#packaging

1 messages · Page 23 of 1

solar trellis
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show your Build.cs and Target.cs files and the full command line you are using to run the RunUAT.bat file

ivory coyote
# solar trellis show your Build.cs and Target.cs files and the full command line you are using t...

So, as i've never used the command line method of building before, i just checked the docs and used epics assistant to try. it gave me this...

RunUAT.bat BuildCookRun ^
-project="C:/Path/To/YourProject/YourProject.uproject" ^
-platform=Win64 ^
-clientconfig=Shipping ^
-cook -allmaps -build -stage -pak -archive ^
-archivedirectory="C:/Path/To/OutputFolder" ^
-nocompile -nocompileeditor

and it worked. I also found opening the project launcher, making a new custom profile and choosing shipping works as well. but going to platforms > package project and having shipping selected will always do development instead.

I actually reinstalled the engine, deleted everything from appdata and the build, binaries, intermediate, saved ddc etc from the project and ran a repair of VS to try reset any preferences that could have been changed. the issue still persists so i have no idea whats changed.

I don't actually know where to look for the target.cs and build.cs I've always just done stuff in blueprints and building just worked. I only mentioned the target as when building it would generate a line about "UnrealGame-Win64-Shipping.target does not exist" and I feel like this used to be "ProjectName-Win64-Shipping.target"

the other bit of discovery i made is it was due to a plugin recompiling. I tested on a second machine and removed its binaries and intermediate to make it say it needed to compile when opening the project. as soon as it did this, the issue happens. I don't know why it originally needed to compile but forcing it to happen caused the issue on another PC. so now 2 PCs have the problem! but reinstalling unreal didnt fix it?! and its still an issue in a template project, like the fps template, i cant build that as shipping the normal way.

any of this help understand it more or am i just rambling?

solar trellis
ivory coyote
# solar trellis Someone with more time may be able to dig deeper, why not drop a minimal templat...

LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""C:/Program Files/Epic Games/UE_5.7/Engine/Build/BatchFiles/RunUAT.bat" -ScriptsForProject="C:/Users/Documents/Unreal Projects/MyProject4/MyProject4.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=62772 -project="C:/Users/Documents/Unreal Projects/MyProject4/MyProject4.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="C:/Users/Documents/Unreal Projects/MyProject4/MyProject4.uproject" -unrealexe="C:\Program
Files\Epic Games\UE_5.7\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -installed -SkipCookingErrorSummary -JsonStdOut -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory="C:/Users/Desktop/New folder" -nodebuginfo" -nocompile -nocompileuat ]

is it this line? i made a quick template n tried to build it, same issue and this was the bit i found for running the runuat.bat doesnt seem to specify shipping or development in it.

solar trellis
solar trellis
#

or you can dig deep into their source code and fix it for everyone else with a PR on their github

outer frigate
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I've been told there's a way to attach a debugger to a shipping build and I'm very interested in learning more about that.

winged moss
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I'm not sure what there is to learn? If you have a matching pdb and don't have some anti-cheat launcher which will block debuggers, you can just attach straight from VS

outer frigate
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Getting back into the weeds now.

outer frigate
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I'm doing something wrong, I guess.

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The build won't even succeed anymore.

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Target file. There's a lot of stuff in the build log and it's not immidiately obvious to me where it's breaking.

// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;
using System.Collections.Generic;

public class CapstonePrototypeTarget : TargetRules
{
    public CapstonePrototypeTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;
        DefaultBuildSettings = BuildSettingsVersion.V5;
        //Everything outside these comments was what the project was building successfully with.
        bOverrideBuildEnvironment = true;
        bUseLoggingInShipping=true;
        bUseChecksInShipping = true;
        // End new stuff.
        ExtraModuleNames.AddRange( new string[] { "CapstonePrototype" } );
    }
}
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"fatal error LNK1120: 8 unresolved externals" seems to be the point of failure?

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Whatever the problem is, it was one of those three changes, since without them it can still build with the "Include Debug Files" .ini setting enabled.

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Hopefully I can get what I need with just that?

solar trellis
outer frigate
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No freaking idea, it wouldn't build with the two that make sense and it told me to try adding that line in the error.

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None of this is my wheelhouse, unfortunately. I managed to attach the pdb to the release build, but I don't think I'm good enough yet for anything I'm seeing to be useful.

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I wish I could just get whatever this error is to happen in the editor.

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I don't know what else to do.

ivory coyote
# solar trellis yep it is missing `-serverconfig=%SERVER_CONFIG% -clientconfig=%CLIENT_CONFIG%` ...

sorry not sure i understand needing a server. this was just a template project to test it wasn't any of my projects causing issue, it was the fps template. my projects are arch vis based so you are exploring buildings etc but they've never had an issue in the past. there are no servers/multiplayer stuff currently. it does build via that cmd line i used earlier and also via project launcher. its just the usual method i always used now does not work and will always default to development only.

noted on the backticks, thank you!

winged moss
lyric imp
#

Hey has anyone here published a game on Steam for the Steam deck I’m curious on what the process looks like on the unreal end for getting it setup

zenith idol
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So why do some specific FNames become invalid after packaging a game ? I've been having issues with using internal FNames such as "INT", "EXP" and "END". They work fine in the editor but in a shipping build these become invalid

solar trellis
zenith idol
#

Do you know where I can see a list of names to avoid ?

solar trellis
zenith idol
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Okay so I'm finding out this issue only applies to FNames when looking up FText in a stringtable. If anywhere during that process specifically an FName with a bad name is created it'll become invalid in a build. It doesn't seem to matter for FNames that are used for anything other than text lookup though

solar trellis
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I hope that helps

zenith idol
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Well FString can also be used internally for text lookups. The FindTextInLocalizationTable node takes in FStrings as inputs

winged moss
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though I'm not sure why in that instance you still wouldn't be using FText directly

mystic atlas
zenith idol
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What do you mean ?

mystic atlas
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Don't worry.

lucid ruin
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Getting some weird errors when packaging, any ideas? I don't have any other errors that precede this.

solar trellis
solar trellis
# lucid ruin Getting some weird errors when packaging, any ideas? I don't have any other erro...

I'm on desktop now and I've seen this sort of error when you are not checking for IsTemplate() and the like in your PostInitialize/BeginPlay type code and it is running and trying to load stuff with the cooker, so you'll have to attach a debugger to figure out which class or asset (UPackage) is doing this or look just above this message in your logs if it tells you which it is working on

lucid ruin
#

I'm pretty sure it was a corrupted file. I tried a bunch of verify cmdlets and always crashed a bit through. Added the project cleaner plugin and removed corrupted files and was good to go.

fervent goblet
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I have a system setup where I package for DEMO and for full build with different build targets. I wanted to ask, what's best practise to exclude/include files from packaging directly from the build target?

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Basically the build target for demo has a single global variable defined "GlobalDefinitions.Add("DEMO=1");" and we use a blueprint library to detect which datatables to select - but I can't figure out a way to exclude the full game datatable from packaging (likely, because it's a reference in the darn blueprint library...).

winged moss
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then you'll have to move the reference out of there

fervent goblet
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but I need the reference somewhere when packaging for full build. I don't want to keep fiddling with stuff everytime I package the two builds.

winged moss
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I'd probably have the reference in a UDeveloperSettings (which would have to be soft) and then override that setting in demo-specific INIs using CustomConfig

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the BPFL would read that setting instead of embedding the reference

fervent goblet
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I was thinking of setting up a module for the full build...but that seems a bit easier

fervent goblet
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Well, actually I had a need for a module and I ended up using it. HOWEVER, the full game datatables won't package at all now, because it's used with LoadObject in the module blueprintlibrary and won't get packaged...how do I set up module specific inclusion?

winged moss
#

hardcoding asset paths in C++ is always a bad idea. asset references need to be discoverable through the packaged levels and CDOs

fervent goblet
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Sorry I'm confused. how else do you access datatable assets (or any assets for that matter) in C++ other than hardcoding their paths?

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Oh, via blueprints that extend the c++...

winged moss
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you generally don't have asset paths in C++, you do them through project settings and BPs usually

solar trellis
# fervent goblet Oh, via blueprints that extend the c++...

yep and don't listen to the other guy, we put default settings and hard code them in C++. we put all default values into a very specific folder under Content so that we know they are referenced in C++. generally speaking he is right but when you have a big team and people create new blueprints from your C++ classes, you generally want all of the default settings to be well defined there. others make default blueprints and go from there but in our experience they become corrupt overtime and cause more issues so we stick with putting only default values hardcoded in C++

winged moss
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lol

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hardcoded string paths are way more volatile

fervent goblet
#

however! they do not seem to create hard references and exclude the files from packaging, which is a bit of a nuisance

winged moss
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which is why I was suggesting the more data-driven approach of INIs. these modify the CDO of your UDeveloperSettings-derived class, so the cooker actually sees the reference

proven stone
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Generally good practice in modern unreal is to use primary data assets, ini (Config uproperties) or the UDeveloperSettings as sswires said… or obviously passing objects as uproperty through BP exposed properties…. The rest is clunky and doesn’t scale to larger projects

fervent goblet
#

anyone happen to have references or how-tos for using these at hand?

proven stone
fervent goblet
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I think making the .ini seems straight forward, just add to ProjectPackagingSettings +DirectoriesToNeverCook but where do I specify the .ini file to use with the build target?

solar trellis
fervent goblet
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Those are not build target specific changes

winged moss
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This is also why I was mentioning CustomConfig so you can have target-specific config layers, but this requires a source build

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A possible alternative which doesn't require a source build is similar to your module idea, but you can enable and disable plugins from a Target.cs

fervent goblet
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hmmm, I'll test this out a bit tomorrow, too much brainpain for today...

fervent goblet
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I can't understand how something this basic can be this hard? Isn't like every game ever doing this - excluding some assets from demo builds. Or are they doing it manually or with hacky stuff outside the engine?

winged moss
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The cooker is the editor build

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So it uses the editor target

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You can pass args to the cooker and UBT in BuildCookRun

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But there is a lot of unknowns about your project. It sounds like you have a master table of everything, which definitely makes it harder

fervent goblet
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it's just a single technology tree table that I'm trying to swap from version to version. A single datatable asset.

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Can I affect the args with the build target or should I just give up and run it via command line?

winged moss
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BuildCookRun via the command line will give you a lot more control

summer dock
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can even pass them in as build args if you want, instead of manually toggling

fervent goblet
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I have that set up in a global var with the build target, but just wanted to discourage scraping by removing the datatable from the demo build

summer dock
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yeppa yeppa

fervent goblet
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I've now settled with chunking it separately and removing it semi manually from the demo build

torn trout
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There is an issue with Scriptable Tools plugin on UE 5.7. If I try to package with shipping option I get this error: UATHelper: Error: Packaging (Windows): ERROR: Non-editor build cannot depend on non-redistributable modules. C:\Users\PC\Documents\Unreal Projects\Pato\Binaries\Win64\Chapter1-Win64-Shipping.exe depends on 'ToolMenus', 'ToolWidgets'.

I`ve seen forums about this but couldnt find a proper solution for this. Anyone know how to fix this? Thanks

mystic atlas
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There is no "solution" to this. You aren't allowed to package that module. End of story.

