#packaging

1 messages · Page 22 of 1

solar trellis
#

We are having issues with Client+Server cooks missing Niagara GPU VFX.

Regarding our cooking process, I found out why -CookIncremental is broken in 5.6.1, you need to also add -zenstore so your cook overall looks like this:

(this is my local testing script, modify to your needs):

set P4_WORKSPACE=C:/MyP4Workspace
set UE_CONFIGURATION=-Win64-DebugGame
set UE_MODULE=MyModule
set UE_TARGET=MyGame
set CLIENT_CONFIG=Shipping
set UE_RUNUAT=%P4_WORKSPACE%/Engine/Build/BatchFiles/RunUAT.bat
set UE_UPROJECT=%P4_WORKSPACE%/%UE_MODULE%/%UE_MODULE%.uproject
set UE_CMD=%P4_WORKSPACE%\%UE_MODULE%\Binaries\Win64\%UE_TARGET%Editor%UE_CONFIGURATION%-Cmd.exe
set UE_ARCHIVE=%P4_WORKSPACE%/%UE_MODULE%/PackagedCook/%CLIENT_CONFIG%

:: Additional Cooker options
:: -noniagaraddc -CookIncremental -zenstore
set UE_COOKER=-additionalcookeroptions="-CookIncremental -zenstore"
:: No Additional Cooker options
::set UE_COOKER=

:: Client+Server
set TARGETS=%UE_TARGET%+%UE_TARGET%Server
:: Client Only
::set TARGETS=%UE_TARGET%

cmd.exe /c ""%UE_RUNUAT%" -ScriptsForProject="%UE_UPROJECT%" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=59910 -project="%UE_UPROJECT%" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="%UE_UPROJECT%" -target=%TARGETS% -unrealexe="%UE_CMD%" -platform=Win64 -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory="%UE_ARCHIVE%" -manifests -CrashReporter -clientconfig=%CLIENT_CONFIG% -nodebuginfo %UE_COOKER%" -nocompile -nocompileuat

I've been digging into this because of cooker issues we are having with Niagara VFX where the GpuComputeScripts are missing from builds when we run both Client and Server targets in the same cook. The only solution we have found is to try and try again until VFX have the GpuComputeScript parts or build client and server separately.

This is a script we have been running to check if the VFX are valid or not:

# PowerShell script for Jenkins to check NiagaraGpuScript*Count in the latest cook log

# Define the log directory
$logDir = "$ENV:WORKSPACE\Engine\Programs\AutomationTool\Saved\Logs"

# Find the latest Cook-*.txt file
$latestLog = Get-ChildItem -Path $logDir -Filter "Cook-*.txt" | 
             Sort-Object LastWriteTime -Descending | 
             Select-Object -First 1

if ($null -eq $latestLog) {
    Write-Error "No cook log file found in $logDir"
    exit 1
}

$logPath = $latestLog.FullName
Write-Output "Checking log: $logPath"

# Read the log content
$content = Get-Content $logPath

# Find lines matching NiagaraGpuScript*Count=number
$gpuLines = $content | Where-Object { $_ -match "NiagaraGpuScript.*Count=\d+" }

if ($gpuLines.Count -eq 0) {
    Write-Error "No NiagaraGpuScript*Count lines found in the log"
    exit 1
}

# Check if any value is not 0
$anyNonZero = $false
foreach ($line in $gpuLines) {
    if ($line -match "Count=(\d+)") {
        $value = [int]$matches[1]
        Write-Output "Found: $line (value: $value)"
        if ($value -ne 0) {
            $anyNonZero = $true
        }
    }
}

if ($anyNonZero) {
    Write-Output "Success: At least one NiagaraGpuScript*Count is not 0"
    exit 0
} else {
    Write-Error "Failure: All NiagaraGpuScript*Count values are 0"
    exit 1
}

Does anyone else have this issue and what are you guys doing to fix Client+Server builds missing Niagara GPU VFX?

crisp patrol
#

This is such terrible UX (as it's not on anything by default at least for me so it was not obvious at all)

#

Thank you very much (I had the same problem and this fixed it)

undone turret
crisp patrol
#

I'd say it should just simply be selected to windows by default and people wouldn't run into this

radiant pewter
#

Does anyone know any possible reasons why shaders, textures, and fonts might look blurry when packaged? I've tried turning off anti-aliasing and motion blur, and every possible setting for texture mip gen. Top is in editor and bottom is packaged for comparison.

proven stone
#

in editor there's couple settings on texture to handle compression which most of the time is only applied during cooking of the game and not in editor... so that could be the reason why

#

you could try disabling oodle compression on affected textures and make sure they are also properly configured, since what groups they are in and what settings they have set could affect this

radiant pewter
solar trellis
radiant pewter
solar trellis
radiant pewter
#

I've tried with mipmaps disabled, from texture group, simple average, sharpened, unfiltered. They either appear blurry or pixelated

solar trellis
radiant pewter
solar trellis
radiant pewter
solar trellis
radiant pewter
solar trellis
#

@timber bane Can you help this guy out? I'm way out of my league here. His UI textures are blurry in cooks but not in editor.
Message start: #packaging message

timber bane
#

Looks like you've checked all the standard shader/texture related things. So the only thing I can think of is it's a TAA, TSR, or DLSS related blurriness. But that's just my first thought.

#

I do notice there's some significant "stair stepping" artifacting that you're seeing in build vs. in editor. So that might also shed some light into why things are so incongruent. Perhaps it's related to scalability settings that are only applied on build?

solar trellis
eternal gazelle
#

Struggling with this error when I go to package my project.

I’m currently using UE 5.5.4 with XCode 15.4 on an Apple M1 2020 running OSX Sonoma 14.12.1

I found a few similar forum posts but they’re all for other platforms or engine versions, so the answers unfortunately aren’t applicable. I can’t install earlier SDKs because they require older operating systems. I could potentially update to a newer OSX but I don’t know that it would help. I have tried reinstalling XCode.

Can anyone help diagnose the issue or recommend a solution?

radiant pewter
solar trellis
eternal gazelle
feral crow
#

so im working in 5.0.3 and have been using steampipe gui 157, its all been working fine for about a year, now latest build im getting this error

And in the little command window the scanning goes through fin but the uploader just shows individual dots
UE5 packaged it fine with BUILD SUCCESSFUL

This is quite stressful because game releases next friday

Could it be an error on steam's end and maybe retry tomorrow?

#

i didnt update engine version or steampipe version

feral crow
mental rain
#

Hi! I have been getting an error when I make a build. It's complaining about BP_PCH_Base which only has simple functionality that both InLobby and InGame version have. It works fine in editor (poth PIE and standalone), but when its compiled into a build it fails when I boot it up.

Error:

LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp] [Line: 6894] 
ObjectSerializationError: /Game/Blueprints/GLOBAL/BP_PCH_Base (0x4C3C807DBC942DC2) /Game/Blueprints/GLOBAL/BP_PCH_Base (0x4C3C807DBC942DC2) - BP_PCH_Base_C /Game/Blueprints/GLOBAL/BP_PCH_Base.Default__BP_PCH_Base_C: Serial size mismatch: Expected read size 57, Actual read size 71


0x00007ff7b33c7d41 Ivory_Cage-Win64-Shipping.exe!UnknownFunction []
0x00007ff7b33c8966 Ivory_Cage-Win64-Shipping.exe!UnknownFunction []
0x00007ff7b33c9140 Ivory_Cage-Win64-Shipping.exe!UnknownFunction []
0x00007ff7b33c94f7 Ivory_Cage-Win64-Shipping.exe!UnknownFunction []
0x00007ff7b33d3cf9 Ivory_Cage-Win64-Shipping.exe!UnknownFunction []
0x00007ff7b3329727 Ivory_Cage-Win64-Shipping.exe!UnknownFunction []
0x00007ff7b3327011 Ivory_Cage-Win64-Shipping.exe!UnknownFunction []
0x00007ffdb6227374 KERNEL32.DLL!UnknownFunction []

Crash in runnable thread FAsyncLoadingThread
summer dock
mental rain
cedar crag
#

Hey, is it possible to pass the "RunUAT.bat BuildCookRun" a #define for the game to use ?

solar trellis
# cedar crag Hey, is it possible to pass the "RunUAT.bat BuildCookRun" a #define for the game...

during the build part of the process? that's interesting... maybe much easier to create a new build target and put the define in there like this (I can't remember which one works):

// (c) 2025, Monogenesis

using UnrealBuildTool;

public class MonogenesisCheatsTarget : TargetRules
{
    public MonogenesisCheatsTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;
        DefaultBuildSettings = BuildSettingsVersion.Latest;
        ExtraModuleNames.AddRange(new string[] { "MonogenesisGame" });
        IncludeOrderVersion = EngineIncludeOrderVersion.Latest;

        BuildEnvironment = TargetBuildEnvironment.Unique;
        bUseConsoleInShipping = true;
        bUseLoggingInShipping = true;

        // Adds the definition to your project modules
        ProjectDefinitions.Add("MONOGENESIS_DEVELOPMENT_CHEATS=1");

        // Adds the definition to the engine as well
        GlobalDefinitions.Add("MONOGENESIS_DEVELOPMENT_CHEATS=1");
    }
}

then when you run BuildCookRun set your target to this -target=MonogenesisCheats

cedar crag
solar trellis
mental rain
frigid adder
mental rain
#

Oh, a scam. No thank you

frigid adder
#

Thanks for your attention to this matter!

frigid adder
#

seele angy, i see. thanks for the info

#

Honkai rail star

chilly snow
#

Hi, i've been having this error

#

i can't start up my project.

#

doesn anyone know what this is?

solar trellis
#

only about 40 GB download

chilly snow
#

Im pretty sure I have Editor Symbols because I can run pretty much all other projects...

chilly snow
chilly snow
#

I dont have it right now but I never had to use it, also it says its debugging C++, do I need to learn C++ for that?

solar trellis
#

then people can help you out more, otherwise all we can say is yep, it crashed

#

so yep, it crashed

#

if you want to go deeper then get the symbols and likely hook up a debugger too

solar trellis
#

also if you run it in the debugger it won't crash

#

but you can see what is going on and likely will point you near to the problem and give you more ideas on how to fix it

vapid depot
#

Hi all! So my packaged game is taking a lot of time to start. I m using GameLift plugin so it has its own INIT time, but this long startup time is not ideal for me. I want to debug this and find out the root cause of this long startup time. Is there anyway to find out? Get a log file or something during startup with timestamps to locate the time taker element.

solar trellis
vapid depot
chilly snow
#

I pressed the green play button on top...

#

but its gonna crash right around 90-100%

#

now it looks like its trying to open my game project...

#

and it crashed again... but the terminal doesn't tell me anything new

#

Now I just pressed on a button called "Local Windows Debugger"

#
    checkf(Header.Len != 0, TEXT("Cannot make a string view for a name-with-number entry"));
#else // UE_FNAME_OUTLINE_NUMBER
    check(Header.Len != 0);
#endif // UE_FNAME_OUTLINE_NUMBER
    return IsWide()    ? FNameStringView(GetUnterminatedName(OptionalDecodeBuffer.WideName), GetNameLength())
                    : FNameStringView(GetUnterminatedName(OptionalDecodeBuffer.AnsiName), GetNameLength());
}```
#

ok i found the error I think

#

it looks like some name that shouldn't be empty, but I have no idea what this is

chilly snow
solar trellis
solar trellis
inland crown
#

Hi everyone. I have been running into a reoccurring packaging issue that I have spent weeks of work trying to diagnose and enourmous amounts of research to diagnose, but I cannot find the solution

When I try to package for linux, I keep getting a build error referencing a memory access error involving debug symbols, specifically .sym file symbols. It keeps the project from building properly, even if a development package is selected. It keeps saying that the shipping.sym file is missing

solar trellis
inland crown
solar trellis
inland crown
#

This is for windows/linux cross compiling. My system is a windows, and I am building clients in windows and servers in linux

solar trellis
#

oh sorry, much to late for me to be thinking

#

ok, in that case you likely don't have the right clang version installed

inland crown
#

for unreal 5.5, I have V23 installed

#

with the config set in the "environments" section on the PC

#

UE says that it is the valid version

solar trellis
inland crown
balmy bough
#

i cant use unrealpak.exe on raw uassets to make an unencrypted pak file my game could load for mods and stuff right? since assets needs to be cooked

#

hmmm i wonder if it'll work if i package the assets from Saved/Cooked/

#

guess therees only one way to find out

balmy bough
#

hmm i guess reading pak files at runtime just dont work right anymore 🙁

full hound
#

Anydody have issues with shipping build in 5.7? I can not get steam to work on a shipping build. No overlay or anything. Set it test or debug and then steam works. I assume this is a 5.7 bug?

blazing sable
#

I spent around 6-7 hours trying to package my game to a playable state for the first time. Half of that time I spent with packaging errors.
When I finally completed a package: the .exe crashed. the first time it crashes with a short message and any other try it just gives me a black screen.

I can provide crash logs, I'm having a hard time understanding much of them myself, but one of the more interesting lines seems to be this one:
"Ensure condition failed: oldValue == newValue [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp] [Line: 330]
oldValue(1) newValue(0) If this check fails make sure that there is a FTaskTagScope(ETaskTag::EParallelRenderingThread) as deep as possible on the current callstack, you can see the current value in ActiveNamedThreads(40000002), GRenderingThread(0000025191326E40)"

Any help would be much appreciated!
Already reinstalled the engine (5.6.1) btw.

summer dock
#

Can post the full log ( not just the crash ) if you want, can take a peek

blazing sable
#

I'm only using one plugin btw, which is EasyMultiSave.

summer dock
#

certainly seems to be crashing very early in

blazing sable
# summer dock the callstack is all unknown ```[Callstack] 0x00007ff68f8136da Fille_Fatale.exe!...

sure, can do that.
it crashes instantly.

if I try to package a FP template with EMS activated I get this failure:

Current_Sdk=10.0.26100.0, Allowed_AutoSdk=10.0.22621.0, Current_AutoSdk=, Flags="InstalledSdk_ValidVersionExists")
UATHelper: Packaging (Windows): Scanning for envvar changes...
UATHelper: Packaging (Windows): ... done!
UATHelper: Packaging (Windows): Cleaning Temp Paths...
UATHelper: Packaging (Windows): BUILD SUCCESSFUL
UATHelper: Packaging (Windows): Setting up ProjectParams for D:\UE\Test\Test.uproject
UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows): Running: D:\UE_5.6\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\dotnet.exe "D:\UE_5.6\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" Test Win64 Development -Project=D:\UE\Test\Test.uproject -Manifest=D:\UE\Test\Intermediate\Build\Manifest.xml -remoteini="D:\UE\Test" -skipdeploy -log="C:\Users\Jan\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_5.6\UBA-Test-Win64-Development.txt"
UATHelper: Packaging (Windows): Log file: C:\Users\Jan\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_5.6\UBA-Test-Win64-Development.txt
UATHelper: Packaging (Windows): No target name was specified on the command-line.
UATHelper: Packaging (Windows): Result: Failed (OtherCompilationError)
UATHelper: Packaging (Windows): Total execution time: 0.96 seconds
UATHelper: Packaging (Windows): Took 1,11s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Jan\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_5.6\UBA-Test-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 4s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

summer dock
#

Maybe sanity check

  • you can package a blank project without plugin Y/N
  • you can package a blank project with the plugin Y/N
#

looks like a well-used plugin, with proper docs and support discord, hmm

blazing sable
summer dock
blazing sable
#

blank packaging worked.

#

packaging with EMS activated worked as well, but of course I did not implement any functionality.

summer dock
summer dock
#

and now we should have a hopefully more enlightening stack trace

blazing sable
#

not sure what you expect of editor symbols but the log looks similar.

#

in case it is the right one.

summer dock
#

[Callstack] should now have actual readable info

blazing sable
#

Windows\Fille_Fatale\Saved\Crashes\UECC-Windows-A98520F542FB9C44065A2A944162FF59_0001 ???

there's actually tow in the crash folder

summer dock
#

can just show the full run log, easiest imo

blazing sable
summer dock
#

hmm, still
[Callstack] 0x00007ff632a726da Fille_Fatale.exe!UnknownFunction []
that's odd

blazing sable
#

it's the same.

