#packaging

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still pelican
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I'm trying to use UnrealPak.exe to pack one map file and it keeps saying:

LogPakFile: Display: Added 1 entries to add to pak file.
LogPakFile: Display: Collecting files to add to pak file...
LogPakFile: Display: Collected 0 files in 0.01s.
LogPakFile: Display: Added 0 files, 55 bytes total, time 0.03s.
LogPakFile: Display: Unreal pak executed in 0.091345 seconds

and then the pak file is empty

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this is my command: UnrealPak.exe D:\PAKS\Minimal.pak -Create="C:\Users\Danny\Documents\Unreal Projects\LevelTest\Content\StarterContent\Maps\Minimal_Default.umap" -compress

mystic cradle
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hey guys so you really cant change unreal project names so easily eh?

scarlet atlas
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Hello guys! We made some changes to our game which optimized the gpu largely. The gpu thread is 6ms faster when we package in debug mode, but oddly enough its much slower in shipping. Anyone knows why that might be?

fleet ridge
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mh trying to build/package using RunUAT.bat, but it seems our plugins are not recompiled? (their binaries are ofcourse not in our repo). I thought UAT can handle all, but do i really need to invoke msbuild before?

acoustic juniper
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Guys why is indexdb grayed out ? i need to have it checked for Html5 for Newgrounds

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any help?

light junco
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@acoustic juniper Do you use the Source Engine?

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Cause the Tooltip clearly states that it requires source code from GitHub

plush patrol
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has anybody tried getting a packaged 64bit build to open with Windows Task Scheduler?

open rapids
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Does apu processors affect on building the game? Because im trying to build my game and it's always crashing. I leave it overnight the next day the not responding engine shows

open rapids
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Guys please
when I use Exclusive nativization in 4.19 and package and then stat the game, it crashes and I get this kind of error on multiple classes
-16.55.41:991][ 0]LogStreaming: Error: Cycle Node /Game/GameModes/BP_Deathmatch 6 Export_StartIO /Game/GameModes/BP_Deathmatch/BP_Deathmatch_C/ExecuteUbergraph_BP_Deathmatch/
[2018.04.29-16.55.41:991][ 0]LogStreaming: Error: Cycle Node /Game/GameModes/BP_Deathmatch 6 Export_Serialize /Game/GameModes/BP_Deathmatch/BP_Deathmatch_C/ExecuteUbergraph_BP_Deathmatch/
[2018.04.29-16.55.41:991][ 0]LogStreaming: Error: Cycle Node /Game/GameModes/BP_Deathmatch 2 Export_StartIO /Game/GameModes/BP_Deathmatch/BP_Deathmatch_C/
[2018.04.29-16.55.41:991][ 0]LogStreaming: Error: Cycle Node /Game/GameModes/BP_Deathmatch 2 Export_Serialize /Game/GameModes/BP_Deathmatch/BP_Deathmatch_C/
[2018.04.29-16.55.41:991][ 0]LogStreaming: Error: Cycle Node /Game/GameModes/BP_Deathmatch 3 Export_Create /Game/GameModes/BP_Deathmatch/DefaultBP_Deathmatch_C/
[2018.04.29-16.55.41:991][ 0]LogStreaming: Error: Cycle Node /Game/FMapInfo -5 Import_Create /Game/GameModes/BP_Deathmatch/DefaultBP_Deathmatch_C/
Cycle Node
But what does it mean?
When I use Inclusive nativization, it works but it only nativizes Parent classes
child classes of created Parent classes do not get nativized
But when I use exclusive nativization I get these errors even on the classes that get nativized using Inclusive method

still pelican
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I don't know how to fix this: LINK : fatal error LNK1181: cannot open input file 'libfbxsdk-md.lib'

hearty socket
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When cooking maps that use levels, do I have to select each of the sublevels?

quiet wasp
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Hi! I keep getting this error when trying to package for distribution. I wonder what's the issue?
"UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): Program.Main: ERROR: AutomationTool terminated with exception: ERROR: cmd.exe failed with args /c "C:/NVPACK/apache-ant-1.8.2/bin/ant.bat" release -Djava.source=1.7 -Djava.target=1.7"

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It works when "For distribution" is unticked though

open rapids
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Hi guys. Can packaging will push through even if have errors?

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Just for confirmation ๐Ÿ™‚

gusty heath
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@hearty socket late reply, but no - you don't have to select sublevels.

open rapids
open rapids
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A workaround is disabling EDL in the settings

grave saffron
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help me plsss ๐Ÿ˜ฆ

shy lodge
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Hi all trying to do a test build of our project and getting this error each time, checked the directories and the files are there, any suggestions?

UATHelper: Packaging (Windows (64-bit)):   LINK : fatal error LNK1104: cannot open file 'D:\More Unreal Projects\VTOAlphaTests\Plugins\AdvancedSessions\AdvancedSessions\Binaries\Win64\UE4-AdvancedSessions.lib'```
glossy haven
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I'm missing debug symbols from my packaged Win64 / DebugGame build, yet I have ticked the "include debug files" checkbox in the Packaging settings and have the debug symbols downloaded for 4.19.2. Are there any extra steps required? Trying to track down a bug that only surfaces in packaged builds.

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this is 4.19.2 vanilla

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any help appreciated

hot tangle
shy lodge
shy lodge
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Issue seems to revolve around

UATHelper: Packaging (Windows (64-bit)): LINK : fatal error LNK1104: cannot open file 'C:\Users\inter\OneDrive\Documents\Unreal Projects\Virtual Towers Online\Plugins\AdvancedSessions\AdvancedSessions\Binaries\Win64\UE4-AdvancedSessions.lib'
UATHelper: Packaging (Windows (64-bit)): [16/17] Link UE4-AdvancedSteamSessions.lib
UATHelper: Packaging (Windows (64-bit)): LINK : fatal error LNK1104: cannot open file 'C:\Users\inter\OneDrive\Documents\Unreal Projects\Virtual Towers Online\Plugins\AdvancedSessions\AdvancedSteamSessions\Binaries\Win64\UE4-AdvancedSteamSessions.lib'

mellow bane
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Try building in VS

shy lodge
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Thanks for the response will try that when I finish work and see if that works

vital dune
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Hello, we have packaged our game and checked that r.TonemapperFilm 0 doesn't work when doing a Shipping release.. How can we disable that thing to have exact pixel color? I have been trying hard to get decen results changing slope and toe and etc.. values but it's impossible to have an exact pixel colour from the sprites... ๐Ÿ˜ฆ

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maybe this should be on paper2d..

loud violet
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Hey guys. We have an automated packaging server for both our dev-stable and Release branches. It worked all fine in 4.17, now we jumped to 4.19 and now the following issues occur:
The build command finished successfully, but the Cook command looks for .DLL files of the game and plugin modules - which it cannot find (as they are really not there). The build command only output's .LIB files for each module since 4.19

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is there a new UBT setting or something?

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LogModuleManager: Warning: Module file ../../../../../../Build/dev-unstable/Plugins/UEVideoRecorder/Binaries/Win64/UE4Editor-UEVideoRecorder.dll is missing. This is likely a stale module that must be recompiled.

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It only outputs UE4-UEVideoRecorder-Win64-Shipping.lib

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This is our Build script:

REM Build Cook Run project
%UAT_PATH% BuildCookRun -project=%WORKSPACE%\%UPROJECT_FILENAME% ^
-noP4 -platform=Win64 -clientconfig=Shipping -serverconfig=Shipping -cook -allmaps ^
-build -stage -compressed -pak -prereqs -archive -archivedirectory=%WORKSPACE%\Client ^
-processes=8
glossy phoenix
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Has anyone had issues packaging while using the Paragon assets in their project?
I have been trying for two days to package a project, deleted the Shinbi asset and it packaged fine afterwards

flat marten
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hello, I'm just trying to pack my game for linux.
I followed these instructions: https://wiki.unrealengine.com/Compiling_For_Linux
I use the unreal engine 4.18. from git hub. The engine can be built for win64 and linux.

If I want to pack my game I get the following error message.

UATHelper: Packaging (Linux): Runtime/Core/Public\Windows/WIndowsPlatform.h(5,10): fatal error: 'sal.h' file not found

does anyone know the problem?

a quick google search has unfortunately not brought me further. apparently visual studio does not find the sal.h include.

I am working on the following system: Windows 10 Visual Studio 2017 Communty

shy lodge
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@mellow bane just an update on my issue it turned out the advanced sessions plugins were out of date so updated and sorted it ๐Ÿ˜Š

acoustic juniper
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anyone knows how to help me on this ?
i package in HTML5, compressed
and i get this
Downloading failed: Downloaded a compressed file UE4Game-HTML5-Shipping.wasmgz without the necessary HTTP response header "Content-Encoding: gzip" specified! Please configure gzip compression on this asset on the web server to serve gzipped assets!

any help? i'm trying to post this on newgruonds but the compressed export doesn't work, while the uncompressed one does

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sometimes this Downloading failed: Downloaded a compressed file MyProject.data.jsgz without the necessary HTTP response header "Content-Encoding: gzip" specified! Please configure gzip compression on this asset on the web server to serve gzipped assets!

lofty trench
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What is the best way to distribute a package to play testers?

tidal gyro
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I deploy packages via itch.io to where if I need to update things I can just patch it via butler. But I'll soon be getting away from that and going with Steam.

still pelican
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if i package a plugin as a DLC and then place that DLC.pak into the content/paks folder of my cooked project, is it supposed to auto-load the pak?

eager flame
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hey guys, is someone using FMOD and having issues in packaging?

timber thunder
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Hi guys, have anyone encountered this error:
ERROR: System.ArgumentException: Attempt to construct staged filesystem reference from absolute path?

ember basin
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UATHelper: Cooking (Windows): LogInit: Display: LogBlueprint: Error: [Compiler FirstPersonGameMode] Can't connect pins New Item and Return Value : Base Zombie Object Reference (by ref) is not compatible with Pawn Object Reference. from Source: /Game/FirstPersonBP/Blueprints/FirstPersonGameMode.FirstPersonGameMode

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Any ideas on whats wrong from this error?

south jacinth
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Hey guys. Trying to package Android build, but see no APK..
Build from bat, btw.

call RunUAT BuildCookRun -project="C:\Users\a.blintsov\Documents\Unreal Projects\DinoSquad\DinoSquad.uproject" -noP4 -platform=Android_ASTC -clientconfig=Development -serverconfig=Development -cook -build -package -stage -archive -archivedirectory="C:\Users\a.blintsov\Documents\Unreal Projects\DinoSquad\Build"
lofty trench
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What's the minimum RAM required for an UE4 automated build server? I setup a test server with 3.5GB and it was out of memory while cooking ~3000 shaders ๐Ÿ˜ฎ ...

lofty trench
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I'm having this error when trying to package my project:

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The main error is UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Failed to identify the asset package that '/Game/DynamicCombatSystem/Enumerations/E_AttackType' belongs to.

frank garnet
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@lab#1636 My build Server has 40GB of RAM. You should have an min of 8. More is recommended but i think 8 is an bare minimum.

