#packaging

1 messages ยท Page 24 of 1

near falcon
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Does the "Per Device Texture LOD" really strip off the Texture sizes > than the Max LOD?

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Example: I have a texture imported that is 2048x2048.
The Max LOD for my Device is set to 1024. Does it actually reduce the Texture Size completely and packages it or is the Higher LOD simply not rendered?

west granite
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Yes M.2s. I am working on getting 2 960 EVO for this WS. I am sure it is going to help a lot.

rare pawn
mellow bane
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Who's got experience with packaging UE4 on a VPS ?

frank garnet
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Are you looking to be able to do automated builds?

mellow bane
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Yup

frank garnet
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I use an Jenkins instance on my own server machine to act as an Build and Distribution Server

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Compiles and packages the project then uploads it to an FTP

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completely automated

mellow bane
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I have the entire build&release process automated already - except it uploads to Steam, rather than FTP

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I was looking at remote machines to not do it on a work machine

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Wondering about the requirements. Is a GPU required for cooking ? etc

frank garnet
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No. My Build Server connects to Perforce and checks if there are any changes. If there is. It syncs and then does an build. Its only purpose is to build. Its an old Dell Poweredge R610 Server, doesnt even have an GPU

mellow bane
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Nice ! How about memory ? Is that project dependent, or will it just be super slow with 4GB ?

frank garnet
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RAM and CPU speed will determine your build times. Also having fast drives helps

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My Server has 40GB of RAM

mellow bane
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Should be enough

frank garnet
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It can build and package an 60GB project in around 3 hours, but it takes nearly 6 hours for it to upload (final package size is only about 7GB) cause my upload speed is shit lol

mellow bane
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Ahah, okay

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Thanks for the feedback

frank garnet
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Take an look at Jenkins

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Its an Continuous Integration system

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Designed for this type of automation.

mellow bane
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Yeah I know about it lol, I was looking at the hardware side

frank garnet
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Oh roght

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Well i bought my server on ebay for $700 about 2 years ago

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Its performed well beyond my expectations

mellow bane
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It looks like Windows VPS are super not cost effective :/

frank garnet
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The time savings have been rediculous

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I dont use my workstation to build anymore

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I just send an request to my server and in an hour or 2 have the build there n

mellow bane
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I'll definitely keep building myself since I don't build the engine, it's very fast. Just looking at something more autmated

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Anyway, thanks a lot !

frank garnet
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No worries.

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Yeah those build times i mentioned are from building from source.

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You can cut that time down dramatically on an launcher build

midnight glacier
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Have any info on setting up jenkins with UE4?

frank garnet
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I can DM you some resources tomorrow. Im in bed on my phone right now lol

midnight glacier
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np

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I was wanting to use my server for building a while back, but no one around here seems to do that so I couldn't get any info.

frank garnet
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Took me about an day to fine tweak my build scripts to near perfect.

midnight glacier
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You think 2x X5675's with 96GB is fine? lol

frank garnet
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Thats slightly better than mine ๐Ÿ˜›

midnight glacier
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What Xeons do you use?

frank garnet
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X5670 x 2

midnight glacier
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Ah

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I really need to update ESXi soon.

frank garnet
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Whats that?

midnight glacier
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Virtualization

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Like promox etc

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From VMWare

frank garnet
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Ahh k

midnight glacier
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Whatchu use?

frank garnet
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I dont use virtualization. I have Windows Server 2012 slammed onto an 840EVO that i hotwired into the Sataport that the built in dvd drive would usually use. I have an 3 disk raid for data storage as well.

midnight glacier
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lol ew

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Wanna buy another R610? ๐Ÿ˜„

frank garnet
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I considered it but my current one is actually doing really well

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Also its sitting ontop of an fridge atm because i havent bought an rack for it lolol

midnight glacier
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If you live in eastern US I'll sell you one. lol

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The R610 that is.

frank garnet
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Australia ๐Ÿ˜ƒ Close enough? ๐Ÿ˜ƒ

midnight glacier
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lol

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The shipping would be insane.

frank garnet
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Yep. Why you want to offload it anywya?

midnight glacier
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Want to go to pm so we don't spam anymore? lol

frank garnet
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Sure

median widget
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Anyone have Empty project for smallest cooked game size? (with blacklist and stuff..)

median widget
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... or custom engine build without any heavy content like "DefaultBloomKernel" texture for bloom -__-

desert valve
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Has any dealt with this kinda error building to android lately? Seems that 4.18 is not being fun with android at the moment.

sterile pier
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@desert valve if this is from the Epic Launcher build of the engine, you probably just need to install Android support.

desert valve
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๐Ÿ˜ข it is installed.

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I imagine it might have something to do with gradle. I wonder if there's a way to edit it.

sterile pier
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weird. the logs look like you're trying to build the editor for Android.

desert valve
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Trying to launch from the editor to my device

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I've done it before

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before ....4.18 that is

rare pawn
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do I have to compile something specific to get debug symbols actually working?
'cause i have it checked to include them, i can see the pdb file, yet the crash reported just says "no symbols"

sterile pier
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MS broke crash dumps in the most recent version of Windows 10

rare pawn
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i'm running win7

pine crest
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Hello all! First time here, so im not exactly sure where to post this, it's a packaging issue and at the same time a mobile issue so i'll just try both channels that are meant for it i guess.
Anyway the problem is when i tried to publish an app to the AppStore, Apple AppStore that is, during the review they gave me a response that:

Your app uses or references the following non-public APIs:

MTLDebugDevice๏ฟผ

But i can't find any info in it, neither can i find anything in the engine it self.
I am kind of lost here, if anyone is able to point me in the right direction that would be great!

Cheers,
Shad

pine crest
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Anybody?

slender solstice
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I'm guessing MTL means Metal, which is Apple's graphics API

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I can't tell you why specifically that would be an issue, however; I've never really worked with Apple stuff :/

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You're sure you're running a shipping build when exporting it? They might not like debug libraries getting uploaded to final builds

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@pine crest

pine crest
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I got that far as well with it, it's part of their own damn renderer ๐Ÿ˜„

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and the wierd thing is that, the whole packaging is set to Shipping and For Distribution, no debug files no nothing included

desert valve
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Question: can I include a saved game file as part of a package when packaging ?

desert valve
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So I made a kinda..level editor when the game is running and I save all the stuff that's created in a .sav file. I was wonder if there was a way for me to provide that .sav as part of the packaged product. Anyone mess with this before? (So I can provide some premade stuff to get ideas and stuff.)

sterile pier
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@pine crest I've seen this in the 4.19 previews, in case you happen to be using it.

pine crest
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Im working with 4.18.3 @sterile pier

sterile pier
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yeah I just looked at the 4.18 source and looks like it got introduced in 4.18

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If you're building from source you can edit Engine/Source/Runtime/Apple/MetalRHI/Private/MetalCommandQueue.cpp and remove these lines:

    Class MTLDebugDevice = NSClassFromString(@"MTLDebugDevice");
    if ([Device isKindOfClass:MTLDebugDevice])
    {
        Features |= EMetalFeaturesValidation;
    }
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otherwise you might have to wait for the full 4.19 release or downgrade to 4.17

pine crest
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Oh!

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Ok thanks i'll look in to it asap, cheers, you're a life saver!

sterile pier
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It looks like they pushed the same fix to the 4.18 branch on GitHub (sha d8c88dad18bd33ab20cddb7e7a1aa5f46d5a9724), so if they release 4.18.4, it should get fixed there as well.

pine crest
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Thanks alot again! Fixing it now ๐Ÿ˜„

open rapids
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for some reason

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my linux build is packaging

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to 32 bit

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instead of 64 bit

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and i havent changed anything

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Does anyone know how to force it to compile to 64 bit

open rapids
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hi

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please

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When I package a shipping build normally through File menu and package the files have 7.4gb and when I package it through project launcher the files have 13.8gb

open rapids
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error : MoveFile was unable to move~

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anyone seen this?!

hot tangle
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has anyone ran into the issue where iterative cooking doesn't detect and recook changed uassets?

open rapids
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fixed it

obtuse lagoon
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so what is packaging?

meager rover
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I'm temped to say "Google it." ๐Ÿ˜› but ok... packaging makes sure all of the code/content is up to date and in the correct format for the target hardware.

open rapids
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guys is it really necessary that the splash screen should be in 600x800 dimension only?

finite gull
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@open rapids no, use whatever you want

finite gull
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Has anyone figured out how to get the windows taskbar icon to be a custom one when building with RunUAT? For some reason mine stays as the generic ue4 icon when I build with RunUAT, but when I package from the editor it works fine.

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I've tried adding a rc file manually as well, but that didn't help

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"D:\UnrealEngine-4.18\Engine\Build\BatchFiles\RunUAT" BuildCookRun -project="C:\Users\ethan\Documents\Unreal Projects\IconTest\IconTest.uproject" -noP4 -platform=Win64 -clientconfig=Development -cook -allmaps -build -stage -pak -targetplatform=Win64 -archive -archivedirectory="C:\foo"

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that is my build command

quaint hare
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hi , I am trying to package game and everything works fine but I noticed that there is one warning in output log when packaging. Problem is that this file does not exist and I didn't find any file that would be referencing this file. I have tried to use "Fix up redirectors" and "validate assets" but problem still persists. It looks like there is some reference to this file but I have no idea where, I've looked on all the files and found nothing

mellow bane
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@finite gull I haven't had this issue

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Might be because you're doing a Development build

finite gull
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You are doing shipping I assume?

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The icon in file explorer is correct. But the one on the windows taskbar is the generic one.

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I'm looking over the command that building from the editor runs to see if I'm missing some flag

mellow bane
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If it's okay in explorer it will be okay in the taskbar

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It's the same file

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Windows just does some weird caching stuff IIRC

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Try on a clean machine, or pin it to taskbar

finite gull
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I don't think it's a caching thing. The icon at the root level is correct in windows explorer. But the icon for the exe under Binaries/Win64 is the generic ue4 one.

mellow bane
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Which executable do you start the game with ?

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The root one right ?

finite gull
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The root level

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I reproduced in a new project tho, so there is no way it is caching

mellow bane
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Try in shipping then

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I'm pretty confident both exec should have the icon

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And yes there is some caching too. Windows definitely can switch icons for the taskbar when you pin it because it actually looked the icon up

finite gull
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Yeah I know that. I'm not talking about pins tho. And it works when building from the editor, so I don't think it is a development/shipping thing either.

