Texture creation and properties for mobile games.
#packaging
1 messages ยท Page 24 of 1
Does the "Per Device Texture LOD" really strip off the Texture sizes > than the Max LOD?
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?
Yes M.2s. I am working on getting 2 960 EVO for this WS. I am sure it is going to help a lot.
has anyone here had issues with 4.18 and lighting? no matter what we do i can't get lighting to build at all using hte git source of 4.18.3
https://answers.unrealengine.com/questions/758480/out-of-memory-in-4183-after-building-lighting.html
Who's got experience with packaging UE4 on a VPS ?
Are you looking to be able to do automated builds?
Yup
I use an Jenkins instance on my own server machine to act as an Build and Distribution Server
Compiles and packages the project then uploads it to an FTP
completely automated
I have the entire build&release process automated already - except it uploads to Steam, rather than FTP
I was looking at remote machines to not do it on a work machine
Wondering about the requirements. Is a GPU required for cooking ? etc
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
Nice ! How about memory ? Is that project dependent, or will it just be super slow with 4GB ?
RAM and CPU speed will determine your build times. Also having fast drives helps
My Server has 40GB of RAM
Should be enough
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
Take an look at Jenkins
Its an Continuous Integration system
Designed for this type of automation.
Yeah I know about it lol, I was looking at the hardware side
Oh roght
Well i bought my server on ebay for $700 about 2 years ago
Its performed well beyond my expectations
It looks like Windows VPS are super not cost effective :/
The time savings have been rediculous
I dont use my workstation to build anymore
I just send an request to my server and in an hour or 2 have the build there n
I'll definitely keep building myself since I don't build the engine, it's very fast. Just looking at something more autmated
Anyway, thanks a lot !
No worries.
Yeah those build times i mentioned are from building from source.
You can cut that time down dramatically on an launcher build
Have any info on setting up jenkins with UE4?
I can DM you some resources tomorrow. Im in bed on my phone right now lol
np
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.
Took me about an day to fine tweak my build scripts to near perfect.
You think 2x X5675's with 96GB is fine? lol
Thats slightly better than mine ๐
What Xeons do you use?
X5670 x 2
Whats that?
Ahh k
Whatchu use?
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.
I considered it but my current one is actually doing really well
Also its sitting ontop of an fridge atm because i havent bought an rack for it lolol
Australia ๐ Close enough? ๐
Yep. Why you want to offload it anywya?
Want to go to pm so we don't spam anymore? lol
Sure
Anyone have Empty project for smallest cooked game size? (with blacklist and stuff..)
... or custom engine build without any heavy content like "DefaultBloomKernel" texture for bloom -__-
Has any dealt with this kinda error building to android lately? Seems that 4.18 is not being fun with android at the moment.
@desert valve if this is from the Epic Launcher build of the engine, you probably just need to install Android support.
๐ข it is installed.
I imagine it might have something to do with gradle. I wonder if there's a way to edit it.
weird. the logs look like you're trying to build the editor for Android.
Trying to launch from the editor to my device
I've done it before
before ....4.18 that is
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"
i'm running win7
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
Anybody?
I'm guessing MTL means Metal, which is Apple's graphics API
I can't tell you why specifically that would be an issue, however; I've never really worked with Apple stuff :/
You're sure you're running a shipping build when exporting it? They might not like debug libraries getting uploaded to final builds
@pine crest
I got that far as well with it, it's part of their own damn renderer ๐
and the wierd thing is that, the whole packaging is set to Shipping and For Distribution, no debug files no nothing included
Question: can I include a saved game file as part of a package when packaging ?
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.)
@pine crest I've seen this in the 4.19 previews, in case you happen to be using it.
Im working with 4.18.3 @sterile pier
yeah I just looked at the 4.18 source and looks like it got introduced in 4.18
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;
}
otherwise you might have to wait for the full 4.19 release or downgrade to 4.17
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.
