#packaging
1 messages · Page 20 of 1
you... don't...
you use the World partition minimap to selectively load parts of your map
but there's no way to stream in and oud parts of world partition in edit mode
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?
I believe so I have both platforms on separate depots steam will automatically detect the users depot and download the correct version of it afaik. The only differences should be settings where you make them platform specific (like I believe audio files can have platform specific compression)
But otherwise cooked content should be the same
i actually checked just now by copying the paks from a linux build to a windows one and it doesn't run :P
also, reading the documentation would've answered my question: "Converts assets into platform-specific content"
maybe if I used Vulkan on both it would work though
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? 🤔
Cooking platforms separately is still way simpler
Or even easier, not having a native Linux port and just letting Proton handle it
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
Supporting Linux isn't "a few minutes", it's a huge support burden
So it's easier to pass the burden to Valve
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...
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.
I worked on a rinky-dink Source engine game and supporting Linux there was such a drag, but this was pre-Steam Deck
The variables are so much greater with Linux
I think in the end hours spent providing player support outweighed the cost of porting and the income generated from a native port
also compared to the number of people on windows, linux has miniscule userbase
and most of the users can easily use proton anyways
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
So it was a compromised port but this is before we had the luxury of Proton
Really? Maybe it's easier now I don't do anything to support Linux except package a build for it and it seems to work pretty great (at least on my dual boot PC and my brother's steam deck)
At least for Unreal Engine I'm sure there's definitely a lot of heavy lifting it's doing
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
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.
tbh I didn't really have any issues supporting Linux
some stuff did break on the C++ side because clang is more compliant and picky on some errors
but I like that
the option to use proton is there anyways in the case where something doesn't work
but the Steam Deck build runs better with the native linux version in our case IIRC
I wish that Epic switched to clang everywhere, I feel like it'd be less hassle for them in the long run
technically speaking you can use clang on windows... but you can't control console vendors so you'll be limited to whatever they choose
(although iirc Sony and Nintendo are using - modified - versions o Clang anyways... it's just microsoft using MSVC)
yeah, the docs aren't super great about it though, and because of that, I assume it's asking for trouble
I wouldn't say asking for trouble, it's just not really used by epic so it's just there
although with advent of AutoRTFM which is clang-based a lot of things got fixed
so you should be able to compile with clang just fine
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?
it's absolutely huge on Linux compared to Windows
also also, these files seem to be duplicated and I don't know why
I also noticed that some games straight up don't have boost (e.g. Satisfactory)
libcef is used as you've said yourself for embedding webview directly into the game... I'm not sure what preconditions are there for libcef to be copied or or... and same for the boost... you could try if it runs without, if it doesn't you can't remove them, if it does, you can remove them I guess
well, seems like it's waiting for more ram to be available, so probably not
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
You could make the plugin a game feature and store the external data layer in there… unreal will not load the datalayer unless the game feature is present and loaded…
(I’m not 100% sure if it has to be a game feature as it has been about a year since I toyed with this specific thing, but unlike regular plugins game features allow runtime loading and unloading, so they might work better)
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. :/
Get the log files. There should be a stack trace in there.
If the log files don't say anything clear, add more logs to at least pinpoint the exact area where it conks out
As karma has said, check the logs (or Saved/Crashes folder) - and I'd also recommend to enable packaging of the "Crash Reporter" with the game since that will give you better error window
Thanks both of you, I will investigate on how to do that. if you know a good source on how to configure things to get log files, Ill appreciate a lot if you share that.
could this be related?
it could indeed, even though it's "just" an ensure it can still cause a crash
but... is it at the end of the log file or somewhere in between
if it's somewhere in the middle of the log it's not what caused the crash
that's the final lines of the file. but not sure what it means.
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
that's cryptic as hell for me... but thanks. I will try to investigate further.
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.
yes I understand, I was hopping this would be something more common and straight forward to fix. but I will investigate, thank you for the help.
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
I guess my question is, is there a way to package the project in Unreal 5.5 and STILL allow the console?
Isn't there a compile flag you can set to enable it?
I figured it out
Damn, I thought the commands still worked even if the console itself wasn't enabled.
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!)
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
Hmm. We have an exec bp node working in shipping...
I guess it might be plausible that some commands might be restricted on shipping builds
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.
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.
*/
and calling "Execute console command" is the "User" changing it iirc, since it pretty much just simulates typing into the console
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 )
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
// 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.