#

what about minidump.dmp?

summer dock
#

Can take a look, I will poke around why dsyms not working

blazing sable
summer dock
#

I mean you can poke around the .dmps

#

Sanity Check 1 : debug symbols are checked here, the bottom "Editor symbols for debugging"

blazing sable
summer dock
#

ja ja das ist gut

blazing sable
#

😄

#

not sure, if this is related, but on startup I seem to get this:

summer dock
#

Sanity Check 2 : Are you packaging from Editor? If yes, are you selecting Debug mode

blazing sable
summer dock
# blazing sable

I am not clear on how you are getting 2 different fails, but at least this one is readable

summer dock
blazing sable
#

this log is not from the package but from the output log when I start the editor.

summer dock
blazing sable
#

I tried playing with unticking separate translucency etc

summer dock
#

Are you using any fancy custom shaders or materials or such?

#

Or assets that come from some ancient version of unreal etc

#

Can show the whole editor startup log, perhaps may help. I seem to recall there being some trick to showing more info on things getting loaded... now how did that go again...

blazing sable
summer dock
#

Pro Tip : Package often - catch nasty things like this fast. Meanwhile... let's keep digging

#

Let's see the whole lot, whole logs

  • editor startup log
  • packaging log
  • run log
blazing sable
#

this is actually the first time I'm trying to package it since 1+ year 😚

#

just never had the desire.

summer dock
#

Yeah, this is a common stumbling block... serious studios always have an autobuilder that packages every night to catch issues fast

#

dang it, can't remember what the trick was to get more info on which assets are loaded, hmmm

#

Ah it was this, but that's for cook errors

#

While we tinker through logs slowly - let's check a couple more details

  • do you use version control
#
  • does your editor start into a complex scene
blazing sable
summer dock
#

briefly about version control - if you are serious about dev, please consider learning and using it - super useful

#

about the level - make a blank level, and change editor prefs so it loads that up first. Restart editor. Does the ensure fail disappear? This would indicate there's stuff in your complex level that is not working right

blazing sable
#

not sure if this is relevant. but I actually restricted the build to just my modeling map.
and it automatically inserts the denoiser, because apparently that is activated in the PPV.

summer dock
#

Hard to say if that is related, perhaps...

#

so basically if the logs at this point are not getting us further, I would say : make a copy of your project
Using the copy, then start ripping stuff out, until it works : )
Keep note of what you are ripping out so you have some idea where you were when things start working

#

brute force : E

#

I rarely recommend this path but unless somebody else has better ideas, this is where we are : (

blazing sable
summer dock
#

Briefly, on why having version control + regular packaging is good

  • if something breaks, it is relatively easy to look at your history, and roll back versions to find a breaking change
blazing sable
#

yeah, I will check it out, thanks.

summer dock
#

It is pretty common that with long long dev in editor, then package and boom, pain

blazing sable
#

I feel it ^^

#

so I might take it apart. any suggestion how to do that? what to delete first?

summer dock
#

Start big, whole levels - if you can find - aha, now it works when I don't have my main level - then a binary attack : strip half of the main level - doesn't work? problem is in other half. Strip half again... rinse and repeat

#

Binary search is an efficient algorithm for finding an item from a sorted list of items. It works by repeatedly dividing in half the portion of the list that could contain the item, until you've narrowed down the possible locations to just one.

blazing sable
summer dock
#

Translucency was mentioned in the log - so if you know objects that have that, that's another strong starting point

#

One more : check packaging log for warnings involving translucency

#

Night night

#

and good luck : )

solar trellis
solar trellis
solar trellis
solar trellis
solar trellis
#

you'll literally have to look through the cook warnings and errors log line by line and clean those up

blazing sable
#

I successfully build my first package.
I testet the broken package on a laptop and surprisingly that gave me a different log, including:
"Failed to load '../../../Engine/Plugins/Experimental/OptiXDenoise/Source/ThirdParty/OptiXDenoiseBase/lib/OptiXDenoiseBase.dll' (GetLastError=126)
File '../../../Engine/Plugins/Experimental/OptiXDenoise/Source/ThirdParty/OptiXDenoiseBase/lib/OptiXDenoiseBase.dll' does not exist"

I disabled optixDenoiser Plugin and it worked.

@solar trellis thanks for the remarks, I will come back to them.

blazing sable
#

@solar trellis

"you need to debug it with a debugger attached to see what's really going on"

How do I attach it?

"you never specified a target on the command line"

not sure what target we are talking about. I can set a build target in the packaging section, but there's no explanation what this is good for.

"editor symbols are only for the editor on binary builds, you need the symbols from your Binaries folder or attach a debugger and point it to your symbols"

I honestly would not know how to do any of this.
I would assume something that has 50 gb is somewhat easier to use.
this official page on debugging doesn't even mention editor symbols:
https://dev.epicgames.com/community/learning/tutorials/dXl5/advanced-debugging-in-unreal-engine
it contains offer useful info tho.

no offense but I'm not a programmer or cpp user. I will use command line only if necessary.

since I got a packaged debug build now:
isn't there a way to just show fps or other stats in there ...?

blazing sable
#

ah, seemed to be some wierd key for the console that is not available on my keyboard.
got it going now by changing the keys.

tidal sundial
#

I just disabled some unused plugins and now I'm getting this error when I try to build, any ideas? UATHelper: Packaging (Windows): LogInit: Display: LogBlueprint: Error: ProxyFactoryClass null in K2Node_AsyncAction /Game/Blueprints/Player/MainCharacter_BP.MainCharacter_BP:EventGraph.K2Node_AsyncAction_2. Was a class deleted or saved on a non promoted build?

winged moss
#

this is a game-specific BP error

#

and maybe the BP actually depended on one of the disabled plugins

dusky ermine
#

hello fellow devs , so i have a plugin i made , which builds fine for 5.3, 5.4 and 5.5 was working too for a while

but lately i downloaded the editor debugging symbols , and today i can't package any plugin even old plugins that were packaging fine in 5.5 are not packaging now , been debuggin this for a while couldn't find any information

this is the log :

Unhandled exception: ArgumentNullException: Value cannot be null. (Parameter 'element')
at System.ArgumentNullException.Throw(String paramName)
at System.Attribute.GetCustomAttributes(MemberInfo element, Type attributeType, Boolean inherit)
at System.Reflection.CustomAttributeExtensions.GetCustomAttributes[T](MemberInfo element)
at UnrealBuildTool.ModuleRules.IsValidForTarget(Type moduleType, ReadOnlyTargetRules targetRules, String& invalidReason) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\ModuleRules.cs:line 1680
at UnrealBuildTool.UEBuildTarget.AddAllValidModulesToTarget(ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 4266
at UnrealBuildTool.UEBuildTarget.PreBuildSetup(ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 3720
at UnrealBuildTool.UEBuildTarget.Create(TargetDescriptor Descriptor, Boolean bSkipRulesCompile, Boolean bForceRulesCompile, Boolean bUsePrecompiled, UnrealIntermediateEnvironment IntermediateEnvironment, ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 1390

this same message happens for all plugins old ones that were working and the new one

thanks in advance

flint roost
#

I have this weird issue. Wondering what I can do to stop it. From what I can tell EOS wants to update it's SDK. Detects no updated version. Then exits. But it is spamming it on a loop every few minutes. This is one of the log messages it keeps spamming similar messages for.
LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 28032.921875
LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 28033.587891, Update Interval: 322.879730

proven stone
#

All you probably can do is to set verbosity of the LogEOSSDK to warning etc. in usual ini config (if eos obeys the laws of unreal) …

#

But as I’ve said, this log doesn’t mean there’s anything wrong at all, it’s just normal runtime logs

normal summit
#

I have a project that was initially made in 5.0.3, during mid development it was updated to 5.3.2 (bringing this up incase there's any relations to updating projects causing corruption), we did a build on September and it was fine, but trying to package from a different PC than initially causes an Unknown Error without any real errors or explanation. Does this log say anything about it?

[2025.12.01-18.06.02:445][900]UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown)
[2025.12.01-18.06.02:467][903]UATHelper: Packaging (Windows): BUILD FAILED```
#

Also when packaging a completely empty project, a duplicate window of the same project opens during packaging?

summer dock
normal summit
summer dock
solar trellis
#

@Kory

solar trellis
solar trellis
dusky ermine
# solar trellis

it's odd that i don't see the logs here , are they temporary ? should i rebuild and keep and eye on this dir

summer dock
dusky ermine
# summer dock I honestly usually just copy/paste the log from editor/commandline to notepad++ ...

aha , about this i do have logs when i try to build which is this :
Log file: C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.5\UBA-UnrealEditor-Win64-Development.txt
Total execution time: 2.26 seconds
Unhandled exception: ArgumentNullException: Value cannot be null. (Parameter 'element')
at System.ArgumentNullException.Throw(String paramName)

and more

but this is fixed (kinda ) when i downloaded new engine version on my laptop and built the same plugin no changes were made to it

so i guess my 5.5 version on my pc got corrupted after i downloaded the symbols maybe

summer dock
#

problems are usually 99.9% in the code/project

arctic path
#

Hey

In Unreal Engine 5.6

I have a project, the project name is GameFirst.

I want to package this project, but I want the packaged executable and folders and etc to use a different name - GameSecond.

The common way to do this is to rename the entire project, but since my project includes c++ classes, I can't just rename the .uproject file, and renaming a c++ project is a hassle.
Especially considering that I might need to package with different names often.

Found this tutorial:
Changing the Lyra executable name | Epic Developer Community

Roughly the same thing mentioned here:
https://forums.unrealengine.com/t/specify-the-name-of-packaged-exe/375605/2

Followed it, doing this:
I already had a GameFirst.Target.cs. Copied it, and on the copy changed the name to GameSecond.Target.cs.

GameSecond.Target.cs looks like this:

using UnrealBuildTool;
using System.Collections.Generic;

public class GameSecondTarget : GameFirstTarget

{
public GameSecondTarget(TargetInfo Target) : base(Target)
{
}
}

When I try to rebuild project files, I get this error

Not expecting project C:\Users\usermain\Documents\Unreal Projects\GameFirst\Intermediate\ProjectFiles\GameFirst.vcxproj to already have a target rules of with configuration name Game (GameSecondTarget) while trying to add: GameFirstTarget

What I am doing wrong?

Epic Games Developer

How to change the executable name when using the Lyra sample as a starter project.

Epic Developer Community Forums

Hello JohnWondle, To change the actual exe name, you would need to change the name of your project. This can be done by editing the name of the .uproject file. If this is a blueprint only project, it should be as simple as that. If your project includes code however, you will need to go and edit the appropriate parts of the source code to match...

dusky ermine
solar trellis
summer dock
dusky ermine
normal summit
charred hatch
#

Hey so when I package a build and crash while playing it, I'm given a useful stack trace in the .log. However, when I upload that same build to steam and crash, it gives UnknownFunction throughout the stack trace. Does anyone know why this might be the case?

summer dock
proven stone
# charred hatch Hey so when I package a build and crash while playing it, I'm given a useful sta...

That’s because steam strips pdbs when uploading… and I don’t recommend you to ship them A) they large and B) they provide entrypoint for reverse engineering

You should nit rely on logfiles… instead you should store the pdbs somewhere (ideally in symstore) and use the minidump file together with your own pdbs to give it context (keep in mind that pdbs change whenever something changes in the c++ code)

#

Minidump is generated whenever the crash window shows up together with the log snapshot and runtime-xml file containing some metadata

And if you’re using buildgraph to produce builds then there is the SymStore task (and optionally a SrcSrv one) so you can use those to store your pdbs… if not then you’ll have to do it manually

normal summit
charred hatch
charred hatch
proven stone
#

Make sure that they really get downloaded etc. since as I’ve said, steam is filtering these by default… but as I’ve said, if you open the minidump in visual studio or rider etc. you will see the while stacktrace as long as you have pdbs available locally (or in symstore)

That’s probably all I can suggest

charred hatch
#

Okay thanks. The pdbs are definitely downloaded right next to the .exe that I’m using to launch the game through steam

proven stone
#

Weird why it doesn’t “symbolicate” then (the process of looking things from pdb so they can be put into the log etc.) … I guess you’ll see from minidump then… good luck!

charred hatch
proven stone
charred hatch
#

they are evidently not the same and since you mentioned it's not recommended to push the .pdb files anyway, I don't feel the need to dig deeper into why they're not the same

proven stone
#

But glad you got it working at least! I’d recommend checking out symstore and its integration in buildgraph as it can automate storing of the symbols and their automated retrieval in visual studio/rider

charred hatch
#

you know what, I just realized I copied and pasted a .pdb from a build into my steamapps folder but didn't have a chance to test if just moving it there would create the proper .log. I then edited the .vdf to stop ignoring the .pdb and made new builds. I now think that didn't actually work and the .pdb wasn't being overwritten with each upload. I just thought it had worked since I forgot I manually put some .pdbs there 😵‍💫

vernal jasper
#

I'm trying to package a plugin and it isn't working

#

the plugin is called Wwise, and it keeps saying something is disabled even though it's not, if anyone here uses Wwise and knows how to package it pls lmk

summer dock
solar trellis
normal summit
solar trellis
spring sonnet
#

Is there anyone who knows the issue?

earnest nacelle
#

Can any1 help me upgrade a plugin from 5.3.2 to 5.5 ?

#

I tried everything

#

I even opened it with 5.3.2 and still needed rebuilding

winged moss
# earnest nacelle I tried everything

it helps to describe what you tried and what the problems were. you will also need a C++ project (which is trivial to setup if your existing project is BP only) to use code plugins in project

acoustic cosmos
#

How to enable the 'Test' build configuration?
Hey everyone,
I need to build my project in Test mode to get an optimized build with console commands and cheat manager enabled, but this profile isn’t available in my build configurations. I can't find any documentation on how to enable it. Could someone help me?

winged moss
solar trellis
solar trellis
acoustic cosmos
spring sonnet
#

Is there anyone who has packaged for Android in Unreal 5.7.1 and got it to run smoothly on mobile devices?

winged moss
waxen mauve
#

Hey guys, I've a pretty basic question about packaging/pak files/patching. Let's say I'll ship a game along with the editor build (I know you have to get permission from Epics to do that, but still). In shipping game there is some asset '/Game/PathToSomeAsset'. Is there any way for a modder with access to my editor to package .pak that will override '/Game/PathToSomeAsset'?

winged moss
waxen mauve
# winged moss I probably wouldn't recommend this approach and instead have some data driven wa...

Well, I actually want both, since purely data-driven approach won't be convenient if you want to just replace some mesh, or modify map (although, I'm not sure yet if it's even possible to patch maps in shipping builds). Regarding paks loading priority, this(https://buckminsterfullerene02.github.io/dev-guide/Basis/PakPatching.html) guide says it's alphabetical, also if I understand correctly, there is a way to manually mount .pak files at runtime. Currently I'm only concerned of the ways to build them (ideally, without modifying any existing project assets)

winged moss
#

well it depends what kind of mesh it's replacing. If I was implementing UGC support these days I'd be looking at implementing them as GFPs, and having everything controllable through GFAs

solar trellis
acoustic cosmos
young jay
#

Hi, I'm trying to exclude certain assets for a demo build that have been added to DefaultGame.ini through the project settings' DirectoriesToAlwaysCook.

I can't touch the DefaultGame.ini directly so I created Config/Custom/Demo/DefaultGame.ini and I'm trying to figure out how to overwrite the DirectoriesToAlwaysCook setting from there to nullify unwanted asset paths. I have confirmed that certain settings within the custom ini get applied. However the assets from the unwanted path always get included.

I have already tried -DirectoriesToAlwaysCook as well as !DirectoriesToAlwaysCook=ClearArray, but they didn't seem to work. Removing the paths directly from the project settings prevents them from being packaged so it doesn't seem to be a hardreference issue. Any help would be greatly appreciated.

quaint basalt
#

Hello, what I might be missing that in 5.7.1 I cannot package the project (the button is greyed out).

winged moss
#

Note the unfilled radio buttons next to the platform names

quaint basalt
feral zinc
#

Hey, I’m hoping to get a bit more info on how Game Feature Plugins (GFPs) interact with Chunking. From my poking around so far, they behave differently than Primary Asset Labels (PALs). PALs let you specify the chunks and have an option to label all assets in the directory and to do so recursively; a nice simple way to basically take a whole folder and put it into a chunk and by extension its own.pak file (which of course we can see from the asset audit tool (AAT) through either the size map or reference viewer). What I’ve gathered from my limited testing with GFPs on the other hand is that they let you assign a chunk (using the chunk GA) and there’s asset manager settings, but I haven’t been able to find a setting to grab everything in the plugin to put in the chunk and AAT isn’t showing that will be in the chunk created for the GFP? I’m sure I’m probably missing something obvious; I was hoping someone might have some more insight. Sorry for the ping @winged moss but you seem pretty knowledgeable about this, in this context in particular, so thought I might reach out. Thanks for any help in advance!

hollow shoal
#

is there a way to list everything that would be included in a cook (and why they're being cooked), without cooking? I have a lot of stuff getting cooked when I set default map to something empty, use default engine gamemode etc.
reference viewer on the default map shows nothing abnormal

hollow shoal
solar trellis
solar trellis
rough sail
#

Hey guys, I'm running into a packaging issue that has me a bit confused.