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As for your error you missed the โ€˜ensureโ€™ error above that one

blazing thorn
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Yo guys
anyone know a way to disable a blueprint
( exclude it from the packaging process )

open rapids
dusk mantle
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@lofty trench let's think about it this way.. there's no maximum

lofty trench
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@frank garnet yeah I upgrade it to 8GB and now it's working :p

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@dusk mantle But my budget is tho..

dusk mantle
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Anyways the largest demos used at least 24gb on dev machines

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and epic uses 64gb on each agent of their build cluster

hasty rover
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Does anyone know how the packaging discovers the maps that it needs to cook? It is stubbornly trying to find and cook the maps from another game, which unfortunately has the same project name .

shell birch
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hey guys

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i got an error that wont package the game

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anyone able to help?

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here's the log

open rapids
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i see one error there @shell birch I can do my best to help but I am not the best at packaging

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UATHelper: Packaging (Windows (64-bit)): Cook: LogBlueprint:Error: [Compiler PersistentLevel.1_mainmenu] Error Spawn node Create Widget must have a class specified. from Source: /Game/1_mainmenu.1_mainmenu:PersistentLevel.1_mainmenu

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do you have that blueprint up?

shell birch
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ill get it up now

open rapids
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ok

shell birch
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im a UE novice, however i do know the principals of the software

open rapids
shell birch
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blueprint for the widget, or the level?

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i got UE4 up

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ok i see it

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i think it's an unused level

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cuz i already have another level for the menu

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will it be wise for me to delete it? i got a backup just incase

open rapids
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if your execution flow is going into the create pin

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you can simply break exec flow

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to create widget

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and save the file

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as back up just in case

shell birch
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ok

open rapids
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then you wont get compile errors anymore

shell birch
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ok done it

open rapids
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i often break exec flow into buggy nodes

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and save the code

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because i sometimes use it later

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not often, but sometimes

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try to compile that blueprint, and if it's a green check mark and every thing is a ok

shell birch
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ok

open rapids
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then you can try re-packaging

shell birch
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got it

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its for my final project for college, you wanna see a demo

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?

open rapids
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a demo?

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you mean a playable demo? how? screen share?

shell birch
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a demo video

open rapids
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oh

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on youtube?

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sure

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please DM it to me

edgy frost
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is there way

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to exclude certain content from packaing for specific target ?

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ie I want to exclude some content from Server and some from Client targets

hearty socket
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anyone use chunking here?

dusk mantle
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whatโ€™s the question

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we create our own pak files and somone is working on a mounter

hearty socket
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well just figuring out the best way to do it, because steam's "pre-allocating" is really slow on a 12gb pak file

dusk mantle
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chunking has no effect on steam

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our game is 40~ gb big

hearty socket
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well I mean if you only modify 1 chunk it only has to patch that

dusk mantle
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it doesnโ€™t work that way

hearty socket
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๐Ÿค”

dusk mantle
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patching opens the whole steam diff

hearty socket
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yeah but when you upload to steam, and only change files in one pak, it'll recognise that and will only need to patch a smaller pak file

dusk mantle
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yeah we tried between raw files and chunked files

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the file size is a different matter than total working disk space

hearty socket
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so how do you get passed the pre-allocation shit

dusk mantle
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shrugs

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we needing mods so we paid the price

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maybe use itchio?

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their diff tool is smarter

loud meteor
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I'm currently testing out packaging my game and sometimes I get this error when trying to launch the game:

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It's also seemingly random when it happens, sometimes I package my game and I produce a version of the game where the error happens while other times I package it without changing anything, the error does not appear and I can run the game normally

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Any idea what could be causing this?

vital dune
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I don't know how exactly the DefaultGameUserSettings.ini interacts with a Shipping Package. I have a DefaultGameUserSettings.ini in the Project/Config/ folder with this configuration:

bUseVSync=True
bUseDynamicResolution=False
ResolutionSizeX=1920
ResolutionSizeY=1080
LastUserConfirmedResolutionSizeX=1920
LastUserConfirmedResolutionSizeY=1080
WindowPosX=-1
WindowPosY=-1
FullscreenMode=2
LastConfirmedFullscreenMode=2
PreferredFullscreenMode=2
Version=5
AudioQualityLevel=0
FrameRateLimit=0.000000
DesiredScreenWidth=1920
DesiredScreenHeight=1080
bUseDesiredScreenHeight=False
LastRecommendedScreenWidth=-1.000000
LastRecommendedScreenHeight=-1.000000
LastCPUBenchmarkResult=-1.000000
LastGPUBenchmarkResult=-1.000000
LastGPUBenchmarkMultiplier=1.000000
bUseHDRDisplayOutput=False
HDRDisplayOutputNits=1000```