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When I build as development from editor both the root level and the win64 exe have the correct icon

mellow bane
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Dunno what to say, really. I only use UAT for building

finite gull
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what does your build command look like?

mellow bane
finite gull
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thank you. Yeah I'm comparing with the one that the editor runs too. Hopefully I'm just missing a flag

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Looks like it was the "-package" flag

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๐Ÿ˜Ž

mellow bane
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Cool

finite gull
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Thanks for the help

mellow bane
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You're welcome, this command line was reverse-engineered from the editor tools

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Kind of a huge pain to get to work reliably on Windows & Linux

finite gull
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which doesn't have everything. But yeah wish it was documented

mellow bane
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Yeah

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You're welcome to use our scripts, the goal is to have them as practical as possible

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Basically we run a first script to build all releases, we copy the output to test it locally

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Then we run a second script to upload everything to Steam

finite gull
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yeah, these look really helpful ๐Ÿ˜ƒ

cobalt harness
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hi there! someone know how to open the project launcher without open the entire editor?

mellow bane
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You can't AFAIK

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The editor is monolithic

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The good news is that you can replace the project lancher with command line tools

cobalt harness
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ok @mellow bane thanks!

quaint hare
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so I was searching more info about my problem described little bit higher in history, and I found interesting thing, I've created absolutely blank C++ project in UE4 and I still get these warnings when packaging ๐Ÿ˜„

stiff iris
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Has anyone ever ended up with two built data files for a single map

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seems to be causing me all kinds of problems when baking

sterile timber
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Hey guys. ๐Ÿ˜ƒ

molten carbon
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was packaging for Android, and this popped up

UATHelper: Packaging (Android (ETC1)): ERROR: C:/NVPACK/android-ndk-r12b/ndk-build.cmd failed with args APP_ABI="armeabi-v7a " NDK_DEBUG=1

what to do ? tried googling , seems the answers are not legit ๐Ÿ˜ฆ

molten carbon
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anyone ? :"(

molten carbon
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//ded//

molten carbon
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Halp!!

neon falcon
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is there a way to re-establish references when importing assets from migrated projects? at the moment i use the reference viewer to fix up missing textures but there has gotta be an easy way surely? ๐Ÿ˜…

worthy wigeon
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a migration should pull references to migrated textures and etc

neon falcon
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odd, i'd think so too but a couple of times recently i have tried adding assets to an empty project and have to spend time manually setting the textures inside materials.. todays example was a retrospective look at the free gamejam assets from epic

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maybe it's how i'm doing it? copy and paste the assets inside the content folder of a new empty ue4 project >> open

worthy wigeon
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you should right click on the asset in the old project -> migrate

neon falcon
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i don't have an old project.. these are assets direct from epic with no associated project

worthy wigeon
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oh this is tom's stuff

neon falcon
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pasting those inside a content folder causes the paths to differ.. the reference viewer shows the texture paths relative to the original project e.g. orig_project/textures and not the current one e.g. new_project/textures

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the folder structure is maintained but because the project is different you still have to manually tell each texture node inside each material to look for them

worthy wigeon
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yeah am not sure how to fix that as epic's stuff is usually distributed via the launcher that allows you to add assets cleanly to projects

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migration literally solves this

neon falcon
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migrating a 2nd time from the new project? or from the original?

worthy wigeon
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from the original

neon falcon
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k.. that leaves one option. renaming the new project to match the original

worthy wigeon
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although migrating from a second project will keep the references for future projects

neon falcon
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yea. let's hope that the physical drive isn't included in the path references

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Now, simply copy the GameJamKit folder to your own projectโ€™s Content folder. <-- install instructions from Tom

worthy wigeon
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@muted path how does one keep references preserved reasonably in the gamejamkit?

neon falcon
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thanks michael ๐Ÿ˜‰

worthy wigeon
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np ๐Ÿ˜„

neon falcon
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i don't think this issue is localised to Tom's assets though, if you google ue4 missing input texture there are a lot of people reporting the same issues

worthy wigeon
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its not specific to tom's assets but the style in which he recommends including them

lone mortar
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why does unreal engine take up all of my disk space on C even though it's installed on D while packaging...

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also why cant i get my space back

neon falcon
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@lone mortar check your vault cache location in the epic launcher settings

sick dawn
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it might be ur vault where marketplace stuff is stored

worthy wigeon
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its probably his DDC but his name is so bad I can't highlight him

lone mortar
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vault cache = D drive

worthy wigeon
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check your DDC

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as well as your appdata

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also windirstat if all else fails

neon falcon
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i created a syslink to get around this

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google symbolic link @lone mortar

lone mortar
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there is lots of gigs in appdata

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how can i use it to move that stuff to D

neon falcon
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google symbolic link @lone mortar

lone mortar
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i did

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and it looks complicated

neon falcon
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right okay

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your a game dev, i reckon you can do it

lone mortar
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i'm new ok

neon falcon
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i'll give you the easy version then

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get someone to setup a symbolic link for you

lone mortar
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i can handle it

neon falcon
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it's that, or buy a new system drive unfortunately

kind wigeon
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(x64 windows) I don't know if this is the correct channel for this, but I am wondering if it is possible to attach Crash Reporter to games launched with the Launch button of the editor. If I run the game inside the editor window and it crashes, I get the Unreal Crash Reporter as expected. I can set it in project options to attach the Crash Reporter to the packaged game. But I don't know what to do about game level started with the Launch button ๐Ÿ˜ฆ

lone mortar
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i have created a symbolic link, but my drive is still more full than it should be by like 6 gigs

neon falcon
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probably your porn collection

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last time i ran out of space it was because of all the background AMD driver update packages

jade stag
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Hey folks, quick question - Do I need to include sub-levels in my list of maps to include

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or just the persistent level?

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it looks like I only need the persistent level...

lone mortar
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i know it's because of something to do with unreal engine because it filled up this ring while i was packaging

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the red shows where it use to be

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ring = % of space

lone mortar
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it keeps eating my space

mellow wedge
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have you deleted the derived data cache?

wanton obsidian
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If you mark a component as "Editor Only", will any blueprint references to the component in the owning actor create script errors?

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In the packaged build

frosty plover
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symbolic links are easy @insertsomenamehereIdontknowhowtowrite

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แАแ‹ซแŠ•แŒˆ:

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how the fuck do you even write that

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god

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๐Ÿ˜„

winged moss
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120GB primary drive, good grief

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i had something similar before i upgraded and was constantly wrestling with free disk space

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the only things you can do is set symlinks and possibly set your TEMP path to something on another drive

lone mortar
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ssd life issues

chrome jasper
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Rip

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I only have 500 gb total

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Sad life issues

winged moss
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120GB is pretty small for an SSD these days since you can get a 512+ one fairly inexpensively now

stiff iris
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Has anyone seen this issue before?

[2018.02.23-20.12.06:252][  0]LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
[2018.02.23-20.12.23:777][  0]LogGameplayTags: Display: UGameplayTagsManager::DoneAddingNativeTags. DelegateIsBound: 0
[2018.02.23-20.12.26:548][  0]LogContentCommandlet: Display: Lighing Build Quality is Medium
[2018.02.23-20.12.26:673][  0]LogContentCommandlet: Display: Loading C:/tmp/TestSS2/Content/Maps/BaseLevel.umap
[2018.02.23-20.12.31:054][  0]LogTexture: Display: Building textures: rotor_1024x1024 (AutoDXT, 1024X1024)
[2018.02.23-20.12.42:355][  0]LogWindows: Error: === Critical error: ===
[2018.02.23-20.12.42:355][  0]LogWindows: Error: 
[2018.02.23-20.12.42:355][  0]LogWindows: Error: Fatal error: [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 813] 
[2018.02.23-20.12.42:356][  0]LogWindows: Error: Rendering thread exception:
[2018.02.23-20.12.42:356][  0]LogWindows: Error: Assertion failed: ShaderRef != NULL && *ShaderRef != nullptr [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\ShaderCore\Public\Shader.h] [Line: 1473] 
[2018.02.23-20.12.42:357][  0]LogWindows: Error: Failed to find shader type FScreenVS in Platform PCD3D_SM5
[2018.02.23-20.12.42:357][  0]LogWindows: Error:```
dreamy panther
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Hey everyone, getting a packaging error with 4.18 within an engine class (InstancedFoliage.cpp line 2649)

UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Ensure condition failed: Lhs.Array.Num() == Lhs.InitialNum [File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/SparseArray.h] [Line: 781]
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Container has changed during ranged-for iteration!

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Is this a known engine bug/has anyone else come across it?

dreamy panther
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Resolved the above error by not cooking and packaging the map that contained the foliage (not needed)

wind fiber
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does anyone know what the AllDesktop target platform is for? does it allow using the same cooked content on win/mac/linux ?

dreamy panther
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Hi all, is anyone having issues in 4.18.4 with packaged builds not loading in the default game map?