Thanks alot again! Fixing it now ๐
for some reason
my linux build is packaging
to 32 bit
instead of 64 bit
and i havent changed anything
Does anyone know how to force it to compile to 64 bit
hi
please
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
has anyone ran into the issue where iterative cooking doesn't detect and recook changed uassets?
fixed it
so what is packaging?
I'm temped to say "Google it." ๐ but ok... packaging makes sure all of the code/content is up to date and in the correct format for the target hardware.
guys is it really necessary that the splash screen should be in 600x800 dimension only?
@open rapids no, use whatever you want
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.
I've tried adding a rc file manually as well, but that didn't help
"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"
that is my build command
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
@finite gull I haven't had this issue
Might be because you're doing a Development build
You are doing shipping I assume?
The icon in file explorer is correct. But the one on the windows taskbar is the generic one.
I'm looking over the command that building from the editor runs to see if I'm missing some flag
If it's okay in explorer it will be okay in the taskbar
It's the same file
Windows just does some weird caching stuff IIRC
Try on a clean machine, or pin it to taskbar
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.
Try in shipping then
I'm pretty confident both exec should have the icon
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
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.
When I build as development from editor both the root level and the win64 exe have the correct icon
Dunno what to say, really. I only use UAT for building
what does your build command look like?
End of the file there https://github.com/arbonagw/HeliumRain/blob/master/Scripts/1-Build.py
thank you. Yeah I'm comparing with the one that the editor runs too. Hopefully I'm just missing a flag
Looks like it was the "-package" flag
๐
Cool
Thanks for the help
You're welcome, this command line was reverse-engineered from the editor tools
Kind of a huge pain to get to work reliably on Windows & Linux
Right, yeah I should have done that. I think I went from this wiki originally https://wiki.unrealengine.com/How_to_package_your_game_with_commands
which doesn't have everything. But yeah wish it was documented
Yeah
You're welcome to use our scripts, the goal is to have them as practical as possible
Basically we run a first script to build all releases, we copy the output to test it locally
Then we run a second script to upload everything to Steam
yeah, these look really helpful ๐
hi there! someone know how to open the project launcher without open the entire editor?
You can't AFAIK
The editor is monolithic
The good news is that you can replace the project lancher with command line tools
ok @mellow bane thanks!
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 ๐
Has anyone ever ended up with two built data files for a single map
seems to be causing me all kinds of problems when baking
Hey guys. ๐
Was following this famous tutorial on how to build a dedicated server for our game: https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux)
And... well... my project isn't based in any template and doesn't have a MyGameServer.Target.cs. I created one and manually placed within the project's Source folder, but once I build the Development Server, it doesn't produce any binary in my Binaries folder.
Ideas?
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 ๐ฆ
anyone ? :"(
//ded//
Halp!!
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? ๐
a migration should pull references to migrated textures and etc
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
maybe it's how i'm doing it? copy and paste the assets inside the content folder of a new empty ue4 project >> open
you should right click on the asset in the old project -> migrate
i don't have an old project.. these are assets direct from epic with no associated project
oh this is tom's stuff
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
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
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
migration literally solves this
migrating a 2nd time from the new project? or from the original?
from the original
k.. that leaves one option. renaming the new project to match the original
although migrating from a second project will keep the references for future projects
yea. let's hope that the physical drive isn't included in the path references
Now, simply copy the GameJamKit folder to your own projectโs Content folder. <-- install instructions from Tom
@muted path how does one keep references preserved reasonably in the gamejamkit?
thanks michael ๐
np ๐
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
its not specific to tom's assets but the style in which he recommends including them
why does unreal engine take up all of my disk space on C even though it's installed on D while packaging...
also why cant i get my space back
..as you can see, this becomes a bit of an issue with certain assets ๐
@lone mortar check your vault cache location in the epic launcher settings
it might be ur vault where marketplace stuff is stored
its probably his DDC but his name is so bad I can't highlight him
vault cache = D drive
google symbolic link @lone mortar
i'm new ok
i can handle it
it's that, or buy a new system drive unfortunately
(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 ๐ฆ
i have created a symbolic link, but my drive is still more full than it should be by like 6 gigs
probably your porn collection
last time i ran out of space it was because of all the background AMD driver update packages
Hey folks, quick question - Do I need to include sub-levels in my list of maps to include
or just the persistent level?
it looks like I only need the persistent level...
i know it's because of something to do with unreal engine because it filled up this ring while i was packaging
the red shows where it use to be
ring = % of space
it keeps eating my space
have you deleted the derived data cache?