And when I package (shipping) the game, and I execute it, it creates in C:\Users\Dani\AppData\Local\Project\Saved\Config\WindowsNoEditor folder a GameUserSettings.ini without the default settings like this:
```[ScalabilityGroups]
sg.ResolutionQuality=100.000000
sg.ViewDistanceQuality=3
sg.AntiAliasingQuality=3
sg.ShadowQuality=3
sg.PostProcessQuality=3
sg.TextureQuality=3
sg.EffectsQuality=3
sg.FoliageQuality=3

How can I apply the default settings correctly at the start of my game? Thanks!

rough turret
rare pawn
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how can i see all my warnings instead of "Only first 50 warnings displayed"

stone flower
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Hey guys! Has anyone had any issues with a packaging error something similar to: UELinkerFixups unresolved external symbol?

blazing thorn
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Has anyone DRM wrapped a game here with UE4?

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DRM wrapped for Steam that is

dusk mantle
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the instructions should work for any executable binary or are you talking about steam online access and checking if you're connected

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https://partner.steamgames.com/doc/sdk/uploading#Building_Depots By default, all content is always encrypted, on all retail discs and on all content servers. Switching a game to preload mode means owners can download the content, but it stays encrypted on the users' disk and can't be played. Once the game becomes officially released, Steam will decrypt the preloaded content and the user can play the game.

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shutdown when steamapi is not accessible

obsidian salmon
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Ok guys, I'm pretty desperate. The project simply won't launch. It just gives me a fatal error message with absolutely no info

frank garnet
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@obsidian salmon Have you looked in the crash report?

obsidian salmon
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Where can I find. The crash report? All I get is a fatal error message when starting the executable, with absolutely no info on what went wrong

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@frank garnet

frank garnet
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The crash report will be in the Saved folder

obsidian salmon
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There is no saved folder

cedar quest
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hi maybe someone know this ios package error ?

hearty socket
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What's the nativisation flag?

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-nativize ?

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on 4.19.2

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Or don't we need that with project launcher anymore?

hearty socket
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rip ๐Ÿ˜ฆ

valid hazel
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This happens when i activate the asset nativization, do anyone know how can i solve this errors on the dedicated server? The game runs as expected but i cant join the server because this missing assets

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without nativization works.. but i would want to have it enabled...

hearty socket
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nativisation is fucked

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๐Ÿ˜„

valid hazel
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I've tried solutions that worked on other versions, also fails on shipping build

hearty socket
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nativisation is a mystery sometimes

wise bane
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Anyone here familiar with this #issue?

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LogStats: Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FUdpMessageProcessor.Sender///Thread_5156_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FUdpMessageProcessor.Sender///Thread_514a_0///####STATCAT_Advanced####

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After Packaged to android it was working fine. But, When I tried to login with Google Play Service. It Failed with above error. ๐Ÿ˜ฃ

hearty socket
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After packaging ๐Ÿค”

hearty socket
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nativisation still hit and miss it seems

plucky wind
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Can't make an APK without SDK API 'android-23' minimum installed

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anyone know how to resolve this error? I have 27 installed

plucky wind
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resolved the issue had to manually download an older sdk

silk tartan
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Hey guys, packaged game gets stuck on the loading screen (before even playing intro and stuff), what might be the cause?

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[2018.05.21-13.34.00:500][ 0]LogPakFile: New pak file ../../../MyGame/Content/Paks/MyGame-WindowsNoEditor.pak added to pak precacher. [2018.05.21-13.34.00:603][ 0]LogInit: Selected Device Profile: [WindowsNoEditor] [2018.05.21-13.34.00:761][ 0]LogContentStreaming: Texture pool size is 1000.00 MB

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these are last 3 lines from the log

blissful elbow
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Hey guys, I created my own installed build version, however there is only Development and Development Editor configuration in project solution. Is it possible to add there DebugGame somehow too?

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RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=false -set:SignExecutables=false -set:WithWin64=false -set:WithWin32=false -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithHTML5=false -set:WithPS4=false -set:WithXboxOne=false

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I used this command to create it

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in 4.18

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(had to disable win64 target too because it was causing unknown error)

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I was making installed build in desperate try to make vs project faster and to prevent engine recompiles

shell birch
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hey guys

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simple question: how do i package a game with unlit viewport?

frank garnet
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You cant

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There maybe an way to manage changing the scene to Unlit via the console but i highly doubt it would be able to be done in an packaged shipping build.

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Do some research and google around to see what you can find.

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Check for an console command.

shell birch
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i tried using the level blueprint (Event BeginPlay > Console Command : Viewmodeunlit)

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i think thats the command

summer storm
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Skipping import ClassName1, depends on missing native class ClassName2
did anyone run into similar issue? it happens in packaged build, everything was fine about a week ago

clear smelt
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Very confused by process of building with 3rd party plugins. If plugins installed and working in editor - where should Plugins | Package folder be set to? root folder in Plugins?

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Trying to remote build a project that has two plugins

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Getting UnrealBuildTool error exitcode 5 and I think this is because plugins not set up correctly for build

serene basin
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Hello! I'm trying package empty third person project for android x86 but clang++.exe keep crashing: https://paste.fedoraproject.org/paste/zwJXxqHaAH5t9~EOACkmhA
I tried several branches of ue. Currently, I have release branch and can successfully package for android armv7.
What can I do to solve this issue?

serene basin
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I downloaded release branch and tried to compile on Linux, but clang crashed on the same file: Module.AnimGraphRuntime.cpp.

verbal sorrel
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Project runs fine in viewport and standalone modes, but packaged project crashes. What can cause this?

proven glade
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I added several directiories to the "Never cook" section, but it keeps cooking them lol. How do I fix? I'm just trying to test a very basic map and I'm not using any assets from these directories...

fierce summit
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How exactly does one get started moving maps to a DLC package and configuring unreal to build correctly for this setup? can't find a lot of information on the webs

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I'm not even really asking how to do it... just where to read about it

silk tartan
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Please help, I've been stuck on this thing for days, when I package my game, it gets stuck on the loading screen, what am I supposed to do? ๐Ÿ˜„

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8.05.28-08.37.28:596][ 0]LogPakFile: New pak file ../../../Mygame/Content/Paks/MyGame-WindowsNoEditor.pak added to pak precacher. [2018.05.28-08.37.28:662][ 0]LogInit: Selected Device Profile: [WindowsNoEditor] [2018.05.28-08.37.28:749][ 0]LogContentStreaming: Texture pool size is 1000.00 MB

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that's the last thing that appears in the log

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I've left it for hours and no change, I have no idea how to deal with it

dusk mantle
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@proven glade we gave up on it and only cooked specific maps

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every map is specifically listed in allmaps

open rapids
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Im getting an obscure error

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Is my project fukked?

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Anyone have any idea?

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Should I start deleting everything I've made since last compile?

frank garnet
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ProcessResult.StdOut:   LogCook: Display: Cooking /Game/Assets/FloatingParadise/Islands/tex/03/Island03deci_Island03_BaseColor -> D:/Work/Unreal/DroneSpektra/MyProject/Saved/Cooked/WindowsNoEditor/MyProject/Content/Assets/FloatingParadise/Islands/tex/03/Island03deci_Island03_BaseColor.uasset
ProcessResult.StdOut:   LogSavePackage: Display: Finished SavePackage D:/Work/Unreal/DroneSpektra/MyProject/Saved/Cooked/WindowsNoEditor/MyProject/Content/Assets/FloatingParadise/Islands/tex/03/Island03deci_Island03_BaseColor.uasset
ProcessResult.StdOut:   LogLinker: Error: Bad name index -1/534
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Try checking out that Asset

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It appears above the Error

open rapids
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Deleted that one the error appeared some other place

frank garnet
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Hmmm

open rapids
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do you know what that index means?

frank garnet
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Honestly ive never seen that error before

open rapids
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๐Ÿ˜ฆ

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Does epic offer any kind of support?

frank garnet
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AH

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Thats it

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Make sure that you have Redirectors fixed up

open rapids
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did that

frank garnet
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No dangling references

open rapids
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yeah I did fix up referenced on the whole content folder

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Maybe I should do it again

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Installing new engine version maybe that will help

frank garnet
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Sure give it a go

open rapids
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Is there any way I can request help from epic?

frank garnet
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All issues are to be posted on the AnswerHub which you have done

open rapids
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I see

frank garnet
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An Support Staff may help

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But dont count on it.

open rapids
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Would be a big loss for me to loose a project

frank garnet
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Its a packaging error, they can be fixed.

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At least your project opens? Yes?

open rapids
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Yea

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I can play it in the editor

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I have no idea how to fix this kind of error

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Or any other compiler error

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Do you need to go into source code for that?

frank garnet
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No this is most likely an corrupt asset somewhere

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You just need to find it and fix it

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It maybe more than 1 asset as well

open rapids
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Ok

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How does one search for those?

frank garnet
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Yeah its not as easy as searching "Corrupt Assets" man lol

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Use the Logs, delete or at least attempt to open any assets that appear above that Error in the Log

open rapids
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They don't just show up somewhere i suppose

frank garnet
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Generally the problem assets will be directly above the Error

open rapids
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I see

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Will try to go over all of them but that error just showed up below some other seemingly random asset

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when i deleted the other one

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Thats a bit strange

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maybe i should go overt that one aswell

frank garnet
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Try opening them first

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Instead of deleting them

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Open and Compile

open rapids
#

ok

#

thanks for the tips mate

frank garnet
#

Good luck