#

If you want some small functionality that is offered by the module, you could recreate it. Copying stuff from it wholesale is a breach of your EULA.

rotund breach
#

Hi guys
Is there a solution to this problem? I've tried deleting many incorrect files, but this always happens. I also tried it in a new project, but the same thing happens. I always get the same error

solar trellis
solar trellis
mystic atlas
solar trellis
mystic atlas
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It's a specific directory.

zenith idol
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I packaged a UE5.4.4 game on windows 10, anyone who tries to run it on Win10 can launch it without needing anything extra. However Win11 requires this to run it:

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Is this normal ?

gaunt bone
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Yeah, especially if they don't game much.
I know, stuff like steam auto installs stuff like that.

summer dock
wanton sluice
#

uh what does this mean

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5.6.1

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UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\NAME\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.6\UBA-Metahuman_Tests-Win64-Shipping.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 6s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
LogStreaming: Display: FlushAsyncLoading(358): 1 QueuedPackages, 0 A
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i tried following this

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but nothing works

winged moss
#

there has to be more log lines displayed above the snippet you sent

wanton sluice
#

but thats the snippet where the "Build Failed"

winged moss
#

well you're going to have to paste them somewhere

wanton sluice
#

have a see if u can make anything of this

winged moss
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this is what I would expect if VS was not installed or didn't have the correct components installed

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5.6 will require VS2022 with the 14.38 build tools

wanton sluice
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i have vs2022

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no idea about build tools

winged moss
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not really, but I don't know what VS version or individual components you installed

wanton sluice
wanton sluice
winged moss
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the IDE is not the build tools

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the IDE version doesn't matter much

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you install specific build tools versions from individual components, something that is highlighted in the 2nd pinned message of this channel

wanton sluice
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got it found it

candid thistle
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Hello, when I build my project there are no errors and packaging completes successfully, but when I launch the packaged build I get this error

./November_2010.sh Shutdown handler: initialize. 5.6.1-44394996+++UE5+Release-5.6 1017 0 Disabling core dumps. [S_API] SteamAPI_Init(): SteamAPI_IsSteamRunning() did not locate a running instance of Steam. [S_API] SteamAPI_Init(): Loaded '/home/louloubiwan/.local/share/Steam/linux64/steamclient.so' OK. [S_API FAIL] SteamAPI_Init() failed; create pipe failed.[S_API FAIL] Tried to access Steam interface SteamUtils010 before SteamAPI_Init succeeded. [S_API FAIL] Tried to access Steam interface SteamUser023 before SteamAPI_Init succeeded. [S_API FAIL] Tried to access Steam interface SteamFriends017 before SteamAPI_Init succeeded. [S_API FAIL] Tried to access Steam interface STEAMREMOTESTORAGE_INTERFACE_VERSION016 before SteamAPI_Init succeeded. [S_API FAIL] Tried to access Steam interface STEAMUSERSTATS_INTERFACE_VERSION012 before SteamAPI_Init succeeded. [S_API FAIL] Tried to access Steam interface SteamMatchMakingServers002 before SteamAPI_Init succeeded. [S_API FAIL] Tried to access Steam interface STEAMAPPS_INTERFACE_VERSION008 before SteamAPI_Init succeeded. [S_API FAIL] Tried to access Steam interface SteamNetworking006 before SteamAPI_Init succeeded. [S_API FAIL] Tried to access Steam interface SteamMatchMaking009 before SteamAPI_Init succeeded. Resizing viewport due to setres change, 2560 x 1440 radv/amdgpu: The CS has been cancelled because the context is lost. This context is innocent. radv: GPUVM fault detected at address 0x80003489a000. GCVM_L2_PROTECTION_FAULT_STATUS: 0x401430 CLIENT_ID: (SQC (data)) 0xa MORE_FAULTS: 0 WALKER_ERROR: 0 PERMISSION_FAULTS: 3 MAPPING_ERROR: 0 RW: 0

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so when I try to launch the executable directly into Unreal and same error :

LogPlayLevel: UAT: radv/amdgpu: The CS has been cancelled because the context is lost. This context is innocent. LogPlayLevel: UAT: radv: GPUVM fault detected at address 0x80003489a000. LogPlayLevel: UAT: GCVM_L2_PROTECTION_FAULT_STATUS: 0x501430 LogPlayLevel: UAT: CLIENT_ID: (SQC (data)) 0xa LogPlayLevel: UAT: MORE_FAULTS: 0 LogPlayLevel: Error: UAT: WALKER_ERROR: 0 LogPlayLevel: UAT: PERMISSION_FAULTS: 3 LogPlayLevel: Error: UAT: MAPPING_ERROR: 0 LogPlayLevel: UAT: RW: 0 LogPlayLevel: UAT: Client exited with error code: 1 (see /home/louloubiwan/Library/Logs/Unreal Engine/LocalBuildLogs/Client.log for more info) LogPlayLevel: UAT: (see /home/louloubiwan/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace) LogPlayLevel: UAT: AutomationTool executed for 0h 1m 53s LogPlayLevel: UAT: AutomationTool exiting with ExitCode=1 (Error_Unknown) LogPlayLevel: Completed Launch On Stage: Run Task, Time: 5.251431 LogPlayLevel: Error: UAT: RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 1 PackagingResults: Error: Échec du lancement ! Unknown Error

Note: when playing directly in the Unreal Editor works fine — I can develop and run the game without issues, and the package shows no errors. The crash only occurs when running the packaged build.

Specs (if neeeded) :

OS : Linux Fedora 44
GPU : RX 7800XT
CPU : Ryzen 7 5800X

candid thistle
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in Unreal engine 5.6.1

unique harbor
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Hey all! I have a packaged game that works on most computers, but on some computers got the "gpu crashed or d3d device removed" error. Saw some sites say that it swapping from dx12 to dx11 helps, but not sure how to set that up to be prompted on launch.

If anyone knows how to do that or has any other suggested fixes I'd really appreciate it!

solar trellis
lucid ruin
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Having a new issue that I haven't had before where the packaged .exe of my game doesn't open. It kinda just does nothing? From what I can tell there aren't any processes opening in the background of windows errors being logged so any insights would be appreciated

lucid ruin
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The log of what

summer dock
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Saved folder

lucid ruin
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There isn't one

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In the build at least

summer dock
lucid ruin
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I've tried all configs but I can do that again real quick to see if it produces any

summer dock
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Shipping builds dont have logs

lucid ruin
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In the past I don't get any logs because nothing opens/it fails before opening

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Give me a minute to make another build, should only take a minute or two

summer dock
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You might also want to scan the packaging log for suspicious warnings

lucid ruin
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Yeah still no logs

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IT almost acts like the exe just isn't doing anything but I'm not sure how that changed from now and a week ago?

lucid ruin
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Also I barely have any warnings most of them are just misc warnings about input axis errors or pose stuff

summer dock
# lucid ruin Also I barely have any warnings most of them are just misc warnings about input ...

I would do a couple of things

  1. one can always sanity check that things are generally ok in the big picture by taking a Blank or Template project, packaging that and verifying it works as expected. This narrows things down to make sure the problem is in your project ( or not )
  2. if you are not using version control, start doing so : if the change is related to something in your project ( and it usually is ) then version control helps you trace where things went wrong
  3. if you are getting serious, maybe have a small team, set up nightly builds to catch problems faster
lucid ruin
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Nightly builds is a good idea, just a solo operation for this project but my other gig it's probably a good idea for

west aurora
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Does anyone know why in my packaged game (UE 5.4.4), all of my actors GUIDs (they are in Streaming Sublevels, NOT instanced streaming levels) are returning as a long 000000000000 string/null? I've set the BP_Class to Cook Property GUIDs and enabled in my proejct settings, but in a packaged build my actors are all returning 00000000 as their GUID value.

west aurora
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NM, turns out GUIDs are only supported in Editor, awesome news. Time to write my own custom ID tag system

fervent stone
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hi, can i safely delete Manifest_UFSFiles_Win64 from a packaged shipping build for release?

lucid ruin
# lucid ruin Nightly builds is a good idea, just a solo operation for this project but my oth...

`GravityGame.exe!UE::MovieScene::FPlaybackCapabilitiesImpl::OverwriteCapability<struct UE::MovieScene::FEventTriggerControlPlaybackCapability,struct UE::MovieScene::FEventTriggerControlPlaybackCapability>(unsigned int)'::3'::<lambda_1>::operator()(void) C++

GravityGame.exe!TSparseArray<class TSparseSetElement<struct TTuple<struct FRetargetSourceCachedDataKey,struct FRetargetSourceCachedData> >,class TSparseArrayAllocator<class TSizedDefaultAllocator<32>,class FDefaultBitArrayAllocator> >::TRangedForIterator::operator!=(class TSparseArray<class TSparseSetElement<struct TTuple<struct FRetargetSourceCachedDataKey,struct FRetargetSourceCachedData> >,class TSparseArrayAllocator<class TSizedDefaultAllocator<32>,class FDefaultBitArrayAllocator> >::TRangedForIterator const &)'::2'::<lambda_1>::operator()(void) C++

Ended up running though VS the other day and got these errors, anyone have insights to them?

deep birch
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Hi, I wanted your help regarding creating a mod to increase the length of ziplines so they can be about 500 units long. I tried creating my mod by modifying DefaultZiplineSetting.ini with Retoc, but it doesn’t work—the game doesn’t load my changes. Maybe I’m not using the right function that needs to be modified to get extremely long ziplines.

mystic atlas
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Is this for some already released game?

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If it has a modding community, you should ask there.

solar trellis
deep birch
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Yes it is for the game star rupture and yeah it for a mod

deep birch
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That why i asked in a unreal community cause the problem is not about coding its about packing with unreal packing that im not familar with @solar trellis @mystic atlas

solar trellis
deep birch
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Sorry but there no other channel for this particular case

solar trellis
# deep birch Sorry but there no other channel for this particular case

I'll be very blunt... there is no one here that can help you, because:

  1. They must know (in intimate detail) about game you are talking about and how it was implemented, ask the actual game devs.
  2. The game must allow things to be modified, they may not, ask the actual game devs.
  3. This discord is for game developers not mod developers.
deep birch
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Thank for being useless the

solar trellis
mystic atlas
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Unless the developer supports modding, it's not allowed here. And if they did, there would probably be a community for it.

covert plank
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Hey, I'm running into an issue which chunking. I start to set everything up so it's not file. I tried a Test build and some chunks are missing. In Asset Audit for Editor I can see them, swichting o Window and some are gone.
I defined PrimaryAssetLables and assigned Level files to it. Those level files are not hard referenced in the entire game code.

What went wrong?

candid coral
#

how can you check if an asset is cooked into a build ?

acoustic plume
#

@woven apex

solar trellis
wanton seal
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hii i am back again, can someone explain or send a video on how to fix this problem? i keep getting a turnkey error. Im still not able to do anything because the sdk installation failed

proven stone
candid coral
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is it a exe tool ? or a console command ? or a console arg to run ?

proven stone
solar trellis
candid coral
#

Thanks !

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Does this work whatever encryption you use ?

candid coral
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i tried on my build and i dont have any result

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-list doesnt do anything else

solar trellis
candid coral
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ill check the default settings

candid coral
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so when extracting the .utoc file i managed to have a 9gb folder, where does this come from since my total packaged build is less than 7GB ?

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same for ucas file

stray harness
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Does -BuildVersion= work with installed (Launcher) engine builds?

I'm passing -ubtargs="-BuildVersion=3349" to BuildCookRun. The UBT command line in the log shows -BuildVersion=3349 is received, but the packaged monolithic exe still contains the engine version string (++UE5+Release-5.7-CL-...) instead of 3349 when I check FApp::GetBuildVersion().

Is the BuildSettings module recompiled for monolithic game targets on an installed engine, or does it use the precompiled engine version? If not, what's the correct way to stamp a custom build version into a packaged build using the Launcher engine?

solar trellis
stray harness
# solar trellis this is something that has always confused me as well, like how to properly vers...

This is the best I can deduce...