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Currently our packaged builds are loading into a totally blank map (black screen) and I have to open our main map via console command, not ideal, and not something we can do in shipping builds

wind garnet
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Maybe try to add the map to the "list of maps to include in a packaged build". Normally it would include the map automatically if it is set to the default map, but maybe somehow it doesn't ๐Ÿค” Just a guess though, haven't worked with 4.18.4 yet

dreamy panther
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Yup, I've tried adding the map to the list of maps as well

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I've verified that the map is in the project as I can open it via console command, so it is definitely packaged, but the method of loading the map causes a crash

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It's the LoadFrontEndMap method from the ShooterGame game instance .cpp

calm flower
#

hi guys :)
I'm going to start an unreal project
I have made a little bit of UDK try in past and tried a little UE4
this time I'm going to make a serious project, not just a prototype or a try
I would like to know if there is something really important that I have to know about exporting importing meshes
what, how and why

can you help me??

echo lily
calm flower
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thank you so much ๐Ÿ˜ƒ

dreamy panther
vital narwhal
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Your answerhub is still a bit light on details, but "/Game/ProjName/Maps/MapFolder/MapName" is probably the wrong path

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unless you literally have a ProjName folder inside Content. /Game maps to /Content on the drive

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In general for issues like that you're going to have to get into the debugger and see where the string is going wrong

kindred scroll
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Hey guys

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I have a problem with my packaged game which sometimes doesn't read a gamepad

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it seems to be pretty random

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And.... I'd also like to be able to plug gamepads in and out at runtime... if I unplug one... That is the end for it... I need to reset the game

hot tangle
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does iterative cooking not work for maps? everytime we cook, even if only code changes, about 8gb of content is recooked

tardy folio
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Hey guys, how can I set the default device profile?

tardy folio
#

This chat is pretty much dead

frank garnet
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Its dead cause you asked an question and didnt get an immediate response?

dapper hull
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Does anyone know if the UE4PrereqSetup_x64.exe can be downloaded from somewhere official for 4.18 ?

rose cedar
#

Hi
I'm packaging for steam windows
Is there any way I can make a build for both 32bit and 64bit
right now I have to make two separate builds and then upload both of them to steam

rose cedar
kind wigeon
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How can I find out where my game is being packaged to (dir) from a post-build step? This is a Y problem, my X is that I want to replace CrashReportClient's DataRouterUrl with my own. Previously I had success with adding my desired value to <project>/Config/DefaultEngine.ini, but right now I'm seeing a different file DefaultEngine.ini in <packaged_dir>/Engine/Programs/CrashReportClient/Config/DefaultEngine.ini

hollow tendon
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Is the contents of the UE4 PreReq installer listed somewhere? I want to install the pre-reqs using steam rather than the in package installer and just need to know which ones to use etc

rose cedar
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YES. in the package the binaries folder has two a Win32 exe and a Win64 exe

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I was working on build automation and playing around with UBT.
Can't do this from within the engine though

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Great ๐Ÿ˜ƒ

opal cedar
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hey guys, when preparing build for android, it's helpful to disable some plugins we don't use in the project to gain some performance boost? let's say paper2d, audio capture, etc.. ?

wind garnet
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Not sure about performance boost, I think not, but it would possibly decrease size of the apk ๐Ÿ˜ƒ

opal cedar
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@wind garnet yes, this will be great too

dense berry
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"ke * " console commands dont work in shipping builds?

vital narwhal
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Yes, disabling plugins will definitely reduce packaged size, especially on windows. It strips out some content but more importantly will strip third party dlls like occulus/etc

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I cut about 80 mb out of my deliverable by disabling plugins last time I did a pass

hallow kettle
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Anyone else have forloops misbahaving after packaging?

drowsy prairie
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hello , does any one have any idea why ios build keep showing me the old icon i have changed all icon in project setting to the new one even reset them to the default icon of unreal but nothing keep having the same old icon !!??

loud violet
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@hallow kettle for loops misbehaving after packaging? Well that sounds interesting ๐Ÿ˜„

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some details?

open rapids
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hey guys
I recently updated my project from 4.18 to 4.18 and I have a bit of a problem with steam on dedicated server

#

I noticed that they change the steamworks sdk from 132 ot 139
so I copied the first 2 files from this picture from the steamsdk 139 from the engine folder and the rest from my steam install folder
It wokerd fine before but now I get this message when I want to start the server

#

when I close this window, everything works fine but I can't close this window on a remote server
So I need to get rid off this
any suggestions?

#

I mean from 4.15 to 4.18***

glossy haven
#

I'm getting a lot of similar warnings when packaging the game for win64 / shipping, any idea what may cause this?

UATHelper: Packaging (Windows (64-bit)):   LogLandscape: Warning: Shader TMobileBasePassPSFMobileMovableDirectionalLightAndSHIndirectPolicyINT32_MAXLDRGamma32Skylight unknown by landscape thumbnail material, please add to either AllowedShaderTypes or ExcludedShaderType
hallow kettle
#

@loud violet Yea. Had a forloop fire wrong nr of times for some reasen. But i just moved the function to a diffrent actor and then it worked flawlessly. :/

#

@loud violet Sometimes it just seams you have to talk to them. ๐Ÿ˜›

stiff iris
#

Anyone seen your game package without issues but some materials have not been compiled and are the checker basic material?

dusk mantle
#

yes

#

there should be a log in the cook

mild turtle
#

Hey any idea why this happens ERROR: Failed to copy E:\UnrealProjects\BattleTheRoyale\Binaries\Win64\BattleTheRoyale.exe to E:\UnrealProjects\BattleTheRoyale\Saved\StagedBuilds\WindowsNoEditor\BattleTheRoyale\Binaries\Win64\BattleTheRoyale.exe

#

nv, wasnt enough disk space

opal cedar
#

hi guys, I got this error. Seems like this is from wwise plugin that was recently in project. Now we don't have this plugin, and I'm sure it's not referenced on mentioned BPs. Also I cant find that mysterious /Script/ folder? Any ideas how to manage it? I cant package :/

austere atlas
#

hello

#

I have following error when I try to launch iOS game on my iPhone using "Launch On" option:

#

Anyone know what's wrong? ๐Ÿ˜ฆ

opal cedar
#

@austere atlas Seems like warning to me?

austere atlas
#

yes, but why

opal cedar
#

Hard to say. Not enough information provided

hard goblet
#

'failed to delete staging directory'

#

I checked and my staging directory folder is read-only, when I try to change that it won't let me

#

My permission / security settings show that I'm admin

#

What's happening?

tall comet
#

Hello guys, Anybody know a way to set UE4 not to wipe same game slots when packaging the game and use the ones from the editor as default?

mellow bane
#

@tall comet Packaged (shipping) game uses user data to store stuff (AppDataLocal on Windows)

#

Editor saves data locally, which isn't okay for distribution

south jacinth
#

Hey guys. Trying to pack my game for Android on 4.19, but get an error:

Error: XGE version 8.01 (build 1867) or higher is required for XGE shader compilation with the interception interface.
#

What is XGE and how to update it?

south jacinth
#

Any Ideas? Btw, I use Git version of unreal..

mellow bane
#

@open rapids Might ask here for server packaging with a lower memory usage

#

How to package without textures ?

#

Maybe how to run a server at lowest possible mip level, etc

open rapids
#

Ye ah I'm not sure.

#

I thought something like this would be automated

#

Like textures should be running only on clients, and servers could just use

#

the world grid material

mellow bane
#

Which would have consequences for gameplay, like grass becoming opaque

#

In any case, this is where your high memory usage comes from - too many textures, too large

open rapids
#

Why would that occur though

mellow bane
#

No textures = no opacity information for transparent / masked objects

#

= Every Visibility trace fails all the time on fog or light shafts or stuff like that

#

That's why textures are packaged

open rapids
#

Well, there should be some sort of possible way of using a texture that's defaulted

#

in the engine

mellow bane
#

Removing them isn't a trivial and safe idea

open rapids
#

only for server side lol

mellow bane
#

You don't get it

#

For all masked & transparent materials, you just need the real texture from your game

#

Unless you're sure you never, ever, rely on that for gameplay

#

For the record I don't know if a minimal build is possible, I'm just saying there really isn't anything automatic and obvious here, because it's risky and potentially game-changing

open rapids
#

So here's a question

#

Would replacing my textures with smaller 1k textures

#

do anything

#

im assuming yes lol

#

so i guess ill just try it

#

Another cool thing would be if you could change it so that servers use lower res textures than clients

mellow bane
#

You can start by looking closely at all objects

#

And set the max texture size for all textures based on whether it's really needed

open rapids
#

True

#

Is there anything else it could be besides textures?

mellow bane
#

Yeah, huge distance fields

open rapids
#

k

mellow bane
#

Use the size map on Content (and wait half an hour)

#

You'll have the real biggest offenders

#

Then if you have three 4K textures on a stupid bush that's seen from 10 meters at best, trim it down

open rapids
#

yea

mellow bane
#

2048 is generally a safe bet for most assets

#

Then if you're doing a MMORPG with open-world and want 4K everywhere, well, having lots of memry on your server is just the cost of doing business

open rapids
#

true

#

seriously tho

#

how does rust manage too have 4k textures

#

with only 2gb memory usage

#

lol

#

wew

#

gonna be waiting a while lol

mellow bane
#

Wasn't joking about half an hour

open rapids
#

im actually happy though

#

that its not code related

#

and mostly related to textures and assets

open rapids
#

@mellow bane literally looks like its just loading each file into memory for a second or two

#

just to see what the memory cost it lol

stable cobalt
#

is someone having issues with packaging in 4.19?

fierce summit
#

Currently trying my damndest to compile a 4.18 shipping package with logging enabled. Every time I do it it just hits me with a bunch of these errors

UE4-VRExpansionPlugin-Win64-Shipping.lib(Module.VRExpansionPlugin.cpp.obj) : error LNK2001: unresolved external symbol "struct FLogCategoryLogTemp LogTemp" (?LogTemp@@3UFLogCategoryLogTemp@@A)

From the looks of it this is happening because DEFINE_LOG_CATEGORY isn't working for whatever reason. This would happen if LogMacros.h got loaded before Build.h, maybe, since NO_LOGGING results in a nulled out definition. Anybody @here encountered this before?

#

The way I got to this point was just by throwing this into my target.cs bUseLoggingInShipping = true;

#

but I've also tried manually changing the default in Build.h (without doing an engine rebuild) and adding Definitions.Add("USE_LOGGING_IN_SHIPPING=1"); to all of my build.cs files

#

It may also be worth noting that I have IWYU enabled

rancid mountain
#

@fierce summit why aren't you reporting this to @meager thunder ?

#

Oh

fierce summit
#

because it does not appear to be related. just the first error is

rancid mountain
#

Are you using Source Control?

fierce summit
#

yes

rancid mountain
#

Are your plugins checked out?

#

Guess not

#

Check them out and try again, then let me know

fierce summit
#

i don't really know what you mean. my project isn't actually linked up to mordentrals repo if that's what you mean. I just copied over the code

#

in any case it's not the plugin necessarily. i get the same errors for all of my plugins and project code

rancid mountain
#

๐Ÿ˜ญ

#

I asked you a question though

#

And you replied with yes

#

So I assumed we were on the right track

#

Plugins

fierce summit
#

I have my project in source control

rancid mountain
#

Your plugins folder

#

Is it checked out?

fierce summit
#

there's nothing to check out though. it's up to date with my project's repo

rancid mountain
#

man

#

So, the answer is no right?