The project compiles and cooks content without any issues. Everything proceeds normally up until the very end of the packaging process, where it suddenly fails with the following error:

LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Assertion failed: U_SUCCESS(ICUStatus) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Internationalization\ICUInternationalization.cpp] [Line: 162]
LogWindows: Error: Failed to open ICUInternationalization data file, missing or corrupt?
LogWindows: Error:
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: Crash in runnable thread Foreground Worker #1
LogWindows: Error: end: stack for UAT
LogWindows: FPlatformMisc::RequestExit(1, FRunnableThreadWin::GuardedRun.ExceptionHandler)
LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, FRunnableThreadWin::GuardedRun.ExceptionHandler)```

I already attempted a full cleanup by removing all generated files and keeping only the Source, Content, and Config folders, along with the .sln and .uproject files. Unfortunately, the packaging error persisted.

Interestingly, if I copy those same folders and files into a completely new directory (different from the original project path), the packaging process succeeds without errors.

At this point I’m trying to understand what could cause the project to fail only when built from its original location. Any insights would be appreciated.
feral zinc
rough sail
#

Basically, if the original was:
V:\Projects\UnrealEngine\ProjectName\
then the copy is:
V:\Projects\UnrealEngine\ProjectName_Copy\

#

Already tried verifying the engine, even tried with both 5.6 and 5.7, both versions had the same issue

feral zinc
rough sail
#

You mean in both versions of the engine?

feral zinc
#

In both the original project and the copy. I assume it's project specific but I could be wrong.

rough sail
#

The ICUInternationalization is an engine file, not part of the project, and only it only throws an error when packaging from the original location.

When using an exact copy of the project just under a different folder name it doesn't complain at all

feral zinc
#

Ohh, I see. That's definitely odd, that squashes a lot of my ideas 🤔

feral zinc
# feral zinc Hey, I’m hoping to get a bit more info on how Game Feature Plugins (GFPs) intera...

Solved, I guess. The thing is that the Game Feature Data must reference whatever asset you want packaged either by being referenced through an action (making it a sort of primary asset) or it's referenced by one of those assets (making it a secondary asset). When I eventually did this AAT showed what I expected. So my inital assumption was wrong in that it doesn't take everything from the plugin and put it into a chunk, but I suppose this makes sense because it ensures only things that are used from a GFP actually get packaged rather than unintentionally balloon your chunk sizes.

It'll take some getting used to as this component first architecture that the GFP seems to suggest is pretty different compared to the typical inheritance based approach (like if you were doing a live service hero shooter, GFPs seemingly don't provide a way to spawn actors directly, although I suppose you could make them a primary asset and push them through the asset manager 🤔. In any case the other way to do it is to have a bare "frame" character that the plugins attaches components onto to compose unique characters.) Definitley more to learn still lol

proven stone
# feral zinc Solved, I guess. The thing is that the Game Feature Data ***must*** reference wh...

if you need to interact with the world directly through dynamic game features, it's usually done through world-partition layers, since those can be "external" (i.e. stored whereever in the project) and so your GFP can have a layer that will get loaded together with the main world and as long as you keep your actors on that specific layer they will get loaded into the world if the game feature is enabled

for things like players, pawns etc... generally you'd have registries like "NPC outfit register" or whatever, and then just register outfits from GFP into it... and or simply attach different components onto a barebones actor like game state etc.

#

so there are different approaches... honestly, Lyra is a pretty good example albeit complex one to grasp... the only thing they don't show afaik is the world partition layers since that's a relatively new feature since like UE 5.4 etc.

feral zinc
golden aurora
#

I was digging into what files sizes looked like after compression in the pak file and what I found surprised me. I figured many here would find the powershell script I wrote useful.

param(
    [string]$UnrealPak = 'C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\Win64\UnrealPak.exe',
    [string]$PakFile   = 'C:\Unreal Projects\MyGame\Build\Shipping\Windows\MyGame\Content\Paks\MyGame-Windows.ucas'
)

# run UnrealPak -List and capture output
$lines = & "$UnrealPak" -List "$PakFile" 2>&1

# extract lines that contain "size:" then create calculated properties for size substring
$list = $lines
    | Select-String -Pattern 'size:\s*[0-9,]+'
    | Select-Object @{
            Name='File'; Expression={ ($_.Line -replace '^LogIoStore: Display: "(\.\.\/)*','' -replace '\"\s+offset.*$','').Trim() }
        },
        @{
            Name='SizeBytes'; Expression={
                $m = [regex]::Match($_.Line, 'size:\s*([0-9,]+)', 'IgnoreCase')
                if ($m.Success) { [int64]($m.Groups[1].Value -replace ',','') } else { 0 }
            }
        },
        @{
            Name='SizeMB'; Expression={
            $m = [regex]::Match($_.Line, 'size:\s*([0-9,]+)', 'IgnoreCase')
            if ($m.Success) { [math]::Round(([int64]($m.Groups[1].Value -replace ',','')) / 1MB, 2) } else { 0 }
        }}
$list = $list | Sort-Object -Property SizeBytes -Descending
$list | Select-Object -First 20 | Format-Table -AutoSize -Property File, SizeBytes, SizeMB
$list | Export-Csv -Path "inspect_pak.csv" -NoTypeInformation -Encoding UTF8
Write-Host "Details exported to inspect_pak.csv"

Write-Host "Total Files: $($list.Count)"
$totalSizeBytes = ($list | Measure-Object -Property SizeBytes -Sum).Sum
$totalSizeMB = [math]::Round($totalSizeBytes / 1MB, 2)
Write-Host "Total Size: $totalSizeBytes bytes ($totalSizeMB MB)"
#

TLDR: Normal maps compress terribly y'all 😅

proven stone
# golden aurora TLDR: Normal maps compress terribly y'all 😅

Normal maps actually compress quite well… to be more specific exactly 4:1 compression ratio as that’s how the algorithm behind BC3/DXT5 works… so output texture is literally 4 times as small as original raw uncompressed texture (not speaking about png here since other than import you never deal with these formats)… what is probably the reason why it’s larger than you’d expect is because of texture streaming… every texture that’s sized power of two can have a mip chain (smaller textures that are faster to load… I.e 4096 texture will have 2048, 1024, 512, 256, 128, 64, 32, 16, 8 and sometimes even 4)

So… simply said raw 4K texture as GPU needs it would be ~ 50 MB (4096*4096*3*1… resolution * channels * bytes per channel)

Compressed normal map in dxt format would be around 9 MB (compressed in 4:1 ratio + you only need 2 channels for tangent space normal maps) and with mip chain you’d get to around 11-12 MB

So… Id say given all and all normal maps can actually be quite well compressed… they can be further compressed by using stuff like oodle but the compresssion ratio is hard to calculate from top of my head … so… make sure your normal maps are correctly configured

Also instead of reading data from pak files Id recommend built-in tooling in editor which gives you mich more convenient size preview both in terms or RAM/VRAM but also disk size

#

But yeah if you use the simple mindset of “png small -> cooked file large” without knowing what goes behind the scenes… then yes… textures compress badly… but if you know then you’d know that normal maps are one of the better texture formats

shy pecan
#

Is there a way to get the build configuration while cooking? I tried this but it doesn't return anything:

FString CommandLineValue;
    
if (FParse::Value(FCommandLine::Get(), TEXT("clientconfig="), CommandLineValue)) {
    OutFlags.AddUnique(CommandLineValue);
}
#

This is also not working because the cooker always runs in Development

EBuildConfiguration FApp::GetBuildConfiguration()
{
#if UE_BUILD_DEBUG
    return EBuildConfiguration::Debug;

#elif UE_BUILD_DEVELOPMENT
    return bIsDebugGame ? EBuildConfiguration::DebugGame : EBuildConfiguration::Development;

#elif UE_BUILD_SHIPPING
    return EBuildConfiguration::Shipping;

#elif UE_BUILD_TEST
    return EBuildConfiguration::Test;

#else
    return EBuildConfiguration::Unknown;
#endif
}
solar trellis
#

what issue are you trying to solve?

open rapids
#

guys hello, why I can not pass decrease the pacage content even more?

#

I am making UI game, so I just made every plugins disable, only plugins which I need (now totally 24 plugins enabled)

#

but overall this is still too much

summer dock
solar trellis
proven stone
# open rapids

First… unreal will always have relatively large overhead in terms of disk size… do what others have already suggested… but also since this is a windows build… make sure to remove PDB files… those are usually quite large and contain symbols for debugging and you usually don’t distribute those with your game… you usually keep them on si called symbol server (symstore) for when you need to debug some crashes… but your users don’t need them

#

And worth noting that one 4K texture can easily be 50+MB in size alone… especially when used for UI (R8G8B8A8 compression) as that’s the worst compression format there is… but is necessary for UI pretty much

solar trellis
proven stone
shy pecan
solar trellis
shy pecan
subtle meadow
#

hacing issue where after I packaged my game i click on the .exe but for some off reason the game doesn't seem to open at all, no splashscreen or nothing

winged moss
#

there's also -basedir where you can launch the game directly from your IDE but point it somewhere where you have cooked content

subtle meadow
#

so when I run with the waitfordebugger what am I looking for ??

#

I don't think i see a process

#

i've put that - thing there F:\UE_Projects\PackagedBuilds\TheSilentFacility\Version_0.0.1\Windows\TheSilentFacilities.exe -waitfordebugger I assume thats right

winged moss
#

yeah, now attach a debugger from VS/Rider. if it's crashing the debugger will break

#

though that process is the bootstrap exe

subtle meadow
#

what process would I attach it to cause as I say I don't see any process relating to my packaged game

#

thats all i see

winged moss
#

and -waitfordebugger will only work in a non-shipping build

subtle meadow
#

arrr

winged moss
#

I'm not sure why you're searching for "boot"

#

it'll probably be called something like TheSilentFacilities-Win64-Development.exe

#

since you're on Rider, you should install ezArgs

#

change the target to shipping / game / win64

#

and then you can use -basedir

subtle meadow
#

whats ezArgs ?

winged moss
#

it allows you to specify command line parameters for the process you launch via the debugger

#

so you can specify -basedir="path/to/cooked/game/<projectname>/Binaries/Win64

subtle meadow
#

so changed it to package with development config cause I'm sure I've not had this issue with previous project when I've cooked and packaged them

#

right okay I see what you mean about the willattach thing

winged moss
#

it's a command line parameter

#

that's why I suggested installing ezArgs

subtle meadow
#

just installed it onto Rider

winged moss
#

so now you'll have a text box next to the debugger controls

subtle meadow
#

and you say this waitfordebugger doesn't work in non shipping builds

winged moss
#

well yeah, you can verify it in the engine source. it's in a #if !(UE_BUILD_SHIPPING) block

#

-basedir works regardless of build configuration

subtle meadow
#

spose just to get it loading shipping is fine and once I find whats causing issue and fix that I can revert to packaging with other configs like debug and development

winged moss
#

it's always easier if you can repro it in development, because you get text logs and -waitfordebugger/-waitforattach works

subtle meadow
#

so I add that to my shortcut to the .exe

#

and then I run the shortcut and then as you say run that other command in the box in rider

winged moss
#

They're mutually exclusive

#

You do one or the other

#

When you launch the shortcut, you just find it in the "attach to process" list, making sure you select the actual exe and not the bootstrap one

subtle meadow
#

so i'm not seeing the exe in the list

#

so I'm feeling like the exe is nto actually starting

winged moss
#

And this is with a development build, correct? Or else we're just going in circles

subtle meadow
#

ohh thought you wanted me to do it in shipping build haha

#

sorry if you didn't want me to

winged moss
#

I was talking about two separate packaged game debug methods that are mutually exclusive.

-waitfordebugger is the simplest and I mentioned that this doesn't work in a shipping build

-basedir is the one that works for any build type and that allows you to point an locally built exe towards content you've previously cooked

subtle meadow
#

okay we'll go with the latter first as I already have it packaged in shipping build. so the -basedir when I put it into the box you mentioned would I just press the normal greeen play button or is there a different button I press to run it ?

winged moss
#

You press the green bug button. You need to select the correct target in the drop down as well

subtle meadow
#

thats what I've put into the box

winged moss
#

Why did you specify Engine in the path there?

subtle meadow
#

cause thats the path to the Binaries folder

#

oh isee

winged moss
#

No it isn't, it's in the directory named after your project

subtle meadow
#

wrong binaries folder haha

#

and the config etc in rider top left I can leave on anything as I assume it'll run the exe which is already in shpping build

winged moss
#

No, it must match what you actually want to debug

subtle meadow
#

okay just changing that now and I'll press button see what happens

#

so just tried it and this is what I got


Process finished with exit code 777,006.
#

don't think I've ever seen that exit code before

subtle meadow
#

@winged moss so gonna have to try the other method, the one where I can run in developement the game cause it's just not wanting to run after clicking the .exe

#

I've packaged in development this time as well

mystic atlas
#

If -waitfordebugger isn't soon enough, you can add the built exe to VS and run it directly with debugging. May help.

subtle meadow
#

so just need to change something I missed, I changed the gameplay tag thing but didn't remove the static things I did so need to re cook and pack and hopefully the game will open when .exe is clicked on

#

if it doesn't then might have to try what you've suggested there cause something is going on

winged moss
mystic atlas
#

Ah ha!

subtle meadow
#

yeah that -basedir didn't seem to work either tbf but if this don't work on this packaged attempt I'll package as Shipping build and try that -basedir one

#

again

#

so thats fixed it was me leaving in the static gameplay tag thing by accident which was stopping it from loading the packaged game. thats sorted now though so

sacred linden
#

Hi! I'm maintaining small-scale CI/CD setup (around 30-50 people at one site), we have UE 5.6 and have migrated to 5.7.1. There's Jenkins and UGS. And it all worked fine until we have decided to get MetaHumanDepthProcessing plugin. It's owned by Epic Games and they are not sharing the source.
So here's little preface story.

We've copied plugin's directory from vanilla engine entirely and got it under our source control (P4). And so when the Jenkins tries to build the new editor binaries for UGS, it says:

BUILD FAILED: AddBuildProductsFromManifest: C:\project\PROJECTNAME\Plugins\MetaHumanDepthProcessing_5.7\Intermediate\Build\Win64\x64\UnrealEditor\Development\MeshTrackerNodes\UnrealEditor-MeshTrackerNodes.lib was in manifest "C:\project\Engine\Intermediate\Build\Manifest.xml" but could not be found.

I've found one very simple workaround of simply marking the plugin "Enabled": false inside PROJECTNAME.uproject. Then UGS can build and ship the binaries, however there's another quirk. When the binaries arrive and unpack, UE says:

Plugin 'MetaHumanDepthProcessing' failed to load because module 'MetaHumanMeshTrackerCore' could not be found.  Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

For which there's another simple fix: update BuildID with our BuildID, that was generated during the build, inside plugin's UnrealEditor.modules. And now it works. But I have sneaking suspicion that I've missed something.

And the question is: how do you guys deal with plugins that do not need to be built for UGS?

As a disclaimer: I haven't altered the plugin nor did something weird with the engine. Also I've included the tree view with files from the plugin's directory for clarity.