When Unreal.IsEngineInstalled() is true, all engine modules including BuildSettings get bUsePrecompiled = true. UBT literally skips compilation. The -BuildVersion define change is silently ignored. The .obj from December 2025 (when Epic shipped the 5.7 engine) is linked as-is.
From what I can tell... -BuildVersion simply does not work with installed engine builds. It only works with source engine builds where BuildSettings.cpp actually gets recompiled. The documentation and community advice doesn't comment on this.

solar trellis
stray harness
#

As an update for anyone looking in the future - I just ended up using a {} replacable bracket set in my AppVersion and manually injecting into the ini during the build process. Would still LOVE to hear how to "properly" do this

steady spear
#

Has anyone had this packaging error with nanite enabled? We have to disable nanite otherwise we cant package and we don't know why:

solar trellis
steady spear
# solar trellis unable to see your file on mobile but search back a good 6-7 months and I asked ...

UATHelper: Packaging (Windows): LogShaderCompilers: Error: Job 0 [Single] Failed: M_Landscape_aebc440cd1a9d001/Default/FMicropolyRasterizeCS/77:/Engine/Private/Nanite/NaniteRasterizer.usf|MicropolyRasterize Type 'FMicropolyRasterizeCS' '/Engine/Private/Nanite/NaniteRasterizer.usf' Entry 'MicropolyRasterize' Permutation 77
UATHelper: Packaging (Windows): LogShaderCompilers: Error: Job 1 [Single] Failed: M_Landscape_be57121152f6aa81/Default/FLandscapeFixedGridVertexFactory/TVirtualTexturePSDisplacement/0:/Engine/Private/VirtualTextureMaterial.usf|MainPS VF 'FLandscapeFixedGridVertexFactory' Type 'TVirtualTexturePSDisplacement' '/Engine/Private/VirtualTextureMaterial.usf' Entry 'MainPS' Permutation 0
UATHelper: Packaging (Windows): LogShaderCompilers: Error: Job 2 [Single] Failed: M_Landscape_4f4d56b70c9e2682/Low/FMicropolyRasterizeCS/225:/Engine/Private/Nanite/NaniteRasterizer.usf|MicropolyRasterize Type 'FMicropolyRasterizeCS' '/Engine/Private/Nanite/NaniteRasterizer.usf' Entry 'MicropolyRasterize' Permutation 225
UATHelper: Packaging (Windows): LogShaderCompilers: Error: Job 3 [Single] Failed: M_Landscape_b7550151c3202b29/Low/FMicropolyRasterizeCS/429:/Engine/Private/Nanite/NaniteRasterizer.usf|MicropolyRasterize Type 'FMicropolyRasterizeCS' '/Engine/Private/Nanite/NaniteRasterizer.usf' Entry 'MicropolyRasterize' Permutation 429
UATHelper: Packaging (Windows): LogShaderCompilers: Error: Job 4 [Single] Failed: MM_Master_Material_01a_a8afe9e79506c291/Default/FLocalVertexFactory/TShadowDepthPSPixelShadowDepth_VirtualShadowMap/0:/Engine/Private/ShadowDepthPixelShader.usf|Main VF 'FLocalVertexFactory' Type 'TShadowDepthPSPixelShadowDepth_VirtualShadowMap' '/Engine/Private/ShadowDepthPixelShader.usf' Entry 'Main' Permutation 0
UATHelper: Packaging (Windows): LogShaderCompilers: Error: Job 5 [Single] Failed: MM_Glass_01a_c27e38c893c2d539/Default/FLocalVertexFactory/TBasePassPSFSelfShadowedTranslucencyPolicySkylight/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF 'FLocalVertexFactory' Type 'TBasePassPSFSelfShadowedTranslucencyPolicySkylight' '/Engine/Private/BasePassPixelShader.usf' Entry 'MainPS' Permutation 0
UATHelper: Packaging (Windows): LogShaderCompilers: Error: Job 6 [Single] Failed: MM_General_4812a918224abd6b/Low/FHWRasterizeMS/80:/Engine/Private/Nanite/NaniteRasterizer.usf|HWRasterizeMS Type 'FHWRasterizeMS' '/Engine/Private/Nanite/NaniteRasterizer.usf' Entry 'HWRasterizeMS' Permutation 80
UATHelper: Packaging (Windows): LogShaderCompilers: Error: Job 7 [Single] Failed: MM_General_4812a918224abd6b/Low/FHWRasterizeMS/91:/Engine/Private/Nanite/NaniteRasterizer.usf|HWRasterizeMS Type 'FHWRasterizeMS' '/Engine/Private/Nanite/NaniteRasterizer.usf' Entry 'HWRasterizeMS' Permutation 91
UATHelper: Packaging (Windows): LogShaderCompilers: Error: Job 8 [Single] Failed: MM_General_4812a918224abd6b/Low/FHWRasterizeMS/208:/Engine/Private/Nanite/NaniteRasterizer.usf|HWRasterizeMS Type 'FHWRasterizeMS' '/Engine/Private/Nanite/NaniteRasterizer.usf' Entry 'HWRasterizeMS' Permutation 208

#

Any time we have Nanite enabled

#

We can't package the game

#

So for months now we've just disabled it (but not ideal)

proven stone
# steady spear > UATHelper: Packaging (Windows): LogShaderCompilers: Error: Job 0 [Single] Fail...

Seems like you are doing something in materials that fails to produce correct shader code for Nanite related permutations, when I’m at home I’ll check the file you sent previously if I can read more from it… likely what you’ll have to do is enable more shader debugging so we can figure out what’s happening there and/or share the material in question, though it seems like there’s multiple materials that are failing so unless they are all based on one shared master material then it’s some sort of weird issue…. If you are using engine from epic games launcher verify engine files in case some shaders are corrupted or something

solar trellis
# steady spear We can't package the game

different than our issue, our issue is that when cooking both client and server targets at the same time it was a race condition as to whether or not the clients would have VFX, we could always cook, so this is something that you guys introduced and need to fix on your side, no one else has your issues

steady spear
steady spear
#

thank you

proven stone
#

also it seems like the materials that are failing are: M_Landscape, MM_Master_Material_01a, MM_Glass_01a and MM_General at least based on the stuff you've sent, sadly there's not much else I can read out just from the logs... but if you read through the article I've sent above you should be able to get some pointers and hopefully it will help you to track it down

blazing parrot
#

can anyone help me with packaging for windows?

#

the project isnt cooking

#

it keeps saaying theres a enhanced input action with a null valua in my bp but there isnt

solar trellis
blazing parrot
#

is it a known issue?

#

Im using ue5.7

solar trellis
# blazing parrot how would that fix the problem?

usually when that happens it is because the blueprint is compiling and it can't find the node in the loaded modules in time. but actually it should happen in the editor too, so you likely have something being excluded from cooks or plugins or modules that are not setup properly, so focus on the missing node it is complaining about

solar trellis
blazing parrot
#

ah ok, so the error is this: UATHelper: Error: Cooking (Windows): LogUObjectGlobals: Error: Ignored DoNotCreateDefaultSubobject for Camera as it's marked as required. Creating AlsCameraComponent. EnhancedInputActionEvent references invalid 'null' action for EnhancedInputAction None

blazing parrot
#

I only have like one input in my project rn

#

or in that bp

blazing parrot
#

ok I fixed the issue but now the project just crashes on load

#

in the built version

blazing parrot
spiral sail
#

Can someone explain to me how to fix this error? i have tried to resize my page file in my windows performance

solar trellis
# blazing parrot these are the logs btw

dumping logs like this into discord requires people to download and open in another viewer, literally 99.99% will not do that, so it is best to chop it down to the actual issue. in addition, this is when you attach the debugger and step through and figure out what's going on

#

and yes that means I did NOT download it either

solar trellis
#

just need the proper command line and I can't be bothered to search for it for you right now... waitfordebugger or something like that

spiral sail
solar trellis
placid zealot
#

When I package my game in UE5.7 and try to run it, a window pops up telling me it failed to connect to the Zen Storage server.
I can fix it by bringing the Zen Dashboard up and start the server manually or probably also having the editor open, but I would like it to be automatic.

So I installed the zen server as a Windows service with zenserver --install.

I can open up localhost:8558/dashboard in my browser and I see that the DCC for my Project is not listed and also not the DCC for UE5. Only UE4. See first screenshot.

The documentation didn't help me. https://dev.epicgames.com/documentation/unreal-engine/how-to-use-zenserver-streaming-to-play-on-target-in-unreal-engine#enablingzenstreaming

Anyone got an idea? Or have further resources?

placid zealot
# placid zealot When I package my game in UE5.7 and try to run it, a window pops up telling me i...

I now see that the data path for the zenserver is within C:\ProgramData... and when I run it from the dashboard or Editor it's within my user folder.
C:\Users\<User>\AppData\Local\UnrealEngine\Common\Zen\Data.

Tried setting the zenserver service to login as my user instead of the system service and run this: zenserver --install --data-dir C:\Users\<User>\AppData\Local\UnrealEngine\Common\Zen\Data

But it didn't work 😮‍💨

azure star
proven stone
# placid zealot I now see that the data path for the zenserver is within `C:\ProgramData...` and...

Pre 5.5 (maybe <= 5.5) things were in programdata and got moved to appdata in the version after… so that disparity is related to UE version (not sure if it’s exposed to config or hardcoded in cpp update: it is exposed to ini in the [Zen.AutoLaunch] section)

Otherwise there should be no compatibility issues and as long as the zen process is running editor should connect to it regardless its location…

Now back to your issue… problem with zen and remote on-device streaming (which is presume is the case you’re trying to run) is that zen is set to localhost only on windows (because http.sys combined with non-localhost binding requiring admin perms on windows)

In ini config you can tell editor to launch zen without limit to loopback…

#
[Zen.AutoLaunch]
AllowRemoteNetworkService=true

in DefaultEngine.ini should make sure that zen launches without limit to localhost, which will make it so you can use zen streaming on remote devices (like consoles and phones)

#

and the [Zen.AutoLaunch] section in BaseEngine.ini also has other switches, like whether zen is closed when you exit the owning process, what directory it maps data to and other CLi arguments, so it's worth poking that around

solar trellis
proven stone
placid zealot
proven stone
#

That seems like some other zen instance is already running and it’s conflicting… likely trying to spin up new instance since it needs to nit launch with localhost only mode… though I’m speculating right now

placid zealot
placid zealot
placid zealot
proven stone
#

Ah, then you have to disable autolaunch in editor… and I’ve personally never used the service mode as last time I checked it was heavily experimental for desktop use… it was/is intended to be used when the zen instance is used as shared zen

placid zealot
#

Okay. Yeah I think I ditch it for now then. Using the Zen dashboard outside the Editor when I need Zen.

#

Thanks for the help though 🙏

#

Ahh nevermind found it. Set AutoLaunch to false in BaseEngine.ini:

[Zen]
AutoLaunch=false
proven stone
nocturne ember
#

Hi I need help with my ue5.6 project packaging. It cooks some assets and then gets stuck without showing any errors

solar trellis
nocturne ember
#

could you please elaborate a bit on how to do this?

winged moss
nocturne ember
mystic atlas
#

That's perfectly normal and happens all the time.

#

When you say "stuck" describe what you mean.

nocturne ember
#

it doesnt print anything else

mystic atlas
#

For how long?

nocturne ember
#

as long as it keeps running the only thing that does print is
LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 342.290588
LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 342.957336, Update Interval: 333.16690

mystic atlas
nocturne ember
#

there's no time to it as long as its running

solar trellis
#

you'll then see what it is working on and you'll have to dig through and evaluate variables

nocturne ember
#

I paused it and i found that it's stuck on this apparently
FShaderCompilingManager::BlockOnShaderMapCompletion()

solar trellis
#

Oh this is so awesome that the <@&213101288538374145> will love it!

solar trellis
#

oh awesome, the Mod removed my ban hammer meme too so I didn't have to 😉

nocturne ember
jagged raptor
#

so I've been working on my project for over a year and hadn't tried packaging it yet because I didn't know how to do that

#

behold, the worst compile log you have ever seen, bar none

junior jungle
#

recently i spent two weeks on how to package and distribute app on google store and apple store including tweak leaderboard archievement , IAP and AdMob, this work are challenged especially on setup google cloud project and google console projects, understanding "upload sign" and "app sign" for connecting to API provider, finally i managed to integrate googleplay plugin from (https://github.com/google/play-unreal-engine-plugin/tree/aa0e6f088b5f43e7860b6e6fb9e9dfe45ff7ca7c) into my projects built on ue-5.9.... everything works except AdMob on iOS (no money buy plugin from fab), lol , have good sleeping tonight....