#

๐Ÿ‘

proven glade
#

I had an issue with a struct that gave errors in all my packaging. Duplicating it and reconnecting all the lines fixed it for me. Definitely an annoying bug that's for sure

open rapids
#

i have freaking struct

#

ill try your technique thanks

#

was maybe error similar to mine?

#

ProcessResult.StdOut: LogLinker: Error: Bad name index -1/534

proven glade
#

i had a different error but there's a bug with structs definitely

open rapids
#

hi there, how do you add a level into a single .pak file? using an only content plugin or patching? ...when i generate a patch it is including all the game 1.3GB instead of this level that's about 300kb ,and if i do the plugin package it is not generating me any pak files...?

silk tartan
#

Hey, got a question

#

UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: CookResults: Error: Error loading G:/PLASTIC3/Content/WastelandRocks/Materials/MossySet/Rock_Mossy_01_Inst_Inst.uasset! UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogCook: Error: Error loading G:/PLASTIC3/Content/WastelandRocks/Materials/MossySet/Rock_Mossy_01_Inst_Inst.uasset! UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: CookResults: Error: Error loading G:/PLASTIC3/Content/WastelandRocks/Materials/MossySet/Rock_Material.uasset! UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogCook: Error: Error loading G:/PLASTIC3/Content/WastelandRocks/Materials/MossySet/Rock_Material.uasset!

#

my packaging fails because of this

#

but I've removed these things from the projects and all things that referenced them!

#

why does it still want them? ๐Ÿ˜ฆ

gentle jewel
#

Having some trouble packaging my project... error message is as follow:

#

ExceptionUtils.PrintExceptionInfo: ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\UnrealProjects\PXSlim\ProjectX\Content\Data'.

#

I've gone through the logs and don't see what the culprit may be, hoping someone may have a tip ๐Ÿ˜ƒ

acoustic juniper
#

I packaged HTML5 for newgrounds games
but it works for some people for some it doesn't work
many get this error
NOTE: attempting to flush cache and force reload...
Please standby...

any way to fi x?

open rapids
#

can anyone help me with my packing problem

#

its stuck

candid delta
#

Hi, Could someone please help me?

I am spawning AI from a target point within my scene. When I play in engine the AI spawns correctly and roams as it should. However when I package the project and play it no longer spawns at all.

Does anyone know a reason for this or what it could be?

Thanks

acoustic juniper
vernal elm
#

is that SourceControl?

#

oh i see

covert gorge
#

Hey,

I've packaged my game for Steam without using the .pak option (since steam requests that your game shouldn't be compressed) but I've noticed that the game packages all the project files including the directory structure.

This includes the .uproject file as well as the .uasset files.

Does this mean that anyone can download my game and get access to the project files and open it up in unreal editor? Is the safe (from theft I suppose) to have all your content packaged like this where it shows the list of all your blueprints, contents you've used etc?

Sorry if my question is simplistic, but I'm a relative newbie to unreal.

Thanks in advance,

mellow bane
#

@covert gorge FYI, pak works well without compression too

#

We have that set up - single pak file, no compression, Steam patching works perfectly

covert gorge
#

@mellow bane thanks! This is helpful.

#

@mellow bane do you how difficult it is to reverse engineer a game from a pak file? Are there anything else I can do to protect the files that are in the packaged directory?

mellow bane
#

I haven't looked into that. Generally speaking, I consider that shipping on PC is akin to releasing the assets publicly

#

If your game is any big, people will find a way to get into the assets

#

I recommend to ignore it, or embrace it, rather than try fighting it

covert gorge
#

I understand, good advice. Thank you @mellow bane

broken escarp
#

I haveing a big issue, and i treid what i found on google but it dident help. so yea here is my problem that i cant get to resolve:
UATHelper: Zip Project Task (Windows): ERROR: System.ArgumentNullException: Value cannot be null.
UATHelper: Zip Project Task (Windows): Parameter name: path
UATHelper: Zip Project Task (Windows): at System.IO.Path.GetFullPathInternal(String path)
UATHelper: Zip Project Task (Windows): at Tools.DotNETCommon.DirectoryReference..ctor(String InPath)
UATHelper: Zip Project Task (Windows): at ZipProjectUp.ExecuteBuild()
UATHelper: Zip Project Task (Windows): at AutomationTool.BuildCommand.Execute()
UATHelper: Zip Project Task (Windows): at AutomationTool.Automation.Execute(List1 CommandsToExecute, Dictionary2 Commands)
UATHelper: Zip Project Task (Windows): at AutomationTool.Automation.Process(String[] Arguments)
UATHelper: Zip Project Task (Windows): at AutomationTool.Program.MainProc(Object Param)
UATHelper: Zip Project Task (Windows): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Zip Project Task (Windows): at AutomationTool.Program.Main()
UATHelper: Zip Project Task (Windows): (see D:\UE_4.18\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
UATHelper: Zip Project Task (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Zip Project Task (Windows): BUILD FAILED

rancid mountain
#

@broken escarp we need more

#

show full log please

#

At the very least, what caused that Error

#

it'll be in red as well

broken escarp
#

ok

rancid mountain
#

Also, I know it says 4.18, but I want to make sure what version ?

broken escarp
#

it is 4.18

rancid mountain
#

k

#

@broken escarp BP or C++ project?

broken escarp
#

BP

#

not sure what i did or what happend, but at the moment the error dont show up so far

tall comet
#

Hey guys does anybody know how to disable the splash screen when opening a packaged UE4 game? I would prefer my game to just load in the background then open.

raven zephyr
#

quick and dirty way i used was to add the -NOSPLASH argument when launching the exe

tall comet
#

Ah awesome thanks dude

eager flame
#

got a problem with packaging:
most of the time I package my game to play on a multiplayer base, once I create the server I try to get in with clients. I do not why but even if it compiles without errors the client could not load map and it his sent back to main menu after a loading. I have a world composition map 8km*8km and it is completely empty except for one square and the landscape.
is this a commor error or I have to look more deeply?

open rapids
#

I just packaged my game and sent the windowsnoeditor folder as a rar file to someone else, but they weren't able to open it

#

it was packaged for 64-bit and they had 64 bit, and they also opened it with steam opened

#

does anyone have any suggestions, tell me if additional context is needed

#

the first time they opened it, their computer crashed, then it just stopped doing anything

acoustic juniper
#

k , so nobody knows how to help with " NOTE: attempting to flush cache and force reload...
Please standby.. "

mellow bane
#

Post the full log

acoustic juniper
#

what log

#

its html5 on newgrounds

mellow bane
#

Packaging

acoustic juniper
#

its not a packaging error

mellow bane
#

Ah, HTML5, okay, never done that

acoustic juniper
#

its when the game is played for some people (the majority) it gives this error

#

and for some it works , dunno its so random

mellow bane
#

Probably a browser issue

acoustic juniper
#

many people including me have tried the game in more than 5 browsers

#

and same results

mellow bane
#

Dunno

acoustic juniper
#

u know anyone who can help?

mellow bane
#

Nah, don't know anyone who's ever done HTML5

#

Didn't even know UE4 still supported that

hollow finch
#

im having problems packaging and i cant seem to figure out as to why im getting erros when doing so

viscid badge
#

My unreal project always fails while packaging it, can someone help me if i give you the project

ruby condor
#

Hey mates. Quick question.
I want to migrate a blueprint (random flowers blueprint from Blueprints project). I am using a little different folder structure than Blueprints project. It really is just asking where the "Contents" folder is and simply copy/pastes the files and gives a warning if I want to migrate it to a folder under content folder. When I do of course it does not work because it is unable to find pathways.
Is there a way to migrate it and still make it work ?
Thanks.

ruby condor
#

OK. Found it. ๐Ÿ˜›

open rapids
#

Hey guys my package is stuck

#

can anyone help me

#

there is my all logs

#

If anyone help i will be happy

mellow bane
#

Put the log on pastebin

open rapids
#

how to use pastebin

mellow bane
#

Copypaste the log file there

#

No one wants to download a rar file, ectract it, find the right file etc

open rapids
#

damn... pastebin is not allowed to access in my country

mellow bane
#

Maybe find a pastebin clone that is

weak wharf
open rapids
#

i can accest that

#

thanks

hearty socket
#

What would cause this error? I had 1000s of them come up

open rapids
#

pastebin and hastebin have a maximum lenght of characters

#

cant paste my logs

#

find a site

#

finally

mellow bane
#

@open rapids There are many errors, but I guess all of them come from having spaces in the path for your project

#

Move it to a folder that doesn't have spaces

#

Or special characters (รซ, รง, รน etc)

open rapids
#

is my project that special characters?

#

I dont remember i add they

proven glade
#

UATHelper: Packaging (Windows (64-bit)): Took 1.7040975s to run MSBuild.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for F:\Unreal Projects\YepGame2\YepGame2.uproject
UATHelper: Packaging (Windows (64-bit)): ERROR: Editor target not found!

#

been all over google looking for answers, nothing has solved this error so far

#

any ideas?

mellow bane
#

@open rapids Your path has spaces

#

C:\Users\Toshiba\Desktop\Yararlฤฑ Programlar\Unreal Engine\

open rapids
#

oh

mellow bane
#

Looks like special chars too

open rapids
#

ฤฑ

mellow bane
#

Might want to remove both

#

Actually the special char is 90% the problem

#

Spaces might work

#

Special chars absolutely don't

open rapids
#

hmm let me try later

rare pawn
#

anyone here got experience with the unreal frontend?

glacial forum
#

anyone know how to resolve the following package warning:

ASSETNAME is in short form, which is unsupported and -- even if valid -- resolving it will be really slow.

viscid badge
#

My unreal project always fails while packaging it, can someone help me if i give you the project

mellow bane
#

Can you put the output log on pastebin

viscid badge
#

sure hold on

mellow bane
#

If you want help the fastest way is to provide plenty of easily accessible information upfront ๐Ÿ˜ƒ

viscid badge
#

i havent built it again today so it may take some time

viscid badge
#

its currenty building

#

is steam API is disabled an issue?

#

Never mind it just started working

azure forge
#

hi, I have problem - black screen appears when I run shipped game in exe form

sharp stratus
#

I have GREAT performance when I compile my game in a config with STATS enabled, I have BAD performance when I compile my game in a config with STATS disabled

#

so in Test config with STATS, I have great performance

#

in Shipping config, I have bad performance

#

in Test config with STATS disabled, I have bad performance

#

any idea wtf is going on there?

stray narwhal
#

but also, it's not letting me accept the sdk licence

#

i've done a clean reinstall of u4 and the android, but the issue appears in both 4.19 and 4.18

#

and it wasn't around last week

stray narwhal
#

@azure forge you may have not set the correct map in maps and modes from project settings

azure forge
#

@stray narwhal yeah i fixed my problem and it was indeed that

open rapids
#

Have you ever achieved to create a DLC with 4.18+?

#

for me, it fails packaging the projectlauncher profile

#

i'm really desperate...

#

but now the problem is in the packaging of the DLC ,i think there is a bug in the engine

gaunt wedge
#

I want to pack the ue4 project for a web browser. I clicked "Launched" and then "chrome". The project packed successfully but this was a test scene with nothing inside and it was packed with 400MB size. If I make a complete scene this size will be much bigger. Any guidelines or other alternative solutions to pack a project for a web browser?

inner crest
#

Hey guys quick question, how can i setup my UE4 package to automatically open a specific .umap when i open it?

vital narwhal
#

That's in the project settings, you can set a Startup Map as well as an Editor Startup Map

dawn cobalt
dry owl
#

A few things pop up in there:

LogAnimation:Warning: SkeletalMesh SK_Mannequin has no skeleton. This needs to fixed before an animation can be set
ERROR: All source files in module "Paper2D" must include the same precompiled header first.  Currently "E:\LatestCopy_LockLoad\MultiplayerFPS_LockLoad\Plugins\2D\Paper2D\Source\Paper2D\Private\GroupedSpriteSceneProxy.h" is included by most of the source files.  The following source files are not inclu
ding "E:\LatestCopy_LockLoad\MultiplayerFPS_LockLoad\Plugins\2D\Paper2D\Source\Paper2D\Private\GroupedSpriteSceneProxy.h" as their first include:```
#

Also, you'll want to find the UBT log file. That will give more info. It's referenced in that log you posted: UnrealBuildTool-2018.01.17-18.43.39.txt

limber ferry
#

When packaging, does it include all the assets from the project or only used assets?

mellow bane
#

All assets

limber ferry
#

is there some way to remove unused assets then?

mellow bane
#

Look for unused assets and remove them

#

People have also tried the "migrate" approach, migrating levels to another project so that assets are filtered, but well

limber ferry
#

Ah, I selected the maps that I want to package and that did the trick

pine oak
#

hello

#

what is this error? LogInit: Warning: Incompatible or missing module: UE4Editor-TodakTest.dll

tranquil pike
#

I have a strange issue that is occurring with a VR packaged game in engine version 4.19.2
This has mostly to do with what is being seen on the monitor while the VR application is playing. The application works just fine with Oculus but on Vive there is a strange aspect ratio flicker that is happening, it seems to be trying to adjust for a more stretched aspect ratio over the default one that the application starts with.
However when in a development build and I set the application to run through a different spectator viewing mode that is anything but the standard single eye letter-boxed it will be stable but the the image on the monitor is then set to one that is looking distorted.
Has anyone else come across this problem in 4.19.2 with a Vive build?

desert valve
#

Sorry for spreading this around just frustrated on getting nowhere all morning. Anyone have any clue why atomic.h is giving me an undefined error despite having core included in the build.cs

valid yew
upper edge
#

everytime i package it complains about dll being used by other proccess. i look in resource monitor and its devenv which seems to be visual studio

#

not entirely sure whats causing that, anyone have this issue before?

#

restarting VS seemed to help, nevermind

ruby violet
#

Hey guys, could someone confirm that
a list of maps from Project Packaging Settings is automatically appended to list of maps from Project Launcher Profile? It should not be like this but somehow this is my case.

What I do:

  1. I set Map1, Map2 for cooking via Project Launcher Profile
  2. I set Map1, Map2, Map3 for cooking via ProjectSettings (so called "list of maps in a packaged build" field)
  3. I run packaging process via Project Launcher
  4. Result pak file contains THREE maps: Map1, Map2, Map3 instead of 2. I expect only 2 maps to be in the result pak since Project Launcher Profile contains only two maps: Map1, Map2.
#

This is the command that Project Launcher Profile uses to run packaging process:
E:\UE_4.18\Engine\Binaries\DotNET\AutomationTool.exe -ScriptsForProject=E:/UE_Projects/some_game_2018/postworld_trunk/SomeGame.uproject BuildCookRun -project=E:/UE_Projects/some_game_2018/trunk/SomeGame.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -cook -map=Map1+Map2 -pak -createreleaseversion=1.0 -manifests -iterativecooking -compressed -stage -package -stagingdirectory=E:/ftp_server/Builds/ -verbose

cunning elbow
#

hey, I created a custom shadow for my character (a plane with a transparent black text on it), and for some reason it's here in the editor, but not in the game after packaging, any idea why ?

cunning elbow
#

found where the issue comes from but no idea why / how to fix it though..

#

the Spheretrace by channel works as expected in the editor but it points to a completly different direction in the packaged game

cunning elbow
#

ok after struggling for many hours, I figured that line trace (or any kind of trace) does not detect spline mesh component in standalone..

shadow pivot
#

does the pack-blacklist only work for mobile, or does it work on other platforms as well?

umbral veldt
#

Hey guys

#

I'm getting an Unknown Cook Failure when i try to package my game for windows

#

has this happened to anyone before?

shadow pivot
#

I wonder if this has never happened to anyone before ^^

frank garnet
#

@umbral veldt You get that because there is an Error in your Log.

#

Check your Log to find the error.

sonic stratus
#

hi all - anyone know where I can look to find out why a package build crashes on launch

#

found it - woot

normal cove
#

What was the problem @sonic stratus ?

sonic stratus
#

someone had hooked up the functional test gamemode

#

in some levels as an override

normal cove
#

I'm guessing you are not working on this alone hence you don't know when changes like this happen

umbral veldt
#

Thanks @frank garnet I found the issue

frank garnet
#

๐Ÿ‘

forest eagle
#

in 4.20 preview using the Datasmith Product Viewer

#

template*

#

seems to happen with any datasmith import I bring into the canvas

mellow bane
#

Might be a 4.20 bug

#

It's only a preview

#

I'd report it and see what's wrong

forest eagle
#

thanks

quaint shoal
#

@sudden widget I think the way steam works is that once it knows which .exe file to pay attention to, it will notice when you've got it running in general

rare pawn
#

if I have an asset that is used in two separate maps, and i have generate chunks enabled and each map is assigned to its own chunk. Will the asset be duplicated for each map into each chunk?

#

if its a hard reference*

mellow bane
#

IIRC, the asset will be in the chunk you assigned it to

#

Unrelated to how you use it

#

I think all assets need a chunk ID

rare pawn
#

you have to assign it to all assets?

#

oh my

mellow bane
#

Well, IIRC yeah, maybe check that

rare pawn
#

how do i make a Primary Asset Label ?

rare pawn
#

nvm i found it

proven glade
#

If I make small edits to my game, do I have to repackage the whole thing and reupload the whole game to my server every time? Or is there a simpler way to update?

viscid badge
#

@open rapids I just exited UE4 to ZIP the project

#

Sorry

#

read that again

open rapids
#

oh, i meant try to package it if you can

#

and then go to pastebin and paste the output log in there

#

and send a link to that log here, and i can try to check it out

#

and intuit the errors from the log

#

go to windows ->d eveloper tools -> output log in UE

#

and open that

#

and then u can see the error list

viscid badge
#

ill get it again, FYI there is a lot of errors

open rapids
#

no problem i can try to at least look at a few

#

i had 250 warnigns in my proj and igot those down to 0 in a day it was just bad references and straightforward stuff haha

#

i never had errors though, always wanna avoid those

#

packaging and repeated testing is prety important

viscid badge
#

luckily ive only spent a few hours on my project

open rapids
#

how did you already get multi working and everything in only that amount of time ? ๐Ÿ˜›

#

that seems good

viscid badge
#

its split screen

#

no replication needed

open rapids
#

all right

viscid badge
#

Just looking at the output log and theres a lot of errors about the size of the name ๐Ÿ˜œ

open rapids
#

yep names cant be too long

#

did you paste it in pastebin yet?

viscid badge
#

still packaging

open rapids
#

k

viscid badge
#

im running pretty low end hardware

open rapids
#

yep. mine is a $5000 pc lol

viscid badge
#

๐Ÿ˜œ I could only dream

#

what specs?

open rapids
#

its not that great really., computers are still just a tool. its up to you to do cool stuff iwth it. no computer is deterministic, all computers still need input

#

so even that vast amount of power i have is stil limited to my input

#

well

#

5960x, gtx 1060 or something, good motherboard, like 12 TB of space, and a bunch of other stuff i spent time to get over ht years

#

the*

viscid badge
#

gtx 1060 in a 5k rig seems a little underwhelming

open rapids
#

lo yea

#

lol*

viscid badge
#

i was expecting dual titans lol

#

Im running a gtx 760 and i5 6400 which is currently pegged at 100% usage

open rapids
#

thats wat i am running

viscid badge
#

Damn seems pretty good

#

okay its done

open rapids
#

i didnt need a faster gpu cuz i dont really do gaming on it much and i am ok with low settings - it is a cost to benefit thing. if i get a really high end gpu, the benefit is less than cost

#

ok cool

#

did u paste the log yet?

viscid badge
#

ive exceeded the maximum past size..

#

now what?

open rapids
#

yeah ctrl c ctrl v the output log into notepad, ctrl F To where it says "ERROR"

#

ctrl C and ctrl V that error section downards and paste it into pastebin

#

then provide the link

open rapids
#

LogInit: Display: CookResults: Error: Couldn't save package, filename is too long: - for this you just gotta go into content borwser lower filename text chars
LogInit: Display: LogLinker: Warning: Can't find file '/Script/ShooterGame' - gotta try to get the references pointed to correctly. you usually place plugins in plugins . if you are running a VS build, make sure to compile from source and add those plugins in after right clickign the uproject and clicking generate project files.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogUObjectGlobals: Warning: Failed to load 'C:/Users/adnan/OneDrive/Documents/Unreal Projects/SplitScreenShooter/Content/Sounds/Weapon_AssaultRifle/Mono/AssaultRifle_ShotLoop_Cue.uasset': Can't find file for asset '/Script/ShooterGame' while loading C:/Users/adnan/OneDrive/Documents/Unreal Projects - you might have missing references here - go to that shotloop_cue uasset file, open it, re target the file reference and do that for the other missing references here

the only actual errors you have are with long filenames, everythign else is a warning. you want to reduce your warnings too though as they can cause performance issues. so just lower the filename you have in the native assets and you should be good. hope that helps!

viscid badge
#

can you DM me this so i can work on it tomorrow

open rapids
#

sure

viscid badge
#

Thanks

glossy burrow
#

Is the -iterate parameter on RunUAT broken? I'm getting LogCook: Display: Cook invalidated for platform WindowsNoEditor ini settings don't match from last cook, clearing all cooked content but literally nothing has changed?

open rapids
#

hey guys, i get this error after trying to package a game with a nativized pawn and two nativized interfaces:

UATHelper: Packaging (Windows (64-bit)):   ERROR: UBT ERROR: Failed to produce item: E:\unreal\game\NeptuneGL_SRC 4.19.2\Intermediate\Plugins\NativizedAssets\Windows\Game\Binaries\Win64\NeptuneGL-NativizedAssets-Win64-Shipping.lib```
i added this to my `defaulteditor.ini` file [BlueprintNativizationSettings]
+FilesToIncludeInModuleHeader="../Plugins/SixDOFMovement/Source/SixDOFMovement/Public/SixDOFMovement.h"
frank garnet
#

Did you check if the file exists?

open rapids
#

yes DevilsD this is a file i have in my plugins folder, i am not sure why it wont read it as i already compiled the plugin

#

the file is in that path as specified - the file is for a code plugin i downloaded and installed. everything works for the packaging until that fatal error there. i have tried to look at this reference but to no avail yet - https://docs.unrealengine.com/en-us/Engine/Blueprints/TechnicalGuide/NativizingBlueprints/Advanced. is it possible that i may need to select more blueprints to nativize? as i only select the main possessed pawn the two interfaces it uses.

I set the Blueprint Nativization Method to Exclusive and added my main possessed pawn and the two interfaces

frank garnet
#

Mmm i couldnt answer that, never used Nativization, from what i hear its pretty unreliable.

open rapids
#

the only reason i am trying it is because i want to lower any lag that might be occuring in my net games. my singleplayer is pretty solid rn. okay i will keep looking. i might end up having to re-do my entire pawn in a month or two into CPP.

storm arrow
#

help

#

pls

#

PackagingResults:Error: Error Launch failed! Unknown Error

mellow bane
#

Look at the rest of the log

stoic cargo
vernal elm
#

WBP_Reticle_TypeA_4_v00__pf403108225.h(47) : LogCompile: Error: bpf__IncreaseReticleSpread__pf: Override of UFUNCTION in parent class (WBP_Reticle_Base_C__pf403108225) cannot have a
UFUNCTION() declaration above it; it will use the same parameters as the original declaration.

jovial oasis
#

Anyone have an issue on OSX cooking within 4.19.2 due to Metallib?

#

Specifically UATHelper: Cooking (Mac): LogInit: Display: LogShaders: Error: Archiving failed: metallib failed with code 1: metallib: Undefined symbol: _ZN5metal19patch_control_pointI20PatchControlPointOutE22control_point_functionEi27metal_patch_control_point_t

copper hearth
#

Hey guys. I'm creating and automating functional tests for my project. But apparently, UE4 only allows to run functional tests on a project environment (.uproject file).

Is there a way to run the tests on packaged Win32/Win64 projects?

jovial oasis
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not that I know of

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well

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nvm

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I'm wrong

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If you build it in test mode, I believe you can run it from command line in the game

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You can also run it from command line before it's built too

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I've automated all of mine for that as part of my packaging process at my game studio, if you'd like documentation let me know

hollow finch
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is anyone having this problem

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LogLinker: Error: Bad name index -1/65

desert beacon
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Can't package plugin because it is trying to package for IOS and I have no remote server set up because I don't want to package for IOS. I set the whitelist for only Win32 and Win64 but I still get that error. Any advice?

copper oak
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hi i have an execute console command (viewmode lit_dteaillighting) in my event beginplay. When I package by project i get the lit version of my game

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is there a way to package my game with just detail lighting?

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i dont want to go through the trouble of recreating textures to mimic detail lighting view

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I guess i would have to package it as developer and use the console command in game to switch viewmodes?

copper hearth
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Hey guys. I made/updated a tutorial about using Jenkins for setting up Continous Integration, Continous Delivery and automated testing in your Unreal Engine 4 projects.

I hope you'll find it useful!

proven glade
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where do you set fps for packaging? My builds are all locked at 63 fps

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62

lofty bear
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Hello, Does anyone know a problem on force feedback when packaging ? in editor, no problem at all, but when i'm in a package, the force feedback will not work at the beginning, like 15-20 sec and after it's working normally.

mint fern
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@copper hearth You da real MVP

copper hearth
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@jovial oasis Thanks! I will try to do exactly that and see if it works. If you can share me the documentation it would help me greatly too.
You see, i'm using this command line to run functional tests in my game.

"C:\...\UE4Editor.exe" "C:\MyProject\Project.uproject" -ExecCmds="Automation RunTests Functional Tests" -testexit="Automation Test Queue Empty" -unattended -nopause -log=autolog.txt -Windowed -ResX=1920 -ResY=1080 -Game -silent -nologtimes

As you see, this line is using the UE4Editor and the .uproject files to run the tests. Maybe, there's no way of running "UE4 functional tests" on a packaged .exe game. But if i create my tests without relying on the Automation Tool, maybe i would be able to run the tests on an .exe project.

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@mint fern Thanks, check it out in a few days too as i'm probably going to update it.

hollow haven
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hello people!

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"UATHelper: Packaging (Windows (64-bit)): LogK2Compiler: Error: FEmitHelper::LiteralTerm cannot parse struct "3000" error: ImportText (FEmitHelper::LiteralTerm): Missing opening parenthesis: 3000 class: /Temp/TEMP_BP/Game/UF2D/Base_Components/Base_BPs/Fighter/Fighter_Core.Fighter_Core_C"

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This is an error I get when I want to package a game with nativization-BPs on.

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Is that missing parenthesis something I can fix? ๐Ÿ˜’

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I am only a blueprinter so D:

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Nevermind, it's a struct lolling around it seems.

unkempt thunder
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Hi guys
I have a problem with the formation of a package for iPhone
I start a new project and try to get the assembly out - and it gives me such a problem

LogPlayLevel: (see C:\Users\RecruIT\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.19\UAT_Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 1.253894
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Deployment failed! Unknown Error

I have passed through the provision and certificates - the phone is connected to the PC - but the problem arises

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๐Ÿ˜ฉ

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๐Ÿ˜ซ ๐Ÿ˜ซ ๐Ÿ˜ซ

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The input string was not in the correct format.... - How to fix it?

mellow bane
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Look at the error earlier in the log

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"see C:\Users\RecruIT\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.19\UAT_Log.txt for full exception trace"

trim summit
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does Shipping configuration do any perfomance optimizations (compile flags or more optimized versions of some functions) or just removes console, debug functions and debug symbols?

mellow bane
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@trim summit Compared to which other build ?

open rapids
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Hello, has anyone had this error?