If you mark a component as "Editor Only", will any blueprint references to the component in the owning actor create script errors?
In the packaged build
symbolic links are easy @insertsomenamehereIdontknowhowtowrite
แแซแแ:
how the fuck do you even write that
god
๐
120GB primary drive, good grief
i had something similar before i upgraded and was constantly wrestling with free disk space
the only things you can do is set symlinks and possibly set your TEMP path to something on another drive
120GB is pretty small for an SSD these days since you can get a 512+ one fairly inexpensively now
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:```
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!
Is this a known engine bug/has anyone else come across it?
Resolved the above error by not cooking and packaging the map that contained the foliage (not needed)
does anyone know what the AllDesktop target platform is for? does it allow using the same cooked content on win/mac/linux ?
Hi all, is anyone having issues in 4.18.4 with packaged builds not loading in the default game map?
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
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 ๐ค Just a guess though, haven't worked with 4.18.4 yet
Yup, I've tried adding the map to the list of maps as well
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
It's the LoadFrontEndMap method from the ShooterGame game instance .cpp
I've created an answerhub to see if anyone can assist, if anyone fancies taking a look, check it out here: https://answers.unrealengine.com/questions/763423/packaging-a-multiplayer-game-fails-to-load-map.html
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??
Setting up, exporting, and importing Static Meshes using the FBX content pipeline.
Setting up, exporting, and importing Skeletal Meshes using the FBX content pipeline.
thank you so much ๐
Hey all, still struggling with the packaged build issue from the other day. Answer hub post about it is here: https://answers.unrealengine.com/questions/763423/packaging-a-multiplayer-game-fails-to-load-map.html
Would really appreciate it if someone could take a look and add any suggestions!
Your answerhub is still a bit light on details, but "/Game/ProjName/Maps/MapFolder/MapName" is probably the wrong path
unless you literally have a ProjName folder inside Content. /Game maps to /Content on the drive
In general for issues like that you're going to have to get into the debugger and see where the string is going wrong
Hey guys
I have a problem with my packaged game which sometimes doesn't read a gamepad
it seems to be pretty random
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
does iterative cooking not work for maps? everytime we cook, even if only code changes, about 8gb of content is recooked
Hey guys, how can I set the default device profile?
This chat is pretty much dead
Its dead cause you asked an question and didnt get an immediate response?
Does anyone know if the UE4PrereqSetup_x64.exe can be downloaded from somewhere official for 4.18 ?
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
okay found the fix if someone is wondering :p
I'm uploading the batch file to git if anyone is interested in the solution
https://github.com/WajeehHassan/UnrealRandomScripts/blob/master/DevelopmentBuild.bat
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
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
YES. in the package the binaries folder has two a Win32 exe and a Win64 exe
I was working on build automation and playing around with UBT.
Can't do this from within the engine though
Great ๐
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.. ?
Not sure about performance boost, I think not, but it would possibly decrease size of the apk ๐
@wind garnet yes, this will be great too
"ke * " console commands dont work in shipping builds?
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
I cut about 80 mb out of my deliverable by disabling plugins last time I did a pass
Anyone else have forloops misbahaving after packaging?
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 !!??
@hallow kettle for loops misbehaving after packaging? Well that sounds interesting ๐
some details?
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***
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
@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. ๐
Anyone seen your game package without issues but some materials have not been compiled and are the checker basic material?
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
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 :/
hello
I have following error when I try to launch iOS game on my iPhone using "Launch On" option:
Anyone know what's wrong? ๐ฆ
@austere atlas Seems like warning to me?
yes, but why
Hard to say. Not enough information provided
'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?