GitHub

Contribute to google/play-unreal-engine-plugin development by creating an account on GitHub.

solar trellis
solar shard
#

Hey, folks. I'm researching how to use Game Features and Modular Gameplay Plugins. The Primary Asset Type Game Feature Data, which is registered by the Game Features plugin on Project Settings > Asset Manager > Primary Asset Types to Scan has an empty Directories list. That led me to believe that any other Primary Asset Types configured the same way would also be automatically scanned across plugins added under /Plugins/GameFeatures. However, my tests showed otherwise. I had to manually add the path of each GFP to every other Primary Asset Type registration (including Primary Asset Label), otherwise the Asset Manager would not detect assets of those types inside the GFP. Am I misunderstanding how asset scanning works for Game Feature Plugins, or is this expected behavior?

solar trellis
twilit pasture
#

Hello guys, I've tried to package the game in development version, but I had this error in VFX

Invalid input type found while attempting initialize new rapid iteration parameters
on
NS_Rain>>WindForce>>Input Name: Module.Physics Field

I've solved it just removing the Wind Force module, but I don't understand the reason why for this error build, cause in Niagara I don't have any errors.
Somebody know the reason why?
Thank you

solar shard
# solar trellis Good question, no idea, have you looked into Lyra?

Yeah, I just checked, and that confirms it. GameFeatureData seems to be the odd one: it's only registered in the Project Settings and applies globally to all GFPs. All other Primary Asset Types are also registered within each GameFeatureData asset for its respective GFP. So, I guess we have two options: either register the GFP paths in the Project Settings, or re-register the Primary Asset Types inside each GFP.

solar trellis
round lion
#

hello cool Unreal people. I am hoping this is the right place to ask, but I am having a very odd issue when trying to package a plugin. The output error is:

[2/3] Compile [x64] PFDDialogs.cpp
UATHelper: Package Plugin Task (Windows): D:\UE\UE57\UE_5.7\Engine\Source\Runtime\Core\Public\Experimental\Containers\FAAArrayQueue.h(274,31): error C2589: ';': illegal token on right side of '::'
UATHelper: Package Plugin Task (Windows):                  FPlatformProcess::Yield();
UATHelper: Package Plugin Task (Windows):                                           ^
UATHelper: Package Plugin Task (Windows): D:\UE\UE57\UE_5.7\Engine\Source\Runtime\Core\Public\Experimental\Containers\FAAArrayQueue.h(240,8): note: This diagnostic occurred in the compiler generated function 'T *FAAArrayQueue<T>::dequeueInternal(HazardType &)'
UATHelper: Package Plugin Task (Windows):     T* dequeueInternal(HazardType& Hazard)
UATHelper: Package Plugin Task (Windows):        ^
UATHelper: Package Plugin Task (Windows): D:\UE\UE57\UE_5.7\Engine\Source\Runtime\Core\Public\Experimental\Containers\FAAArrayQueue.h(274,31): note: the template instantiation context (the oldest one first) is
UATHelper: Package Plugin Task (Windows):                  FPlatformProcess::Yield();
UATHelper: Package Plugin Task (Windows):                                           ^
UATHelper: Package Plugin Task (Windows): D:\UE\UE57\UE_5.7\Engine\Source\Runtime\Core\Public\Experimental\Containers\FAAArrayQueue.h(80,7): note: while compiling class template 'FAAArrayQueue'
UATHelper: Package Plugin Task (Windows): class FAAArrayQueue
round lion
#

And entirely unrelated, a completely different plugin I am working on also fails to build with an entirely different error. Not doing anything weird in this plugin at all, no third party code, just socket stuff. Also not building in a weird way, just the package button in-editor.

#

any help on either/both would be greatly, greatly appreciated 🙏

meager mural
#

hello all, I am getting an error when packaging UE 5.7.4 for a BP only project.
UATHelper: Error: Packaging (Windows): Module.LiveCoding.cpp.obj : error LNK2019: unresolved external symbol __std_search_1 referenced in function "char const * __cdecl std::_Search_vectorized<char const ,char const >(char const * const,char const * const,char const * const,unsigned __int64)" (??$_Search_vectorized@$$CBD$$CBD@std@@YAPEBDQEBD00_K@Z) UATHelper: Error: Packaging (Windows): Module.LiveCoding.cpp.obj : error LNK2019: unresolved external symbol __std_search_2 referenced in function "wchar_t const * __cdecl std::_Search_vectorized<wchar_t const ,wchar_t const >(wchar_t const * const,wchar_t const * const,wchar_t const * const,unsigned __int64)" (??$_Search_vectorized@$$CB_W$$CB_W@std@@YAPEB_WQEB_W00_K@Z) UATHelper: Error: Packaging (Windows): Module.TraceAnalysis.cpp.obj : error LNK2019: unresolved external symbol __std_find_first_of_trivial_pos_1 referenced in function "unsigned __int64 __cdecl std::_Find_first_of_pos_vectorized<char,char>(char const * const,unsigned __int64,char const * const,unsigned __int64)" (??$_Find_first_of_pos_vectorized@DD@std@@YA_KQEBD_K01@Z) UATHelper: Error: Packaging (Windows): Module.GeometryAlgorithms.1.cpp.obj : error LNK2019: unresolved external symbol __std_mismatch_4 referenced in function "void __cdecl std::_Make_heap_unchecked<class std::array<int,2> *,struct std::less<void> >(class std::array<int,2> *,class std::array<int,2> *,struct std::less<void>)" (??$_Make_heap_unchecked@PEAV?$array@H$01@std@@U?$less@X@2@@std@@YAXPEAV?$array@H$01@0@0U?$less@X@0@@Z) UATHelper: Error: Packaging (Windows): Module.GeometryAlgorithms.2.cpp.obj : error LNK2001: unresolved external symbol __std_mismatch_4 UATHelper: Error: Packaging (Windows): Module.GeometryAlgorithms.2.cpp.obj : error LNK2019: unresolved external symbol __std_minmax_element_d referenced in function "struct std::pair<double *,double *> __cdecl std::_Minmax_element_vectorized<double>(double * const,double * const)" (??$_Minmax_element_vectorized@N@std@@YA?AU?$pair@PEANPEAN@0@QEAN0@Z) UATHelper: Error: Packaging (Windows): reverb_onset_compensator.cc.obj : error LNK2019: unresolved external symbol __std_minmax_element_f referenced in function "struct std::pair<float *,float *> __cdecl std::_Minmax_element_vectorized<float>(float * const,float * const)" (??$_Minmax_element_vectorized@M@std@@YA?AU?$pair@PEAMPEAM@0@QEAM0@Z) UATHelper: Error: Packaging (Windows): reverb_node.cc.obj : error LNK2019: unresolved external symbol __std_max_element_f referenced in function "float * __cdecl std::_Max_element_vectorized<float>(float * const,float * const)" (??$_Max_element_vectorized@M@std@@YAPEAMQEAM0@Z) UATHelper: Error: Packaging (Windows): C:\RobiesWorkspace\TankMan\Binaries\Win64\TankMan.exe : fatal error LNK1120: 7 unresolved externals

#

I havent enabled c++ for the project, but what I understand from this is that it is a C++ error

solar trellis
meager mural
solar trellis
meager mural
wanton brook
#

hi , dose anyone know why engine still preferd to obj-c rather than swift on apple platform?

#

I found only VisionOS set this "bUseSiwftUIMain=true" , others like iOS, Mac still stick to obj-c entry

ashen pewter
#

Let me know of any resources you guys know of related to packaging and shipping games, I'll pin them to the channel

eternal ice
#

First!.. (If I deleted roy's message)

ashen pewter
#

still wouldn't be first, just a cheater!

ocean rune
#

do official docs count? :p

rancid mountain
#

oh shit

#

I wont lie though

#

this channel should be in a different category imo

ocean rune
#

I was thinking about it kinda pops here

rancid mountain
#

But awesome to have

#

meh, it's UE4 related right?

ocean rune
#

but I don't really know any better group

rancid mountain
#

Not some random channel

#

I guess

ocean rune
#

I guess platforms could expanded

#

to have some broader title

#

but I dunno

inland atlas
#

thank you guys for this channel

kindred pollen
#

Interesting thing I read about how valve don't want you to pak or encrypt your game data so they can use their own compression for updates etc

#

wonder what that means for game data protection

rancid mountain
#

@kindred pollen hmm I think you read that wrong

#

They don't want you to compress your paks

#

Because they already do compression

#

But you can also submit without paks

#

TBH. I was torn about it

#

Because technically anyone can just unpak easily.

#

But for my recent demo I chose to pak it

#

But did not compress it.

#

Updates are roughly 1.2 GB because of it.

#

But yeah. I am definitely all ears (eyes) on the best ways to package for Steam

#

Or in general. We need a full optimization packaging guide

#

Especially interested in the whole reordering paks business

#

What else is nice about packaging... Oh I guess we can talk about automation in here as well... Hmm

#

As far as encryption is concerned... IIRC, players need the key to play. So what's stopping someone from buying and then uploading a hacked version? Giving the key out with it.

kindred pollen
#

mmm

#

if they fix this I'd want to use pak encryption

#

"if they fix"

#

But yeah the steam thing is an issue

vague hare
mellow bane
#

We decided not to compress the paks, ourselves

#

Game is larger on client's device, but it's faster to download and update

#

@kindred pollen You're always free to use compression or encryption on your game, it just means that updates to your game will basically re-download it.

#

You can address that issue by using UE4's patching process as much as possible, and resetting patches from time to time by re-doing a large update

#

The other option is to not compress or encrypt your game

finite gull
#

4.19 has improved pak encryption configuration

rancid mountain
#

@mellow bane patch via frontend?

open rapids
#

O

#

my

#

fucking god

#

thank you for this

#

IT EXISTS!!!

#

@finite gull Is pak encryption even that useful thoungh

#

The pak file itself is simply a binary file right

#

Are there extractors people have made lol

rancid mountain
#

Well

#

The point of encryption is so they can't without the key

#

But....there are decrypters

open rapids
#

yea

#

i mean it depends

#

what encryption standard is it using?

#

it it like one of the AES standards

rancid mountain
#

No idea haven't looked into it

open rapids
#

like if its some

#

base64 shit

#

thats useless lol

rancid mountain
#

I don't get how useful it would be really in regular games anyway

mellow bane
#

@rancid mountain Yeah.

rancid mountain
#

Again. The player needs the key to do anything

#

So it's pretty much DRM

#

From the 90s

mellow bane
#

BTW, zero client-side encryption can ever work

#

Not reliably

#

Not on a PC anyway.

rancid mountain
#

Aye

open rapids
#

u know whats funnyt

#

u can just get the password from memory

#

if its on client side

#

Lol

rancid mountain
#

Not entirely too sure what's up with the new options. Guess we will have to play around with them. Maybe wrong.

mellow bane
#

I'm happy that this channel exist, we took quite some time to refine our packaging process ourselves. Props to the awesome Roy

rancid mountain
#

@mellow bane you have any links to any wikis or blogs that helped?

#

Or planning on creating one?

#

TBH. That's the one thing epic really forgets to talk about. The end game of things.

#

Always the beginning and middle. But the end... GL

mellow bane
rancid mountain
#

@mellow bane aye. Seen that one

mellow bane
#

We used releases + patches initially, when we were shipping our game with a custom launcher in private beta.

rancid mountain
#

I am just wondering about little known tips and tricks

mellow bane
#

We moved on to a much simpler system once we had access to Steam

rancid mountain
#

Like how to actually decrease file size.