#

Check it out

#

And then compile

#

And let me know if that helps or not

#

But you should post your whole error log when you get a chance

fierce summit
#
UATHelper: Packaging (Windows (64-bit)):      Creating library C:\Users\quinc\Documents\Unreal Projects\ProxyWarVR 4.15\Binaries\Win64\ProxyWarVR-Win64-Shipping.lib and object C:\Users\quinc\Documents\Unreal Projects\ProxyWarVR 4.15\Binaries\Win64\ProxyWarVR-Win64-Shipping.exp
UATHelper: Packaging (Windows (64-bit)):   UE4-VRExpansionPlugin-Win64-Shipping.lib(Module.VRExpansionPlugin.cpp.obj) : error LNK2001: unresolved external symbol "struct FLogCategoryLogTemp LogTemp" (?LogTemp@@3UFLogCategoryLogTemp@@A)
UATHelper: Packaging (Windows (64-bit)):   UE4-OnlineSubsystemSteam-Win64-Shipping.lib(Module.OnlineSubsystemSteam.cpp.obj) : error LNK2001: unresolved external symbol "struct FLogCategoryLogTemp LogTemp" (?LogTemp@@3UFLogCategoryLogTemp@@A)
UATHelper: Packaging (Windows (64-bit)):   UE4-OnlineSubsystemUtils-Win64-Shipping.lib(Module.OnlineSubsystemUtils.cpp.obj) : error LNK2001: unresolved external symbol "struct FLogCategoryLogTemp LogTemp" (?LogTemp@@3UFLogCategoryLogTemp@@A)
#
UATHelper: Packaging (Windows (64-bit)):   ProxyWarWeapon.cpp.obj : error LNK2001: unresolved external symbol "struct FLogCategoryLogTemp LogTemp" (?LogTemp@@3UFLogCategoryLogTemp@@A)
UATHelper: Packaging (Windows (64-bit)):   ProxyWarWeapon_Instant.cpp.obj : error LNK2001: unresolved external symbol "struct FLogCategoryLogTemp LogTemp" (?LogTemp@@3UFLogCategoryLogTemp@@A)
UATHelper: Packaging (Windows (64-bit)):   Module.ProxyWarVR.gen.1_of_6.cpp.obj : error LNK2001: unresolved external symbol "struct FLogCategoryLogTemp LogTemp" (?LogTemp@@3UFLogCategoryLogTemp@@A)
UATHelper: Packaging (Windows (64-bit)):   Module.HailstormClassLibrary.cpp.obj : error LNK2001: unresolved external symbol "struct FLogCategoryLogTemp LogTemp" (?LogTemp@@3UFLogCategoryLogTemp@@A)
UATHelper: Packaging (Windows (64-bit)):   ProxyWarGameMode.cpp.obj : error LNK2001: unresolved external symbol "struct FLogCategoryLogTemp LogTemp" (?LogTemp@@3UFLogCategoryLogTemp@@A)
UATHelper: Packaging (Windows (64-bit)):   ProxyWarPlayerController.cpp.obj : error LNK2001: unresolved external symbol "struct FLogCategoryLogTemp LogTemp" (?LogTemp@@3UFLogCategoryLogTemp@@A)
UATHelper: Packaging (Windows (64-bit)):   ProxyWarTabletUserWidget.cpp.obj : error LNK2001: unresolved external symbol "struct FLogCategoryLogTemp LogTemp" (?LogTemp@@3UFLogCategoryLogTemp@@A)
UATHelper: Packaging (Windows (64-bit)):   ProxyWarVRCharacter.cpp.obj : 
#

issue is LogTemp isn't defined when the plugins get loaded. but it's also an issue in the project code

#

my personal log categories seem to be trashed as well

rancid mountain
#

Minimal

#

?

fierce summit
#

Minimal?

rancid mountain
#

@fierce summit Source or Launcher?

fierce summit
#

oh. it's a launcher build

rancid mountain
#

C++, can you post your build.cs ?

fierce summit
#
    public ProxyWarVR(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
        //Definitions.Add("USE_LOGGING_IN_SHIPPING=1");

        PublicDependencyModuleNames.AddRange(new string[] {
            "Core",
            "CoreUObject",
            "Engine",
            "InputCore",
            "OnlineSubsystem",
            "OnlineSubsystemSteam",
            "OnlineSubsystemUtils",
            "Steamworks",
            "VRExpansionPlugin",
            "HeadMountedDisplay",
            "SteamVRController",
            "AIModule",
            "GameplayTasks",
            "RenderCore",
            "ShaderCore",
            "HailstormClassLibrary",
            "ApexDestruction",
            "PhysX",
            // "AdvancedSessions",
            "UMG",
            "Slate",
            "SlateCore",
            "Json",
        });

        PublicIncludePaths.AddRange(
            new string[] {
                //"Plugins/OnlineSubsystemSteam/Public"
                // ... add other private include paths required here ...
            }
        );


        PrivateDependencyModuleNames.AddRange(new string[] {
            "Pakfile",
            //"SteamWorkshopToolkit",
            "Json",
            "JsonUtilities",
            "OnlineSubsystemSteam",
            "Core", "CoreUObject", "Engine", "InputCore"
        });

        DynamicallyLoadedModuleNames.AddRange(
            new string[] {
                        "NetworkReplayStreaming",
                        "NullNetworkReplayStreaming",
                        "HttpNetworkReplayStreaming"
            }
        );
    }
#

but the actual relevant part is in target.cs

using UnrealBuildTool;
using System.Collections.Generic;

public class ProxyWarVRTarget : TargetRules
{
    public ProxyWarVRTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;
        bUsesSteam = true;
        bUseLoggingInShipping = true;

        ExtraModuleNames.AddRange(
            new string[] { "ProxyWarVR" }
        );
    }
}
rancid mountain
#

hmm

#

see the //

#

I'm grasping at straws

#

But, kinda strange

fierce summit
#

i commented it out because it didn't do anything

rancid mountain
#

Is this your first time building the game?

fierce summit
#

was a test

#

no i've built the game 100+ times

#

but never attempted shipping logs

rancid mountain
#

And it just randomly started not working tonight?

fierce summit
#

after adding bUseLoggingInShipping = true; to target.cs

#

supposedly this is supposed to end up setting the macro, which I believe it is doing, but clearly it's not sticking for some reason since DECLARE_LOG_CATEGORY isn't working

rancid mountain
#

@fierce summit 4.18?

fierce summit
#

yes

#

the PSHUsage line enables IWYU, I have a hunch this is causing issues because I have found 0 people on google that were unable to solve this problem

rancid mountain
#

I havent' tried this before for shipping, I would just use Debug/Dev builds

#

That's what they are there for ๐Ÿ˜ƒ

#

You are trying to override it

#

Looks like it defintiely works on Source build.

#

Can't find anything that it works in Launcher though

fierce summit
#

that's what I usually do. issue is that shipping uses a different save folder, meaning players lose all their data until I switch back to shipping. so i can't push a dev build to main. And the issue(s) I'm trying to track down is extremely hard to reproduce so ideally I'd just grab somebody's logs when it happens

rancid mountain
#

Move it out of TargetInfo

#

And into TargetRules

fierce summit
#

i am setting it on TargetRules, I think. That's the constructor for a TargetRules object, so bUseLoggingInShipping should be scoped to TargetRules. Info.bUseLoggingInShipping = true; throws an error since TargetInfo is read only

#

I've seen the Unreal Answers posts about this, the consensus seems to be to put that line in there.

#

unless you mean to move it outside of the constructor

#

which i am currently attempting

#

ProxyWarVR.Target.cs(8,27) : error CS1519: Invalid token '=' in class, struct, or interface member declaration

#

no dice

meager thunder
#

@fierce summit LogTemp isn't really supposed to be used in final packages, I have two classes where I forgot to switch to a declared log so its not finding coreglobals.h when you enable that option

#

i'll fix that, but you will need to do the same in your code

#

it only comes up when packaging with that boolean

meager thunder
#

Also there was an unrelated UBT error that I found while going over it, I reported it to epic, i'll PM you details as until they fix it you won't be able to use that anyway

fierce summit
#

@meager thunder wow I was digging way too deep. Of course LogTemp isn't for shipping... ๐Ÿ™„ thanks for the help

#

@rancid mountain good call on tagging 'tral

warped crescent
#

Hi, guys, i try to packaging for android with gradle, because i use an plugin who work just with this, but i have always this error:
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): :app:transformClassesAndResourcesWithProguardForRelease FAILED UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): FAILURE: Build failed with an exception. UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): * What went wrong: UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): Execution failed for task ':app:transformClassesAndResourcesWithProguardForRelease'. UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): > java.io.IOException: Please correct the above warnings first. UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): * Try: UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): BUILD FAILED
And i must send the new version of my game, because my beta-tester wait since 14 days...
pleaze help me

flat glade
#

Hey friends, wanted to ask if anyone had any insight as to what may be causing this:

UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: Fatal error!
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff```
#

specifically the Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff

#

kinda started out of nowhere

green zenith
#

Assertion failed: NULL != GeneratedClass [File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\Blueprint.cpp] [Line: 739]

Anyone knows what the problem is?

torpid fractal
#

Hey, is there a guide for optimizing levels in unreal engine?

inland atlas
#

plenty of talks

quiet zephyr
#

Hey guys, in the project launcher there is a deploy area, could that be used to update all server shards after being built?

reef lantern
#

I'm getting a Windows SDK error, even though I have VS 2017 installed and Windows SDK 8.1 and 10 installed

#

Can anyone help

bright kelp
#

Hey packaging experts. I'm trying to package for the first time and I'm getting 2 errors I cannot solve:

"UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/RTS/Interfaces/Interface_Interact.Interface_Interact_C:IsCarryingResource.InventoryItem'. Unknown structure.

UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: CookResults:Error: Error Unable to cook package for platform because it is unable to be loaded: C:/Users/Erik/Documents/Unreal Projects/Masks3/Saved/Cooked/WindowsNoEditor/Masks3/Content/rts/rtsassets/Textures/UE4_LOGO_CARD.uasset"

I don't understand how to fix these. I fixed other similar errors like the first by marking the "saved" checkbox on certain structs, but that's not possible on an interface.
And the second error is due to an icon, but all my icons seem to be in order, the "WindowsNoEditor" folder doesn't exist (I tried creating the folders and adding the .uasset there too).