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?
@tall comet Packaged (shipping) game uses user data to store stuff (AppDataLocal on Windows)
Editor saves data locally, which isn't okay for distribution
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?
Any Ideas? Btw, I use Git version of unreal..
@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
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
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
Why would that occur though
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
Well, there should be some sort of possible way of using a texture that's defaulted
in the engine
Removing them isn't a trivial and safe idea
only for server side lol
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
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
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
Yeah, huge distance fields
k
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
yea
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
true
seriously tho
how does rust manage too have 4k textures
with only 2gb memory usage
lol
wew
gonna be waiting a while lol
Wasn't joking about half an hour
im actually happy though
that its not code related
and mostly related to textures and assets
@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
is someone having issues with packaging in 4.19?
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
because it does not appear to be related. just the first error is
Are you using Source Control?
yes
Are your plugins checked out?
Guess not
Check them out and try again, then let me know
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
๐ญ
I asked you a question though
And you replied with yes
So I assumed we were on the right track
Plugins
I have my project in source control
there's nothing to check out though. it's up to date with my project's repo
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
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
Minimal?
@fierce summit Source or Launcher?
oh. it's a launcher build
C++, can you post your build.cs ?
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" }
);
}
}
i commented it out because it didn't do anything
Is this your first time building the game?
And it just randomly started not working tonight?
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
@fierce summit 4.18?
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
I havent' tried this before for shipping, I would just use Debug/Dev builds
That's what they are there for ๐
You are trying to override it
Looks like it defintiely works on Source build.
Can't find anything that it works in Launcher though
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
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
@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
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
@meager thunder wow I was digging way too deep. Of course LogTemp isn't for shipping... ๐ thanks for the help
@rancid mountain good call on tagging 'tral
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
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
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?
Hey, is there a guide for optimizing levels in unreal engine?
plenty of talks
Hey guys, in the project launcher there is a deploy area, could that be used to update all server shards after being built?
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
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
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
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?
@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
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
C:\Users<your-user-name>\AppData\Local<your-game-name>\Saved
AKA %LOCALAPPDATA%<your-game-name>\Saved for a shortcut
Yeah that is where it is going, but why can't the game find it?
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
It works fine everywhere else, just not when it's packaged out so the logic is okay
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++ ?
Mostly BP
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.
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
So how is the path constructed ?
Well if you're using the game save API, the path should be fine
Are you using SaveGameToSlot ?
I am yes
Not exactly like that no, but yes it works
How is your Blueprint like ?
without all the cluttered vars of course
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
The save game object is created if it doesn't exist so it can't load ever load unless there is something to load
Alright, thanks bro ๐
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)
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
Well, fixed my problem by deleting everything in AppData\Local\UnrealEngine
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.
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
@oblique falcon Swarm?
@frank garnet Nope, we're not building lighting, we're rendering 8K 360 3D Video
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".
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
@midnight brook Do not spam multiple channels with the same question. This is your first warning.
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)
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
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
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)
hey so my computer keeps freezing when i package my project for windows. could anyone look at my logs to help me out
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?
Has anyone ever seen this error?
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?
did you add your maps?
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
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
Have you turned off Android support?
@vestal bay Not sure exactly what that is but did some digging and it appears to have something to do with the sequencer. Specifically it fails at https://github.com/EpicGames/UnrealEngine/blob/8e4560b8c22b309e73ff0ce90377742c3dfe13cc/Engine/Source/Runtime/MovieScene/Private/Evaluation/MovieSceneEvaluationTree.cpp line 222, and appears to have something to do with the time range. My best guess would be to check any sequence for oddities.
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
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
@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
@pallid parrot yeah but i checked my sequencer i dont see anything wrong with it...I really dont know whats going on
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
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
Have you tried turning it on and off?
or off and on* since thats the way :v
@glacial bough it can work sometimes
@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
@rapid python Sorted it, I set my RAM to Boost mode via Razer Cortex. got me 430fps xD
oh well thats good ;D @glacial bough
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?
