartz
winged moss
#

that doesn't have a call to "remove inventory" in it

#

Clean_Controller has an event called "remove inventory" so it's handy to know what calls it

#

but that would require it to use the "Is A" branch, which does the opposite

#

this error should happen in PIE too

serene quartz
winged moss
#

well no, I don't have your project in front of me

#

I can only assume certain things based on the information you share

serene quartz
#

yes but the error is on a UI only node

#

only the bottom piece of code holds a "UI only" node

#

Also here's where the remove inventory function is called

#

since you asked

serene quartz
winged moss
#

enhanced input

serene quartz
winged moss
#

yeah that's what causes the error when you try and focus a widget not focusable, but that's still just guessing

#

it's odd that it'd be trying to focus a widget at all during packaging

serene quartz
#
BlueprintLog: Error: Cannot convert the construction script!```

I got 2 more errors
winged moss
#

well which BP is it

serene quartz
#

so before you said, adding a c++ class would convert my project into c++ or something of both(hybrid)?

#

there's no way to know

winged moss
#

this still suggest you're using a construct script for stuff it shouldn't be used for

#

it makes your project a C++ project, it doesn't do anything to your existing blueprints

serene quartz
#

then can you convert it back to blueprint later?

winged moss
#

I'm not sure I would recommend doing that

#

a project being a "C++ project" doesn't stop you from using BP, in fact, it's expected

serene quartz
#

but now i still dont know how to debug any stuff

#

related to the packaging errors

#

its just a class I created

winged moss
#

while the cooker is running, from VS, you can Debug > Attach to process > search "UnrealEditor-Cmd.exe" and then attach to that, make sure a breakpoint exists for where that error is shown

serene quartz
#

I thought it was going to create a copy of all my blueprint projects automatically into c++ and then that way it would give me something that would allow me to debug

serene quartz
winged moss
#

and if you don't have editor symbols downloaded, then you'll need to download them in order to be able to add breakpoints to engine code

serene quartz
#

how do you do this attack to process?

winged moss
#

the ways I just said

serene quartz
#

you open VS and you see this as a button somewhere?

winged moss
#

I already said

#

there's a menu

#

it says "Debug"

#

you click it

#

and then click "Attach to process"

#

this opens a window, where you select a process to attach to, for the cooker, this will be UnrealEditor-Cmd.exe

serene quartz
#

ok gotcha

#

but before that...

#

before we get there, which one of these will you open?

winged moss
#

this is from VS, that's why I said VS

serene quartz
#

open vs or new c++ class?

#

yeah but how do you get in the vs in the first place in what im asking

#

you get by creating a new c++ class?

#

or by clicking this "Open Visual Studio" option

winged moss
#

it just opens the solution file

#

which is generated in the root directory of your project

winged moss
#

....

#

in file explorer

serene quartz
#

or through this?

winged moss
#

"generate visual studio project files" is to create the sln

#

you only need to run this if you move the project, add new C++ files manually, or change any build settings

serene quartz
winged moss
#

I didn't say fix an error

#

and "build settings" would be a modification to the Target.cs/Build.cs files

serene quartz
#

ok here's the class I made

#

it's just an empty class

#

I attached to process

winged moss
#

damn that lack of cleartype, but the class doesn't matter, this is just for attaching the debugger

#

and did you add a breakpoint to what is logging the error?

#

you'll need to

#

and you need to add the breakpoint before it happens

serene quartz
#

oh, so breakpoint in the line of code here?

#

any line ?

winged moss
#

no, where the logging happens

#

breakpoints stop execution when the line of code is hit

serene quartz
#

I cant add breakpoint to the logs

#

its read-only text

winged moss
#

it's easy enough to find in all files "Attempting to focus Non-Focusable widget" and add a breakpoint to the UE_LOG line

#

which should be in PlayerController.cpp somewhere

serene quartz
#

I attached it to my Unreal Engine

#

also for some reason

#

now the packaging fails too fast

winged moss
#

UnrealEditor.exe is not the cooker, the cooker runs as a separate process, UnrealEditor-Cmd.exe

serene quartz
#

there should be a library somewhere correct?

winged moss
#

???

serene quartz
#

where I should see my content browser

#

to open the controller?

winged moss
#

it does feel you read half of what I put

serene quartz
#

the equivalent of the controller converted in c++?

winged moss
#

??????????????????