#

BTW, Jenkins builds editor binaries for UGS in a most straight-forward way possible:

cd /d "C:\project" && Engine\Build\BatchFiles\RunUAT.bat BuildGraph -Script=Engine/Build/Graph/Examples/BuildEditorAndTools.xml -Target="Submit To Perforce for UGS" -set:EditorTarget=PROJECTNAMEEditor -set:ArchiveStream=//PROJECTNAME/Dev-Binaries -P4 -Submit

So I don't really think that I'm doing something very wrong here. 🙂 Thanks in advance!

dull phoenix
proven stone
#

Check like fifth line from the top… it literally says what blueprint is wrong… and usually resaving that blueprint helps… if it’s a redirector fix it… in worst case rebuild that blueprint from scratch… simple as that

dull phoenix
#

thats a pretty big blueprint

proven stone
#

It might be… but with blueprints, unlike c++, its either broken or not broken… there isn’t really anything in-between or more specific such as “code line X is broken so fix the condition”

junior rose
#

Is there anyone that understands what the issue is? I've tried reinstalling the engine multiple times, removing plugins i dont use, restarted pc, deleted the binaries and intermediate files and rebuild - always same issue "error: unknown error" - Claude said that i had files missing but verifying and reinstalling didn't help, i updated drivers, made sure visual studio code had everything required and nothiing.... It's for my grad project, an idle clicker 2d game with only ui basically.

winged moss
#

so it looks like you did everything but verify your engine install

#

You do have the wrong MSVC build tools for your engine version though

#

You only have 14.44, for 5.6, you should be using 14.38

junior rose
# winged moss so it looks like you did everything but verify your engine install

Is there a different way to verify it than on epic launcher? I've verified it multiple times so its super weird that that didn't help. I even tried uninstalling everything unreal engine related and then reinstalled everything, but same issues. Could an anti-virus on my pc be stopping certain files from downloading with the engine install?

winged moss
#

I would make sure your engine and project directories are both added to exclusions (may have a build performance benefit), but it's just a text file so unlikely

#

SkeletalMeshUpdater.h for example should exist in Engine/Source/Runtime/Engine/Internal

junior rose
#

(the files were installed but in internal folder, and for some reason it couldn't find them there)

vivid bay
#

Hello. I migrated project from 5.6 to 5.7 and after some work managed to compile and run properly in editor. Now I am trying to package it (looks like there is now new Project Launcher option). Unfortunately, it errors out on Launching stage with errors like:

...
LogPluginManager: Error: Failed to load Plugin (D:/Unreal/projects/tech/FingerGuns/Saved/StagedBuilds/Windows/Engine/Plugins/BaseMaterial/BaseMaterial.uplugin); Failed to read file. The document is empty., Line 1:
...```

It looks like project for some reason cannot properly find unreal engine 5.7 files, at least for plugins. Anyone encountered that problem?
#

I will note that packager in general knows where project and UE engine is, as shown by various log lines like

...
Including config file D:\Unreal\projects\tech\FingerGuns\Config\DefaultGame.ini

I have no idea why it is so lost when it comes to plugins.

solar trellis
#

but you are likely missing engine files due to a bad install and you should validate your install on Binary or manually diff folders using git or WinMerge or whatever if using source

vivid bay
#

I checked and UE 5.7 has these plugins in Engine/Plugins, but I will try that Setup.bat thing

vivid bay
#

btw I created new project from scratch and packaging went fine

#

so I am quite sure my UE 5.7 installation is good

#

In general I need pointers as whole zen server thing confuses me.

#

okay found how to package into normal stuff, good.

sick mortar
#

After upgrading from 5.5 to 5.6. this is happening in shared video.
It only happens when play on mobile. All work good on PIE.

solar trellis
vivid bay
mortal umbra
#

I have tried to package my demo, but it gives me this error. Any idea: "Unhandled exception: DirectoryNotFoundException: Could not find a part of the path 'G:\UE Project\TPSK\Intermediate\Build\BuildRules\TPSKModuleRulesManifest.json'."

dull phoenix
#

I tried to package my project. It won't store the packaged files after finished. WHich checkbox i requried for that?

deep abyss
#

Hello, am I missing something or cultures/languages are missing in the latest Project Launcher packaging config?

mortal umbra
#

What does this mean: "Expecting to find a type to be declared in a target rules named 'TPSKTarget'. This type must derive from the 'TargetRules' type defined by UnrealBuildTool."

solar trellis
mortal umbra
winged moss
solar trellis
mortal umbra
mortal umbra
#

How i have this error: Missing precompiled manifest for 'libpas', 'D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\Build\Win64\UnrealGame\Development\libpas\libpas.precompiled. This module can not be referenced in a monolithic precompiled build, remove this reference or migrate to a fully compiled source build.
This module was most likely not flagged during a release for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in libpas.Build.cs to override.
Dependent modules 'Core'

jagged cape
#

I'm trying to update to 5.7 (from 5.6) and packaging for windows is failing like this

UATHelper: Packaging (Windows): Running Internal UnrealHeaderTool <PROJECT>\Intermediate\Build\Win64\temp\Shipping\temp.uhtmanifest -WarningsAsErrors
UATHelper: Packaging (Windows): UHT processed temp in 26.5098776 seconds (14226 files written)
UATHelper: Error: Packaging (Windows): ERROR: Non-editor build cannot depend on non-redistributable modules. <PROJECT>\Binaries\Win64\temp-Win64-Shipping.exe depends on 'ToolMenus', 'ToolWidgets'.
UATHelper: Packaging (Windows): Dependant modules 'ToolWidgets', 'ScriptableToolsFramework'
UATHelper: Packaging (Windows): Non-editor build cannot depend on non-redistributable modules.

I can't figure out a reasonable way to figure out where the dependency on ToolMenus and ToolWidgets is coming from. I'm guessing some plugin. Is there a way to get that info from UHT?

solar trellis
jagged cape
solar trellis
wintry vine
#

with my packaged build, for some reason I can debug crash minidumps that I generate from my own PC just fine, but when a playtester sends me their minidump, the callstack is always unknown function/seems like the pdb doesn't work... any ideas what would be causing this?

quick coral
winged moss
open rapids
#

Anyone knows how to decrease build package size in unreal engine? My current empty map build size is 175 mb

proven stone
#

if it's whole game then don't expect to go much lower than that without pulling some weird shenanigans, unreal has quite a large package base size especially if you include things like debug symbols etc....

open rapids
#

which is just empty map

mystic atlas
#

People have gotten it down to about 50 iirc, but with cutting out major parts of the engine.

proven stone
# open rapids whole game

That’s to be expected with unreal… as Daekesh said… there are ways to get it lower but you’re going to have to sacrifice some things… I recommend simply using google or YouTube searches as there’s plenty video tutorials on how to cut things out… but you’re going to have to ve really for the consequences of your actions

proven stone
#

Also in the grand scheme of things 150 megs base size is really nothing as one uncompressed RGB 4K texture can be 50 MB in size (purely theoretical raw size)

mystic atlas
#

Just things I've heard. No real source.

open rapids
open rapids
mystic atlas
#

You could just create a slate application and call it done 😂

proven stone
#

Or… wild idea… use different engine /s …

mystic atlas
#

AAAAAAAAAAAAAAAAAA studios

proven stone
#

Honestly the problem with unreal is that the engine needs quite a lot of things to work correctly but the moment you start adding any content to your came it will be almost inconsequential compared to the whole game size

open rapids
proven stone
#

In certain places we use 4K textures… though fairly sparingly and mostly for atlases and stuff

#

TLDR 150 MB size is already quite small and all I’m trying to say is that I don’t see much point it pushing the size further since couple meshes and textures will easily overshadow that… especially if they’re going to go with baked lighting since that’s standard on mobile (where size matters the most)

#

2k, 4k… doesn’t really matter… what matters is overall vram usage and throughput and other overall metrics

#

… gee ate too much salt today huh? I don’t have the energy to have pointless arguments with ya especially if anything I say is somehow bad by your standards… I’ve said what I had to say so o7

valid marten
#

Any time i package game in any build configuration, there is one Folder always created with two logs. How to tell unreal not to create it. Folder Name :FileOpenOrder

gusty oasis
#

Hi guys! ihave this error while trying to pack my game pls help

#

PackagingResults: Error: System.IO.FileNotFoundException: Could not find file 'C:\Users\hp\OneDrive\Documentos\Unreal Projects\collect\Intermediate\Source

wanton brook
#

try to move your project out of OneDrive

vernal jasper
#

i keep getting this package failure when trying to package a plugin

proven stone
proven stone
# vernal jasper heres the entire output log copied

Likely seems to be tied to where your project is located as the intermediate output paths are almost 300 characters long in certain places and unreal has (for legacy reasons) limits at 255 characters (there are ways to bypass the warnings but windows has to have long paths enabled and you also have to change a config flag in unreal)

Easiest way to fix it is to move your project closer to your drive root and keep the base path to the project as short as possible

#

example of a path it's complaining about:

C:\Users\jaythefrog\Documents\HelloNeighborStuff\HN3PM\UE5\FourthFuckingTest\HN3PM_V0.0.9\Windows\HN3ProtectorMode\Plugins\AdvancedSessions\HostProject\Intermediate\Build\Win64\x64\UnrealEditor\Development\CoreUObject\SharedPCH.CoreUObject.RTTI.Cpp20.h.dep.json
#

so move your project you're trying to package closer to the disk root and you should be fine

vernal jasper
#

hopefully it'll fix that if i move it to my base documents folder

proven stone
#

in certain cases you're ~40 characters over

vernal jasper
#

yeah i have a lot of subfolders that i'll cut out

proven stone
#

generally I put my projects as close to the drive root as possible, for example E:/UE/{ProjectName}

#

makes unreal happy

vernal jasper
#

alright I'll try that, thanks!

proven stone
#

good luck!

vernal jasper
proven stone
#

Glad it helped

fast hearth
vernal jasper
#

I was tired tbf

#

Packaging does that to you

gusty oasis
magic forge
#

Hey all, trying to package a build with a bunch of metahumans but some are missing their grooms and the missing asset references are causing the packaging to fail. Is there any easy way to tell the cooker to bypass or ignore those missing assets? I found a few settings in packaging settings like bTreatWarningsAsErrorsOnCook=False but it doesnt seem to help.

zenith idol
#

Everytime I try to package my game after some development time I always have to go through the process at least twice due to struct-related errors whenever I've edited one of my custom structures. To fix it after the packaging fails I have to go into every specified blueprint/function that references that struct, refresh all nodes and recompile. Why is that ? Never being able to package on the first try is very annoying
UATHelper: Packaging (Windows): LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/UI/Utility/UW_ItemIcon.UW_ItemIcon_C:SetItemIcon:CallFunc_GetDataTableRowFromName_OutRow'. Unknown structure.

zenith idol
#

I see thank you.

real quarry
jagged jolt
#

maybe consider actually profiling the game to determine why the frames are slow as well

modest badger
#

🤔

modest badger
#

i was trying to packadge the build 5.6

jagged jolt
#

basically you need to specifically install a version that isn't the latest

#

in your defense that output log sucks because it hides what the version actually means

modest badger
#

well yea i have that

jagged jolt
#

nope

#

this is msvc

#

scroll down a bit

#

get the actually intended version for 5.6 from the vs installer (modify install -> individual components)

#

if it's still accidentally using the latest one set the version manually in buildconfiguration xml or your target

modest badger
#

thnx boss

jagged jolt
#

all good, this stuff caught a lot of us so we all had to do the same thing

solar trellis
# modest badger

that's your IDE not your compiler, you need tho proper version which is 14.38 iirc

lucid mist
#

Hello, I'm getting this error. Can you help?
LogHttp: Warning: 00000691B9361500: request failed, libcurl error: 28 (Timeout was reached)
LogHttp: Warning: 00000691B9361500: libcurl info message cache 0 (Hostname in DNS cache was stale, zapped)
LogHttp: Warning: 00000691B9361500: libcurl info message cache 1 ( Trying 98.95.97.145:443...)
LogHttp: Warning: 00000691B9361500: libcurl info message cache 2 (Connected to datarouter.ol.epicgames.com (98.95.97.145) port 443)
LogHttp: Warning: 00000691B9361500: libcurl info message cache 3 (ALPN: curl offers http/1.1)
LogHttp: Warning: 00000691B9361500: libcurl info message cache 4 (TLSv1.3 (OUT), TLS handshake, Client hello (1):)
LogHttp: Warning: 00000691B9361500: libcurl info message cache 5 (SSL connection timeout)
LogHttp: Warning: 00000691B9361500: libcurl info message cache 6 (Closing connection)
LogHttp: Warning: Retry exhausted on https://datarouter.ol.epicgames.com/datarouter/api/v1/publ
I live in Russia. Could this be related?

winged moss
#

These are not packaging errors

#

If packaging fails, you'll need to supply more of the log

lucid mist
#

ok

#

UATHelper: Packaging (Windows): LINK : fatal error LNK1181: �� 㤠���� ������ �室��� 䠩� "delayimp.lib"

#

what's wrong with him

#

UATHelper: Packaging (Windows): ------ Building 5 action(s) started ------
UATHelper: Packaging (Windows): [1/5] Compile [x64] SharedPCH.Core.Project.ValApi.Cpp20.cpp
UATHelper: Packaging (Windows): [2/5] Resource Default.rc2
UATHelper: Packaging (Windows): [3/5] Compile [x64] ProjectFarm.cpp
UATHelper: Packaging (Windows): [4/5] Link [x64] ProjectFarm-Win64-Shipping.exe
UATHelper: Packaging (Windows): LINK : fatal error LNK1181: �� 㤠���� ������ �室��� 䠩� "delayimp.lib"
UATHelper: Packaging (Windows): Total time in Parallel executor: 38.75 seconds
UATHelper: Packaging (Windows): Total execution time: 42.18 seconds
UATHelper: Packaging (Windows): Took 42,41s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\UBA-ProjectFarm-Win64-Shipping.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 47s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED

summer dock
lucid mist
lucid mist
#

LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCodeArchive.cpp] [Line: 413]
DecompressShaderWithOodleAndExtraLogging(): Could not decompress shader group with Oodle. Group Index: 129 Group IoStoreHash:b5092c6c6d8fe34dff53b309 Group NumShaders: 1 Shader Index: 682 Shader In-group Index: 129 Shader Hash: 049622AB97C17629CB0DC6C03C377038C65F2443. The CPU (Intel(R) Core(TM) i5-10210U CPU @ 1.60GHz) may be unstable; for details see
I get this error when switching from the menu to the main gameplay. I read that it's related to the CPU being overclocked. Is that true?

solar trellis
lucid mist
#

ok

solar trellis
# lucid mist how to do this

oh boy... if you don't know how then you will have a lot to learn and you may still not even understand what you are looking at. I would suggest paying for an expert

lucid mist
solar trellis
lucid mist
lucid mist
minor flame
#

Getting a crash when I try to package the default 3p template in 5.6.1

UnrealEditor_TurnkeySupport!FTurnkeySupportCallbacks::CookOrPackage() [D:\build\++UE5\Sync\Engine\Source\Editor\TurnkeySupport\Private\TurnkeySupportModule.cpp:405]
UnrealEditor_TurnkeySupport!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,FName,EPrepareContentMode>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:801]
UnrealEditor_Slate!FUIAction::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Public\Framework\Commands\UIAction.h:139]
UnrealEditor_Slate!SMenuEntryBlock::OnClicked() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1197]
UnrealEditor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1148]
UnrealEditor_Slate!V::TBaseSPMethodDelegateInstance::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:292]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:495]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:419]
UnrealEditor_Slate!SMenuEntryButton::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:447]
UnrealEditor_Slate!`TArray<TWeakPtr<TAnimatedAttributeBase,1>,TSizedDefaultAllocator<32> >::Remove'::`2'::<lambda_1>::operator()() ```
#

Wanted this for profiling, other projects package just fine

solar trellis
winged moss
#

not sure where a build server comes in since this callstack is definitely from a UI interaction in the editor

#

this crash looks like it was fixed in 5.7 (well, it doesn't crash the editor and gives more detailed information)

#

apparently this can happen when you have added C++ to your project, not built editor binaries, and then attempted to package through the editor UI

minor flame
#

no c++ in this one, I was just trying to package a freshly created template. Not really that critical, might try again later

solar trellis
thorny plover
#

I want to:

  1. add a PublicDefinition to my build.cs so I can choose to compile some code into the game. I got this working.
  2. Load a config variable into the Target or Build files so I can edit the variable before packaging to switch between the versions. Is there a way to debug the Target and Build cs files? Cus it doesn't work at least the way I set it up.
  3. Add this config flag as a setting that can be toggled in editor. Can I do this without a custom source build?
  4. is this even a good idea? Should I make a bat file that calls RunUAT -MyDefine and how would I do that correctly?
solar trellis
thorny plover
#

This is what I am working with. The Build.cs works if I manually set the bool to true or false and is probably fine for doing a manual build but I want to add an option in the editor for convinience. I can't access the ConfigHierarchy in the Build.cs so I am using the Target.cs and this was an example I saw. I am assuming the paths are related to MyGame.uproject so those are the configs I was modifying which might be incorrect. And I haven't even tried extending the editor to add a build option.
I was hoping to do all of this without a source build of the engine.
Also, the project I am working with is 4.26 which I know is a little out of date

//Target.cs
{
    bool bBuildWithMyDep = false;