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createprocess() returned 2

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When I try to start packaged dedicated server I get this error

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I don't get it on my PC

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I get the error on a remote machine

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And it worked on the machine previously

trim summit
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@mellow bane Development

mellow bane
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Then yeah, Development is way slower

trim summit
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why?

mellow bane
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Because it's a dev build with plenty of checking

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To catch errors early

trim summit
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what checking?

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does Shipping skip check functions?

mellow bane
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I think check is kept

trim summit
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then what does it do in terms of optimizations?

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I know it skips stats and drawdebug functions

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anything else?

mellow bane
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Thousand upon thousand of dev features get compiled out

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Just look for UE_BUILD_SHIPPING in the engine source

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Development isn't that slow, it's not the debug build, but it's still slower

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Also plenty of feature changes, like where save data is written etc

trim summit
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is there a perfomance comparison somewhere?

mellow bane
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Will depend on your game, like everything performance related, so try it

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But you need to ship in Shipping anyway, so

trim summit
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I still don't understand why exactly I sometimes get so much perfomance gain, there are too many UE_BUILD_SHIPPING macros

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and most of it is stats and visualisation

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or static stuff

mellow bane
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Then profile it

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^which is best done with the Test build, which is Shipping, plus console and cheats.

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In any case, always ship Shipping, always develop with Development / Debug

trim summit
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test configuration only has like two stats

mellow bane
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Should have startfile

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Which is basically the only relevant one

hollow haven
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hello friends, I am trying to do a nativized compile and only one BP is giving problem so far

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UATHelper: Packaging (Windows (64-bit)): D:/UF2D/UF2D10.0 4.19 - PackagingTest/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Public/Stage_Camera_Core__pf2489059294.h(281) : LogWindows: Error: Assertion failed: NumElements + 1 <= MaxElements [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\CoreUObject\Public\UO
bject/UObjectArray.h] [Line: 235]
UATHelper: Packaging (Windows (64-bit)): D:/UF2D/UF2D10.0 4.19 - PackagingTest/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Public/Stage_Camera_Core__pf2489059294.h(281) : LogWindows: Error: Maximum number of UObjects (100000) exceeded, make sure you update MaxObjectsInGame/MaxObjectsInEditor in project settings.

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Does anyone know what "max number of uobject is related to? I can compile np non-nativized, but this is the only problem I have for now ๐Ÿ˜ฆ

trim summit
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I suspect there is no useful profiling in Test configuration, I'll try it tomorrow

mellow bane
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@trim summit What do you mean ? Isn't startfile / stopfile there ?

trim summit
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the console command may be there but all (most) cycle counter may be disabled

mellow bane
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Ah, might be.

trim summit
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thanks for the help

glacial forum
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anyone know how to resolve the following package warning:

ASSETNAME is in short form, which is unsupported and -- even if valid -- resolving it will be really slow.

distant summit
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Hmmmm.. Is it ok to ask a swarm-related question in here? Not sure which category "building lights" goes to...

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In 4.18 if I try to build this one specific level, it just keeps doing the "lightmass starting" for hours without nothing ever happening.
Up until now I've been able to get around this issue by opening 4.17, building and empty level and then leaving the 4.17 swarm open -> going back to the 4.18 project and building the light (which then uses the 4.17 swarm).
But now I'm just stuck with this one level... 4.18 keeps doing the "lightmass starting" forever and 4.17 swarm gives me this (yet still continues to do it up to around 68% -> gets stuck there and after some time gets to 100% but crashes the engine.

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Tried to use google but all I found was other people with this issue and no clues on how to fix it.

hollow haven
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Guys a question.

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Is nativization packaging supposed to take very long time?

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I got a 400 MB project that is taking 1.5+ hours to package.. and it didn't end yet. ๐Ÿ˜ฆ

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A non-nativize packaging takes around 10min max

rancid mountain
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@hollow haven It does take longer

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usually double

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TBH, the longer it is, the better

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Means more to nativitize ๐Ÿ˜ƒ

hollow haven
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@rancid mountain Uh.. The thing is. If I fully nativize I get some errors so I tried to nativize only big blueprints, and it's not finishing.. I see some fatal errors here and there...

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UATHelper: Packaging (Windows (64-bit)): D:/UF2D/UF2D10.0 4.19 - PackagingTest/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Public/Stage_Camera_Corepf2489059294.h(281) : LogWindows: Error: Assertion failed: NumElements + 1 <= MaxElements [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\CoreUObject\Public\UO
bject/UObjectArray.h] [Line: 235]
UATHelper: Packaging (Windows (64-bit)): D:/UF2D/UF2D10.0 4.19 - PackagingTest/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Public/Stage_Camera_Corepf2489059294.h(281) : LogWindows: Error: Maximum number of UObjects (100000) exceeded, make sure you update MaxObjectsInGame/MaxObjectsInEditor in project settings.

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Mr Burgos, what do you think this is about? The thing is, full nativize packaging finishes after 40 min but then Headertool gives the error at the last part.

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Stating UObjects reached its limit, but I dont get this error at normal-packaging. Also I created "Stage_Camera_Core" from scratch and the nativize error just jumped to another blueprint, I am at a loss T_T

tacit vector
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Hi guya anyone know what "Libcurl error 6" mean? is it critical? how to fix it?

oak shell
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@rancid mountain Iโ€™m just @-ing you for Achilleon, as he wanted a response.

rancid mountain
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wtf..lol

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<@&213101288538374145> Is this a thing now on this server?

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Devs, we're here to help on our own free time. Just because we engage with people doesn't mean we have to follow up on them. It's just a courtesy.

raven vale
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What he says

rancid mountain
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I and many others are pretty busy

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If we have the time, we'll respond

oak shell
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Iโ€™m not demanding a response I just wanted to make sure you saw it, in case you wanted to respond.

raven vale
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Please observe standard netiquette

oak shell
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Didnโ€™t mean to be rude, apologies.

raven vale
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No worries

rancid mountain
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Anyway, since I am already here

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Nativization doesn't work 100%

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So, if you get errors on anything, use Inclusive

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And exclude it

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Rather

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Use Exclusive, and select your big BPs

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anything that errors out, kick it out of the list

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I've disabled it completely from my project because it's more of a pain than worth right now and I don't really suffer from performance loss (and I am doing VR)

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But, when it works, it really works well.

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@hollow haven @oak shell Here's some payback ๐Ÿ˜‰ , but wanted to make sure the info was received.

hollow haven
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Ehm. Thanks for the response. I am sure a lot of people are busy with their own stuff and noone knows how the internal packaging shizzle works (I assume) other than Epic Games so the least I expect is a response back from people regarding errors. ^^

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In my humble opinion, ignoring the errors does not make them go away. And even when I chose Exclusive, I saw some "internet fatal error" warnings which completely locks nativization process, as it just stays stuck at "Packaging project..." for at least for 4 hours now.

rancid mountain
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so the least I expect is a response back from people regarding errors. What?

hollow haven
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I mean not everyone can know what errors are for (or why they happen) so if they dont respond back, I understand ^^

rancid mountain
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If you don't want to ignore the error, then by all means go ahead and rewrite the nativization source code

hollow haven
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I am unsure why you are rude about it. <.<

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I am going to send the project to Epic so they can check about it and maybe let me know if I am mistaken, even if my project is %98 blueprints.

rancid mountain
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Not being rude at all, just being practical here. Of course you can submit bug reports, as everyone should do so. But if you want to package your project anytime soon, then you'll need to either a) exclude the BPs causing the fails, b) edit the source code to make it work or c) not have a project to package

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Your choice really.

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I guess something between a) and b) would be edit the BPs to make them work

hollow haven
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I misunderstood the way you word it then, Sorry. I am just a blueprinter but I got no hurry to publish my product so. ^^

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From the videos I see that nativization is a really big help when it comes to performance, so I don't want to ignore it just yet. ^_^

rancid mountain
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There's a thing called over-optimization

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Where you prioritize optimization over getting shit done

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Not saying it's a terrible thing, but it can be a slippery slope

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Packaging every so often (or daily) is great, but if there's something causing it to fail. Then you know what you should do. And that's get rid of the thing causing it to fail (or fix it if you can)

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Unless your project is suffering from 5FPS or lower than 30FPS (or whatever your target frame rate is), then don't worry about optimization until you need it. It's not bad to be cautious though. Every few weeks (or once a month) you can do an optimization pass using the profilers and cleaning things up

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This is where I would be using the Nativitizer

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First, trying to optimize the BP BEFORE adding it to Nativization stack

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9/10 times you'll be fine without Nativization in any big project

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Like I said, I am on a pretty big project and instead of using Nativization as a crutch, I have optimized all my logic in BPs

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If it ever gets fixed properly or I feel like adding a select few of the bigger BPs, then I'll do that. But I rather just use common sense and good practices over some "one-button-wonder-that-barely-works"

hollow haven
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You are correct Mr Burgos. But the thing is I am making a Fighting Game Template that people can create their own fighting games with it. This means solid 60 fps is required for everything to work properly as literally everything matters in a single frame and it all needs to work proper.

A FPS game maybe can do still fine at 40 or 50 fps, but I don't have that luxury. The main Character Core is extremely heavy and tick dependant. 2 Fighters (Street Fighter Style) it's all fine. But make the number up to 8 and more, we start to get problems. A frame skip is not acceptable as it's a disadvantage for one player and advantage for the other so.

I know that I can do better as you said regarding the optimization but I still need the best outcome possible. I tried that "excluding / deleting" aswell to get rid of the problem, but here is the problem:

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PackagingTest/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Public/Stage_Camera_Corepf2489059294.h(281) : LogWindows: Error: Maximum number of UObjects (100000) exceeded, make sure you update MaxObjectsInGame/MaxObjectsInEditor in project settings.