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)```
unless you have a native project source build, do not attempt to upgrade the Steamworks SDK from the default
does the Untracked meta property work to exclude certain Properties from a cook?
Well, shoot. I already did. So... In order to fix that, should I figure out what the default is supposed to be and replace it or... Can I delete it completely and then maybe there's a way to "verify files" or something, to get Unreal to reinstall the default?
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
verifying will restore Steamworks.Build.cs as well as the missing files from the previous SDK
Thanks
So I'm deleting the whole steamworks dir not just the SDK folder
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.
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.
Thanks. Got it all fixed up and packaged.
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.
the name of the target determines the executable filename
the Target.cs doesn't necessarily have to match the project name
the name of the uproject determines the subdirectory the game goes into
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!
So I just need to modify Target.cs and I'll have the executable named correctly. Thanks m8
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?
sounds sus - shouldn't be like that
I am forced to delete Binaries + Intermediate relatively rarely, usually due to sizeable c++ changes
Yeah I thought it was weird. I need a packaging consultant lol
Scrutinize the logs. One angle could be to take a working log and a failing log, and running a diff on them with WinMerge or similar
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
I actually just did that but I'll do a log comparison. That's a great idea
Guess I'll toss the logs into Claude and run a comparison
Hello, Is it not possible to package a lyra game, using Unreal Egnine from the launcher?
It packages, but the exe literally does nothing
Hi I have a question, what would be the most important things that are preventing me from packaging my project successfully?
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
and there's barely any tutorials out there on youtube on how to tackle, interpret or understand these things
Seems like you ran out of memory while cooking
At least at first glance - hard to read this as I’m on phone right now
true, and my character also looks corrupted or broken, chatgpt told me
im not sure how to fix that tbh
Ignore what ChatGPT says… in these cases it’s likely to be confused af
For memory… downloadmoreram.com (get more ram) or expand your page file - use google for that… it might help
I’ll double check for some secondary errors when I’m back at the hotel (unless I forget )
that was definitey OOM because they only have 8GB of physical system memory
that's not even a piss in the ocean in terms of what you actually need for doing gamedev work
especially memory intensive operations like cooking
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 ?
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"
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?
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
yes it exists
i can send the pak file if needed unless someone else has a theory
A bunch of content is missing from cook errors appear when cooking/packaging the project
not a single one from listed that I opened has nevercook checked
I am gonna cook it again and will send the screenshots here
even better would be the log, as text
it's the section from this screenshot and until the very end of the log
not a single red pixel above it
nvm, opened it again, brb
here we go, the entire log
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
Seems like you’re referencing some editor only asset in one of your assets and that’s why its angry
I am gonna look at it but I don't see in anything that I have used
I turned off water plugin because I decided not to use it for this project anymore, and it did cause some errors before turning off
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
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
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.
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
now I wonder how do I fix the issue, because that's the first time packaging anything in ue 5.5, before - I succesfully packaged a 5.4 vr demo, and it didn't have a single cooking error
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
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
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
My demo in 5.4 had one level, not a single change was made to the VRPawn except locomotion changes(removed teleport and snap turn in favor of "gliding")
Right now - vrpawn is literally the same but has added assets not from VREditor module(couple static meshes and grab components)
i am going to try replacing whatever assets might cause the issue, because there is like a dozen of them in vrpawn
from what you provided it seems to only complain about /Engine/VREditor/Devices/Generic/GenericHMD
yeah I checked it again and I will make a copy elsewhere with a different name and change the reference in pawn itself to see if that's gonna make a difference
deleted the backup vrpawn, replaced the headset model with one of the meshes I have in the project to see if it'll cook
it cooked
lmao
thanks for the help
no worries, glad you got it working
in the prototype I will show, player will now have an oil can for the head, lol
any idea why it won't possess the pawn in packaged game? Playing through steamVR
in editor it works fine
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
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:
- the packaged plugins have all the intermediate precompiled versions, both for development and shipping,
- 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?
This doesn't sound like a very common usecase, since you'll need at least VS to produce the final game executable
Why are artists regularly packaging? That sounds like you should have a proper CI setup
We'd like them to be able to quickly package and test some features in the "deployed" version of the application on their own. If the need stands, we'll have VS setup on their machines. Thanks
I would still second setting up CI systems. You apparently already have a growing team, so nightly builds / builds triggered at will become very very valuable
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?