    ConfigHierarchy Config = ConfigCache.ReadHierarchy(ConfigHierarchyType.Game, ProjectFile.Directory, Target.Platform);
    if (Config != null)
    {
        Config.TryGetValue("MyConfigHeader", "bBuildWithMyDep", out bBuildWithMyDep);
    }
    GlobalDefinitions.Add(bBuildWithMyDep ? "INCLUDE_MYDEP=1" : "INCLUDE_MYDEP=0");
}

//Build.cs
{
    bool bEnableMyDep = Target.GlobalDefinitions.Contains("INCLUDE_MYDEP=1");

    if (bEnableMyDep)
    {
        PublicDependencyModuleNames.Add("MyDep"); 
        PublicDefinitions.Add("MYDEPENABLED=1");
    }
    else
    {
        PublicDefinitions.Add("MYDEPENABLED=0");
    }
}
#

I have checked for the GlobalDefinition INCLUDE_MYDEP in code but it doesn't trigger a breakpoint so the issue could be there

solar trellis
thorny plover
#

My idea was that I don't want to build with this in the editor, but when I Package the game I may want to add this feature or not.
I will look into developer settings and cvars though

thorny plover
#

This works, I can load the editor without the code and then the shipping package builds with it:
if (Target.Configuration == UnrealTargetConfiguration.Shipping).
I was hoping I could do something like that, by changing a bool value false or true depending if you want to package the code

solar trellis
thorny plover
#

I realized that after I sent the message and just got it working I think

#

I was able to set a global define in the newtarget.cs and in my original build.cs I was able to enable the define for that build

#

I think it works at least, I am making a build to see if the optional code doesn't compile normally now

#

Yeah that seems to be all I had needed. Thanks!

dull phoenix
#

When I package my project using ProjectLauncher, what are all the options to get the most logs if any errors occur?

kindred onyx
#

i have an source build, crashes everytime i refresh platform status

Assertion failed: (!FPlatformProcess::SupportsMultithreading()) || (!bIsRunning) [File:D:\UE_5.6_Source\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\MonitoredProcess.cpp] [Line: 108]

solar trellis
kindred onyx
solar trellis
# kindred onyx this is all i got when i click refresh platform status,, for now i am using cmd...

so you are getting out of date packages issue, full logs and highlights would be better than snippets: https://forums.unrealengine.com/t/5-6-1-crashing-in-a-weird-way/2671720/5

Epic Developer Community Forums

If anyone ends up on this page because of this error all you have to do is open the automation project via visual studio at Engine\Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj and then use the NuGet package system to update it. You don’t need to build it to do this or generate/save the sln file. This is for the Error: app...

dull phoenix
#

During packaging , what are the maximum log i can get about errors?

solar trellis
#

the saved log tells you where it is

kindred onyx
covert plank
#

Hey, anyone running into very slow build times in UE 5.7?

We have a very large project which did cock extremely fast in 5.6 due to only changes files needed to cook again. In 5.7 we always have to to some sort of full rebuild and we need to cook all ~140000 packages again and again. Resulting to a build time of ~1h where it was ~10min in 5.6

Is there any fix?

proven stone
solar trellis
zealous remnant
#

Anyone know what specifically needs to be turned on in a packaged build to be able to see the callstacks? All I'm getting currently is Unknown Function when we get Fatal Errors

#

And we already have this setup

solar trellis
zealous remnant
#

Oh I think I found where the PDBs end up stripped in our pipeline, thank you

#

Now I just need to figure out why it does

worn hatch
#

Hey question, they changed packaging in ue5.7. it doesn't save then build to folder location? Or I'm I going crazy? Or it now called archive?

solar trellis
zealous remnant
#

This is for a debug branch, not public. But heard, I'm looking into it.

sleek stone
#

Hi everyone,
I have been fighting the engine all day regarding deployment and I’m hoping someone can point me in the right direction.

The Context:
I work in ArchViz, producing experiences that are usually quite heavy (8GB to 25GB+ packaged). My clients frequently request minor adjustments after delivery—small things like changing a label, a texture color, or moving a prop.

The Goal:
Currently, I have to repackage and upload the entire project for these tiny changes, which is inefficient. I want to implement a Patching workflow so I can deliver a Base Build (v1.0) and then send small .pak updates (MBs instead of GBs) containing only the modified assets.

The Problem:
I am trying to set this up using Unreal Engine 5.6, but I cannot get the Project Launcher to generate a proper patch.
I have tried using -generatepatch based on a release version.
I have tried using -dlcname to isolate changes.
Most guides and AI assistance are outdated for 5.6, referencing legacy .pak workflows that seem to conflict with the new forced ZenStore/IoStore pipeline in 5.6.

My results so far:
The engine either errors out regarding AssetRegistry paths, or it successfully builds but generates a Full Build (re-cooking all content) instead of a delta patch, resulting in a massive file size again.

The Question:
Does anyone have a working workflow or command-line arguments for Patching in UE 5.6? Specifically, how do I force the cooker to recognize the Release v1.0 Metadata correctly so it only cooks the difference?
Any advice would be a lifesaver.

My Setup:
Engine: UE 5.6 (Main/Source)
Platform: Windows
Target: Shipping / Development
Settings: Use Io Store [x], Generate Chunks [x]
Thanks in advance!

dull phoenix
#

How can I get detailed log during cook process using ProjectLauncher about a blueprint causing cook failure?

solar trellis
#

I have no idea what ProjectLauncher is, I either cook via editor, on our build machines, or via scripts

flint roost
dull phoenix
solar trellis
agile zealot
serene osprey
#

Can't install on mobile say there was a parsing problem

#

How to fix?

sleek stone
#

@solar trellis I figure it out in case you are interested. on version 5.5 is very straight forward and documented in the official documentation, for 5.6 that won't work. so you just have to cook it with the Automation tool. RunUAT.bat

chilly snow
#

Hi, I have a question... are these lines in yellow preventing my package? Or should I only focus on tackling the red errors?

timid plinth
#

Just the red ones

chilly snow
# timid plinth Just the red ones

k, thanks
I have thousands of different external assets and folliages in my game, their external sources are deleted probably or moved, but they all exist only inside of my project, there's no duplicates outside of my project.

modest drum
#

Anyone know how to fix this ?
PackagingResults: Error: Content is missing from cook. Source package referenced an object in target package but the object was stripped out of the target package when saved.

solar trellis
royal mantle
#

Hey, I have a question, i kinda do not know which channel is suited for this kind of question, so i figured i'd put it here.
We are migrating our project from UE 5.5 (Stock) to UE 5.7 (Source) version.
I have moved our project to target version, and everything seems to be working in editor, however when im packaging our project to a built game, everything is working except the custom collision channels.
I there something "custom collision related" that happened between these two versions and was not applied on our side, or is it a "normal operation", when migrating from stock to a source engine, that needs additional attention?

solar trellis
royal mantle
#

Stock => Source migration problem (challenge).

modest drum
#

Hello, i have this error for days now and tried allot, is there anything i can do?
UATHelper: Error: Cooking (Windows): LogWindows: Error: appError called: Assertion failed: !CurrentSlotElementId.IsValid() || GetUnderlyingArchive().IsLoading() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\StructuredArchive.cpp] [Line: 143]

modest drum
#

yea sure wait

modest drum
solar trellis
# modest drum

when you are using binary engine and running into issues you really need to have editor symbols otherwise the logs are pointless

modest drum
#

i dont understand what you mean by that, i triet to cook and thats whats in the logs, i dont know what you mean by binary engine im sorry. where exactly can i get something that helps me more identifing what to do here

modest drum
solar trellis
modest drum
modest drum
#

ohh okay thanks!

#

that alone solves it or do i need it to find whats wrong?

solar trellis
modest drum
#

Okok nice

#

how do i use this?

#

already asking so i can just go and try then myself

modest drum
#

ah just try to cook and it does use itself? i dont need to launch it or smth?

modest drum
#

helped me more already than any website i was reading

modest drum
#

hey @solar trellis i did another cook, here is the logs

#

UATHelper: Error: Cooking (Windows): LogWindows: Error: appError called: Assertion failed: !CurrentSlotElementId.IsValid() || GetUnderlyingArchive().IsLoading() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\StructuredArchive.cpp] [Line: 143]
UATHelper: Error: Cooking (Windows): LogWindows: Error: begin: stack for UAT
UATHelper: Error: Cooking (Windows): LogWindows: Error: === Critical error: ===
UATHelper: Error: Cooking (Windows): LogWindows: Error:
UATHelper: Error: Cooking (Windows): LogWindows: Error: Assertion failed: !CurrentSlotElementId.IsValid() || GetUnderlyingArchive().IsLoading() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\StructuredArchive.cpp] [Line: 143]
UATHelper: Error: Cooking (Windows): LogWindows: Error: Cannot change scope until having written a value to the current slot
UATHelper: Error: Cooking (Windows): LogWindows: Error:
UATHelper: Error: Cooking (Windows): LogWindows: Error:
UATHelper: Error: Cooking (Windows): LogWindows: Error:
UATHelper: Error: Cooking (Windows): LogWindows: Error: end: stack for UAT
UATHelper: Error: Cooking (Windows): Took 493,02s to run UnrealEditor-Cmd.exe, ExitCode=3
UATHelper: Error: Cooking (Windows): Cook failed.
(see C:\Users\walid\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+F+UE_5.7\Log.txt for full exception trace)

#

its much less than before but still starts the same way

#

but it still doesnt tell me which variable is invalid

#

thats errors only, do you need the grey lines in between?

solar trellis
#

in addition you should look at the file it listed towards the end

#

it likely contains the error info you need

#
C:\Users\walid\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+F+UE_5.7\Log.txt for full exception trace)
modest drum
#

it just added smth at the end wait

#

im rn trying again to cook but when its done im sending it in

#

abt 5mins

#

im still like keep changing smth and trying

modest drum
#

thats whats in that file

#

it added the "commandletexception" line and all below, but idk what that does for me

#

idk if that helps but it mentions another file with this inside

#

LogCook: Display: Cooked packages 208 Packages Remain 2739 Total 2947
LogCook: Display: Cook Diagnostics: OpenFileHandles=8105, VirtualMemory=4138MiB, VirtualMemoryAvailable=12878MiB
LogOutputDevice: Warning:

Script Stack (0 frames) :

LogWindows: Error: appError called: Assertion failed: !CurrentSlotElementId.IsValid() || GetUnderlyingArchive().IsLoading() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\StructuredArchive.cpp] [Line: 143]
Cannot change scope until having written a value to the current slot

LogWindows: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (0)
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Assertion failed: !CurrentSlotElementId.IsValid() || GetUnderlyingArchive().IsLoading() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\StructuredArchive.cpp] [Line: 143]
LogWindows: Error: Cannot change scope until having written a value to the current slot
LogWindows: Error:
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: end: stack for UAT
LogExit: Executing StaticShutdownAfterError
LogWindows: FPlatformMisc::RequestExit(1, LaunchWindowsStartup.ExceptionHandler)
LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, LaunchWindowsStartup.ExceptionHandler)
LogCore: Engine exit requested (reason: Win RequestExit)

covert plank
#

It seams like UE 5.7 Build process is entirely messed up.
We have a exiting project for 5 years now which is based on our own development kit. It has a ton of unused assets right now. Was never an issue as they are not referenced by anything. The game it self packaged to around ~12 GB up until UE 5.6 and the build process was rather quick.

Now in 5.7, same build setup, same configs every single asset of the project will be coocked and packed into the game. Resulting in a 70GB output and a extremly long build process for absolutly no reason.
We tied it with additional parameter like -iterative -legacyiterative, pak file, zen store, legacy seperate file. We are building via project launcher from a source build engine. All folders and files are in detail defined to be included and excluded.

Yet 5.7 is consistently ignoring it and on top does cook everything again and does no longer carry over unchanged already cooked content.

The build setup is entirly broken for some reason.

covert plank
#

As an example I'm getting this log despite defining just an empty map to cook: LogCook: Display: Cooked packages 48 Packages Remain 135602 Total 135650

In 5.6 the entire game just consits of around ~8000 packages in the build process

winged moss
#

What are your packaging settings actually like? Did you change something recently? Have you checked the reference viewer and asset audit tool to see if something is amiss?

#

Typically you'll get the cook everything behaviour if you've explicitly enabled it or you didn't list any maps to cook

#

The more verbose cook output setting mentioned in the channel pins also gives you the reason something is included in the cook

covert plank
#

I manually added this to DefaultEditor.ini:

[CookSettings]
CookIncrementalDefaultIncremental=true

Did also not make any changes.

winged moss
#

Incremental can be inconsistent in my experience. I would also be weary of anything causing a non-deterministic cook

#

Though that usually boils down to a construction script in a BP not being deterministic

#

If you think your packaging settings are correct, use the setting to get verbose logs

covert plank
#

I added it for a test, not change. Build Command is like this:
Parsing command line: -ScriptsForProject=H:/BELVietnam/BELVietnam.uproject BuildCookRun -project=H:/BELVietnam/BELVietnam.uproject -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompileeditor -unrealexe=H:\BELVietnam\Binaries\Win64\BELVietnamEditor-Cmd.exe -utf8output -platform=Win64 -build -cook -map=MainMenu -CookCultures=en -unversionedcookedcontent -zenstore -pak -stage -compressed -distribution -prereqs

right now. Tested a ton ov others over the last days

#

This is what the Legacy Project Launcher with the same old settings currently produces

winged moss
#

The in-editor/ini packaging options are also important to look at

covert plank
winged moss
#

+DirectoriesToAlwaysCook=(Path="") is suspect

covert plank
covert plank
# winged moss `+DirectoriesToAlwaysCook=(Path="")` is suspect

Thats it. Removed it and now a lower number of packages is expected to cook.

However in Project Settings where I looked all the time, there is no entry with an empty path. I also did not change or add anything on the directories to always cook since forever. And definitely not today, as I reupdated from a fresh version today and version controls does not show an empty entry in the config as well .

outer frigate
#

Alrighty, I don't know the best place to ask this. If there is a better channel, please redirect me. How does the "Standalone" mode for Play-in-Editor differ from the other modes in how it accesses input devices? I'm having an issue where, specifically when playing in that mode, Unreal does not find any platform users other than the first.

mighty torrent
winged moss
# mighty torrent <@166299757151649793>

The relevant part:
Visual Studio 2022 x64 must be installed in order to build this target. BuildException: Visual Studio 2022 x64 must be installed in order to build this target.

#

but at the same time, did you try installing the relevant toolchain for VS2026?

mighty torrent
winged moss
#

14.44

mighty torrent
#

actually

#

inside visual studio installer latest msvc is v143 but not 145🤔

winged moss
#

you install 14.44

#

but I wouldn't be surprised if it still was unhappy without VS2022 being installed since VS2026 is pretty new

mighty torrent
#

these?

winged moss
#

you don't need the spectre-mitigated ones

mighty torrent
#

but still not working

#

whatever, i will try to install 2022

umbral arrow
#

Hello everyone,

Unreal engine source build, turnky returns error code 1.

Can someone please help ! how to resolve this !

umbral arrow
mental lion
#

If i have windows 10 and package my game, does that mean it won't work on windows 11 ?

charred wave
#

Help needed: UE 5.7.1 Android packaging – app still thinks it needs OBB (“No Google Play Store Key”)
Hey all, I’m stuck on an Android packaging issue in UE 5.7.1.
Symptom on device:
On launch I get this popup and the app exits:
No Google Play Store Key
No OBB found and no store key to try to download. Please set one up in Android Project Settings.
What’s confusing: I’m trying to stop using OBB and package correctly for Play.
What I’ve done / current config
UE 5.7.1
Packaging Android ASTC, Shipping
Package game data inside .apk = ON
Disable verify OBB on first start/update = ON (bVerifyOBBOnStartUp=false)
Most OBB toggles are OFF (patch/overflow etc.)
My generated manifest still includes:
bPackageDataInsideApk=true
bVerifyOBBOnStartUp=false
but also bHasOBBFiles=true
and still has .DownloaderActivity + OBBDownloaderService entries
Build output folder still shows main.X..obb files being generated on some builds.
Google Play Console info
Internal testing upload of AAB succeeded
Play console shows Size for new installs ~53.9 MB (so it looks like it should be using splits/asset delivery)
But when I install/run locally on device (sideload), I still hit the popup above.
What I need
What setting/config forces bHasOBBFiles=true / downloader flow even when “package data inside apk” is enabled?
If this is actually Play Asset Delivery, what’s the correct way to test locally (bundletool?) so the game doesn’t expect OBB?
Is there a known fix in UE 5.7 where it still generates OBB / keeps downloader components?
If someone can point me to:
the exact UE settings / ini keys to disable OBB entirely, or
correct PAD setup + local testing flow
…that would be amazing.
(I can paste logs or the AndroidManifest.xml meta-data section if needed.)

summer dock
charred wave
outer frigate
#

Heavy should. I've had to manually fiddle with Windows compatibility settings a few times in the past, but it's been rare and usually for old stuff that was designed for single-core processors.

mental lion
#

it worked in compatability with 7

#

but its just weird maybe it was just a random thing and not 11

#

but why the compatability need ?