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?
@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
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
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
hii @vital narwhal thx for ur replay how can i debug it ? do u mean the log files search in them ??
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
Hello!
Hello
Is there any way to prevent people from "extracting" game files and assets?
Yeah, pak files have support for encryption. It's a bit hard to setup but it will work
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?
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.
Focus on the errors
Well the error is "Failed to produce item, Unknown error"
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
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.
Are you using Linux?
yes
Ok well good luck ๐
:D thanks
Things are working now. Engine recompile did the trick.
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
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?
Someone please
how do I fix it
ok
wait I am packaging with all my play store stuff put in do i put that in for the blank one
u dont do any of that
u try and package a blank project
to see if its ur sdk or ur project
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
Your SDK's are installed wrong then
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'
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
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
im reinstalling my sdk
I really want to get gradle working
Can someone please diagnose this? https://pastebin.com/raw/sHiXy1MM
heres what happens when I use ant
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
no one else has this problem? :(
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
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?
Does anyone here know a functionnal way to create keystores?
I dont even know where too start, its come out of no where?
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?
ok, recreated the files manually and fixed it
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?
anyone?
Haven't done a Mac release myself, sorry
Though I suspect it should be pretty much like your Windows build
yeah, but it isn't ๐ฆ
As you can see, it is a 170MB download on mac, but nothing is downloaded
really strange
Might haven't configured the depot & app stuff the right way
Like look at the part where you set which repo is used where
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?
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.
@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
Solved it:
Config/DefaultEngine.ini
[EnvironmentQueryEd]
EnableEnvironmentQueryEd=True
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
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)
I will try compiling again with VS2015 now, wish me luck ๐
looking good, so far no errors!
๐
is it possible to get an accurate callstack logged in a packaged game? i could use more detail then ModuleName.exe!UnknownFunction []
ship it with the pdb file
so basically it just needs to be next to the .exe?
cheers ๐
there's also some flag you can set when packaging so all relevant pdbs are included automatically
how do u guys figure out your minimum requirements for your game
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
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?
@idle peak you mean the character just stands there in the packaged version but works fine in editor?
Yep
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
I did that, I just got it to work though. I missed a set input to game mode ๐ฆ
Ah I see
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
Go to your Visual Studio Installer & select the Win SDK component from there
oh thanks!
Well check where the error is.
ok
Hello
I'm getting assertion error in a Win64 packaged dev build
on launch
I'm using ue 4.18
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
my bad it's DebugGame
but this is an in-engine error and i'm not building it from source
Check the crashlog it will tell you what happened
That too
Looks like your DiscordRPCHandler thing had issues
but it works fine in editor ?
And it doesn't in packaged
This isn't an error, this is an assertion - fatal error, that is
Assertions literally mean "crash if this isn't true"
ok
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
how can I do that ?
... Unless you're not using C++ in your project ?
I'm using some C++
Okay, so what don't you know how to do ?
How familiar are you with C++ generally ?
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
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
yes I don't plan on realeasing anything soon
I just want to give a version to my testers
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
DebugGame Editor ?
ok
I don't have remote command arguments just command arguments
Same
ok
Should have lot of stuff in there already
yes there was
After that, on F5 it should start the game within the debugger
Okay, so look at the call stack window
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 ?
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
It shouldn't work though
Does it work if you right-click your .uproject file and hit "Launch" ?
will try
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
it works
You should also package at least in Development, not Debug
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
I'm using mostly BP though
Use the Debug* configurations only if you know what you're doing
If you're not writing C++ you probably never need Debug ever
I don't really know what i'm doing
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
ok
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 ?
two folders, Engine and Noxel, and Manifest_NonUSFFiles_Win64.txt and Noxel.exe
yes
rip Pastebin
So what's in Noxel/Binaries/Win64 ?
Okay, you probably want to remove the folder and retry because you have to builds here
Also a Lua interpreter ??
