#packaging

1 messages ยท Page 26 of 1

autumn pivot
prime glacier
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if anyone could help with debugging cooking failure, I'd so happy
struggling for few days, I put all I know on AH ๐Ÿ˜ƒ

bold raptor
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Can anyone help me with the error "Error executing D:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.14.26428\bin\HostX64\x64\link.exe (tool returned code: 1181)"

finite tangle
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Hiya folks, just cross-posting here from blueprints... I'm looking into the patching process and curious what files I need to save (Cooked folder?) in order to patch from old versions? Let's say I want to make both "4.0 to 4.2" and "4.1 to 4.2" patches, but I don't want to keep the Cooked folder occupying space on my hard drive. Can I copy it to an external drive and just put it back in place when it's time to patch? How does the engine know what version to patch from?

civic loom
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I've been trying to find a way to fix this the whole day now and I just tried it in a blank project and got the same error;
I am trying to add more modules to my project. So, I add the ModuleName.cpp/.h and ModuleName.Build.cs files and add the new module to the ProjectName.Target.cs files.
Everything works fine when building for the editor target(ProjectNameEditor.Target.cs)
But when building towards ProjectName.Target.cs things start going wrong...
The second module throws out errors as can be seen in the picture below, switching the second module to the primary stops this so I think it has to be something with IMPLEMENT_GAME_MODULE(all errors are on that line)?
Has anyone had the same problem?

pure flax
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did anybody ever have a problem with BTDecorator when packaging?

still quiver
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is there any way to lock resolution in window mode to prevent maximizing?

tacit vector
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Hi everyone, can someone help me with Mobile game Packaging? i have this problem where the game crash after Splashscreen without showing "Unfortunately, XXX has Crash" ( or something like that). anyone know the problen here?

opal cedar
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@tacit vector that can be anything. Many of us had this situation before. You need to provide more information and look into logs on device

tacit vector
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how do i look the logs on my device?

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@opal cedar

opal cedar
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Provide more information. Platform, etc. In general. Check logs and fix bugs. Thats all

tacit vector
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what does the .bat files do?

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are they necessary?

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The build configuration should be in Development or shipping?

harsh cosmos
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.bat files contain cmd commands

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they could be necessary

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the build config depends on why you build it

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do you build it for production (end-user), or to continue testing and debugging?

opal cedar
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I think I know the issue

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You have no maps added in your packaged build @tacit vector

mellow bane
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You should probably package for PC, check if that build works

tacit vector
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@alex [unrealUGSK]#8293 and how do i add the map?

opal cedar
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last screenshot at the bottom

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it crashes because there is no map in cooked build

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I bet this is it for 96% ๐Ÿ˜ƒ

opal cedar
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@tacit vector ^

tacit vector
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Okay i will test this up.

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i should insert all my maps?

vague hare
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Has anyone had any issues with Win7 and playback of videos via the Media Framework? We're having an issue where on Win7 videos aren't playing at all (user has black screen)

still quiver
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I have checked include engine content for my DLC but when packaging I still get this.... any thoughts?
I have removed all PakBlacklists too!

still quiver
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Also is there a reverse Pakblacklist to always include certain engine files? I know there is an always include content folder in packaging settings but this does not allow engine files

still quiver
tacit vector
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@opal cedar hi can you help me once again?

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do i insert the name of the map

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or

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i choose the file from file computer (.umap)

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?

opal cedar
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I think there is just one way of doing this. I'm not on computer but I think 2nd option is right

tacit vector
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aight thx for your help.If this work, you dont know how nuch you have help me!

tacit vector
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@opal cedar

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it didnt crahs now

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but it just freeze in the splashscreen

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what should do?

opal cedar
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@tacit vector man, I want to help. but I don't know your project..I think you have to figure out

tacit vector
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Anyone can help me with android game just stuck forever in Splashscreen?

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please, this is my last problem

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wait, what if i try to "Skip Splash Screen" will that work?

still quiver
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@tacit vector By splash screen do you mean your integrated loading screen or the project startup image (usually a UE4 logo).

gilded cedar
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Is building the engine from source still required to build a dedicated server? Last info I can find about it is from 2014. ๐Ÿ˜ƒ

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Ah, guide on wiki says its up to date for 4.18. ๐Ÿ˜ฆ

still quiver
gilded cedar
still quiver
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@gilded cedar If only that were true my friend, if only!

tacit vector
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@still quiver @still quiver my in game

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when i launch my game from phone

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this splashscreen takes forever

still quiver
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Does it actually load?

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But it just takes really long?

gilded cedar
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Hmm.. My packaged game defaults to fullscreen - and I can't change that. F11 and Alt + Enter make the screen blink like it works for a fraction of a second and then it goes back to full screen. It also doesn't show on my main monitor. I'm not playing around with that in the code - it's a very basic project.

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ehh.. Stupid problems...

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Well, windowed mode kinda works...

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but the window is bigger then full screen. and I cant move / resize it.

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wtf.

still quiver
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@gilded cedar You gotta program that in via a menu or when the player loads in. I run mine during game mode but also have an options menu for it.

gilded cedar
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yeah, I just used a console command.

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but still dont know how to change default screen

still quiver
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I just gave the screen shot for it - note the last node, save to defaults. It should create a default .ini for your packaged game on the first run. In editor its Play > Advanced Settings > PIE / Standalone / Ect

gilded cedar
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by screen I mean monitor, not resolution. sorry.