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
I am getting this package error
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:
LogWindows: Error: begin: stack for UAT
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 😦
You also need to build the bootstrapper executable
Or at least have it present in the binaries folder if you’re not using source build
If you’re using buildgraph then this is it… can’t help much more as I’m on phone rn
´´´
<Compile Target="BootstrapPackagedGame" Platform="$(EditorPlatform)" Configuration="Shipping" Arguments="$(GenericCompileArguments)"/>
´´´
actually can do this 🙂
This is what we've got in our BuildGraph xml
<Compile Target="BootstrapPackagedGame" Platform="$(TargetPlatform)" Configuration="Shipping" Tag="#BuildToolBinaries" Arguments="-Project="$(UProjectPath)" $(AdditionalArguments)" AllowParallelExecutor="false" If="'$(IsUnrealEngineInstalled)' != 'true'" />
It's coming from Unreal Engine Tool, the whole thing can be viewed here: https://github.com/RedpointGames/uet/blob/main/UET/Redpoint.Uet.BuildPipeline/BuildGraph/BuildGraph_Project.xml
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
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!
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...
(I'm on Community version of Visual Studio)
Check the release notes for 5.6 there are all versions for everything
Yeah, my version is compatible for 5.6, but still it doesn't cook or package. Although it compiles my c++ without problems
not even sure it's related to visual studio
Cooking is probably not related to visual studio
weird that I can cook and package in other UE versions
Ideally post the log and someone will take a look
I’m currently busy in a pub so I can’t take s look, but others for sure will
this is the part of the log after I press "Cook Content" in the Editor
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
in my understanding, Visual Studio shouldn't be needed to cook or package blueprint projects, but still...
that's weird, this is what I see on the site:
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
Yeah, there were certain versions of vs that broke UE because of a bug in that era… 5.4 and up is fine again
The IDE version is rarely important, it's the toolchain and that remains unchanged from 14.38
You do need a compiler when you have a BP only project if you have something like non-default plugins
the only plugins enabled are the ones that already come enabled by default in the Blank launcher project
@plain adder I am currently experiencing the same issue as you. Have you managed to resolve it? In my case, it works on one computer but not on the other.
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.
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
Logs also didn't give more info
and there is no crash to investigate
Tried upgrading the 5.5 version to 5.6 and it showed the same error
Attach the log
this looks like an average editor log with that randomly put in there. does it actually block any functionality?
I wouldn't recommend packaging from the editor UI to begin with
No it does not do anything. Packaging, zipping, playing, everything runs perfectly fine without any warning or error. Just there is that error on startup I mentioned
It's a blueprint only marketplace template so yea
All other UE versions didn't show this error
So I updated VS to latest version 17.14.4 and same error persists (no cooking in UE 5.6)... Plus now my UE 5.3 code doesn't compile anymore (as expected)... So I'll revert to VS 17.8.6 and continue to investigate why UE 5.6 isn't cooking on my PC
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
Anyone else with same issue or idea why it crashes like that. Using UE5.6. No issue in UE5.5
Nevermind, got it working. Moved DCC and cooked everything again.
I'm not sure why you ignored the part where IDE version literally doesn't matter
It's always the toolchain
5.3 uses 14.36, 5.4+ uses 14.38
because in the past I had BP-only projects that wouldn't package and the msg error complained about visual studio
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
it's kind of a mess
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
the IDE and toolchain are independent
what you have to install is the top pin on here because it's a common troubleshooting topic
not sure I understood
oh, pinned msgs, ok
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...
Anyone seen some absurdities with a packaged 5.6 project ? Its basically empty, converted from 5.5 and has major bugs when loading maps..
Crashed my gpu 6 times in a row for instance
Have you dont the full cleanup of Binaries+Intermediate+maybe DDC as well before packaging on new setup?
No, ill give that a try, ty !
Was gonna test with a new 5.6 project and see if its just my project being weird
sanity check is always a good idea yes
You're supposed to use RunUAT BuildCookRun which launches UnrealEditor-Cmd, which is able to run the cook commandlet. If this doesn't work then there is something seriously wrong with your engine install.
Doing it from VS also only showed that single error.
You wouldn't package from VS, that just builds the executable
I didn't mean packaging. I meant starting up in debug mode vom VS
Sorry, it was confusing because I responded to that message
However, I have just created a completely new UE 5.6 third person project and that has the same error.
I will verify the the engine version
Didn't help
was removed and reinstalled about 2 or 3 times and verified about 2 times already... and the issue was present in the preview version too
lately though I've been suspicious of this SSD (for other reasons)
(in which the engine is installed)
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...
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
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?