#

the content browser has no relevancy to C++ code

serene quartz
#

ok i see

winged moss
#

every BP class is based on a native actor class of some description

#

also before you mess with more debugger stuff. did you follow the advice in the top pin so that you would know what is getting cooked when the error is logged?

winged moss
#

yes

#

what

serene quartz
#

ohhh sorry

#

you said progress settings

#

my bad

serene quartz
# winged moss what

ok done, btw is there something like a keyword I can search on ytb to find a step by step video about this?

#

or a search prompt?

winged moss
#

I'm not someone who learns from videos and a lot of the content on YouTube isn't great to begin with

#

But now if you cook, it'll show exactly which asset is being cooked and why

#

so when the error happens, the lines before it should show more info

serene quartz
#

wheres before it would take like hours and would not crash

winged moss
#

Well you need to look through the log

#

Or share the log

serene quartz
#

coming

winged moss
#

I mean all of it, as text

serene quartz
winged moss
#

There are quite a few BP/asset issues in that, and none of them the original one

#

as always you just search error: and work through them all

#

and I don't see much evidence of that project setting being changed

serene quartz
#

PackagingResults: Error: Unknown Cook Failure

winged moss
#

I feel like there's more selective hearing happening

#

you search error: (yes, with the colon) and you get them all

#

the very first one is because your game instance class is set to an invalid class

serene quartz
#

ive seen that error

#

but now its not letting me raech there in the first place at all

winged moss
#

what do you mean reach there? it's a project setting

serene quartz
#

because it loads for 30 seconds and then stops without explanation

#

it stops in this error

#

PackagingResults: Error: Unknown Cook Failure

#

Unknown

winged moss
#

that's not the error

#

again, share the log if you're unsure but you get that because there are other errors above that you have to comb through

serene quartz
winged moss
#

some actual errors from the log:
[2025.07.22-15.43.30:468][128]UATHelper: Packaging (Windows): LogCook: Error: GameInstanceClass contains a redirected reference '/Game/FirstPerson/BP_GameInstance_Saves'. The intended asset will fail to load in a packaged build. Select the intended asset again in Project Settings to fix this issue.

[2025.07.22-15.43.45:693][172]UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] Spawn node  Create Widget  must have a class specified. from Source: /Game/Central-Item-System/OLD_Inventory/ThirdPerson/UI/WB_PlayerHUD.WB_PlayerHUD
[2025.07.22-15.43.45:693][172]UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin  Hotbar Display  no longer exists on node  Set . Please refresh node or break links to remove pin. from Source: /Game/Central-Item-System/OLD_Inventory/ThirdPerson/UI/WB_PlayerHUD.WB_PlayerHUD
[2025.07.22-15.43.45:693][172]UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin  <Unnamed>  no longer exists on node  Set . Please refresh node or break links to remove pin. from Source: /Game/Central-Item-System/OLD_Inventory/ThirdPerson/UI/WB_PlayerHUD.WB_PlayerHUD
[2025.07.22-15.43.45:693][172]UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin  WB Player Display  no longer exists on node  Set . Please refresh node or break links to remove pin. from Source: /Game/Central-Item-System/OLD_Inventory/ThirdPerson/UI/WB_PlayerHUD.WB_PlayerHUD
[2025.07.22-15.43.45:693][172]UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin  <Unnamed>  no longer exists on node  Set . Please refresh node or break links to remove pin. from Source: /Game/Central-Item-System/OLD_Inventory/ThirdPerson/UI/WB_PlayerHUD.WB_PlayerHUD
[2025.07.22-15.43.45:693][172]UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] Spawn node  Create Widget  must have a class specified. from Source: /Game/Central-Item-System/OLD_Inventory/ThirdPerson/UI/WB_PlayerHUD.WB_PlayerHUD
[2025.07.22-15.43.45:693][172]UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin  Container Inv  no longer exists on node  Create Widget . Please refresh node or break links to remove pin. from Source: /Game/Central-Item-System/OLD_Inventory/ThirdPerson/UI/WB_PlayerHUD.WB_PlayerHUD```
serene quartz
#

also now im getting this when I start my engine, not sure if its related

#

not sure what module this is referencing

winged moss
#

that's because you added a C++ class and didn't actually build the code

serene quartz
#

terravive is the name of my project

serene quartz
#

so this is old log, thats why I need to re-do it

#

I'll let this wait

#

I tried to fix redirectors, but it took too long and decided to restart

#

because fixing redirectors are always kind of bugging

#

and they are related to alot of errors as I've seen it

#

so I have to take it maybe folder by folder sometimes so that it doesnt do too much at once