#

Any ideas would be extremely helpful

#

I'm sure it's a simple fix, but I can't figure it out

gentle jewel
#

Anyone know any tricks/things to try when getting an error during packaging UATHelper: Packaging (Windows (64-bit)): LogInit: Warning: Incompatible or missing module: UE4Editor-ProjectZ.dll ?
My project was previously packaging Ok up until tonight, and I haven't made any significant project changes that should cause any issues AFAIK

rapid plank
#

When packaging out my game, the default save game location changes and thus breaks the save game function, any idea how or where I can change the location?

mellow bane
#

@rapid plank That's normal and expected

#

Your game shouldn't care where data is saved

#

As long as you use UE4's "saved" folder an don't hardcode any path, all will work well - you shouldn't try to change the location of that folder

rapid plank
#

I know it's normal but it can't find the save file it created, it creates it fine and I know where it goes but the game just can't find it after that

mellow bane
#

C:\Users<your-user-name>\AppData\Local<your-game-name>\Saved

#

AKA %LOCALAPPDATA%<your-game-name>\Saved for a shortcut

rapid plank
#

Yeah that is where it is going, but why can't the game find it?

mellow bane
#

If the game can't find it, you probably messed up the reading logic.

#

We construct the path like this ourselves : FString::Printf(TEXT("%s/SaveGames/%s.json"), *FPaths::ProjectSavedDir(), *SaveName)

#

ProjectSavedDir is the important part

rapid plank
#

It works fine everywhere else, just not when it's packaged out so the logic is okay

mellow bane
#

If you hardcoded a relative path, for example, that would be why

#

Make sure you use ProjectSavedDir on reading, too

#

Are you using Blueprint or C++ ?

rapid plank
#

Mostly BP

mellow bane
#

Get a close look a the path you're using to read from - display it on the screen for example

#

Or just show me the Blueprint for that

#

Like I said, this is a common problem for people who use something like "../../Saved/mysave" as a path

#

This works well in dev but is very dirty, and breaks down in shipping builds because programs shouldn't write data in their installation folder.

rapid plank
#

Okay, I'm just having a look through now

#

I'm doing the save game via BP, so basically just does it exist, yes load it, no create it and save, nothing out the norm

mellow bane
#

So how is the path constructed ?

#

Well if you're using the game save API, the path should be fine

#

Are you using SaveGameToSlot ?

rapid plank
#

I am yes

rapid plank
#

Not exactly like that no, but yes it works

mellow bane
#

How is your Blueprint like ?

rapid plank
mellow bane
#

You need to,create a savegameobject first

#

Look at the graph I linked above

#

Both loading and saving need the object

#

Dunno if this is why

#

I o,ly work in C++ myself

#

When in doubt, look at the documentation and mirror what they do, it should work well

rapid plank
#

The save game object is created if it doesn't exist so it can't load ever load unless there is something to load

mellow bane
#

I don't get it, but like I said, do exactly like in the doc and you'll be fine

rapid plank
#

Alright, thanks bro ๐Ÿ‘Œ

reef lantern
#

workthreadpool.cpp (399) : Assertion Failed: pWorkThread->m_bFinished is false but thread is not running
When uploading to steam I get this
any ideas what it means
(steamworks)

gentle jewel
#

So in relation to my packaging problem posted a few hours ago, I found that if I rename the uproject to something else, re-generate VS files, I can package just fine. But if I leave the project name the same, it won't package. Anyone know what is going on? Seems like there might be a temp folder somewhere with corrupt files or something

gentle jewel
#

Well, fixed my problem by deleting everything in AppData\Local\UnrealEngine

lucid star
#

Hello. I spent the whole day trying to make my packaged game launch in fullscreen mode, but it always launches in windowed-fullscreen. Triple checked everything and never got it to work.
My game user settings file have this settings:

LastConfirmedFullscreenMode=0
PreferredFullscreenMode=0```

Found nothing regarding this issue. Can someone help me?
#

The only way I managed to work was when I went to my video settings menu, switched to windowed-fullscreen and then switched back to fullscreen mode. (The video settings menu even loads from the 'game user settings' correctly as fullscreen mode when I launch the game.

oblique falcon
#

We have rendering machines here with 6 GPU's per box and we want to run UE4 instances on each GPU so we can distribute the rendering out across all 6 gpu's.. I believe this is possible to go into the nvidia panel, manually select the gpu, then run one build, go back, select a different gpu, run another instance and so on but this is tedious.. We would much rather be able to edit an .ini and run 6 instances with configured ini's and be done with it.

Adding and modifyingย r.GraphicsAdapter = 4 in the ConsoleVariables.ini does nothing unfortunately, the build always comes up using the same GPU regardless.. Any ideas?

#

Even thought our .ini has =4 as the Graphics adapter you can see the logs ignore it:
[2018.03.27-16.06.09:835][ 0]LogD3D11RHI: Chosen D3D11 Adapter: 0

frank garnet
#

@oblique falcon Swarm?

oblique falcon
#

@frank garnet Nope, we're not building lighting, we're rendering 8K 360 3D Video

errant gate
#

Does anyone know how I can order UnrealPak.exe to pack the derectory and maintain derectories that are inside it, so they all get packed? Right now I have "Content\Mods\asset.uasset", but inside pak file it becomes just "asset.uasset".

midnight brook
#

Hello everyone. who knows about these issues - inventory system - store system and automatic storage system. type check point. if someone can write me to the inbox

frank garnet
#

@midnight brook Do not spam multiple channels with the same question. This is your first warning.

frigid badge
#

Can someone help me learn to read packaging error logs? I can't make anything out of those

#

What should I look for. Where are the clues? example...

#
C:\Program Files\Epic Games\UE_4.18\Engine\Source\Editor\BlueprintGraph\Classes\K2Node.h(10): fatal error C1083: Cannot open include file: 'K2Node.generated.h': No such file or directory
UATHelper: Packaging (Windows (64-bit)):   Module.VictoryBPLibrary.gen.2_of_2.cpp
UATHelper: Packaging (Windows (64-bit)):   Module.CoverGenerator.cpp
UATHelper: Packaging (Windows (64-bit)):   Module.CoverGenerator.gen.cpp
UATHelper: Packaging (Windows (64-bit)):   [14/72] Link UE4-CoverGenerator.lib
UATHelper: Packaging (Windows (64-bit)):   [15/72] Link UE4-VictoryBPLibrary.lib
UATHelper: Packaging (Windows (64-bit)):   ERROR: UBT ERROR: Failed to produce item: D:\Projects\bla\Binaries\Win64\Heat.exe
#

if check the UAT_Log.txt... i pretty much get the same errors. there are no clues as to where i should start digging

#

the only thing that looks odd is that it's complaining about some stuff not existing

#

like the .h files from the engine (da fuq)

obsidian veldt
#

question: If I want to have some data files as part of my project, and distributed with my built game, but I don't want them in the uasset system (i.e. just loose files on disk), should I still keep them in the Content folder?

#

it's not clear if Content is supposed to be for .uassets only

open rapids
#

This is probably a dumb question but does anyone know how to properly version release packages? I'd like to start versioning but in a way that's automated so I'm not just changing a number in a file somewhere

lusty cobalt
#

Now with 4.19 - encprytion & signing in the project settings - is there something else to do than having a DefaultCrypto.ini and then pass -encrypt to the cmdlet using Project Launcher / Cmdlet ? (Figured it out - encryption is handled already no need to pass -encrypt additionally)

feral shale
#

hey so my computer keeps freezing when i package my project for windows. could anyone look at my logs to help me out

thin zenith
#

Hey guys, anyone around to help with a packaging/shipping build issue - I get a crash on launch of my shipping build (fine in PIE) with no symbols/callstack - any way to debug this or any other pointers?

thorn swift
open rapids
#

Hey guys; having a massive issue packaging my game atm; its literally perfect in VR preview and works absolutely fine but the moment I package it I loose a lot of content and work; any clue?

dusk mantle
#

did you add your maps?

final nebula
#

guys hi everyone,anyone can help with mounting pak files?

#

i have success with mount of pak but could not load an asset from there

rare pawn
#

Anyone know how I can get the engine to stop reporting warnings for materials failing to compile for every platform other than windows when we only have windows selected as a target platform?

Everytime we build we get 300+ warnings about materials failing to compile for android etc when packaging to Win64

mellow wedge
#

Have you turned off Android support?

rare pawn
#

where is that?

#

i'm presuming that's a new thing?

vestal bay
#

i got this with 4.19

pallid parrot
tawny sparrow
#

Staged filesystem reference may not start with a path separator or contain an empty path fragment (MyProject3\Content\Test\c\living_eddie_BEAMS-LIMESTONE_SHINYDC1307C3D2_STONE-LIMESTONE_SHINYDC1307C3D2.uasset)
what does it means?
i tried to package my project and this error shows up

chrome jasper
#

Im pretty sure that means something in that directory is missing

#

I would assume the \c\ part

#

Guys, I need help, I keep getting errors but I need to release my game to the play store soon

#

UATHelper: Packaging (Android (ETC1)): **************************************************************************
UATHelper: Packaging (Android (ETC1)): Invalid or unsupported command "--silent update lib-project --path JavaLibs/androidlib-1.0.0 --target android-27"
UATHelper: Packaging (Android (ETC1)): Supported commands are:
UATHelper: Packaging (Android (ETC1)): android list target
UATHelper: Packaging (Android (ETC1)): android list avd
UATHelper: Packaging (Android (ETC1)): android list device
UATHelper: Packaging (Android (ETC1)): android create avd
UATHelper: Packaging (Android (ETC1)): android move avd
UATHelper: Packaging (Android (ETC1)): android delete avd
UATHelper: Packaging (Android (ETC1)): android list sdk
UATHelper: Packaging (Android (ETC1)): android update sdk
UATHelper: Packaging (Android (ETC1)): ERROR: C:\NVPACK\android-sdk-windows/tools/android.bat failed with args --silent update lib-project --path JavaLibs/androidlib-1.0.0 --target android-27

#

I have reinstalled the SDK

vital narwhal
#

@tawny sparrow you might be hitting path length issues, that's a REALLY long asset name

#

but it would normally tell you that in the error

vestal bay
#

@pallid parrot yeah but i checked my sequencer i dont see anything wrong with it...I really dont know whats going on

glacial bough
#

Hey, does anyone have any tips for packaging? I have like a super computer xD GeForce GTX 1070 8GB card.... BUTTT when I package my game...which is only one level by the way... It lags and stutters. Even though I can run any AAA game on epic and this pile of rubbish level runs on like 20fps xD

glacial bough
#

I have tried everything from profiling, to setting FPS... still no performance increase. the game runs fine in the editor but once packaged and everything, there is a noticeable lag

rapid python
#

Have you tried turning it on and off?