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
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?
check your configs - packaging with runUAT is fine, packaging from editor just calls that as well.
to create an apk ( and opposite for aab ):
bPackageDataInsideApk=True
bEnableBundle=False```
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 ….
*apologies - SaveTimeHardDependency not hard save dependency
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
I checked. This seems to happen with Jenkins only, but we got no difference in the arguments there or the config.
Should make no difference whether in Jenkins or not.
If you wish, you can show
- the .ini file
- the packaging log
Or, you could diff the packaging logs. Are you sure you are not doing any pre-packaging modifications to the setup, or something?
this graph would seem to indicate MainLagoon has a ref to MainLagoon2?
Problem is they don't have any reference to each other
Well, reference viewer seems to think otherwise... ( is that the Reference Viewer? )
Yeah it's reference viewer
Tried "Find in Blueprints" in the MainLagoon levelBP?
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
Here is the Log
yup
Hmm hmm
i guess it's something related to how i set up that thing in asset manager
this
And you are intending to package aab or apk?
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
If i use the Asset Audit tool, and select "Add managed assets of Type" and select "Map" from this, i get EVERYTHING referenced by all the maps, so i guess it's that thing that is causing the problem
nothing really jumps out at me. I would take log A ( working ) and log B ( failing ) and compare them with WinMerge or similar diff software to hunt down more clues
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.
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?
Hi anyone know this error:~
delaying 1 processes from spawning due to memory pressure unreal engine
That's not an error, just a warning that you're running low on memory.
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.
if it's in cook, can try this #packaging message
Oh, looks promising 🙇♂️ Thanks, Ill try that!
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
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
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
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
It sounds like you are on the wrong track here.
- Verify engine
- Sanity check, package a blank or template project
it's been so long lol
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
thank you
well you don't have engine symbols so it doesn't give much away about the problem
It helped me so much! Using this option I could track broken asset. In my case it was connected with function inside blueprint function library. Function simply returns DA and it worked across all engine version, but in 5.6 smth is broken. Anyway, after deleting this helper function, packaging works! Thank you very much!
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
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]```
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
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
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
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
Do you advise then to create a bug report? I'm always cautious when creating them, I try to be sure it is a bug before doing so. However, this is as much of a certainty as I'll be able to get with this one I think
In my case, I jumped to 5.6.0 just to start checking the new stuff
I wouldn't really recommend managing a reference to an asset through a BPFL in your case, but it does seem like a bug
BPFL stands for Blueprint Function Library right? If that's the case, then there is indeed a BPFL referencing this asset. It is sadly a third party utility I'm using. I've been trying to replicate it in C++ and get rid of it for the longest time, but it's hard for me to find the time to do it
yes it does
Ok, thank you very much. With this extra bit of info, I may be able to file a report detailed enough
May I ask how did you know it was a BPFL?
it might be best to see if you can replicate it in a minimal project that you can attach
I see. I'll try that
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
Oh, then it's a very happy coincidence indeed
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
I see. It is not directly inheriting from Primary Data Asset, in fact. It derives from a class that, in turn, derives from Primary Data Asset. I don't think I spotted any circular dependencies between those, but I will take another look
is it specifically PDAs?
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?
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
The Data Asset that's causing trouble has a reference to another data asset. Could this be causing a circular dependency between PDAs? I don't think it should, but I'm not sure
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:
Sounds like 5.6 is buggy, maybe post https://www.unrealengine.com/en-US/support/report-a-bug
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?
and since there are no symbols, that stack trace is basically useless
UnrealEngine-Cmd is only supposed to be for running commandlets, including cooking
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
then you would need to get it to crash with symbols so there's more information than "it happened in the Core module"
Options -> Editor symbols for debugging
I'll add the symbols
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
Yeah, I'll do that. It's just weird that no one else on the internet apparently is having this issue
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
Start by installing debug symbols.
Looks like 5.6 is a bit wonky...
I hope everybody has version control and are just testing the water, not committing : E
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?
This looks very odd, like something an AV or malware is interfering with. You might be able to see more if you launch UnrealEditor-Cmd with -waitfordebugger and attach in VS
and I suspected that just because this function is parsing headers from a loaded DLL file
did you clean your project DDC when you upgraded?
Yeah I cleaned everything
Saved, Binaries, DDC, Build
Using symbols, the error list is a little big more precise
Still unclear tho
Thanks, I didn't know of -waitfordebugger. I was trying before to attach the debugger in VS but UnrealEditor-Cmd always crashed so fast before I could attach it
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?