serene quartz
vital rune
#

Does anyone know what this problem is? I deleted the water from the levels and this still popped up

vital rune
#

OK I fixed that, but now I have a problem where it only builds the Main menu, the level select, and none of the actual levels. if I select Level 1 it goes back to the main menu

serene quartz
#

I finally fixed all the redirector errors, it took a surprisingly long time and effort, I thought it would just be a right click on content and fix/update but that didnt work, everytime I tried to do that it would not work because I had some corrupted files and I had to go folder by folder individually, so there was a little bit of folder-ception going in the folder matrix, but I finally got it

#

also whats funny is, a lot of these errors here, keep comign back, I remove a lot of these useless files and blueprints and stuff that are no longer used, just junk stuff

#

and then somehow my delete action doesnt get saved or smth?

proven stone
vital rune
#

I got that working a bit ago! But thanks! Now there only now there is a problem where level 3's nav mesh isn't working

#

Even though it was working in level 1 and 2

#

At least I think it is just 3, I am unable to get to level 4 in the built version because of the enemies (they are in the way and I can't get past them without dying)

rigid forum
#

Hi everyone,
I'm currently trying to package an iOS build, but I'm encountering multiple errors related to unused variables. For example:
Error: variable 'Result' set but not used [-Werror,-Wunused-but-set-variable]

Does anyone know how to resolve or bypass these warnings during the packaging process?

winged moss
rigid forum
winged moss
#

that's even stranger then. not worked with iOS, but I'd check your build environment matches what the engine expects, there aren't any weird Target.cs settings, and go through any modifications to the engine (if any)

rigid forum
vital rune
#

I have no idea what is going on or how to even fix it, I built all levels, I cooked the content, I have absolutely no idea of what to even try next

lime carbon
#

Can anyone point a direction on how to debug cook dependency? Let's say we have specified a map A to BCR -MapsToCook, but while checking the output log, we found another giant map B got cooked as well (among many of others). I have tried to use Reference Viewer and the Find Path Tool but there is no path between map A and map B. I have also checked the references of all the always cook assets and they do not reference map B in any path.

lime carbon
#

😄 thanks dude, I'm gonna have a try

winged moss
#

and while there might not be a direct path between maps, you would have to think about a situation like hypothetically having a level selection widget that's referencing map B via a soft reference, if that widget is referenced by your main menu, then that's a way it gets included in the cook

lime carbon
#

I followed the instigator chain from log and finally find the map is referenced by "StartupSoftObjectPath", do you know what is it?

winged moss
#

could you share more info from the log?

lime carbon
# winged moss could you share more info from the log?

I just figured it out😄 the packages loaded during engine startup are counting as StartupPackage and the soft references from those StartupPackage are probably called StartupSoftObjectPath. So yes our project has an engine subsystem which loads up some datatables while init and those tables reference the level somehow and finally cause the wrong map got cooked.

winged moss
#

alright yeah, though it seems kinda bad if an engine subsystem CDO is loading assets

hard mural
#

Hi there! Got a problem when trying to build in 5.6 using the console:

Dependant modules 'DNACalibModule'
Non-editor build cannot depend on non-redistributable modules.
BuildException: Non-editor build cannot depend on non-redistributable modules.```
#

So, I could mark DNACalibModule as an Editor module in DNACalib.plugin? Looks like it's linked to MetaHumans. Anyone got this problem? Thanks!

tight fjord
#

what do you mean by "blocked by enemies" without dying??

vital rune
#

Since the enemies aren't moving they are always blocking the player path, they are supposed to move so the player can get around them

#

No matter what I try I can't seem to get the ai to work after loading that level

sacred crown
#

I am getting this Unknown Error and not sure how to fix it (Using Unreal 5.4)

#

little more info if needed

tight fjord
# vital rune Since the enemies aren't moving they are always blocking the player path, they a...

if you use a BT and BB, it means that the BB isn't getting updated properly and defaults to null. I had this issue in the past. You need to reset the BB value properly. In the editor, this isn't visible because that value is cached. In the actual packaged game, there is no cache and the value has to be set.
In your BT, make an action (i forget what it is called) that gets/sets the value in the BB properly

tight fjord
sacred crown