#

Down to a sliver

#

Which @ocean rune figured out after some trial and error

#

But those were jam entries

mellow bane
#

The way we package our game right now makes it way larger than it has to be, so I won't be of any help there

rancid mountain
#

Aye. Do you pay?

#

Pak

mellow bane
#

We don't.

#

uh

#

We do

#

Uncompressed paks, though

rancid mountain
#

Just wondering the best way for patching

#

Yea

#

I men right now. The demo players are getting 1.2GB patches

#

From a 7GB initial install.

mellow bane
#

The biggest question you should be asking is what your distribution platform wants

rancid mountain
#

I feel like 1.3GB for the little changes...is too much

mellow bane
#

When using Steam, the key to small downloads is to disable compression & encryption of paks

rancid mountain
#

Yeah

#

Which got us down to 1.2 GB... Lol

#

But seriously... These small BP changes are not worth 1.2GB...so trying to figure out what else it could be.

mellow bane
#

In my experience, Steam is really good at doing the diff. Like, it is actually better than UE4's compression, which is kind of impressive, considering it doesn't know what's in the files.

#

Do you have static lighting ?

#

That's one way to get a gigabyte patch from moving a barrel

#

(One that's 100% guaranteed and unfixable)

rancid mountain
#

Stationary

#

So yeah we build lighting

mellow bane
#

If you want to be sure that you really have actual new data, you can try doing a UE4 patch using the doc above

#

If it's 1.2Gb, then yeah, chances are, you have no way to reduce it

rancid mountain
#

Hmmmmmmm. Boo

mellow bane
#

I mean, try Steam and the UE4 patcher

rancid mountain
#

Yeah I will look into more

#

Because this is just the demo

#

The game itself will be 10x or more bigger

mellow bane
#

Both UE4 and Steam use different methods for patching, so if they both do GB range, it means you really have a GB worth of new information

rancid mountain
#

Ah

mellow bane
#

Lighting isn't deterministic, so building twice will always do a giant diff, no matter how changed the lighting really is

#

Real solutions for this are smaller lightmap resolutions, more & smaller levels

#

Is your game 7GB with uncompressed or compressed paks ?

#

If you need compression on the client, you need the UE4 patching system. Steam will be unable to create a decent patch.

finite gull
#

Every patch isn't going to include lighting changes tho

rancid mountain
#

Exactly

#

And I don't rebuild everytime I patch

#

7GB uncompressed

#

It was 3.5GB compressed

mellow bane
#

@rancid mountain Basically, the two options I see are "no compression on client, Steam does the patching" and "compression on client, UE4 does the patching"

#

For PC, I mean. I don't know about consoles, but I suspect the second option would be required

rancid mountain
#

Hm

mellow bane
#

Updates will have similar sizes

rancid mountain
#

I do plan on taking this to PSVR later after release

#

So going to need to make sure I do make it as small as possible

mellow bane
#

I don't now anything about the PS4, but Steam's automatic diff is pretty great (it's Perforce, btw)

#

I wouldn't be surprised if a console had a simpler patch-based approach

#

In any case, the cleanest way is probably the UE4 way - it's also the most annoying.

open rapids
#

i find it funny lol

#

how i searched #discord on twitter

#

and saw u

mellow bane
#

@rancid mountain BTW, we found building the game to be more annoying that patching.

#

Getting an UAT command line to work reliably on Windows & Linux is pretty painful

rancid mountain
#

@mellow bane Hmm, interesting. The only issues packaging I've had that I can't resolve yet are BP Nativitization

#

But usually, I can figure out what's wrong and package, unless you aren't talking about Packaging Errors via UAT

mellow bane
#

@rancid mountain Issues we had were mostly about not rebuilding the entire engine, including localization, etc

#

We ended up with a nice Python script that takes a JSON config

versed musk
#

hey guys, I hope I'm at the right channel 😃 I ran into the following problem, when trying to open a project I get this "... is unversioned and we cannot safely load unversioned files in the editor" ... I tried to search for this exact problem but I found nothing. I found UModel, which was able to load in the assets with the version I'm using but UE Editor couldnt... 😐 any tips?

dusky rampart
#

You're probably trying to load assets saved in a newer version of the engine than the one you're using

#

@versed musk

versed musk
#

@dusky rampart im pretty sure its saved in 4.18.x and im using 4.18.3 myself... i was able to open some assets in it UModel forcing 4.18 as well. Is there a way to query the version exactly?

dusky rampart
#

I don't think so, where did you get the assets from?

versed musk
#

Friend collab starting proj ... message didnt reach him yet

#

Tested some other files and saw that ue4 versions are in the header of an uasset file. In his they are missing. On phone, but will upload a simple test later. It's just a cube but I still get this in the output log :(

dusky rampart
#

it could be that the project he created his in has a different name that's referenced somewhere else. I would stay away from this kind of workflow and create a source control server, there are documents on it

strange elm
#

My C++/BP hybrid game won't build on either of two machines I have tried to package it on

#

This is the error I get

#

LINK : fatal error LNK1181: cannot open input file 'C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\Win64\UE4-UMGEditor.lib'

#

I am using UMG in my C++, creating widgets in a custom PlayerController class

#

I am wondering if this is relevant

rancid mountain
#

@strange elm Now, this may suck. And not sure exactly what causes this. You can try a few things before you do it. #1 Make sure you are running 100% administrator mode on your account

#

Right click on your install and project

#

And make sure that your user has all permissions

#

Failing all that

#

Reinstall the version on a separate drive away from C:

#

Now, this is sort of extreme, but only way that I could get damn games to package was to move them away from C: drive

#

Windows 10 was too op for me

strange elm
#

interersting

#

I don't have full permissions

#

with my version

rancid mountain
#

😃

#

Yeah...so

#

That's probably what's going on

strange elm
#

I have read & execute

#

list folder contents

#

and read

rancid mountain
#

Not sure why or how it happens

#

I just gave up

#

I rather just install it on another drive and never have to worry about it again

#

Also, only happens with UE4

#

other programs are just fine

strange elm
#

so I need to give myself permissions to do more with UE4?

rancid mountain
#

¯_(ツ)_/¯

#

@strange elm Yes

#

Or just install it on another drive

#

And just be happy

strange elm
#

Install Unreal on another drive?

rancid mountain
#

Right

#

uninstall it from c:

#

install on D; or whatever

#

I have a whole drive dedicated to ue4 now

strange elm
#

and what does that achieve?

rancid mountain
#

¯_(ツ)_/¯

strange elm
#

I'm not asking to be difficult I'm genuinely curious

#

oh welp

rancid mountain
#

You tell me when you do it

slender solstice
#

FWIW, I don't have that library in the launcher build of my engine either

strange elm
#

yo that's weird

#

it's looking for a file that isn't even there

slender solstice
#

It might be some sort of dependency issue

strange elm
#

I have

#

UE4-UMG.lib

#

and I have

strange elm
#

UE4-UMG-Win64-Shipping.lib

#

I haven't but thank you so much

slender solstice
#

Looks like you might be adding a UMGEditor dependency where you shouldn't be

strange elm
#

OHHHHHHHHHHHHHH

#

wait

#

I don't have UMGEditor

#

here's my build file

#
{
    public StrategyGame2(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
    
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });

        PrivateDependencyModuleNames.AddRange(new string[] {  });

        // Uncomment if you are using Slate UI
        PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore", "UMG"});
        
        // Uncomment if you are using online features
        // PrivateDependencyModuleNames.Add("OnlineSubsystem");

        // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
    }
}
#

Only UMG, not UMGEditor

#

should I remove UMG?

slender solstice
#

If you're actually depending on it, no

strange elm
#

I am

#

I make use of functions like CreateWidget and stuff

#

in a class

slender solstice
#

Hmm, that's pretty odd then

#

Maybe look in your .uproject? I'm seeing some posts online saying there's an AdditionalDependencies field in there

strange elm
#

How does one look in their uproject?

slender solstice
#

Open it with any text editor

#

It's just a json file

strange elm
#

you mean the project file by uproject?

#

the executable?

slender solstice
#

No, the one that ends in .uproject

#

It won't be in your packaged game, it's in the project directory

strange elm
#

OH

#

OH YOU MEAN

#

in the solution explorer?

slender solstice
#

Uh

#

Well, I guess it might be there?

strange elm
#

oh yeah that's what I thought you meant

slender solstice
#

That's what I'm talking about 😃

strange elm
#

I can open that?

slender solstice
#

Right click, open with

#

Choose the text editor of your choice

strange elm
#

OH

#

YEAH

#

YEP

slender solstice
#

See any UMGEditor in there?

strange elm
#

YEP

slender solstice
#

Ah, there you go 😃

#

Try to remove that line and rebuild, see if that helps

#

I wonder how that ended up there, haha

strange elm
#

welp it builds

#

now to see if it packages

#

it packaged

#

thank you so much

slender solstice
#

Good to hear 😀

rancid mountain
#

Oohhhh @slender solstice to the rescue with the right solution ;0

#

Figured he had already looked at Answerhub

hallow veldt
#

Hey, has any of you seen this before? Packing for android..

UATHelper: Packaging (Android (ETC1)):  [proguard] Warning: can't write resource [META-INF/MANIFEST.MF] (Duplicate zip entry [classes.jar:META-INF/MANIFEST.MF])
#

I have added a "ManifestRequirementsOverride.txt" to Project/Build/Android.

hallow veldt
#

No one? 🙁
I cant get either ads or play services to work. I'm pretty sure its because of this stuff

#

I have tried adding a ManifestRequirementsOverride.txt file to remove all the permissions I don't need. It didnt make a difference

#

I have asked in the Facebook group, UE4 forum and the answer hub but nobody is responding 😂

#

Everything from AdMob, Firebase and the Google Console have been linked to UE4. I have generated a keystore as well.

#

The AdMob page says I have several ads requested, but no ad views.

#

The Google Play login thing appears when I use the "Show External Login UI" node, but it dissapears before letting me sign in.

hallow veldt
#

@rancid mountain The first one of those threads don't end in a resolution. The second one was only for earlier engine versions and cant be done anymore. Thanks anyways tho 😃

#

Just to be sure, I generated a new keystore file and updated references in the editor. Still giving the same errors.

clear mica
#

shadercompile worker running out of memory on an 8 cores / 16GB machine .. is there a config/ini way to spawn fewer of those workers? the only way I know off is to hack the core count but that requires a full engine recompile

covert steppe
#

Is there a way to package only the assets necessary for a demo, or would I have to delete a lot of things in a second version of my game?

open rapids
#

i get this error running my dedi server

#

with nativization enabled

#

anyone else had this issue?

clear mica
#

@open rapids it does look like what happens when you run out of memory during a cook

mellow bane
#

Looks a lot like your regular out of bound access

open rapids
#

@Stranger#1927 im not using any loops

#

lel

open rapids
#

cant find a BlueprintImplementableEvent?

open rapids
#

another issue lol

#

No workaround for this though that ive found yet

frank garnet
#

Umm the workaround would be to not nativise?

open rapids
#

That's not an acceptable solution

#

I'm going to try and see if it works with just changing that component

#

to C++

frank garnet
#

Why dont you just rewrite it all in C++ instead of using Nativised BPs. Seems like an easy couple of choices you have.

open rapids
#

it would take

#

months

#

lol

open rapids
#

@frank garnet yep, converting it to C++ manually fixed it

#

other parts of my AI don't work still though sadly

frank garnet
#

Makes sense that it would

open rapids
#

ya

#

it is very weird though

#

that only that component doesnt work

frank garnet
#

Some conversion issue in the Nativisor. Doesnt seem to farfetched

open rapids
#

i think its also fucking up some of my other AI stuff

#

coz in PIE it all works fine, just not standalone lol

#

the behavior tree

open rapids
#

Hello guys, would anyone be willing to chat about Gamesparks/Steamworks integration? Just a few things to clarify, I'd be super grateful

hearty socket
#

So nativisation is still broken?

open rapids
#

Sorry, what are you implying? That I wouldn't need those 3rd party programs if nativisation was working well?

meager rover
#

i doubt he was talking about your question 😛 @open rapids

open rapids
#

yeah, I didn't notice what was above 😃 Anyway, if I have networking sorted out

#

I think I'm hopeless actually, I feel ashamed to even start asking my novice questions 😦

light junco
#

@open rapids i do not get why gamesparks or steam is important in the packaging channel

onyx berry
#

i'm having an issue with my packaged game. everything runs fine in the editor and i even packaged the shooter game and that works but when i package my game and run the exe nothing happens, how can i find out whats going on?

light junco
#

Check the logs

onyx berry
#

i don't see any logs folder, one was generated for the shooter game though don't know why mine doesn't have it

hollow finch
#

im trying to launch my game via standalone but it keeps crashing, i was wondering if someone can take a look at my directory to see whats wrong

light junco
#

So, I'm a bit struggling with understanding how Mobile defines Patching

#

The official docs are mostly talking about the "initial pak" file and the rest of the content.
That all works fine and the BP nodes (despite the disk size pre 4.18) work quite well

#

Now this uses DLCs

#

But a DLC is not a patch

#

Do I now use DLCs for Patching Mobile or a Patch?