Hi there. I am having a very similar problem trying to run 5.6 here. Instantly crashes on startup with this error. Did you have any luck fixing it?
Yes but my error is only when running UnrealEditor-Cmd.exe, if you're getting this when just opening the Editor (UnrealEditor.exe), then my workaround might not work for you... (it's not a fix, it's just a workaround):
(my problem only happens when packaging/cooking)
Oh, I see. Mine seems to happen immediately upon starting up the editor. No clue as to what could be the cause.
the log is very similar though
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
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
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 ?
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
it's a menu when cook is set to by the book, frankly a long list of the localization options with no search...
Speaking of this new project launcher UI, does it fix the issue where cross compiling linux on windows doesn't compile default shaders?
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
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)?
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?
What we do is manipulate the .ini files with a python script to get various build flavors ( and run the runuat.bat as well )
ha indeed didnt think of that. open ini, locate&update value, build. as much as i would like to have a separate file it seems there is no workaround that would not require building the engine from source. thanks for sharing!
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
Thank you for this! I'm not sure I'm going to try this now because messing with MSVC might make my 5.3 projects stop compiling C++, as it happened when 5.5 came out and I updated Visual Studio. But when I migrate my projects to 5.6 I'm definitely going to try this, thanks again!
So just for the records: I went on and compiled unreal from source and setup CustomConfig. Which works. But, it seems, MapsToCook cannot be overridden by the DefaultGame.ini file.
The only viable way I found to package custom maps is to pass them as arguments to RunUAT.
This is...confusing
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")```
there's all sorts you can do. You can pass custom args to the cooker args through -AdditionalCookerOptions
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
Customconfig works to add new categories. So if i add this to the custom DefaultGame.ini:
[NewCategory]
Foo=Bar
Then I can read Foo in game. Tested, working.
But if i add
[Script/UnrealEd.ProjectPackagingSettings]
!MapsToCook=ClearArray
+MapsToCook=(FilePath="/PathTo/MyMap")
Then MyMap is not cooked
Oh ok I am not aware of this or the other concepts you mentioned. Would any of these allow the cooker to actually override MapsToCook following the custom config?
-AdditionalCookerOptions=" -CustomConfig=Demo" should work when I was looking through stuff last night
Otherwise -Maps= followed by a plus sign delimited list of maps should also work
I used "-map" and it works, didnt see Maps. i will try the AdditionalCookerOptions because somehow having a list of maps declared in a file...i find it clearer somehow
thanks!
In ue5.6, where are the options in project launcher such as "don't include editor content" or "include an installer".
Trying to package my project but I keep getting an error. "PackagingResults: Error: Unknown Error" no warnings come up
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?
post the complete log file as .txt
If you have a lot of assets, the first cook can take a long time?
two vague questions
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
I did that wrong holdup
Its a txt file
Ive tried multiple times but it always has an error right as it finishes
The log is a bit weird, heaps of repeating errors. Assuming you are packaging from editor, please do like this
- clean start unreal
- package
- copy log file
OR - clean start unreal
- Clear output log window
- package
- copy output log contents to .txt file
Might be a few hours, took me 4 hours last time
So that log is from pressing package once? You have something weird going on, there's a LOT of errors
I’ve tried packaging 3 times
I would suggest you start by sanity checking that you can package a blank/template project...
Alrigjt thank you lmao
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
Alright thank you
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.
- Try the tip in the first pinned post
How can you see that
up top
Givin it a go thanks.
I was saying how do you know its playfab causing the issue
not sure, but there's a lot of lines like this
LogPlayFabGSDK: Error: GSDK ServerActive Delegate is already bound! Will unbind the old binding!
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
ok thank you
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
So yeah, try isolating that bit ( I mean temporarily removing it, if things then work, you know that's the problem for sure )
Any advice on uh removing widgets or HUD so I can cook without deleting it? I'm not exactly sure what to do.
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
Well, consider starting that asap. Meanwhile, can just take a brutal backup of the whole project folder ( though you don't need Binaries and Intermediate ), then proceed nuking stuff
With version control, you could do things with impunity and restore your state at the press of a button : )
Sounds like a plan and yeah I just copied everything before troubleshooting
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?
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
Thank you again for your help with the advanced info. Was EXACTLY what I Needed We got the bugger
There are "always package" directories you can specify in the packaging settings.
are you suppose to choose zen streaming or legacy for cooking
Unknown Error when trying to package, anyone know why?