#

or off and on* since thats the way :v

#

@glacial bough it can work sometimes

tawny sparrow
#

@vital narwhal it's not the name, i reduced it to one letter and still have that error

#

nvm. i solved it. indeed the problem was the name, but not of the asset, the folder name was causing it

#

it was too short

glacial bough
#

@rapid python Sorted it, I set my RAM to Boost mode via Razer Cortex. got me 430fps xD

rapid python
#

oh well thats good ;D @glacial bough

shadow panther
#

So I tried running UE4 using a virtual box and It failed because it doesn't have DX11, if I build/package the project and tried to run it on the box again will I have the same issue?

paper cipher
#

Anyone know if I can unpack my own project file? I forgot to make a back up and I need to check out what I did to break my code. I have my project file still so could I get a key from that or something?

winged moss
#

@shadow panther yes, you need 3d acceleration to run a cooked game the same way as the editor

#

if your plan is to use the VM as a server, build the server target instead

#

which doesn't need a graphics card

drowsy prairie
#

Hi guys,

I'm working on Arch viz project.

I have to do a packaging test, and the process fails.
I use the menu File - Package Project -> Windows 64

at the beginning, the Error Log report to me a material error. Now, I deleted this materials, and the error is now :

LogWindows: Error: FMemoryWriter does not support data larger than 2GB. Archive name: None.
LogWindows: Error:

I tried to reduce all the lightmaps ( select all actor mesh -> override lightmap -> 64 ), I tried to delette the biggest objetcs, check Compress Lightmap, check Chunk level.... but nothing

Pack failed, same error.

What is the problem ? :/

Thanks all

vital narwhal
#

For that 2gb crash you'll have to debug it and see exactly what is so large, no way to guess from just the error. Something somewhere is too big

drowsy prairie
#

hii @vital narwhal thx for ur replay how can i debug it ? do u mean the log files search in them ??

vital narwhal
#

In the debugger, or look at the stack trace

#

The log may have hints. But you're going to have to get pretty in depth here with the code

quartz mist
#

Hello!

shadow panther
#

Hello

quartz mist
#

Is there any way to prevent people from "extracting" game files and assets?

vital narwhal
#

Yeah, pak files have support for encryption. It's a bit hard to setup but it will work

rich tinsel
#

Hi everyone,
I just tried to test package a project, but I got the biggest error message I've ever seen.
The packaging fails with:

PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)
PackagingResults: Error: UBT ERROR: Failed to produce item
Command failed (Result:5) <UBT command>. See logfile for details: 'UnrealBuildTool-2018.04.07-00.59.29.txt'
UATHelper: Packaging (Linux): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults: Error: AutomationTool was unable to run successfully.
PackagingResults: Error: Unknown Error

That logfile is around 2900 lines of "multiple definitions of..." and "undefined reference to...".
I don't even know where to start.

#

Any hints to how I should start debugging this?

frank garnet
#

Search the log for all mentions of "Error"

#

Make a list, start at the top.

rich tinsel
#

Thats the problem. The first occurrance of "error" is in line 2956 while the first "multiple definitions" is in line 12. I thought maybe theres something I missed.

frank garnet
#

Focus on the errors

rich tinsel
#

Well the error is "Failed to produce item, Unknown error"

frank garnet
#

Right fair enough

#

Can you copy paste 1 of those lines?

rich tinsel
#

sure

#

<PATH>/Repository/Engine/Plugins/Online/OnlineSubsystemUtils/Binaries/Linux/libKart-OnlineSubsystemUtils.a(Module.OnlineSubsystemUtils.gen.cpp.o): In function Z_Construct_UDelegateFunction_OnlineSubsystemUtils_BlueprintFindSessionsResultDelegate__DelegateSignature()': <PATH>/Repository/Engine/Plugins/Online/OnlineSubsystemUtils/Intermediate/Build/Linux/B4D820EA/<PROJECT_NAME>/Development/OnlineSubsystemUtils/Module.OnlineSubsystemUtils.gen.cpp:(.text+0x14b0): multiple definition of Z_Construct_UDelegateFunction_OnlineSubsystemUtils_BlueprintFindSessionsResultDelegate__DelegateSignature()'

and then it continues with lits of other modules. So its not just limited to OnlineSubsystemUtils

rich tinsel
#

ok it seems like there are some failed problematic around
Maybe some things weren't updated properly when I upgraded to 4.19
Recompiling the engine now, lets hope it helps.

frank garnet
#

Are you using Linux?

rich tinsel
#

yes

frank garnet
#

Ok well good luck ๐Ÿ˜ƒ

rich tinsel
#

:D thanks

rich tinsel
#

Things are working now. Engine recompile did the trick.

chrome jasper
#

guys I need help

#

I keep getting errors when I try to package my game

#

No matter what I do there is always something new

#

Right now neither Ant nor Gradle will work

#

anyone know how to fix?

#

UATHelper: Packaging (Android (ETC1)): > java.lang.UnsupportedClassVersionError: com/android/build/gradle/AppPlugin : Unsupported major.minor version 52.0

#

Im gonna try updating to 4.19

chrome jasper
#

UATHelper: Packaging (Android (ETC1)): [aapt] Z:\JavaLibs\androidlib-1.0.0\bin\AndroidManifest.xml:38: error: Error: No resource found that matches the given name (at 'value' with value '@integer/google_play_services_version').

#

Please help someone?

chrome jasper
#

Someone please

tidal lagoon
#

then ur sdk's are prob not installed right

#

if ur getting constant dif errors

chrome jasper
#

how do I fix it

tidal lagoon
#

make sure your sdk's are installed right?

#

try packaging a blank project

chrome jasper
#

ok

#

wait I am packaging with all my play store stuff put in do i put that in for the blank one

tidal lagoon
#

u dont do any of that

#

u try and package a blank project

#

to see if its ur sdk or ur project

chrome jasper
#

ok

#

with gradle enabled:
UATHelper: Packaging (Android (ETC1)): ====4/7/2018 11:53:43 AM====PERFORMING FINAL APK PACKAGE OPERATION================================================
UATHelper: Packaging (Android (ETC1)): Fixing minSdkVersion; NDK level above 19 requires minSdkVersion of 21 (arch=armv7)
UATHelper: Packaging (Android (ETC1)): Creating rungradle.bat to work around commandline length limit (using unused drive letter Z:)
UATHelper: Packaging (Android (ETC1)): Making .apk with Gradle...
UATHelper: Packaging (Android (ETC1)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ETC1)): * Where:
UATHelper: Packaging (Android (ETC1)): Build file 'Z:\app\build.gradle' line: 1
UATHelper: Packaging (Android (ETC1)): * What went wrong:
UATHelper: Packaging (Android (ETC1)): A problem occurred evaluating project ':app'.
UATHelper: Packaging (Android (ETC1)): > java.lang.UnsupportedClassVersionError: com/android/build/gradle/AppPlugin : Unsupported major.minor version 52.0
UATHelper: Packaging (Android (ETC1)): * Try:
UATHelper: Packaging (Android (ETC1)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
UATHelper: Packaging (Android (ETC1)): BUILD FAILED
UATHelper: Packaging (Android (ETC1)): Total time: 3.765 secs
UATHelper: Packaging (Android (ETC1)): ERROR: cmd.exe failed with args /c "C:\Users\myname\Documents\Unreal Projects\MyProject6\Intermediate/Android/APK\gradle\rungradle.bat" :app:assembleDebug

#

im doing ant rn

#

ok ant on empty project:

#

it worked with a ton of warnings

#

its my project for ant but gradle just doesnt work

#

it never has for me either

tidal lagoon
#

Your SDK's are installed wrong then

chrome jasper
#

yeah but it worked with the blank one, why is that?

#

Also I've uninstalled them and reinstalled them like 3 times

#

and for some reason my SDK manager directory is C:\NVPACK\android-sdk-windows\android-sdk-windows\tools for some reason

#

there are 2 android-sdk-windows'

tidal lagoon
#

oh i thought u said it didnt work with blank one

#

UATHelper: Packaging (Android (ETC1)): Fixing minSdkVersion; NDK level above 19 requires minSdkVersion of 21 (arch=armv7)

#

try f ixing ur min sdk settings first

#

UATHelper: Packaging (Android (ETC1)): Creating rungradle.bat to work around commandline length limit (using unused drive letter Z:)

#

that as well

#

ur path is over 260 char's

#

by the looks of it

chrome jasper
#

there are 2 android-sdk-windows

#

so im deleting one

#

wait why is it using drive Z in ant too

#

UATHelper: Packaging (Android (ETC1)): Buildfile: Z:\build.xml

#

I dont have a drive Z

#

the commandline length limit isnt being exceeded theres only like 5 directories in it

chrome jasper
#

im reinstalling my sdk

chrome jasper
#

I really want to get gradle working

chrome jasper
#

heres what happens when I use ant

wind fiber
#

anyone have an idea why cooking content for AllDesktop instead of Win64, Mac, Linux separately results in players falling though the world? it's as if the collision data does not get cooked somehow

wind fiber
#

no one else has this problem? :(

finite tangle
#

Anybody familiar with this? Seems to be trying to spawn an unknown actor in the middle of entering the game...

#

LogSpawn: Warning: SpawnActor failed because no class was specified
LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart

#

ah nvm, HUD class was undeclared in Game Mode defaults

tidal brook
#

Hi all, I have a problem with my unreal, When I build my game my AI stops walking. it works in engine but it stops after building

#

you guys any idea what could be the problem?

tender shell
#

Does anyone here know a functionnal way to create keystores?

tidal lagoon
onyx cave
#

after renaming a folder (from 00_Base to 00_Core) and packaging, i get several warnings like this:

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogLinker: Warning: Can't find file for asset '/Game/00_Base/DayNightCycle/BP_DayNightLightsource' while loading NULL.