#

As both options exist in the packaging settings of unreal frontend

light junco
#

Okay so for Patching the original release, I assume regenerating the whole file and uploading that under a higher versionnumber to the store should already take care of that

#

Idk how the stores handle that, if they do file checks, if it's work not uploading it as one pak file but rather as loose files.

#

Now the DLC files patching is another story I assume

#

Can you even create a PATCH for DLC?

#

It makes 0 sense to me why not

#

If the APK is 40MB and downloads the DLC1.0 for the additional content. Let's say it's a massive game with 1 GB of content.
If I now add 10MB of new content, I wouldn't want to redownload the whole DLC1.0.

And since DLCs are based on whole Maps instead of file differences, creating DLC2.0 or DLC1.1 anew, would still result in 1.01 GB

#

What are you supposed to select in the packaging settings for that :/

#

Patches require a Release Version and building a DLC doesn't let you create a Release Version

light junco
#

Okay, it seems like the whole DLC Patching works by just creating the DLC again with the old folders and files still in place

#

Then packaging the DLC again with the changes and override the files on the webspace

#

After that it downloaded only 2MB instead of the initially 9MB

#

Guess that works?

earnest elbow
#

Bros

#

How to package only one level?

#

Dont know how to set Custom Launch Profiles properly

#

He said client target not found,but where to set client target?

winged moss
#

well i can't read most of that and you cropped out the UAT commandline arguments, but if you're building the "Client" target you'll need a <Project Name>Client.Target.cs file

#

"Client" as opposed to a normal game target strips out the server side code

#

eg. UWorld::Listen is no-op'd

hard goblet
#

When I package my game, overlaps are no longer detected but in the editor when I play, they are

#

What might be causing this?

light junco
#

Maybe collision settings resetting or so :/ do you have custom collision types and channels

weary steeple
#

@hard goblet I've had similar issue in ~4.15, the solution was to set Collision\Overlap parameters in blueprints

hard goblet
#

@weary steeple @light junco It ended up being a bug. If you create Blueprint out of a TextRender and create a trigger box inside of it but parent it to the SpriteComponent instead of the root (TextRender), the box will not detect overlaps in a packaged build (Engine 4.16.3). Re-parenting the trigger box to the root and packaging let me detect overlaps as intended. I submitted it as a bug report!

#

It may not be a bug but it's not something I was able to read about anywhere.

weary steeple
#

Glad you figured it out

inner island
#

I'm getting packaging errors of this kind -

#

UATHelper: Packaging (Windows (64-bit)): LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
UATHelper: Packaging (Windows (64-bit)): LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.
UATHelper: Packaging (Windows (64-bit)): LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
UATHelper: Packaging (Windows (64-bit)): LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.
UATHelper: Packaging (Windows (64-bit)): LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
UATHelper: Packaging (Windows (64-bit)): LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.

#

How can I tell what is the offending asset?

#

I suspect it might be something to do with these things as well :

#

my HLOD's maybe got cooked poorly and now the black ones are causing problems

#

Although, when I delete them, there is no asset reference so I'm not sure why it's being packaged if it isn't referenced by the included map

midnight leaf
#

Guys can i actually launch and somebody else machine using the unreal frontend ?

weary steeple
#

"%UE4%\Engine\Binaries\DotNET\AutomationTool.exe ... >Build.log" In 4.17 this redirected output to build.log, but in 4.18 it continues to write to the console. Any ideas on how to make it work?

wispy rover
#

Hi guys, I'm getting some quite annoying warnings that don't seem to have any negative effect on my project, but it's triggering me that I can't seem to find the cause of it..

LogUObjectGlobals:Warning: Failed to find object 'Object None.'

I'm guessing that I may have deleted an asset which might still be in the level but I can't seem to find any empty actors so I'm not exactly sure...
Is there a way to pinpoint where I get this warning from?

#

I'm also getting some weird warnings with my Oculus controller, but everything still compiles properly and the controller works fine, so it's confusing me a bit..

UE4Editor-Cmd: [2018.01.24-11.34.14:953][ 0]LogBlueprint:Warning: [Compiler BP_MotionController] Warning InputAxisKey Event specifies invalid FKey'OculusTouch_Left_ThumbUp' for OculusTouch_Left_ThumbUp

UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2018.01.24-11.34.14:953][ 0]LogBlueprint:Warning: [Compiler BP_MotionController] Warning InputAxisKey Event specifies invalid FKey'OculusTouch_Left_IndexPointing' for OculusTouch_Left_IndexPointing

UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2018.01.24-11.34.14:954][ 0]LogBlueprint:Warning: [Compiler BP_MotionController] Warning InputAxisKey Event specifies invalid FKey'OculusTouch_Right_IndexPointing' for OculusTouch_Right_IndexPointing

UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2018.01.24-11.34.14:954][ 0]LogBlueprint:Warning: [Compiler BP_MotionController] Warning InputAxisKey Event specifies invalid FKey'OculusTouch_Right_ThumbUp' for OculusTouch_Right_ThumbUp

errant gate
#

Hey there, guys! I wonder if there's a way to build for MacOS on Windows? I've managed to build for iOS from Windows, so I guess I can do the same for Mac, but there are no provision profiles fields on the Mac tab in the Project Settings.

analog talon
#

No

#

You can only export to MacOs from another MacOs

errant gate
#

Thanks! I've installed UE4 on my Mac, but there seem to be no fields for provision in the settings as well 😃

steep cape
#

can anyone here help me out with compiling UE4 with UWP packaging becaue everytime i try it messes up heaps

quick kayak
#

If I'm having a packaging error and would like to see if anyone can help, would I ask here, or somewhere else?

frank garnet
#

Yep here is fine

quick kayak
#

I've been having issues packaging, of course, and I can't find any errors other than "Ensure condition failed: BP->bCachedDependenciesUpToDate", and I don't know what that means. Should I upload my UAT_log.txt and cook files to pastebin and put them in here?

#

err

#

file is too big for pastebin, lol

#

But I uploaded them to answers.unrealengine so I can just link that file instead

frank garnet
#

Are you trying to package an game that has Blueprint compilation errors?

#

Make sure your Game can run in PIE before attempting an package

#

Theres your Ensure thats causing the issue.

quick kayak
#

@frank garnet That github link won't open for me

frank garnet
#

You need to be registered and have your account linked so that Epic can give you permission to access their GitHub repo.

quick kayak
#

Ah

#

And yeah, the game has been running fine in the editor

frank garnet
quick kayak
#

I've gone through every blueprint I could think of, and there's no compilation errors

#

I've got to get to sleep, I'll check in tomorrow when people are awake

quick kayak
#

So looking into it with a clear mind thismorning it doesn't seem to be the ensure that's causing the failure, because it throws that error a few times during the cook. Still an issue that needs to be fixed, but it's probably something else

open rapids
#

Having an issue where attempting to launch a project within editor (and also a standalone packaged project) will just hang after a while on the splash screen.

#

general dxdiag info:

                 Language: English (Regional Setting: English)
      System Manufacturer: Gigabyte Technology Co., Ltd.
             System Model: Z170MX-Gaming 5
                     BIOS: F22c
                Processor: Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz (4 CPUs), ~3.5GHz
                   Memory: 16384MB RAM
      Available OS Memory: 16338MB RAM
                Page File: 10141MB used, 9780MB available
              Windows Dir: C:\WINDOWS
          DirectX Version: DirectX 12
           Card name: NVIDIA GeForce GTX 980 Ti
        Manufacturer: NVIDIA
           Chip type: GeForce GTX 980 Ti```
#

seems to be while cooking something but I don't know where to look to find out what

#

the console window does mention that Cook has been idle for a long time gc after completing the cooking of the asset Proj_Basic.uasset

#

Any help would be much appreciated!

fallen rivet
#

need a bump in right way to know how to solve it

hasty rover
#

UATHelper: Packaging (Windows (32-bit)): LogOutputDevice: Error: Container has changed during ranged-for iteration!

#

that seems to be the relavent bit

#

editor will survive when that happens, but odds are it will freeze for a while

fallen rivet
#

well what can cause it?

hasty rover
#

you adding or removing items from an array you are doing ranged-for loop on at the time

fallen rivet
#

ah

#

ty for translating it :p

hasty rover
#

it could be TMap or TSet

#

doesn't have to be TArray

#

it just usually is

fallen rivet
#

ah

#

i did use to have a auto spam filling array for list of teams

#

but i think that one did not rrefresh untill both teams was full

#

is there a way to find out which array it would be

coarse berry
#

can anyone think of a reason why Mac isn't an option in this list?

open rapids
#

afaik You can only export for mac from a Mac Device

#

or create a virtual machine

coarse berry
#

ahh

#

rip

#

actually

mellow bane
#

Yeah

coarse berry
#

no I've got a mac

#

oh hey stranger!

#

you'd probably be happy to know I got multiplayer working in my game 😛

mellow bane
#

Yeah, happy to know 😉

#

We gave up on Mac ourselves, it's not like the hardware is gaming oriented anyway

coarse berry
#

yeah I guess

#

doesn't Metal help though?

mellow bane
#

Metal doesn't make an Intel mobile GPU render UE4 games at huge resolutions

coarse berry
#

the game I'm trying to port to mac is 2D with paper sprites

mellow bane
#

2D could work

coarse berry
#

it runs at 40fps on my surface pro 4 (i5, 4gb ram)

near falcon
#

Not sure if this is the right place, but is it possible to tell an asset (preferably textures and models) to stay in memory the whole time?
For example the Main Character's Model and related assets should stay in memory

quick kayak
#

I've been trying to figure it out for 4 days and I've come up with nothing

#

It seems to throw this error in any project that has C++ classes in it, are there any default troublehsooting steps I could do to fix my visual studio 2017?

#

I also notice that the packager is packing up tutorial files and things like that, which I have disabled. Maybe I disabled them wrong though, any input on that?>

compact cobalt
#

is there any way to launch custom profile from cmd?

#

not from editor?

finite gull
#

Anyone know how to change this name?

thorny ember
#

I think that's your project name

#

E.g. yourname.uproject

finite gull
#

There is ProjectName in DefaultGame.ini but that's set to Omniwar. I assume changing the uproject name is going to break things.

thorny ember
#

Not neccessarily

#

I think you only need to change the uproject filename, change yourname.Target.cs and its contents

#

And maybe rename the main game module, but I think that's no longer neccessary

finite gull
#

okay, I'll mess around with it. thank you

quick kayak
hearty socket
#

Why does BP nativisation never work for me? 😦 any tips?