Trying to pack a server type for Playfab
while compiling FPlayFabGSDKModule::GetLogsDirectory
Compile [x64] Module.PlayFabGSDK.cpp: Exited with error code 2 . The build will fail.```
Perhaps consult the plugin docs/developer
yo !
I'm having issue with packaging 🙂
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
whatever plugin has the module "VolingaRenderer", you're likely missing it
hmm thanks a lot ! i'll try reinstalling it then
even though i was able to activate it in engine
that doesn't tell me very much, is this a Fab plugin?
it's this plugin 🙂 https://web.volinga.ai/
For gaussian splats
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?
external plugins installed to a binary engine aren't going to work quite right
ah ok i see.. how could i do it properly then
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
your project's Plugins directory is not going to be in the engine directory
well the tutorial is wrong
so i'll make a c++ project and a new plugin folder in the projexxt
nhere i guess
i'm having new type of issues 🙂
Any idea why I cant save my packaged project
This empty actor isn't something I've made though. It's UE's default implementation of whatever actor is.
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
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?
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?
try maybe deliting it from the project?
or do you need it?
without that my metahumans would be all bald xD
😦
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
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
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
that's what probably i'm gonna do
i deleted derived data cache, cooked folder, everything but none of them helped
yeah you could see if that works until you find a reason for it
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
oh thank you buddy!
i hope it helps
but I guess I can put it directly on the map level blueprint, no?
u will want to put this on main menu, (project start menu) because it's better no?
ye level blueprint
my bad
yeah I will see what I can do with it
i already tested it multiple times that's how you do it, you can open a settings UI and put this also
Yeah I will try it out, thank you!
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
yeah you should ask it again and leave it, so people will notice it 😦
meta human groom is extremely performance heavy, if your goal is a low end machine, you need to not use it
you can convert them to cards which is way more optimised for real time games
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
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.
ye i know that thank you for info but main point of my game is only dialogue with good looking characters, there is no combat or something, only story and dialogue within levels with multiple endings
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
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?
Have you checked Reference Viewer -> R-click > Show referencing objects list?
Untitled3 is nowhere to be found
interesting... not sure how to proceed from there
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
"Pain is Fun" - ancient gamedev motto
not masochist enough i guess
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).
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?
I thought each platform had their own areas in configs
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).
what do you mean?
Like for the app icons, I have separate fields for Windows, IOS, Android.
i forgot if you were using metahumans or custom grooms but if its custom character there could be a collision box that pushes hair to top by default, if there is no collision or something idk how to solve it i can only recommend you to delete unreal engine and download again
delete unreal? this seems like an unusual solution. There is option to verify engine, for example, if it's launcher engine
that's for delete saved or compiled data that inside ue5, idk if verify works aswell
Someone help me with this pls
Line 6: LogOutputDevice: Error: Custom Property List Not Initialized for /Game/SurvivalGameKit/Blueprints/Components/BP_StorageInventoryComponent.BP_StorageInventoryComponent_C
Hmm
This really is the "ctrl+F error for you" channel
The comp has no error. What am i looking for
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
I wager even if you package to ext drive, the Intermediate and Binaries will still be big
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?
I would say be patient, big companies move slow... ping your contact once a week or something maybe
Thank you- -
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
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.
WOW, thats a big log file, any advice? What errors come up the most? Which errors do I need to focus on the most?
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
just focus on the files doesn't exist, like vtune or something, i guess you don't have visual studio 2022 ?
that isn't even an "error" that is relevant
everyone gets that
the first relevant error is an asset with a malformed asset tag
I do
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
wait so if that's not the error log then where do you actually find the error log or whatever?
Is fine. Packagin log starts at the point you see "runuat" in the log
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
try packaging it with debugging mode and add print strings to see if it works
uhm what is debugging mode?
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
oh ok, what's differ? i can use debug only nodes like print string?
That is the most important
i didn't test it but just give it a try
ok thanks i'm gonna try
if its working in project and not in package there is nothing else to do except debugging mode
np
i noticed there is one button missing from my interface too
i think i found the problem https://i.imgur.com/j52CgaL.png
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
But I still cant package it, because it abruptly stopped 😂
search the log for "error" lines
i agree with karma just see for error lines, if there is no error just look for end the of log
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.
Update: I packaged a build for Vulkan and it runs great on the Deck.
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?
not sure if any moddb people are here... https://www.moddb.com/games/hello-neighbor/mods
try searching on their forums maybe
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.
maybe there's some fast way to start with the play in editor settings
yes, i mean to start in the packaged game using the PIE settings
How would I create a basic menu using the Game User Settings to adjust the screen resolution and FPS cap.