How do I fix this warning?

onyx cave
#

ok, recreated the files manually and fixed it

lofty cairn
#

Hi
Does anyone have experience uploading a mac version to Steam?

#

It seems that I upload, and Steam Partner website tells me that it has over 500 megs on disk. But when I install on OsX, the install size is 0

#

What am I doing wrong?

lofty cairn
#

anyone?

mellow bane
#

Haven't done a Mac release myself, sorry

#

Though I suspect it should be pretty much like your Windows build

lofty cairn
#

yeah, but it isn't ๐Ÿ˜ฆ

#

As you can see, it is a 170MB download on mac, but nothing is downloaded

#

really strange

mellow bane
#

Might haven't configured the depot & app stuff the right way

#

Like look at the part where you set which repo is used where

lofty cairn
#

it drives me insane

#

anyone with a mac want to test for me? free key ๐Ÿ˜ƒ

true forum
#

Hello, I'm developing a local MP game. I've noticed that after packaging the game I only receive input from the first controller. For other controllers to pass input I need to click once with the mouse (probably on the screen). Why could this be happening? Is the game not receiving focus on launch or something?

sick parcel
#

does anybody know how to enable EQS plugin without the editor? I need to enable it on a build server that does not have a video card.

wide tendon
#

@sick parcel you could enable it by editing your .uproject file, simply enable it on one project and take a look on what it changes in your .uproject

sick parcel
#

Solved it:
Config/DefaultEngine.ini

[EnvironmentQueryEd]
EnableEnvironmentQueryEd=True

wind fiber
#

is there a way to make packaging not rebuild ubt? I never change ubt or automation scripts, and that forces it to create new makefiles for all the c++ targets massively slowing it down

open rapids
#

Anyone know what this is?

#

I'm trying to package for linux/windows

open rapids
#

hey guys

#

anyone have any experience w/ compiling the FLEX branch in Visual Studio? Running into some errors with ShaderCompileWorker

#

here's my log: Performing 35 actions (9 in parallel)
Module.ShaderFormatOpenGL.cpp
Module.Core.8_of_9.cpp
Module.ShaderFormatD3D.cpp
Module.MetalShaderFormat.cpp
Module.DesktopPlatform.cpp
Module.ShaderCompileWorker.cpp
Module.Core.9_of_9.cpp
C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
ERROR : UBT error : Failed to produce item: D:\UE4FLEX\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderCompileWorker-Core.lib
Total build time: 3.27 seconds (Local executor: 0.00 seconds)
C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "....\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.

#

I'm on win10, using VS2017 (latest version)

open rapids
#

I will try compiling again with VS2015 now, wish me luck ๐Ÿ˜ƒ

open rapids
#

looking good, so far no errors!

open rapids
#

๐Ÿ™Œ

hasty rover
#

is it possible to get an accurate callstack logged in a packaged game? i could use more detail then ModuleName.exe!UnknownFunction []

wind fiber
#

ship it with the pdb file

hasty rover
#

so basically it just needs to be next to the .exe?

wind fiber
#

yeah

#

it will automatically read symbols from it

hasty rover
#

cheers ๐Ÿ˜ƒ

wind fiber
#

there's also some flag you can set when packaging so all relevant pdbs are included automatically

obtuse lagoon
#

how do u guys figure out your minimum requirements for your game

naive grail
#

Not sure what the best approach is but when fixing a packaging error that says file name too long, does anyone prefer long path tool over renaming files from within the content browser? Seems like the project would break if one simply opened a folder and started renaming files outside the engine but idk

#

@open rapids I had that problem with a 4.17 branch. I moved on to a 4.18 version and all went well

idle peak
#

I am having a weird issue.... I package my game and play it but it is not registering any of my key presses, any one have an ideas where to look?

naive grail
#

@idle peak you mean the character just stands there in the packaged version but works fine in editor?

idle peak
#

Yep

naive grail
#

Might sound silly but mine did that and I had to move the mouse over the screen and click it to activate it before any keyboard inputs worked

idle peak
#

I did that, I just got it to work though. I missed a set input to game mode ๐Ÿ˜ฆ

naive grail
#

Ah I see

open rapids
#

Hello guys,

I just finished my project and wanted to package it but after I started it showed me
:

#

but i cannot find the SDK

open rapids
#

Go to your Visual Studio Installer & select the Win SDK component from there

open rapids
#

oh thanks!

open rapids
#

well

#

now it says build failed

frank garnet
#

Well check where the error is.

open rapids
#

ok

pliant rampart
#

Hello

#

I'm getting assertion error in a Win64 packaged dev build

#

on launch

#

I'm using ue 4.18

mellow bane
#

Sounds like you need to debug it

#

It's a dev build (you shouldn't release dev builds) so you can just launch it in Visual

pliant rampart
#

my bad it's DebugGame

#

but this is an in-engine error and i'm not building it from source

frank garnet
#

Check the crashlog it will tell you what happened

mellow bane
#

That too

mellow bane
#

Looks like your DiscordRPCHandler thing had issues

pliant rampart
#

but it works fine in editor ?

mellow bane
#

And it doesn't in packaged

pliant rampart
#

oh ok

#

errors aren't fatal no ?

frank garnet
#

Ummm

#

Errors are fatal

mellow bane
#

This isn't an error, this is an assertion - fatal error, that is

frank garnet
#

They are Errors

#

Treat all Errors as if they are fatal.

mellow bane
#

Assertions literally mean "crash if this isn't true"

pliant rampart
#

ok

mellow bane
#

In this case, you need more information - the assertion is in the engine, but the bug isn't

#

So run it in Visual and get the call stack

pliant rampart
#

how can I do that ?

mellow bane
#

... Unless you're not using C++ in your project ?

pliant rampart
#

I'm using some C++

mellow bane
#

Okay, so what don't you know how to do ?

pliant rampart
#

yes

#

I don't know how to run it in VS

mellow bane
#

How familiar are you with C++ generally ?

pliant rampart
#

not very familiar but I know programming in general

#

I can do stuff but very slowly

#

I mean I know how to read code but some stuff are weird

mellow bane
#

Just to be clear, C++ is one of the most complex languages there are, it's unforgiving and you can still write great-looking code that fails 1% of the time after a decade of practice, so if you feel like you don't really understand what's happening in your code, you really should look into it before you release that

pliant rampart
#

yes I don't plan on realeasing anything soon

#

I just want to give a version to my testers

mellow bane
#

To debug in Visual, right click your project in the tree on the left and hit "select as startup project" and press F5

#

By default it will start as editor

#

Right-click project again, go to properties, debugging, remote command arguments, and add -game at the end of the line

pliant rampart
#

DebugGame Editor ?

#

ok

#

I don't have remote command arguments just command arguments

mellow bane
#

Same

pliant rampart
#

ok

mellow bane
#

Should have lot of stuff in there already

pliant rampart
#

yes there was

mellow bane
#

After that, on F5 it should start the game within the debugger

pliant rampart
#

ok

#

the game module couldn't be found

#

Should I have UE open ?

mellow bane
#

With -game, the editor won't open

#

Have you successfully compiled before ?

pliant rampart
#

yes

#

the game opened

#

but it black-screened and the then crashed

mellow bane
#

Okay, so look at the call stack window

mellow bane
#

Unable to load module 'Noxel' because the file 'E:/Documents/Unreal Projects/Noxel 4.19/Binaries/Win64/UE4Editor-Noxel-Win64-DebugGame.dll' was not found.

#

Sounds like you didn't compile to me

#

Did you compile, like, right before debugging ?

pliant rampart
#

i'm retrying

#

I didn't press F5

#

I used the local windows debugger

#

well now it works

#

ok so it works no errors

#

btw thanks a lot for helping me

mellow bane
#

It shouldn't work though

#

Does it work if you right-click your .uproject file and hit "Launch" ?

pliant rampart
#

will try

mellow bane
#

By the way, you need to compile in DevelopmentEditor

#

That's what UE4 uses by default - when you run the editor, or launch like I just said

pliant rampart
#

it works

mellow bane
#

You should also package at least in Development, not Debug

pliant rampart
#

ok

#

I was using DebugGame Editor

mellow bane
#

You should really package as Shipping all the time but since you're in test, okay

#

But at least use Development

#

Make sure to always compile in VS before running the game or the editor, too

pliant rampart
#

I'm using mostly BP though

mellow bane
#

Use the Debug* configurations only if you know what you're doing

#

If you're not writing C++ you probably never need Debug ever

pliant rampart
#

I don't really know what i'm doing

mellow bane
#

Stick to Development Editor as a build configuration in Visual, don't change that

#

Build every time you update C++ code or the engine version and you'll be fine

pliant rampart
#

ok

mellow bane
#

Change your packaging to Development too

#

And repackage your game now

pliant rampart
#

ok

#

it won't take long

#

still having the issue with Assertion Failed

mellow bane
#

Uh, so can you tell me which files you have in the packaged folder ?

#

You're packaging through the "package" menu in the editor right ?

pliant rampart
#

two folders, Engine and Noxel, and Manifest_NonUSFFiles_Win64.txt and Noxel.exe

#

yes

#

rip Pastebin

mellow bane
#

So what's in Noxel/Binaries/Win64 ?

pliant rampart
mellow bane
#

Okay, you probably want to remove the folder and retry because you have to builds here

#

Also a Lua interpreter ??

pliant rampart
#

I'm not using it right now and I removed it

#

so it's a useless dll

mellow bane
#

Just delete the packaged folder and restart

pliant rampart
#

ok

#

maybe I should upgrade to vs2017 ?

mellow bane
#

No reason to yet

pliant rampart
#

I still get assertion failed

mellow bane
#

So what's in Noxel/Binaries/Win64 now ?

pliant rampart
#

only Noxel.exe and my assimp dll

mellow bane
#

Can you get the new log ?

mellow bane
#

That's the packaging log

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The game log should be in the packaged folder

#

Since it's a devbelopment build

#

In Saved/

pliant rampart
#

ah yes that log ok

#

second one is crash log

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still discordrpc right ?

mellow bane
#

Yeah

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I have no idea what it is

#

But it looks like this part isn't packaged right

pliant rampart
#

well I'll just update the plugin

mellow bane
#

Make sure to look at all the instructions for packaging

#

TBH I'm skeptical of the value of such a plugin

pliant rampart
#

yes it's really an optional

mellow bane
#

You're going to need to update and maintain this, create interface for it, etc, it's a lot of work if you're a small team

pliant rampart
#

It's the thing that gives more info to the other people on discord about your game

#

you're right i'll just disable it

mellow bane
#

Just my 2 cents, be sure to work on what's important first, no one cares about Discord integration before the game is out

pliant rampart
#

true

mellow bane
#

Make sure every plugin you use is well maintained, too

pliant rampart
#

though I used the version that they released day one so that may be why

mellow bane
#

I would never use any plugin that doesn't have the source on github and regular updates with each engine version

#

Really I wouldn't use a plugin I don't want to maintain myself

#

Imagine if two years from now it doesn't work anymore and you have to fix the bugs

pliant rampart
#

yeah

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and I'd have to compile it using cmake for every version

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so i'm just removing it

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I'm packaging we'll see if it works

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note to self : don't use plugins if they are non core to gameplay

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ok now it works thanks a lot

mellow bane
#

Well I didn't really fix your problem

pliant rampart
#

I'd like to think you fixed my issues

#

planning issues

gilded iron
#

How do I build a windows game? It says that the binaries should be downloaded.

mellow bane
#

Should probably explain your issue in more details

gilded iron
#

My Engine says that the binaries should be downloaded but i can't find them anywhere

mellow bane
#

Can you be more clear really ? What are you trying to do, how, what's the steps you're following, what exactly doesn't work ?