Just delete the packaged folder and restart
No reason to yet
I still get assertion failed
So what's in Noxel/Binaries/Win64 now ?
only Noxel.exe and my assimp dll
Can you get the new log ?
That's the packaging log
The game log should be in the packaged folder
Since it's a devbelopment build
In Saved/
ah yes that log ok
second one is crash log
here's the full crash folder
still discordrpc right ?
well I'll just update the plugin
Make sure to look at all the instructions for packaging
TBH I'm skeptical of the value of such a plugin
yes it's really an optional
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
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
Just my 2 cents, be sure to work on what's important first, no one cares about Discord integration before the game is out
true
Make sure every plugin you use is well maintained, too
though I used the version that they released day one so that may be why
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
yeah
and I'd have to compile it using cmake for every version
so i'm just removing it
I'm packaging we'll see if it works
note to self : don't use plugins if they are non core to gameplay
ok now it works thanks a lot
Well I didn't really fix your problem
How do I build a windows game? It says that the binaries should be downloaded.
Should probably explain your issue in more details
My Engine says that the binaries should be downloaded but i can't find them anywhere
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 ?
Trying to make the game as an .exe file so i could test it more
I haven't done thath before
So you're trying to package for Windows 64 and you got an error message ?
Right. There is a problem with the binaries
So what's the exact error message ?
The Binaries for this Target Platform are not currently installed, would you like to use the Launcher to download them?
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
Working with Windows 10 and trying to ship to windows
I checked it already but no Windows option there
Is it a C++ project ?
Blueprint
Right, you probably don't have Visual Studio installed
i have because I'm coming from Unity
Which version ?
That's fairly strange
Like how is it strange?
Like it should work
You should run the Visual Studio Installer, hit modify
And check that you do have C++ support
"Desktop development with C++"
Iรคm just checking it
Also .NET desktop, while you're at it
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
Okay
Does it matter if unreal and Visual Studio are located on differend hard drives?
No
So what's the output log when you get the message ?
Nothing because of the binaries
sigh
So the "output log" window doesn't get a single log added when you click the package button ?
There's no need to
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
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
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 ...
The upload process should handle short connection errors
Based on how it's implemented I doubt you can resume a failed download though
@snow tide Iโm not 100% on this, but I believe the issue is the file named โSwitchโ 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 Iโm tired
lol np ๐
@open rapids the message above was meant for you. Let me know if this helps remove that particular error
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?
Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
what can i do, since packaging is not possible
this would be the log
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
Oh okay
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?
@thorny ember DLC
I feel that's the typical way of doing it these days
Ah, actually, maybe I misread the question
@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
help
i need help too
S.O.S
Put the full log on pastebin
"Incompatible or missing module: UE4Editor-BusinessCubeTycoon.dll", just a few lines above the error
I see but what causes it?
Sounds like you didn't compile your code, or didn't compile it for the correct build type
I have a bit of c++ in there but nearly everything is bp. So how do I compile them all
Close editor, open Visual Studio, build project, open editor, package
Okay I'll try
It might now build it correctly
Cool
It did not ๐ฆ
So what's the error now ?
It did not exactly say it
Well, get the log ๐
I will
So hard to make Unreal project to .exe file compared to Unity
Now it was SUCCESSFUL
It won't open
I'm going to build it again but fix this one thing
Just be sure to look at the log file first when it fails, the error is usually spelled out clearly.
i saw that it wasn't able to find one level
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
I am having issue with shaders re compiling everytime i start my project is this the right chat?
I don't think this is but your problem is not normal. Atleast i don't have it
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?
If anyoneโs 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 Iโve seen this causes a crash in packaging which Iโm unable to resolve atm. I need to know if itโs just me or if itโs more widespread.
The crash Iโm getting is โwarning: Obj is in another mapโ
Which is weird because I only have one map, not sure if itโs unable to link the media texture or not.
Iโve also tried importing a new media texture which ended up causing the same issue
Engine version 4.19.1
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)
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
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
Hey all, Iโm 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??