#

really strange

leaden aspen
#

Hello, I'm currently having issue where I ship shipping build but I got development build instead, although I didn't configure at all.
Does anyone ever having the same issue?

trail furnace
#

Hi there! While running our game in the editor we everything works as intended but when trying to run a packed game we get a crash at the line linked below, as for some reason the ShapeMesh is missing it's normal channel in the packed version (but it still got other vertex data so it's not like the mesh data is missing completely). Does nayone have any clue on how to fix this?
https://github.com/EpicGames/UnrealEngine/blob/0f7a9c3c039329376227b4b29218f27374a178df/Engine/Plugins/Mutable/Source/MutableRuntime/Private/MuR/OpMeshReshape.h#L877

kindred onyx
#

guys my Niagara particles are not visible in packaged build

2026.02.03-13.07.48:153][ 66]LogNiagara: Error: Emitter[SurfaceLightning] depends on Emitter[FindSurfaceIn] which is not available (has scalability removed it during a cook?).
LogRHI: Display: Encountered a new graphics PSO: 531114616

these are two errors i found, i am using gameplay cues to spawn niagara

solar trellis
kindred onyx
# solar trellis are you building both client and server together? What do your Niagara counts l...

are you spawning attached or at location? -- below is the code for spawning --- used spawning attached

{
    if (!MyTarget)
    {
        return false;
    }
 
    USceneComponent* RootComp = MyTarget->GetRootComponent();
    if (!RootComp)
    {
        return false;
    }
 
    const FVector SpawnLocation = RootComp->GetComponentLocation() + LocationOffset;
 
    if (NiagaraEffect)
    {
        UNiagaraComponent* NiagaraComp = UNiagaraFunctionLibrary::SpawnSystemAttached(
            NiagaraEffect,
            RootComp,
            AttachSocketName,
            LocationOffset,
            FRotator::ZeroRotator,
            EAttachLocation::KeepRelativeOffset,
            bAutoDestroyEffect
        );
    }

are you building both client and server together? -- no. tried with multiple configuration -- now tried with standalone too, still same issue

how big are your actors you are spawning too if attached? --- spawning an very basic Niagara for testing

solar trellis
# kindred onyx are you spawning attached or at location? -- below is the code for spawning ---...

are you building both client and server together when cooking?

What do your Niagara counts look like in the cook logs?

are you spawning attached or at location?

how big are your actors you are spawning to if attached?

have you checked your culling settings?

there are many bugs in the engine we have discovered, hence the reason for the above questions, please answer them, you only answered one of them

golden patio
#

Bug found in the UE project launcher? The release text fields don't automatically put quotes around the values inputted when passed into UAT, so if the release name has a space it will interpret part of the release name as an argument which could lead to otherwise unexplained errors/inconsistencies with the launcher config

#

Actually, it would appear doing this will cause the command line to interpret the first part of the release name, ignoring anything after the first space.

PSA: don't put spaces in the release name; which now I realize I previously didn't do lol

#

How can I configure my project to include certain ini files into the output of packaging? I'm getting a warning LogCook: Warning: Unable to find package for cooking /Config/DefaultGametypeConfigFFA. Instigator: { StartupSoftObjectPath }.

winged moss
#

there's also CustomConfig for Target.cs (requires source build), but that's usually for demo versions or targeting multiple PC storefronts

golden patio
#

source build is fine, these custom inis are for server configuration. But the way its set up users should be able to create their own inis as templates for game configs, then in the main custom config theyd add the relevant inis they want to use in their server

simple sparrow
#

Anyone able to help me out with this? I do not quite understand whats causing the failure in packaging. Its not big its a very rough early bird version of my game.

winged moss
dull phoenix
#

UE5.7 doen't handle struct changes very well. I made some struct changes. Now it fails cooking

summer dock
golden patio
#

Any ways of increasing the chances for windows-linux cross compilation to work? I really don't enjoy a "missing default shadermap" in the linux build only

mystic atlas
#

Isn't that what it says when you don't have cooked content?

golden patio
#

it better be cooking the content to linux, otherwise it shouldnt be building the linux binaries alongside windows... I have linux selected in the project launcher config

mystic atlas
#

Have you checked?

golden patio
#

yes linux is selected in the project launcher, it clearly cooks content for windows, and it makes binaries for both OSes

mystic atlas
#

I mean, have you checked that the content is cooked in your linux build?

golden patio
#

I could explicitly cook the content in editor before building+packaging, but shouldnt the project launcher do that when linux is checked under cooked platforms?

mystic atlas
#

Probably. Doesn't mean it's working correctly if it's building for multiple platforms, though.

shadow geyser
#

It turned out I was packaging wrong my "DLC" plugins. Now I did it correctly based on release version and when I putted it into game and launched map from DLC - materials are gone. If I understand correctly I have to somehow mount this .pak file to use its assetregistry?

trim ferry
#

Hi, I have a question, how do people usually separate .ini key / section by build target (client or server)?
For example, if I have the following settings (assume that they are now in DefaultEngine.ini):

[/Script/MyClientSettings]
MyClientSettingsKey="abcd"

and

[/Script/MyServerSettings]
MyServerSettingsKey="efgh"

How can I make sure that Server target will not package the Client Settings and Client target will not package the Server Settings?

winged moss
solar trellis
winged moss
#

DedicatedServer*.ini is slightly better so you don't have to redundantly configure Windows and Linux

severe ember
solar trellis
severe ember
winged moss
#

I would advise posting the log from the most recent package. I'm assuming the confusion means you just use the editor UI to package

severe ember
solar trellis
solar trellis
severe ember
#

this is the studio's pc and it is not sth new

severe ember
winged moss
#

well I think the log will reveal more than anything. I'm not sure how you migrated this plugin. usually you just put it in <project>/Plugins if you have a C++ project

severe ember
winged moss
#

is this just doing the same thing as the JsonBlueprintUtilties plugin that comes with the engine?

severe ember
#

afaik yes!

solar trellis
#

you must generate project files and build via visual studio or whatever tooling you guys use

winged moss
#

well if it is a BP only project, then project-level code plugins probably don't behave correctly as you typically need at least a minimal amount of code

solar trellis
#

looks like not only has Microsoft fucked up Windows in the past month, they fucked up github too! I think they should hired back their developers and fire ChatGPT/Copilot

winged moss
#

and you won't be able to generate a solution file without said minimal code

#

BP-only projects are always a crutch

solar trellis
#

github is down now apparently...

solar trellis
# severe ember that make sense!

just Add C++ Class from within the editor, it can be a basic actor or component that does nothing. Then you should be able to generate project files

severe ember
severe ember
leaden aspen
#

I fixed it by export it from Project Launcher Legacy

orchid yacht
#

Hi, what does it means this error? C:\Program Files\Epic Games\UE_5.7\Engine\Binaries\Win64\BasePassPixelShader.dxil(3431,28): Shader TBasePassCSTDistanceFieldShadowsAndLightMapPolicyHQSkylightVoxel, Permutation 0, VF FNaniteVertexFactory:
BasePassPixelShader.dxil:3431:28: error: Instructions must be of an allowed type.
note: at '%3594 = extractelement <4 x float> %3398, i64 3' in block '#90' of function 'MainCS'

zealous remnant
#

Is there anything we can do to allievate the spam of these warning in the cooking stage?

LogAsyncCompilation: Display: BEWARE: AssetCompile memory estimate is greater than available, but we’re running it [TextureDerivedData] anyway! RequiredMemory = 0.000 MiB + 998.390137 MiB, MemoryLimit = 878.578125 MiB

#

I see around that it's not a problem, but it is insanely spammy in our build machine logs

solar trellis
solar trellis
zealous remnant
#

I'll test that out

sand ivy
#

Does anyone know why setting borderless windows tanks performance?

solar trellis
random moat
#

Hello everyone!
I had questions about how to setup a symbols server to locally debug crash dumps. Really stuck so reaching out to backend experts here.
I am very new to backend (not main skills set). I looked into Bugsplat for receiving crash reports, but it doesn't support symbols server.
I somewhat managed to structure symbols using SymStore but I am stuck at this point.
I would like to host the symbols somewhere on the cloud with private access only.
Since Visual Studio allows only HTTP request based symbols access, I am stuck how to setup a symbols server that can get this done with authentication.
Current build pipeline uses Jenkins for packaging and Digital Ocean.
I think I may not be able to use Azure DevOps since its asking to have the build pipeline on Azure.

Looking for any and all insights you may have on this. Thank you 🙏🏻

lucid ruin
#

Is there a good place to read about why and how some things change from PIE to packaged builds? I'm working on a project with GASP as the base that changes gravity and everything works perfect in PIE but after I get to a packaged version I geta very different experience. For example, base GASP (plus some of my changes) I my character rotates to control rotation, shipping does not. Another example is when I change my gravity my root correctly updates in PIE, but in shipping it's fixed and will not rotate properly. Any insights here?

random moat
winged moss
#

you can put it on a standard SMB share or on an unauthenticated web server, but the VPN is essentially providing the auth step

#

the only other alternative would have having a tool that creates a proxy server which handles auth, but I'm not sure if there's a readily available solution for that

solar trellis
random moat
fast ridge
#

Hello, I will try to explain myself the best I can.
I have created a new sub inventory for Materials (I have 900 different).
Those materials are used to apply on blank modular placeable building asset (foundation, wall, doors,...).
When I have blank foundation in my inventory, I can select action apply material and it open the material inventory and than I can choose the material to apply to the blank foundation if I have it in my material inventory and when the material is chosen, it open back the normal inventory, A small icon appear now on the blank foundation to show that the material is applied and if I place it now the foundation is with the selected material.
How I managed to add the materials in the DT item is with Spheres SM with the material, like this I have an asset to show the material. In the building logic when I apply the material, I have the reference of the SM in the DT, I get the material of the SM and apply it on the blank and save it like this.
In the play in editor:
If I add in the map the pickup item with the SM with the material it works perfectly.
If I create a vendor to buy the materials, it works perfectly
If I run the packaged exe:
It's working fine with materials I pickup with the pickup item in the map.
If I buy in the vendor it's not working, the icon is good but the foundation stay blank
Do you have an idea why using the vendor with the DT it's not working? I have add the materials folder into the folder to package in the packaging settings.

mystic atlas
#

Have you confirmed it's being packaged?

#

Or that maybe the thing referencing it is being packaged. Maybe it's a different link in the chain?

strong basin
#

LogSlate: Took 0.011418 seconds to synchronously load lazily loaded font '../../../../Squad/Plugins/OffworldCore/Systems/Modding/Content/Roboto-Light.ttf' (167K)
ModdingModCooker: Running Windows Cook Commandline /c ""E:/Games/2. Epic Games Stuff/SquadEditor/UnrealEngine/Engine/Build/BatchFiles/RunUAT.bat" -noP4 BuildCookRun -Project="E:/Games/2. Epic Games Stuff/SquadEditor/Squad/SquadGame.uproject" -dlcname="BAJA_Events" -package="/BAJA_Events" -archive -archivedirectory="../../../../Squad/ModSDK/BAJA_Events/Cooked" -cook -stage -pak -compressed -SKIPEDITORCONTENT -BasedOnReleaseVersion=20 -DLCIncludeEngineContent -manifests -AdditionalCookerOptions="-IgnoreWeaponSkinRefresh -cooksinglepackagenorefs -nullrhi" -server -targetplatform=Win64"
ModdingModCooker: Display: Starting the Linux Server Cook!
ModdingModCooker: Cook (Windows): Running AutomationTool...
ModdingModCooker: Cook (Windows): Using bundled DotNet SDK version: 8.0.300
ModdingModCooker: Cook (Windows): You must install or update .NET to run this application.
ModdingModCooker: Cook (Windows): App: E:\Games\2. Epic Games Stuff\SquadEditor\UnrealEngine\Engine\Binaries\DotNET\AutomationTool\AutomationTool.dll
ModdingModCooker: Cook (Windows): Architecture: x64
ModdingModCooker: Cook (Windows): Framework: 'Microsoft.WindowsDesktop.App', version '8.0.0' (x64)
ModdingModCooker: Cook (Windows): .NET location: E:\Games\2. Epic Games Stuff\SquadEditor\UnrealEngine\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64
ModdingModCooker: Cook (Windows): No frameworks were found.
ModdingModCooker: Cook (Windows): Learn more:
ModdingModCooker: Cook (Windows): https://aka.ms/dotnet/app-launch-failed
ModdingModCooker: Cook (Windows): To install missing framework, download:
ModdingModCooker: Cook (Windows): https://aka.ms/dotnet-core-applaunch?framework=Microsoft.WindowsDesktop.App&framework_version=8.0.0&arch=x64&rid=win-x64&os=win10
ModdingModCooker: Cook (Windows): BUILD FAILED
LogStreaming: Display: FlushAsyncLoading(386): 1 QueuedPackages, 0 AsyncPackages

#

C:\Windows\System32>dotnet --list-runtimes
Microsoft.AspNetCore.App 8.0.3 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.AspNetCore.App 8.0.24 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.NETCore.App 8.0.0 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 8.0.3 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 8.0.24 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.WindowsDesktop.App 8.0.0 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 8.0.3 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 8.0.24 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]

#

anyone know whats going on with this and a fix?

#

trying to package and cook

solar trellis
strong basin
#

it gives the install link but that link has been followed and installed with system reboot

solar trellis
# strong basin yes

FYI - I used to own a portion of that company and I was/am one of the founders

#

but you likely need to have VS2022 installed with all of the regular stuff needed for unreal engine. I'm sure if you ask in the Squad modding discord they would help you.

#

lol, yep just look it up in the credits, I'm the only Kory there

potent burrow
#

Hey folks, I'm having an issue with GPU crashes on my cooked builds, BUT ONLY on my desktop rtx 4060

i can run the editor, and the game no problem when launched from editor. and it runs fine on my laptop and other people i've distributed it to

but the second i boot my own build on the 4060 it just hard crashes. Checked the page file size, tried the tridelay, turned on smooth framerate in the project settings, no dice

where should i be looking for help!?

proven stone
#

check the crashdump and logs for the reason it crashes... usually it means either incompatible driver (which is unlikely since editor runs) or issues related to compiling certain shaders like PSOs etc... or missing shaders/materials from cooked build etc.

#

so it's hard to say without the crash report

solar trellis
valid marten
#

What are this for in packaged build. if i delete them, the game still works

proven stone
# valid marten What are this for in packaged build. if i delete them, the game still works

unsure why FileOpenOrder would be in packaged game folder, that is used during cooking to optimize package ordering in order to speed up loading

and the two (sometimes three) manifest files are there just so you know what files went where etc...
NonUFSFiles are loosely packaged files that you can find on the disk
UFSFiles (Unreal File System) are the files that are packaged inside the pak/ucas/utoc files
sometimes there's also a third file called DebugFiles which contains list of files like debug symbols etc.