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You could say this blueprint is the problem. I already recreated it. But then the error showed up at another blueprint. I recreated those too. But I started to see that even the smallest UMG can be selected for error, like one got barely anything in it.

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You see Unreal is not giving me a list of blueprint errors. It just picks one. I recreated it, and the error than mentions another blueprint, that is actually very simple too.

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** LogWindows: Error: Maximum number of UObjects (100000) exceeded** So I wondered if people knew what this actually meant, that's all ^^

rancid mountain
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Show your logs

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I mean, it's pretty obvious what it means

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Tells you exactly the issue

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How you have over 100000 uobjects is concerning though

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Like, that's probably like 1000x the size of my project

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And a simple google search

hollow haven
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That's impossible to have on my case Mr Burgos. I got like max 170 in my scene.

rancid mountain
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Read that

hollow haven
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My error does not happen on compile. I already did enough search trust me on that part.

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My template works fine on non-nativized packaging. It takes only 5 mins and no errors at all. And the game is fine.

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Since I am working on a Fighting Game Template, all I got is menus and their buttons, a stage, and 2 players with controllers.

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It's not like a Star Wars game with 50.000 ships around xP

flat glade
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hey guys! was wondering, is it possible to use the AssetManagement stuff only with Blueprints? Or do I have to use c++ to set the AssetID's and whatnot?

flat glade
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seems like the way to do it is the create a PrimaryAssetLabel, and assign the related assets in there or in a subdirectory to be associated with it.

Anyone have any insight on best practices here?

fiery iris
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Anyone got an idea why some of our assets their material gets screwed up with a release build? A normal shipping build does it just fine but when doing the whole release build suddenly some materials become green etc

mellow bane
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No

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Intermediate, Build, Binaries are not stuff you should upload to version control

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Source, Config, PLugins, Content are required, + uprojct file

hollow haven
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d:\uf2d\uf2d10.0 4.19\intermediate\plugins\nativizedassets\windows\game\source\nativizedassets\private\ken_core__pf807215603.cpp(699) : fatal error C1002: compiler is out of heap space in pass 2

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Hello everyone, does anyone know what that heap space is about? -.O

mellow bane
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RAM

hollow haven
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uh.. but I got 32 GB ram :<

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I got only a 275MB game that I want to nativize. It took 10 hours to get to that error.

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I could understand if it was a big project and normal packaging takes like 6 min

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Sure it's on my end?

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Nevermind, it was two corrupted blueprints.. Gee..

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Thanks anyway!

shy brook
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Hey people. I am a bit new to ue4 and i have been searching high and low for this issue i am having. i was wondering if anyone here has run into the same issue. A DLL error wont let me package my project.. Any suggestions would be welcomed. Thank you in advance.

onyx bay
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Is it normal for a packaged game to use 80-100% GPU at all times?

tacit vector
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Anyone know what is "Libcurl Error 6"? and wat cause this error? how to fix it? is it a critical error?

rancid mountain
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UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: begin: stack for UAT UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: === Handled ensure: === UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\SoftObjectPath.cpp] [Line: 45] UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Stack: UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000E3C3B706 UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:234] UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000E399AE3A UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:299] UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00000000E39AECD6 UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:430]

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Anyone ever run into this?

shrewd ibex
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having a weird error trying to package to android phone

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รฏt says

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LogTemp: IPP ERROR: Could not find provision directory 'C:\Users\Oppne-PC\AppData\Local/Apple Computer/MobileDevice/Provisioning Profiles/'.

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this is what i done:

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Reinstalled codec
reInstalled android packs
Reinstalled 4.19
Deleted saved and intermediate
Blank project - tried to launch this same fault
Another project version - Same fault
3 different phones - same fault
uinstalled visual studios 2017 and reinstalled, at the same time with codec, android packs and 4.19
I have packaged only a few weeks ago to the same phone many times which is not working anymore to package to.
All project settings that need to be set for it to package to android are set correctly and all the SDK and APK and NDK etc are correct

icy tinsel
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anyone know where cooked engine content is stored on disk?

heady obsidian
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Hey, has anyone ever run a UE4 project on Windows Server 2016?

misty bluff
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@heady obsidian yup just get server IP adress and set to client open level, Then package client, upload to client and (Visual build)server.exe then open it. its easy :e

heady obsidian
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Oh, I don't need a dedicated server running on win2016, I need the game client running on a win2016 server. I was wondering if anyone else has run a UE4 game client on Win2016 server?

misty bluff
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ah wrong understands

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maybe it runnable if have graphic card ๐Ÿค”

heady obsidian
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yeah ๐Ÿ˜ฎ I have someone who wants to run clients on server side and connect via a thin client to run the apps. I think its not possible but I want to test instead of assuming.

misty bluff
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can be try. probably its work

heady obsidian
#

running a UE4 app via thin client? That would be awesome!

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I want to know how many concurrent connections you can support, if you're able to get it working.

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My thought is that it may run with minimal issues if there's only one thin client connected to the server, but as you add more thin clients, it creates more game sessions, all of which start taxing the GPU.

misty bluff
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@heady obsidian I was running the server mode, so i didnt try it. i think runnable for client mode. Btw server mode not using the GPU. so no need any graphics card.

heady obsidian
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Yes, if you're running a dedicated server, there is no rendering being done. If you're running clients on the server side and farming them out to thin clients, I suspect that all of the rendering is going to be done server side and that's going to hit the server GPU instead of the thin client GPU. I suspect that would bottleneck the number of concurrent connections a server could host concurrently.

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I have people testing a UE4 app on a server running Windows Server 2016, but they're having trouble just getting the app to run just on the server. They asked me if I can support Win2016 server and I don't know because I've never tried to deploy to that platform.

open aspen
#

I have tried to packaged my project. It took 7 hours and then it says package build failed. It had lots of warning like libcurl error and in the last it says that it could not found an assest but I haven't used any assets of that name.

vale obsidian
#

Had anyone had issues with Mary Nate instance tool

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When packaging textures go missing but is fine in engine

karmic lichen
#

Does anyone have the issue that when packaging the taskbar icon is the default ue4 one but is totally fine on the .exe? If I build on that machine it spits out the default icon, but if I build on this machine, exact same setup it spits out the correct .ico?

rancid mountain
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@karmic lichen source control?

karmic lichen
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project is source controlled but it has latest

rancid mountain
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hm, only thing I know of, is if the icon never was populated to depot

#

have that happen a few times

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Check your build folder

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and make sure you actually have it in your workspace

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Project/Build/(platform)

karmic lichen
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yeah it's in there

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correct icon too

tacit vector
#

Guys, i have question. what is the best Texture conpression? i cannot play the game if i use ETC1. it just close when it get to "SplashScreen". when i try to Lauch the game with my phone (From the editor) it shows that my phone use PVRTC. so the question is:

#
  • Why the game just close at SPlash Screen if im using ETC1?
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  • Are PVRTC Good?
#

-What is the texture conpression for : Samsung,Asus,Xiao mi?

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please help me!

barren ermine
#

Do I need all that stuff to package?

wooden prairie
#

Someone who can help me with this?

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For a strange reason it keeps stopping with a directory fault, but i already removed that

long oriole
#

Anyone know if there's a way to specify window resolution when starting via command line?

mellow bane
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Sure

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-ResX 1920 -ResY 1080

long oriole
#

Right on, do you know where the docs are for that? I searched but the results were totally irrelevant.

mellow bane
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Unfortunately I don't believe so, tried real hard too

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Forums threads are usually the answer

long oriole
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Haha no worries

mellow bane
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Source code, too

long oriole
#

Thanks for the fast answer nonetheless

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@mellow bane Doesn't seem to work. Tried moving the arguments to various places. Do I have to set windowed mode somehow as well?

mellow bane
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Huh.

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Well, I actually use this for an editor build : Editor.Exe <uproject> -game -ResX etc

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So it might not exist for a packaged shipping build

long oriole
#

Figures, I just tried -Windowed to no avail. Let's see if this works.

mellow bane
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At least I know it works for development builds with the editor since I use that to test multiplayer, a window on each monitor

long oriole
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"C:\Program Files\Epic Games\UE_4.19\Engine\Binaries\Win64\UE4Editor.exe" "D:\Games and Art\FF\Alpha\Alpha.uproject" -WINDOWED -ResX=600 -ResY=400 "/Game/Levels/Lobby?Name=PlayerOne"-game -log works. Yeah wasn't sure if the packaging channel was best for this or not, but it works. There's also -ConsoleX and -ConsoleY for the size of the console window when you have -log enabled.

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-ConsoleX and -ConsoleY don't actually appear to do anything. Maybe it isn't meant to affect the dos console window.

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Oh, it sets the position of it, not the size. Duh.

mellow bane
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Yeah.

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-X and -Y do the window position

#

IIRC

wooden prairie
#

@mellow bane can you help me with my question?

mellow bane
#

Ask your questions here right away, people will answer if they know

#

Don't ask if you can ask

#

Just ask

wooden prairie
#

Already did haha

#

Someone who can help me with this?

#

For a strange reason it keeps stopping with a directory fault, but i already removed that

mellow bane
#

Path fragment '"Content/ThirdPersonBP/Mesh/Decoratie/Military/Auto/Wiel/\320\234\320\260\321\202\320\265\321\200\320\270\320\260\320\273.uasset"' contains invalid directory separators.

#

Sounds like you have an asset with a shit name

wooden prairie
#

@mellow bane it was a russian name haha

#

But i changed the name and tried again same error

#

Removed the file. Same error

#

Idk what to do

#

I installed 19.2 i hope that it will fix

mellow bane
#

It won't

#

Don't install an entire new engine that's going to come with many changes just to fix your project

#

@wooden prairie If the file is still causing issues it means it wasn't actually deleted, probably just replaced by a redirector.

#

Run "fix redirectors", ensure the file is physically gone from the folder using Explorer

#

This isn't black magic

wooden prairie
#

@mellow bane where to run fix redirectors

#

The file is gone

#

In Explorer

mellow bane
#

If it's gone, packaging should work fine now. At least it's not going to keep failing on that file.

wooden prairie
#

Still failing

#

I will try fix redirector

mellow bane
#

No need if the file is actually gone

#

But then I doubt it's failing on that file

#

Paste the new log if in doubt

#

Fixing redirectors once a week or so doesn't hurt

wooden prairie
#

@mellow bane I just fixed redirectors

#

Lemme see if it works

#

@hollow magnet Do you have experience with this issue?