Source Files: https://github.com/MWadstein/wtf-hdi-files
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
3 is epic, 2 high, 1 normal, 0 is low setting, if u put this on your main menu it will be start with epic settings
for more information i recommend you to watch the video that Karma has been posted
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?
Best bite the bullet and acquire the mac if you really need to do that work, or look to hire somebody properly. Offloading work onto people here is a bit questionable...
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
First of all it is not any comercial project just a small study on UI and responsiveness, wich takes me 2 min of andoid build second no one said for free if anywho wants to contact me will share further details, but no i wont be buying a mac for a small study test, and no one its offloading work but you seem to offload your pretentious opinion 🤟
Then lay out the terms up front and post in the right place. #freelance-jobs
Ive never seen this. XXX_ue5 is sonehow related to your project naming?
It's the name of my project, I've just replace the letter with X, since it's not that important
Im not at pc, but i would search the engine source for that particular error message to understand what exactly triggers it
Or is the error coming from AppStoreConnect on validate/upload?
If you are able to rename project, make sure you delete Intermediate+Binaries before rebuild + submit
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 😜
Yeah, that on the validation upload it happen
Big hassle : (
Hope you get a solve
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?
Hi, I will be grateful if anyone can take a look at this problem, I cannot find a solution: https://forums.unrealengine.com/t/override-config-ini-files-after-installing-shipping-build/2586469 Thanks.
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
Thanks, I’ll look into the testing configuration next, then. Using Insights for shipping builds seems to require building the engine from source, which I haven’t done before and wanted to avoid if possible, but I guess I’ll have to bite the bullet eventually. Was hoping someone might have run into a similar issue with shipping builds in 5.6 before, but alas...
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
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
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
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?
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
?
Yes, first style
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.
link to the build graph I'm using: https://github.com/RedpointGames/uet/blob/main/UET/Redpoint.Uet.BuildPipeline/BuildGraph/BuildGraph_Project.xml
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.
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
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?
I don't using C++ in this project.
The first error is not shown in the log snippet. The second error says your remote compilation setup is lacking.
the first error I didn't have to hit, but with the second, I don't need a remote compiler if I don't use C++ and plugins ?
disable fab plugin, are u using metahumans?
you cannot build iOS or Mac without a mac
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
here is full official guide on how to set things up https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-remote-builds-of-unreal-engine-projects-for-ios
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?
1st sanity check : can you package a blank / template project?
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.
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 ?
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?
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!
have you put the .obb files?
Where to put?
Android/obb/com.yourcompany.game
I don't know if you can see the folder since the latest versions of Android hide the folders.
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
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.
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
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?
Sounds unusual. Upload a dev build and log things out. Android studio logcat for the win
ill try to upload a dev build can we upload dev build ?
Yes you can. We actually have two separate apps, dev and the final shipping game to keep things completely and clearly separate, but thats just for our convenience.
you think i need to set ot rest more options ?
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?
For Distribution is a different config from dev/shipping.
what i am doing wrong ?
Not at pc now. But there afe 2 different configs : one is dev/shipping, other is ForDistribution boolean. You want dev + distribution(true)
yes its
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.
yes you are right it should be but when i create build its only 78 MB and i upload got the above error that .obb file missing
I have to suspect something else was changed as well. Inspect build logs
I think there is still something is missing
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]
never mind, found a solution
Are you not going to share it? People frequently search the chat history for solutions first
I gave up on fixing this, I went to edit the source code, so I don't think my solution is valid :)
Fair enough
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.
Hello, can anyone help me out with packaging? I always get this error but I dont know why
nevermind, just had to update visualstudio
Create the file yourself. Not all .ini files exist by default
You need to be a bit more specific than that. I'm currently not aware of any "shipping config" problem in 5.6
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!
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.
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
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
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.
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?
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.
AllowedClasses meta is redundant too. Also the asset is in a plugin so therefore not /Game
THanks, so the PAL and DT need to be included in the directories to scan ?
Seems to take away frmo a registry's purpose
As a last resort yes, but I would've thought being in a CDO would enough to be included in the cook
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()
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
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;
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
Hey there anyone able to help with packaging issues, I get this error
Question: Is there an easy way to enable the wireframe or minimum wireframe in package game?
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
This is the log
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
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...
ok i try to put the plugins in my project. and it works (can package)
so u just had to put the files in ur project plugins right
@proven shuttle
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).
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).