A TL;DR: None of the files are necessary for the game to run, they're there to provide additional context for you

fast ridge
valid marten
proven stone
#

Because unreal supports dx11, 12 and vulkan rendering backends and it needs those libraries for dx12 to work correctly

oblique marten
#

Packgaging my game and from time to time this message pops up in output.log slowing down packaging a real lot
```Display: Job FRenderSingleScatteringWithLiveShadingDirectCS(permutation 252, format PCD3D_SM5) compile time exceeded threshold (39.474s)``````
aka 30 mins normally vs 6 hours if this message shows up

proven stone
# oblique marten Packgaging my game and from time to time this message pops up in output.log slow...

What would be the question to this statement? if the question is: "why/what can I do"... then why is simple: unreal caches as much as it can between cooks to avoid long cook times... so not all shaders are cooked all the time in their entirety... if the question is what can you do about it: not much... this is part of core unreal engine rather than any materials of yours etc...

and compiling shaders can take large amount of time depending on the complexity of the shader, number of its permutations, hardware performance of the machine you are cooking on etc. etc...

oblique marten
sand ivy
#

Does anyone know why the console and debug is still usable after packaging via SHipping COnfig?

solar trellis
solar trellis
winged moss
#

You actually can't do that without a native project source build

#

(or anything else that allows you a unique build environment)

#

It comes up semi-frequently and I don't think a repro has actually been found, just the usual redirection to cooking through UFE or the command line

past pendant
#

Hello! This is an urgent issue, as this project is for a game jam and needs to be submitted very soon (today). My team and I are trying to package the files but we keep running into the same error: Unknown Cook Failure.

So far we have tried: deleting saved folder, derived data cache folder, intermediate folder. Fixing file redirections in content drawer. Checking important blueprints such as gamemode, etc. Checking unnecessary plugins. Microsoft’s Copilot told us that the error happened after the cooking step.

I have attached our output log. If there is any way you can help, it would be greatly appreciated.

———

LogCook: Display: Done!

LogSavePackage: Display: Took 0.018297s to verify the EDL loading graph.

LogInit: Display: Finished.

LogInit: Display:

Execution of commandlet took: 1m 17s (77.96 seconds)

LogShaderCompilers: Display: Shaders left to compile 0

Took 92.62s to run UnrealEditor-Cmd.exe, ExitCode=1

SafeDeleteFile C:\Users\ASUS\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.7\Cook-2026.02.20-00.27.51.txt

SafeCopyFile C:\Program Files\Epic Games\UE_5.7\Engine\Programs\AutomationTool\Saved\Cook-2026.02.20-00.26.18.txt C:\Users\ASUS\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.7\Cook-2026.02.20-00.27.51.txt

SafeDeleteFile C:\Program Files\Epic Games\UE_5.7\Engine\Programs\AutomationTool\Saved\Cook-2026.02.20-00.26.18.txt

AutomationException: Cook failed.

at AutomationScripts.Project.Cook(ProjectParams Params)

at BuildCookRun.DoBuildCookRun(ProjectParams Params)

at BuildCookRun.ExecuteBuild()

at AutomationTool.BuildCommand.Execute()

at AutomationTool.BuildCommand.ExecuteAsync()

at AutomationTool.Automation.ExecuteAsync(List1 CommandsToExecute, Dictionary2 Commands)

#

at AutomationTool.Automation.ExecuteAsync(List1 CommandsToExecute, Dictionary2 Commands)

at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies)

==============================================================================

AutomationTool executed for 0h 2m 37s

AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

#

here is the last few lines of my cook log:

LogPackageBuildDependencyTracker: Display: Package Accesses (1070 referencing packages with a total of 12153 unique accesses)
LogConfigBuildDependencyTracker: Display: Config Accesses (1182 referencing packages with a total of 4529 unique accesses). 1628 unique accesses that were not associated with a package.
LogCook: Display: Done!
LogSavePackage: Display: Took 0.018297s to verify the EDL loading graph.
LogCore: Engine exit requested (reason: Commandlet CookCommandlet_0 finished execution (result 0))
LogInit: Display: Finished.
LogInit: Display:
Execution of commandlet took: 1m 17s (77.96 seconds)
LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
LogStaticMesh: Abandoning remaining async distance field tasks for shutdown
LogStaticMesh: Abandoning remaining async card representation tasks for shutdown
LogTedsSettings: UTedsSettingsEditorSubsystem::Deinitialize
LogLevelSequenceEditor: LevelSequenceEditor subsystem deinitialized.
LogRuntimeTelemetry: Recording EnginePreExit events
LogExit: Preparing to exit.
LogDemo: Cleaned up 0 splitscreen connections, owner deletion: enabled
LogExit: Editor shut down
LogExit: Object subsystem successfully closed.
LogShaderCompilers: Display: Shaders left to compile 0
LogMemoryProfiler: Shutdown
LogNetworkingProfiler: Shutdown
LoadingProfiler: Shutdown
LogTimingProfiler: Shutdown
LogChaosVDEditor: [FChaosVDExtensionsManager::UnRegisterExtension] UnRegistering CVD Extension [FChaosVDGenericDebugDrawExtension] ...
LogChaosVDEditor: [FChaosVDExtensionsManager::UnRegisterExtension] UnRegistering CVD Extension [FChaosVDAccelerationStructuresExtension] ...
LogChaosDD: Chaos Debug Draw Shutdown
LogNFORDenoise: NFORDenoise function shutting down
LogEOSShared: FEOSSDKManager::Shutdown EOS_Shutdown Result=[EOS_Success]
LogPakFile: Destroying PakPlatformFile
LogExit: Exiting.
Log file closed, 02/20/26 00:27:49

harsh root
#

this doesn't show the error why it failed

forest sphinx
#

Hi. i have this error pop up in a packaged build of the game. it happens sometimes irregularly when i switch between levels. i checked the log but there was nothing indicative of what the issue could be. only happens in packaged build. any ideas this why may happen or how i can resolve this ?

summer dock
forest sphinx
#

shipping.

#

hmm i guess is should try it out with dev build... will test it.

summer dock
solar trellis
#

you may also have a mini dump you can dig into

sand ivy
solar trellis
winged moss
# past pendant

One error that I was able to spot (anything outputting on the Error channel during a cook fails it):
LoadErrors: Error: Collision Profile settings do not include an entry for the Water Body Collision profile, which is required for water collision to function. Add entry to DefaultEngine.ini?

#

This is output by the water plugin

past pendant
#

thank you! I will correct that and check that out

#

Holy hell

#

you are the actual goat

#

thank you so much

winged moss
#

though when you get down to it, that's what a lot of this channel ends up being

past pendant
#

yeah... Im not sure, for some reason we thought that having that one error was ok... about the water

#

thank you so much though

novel oasis
#

Can anyone help me understand why I am getting this issue when trying to cook the game?

sand ivy
solar trellis
winged moss
#

Well it could be? That's just the bootstrap exe, they don't have the build type in the name

#

Only the one in project/Binaries/Win64 will

solar trellis
#

the one without Shipping is Development

proven stone
#

So if you remove the non-shipping executable from binaries/win64 your bootstrap in the root will start shipping

sand ivy
proven stone
#

ah... my bad... so you only get the -Win64-Shipping.exe in the Binaries folder I presume?

solar trellis
proven stone
#

Thus… sorry for unnecessary ping due to the reply 🙂

quartz ridge
#

Hey all - I'm looking for some guidance on how to set up / use / take advantage of ini files on a development server build for our game.

There are a bunch of config variables that I ALWAYS want ini files for in the dedicated server build for our game. We package / build the game constantly and test it regularly.

Right now, I have a GameMode class with a bunch of config variables. 'Config' is specified in the UPROPERTY.

The variables show up in DefaultGame.ini for the project itself, but when I package the game into an exe, UE doesn't produce any ini files for those same variables.

I don't want to have to manually create the ini with the variables every single time I package the game for testing. I just want to be able to open the dedicated server build, and see an INI file with all of the customizable variables already set there with default values, so that anybody else hosting a server knows what they can change / customize immediately.

Please help!

winged moss
#

you'd have to generate that yourself

#

base/default configs are bundled up and put up in pak/ucas files

quartz ridge
# winged moss base/default configs are bundled up and put up in pak/ucas files

That's unfortunate. I suppose game companies write their own systems to get around this?
Seems like a no-brainer. Dedicated server users would always want ini files where they can tweak / adjust things quickly in a text file, when dedicated builds have no GUI for you to click through menus and save / adjust variable data

winged moss
#

on previous projects this was just editing Saved/Config/LinuxServer/Game.ini and knowing the variables ahead of time or using the -ini command line parameter

#

we published documentation of things that were tweakable

quartz ridge
#

Thus increasing the workload for anybody who wants to change things or adjust default parameters and making it a black box, rather than a seamless, simple experience

winged moss
#

deployments would typically use -ini rather than anything on the filesystem

quartz ridge
#

"deployments would typically use -ini rather than anything on the filesystem" where would you actually use this -ini flag?

winged moss
#

it's a command line arg

#

you can use it to override ini values via the command line

quartz ridge
#

Oh - so if you launched the dedicated server, you'd put this argument into the launch command?

winged moss
#

yes, since we had a system of managing deployments, it was easy to adjust the server launch command

quartz ridge
#

So adjusting the launch command is really the only thing Unreal supports?

#

Surely not...

winged moss
#

?

#

I already said about the inis you can change on-disk, but you have to populate it

quartz ridge
#

Yeah, that's the other option. So both options require manual labour.

#

I wonder if I could look into a way of generating the ini files automatically at cook / package time...

#

So I don't have to manually generate / copy stuff into the game folder every. single. time. I cook out the project for testing.

winged moss
#

on that project we did also implement a UT-inspired mutator system which allowed for some ahead-of-time designed stuff to be layered on or off on top of the gamemode

#

you could even do that with game features these days

quartz ridge
#

Sounds like we're on similar paths hah

#

(We've been making a UT-styled game for a number of years now)

old bolt
#

When Steam updates a game, it seems to replace any user .ini configs they had in the /saved directory even if I don’t have that directory in my Steam depot. I’m curious if anyone else here has found ways around that?

E.g. can you change the config directory for UE somehow?

solar trellis
old bolt
#

(testing build because it's nice to have the console for debugging occasionally)

solar trellis
old bolt
#

ah neat, ty

rare shard
#

Need some guidance. I packaged my demo and it works pretty well. The only issue is that I oticed some static meshes are missing their materials and are the grey checkered pattern. The assets in question are from FAB marketplace and show up fine in the editor and whan playing the game in viewport. I did not get any errors during my packaging in the output log. So I am a bit lost on what it could be.

lucid ruin
#

Hey all I've been getting these error which appear to be causing my build to fail (nothing else errors out only warnings)

LogOutputDevice: Error: UK2Node::ReconstructNode(): Attempting to reconstruct [K2Node_GetEnumeratorNameAsString /Engine/Transient.EdGraph_727:K2Node_GetEnumeratorNameAsString_2] without a valid Blueprint owner (this is unexpected).``` 
```LogOutputDevice: Error: Ensure condition failed: GeneratedResources.IsEmpty()  [File:D:\build\++UE5\Sync\Engine\Plugins\PCG\Source\PCG\Private\PCGComponent.cpp] [Line: 4091]```

When trying to package and have literally zero idea what these are referencing as both are engine code I haven't touched. I've tried tracking down what it's referencing but there isn't any obvious cases. Is there something perhaps super obvious I might be missing?
solar trellis
solar trellis
lucid ruin
solar trellis
lucid ruin
thorny plover
#

Hello, this seems like an odd request:
Can I uninstall the UE Prerequisites on my machine to see if unchecking the 'include prereqs installer' changes things or if I can still run the game. Someone asked if we can remove the install prerequisites pop up and I have no idea how to test that

proven stone
#

since UE 5.7 iirc the prereq installer is not a thing really instead it calls the vcredist installer directly...

torpid jacinth
#

Forwarding that to the right channel now

mystic atlas
#

Contents of your .target files?

#

And your uproject.

torpid jacinth
#

HarbingerGame.Target.cs

using UnrealBuildTool;
using System.Collections.Generic;

public class HarbingerGameTarget : TargetRules
{
    public HarbingerGameTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;
        DefaultBuildSettings = BuildSettingsVersion.V6;
        IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7;
        ExtraModuleNames.Add("HarbingerGame");
    }
}
#

HarbingerEditor.Target.cs

using UnrealBuildTool;
using System.Collections.Generic;

public class HarbingerEditorTarget : TargetRules
{
    public HarbingerEditorTarget( TargetInfo Target) : base(Target)
    {
        Type = TargetType.Editor;
        DefaultBuildSettings = BuildSettingsVersion.V6;
        IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7;
        ExtraModuleNames.Add("HarbingerGame");
    }
}
#

HarbingerGame.uproject

{
    "FileVersion": 3,
    "EngineAssociation": "5.7",
    "Category": "",
    "Description": "",
    "Modules": [
        {
            "Name": "HarbingerGame",
            "Type": "Runtime",
            "LoadingPhase": "Default"
        }
    ],
    "Plugins": [
      <snip>
    ],
    "TargetPlatforms": [
        "Linux",
        "Windows"
    ]
}
#

(had to snip plugins, otherwise clyde blocked my message)

torpid jacinth
#

found a command, that works now:

& "C:/Program Files/Epic Games/UE_5.7/Engine/Build/BatchFiles/RunUAT.bat" -ScriptsForProject=<snip>/HarbingerGame.uproject BuildCookRun -project=<snip>/HarbingerGame.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -unrealexe="C:\Program Files\Epic Games\UE_5.7\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -utf8output -platform=Win64+Linux -target=HarbingerGame -clientarchitecture=x64 -build -cook -map=/Game/HarbingerGame/Maps/Prototyping/Prototyping -CookCultures=en -unversionedcookedcontent -zenstore -pak -iostore -stage -compressed -manifests -cookincremental -archive -archivedirectory=<snip>/Archive/Development

You've basically to tell UAT where the distributed editor is, otherwise it wants to cook that editor target somehow..

mystic atlas
#

Good going, uat.

merry void
#

Hey guys, I've been trying to deploy the top down template project to my android phone. I succeeded doing so using the binary 5.6 engine, but now that I've compiled the source version (also 5.6 release branch) I get the following errors, despite these files being where they're supposed to be in my file explorer:

LogPlayLevel: UAT: 
LogPlayLevel: UAT: Unreal Plugin file ..\Plugins/Online/Android/OnlineSubsystemGooglePlay/Source/OnlineSubsystemGooglePlay_UPL.xml missing!
LogPlayLevel: UAT: 
LogPlayLevel: UAT: CWD: C:\GBW_MyPrograms\Epic Games\Source
LogPlayLevel: UAT: UPL: ..\Plugins/Runtime/AndroidPermission/Source/AndroidPermission/AndroidPermission_APL.xml
LogPlayLevel: UAT: ```

This continues for the following files as well:
AndroidFileServer_UPL.xml
GoogleCloudMessaging_UPL.xml
GooglePAD_APL.xml
Core_APL.xml
AndroidVoiceImpl_UPL.xml
libGPUCounters_UPL.xml
heapprofd_UPL.xml

Anyone has any idea what is going on here?
summer dock
merry void
mild olive
#

I am having a problem with packaging an unreal engine project to Linux on my Windows PC, even though I have the correct target platform installed, it does not show up in my platforms directory. Does anyone know how to install it?

EDIT: I am going to download the source code and hopefully fix it that way.

winged moss
mortal ridge
#

I'm getting a lot of shader precache misses for parent materials where they're only in level via a child instance? How can I make the precache system pick those up?

mild olive
# solar trellis you need clang cross compiler: https://dev.epicgames.com/documentation/en-us/unr...

I already have v26_clang-20.1.8-rockylinux8 installed, and UBT already detected and used it.

My failure is not toolchain-related. It’s this hard blocker from UBT: "Server targets are not currently supported from this engine distribution."

That message comes from using the Epic Launcher “installed build” of the engine. No toolchain download will change that; it’s an engine distribution restriction.

I think I will have to download source code to cook for linux.

fading fern
#

Is there a way to precompile compute shaders for other devices?

solar trellis
#

yep I just reread your post and you made no mention of building a dedicated server

mild olive
solar trellis
torpid jacinth
#

I'm using game features, and trying to pack each game feature into its own chunk. I've created the primary asset label in the content root of my game feature, but somehow it doesn't picked up, although I've defined it in my Game Feature Data. Any ideas?

#

haha, solved. I had to remove the prefix, so the primary asset type is also called PrimaryAssetLabel in the game feature data.

torpid jacinth
#

Can't find any good infos online. Beside DerivedDataCache, what directories in the project are good cache candidates for CI builds?

native jewel
tardy folio
#

I'm getting " Failed to register streamable texture" ..... " Consider modifying & resaving one of these textures (will change its guid) and rebuilding texture streaming."

Anyone run into this? Apparently the GUID's are clashing, so I've re-saved and run "build texture stream" but no dice,

chilly dock
#

trying to package a project on 5.7.3 and this error pops up when i try to launch the game, it's a blueprint project and i tried deleting the config .ini files, reinstalling the engine, but nothing works

primal thorn
#

hello, when packagin i'm getting a few errors like: LogText: Error: Saving FText "" which has been initialized from FString at cook time resave of source package /Game/S_MyStruct may fix issue.

#

it throws this error on the struct and the umg widgets that uses it

#

is there a quick fix?

summer dock
primal thorn
#

@summer dock yes because i had treat cook warnings as errors, i've disabled that, but still wanted to see if there is a way to fix it, so I have a clean cook

undone turret
primal thorn
#

@undone turret i'm not, the defaults are just empty text, not referencing anything

#

i even recreated the struct and got the same thing

summer dock
primal thorn
#

i did that also

#

same thing

summer dock
#

Huh, odd

orchid yacht
#

Hi, how to resolve this problem?