#

Are you trying to build or package ?

gilded iron
#

Trying to make the game as an .exe file so i could test it more

#

I haven't done thath before

mellow bane
#

So you're trying to package for Windows 64 and you got an error message ?

gilded iron
#

Right. There is a problem with the binaries

mellow bane
#

So what's the exact error message ?

gilded iron
#

The Binaries for this Target Platform are not currently installed, would you like to use the Launcher to download them?

mellow bane
#

Which platform do you work on ? Which platform are you shipping for ?

#

Check in the options for the engine in the launcher for additional platforms to download

gilded iron
#

Working with Windows 10 and trying to ship to windows

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I checked it already but no Windows option there

mellow bane
#

Is it a C++ project ?

gilded iron
#

Blueprint

mellow bane
#

Right, you probably don't have Visual Studio installed

gilded iron
#

i have because I'm coming from Unity

mellow bane
#

Which version ?

gilded iron
#

Visual studio 2017

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Community

mellow bane
#

That's fairly strange

gilded iron
#

Like how is it strange?

mellow bane
#

Like it should work

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You should run the Visual Studio Installer, hit modify

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And check that you do have C++ support

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"Desktop development with C++"

gilded iron
#

Iรคm just checking it

mellow bane
#

Also .NET desktop, while you're at it

gilded iron
#

Okay

mellow bane
#

Yeah, that's the stuff

#

Maybe look at your output log when trying to package and copy the output here, if there's some relevant log

gilded iron
#

Okay

#

Does it matter if unreal and Visual Studio are located on differend hard drives?

mellow bane
#

No

gilded iron
#

Okay

#

I can't even package it because it needs the binaries

mellow bane
#

So what's the output log when you get the message ?

gilded iron
#

Nothing because of the binaries

mellow bane
#

sigh

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So the "output log" window doesn't get a single log added when you click the package button ?

gilded iron
#

No

#

I might install it again

mellow bane
#

There's no need to

gilded iron
#

Yea, but...

#

I'm now installing the 4.19.1 version

open rapids
#

Hello

#

Could anyone tell me what is the problem with my packaged build? When I use nativization and then package the game and I try to start the game an error pops up

#

here is the log

open rapids
#

So i fixed all the errors but at the end i got this message

#

UATHelper: Packaging (Windows (32-bit)): ********** COOK COMMAND COMPLETED ********** UATHelper: Packaging (Windows (32-bit)): ********** STAGE COMMAND STARTED ********** UATHelper: Packaging (Windows (32-bit)): Creating Staging Manifest... UATHelper: Packaging (Windows (32-bit)): ERROR: The following files are set to be staged, but contain restricted folder names:

#

UATHelper: Packaging (Windows (32-bit)): CHASER/Content/Interaction/Animations/Interaction/Switch/A_Switch_Off.uasset

snow tide
#

any1 knows if it's possible to resume uploading of build to depot via SteamPipe ?! I'm worried something happens to the upload progress and should do it all again ...

mellow bane
#

The upload process should handle short connection errors

#

Based on how it's implemented I doubt you can resume a failed download though

icy tinsel
#

how to mount a pak file to the game directory?

#

plz help

naive grail
#

@snow tide Iโ€™m not 100% on this, but I believe the issue is the file named โ€œSwitchโ€ because of the Nintendo Switch. Try renaming all files so that the word switch is not anywhere in the project and see if the error disappears

#

@snow tide sorry that was meant for someone else lol......long day and Iโ€™m tired

snow tide
#

lol np ๐Ÿ˜„

naive grail
#

@open rapids the message above was meant for you. Let me know if this helps remove that particular error

open rapids
#

ohh!

#

thanks i wasnt aware

rare pawn
#

So, i have a bunch of materials failing with:

Failed to compile Material for platform GLSL_150, Default Material will be used in game.

afaik GLSL_150 is for OpenGL3 and Mobile/Html platforms? If that is the case, why is it even attempting to do this when packaging to windows when win64 is the only supported platform of the project to date? ever since moving to 4.18 we get 300+ warnings when packaging of materials failing to compile for glsl_150 yet they work perfectly fine in builds (presumably because glsl150 isn't used on win4 builds), how can I just stop this from happening? I see no reason we should have to fix materials for openGL versions that we aren't even supporting/out platforms don't need to support?

strange echo
#

Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

#

what can i do, since packaging is not possible

rare pawn
#

well, if you read the log you can see right there, 1 error

#

ProcessResult.StdOut: LogInit: Display: LogBlueprint: Error: [Compiler material_inventory] The property associated with Named Slot 6 could not be found from Source: /Game/ThirdPersonBP/Blueprints/GUI/material_inventory.material_inventory

#

fix that

#

you also have 147 warnings

#

you should fix those

strange echo
#

Oh okay

thorny ember
#

Quick question - without going into details - how would I go about making an HD pack for a UE4 game?

#

Is there a way to have a pak that overrides specific textures etc from the main game?

#

Or I can just drop the pack with those textures as-is and it'll override by virtue of load order?

rancid mountain
#

@thorny ember DLC

#

I feel that's the typical way of doing it these days

#

Ah, actually, maybe I misread the question

thorny ember
#

@rancid mountain I mean more technical aspect of that

#

DLC yes, but how to ensure it overrides the textures in base game etc

#

I think I saw something about that - but I don't remember

fossil dirge
gilded iron
#

i need help too

mellow bane
#

Ask questions, give lots of details

#

You'll get help

gilded iron
mellow bane
#

Put the full log on pastebin

mellow bane
#

"Incompatible or missing module: UE4Editor-BusinessCubeTycoon.dll", just a few lines above the error

gilded iron
#

I see but what causes it?

mellow bane
#

Sounds like you didn't compile your code, or didn't compile it for the correct build type

gilded iron
#

I have a bit of c++ in there but nearly everything is bp. So how do I compile them all

mellow bane
#

Close editor, open Visual Studio, build project, open editor, package

gilded iron
#

Okay I'll try

gilded iron
#

It might now build it correctly

mellow bane
#

Cool

gilded iron
#

It did not ๐Ÿ˜ฆ

mellow bane
#

So what's the error now ?

gilded iron
#

It did not exactly say it

mellow bane
#

Well, get the log ๐Ÿ˜ƒ

gilded iron
#

I will

#

So hard to make Unreal project to .exe file compared to Unity

#

Now it was SUCCESSFUL

mellow bane
#

Maybe go back to Unity then

#

Or get the log file to check what happened

gilded iron
#

I'm going to build it again but fix this one thing

mellow bane
#

Just be sure to look at the log file first when it fails, the error is usually spelled out clearly.

gilded iron
#

i saw that it wasn't able to find one level

mellow bane
#

The error message you just shared here says "see above" - as in see on the log

#

"Event graph contained a cycle" is also relevant

#

I have to leave here, hopefully people will keep helping you there

gilded iron
#

Oh sorry

#

Just a newbie

spiral linden
#

I am having issue with shaders re compiling everytime i start my project is this the right chat?

gilded iron
#

I don't think this is but your problem is not normal. Atleast i don't have it

quasi sierra
#

Hi i packaged my project for windows 64 bit and now i want to share it with my friends as an beta correctly i tried Inno installer but im having trouble there does anyone know a good software that makes an installer for ue4 games?

dusky rampart
#

If anyoneโ€™s available, could you do me a quick favor?

Import a video into unreal and have it play on a decal, then try to package it.

From what Iโ€™ve seen this causes a crash in packaging which Iโ€™m unable to resolve atm. I need to know if itโ€™s just me or if itโ€™s more widespread.

The crash Iโ€™m getting is โ€œwarning: Obj is in another mapโ€

Which is weird because I only have one map, not sure if itโ€™s unable to link the media texture or not.

Iโ€™ve also tried importing a new media texture which ended up causing the same issue

#

Engine version 4.19.1

scenic egret
#

My project packaged to about 700MB file, not much to the game yet. Is that an ok project size? or can I change settings to make that better? (win 64bit)

vital narwhal
#

You can definitely make it smaller

#

Simplest way is to disable plugins and turn on Exclude Editor Content When Cooking. Look around the packaging settings for other stuff

open rapids
#

Hi, please I copied maps with world composition enabled and everything works but I get like 40000 warnings when packaging

#

LogUObjectGlobals: Warning: Guid referenced by StaticMeshComponent /Game/OpenMap/Test/Test_x1_y1.Test_x1_y1:PersistentLevel.Mug_11.StaticMeshComponent0 is already used by StaticMeshComponent /Game/BattleRoyaleMap/Test/11Test_x1_y1.11Test_x1_y1:PersistentLevel.Mug_11.StaticMeshComponent0, which should never happen in the editor but could happen at runtime with duplicate level loading or PIE

#

like this

covert gorge
#

Hey all, Iโ€™m just trying to do a test run of packaging my game and the compiling shaders is showing at 85k - my game does have two maps with maybe 50 separate assets. Is 85k too big??