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
the DDC location isn't going to affect that
did you install the correct toolchain and Windows SDK?
I fixed it
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
add a breakpoint to whatever emits that error and that'll probably tell you
it would be impossible to know, and id have to change up and re-package to see if i get this error
how do I add a breakpoint to packaging output logs?
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
I have many blueprints and therefore many many many construction scripts
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
the construction script in my controller is not attached to anything
and its not letting me delete this function
then you're probably going to have to debug and look through the ProcessEvent calls
btw im not cooking, im packaging, whats the difference between the two?
do I have to know any C++ for that?
yes since you'll need to know how to look through the callstack and understand what you're seeing
wont it still package if I only have 1-2 errors ?
or red text lines
any error during the packaging process fails the process
are there any ytb tutorials on how to do that?
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
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
So it's likely this one
is it that I have this not connected to my widget?
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
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
but is that where the problem is? the problem looks to be in wb_pause_menu, right?
well no, I don't have your project in front of me
I can only assume certain things based on the information you share
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
though it's painful to see EI input actions refer to specific keys
what are "EI" input actions?
enhanced input
I think the problem lies here, I turned it to focuseable, before it was unfocuseable
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
BlueprintLog: Error: Cannot convert the construction script!```
I got 2 more errors
well which BP is it
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
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
then can you convert it back to blueprint later?
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
I created a c++ class
but now i still dont know how to debug any stuff
related to the packaging errors
its just a class I created
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
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
so first I have to press cook/package, then open the cmd?
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
how do you do this attack to process?
the ways I just said
you open VS and you see this as a button somewhere?
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
ok gotcha
but before that...
before we get there, which one of these will you open?
this is from VS, that's why I said VS
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
it just opens the solution file
which is generated in the root directory of your project
here?
ok and I assume I do it through .snl
or through this?
"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
oh so everytime I fix an error and change build settings I will have to regenerate a new visual studio project files?
I didn't say fix an error
and "build settings" would be a modification to the Target.cs/Build.cs files
ok here's the class I made
it's just an empty class
I attached to process
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
no, where the logging happens
breakpoints stop execution when the line of code is hit
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
I attached it to my Unreal Engine
also for some reason
now the packaging fails too fast
UnrealEditor.exe is not the cooker, the cooker runs as a separate process, UnrealEditor-Cmd.exe
where do i find that?
there should be a library somewhere correct?
???
it does feel you read half of what I put
the equivalent of the controller converted in c++?
ok i see
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?
this?
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?
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
since I created the C++ class now the cooking crashes after 1 minute or 30 seconds
wheres before it would take like hours and would not crash
I mean all of it, as text
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
so why is that happening?
PackagingResults: Error: Unknown Cook Failure
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
ive seen that error
but now its not letting me raech there in the first place at all
what do you mean reach there? it's a project setting
because it loads for 30 seconds and then stops without explanation
it stops in this error
PackagingResults: Error: Unknown Cook Failure
Unknown
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
ok i deleted the log file, and Ill try to re-package
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```
also now im getting this when I start my engine, not sure if its related
not sure what module this is referencing
that's because you added a C++ class and didn't actually build the code
terravive is the name of my project
ive deleted this btw
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
ok now packaging goes like normal
Does anyone know what this problem is? I deleted the water from the levels and this still popped up
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
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
Updated logs
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?
You have to add the maps you want to include in the cooled game in the “maps to cook” or whatever the option is in the project settings (sorry for imprecise info… am on phone and it’s hard to check)
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)
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?
ApplePlatformCompilerPreSetup.h has this warning ignored so that's odd, but if this is in your own code I would ideally fix errors and make sure you're doing CI builds with a Clang-based platform regularly
Mostly not in my code, engine classes
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)
it is working fine for android on windown machine , but not on mac for ios
I am still having this issue and now it doesn't even work in the editor now
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
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.
top pin
😄 thanks dude, I'm gonna have a try
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
I followed the instigator chain from log and finally find the map is referenced by "StartupSoftObjectPath", do you know what is it?
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.
alright yeah, though it seems kinda bad if an engine subsystem CDO is loading assets
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!
I would create a new collision channel called water 2 and get rid of that first collision channel. What is happening is corruption somewhere and this datapoint isn't being looked at properly. Happens all the time with structs
what do you mean by "blocked by enemies" without dying??
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
I am getting this Unknown Error and not sure how to fix it (Using Unreal 5.4)
little more info if needed
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
check the actual log file in the path indicated
which log file?