#

it is happened when I'm start build package game

solar trellis
undone turret
primal thorn
#

yes

undone turret
#

if so the issue is a lingering default value so i found one in my project it was a struct that had a default gameplay tag somehow called "TagName" when I cleared it and saved it didn't fix it but I searched for that tag and found this struct make in the image i removed it and readded it and that fixed it so I'd start by looking at your default values on your struct for a invalid gameplay tag and then look for any "Make" functions for that struct if you find one just delete it so that the index [0] is either gone or labeled as none that fixed it for me you'll notice the culprit struct is probably mentioned above this fixed 4/5 of those errors for me I still have two left I'm tracking down but I think those are related but other issues

#

for the few it didn't fix i just put the text None in there and it worked too

primal thorn
#

in my case, the struct doesnt have gameplay tags, it's just FText

undone turret
primal thorn
#

i saw that, but i dont have c++ structs in it

undone turret
#

It seems to affect blueprint only ones too

vivid laurel
#

could not resolve import # when loading assets into memory. Seems to be the cause of a stall. Any ideas for how to fix?

fresh creek
#

what does this mean??
UATHelper: Packaging (Android (OpenXR)): Z:\app\src\main\java\com\epicgames\unreal\androidprofiling\ProfilerAccessor.java:127: error: cannot find symbol

viscid girder
#

hello, i am trying to figure out how you layer your config, I have a production app and a play test app on steam, the problem is i need different config depending which i am packaging for., not sure if this is a packaging issue, but i've read the docs and there doesn't seem to be an environment layer i can switch

summer dock
# viscid girder hello, i am trying to figure out how you layer your config, I have a production ...

I opted to build a python thing that adjusts all the configs I need to adjust for build variants, but there's probably a Better Way...

keywords I have heard along the way, but never verified for myself

  • BuildGraph ( maybe Horde only? )
  • CustomConfig ( Target.cs stuff? )

also depending on what exactly you need to adjust there are more tricks available like

  • commandline args ( passed into runUAT.bat )
  • GConfig->LoadFile()

I am certainly keen to hear more opinions

viscid girder
summer dock
viscid girder
#

then ignoring the files i generate

summer dock
#

example of a setup file we use

generatePath = '"C:/Program Files/Epic Games/UE_5.6/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe"'
uatPath = '"C:/Program Files/Epic Games/UE_5.6/Engine/Build/BatchFiles/RunUAT.bat"'
ue4Path = '"C:/Program Files/Epic Games/UE_5.6/Engine/Binaries/Win64/UnrealEditor.exe"'

[project]
projectPath = 'D:/xyz-staging/xyz.uproject'
workspacePath = 'D:/xyz-staging'
archivePath = 'D:/xyz-staging/Builds'

[uat]
targetplatform = 'Win64'
clientconfig = 'Shipping'
configuration = 'distribution'
serverURL = 'https://xyz.com/'

There's loads more stuff we can adjust, but picked a short example

viscid girder
#

sadly my setup looks so very similar to yours

summer dock
#

pain is fun : P

#

in the long run I am pretty happy with it, it's gotten to the point where it's generic enough to handle several different projects + running on Jenkins for all that CI/CD goodness ( #automation channel to dig more into that area if needed )

viscid girder
dusty grotto
#

looking for some help to package my game for a server build using edgegap

viscid girder
#

i've compiled my linux dedicated service, i was wondering if there is an offical line on how you should transfer from the windows to linux, sure scp, but the permissions are going to need to be setup so we need to find .sh etc file sand set permissions etc, i assume there is something

viscid girder
solar trellis
viscid girder
solar trellis
old canopy
#

Can someone help me with a Packaging issue I am having with my save file Enums during loading? My save file has a Struct and one of the variables in the Struct in an Enum with 3 define (A, B, and C). When loading in the editor it works great but when loading in via the package exe every loaded Enum is coming in as 'A' (The first enum define). I have been trying multiple things but nothing is working. I am not sure what is wrong.

summer dock
old canopy
summer dock
old canopy
summer dock
#

while it may sound like a hassle to go to the trouble of making a blank test and packaging it, this is a tried-and-true method of isolating issues, which I always recommend if one is stuck for a longer time

#

we even have a dedicated test project, which we can package to various platforms as needed to check things. Gets used only say 3-4 times a year but each time has proven valuable to sanity check stuff

old canopy
solar trellis
lyric orchid
#

hello just asking with project launcher settings need to be so when we upload to steam detecting diffence and not updating players full size now settings is like that everytime when upload steam players getting 32 gb update even i change 1 mb changes thx for help

mystic atlas
#

You need to add padding for files. It's explained in the steam / unreal engine packaging help on the steam developer website.

#

(google it)

#

You could as well produce "dlc" updates (new pak files, instead of updated pak files)

ashen finch
#

Are there any good guides for packaging precompiled plugins?

#

I've run this:

& "E:\Epic Games\UE_5.7\Engine\Build\BatchFiles\RunUAT.bat" BuildPlugin -plugin="D:\Unreal Projects\MyPlugin_5_7_Dev\Plugins\MyPlugin\MyPlugin.uplugin" -package="D:\MyPluginPrecompile\" -precompile
#

I put this block at the top of the build.cs files and deleted source/{module}/private

        if( !Directory.Exists( Path.Combine( ModuleDirectory, "Private" ) ) )
        {
            PrecompileForTargets = PrecompileTargetsType.None;
            bPrecompile = false;
            bUsePrecompiled = true;
        }
        
#

I've run it on two computers I have here using 5.7, generating project files and using Visual Studio to compile, and it loads right up - not attempting to compile anything

#

But when I pass it to someone externally, their VS tries to compile it and hits linking issues, missing definitions for the functions

#

I'm not sure why theirs is even trying to compile it, and I can't repro it. I'm assuming there is a standardized way to release precompiled plugins that I'm missing

#

They're on the same version of UE 5.7, I'm not sure what would be telling their compiler to try to compile the whole plugin

swift apex
#

Does anyone know how to chain ushell commands? This doesn't work, but let's imagine you could use ; like in Powershell, I would like to do something like the following:
.build client; .cook client; .run client --cooked

summer dock
swift apex
swift apex
#

&& also works in the sense that it'll only continue with subsequent commands if the previous one succeeds

summer dock
#

no genius, just search skills : )

copper hull
#

Hello 👋 In our project we are using World Partition and OFPA. When creating chunks for each level it kinda works, but all External Actors end up in Chunk0 (as seen in ChunkManifest after cooking). What are we missing to get the External Actors for each level assigned to their designated Chunk?

torpid jacinth
#

I try to switch to Modular Builds via LinkType = TargetLinkType.Modular in my game target, after waiting for > 2000 actions to compile I end up with Plugin 'GeometryCollectionPlugin' failed to load because module 'GeometryCollectionNodes' could not be loaded., when I want to start the game. UE 5.7 source build, otherwise moudlar linking wouldn't even be possible. What am I missing here?

torpid jacinth
#

got a bit more from the log, but I'm not wiser than before..

LogWindows: Failed to load '../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Binaries/Win64/UnrealGame-GeometryCollectionNodes.dll' (GetLastError=126)
LogWindows:   Missing import: UnrealGame-FractureEngine.dll
LogWindows:   Missing import: UnrealGame-PlanarCut.dll
prisma lichen
#

Is anyone else unable to build with shipping config in UE5.7.4? I think i'm going crazy but no matter what method I use it always builds in development config regardless of what the engine config is set to, i confirmed it on 2 different projects so far (tried Platforms - package project, tried profile lauuncher old and new, tried command line building)

torpid jacinth
#

Btw, has anyone a good explanation of -UnversionedCookedContent and why it should be used?

silver kraken
#

Working on Patching packaging using the below video - i have different outcome of events than the video describes.... granted this video is 5+ years old already, but what is the expected result here? You can see my .UCAS is the file size that the video would expect to see as .PAK Also shown is my packaging settings - UE 5.7 Sourcebuild.

I'm trying to decide what is hould write into my BuildManifest-Windows.txt in order to patch this right.
VIDEO STREAM: https://www.youtube.com/watch?v=h3A8qVb2VFk

# NUMBER OF PAK FILES THAT SHOULD EXIST
$NUM_ENTRIES = 9
#BUILD_ID is the build/deployment identifier from the CDN FOUND IN ContentBuildId.txt  This also matches the subfolder name at the root of CDN/ContentBuildId.txt
$BUILD_ID = LOI-Development   

#PAK LISTING - DO NOT PUTH PAKCHUNK0 HERE!!!
#PAK-FILENAME                SIZE(NOT ON-DISK)    VariantName(DEPLOYMENT NAME)                ASSETID                WEBHOST ROOTFOLER RELATIVE TO BUILDMANIFEST
pakchunk50-Windows.pak            12240000            LOI-Development                    50                    /Windows/pakchunk50-Windows.pak
pakchunk100-Windows.pak            12240000            LOI-Development                    100                    /Windows/pakchunk100-Windows.pak```

Michael Prinke is back on Inside Unreal to talk to us about the ChunkDownloader! We'll walk you through how to do a basic setup of ChunkDownloader, and why you'd use it. We'll be covering how to break up assets into Pak files, how to integrate ChunkDownloader into your GameInstance, and how to test out the system on your local machine.

ANNOUNCE...

▶ Play video
cerulean galleon
solar trellis
silver kraken
#

ok well this is a completely different approach. I would have never come across this without you showing it here. thanks for that!

serene palm
#

anyone know why this is an error?

#

it wants an older version for some reason

solar trellis
serene palm
#

huh

#

alright

silver kraken
# solar trellis rather than following outdated videos, maybe read the official docs: https://dev...

while this maybe helpful for Windows projects - i'm more focused on Mobile platforms - which require using ChunkDownloader for patching as compared to Platform-Agnostic (binary updates - requiring full-client download from store every time). Documentation i'm using is: https://dev.epicgames.com/documentation/en-us/unreal-engine/implementing-chunkdownloader-in-your-gameplay-in-unreal-engine

With that said - i still have a few questions from the video shown (which line up with these docs on UE 5.7 documentation) - My IIS is configured and folder appropriately setup.... code is pointing to http://127.0.0.1/LOI/ContentBuildId.txt to serialize the below DeploymentName variable @ runtime.

I get the following log error however when attempting the following: PatchPlatform = GameplayStatics::GetPlatformName() which resolves to Windows

    TSharedRef<FChunkDownloader> Downloader = FChunkDownloader::GetOrCreate();
    Downloader->Initialize(PatchPlatform, 8);

    Downloader->LoadCachedBuild(DeploymentName)
    Downloader->UpdateBuild(DeploymentName, ContentBuildId, ManifestCompleteCallback);

DeploymentName = LOI-Development
ContentBuildId = LOI-Development

[2026.03.31-09.39.08:290][  1]LogHttp: Warning: 0000016292C7A0F0: request failed, libcurl error: 3 (URL using bad/illegal format or missing URL)
[2026.03.31-09.39.08:290][  1]LogHttp: Warning: 0000016292C7A0F0: libcurl info message cache 0 (URL rejected: Malformed input to a URL function)
[2026.03.31-09.39.08:290][  1]LogHttp: Warning: 0000016292C7A0F0: libcurl info message cache 1 (closing connection #-1)
[2026.03.31-09.39.08:290][  1]LogHttp: Warning: 0000016292C7A0F0 GET 127.0.0.1/LOI/LOI-Development```
Epic Games Developer

How to integrate ChunkDownloader into your project, using Visual Studio and Blueprints, and how to test out the system on your local machine.

#

all 3 MIME types are configured as application/octet-stream in IIS settings

silver kraken
#

ok this was a bad on me - i had some (what i thought to be) comments in the ContentBuildId file. when removing them it serialized the URL fine and went to now download the updated manifest file....

silver kraken
#

I am however getting this warning now - but the file seems to have downloaded/updated from IIS....

LogPakFile: Warning: Failed to mount pak "../../../LOI/Saved/PersistentDownloadDir/PakCache/pakchunk100-Windows.pak", pak is invalid.
[2026.03.31-10.32.03:639][  3]LogPakFile: Warning: Failed to mount pak "E:/UE 5.7/UnrealEngine/LOI/Saved/StagedBuilds/Windows/LOI/Saved/PersistentDownloadDir/PakCache/pakchunk100-Windows.pak", pak is invalid.
[2026.03.31-10.32.03:639][  3]LogChunkDownloader: Error: Unable to mount ../../../LOI/Saved/PersistentDownloadDir/PakCache/pakchunk100-Windows.pak from chunk 100 (mount operation failed)```
solar trellis
torpid jacinth
#

I switched my project to LinkType = TargetLinkType.Modular;, but how can I rename the UnrealGame part in the built dlls to my project name?

solar trellis
torpid jacinth
# solar trellis Put your `*.Target.cs` files here and their names

HarbingerGame.target.cs:

using UnrealBuildTool;
using System.Collections.Generic;

public class HarbingerGameTarget : TargetRules
{
    public HarbingerGameTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;
        LinkType = TargetLinkType.Modular;

        DefaultBuildSettings = BuildSettingsVersion.V6;
        IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7;
        ExtraModuleNames.Add("HarbingerGame");
    }
}
solar trellis
#

likely search for BuildCookRun

torpid jacinth
# solar trellis What is your full command for running a packaged build? If you are doing it fro...

That's my full command: & $uatPath -ScriptsForProject="$projectFile" BuildCookRun -project="$projectFile" -noP4 -clientconfig=Development -serverconfig=Development -utf8output -platform=Win64 -target=HarbingerGame -clientarchitecture=x64 -build -cook -CookCultures=en+de -unversionedcookedcontent -crashreporter -prereqs -nodebuginfo -zenstore -pak -iostore -stage -compressed -manifests $CookIncremental -archive -archivedirectory="$archiveDir"

winged moss
#

what if you explicitly set a unique build environment in Target.cs? though iirc that'll dump all the dlls to project/Binaries/Win64

torpid jacinth
#

How?

torpid jacinth
#

W:/UnrealEngine/UE_5.7/Engine/Build/BatchFiles/RunUAT.bat, a unmodifued 5.7.4 source build

solar trellis
#

so maybe compare that with what you do and let us know what you find out

torpid jacinth
#

Do you use LinkType = TargetLinkType.Modular too?

winged moss
torpid jacinth
hollow bobcat
#

I am not entirely sure if this is a packaging question or physics one. I am looking at an issue where I have a pawn that is supposed to have physics applied to it on input. The thing works entirely while in editor and even if packaged with zen streaming, but not when packaged as a normal build. I did the low grade test where I put print before and after the set physics velocity node and both nodes fire but the physics is ignored entirely and nothing moves on input, while vfx and sound do activate with the same input. What exactly am I not understanding here? I even tried waking component on begin play and on possession without any changes. This is a show stopping issue that only appears when the game is packaged, no errors, no warnings either.

broken summit
#

I have a question for approach when packaging. From VS, there is the Development and Shipping build options. When I chose Shipping, it runs the project, instead of the editor. Should I build the project as Shipping but not run, cook from the command line, and then package from the command line?

#

Also, is using the RunUAT.bat the best approach?

broken summit
#

Nevermind, it is the archive path

broken summit
#

I now have an oddity in the cooking. There is an error of "Failed to find object in AssetManagerTypes.cpp". There are two of them that are Blueprints that were moved to another folder. They seem to reference instances of them. If I add dummy blueprints in the locations noted, the cook works. I have looked in the levels where I used to have these and they are not there. Any idea how to find where the references are?

solar trellis
broken summit
#

I did the remove, but those two are still referenced. I might have a function somewhere that is using those.

solar trellis
# broken summit I did the remove, but those two are still referenced. I might have a function s...

some advice for your future self, anytime you move or rename something re-save all blueprints and assets that reference it, if you don't then you must use ini redirects:
https://dev.epicgames.com/documentation/en-us/unreal-engine/core-redirects-in-unreal-engine

Epic Games Developer

In Unreal Engine, core Redirects enable remapping classes, enums, functions, packages, properties, and structs at load time.

ivory coyote
#

Anyone know why my engine is stuck building development only? its set to shipping in project settings, i've tried just selecting shipping rather than project default.

every time i build it reverts to development. cant find out where its getting it from. the projects are always blueprint and it seems to have stayed persistent over multiple engine versions. 5.6 and 5.7.

running the UAT.bat with command line generates a shipping build fine but doing it via the editor just does not work. looks like it keeps trying to access a shipping target that doesnt exist but i dont understand why. its always been fine but now it wont build like normal.