#
Cook: LogOutputDevice: Error: Ensure condition failed: bFoundLinker [File:G:\UnrealSourceBuilt\UnrealEngine-4.17.2-release\Engine\Source\Developer\BlueprintNativeCodeGen\Private\BlueprintNativeCodeGenManifest.cpp] [Line: 226]
Cook: LogOutputDevice: Error: Failed to identify the asset package that '/Game/NEW/UI/WBP_TheHUD' belongs to.
Cook: LogOutputDevice: Error: Stack:
Cook: LogOutputDevice: Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [g:\unrealsourcebuilt\unrealengine-4.17.2-release\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
Cook: LogOutputDevice: Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [g:\unrealsourcebuilt\unrealengine-4.17.2-release\engine\source\runtime\core\private\misc\assertionmacros.cpp:233]
Cook: LogOutputDevice: Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [g:\unrealsourcebuilt\unrealengine-4.17.2-release\engine\source\runtime\core\private\misc\assertionmacros.cpp:360]
Cook: LogOutputDevice: Error: UE4Editor-BlueprintNativeCodeGen.dll!BlueprintNativeCodeGenManifestImpl::GatherModuleDependencies() [g:\unrealsourcebuilt\unrealengine-4.17.2-release\engine\source\developer\blueprintnativecodegen\private\blueprintnativecodegenmanifest.cpp:226]
Cook: LogOutputDevice: Error: UE4Editor-BlueprintNativeCodeGen.dll!FBlueprintNativeCodeGenModule::GenerateSingleStub() [g:\unrealsourcebuilt\unrealengine-4.17.2-release\engine\source\developer\blueprintnativecodegen\private\blueprintnativecodegenmodule.cpp:441]
Cook: LogOutputDevice: Error: UE4Editor-BlueprintNativeCodeGen.dll!FBlueprintNativeCodeGenModule::GenerateStubs() [g:\unrealsourcebuilt\unrealengine-4.17.2-release\engine\source\developer\blueprintnativecodegen\private\blueprintnativecodegenmodule.cpp:519]```
finite gull
hearty socket
#

im on 4.17

finite gull
#

Doesn't mean the bug doesn't affect 4.17. Normally just means that is the version it was discovered in. Anyways I don't use blueprint nativization.

hearty socket
#

true

#

i have event driven loader on i think

#

its so scuffed

#

😦

errant gate
#

Hey guys! I have a problem here. I am making a project for PC and it is working just fine there, but recently I desided to make it available for Mac as well. So on my Mac UE4 editor works fine along with my project, but when I package it, it just won't start. In fact the game icon appears and the process seems to be running, but with no image whatsoever (not a black screen, but just desktop as if the game was minimized). After waiting for about 20 minutes nothing happens. I tried packaging an empty project, and although it took it like 2 minutes to start, it worked fine. So does anyone know if there are some "special" ways you have to treat the project to be able to run it on mac?

lone moth
#

Okey guys so I have a problem

#

Ttesting a game in pre Alpha.

#

After some initial difficulties I got the game t run and thought it was working fine (considering the alpha stage).

#

Well it seems taht the map I played in was comlpetely finished, where as I only saw partial textures and partial hard surfaces of the level (I had plenty of invisible walls etc).

#

Will post a screenshot of this

#

The map used for the mainmenu worked fine heres a working main menu:

#

I tried reinstalling the game in another folder to see if it was installation related

#

In that install, the bug is even worse. The bug affects menu too and in the actual level Im not only missing the ground texture, but also the concrete mesh (I can see and shoot through the ground). Everyone I see runnign are constantly droppping through the ground since there is no ground, even though they are working fine on their own ends

#

Heres a screenshot of the menu with the bug taking place.

#

Anyone @here have any idea what might cause this?

#

And unlike other players in the server, I actually am able to shoot through walls with that bug.

#

The bugs are rooted in the installdirectories (one directory has "milder" version of the bug, where as the other one has the version where even main menu doesnt work).

#

Heres also the same view in the install which bugs the most (where the menu desnt work)

#

Basically the map you see in 3rd person view should be equally populated and detailed as the workign main menu (and is for other testers).

frank garnet
#

Thats crazy weird. I remember seeing something similar an long time ago someone reported it in like 4.2 but i cant remember for the life of me what the actual issue was 😦

lone moth
#

Tried googling for it, but for once they keywords to use are at loss to me

#

Hmm, the different installs have different pak files

ocean rune
#

as totally another topic

#

I had issues with packaged 4.18.3 builds

#

game just freezed on some people on development build

#

and shipping build just gave "fatal error" on launch

#

turned out that enabling UDP and TCP messaging -plugins fixed both dev build freezing and shipping builds fatal error

#

this took me many days to figure out as I didn't pay attention to the shipping build issue before

#

and tried to find the fault on the freezing issue from my own code as I only recently upgraded that project into 4.18

errant gate
#

@ocean rune I am familiar with that one. There is even a post on AnswerHub, but no replies from devs whatsoever.

finite gull
#

My custom icon won't show up in the windows taskbar when I run my game. But it shows up in file explorer. It works fine when I create a new project and use the same icon, so it's not the ico file. Anyone have experience with this?

finite gull
#

It's just showing the generic unreal icon on the taskbar with my project

plucky bronze
#

I couldn't even package without UDP/TCP messaging in previous versions, don't even know what exactly it does

ocean rune
#

calls home to epic :p

#

well, it used to spam the windows firewall about wanting internet access if those were enabled

#

so I got used to disabling them on non multiplayer games as it's never a good sign that single player game wants to go to internet

onyx berry
#

Is there a way to not include unused content in the packaged build? can't seem to find an answer googling it

sterile pier
#

By default it shouldn't. But I think it needs to be not referenced by anything in any of your levels in order for a content to be considered unused.

onyx berry
#

i added the starter content and am using a particle effect, now my packaged game went from 300mb to 700

wind fiber
#

do you still have the extra map that comes with the starter content?

#

that could be causing it since assets referenced by any map in the project are packaged

onyx berry
#

ah yea the map is still there

#

i'll remove it and try again

wind fiber
#

did it work?

onyx berry
#

building now computer is slow

#

nope still 700mb

#

i'll delete all the starter content just to make sure its not something else

#

the content *.pak is 500 mb

#

all my content is 30 mb

wind fiber
#

interesting

onyx berry
#

rebuilding after removing the starter content is back to 300mb

storm hatch
#

so, I am packaging up the project and im getting this error
UATHelper: Packaging (Windows (64-bit)): C:\Users\minec\Desktop\Apocalypse\Apocalypse\Source\Apocalypse\Door.cpp(6): error C3861: 'SetPivotOffset': identifier not found

#

but this doesnt happen when compiling

#

so.... not sure what thats all about, iuts causing the packaging tool to stop and give man an unkown error

frank garnet
#

Why is your project on the Desktop? Thats an really silly place to have it lol.

#

In relation to your Error, can you post the entire log?

#

It maybe an issue further up

#

But you should definately make sure that your compiling correctly.

#

UAT doesnt report errors in code for no reason lol

storm hatch
frank garnet
#

Ok well its definately an compilation error.

#

Recompile?

#

Make sure you didnt miss it.

storm hatch
#

I keep my project on desktop for ease of access someone has asked me the same before and said it was a bad idea, if you'd like after I fix the error maybe you can talk some sense into me

frank garnet
#

Can you post the Code for Door.cpp?

storm hatch
#

hold up im getting this warning when compiling Warning: Starting HotReload took 0.0s.

frank garnet
#

Close your editor and recompile from VS

storm hatch
#

ok recompiling from vs now

#

thats the code

#

it doesnt actually work, and it was really poorly designed so maybe I should just delete it

#

also I recompiled from vs just fine

frank garnet
#

If your not using it just delete it?

#

Dont forget to Generate your Solution file again

sterile pier
#

AInteractable::SetPivotOffset() might only be declared for the editor?

storm hatch
#

oh, you know what maybe so

sterile pier
#

in that case, something like this should fix it

    bReplicates = true;
#if WITH_EDITOR
    SetPivotOffset(FVector(100, 0, 0));
#endif
}```
storm hatch
#

is that functioning code?

frank garnet
#

Yes its just an Preprocessor which stripes out the code in that block if it ISNT an Editor build

storm hatch
#

ok, I just dont have much experience with preprocessrors in unreal

#

ok so while this trys to repackage, tell me whats wrong with putting my project on the desktop please

frank garnet
#

An couple of things

#

There is an DirectoryPathLengthLimit

#

You want your Projects to be as close to the begining of the drive as possible

#

For example i have an single drive for my UE4

#

D:/Projects/....

#

Secondly the Desktop just like the MyDocs folder has weird ass permission requirements which can mess with shit

ionic briar
#

I'm trying to package my project and I'm getting a ton (more than 50, so I can't see them all) of these:
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: CookResults: Error: Error loading D:/Unfinished Business/GGJ-2018/UnfinishedBusiness/Content/SoulCity/Environment/Textures/Water/T_Soul_Water01_N.uasset!

#

The Content/SoulCity folder was deleted long ago, so none of those files exist.

#

I've tried to Fix Up Redirectors, but it doesn't seem to do anything.

storm hatch
#

so when building a "shipping server" build after packagaing it says it cant find lots of files

#

and this only happens for the dedicated server

#

the actual game itself works perfectly

storm hatch
#

I can't for the life of me figure this out and its already pushing me behind schedule, so if any could help that would be amazing

storm hatch
still quiver
#

Anyone have experience with HTML5? On 4.18.3 my project just sits at "Launching Engine..." no errors or anything...

sterile pier
#

@storm hatch Shipping exes can't be run from the debugger unless you run it from the correct place in the packaged folder. So you can copy the exe to your pacakge's Binaries/Win64, start running it from there, and then attach the debugger.

storm hatch
#

well its no longerr neccesary, but thank you anyhow

sturdy nacelle
#

Hello everybody. I have a slight embarrassment in packing the project with this log

UATHelper: Packaging (Windows (64-bit)): ERROR: Stage Failed. Missing receipt 'test.target'. Check that this target has been built.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Win10\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>

can anyone tell me what the problem is.
Thank you

storm hatch
#

well, it tells you what to do in the error

#

go to your ide and follow the instructions it lies out for you there

sturdy nacelle
#

@storm hatch tnx. I use houdini engine for ue 4.18.3 and this problem start only with it. I load ue 4.17.2 and it build all without any errors. need to learn more documentation of houdini engine. Thank you by the way

storm hatch
#

no problem

restive pewter
#

hi everyone

#

wondering.. is there a tool that let you package the game outside of editor

#

by just providing Profile name formProject Launcher

hot totem
#

Hello!

#

I was thinking if it's possible to win some space on the disk with some specific lightmap optimization (package method, delete some useful things...). Someone has some ideas about that?

frank garnet
#

@restive pewter You can invoke UAT yourself in CommandPrompt. My Build Server runs an instance of Jenkins with an big build script that invokes UBT to compile the project then runs UAT to package it before it compresses and uploads it to an FTP server for distribution.

open rapids
#

hello guys, I've been pulling my hairs out for the last few hours on a problem I can't solve. When I pack the project which runs fine in the editor I got the following errors
Error: Ensure condition failed: ChildActorTemplate == nullptr
Error: Found unexpected ChildActorTemplate LinkerPlaceholderExportObject

#

The error is on a Child Actor Component to which I have a child class actor

#

as long as I don't call the child component everything is fine, but if I try an operation like a "get" on it I have this error

#

I've found on the net that the "Editable when inherited" should be uncheck which I did but to no avail

#

I'm short on idea and I've tried a few solution on the net but nothing seems to work and I have no real work around 😦

#

any help would be greatly appreciated thank you

near falcon
#

Does UE only compile/package what's necessary/used or does it compile everything in regards of Plugins, Function Libraries etc?
For example when I have a plugin which has lots of Actors, but I only use one Actor of it, will it package all other actors,too?
What about Function Libraries? Are all functions packaged or only functions I am actually using?

frank garnet
#

It attempts to cook out anything you arent using.

glossy haven
#

has anyone had any problems w/ foliage culling getting messed up in packaged builds?