mellow bane
#

Does it still fail ?

wooden prairie
#

@mellow bane Yep

#

New log ^^

#

The military file doesnt even exist

#

I renamed it to test for the error

#

But error keeps saying Military folder

mellow bane
#

Ignore the content browser for this, just look at the folders in explorer

wooden prairie
#

not Military_OLD

#

@mellow bane Sme

mellow bane
#

Look into Saved/Cooked

#

Might be archived there

wooden prairie
#

Ah

#

Cooked?

mellow bane
#

Strange, thought it was here. Maybe in Intermediate ?

#

Pretty sure UE4 keeps a cache of cooked assets

wooden prairie
#

@mellow bane When i try to remove Binaries

#

And then it wants to decompile i get this

#

(I renamed Binaries, so ihave a backup ๐Ÿ˜‰ )

mellow bane
#

Didn't said anything about Binaries lol

#

For an error that persists after removing the faulty asset I'd look into removing Intermediate

wooden prairie
#

Haha

#

Just did it ๐Ÿ˜ƒ

#

Trying to reopen

#

@mellow bane Should i try to remove the chache like that?

mellow bane
#

You can too

#

Fairly sure some cook content ends up in the DDC too

wooden prairie
#

@mellow bane Removing intermediate didnt worked btw

#

Same error

mellow bane
#

What you already had the time to rebuild your game and cook

wooden prairie
#

@mellow bane Rebuild?

#

I never clicked rebuild

mellow bane
#

Well unless it's one of these full Blueprint projects

wooden prairie
#

I just clicked cook for windows64 bit

#

Its 99% blueprint

#

I only used C++ for Discord

#

Removed chache ๐Ÿ˜„ 4k shaders compiling

#

๐Ÿ™

#

@mellow bane Goddammit

#

Should i click rebuild?

mellow bane
#

Part of the cook process

#

So no

#

I just have something like 5 minutes of C++ build alone here so I'm surprised ๐Ÿ˜‰

wooden prairie
#

@mellow bane Haha ๐Ÿ˜„

#

But it soo weird

#

There is no military folder anymore

#

If i search in windows explorer i cant find it

#

Hidden items is on

valid hazel
#

do ue4 .pak files expose assets by default or i should enable some sort of encryption?

mellow bane
#

Depends on your definitions of "expose"

#

UE4 defaults to packing them in an archive, you can disable that to have the individual asset files as on your dev environment

#

You can also opt in for encryption, IIRC

#

Not that it offers any real security

#

On PC, mobile and Switch, you should consider all released assets to be publicly available

wooden prairie
#

@valid hazel you can enable encrypting

#

Project settings > crypto

mellow bane
#

Which won't do much

valid hazel
#

why? I know that its virtually impossible to make the assets inaccessible because the engine has to load them into memory at some point, but at least if they are encrypted and somehow "compiled" they should be fairly complex to obtain

mellow bane
#

Security from your users doesn't exist on platforms where users control the operating system

#

You might think you're running the game in a legit environment that's actually Wine running on Linux through a debugger

#

Encryption makes it more complicated, but at the end of the day you're not getting any real protection, you're just spending more time & performance to require hackers to spend more time & performance

hollow haven
#

Hello friends. A question. Is ther any way to find what's wrong between a fully packaged game and a fully NATIVIZED game? Normal packaged got no problems but nativized blueprint version do.

#

I got the feeling the blame is not on me but I wonder what I can do from my side. ๐Ÿ˜ฆ

mellow bane
#

Nativized is unstable and should only be enabled for specific Blueprints you found to perform bad

valid hazel
#

As i said its impossible to give the users the content and hide the content at the same time. But sometimes making it hard to hack can do the job since not all the users are experienced in reverse engineering

hollow haven
#

I understand.. I almost had it working though. T_T

#

There are like small problems here and there.

mellow bane
#

@valid hazel Most users are not going to have any interest in getting your assets anyway

valid hazel
#

And in some cases it would be harder to hack the software than to do the assets w/o hacking xD

mellow bane
#

Here's how I see it : hacking the game itself, like if it's a MP game, doesn't need assets or anything like that

#

Encryption is relevant for trying to deter people from looking at your assets

#

One legit reason is trying to prevent spoilers

valid hazel
#

yes

mellow bane
#

If your attack model is "people are trying to steal my game assets", my point of view is that it's a useless endeavour - those skilled enough will end up succeeding anyway, the others you probably don't really care about

#

And law is on your side on this

valid hazel
#

for example what happened to the binding of isaac, some features/lore has been discovered in a unnatural way hacking the game

mellow bane
#

Yeah, successful games get reversed just for this purpose

#

Anyway, look into encryption, but be sure to have good practices with your releases too. Hiding stuff from PC users is generally only viable if you have a small community

valid hazel
#

But unreal is a pretty popular game engine, idk if there's a user friendly hack tool to reverse unreal projects since the packaging may be similar on all projects

mellow bane
#

There probably is

#

IIRC there's a package reversing tool

#

Well there used to be, dunno how up to date it is

valid hazel
#

About nativization, yesterday i tried to fully nativize a small project and worked nice. Should i try to nativize all i can or it can break things? I mean, i know there are problems with nativization but are those problems into translating BP to code or the problems occur after the translation because they dont work as expected after the nativization?

#

Also is there a tool to show the cost in ms of the BP and Graphics? Some sort of profiler?

hollow haven
#

nativization is kinda odd...

#

what works on regular packaging doesnt seem to work on nativized one

#

I tried to nativize exclusively but it was broken in 4.19 and still is at 4.20 preview, which will be fixed at later version hopefully

mellow bane
#

@valid hazel @hollow haven basically, nativization is messy and risky. It's not a good idea to apply it to all Blueprints, and it's not efficient.

#

People want a "make my game run faster" button - the reality is, you need to profile in depth, identify slow parts of the game, optimize these parts

#

There is a CPU profiler (start startfile/stopfile in console, then Session Frontend window)

#

There is a gpuprofile command in console for the render cost

#

Plenty of reference online too

hollow haven
#

The problem is there is a child blueprint nativization bug that Unreal 4.20 supposed to fix, but they instead broke the "exclusive" completely, with AoT giving dll errors.

#

I just felt sad abit when Unreal responded "it's your project's fault" when I stated "normal packaged game is fine, its nativization that is wrong."

#

I love the fact that they contact you back and they test your project on your behalf, but I just hoped they would be more on the side of "well it's maybe Engine's fault". ๐Ÿ˜ฆ

#

nativization can be messy but putting blame on a blueprinter won't make it any less messy, it's just we are avoiding the problem then >.<

mellow bane
#

The problem here is that Blueprint is basically a programming language

#

Nativization moves from a virtual machine to machine code, few languages even have that option

#

Whether it's engine fault or project fault is a technicality at this point

#

The goal of the feature is to offer last-minute optimization for specific small parts of your project

#

At least that's the reasonable scope for it right now

#

If you definitely have real performance issues for some Blueprints, move them to C++, this might be an unpopular opinion but C++ is still required for serious projects

hollow haven
#

Mhm. You are correct. Anyhow preview 5 is up, let's see how naughty that baby is -.O

mellow bane
#

Full of bugs like all the previews ๐Ÿ˜›

hollow haven
#

Sadness, is all I am.

#

Actually the preview 4 is quite stable.

#

It's just that UAT got its dll problems. Maybe they got fixed D:

#

My project also got ALOT of complicated blueprints. If nativization can handle it, I bet it can handle all other stuff!

mellow bane
#

Haven't tried 4.20 yet tbh, not much stuff that I was impatient to get.

hollow haven
#

Oh it got a "Exclusive Nat Packaging" error fixed. But then they broke it completely.

#

because thats how Epic works ๐Ÿ˜›

mellow bane
#

This is where I usually say that "broken" can be subjective. I've seen the word used for anything from "unable to work even on developer machine" to "it displayed a strange warning once"

#

Seriously though I'd guess Epic has an attitude of "the engine is the reference" - as in if it doesn't work, fix it in your project

#

Game tech moves fast, it's not an industry where you usually have very stable & mature tech with huge documentation etc

hollow haven
#

Mhm :/

mellow bane
#

Basically if a reasonable Blueprint isn't working and there is no clear workaround, then yeah, it's broken

#

If your highly involved Blueprint that does everything is broken, well, it's not that clear cut

#

There isn't a super clear line between a rock-solid engine that prevents all mistakes and your Blueprint graphs, there's a huge engine that integrates some of your logic, and sometimes it's very hard to decide if something is supposed to work or not

#

This is why engine updates are never trivial affairs, we spend weeks testing new engine builds before moving on and we're as small a team as it gets

#

(To be clear, UE4 is definitely full of bugs)

hollow haven
#

well... then I shall cry at a corner. T_T

warm grove
#

Hey all! ๐Ÿ˜ƒ I m having a hard time trying to resolve my problem I hope u can help me ๐Ÿ˜ƒ

#

I am packaging my UE4.18.3 project but the compiler throws an error: UE4-WorkspaceMenuStructure.lib cant be opened

#

there is nothing in the unreal engine folder named similiar or anything near "WorkSpaceMenuStructure"

#

Also i cant find a way to get this specific .lib

#

Any help would help ๐Ÿ˜„

#

thanks

rough zinc
#

Is it being accessed by another program by chance?

warm grove
#

I dont think that its used by another program. I ve not encountered your problem sorry.

median star
#

does anyone know "showflags" console commands can be used in shipped game? for example ShowFlag.SkeletalMeshes 0 disables all skeletal meshes in the game while playing?

shadow bay
#

can someone help me with post package content loading from a specified folder?
the game doesn't need to be running
but it should update when it starts and I'll be able to see and use the new content

slate fox
#

Cant connect to steam with my friend just lan. It worked in previous build before. Did they update anything or did I break something?

wooden prairie
#

@slate fox Does steam work?

#

Or is it completly gonr

slate fox
#

I just learned steam doesn't work without a steam_appid.txt file for shipping builds

valid hazel
#

I'll ask this here because its related to packaging and maintaining a sane project. Is there a secure way to move folders with its respective hierarchy and assets? I ask this because i have a huge folder and every time i move the folder for second time i receive errors.

#

and i feel bad because idk what's doing the engine...

#

I know it assigns a unique hash to each asset etc etc... How can i move things securely?

#

Is it a good idea to do this kind of stuff in the regular windows explorer or it will break things?

barren ermine
#

For Oculus GO do I package for Android ASTC?

still quiver
#

@valid hazel Things will break if you move via windows explorer, dont do that for sure. From what I have found you have to do a move folder within the engine. Even on my dev pc it can take some time and I try to move small folders at a time. Also make sure to backup before messing with it all.

After the move you can also right click -> fix folder redirects too

hollow haven
#

@valid hazel Never move everything in one go. The second time you open the engine the references will mostly NOT be saved.

#

From what I experienced, after you move the items you need to get in the blueprint and go to "File -> Refresh All Nodes", regardless of seeing Compile as Tick/Ok.

#

You should do that for all of them.

cinder flower
#

Trying to package project for iOS, says "It appears that iTunes is not installed", even though I have it installed as a "windows app". Why cant UE find iTunes?

civic granite
#

Hello, i'm trying to re-install unreal engine trough the unreal launcher

#

I need the 4.19.0 or 4.19.1 version, precisely

#

but i cannot these versions inside the engine list

#

@cinder flower Also, that's interesting, I have the exact same problem with android

#

they need to hire unity programmers to make something that stops failing ffs

hardy hawk
#

Today when I opened my project when I try to package it completes instantly without anything in output log

#

it doesnt even try to package

hardy hawk
#

YO

#

turns out

#

I had mining software

#

running

#

if you see soundmixer in your details tab

#

in task manager

#

and you cant package

icy tinsel
#

Does any know how to pak cooked assets and load them? I've tried everything under the sun

slate fox
#

Have a map that crashes every time I do a standalone play via word travel. The error I get is LogWindows: Failed to load 'aqProf.dll' (GetLastError=126) ..... Anyone know how to fix this?

vital narwhal
#

Those dll loads aren't important, they're optional profiling dlls that usually fail to load

#

your actual error is probably happening AFTER that. If you don't have a stack it may be an infinite loop or something weird, open it up in the debugger

slate fox
#

Could be... though the level doesn't have any level blue print... And other maps seem to work via serveral travel . Also this error only happens on the same levels and in the editor stand alone play feature. When I build my project. The serveral travel works on all maps.

proven glade
#

How do I set the fps cap? My package builds keep capping at 63 fps

#

62

hearty socket
#
  ERROR: UBT ERROR: Failed to produce item: E:\XERA 4.19.2\Binaries\Win64\XERA-Win64-Shipping.pdb
  Total build time: 12.05 seconds (Local executor: 0.00 seconds)
Took 12.2080104s to run UnrealBuildTool.exe, ExitCode=5
ERROR: Command failed (Result:5): E:\UnrealSourceBuilt\UnrealEngine-4.19.2-release\Engine\Binaries\DotNET\UnrealBuildTool.exe XERA Win64 Shipping -Project="E:\XERA 4.19.2\XERA.uproject"  "E:\XERA 4.19.2\XERA.uproject" -NoUBTMakefiles  -remoteini="E:\XERA 4.19.2" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.07.06-21.50.09.txt'
       (see E:\UnrealSourceBuilt\UnrealEngine-4.19.2-release\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
AutomationTool exiting with ExitCode=5 (5)
BUILD FAILED
#

Any ideas about this issue? ๐Ÿ˜ƒ

#

Removing Wmfmedia plugin completely fixed it

#

ยฏ_(ใƒ„)_/ยฏ

remote stratus
#

guys how do I speed up cooking why is it using just one thread?

quick kayak
#

Anyone know what
"LogOutputDevice: Error: Ensure condition failed: BP->GeneratedClass == nullptr || BP->GeneratedClass->ClassDefaultObject == nullptr || BP->GeneratedClass->ClassDefaultObject->GetClass() != BP->GeneratedClass [File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp] [Line: 861] "
means?

#

It's the only error in my project, and it's not building because of it

autumn pivot
#

Hi guys!
Who knows how to use default saved variables with packaged project?
I have array of floats and I'm saving it in editor to the default folder: ProjectName\Saved\SaveGames\testSave.sav
But packaged project has a default folder: C:\Users\UserName\AppData\Local\ProjectName\Saved\SaveGames
This folder does not exists when I start project first time but I need this default saved file with my project to send with the project.
I have found option (checkbox) Config Variable but can not find how to initialize this array in my config file.
Here are screenshots