#

I've raised an issue on answerhub about this, someone from epic even came up with some advice (that didn't work unfortunately) but it's kind of hard to believe no one else is coming across this

#

it's very easy to reproduce in vanilla ue4

#

...and it works perfectly fine in PIE and the editor

still quiver
#

Trying to figure out this issue with my HTML5 build, anyone? The game will download in the browser and web assembly will work. It'll sit at loading engine but in the browser console this comes up:

Source map information is not available, emscripten_log with EM_LOG_C_STACK will be ignored. Build with "--pre-js $EMSCRIPTEN/src/emscripten-source-map.min.js" linker flag to add source map loading to code.

#

I may have figured it out...

still quiver
#

So I found out I need to make a few changes to the HTML5ToolChain.cs (remove the comment out on source map).

However, even after a recompile it does not seem to be utilizing the new code, any thoughts? I can't tell if the UnrealBuildTool is not updating it properly or if it still doesnt work even with this new code.

#

Opening up emscripten-source-map.min.js, it shows it outputs some text to the log file, which doesnt show up in my log. Trying a clean/build on source and project and see if that does it.

restive pewter
#

@frank garnet thanks... that would be useful

still quiver
#

How do i enable a linker flag? I've made some changes in HTML5ToolChain.cs, recompiled, ran a full rebuild on the game but I still get the same issue

tacit mason
#

Hey guys, sorry to interrupt, but when I try and package my game, I'm getting these errors. This seems to be connected to the engine itself somehow? Have you had anything like this come up before?

ocean rune
#

most odd packaging errors I've got has been related to me disabling some plugin that UE4 depends on

tacit mason
#

Allright so I fixed it, turns out one of the animators had added unnessecary curves to an animation, and unreal really didn't like that. But all fixed now!

royal mantle
#

Hey all, a question:

PackagingResults:Error: Error Error Unable to cook package for platform because it is unable to be loaded: X:/Project/Saved/Cooked/WindowsNoEditor/Project/Content/FMOD/Buses/MSX.uasset

This thing is showing for all files that are used by the FMOD plugin, i have no idea what could be the problem (funny part is, it was working a month ago)
Any ideas ?

stable idol
compact cobalt
#

anyone was able to make patch with the help of launcher profiles?

#

trying to repeat docs always lead me to the same full build 😭

grizzled ridge
#

What do I do about an Unknown Cook Error? I don't see any other errors in the logs that I could use to figure out where the packaging process failed.

frank garnet
#

There will be an error in your packaging log, use an search all to find it.

grizzled ridge
#

which log is that? Which directory can I find it at?

frank garnet
#

Its literally in the Output Log

#

If you packaged from within the editor which im assuming you did

grizzled ridge
#

Yes, but there are no other errors in there other than unknown Cook Error

#

I cleared the logs before packaging, and it doesn't generate much in the way logs during the packaging process. It's a very short log, and the only error there is the unknown cook error.

frank garnet
#

Put your log into pastebin

frank garnet
#

Mmm ok well since your on Linux im not going to be able to help you woth that.

#

#linux May yield better results

grizzled ridge
#

You're not familiar with any other places I could get logging of where the packaging is breaking?

#

That should be platform-independent.

frank garnet
#

Saved folder is your best bet

grizzled ridge
#

Thanks for your help. I'll give it a look.

frank garnet
#

Good luck

grizzled ridge
#

wait, project Saved folder or engine Saved foler?

#

actually, that might only be project, never mind

astral mortar
#

How can i make a auto updater for my patch files?

ocean rune
#

most distributing platforms have such

marble goblet
#

can anyone package the third person template project less than 60mb

#

I ve compressed and excluded all the plugins and content I can ,and the package is around 70mb, any way to make the package even smaller?

ocean rune
#

you need to blacklist unused assets

#

also do note that default skysphere textures are pretty big if you want shave of the package size

#

if you don't need starry night sky, you can remove the star texture from it etc

#

also

#

32 bit builds are tad smaller

#

and shipping conf of course

#

@marble goblet

#

I'll requote my first post on this channel

marble goblet
#

thx I see the sky sphere is very big actually

ocean rune
#

to see what actually gets packaged, you have to disable packing to pak so you can see what files got into Saved folder

#

once you get them blacklisted, you can put the pak + compression back on

marble goblet
#

Its around 50mb now👍🏽

ocean rune
#

oh, is this mobile?

#

I don't have any mobile tips tho, just curious

marble goblet
#

no just prepare for today’s gamejam

#

there is a special category which requires projects under 100mb

ocean rune
#

UE4 jam?

#

some other?

marble goblet
#

yes the winter jam

ocean rune
#

oh crap, I'm helping my competition then 😄

marble goblet
#

3 hrs til the theme anouncement

#

hhahaha

#

good luck lol

ocean rune
#

last time they had this category on megajam, I got template down to 30mb

#

but I didn't actually finish the game

marble goblet
#

Is that a 2D game?

ocean rune
#

but 50 mb is still plenty room for gamejam

#

nah, it was fully functional UE4

#

3D stuff, just no assets

marble goblet
#

Sometimes even lowpoly style takes more than 100mb

ocean rune
#

I had a pretty fancy asset loading setup but there's no way I could make it in a weekend jam

#

I aimed in having everything hq

#

nothing low poly 😄

marble goblet
#

yeah we did a huge one on last years megajam

#

and ends up quite unfinished too

ocean rune
#

I always solo

#

and I always get sidetracked on doing tech

#

so I usually don't finish at all

#

but it's ok, it would lose all the fun if one panic too much on small details, like finishing it 😄

marble goblet
#

first time solo, Good luck💪🏻

ocean rune
#

you too

latent oak
#

how do i get my games uploaded to gamejolt for downloadable builds windows 64 bit. It seems to not upload my full build but seperate files of it

rare pawn
#

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogShaderCompilers: Warning: X:\FF-Git\Content\FF_GARAGE\Meshes\materials\lambert2.uasset: Failed to compile Material for platform GLSL_150, Default Material will be used in game.

How can I find out why some materials are failing to compile? This is all the output log is giving me and the material editor doesn't show any problems

open rapids
#

hey guys
is anyone around here, who went through all that pain in the **s what is packaging a game with the leap motion plugin in UE 4.15 ?

#

any help, even the smallest hint would be appreciated!

#

packaging finishes successfully, but the executable crashes somewhere utilitzing the async loader..

sick ravine
#

I'm facing this error while packaging DLC http chunks

#

UAT_Log.txt for full exception trace)

#

Creating pak using streaming install manifests.
ERROR: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Project.CreatePaksUsingChunkManifests(ProjectParams Params, DeploymentContext SC) in D:\Program Files\Epic Games\Github\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 1282

#

anyone knows how to resolve?

mighty steeple
#

UATHelper: Packaging (Windows (64-bit)): ERROR: BUILD FAILED: Couldn't find the executable to run: C:\Users\Skull\Documents\LocalRepos\UE4-FLEX\UE4\Engine\Binaries\Win64\UnrealPak.exe
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Skull\Documents\LocalRepos\UE4-FLEX\UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

#

Anyone happen to know why this is happing?

ripe cove
#

"but it's ok, it would lose all the fun if one panic too much on small details, like finishing it" -- Like node wire and comment box sizing ocd... It's a productivity killer.

open rapids
#

@mighty steeple did u move around your files in the content folder if yes then just right click on the content browser and select fix or redirectors ( can't spell) that worked for me

#

👍

mighty steeple
#

I don't believe I moved anything around

#

I fixed it by placing someone elses unrealpak.exe into the folder

#

and it works perfectly now /shrug

open rapids
#

Oh congrats then

mighty steeple
#

Haha indeed

#

Thank you however!

open rapids
#

anytime!

ripe cove
#

Hows that virus going @mighty steeple 😛

mighty steeple
#

pretty good @ripe cove

#

Thanx for infection m8

quasi sierra
#

Hey guys i tried to package the shootergame but my package on windows 64x always fails here is where my error starts:

#

UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Windows SDK v8.1 must be installed in order to build this target.
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 3,3804929s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\unreal engine\UE_4.17\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Development -Project=D:\PackagingTest\PackagingTest.uproject D:\PackagingTest\PackagingTes
t.uproject -NoUBTMakefiles -remoteini="D:\PackagingTest" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.02.10-11.16.47.txt'

ripe cove
#

@quasi sierra You need to open Visual Studio installer, click Modify on your VC install, click Components tab, drag to bottom, add the Windows 8 (or 8.1) SDK.

fierce garnet
#

Any help would be greatly appreciated 🙏❤️

fierce garnet
#

We’ve rolled back in svn and it seems like this issue appeared a few weeks ago when we had c++ to the project :/
But we have not a single on what could be causing the issue

tardy quarry
#

@fierce garnet you should try to clear the warnings before, like "CH Enemy does not inherit from CH Generic", it could be the symptoms of more important issues

sly mulch
#

Anyone here have experienced that a static mesh which is set to selfshadow only, works fine in editor, but once packaged, it casts a really bad quality dynamic shadow?

fierce garnet
#

@QuantumL3ap#5464 I really don’t understand this warning :/ in my project CH_Enemy and CH_Player inherit from CH_Generic. But sometimes I have this warning when I cast to player or enemy in my generic class (in order to know if this generic class is a player or an enemy)

sick ravine
mighty lodge
#

evening folks - I'm at the packaging stage with the game jam game, and I need the game to have a config setting included in the configs

#

how does one ensure that the game default config vars are written to the first generated config files?

sick ravine
#

Initially I was using the github version of unreal, I tried to generate DLC in the official 4.18.3 version and its not working as well. Anyone can with this problem?

rare pawn
#

Hey guys, got no answer posting this the other day so posting again:

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogShaderCompilers: Warning: X:\FF-Git\Content\FF_GARAGE\Meshes\materials\lambert2.uasset: Failed to compile Material for platform GLSL_150, Default Material will be used in game.

How can I find out why some materials are failing to compile? This is all the output log is giving me and the material editor doesn't show any problems

frosty plover
#

ProcessResult.StdOut: LINK : fatal error LNK1181: cannot open input file 'libfbxsdk-md.lib'

#

what?

#

I get that in the end of building distributable

#

as in packaging

#

and I have zero idea what that's about

#

what the fuuuu

#

okay so I read that this might be because I have UnrealEd as a private module dependency 🤔

#

but if I remove it my c++ stuff breaks down completely

open rapids
#

Hello everyone!
Can't build the game for IOS.
engine version 4.18 ( version 4.17 works well)
mac OS 10.13.3
I'm using a template from a ThridPerson blueprint.

please help
Thanks

#

The engine is build in Xcode 8.3 and Xcode 9.2, same error

#

Build the project under MacOS passes without error

hot tangle
#

is higher cpu frequency and single thread performance more important than core count for cooking and compressing? takes about 3-4 hours to cook and compress 29gb down to 14.9gb with 22 vCPU's @ 2.30ghz

sterile pier
#

generally speaking, higher clock, single thread performance, and I/O performance.

#

SSDs are a must, and since you mention vCPUs, running in a VM you'll probably take a pretty big hit.

frank garnet
#

M.2s FTW 😃

hot tangle
#

thanks for the info, i was thinking virtualization was probably a big part of the problem too

#

any server providers you'd recommend that have high performance CPU's and NVME storage support?