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I have more then one. and when I launch it opens up on a wrong (non default) one.

still quiver
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Not sure off the top of my head on that one

gilded cedar
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thx for help anyway

tacit vector
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@still quiver It didnt load, it just stuck at the Splascreen and never load the Level

still quiver
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@tacit vector If you havent, make sure to build in a development mode, with debug files and crash reporter on. This may give you an actual error message to search up on. Also I would check your loading screen logic and make sure the loading screen is being removed properly when complete. Finally I'd look in to the optimizing options for mobile devices (if you havent already).
https://docs.unrealengine.com/en-us/Platforms/Mobile/Performance

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Also I would confirm your logic is actually trying to open the level, or that the level is even there at all.

tacit vector
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okay i will give you a screenshot later

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Thx for your respond!

still quiver
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Np!

hallow marlin
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hey there. is there a way to tell the build pipeline that it should treat warnings in cooking as an error?

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snippet from my jenkins pipeline: bat ""Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -Project="XXXXX" -WarningsAsErrors -NoP4 -NoCompileEditor -TargetPlatform=Win64 -Platform=Win64 -ClientConfig=Development -ServerConfig=Development -Cook -Build -Stage -Pak -Archive -ArchiveDirectory="%WORKSPACE%\Build\Development" -Rocket -Prereqs -Package"

i see alot of warnings but the runuat exits with exit code 0. -WarningsAsErrors does not seem to have any effect

ionic dust
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Hi all.
I've been fighting with packaging my game for a couple days now. This is the error I'm getting. I have built it multiple times using the build button as well. I'm currently trying to package "By the Book" for iOS.

still quiver
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That looks like you are missing a target file. Try looking in to that - I'm not an iOS dev so I'm not sure which one you would need.

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Usually GameName.Target.cs is always created for you. Did you copy your folders from a different computer and not copy the source directory over?

ionic dust
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I'll do some investigating, I do all my work off an external drive. that's where I store my projects, while unreal is being launched from the PC itself

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Most likely related to the fact that I keep the project on the external instead of the PC itself where I use unreal, and go from PC to PC perhaps. Just wish I could figure out how to build a new target file and where to place it.

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Pretty sure migrating everything would fix it in that case, but that's a pain

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Just to confirm for anyone else with the problem, migrating my assets did fix the problem. What a nightmare.

still quiver
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Yea typically when you are building from source (or using launcher/frontend) I believe your project needs to be in the engine folder.

tacit vector
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@still quiver look at my DMs

slate fox
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Do you have to re- build lighting on every map when you package the game?

mellow bane
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Only when you edit the level

tired perch
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Hello, I have a question: I tried packaging my game and some of the level names were too long, so I changed them, re-did all the streaming but now packaging fails due to it being 'unable to find packages for cooking', how can I fix it?

opal cedar
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Packaging takes absolute paths for cooking content. IMHO you should re-add maps for cooking. Also don't forget to delete Intermediate folder before packaging again

tired perch
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I reverted the changed names, tried taking the whole project a few folders higher and removed the intermediate folder, I'm still getting the "LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'FloodedCorridorMaze_03' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'" warning in the output log

mild turtle
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getting this error, any ideas? @ me please

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Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:\UnrealEngine-4.19\Engine\Source\Runtime\CoreUObject\Private\UObject\SoftObjectPath.cpp] [Line: 45]
Cannot create SoftObjectPath with short package name 'NewEnumerator0'! You must pass in fully qualified package names

quick kayak
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Errors are super non helpful.

tacit vector
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Hi, im a beginner mobile game developer that almost finish his first game, i just need to fix this 1 last desperate problem...

I will explain my problem more detail.
When i try to open my game from phone, it show this Splashscreen (your splash screen here). and then it just stay like that, i try to wait for 1 hour more, and it still stay like that, forever. it didnt load any level, just stuck in that Splashscreen.

If you can fix my problem i will reward you

quick kayak
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@tacit vector Are you perhaps using a developer/debug command to switch between the splash screen and your game?

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Try packaging the game as a debug copy to see if the problem changes

tacit vector
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@quick kayak no its just an ordinary splash screen

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i'm literally in the edge of releasing the game, just 1 more step to jump off to the public

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this small problem now become a big obstacle

nocturne cedar
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if I package a game with many unused meshesh will it also be packaged? Or I should clean first my files before packaging? I got a plenty meshes and materials unused

mellow bane
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You need to clean up yourself.

opal cedar
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You can also keep everything, if it's needed for later use, and exclude it for cooking

barren ermine
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Hello! I'm trying to launch my project, and I'm getting this error here:

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Does anyone know how to fix that?

nocturne cedar
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I see thanks!

quick kayak
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anyone know what ```LogUObjectHash: Warning: Ambiguous search, could be StructProperty /Script/Engine.KismetSystemLibrary:BoxTraceMulti.End or StructProperty /Script/Engine.KismetSystemLibrary:BoxTraceMultiByProfile.End
LogUObjectHash: Warning: Ambiguous search, could be StructProperty /Script/Engine.KismetSystemLibrary:BoxTraceMulti.End or StructProperty /Script/Engine.KismetSystemLibrary:BoxTraceMultiForObjects.End
LogUObjectHash: Warning: Ambiguous search, could be StructProperty /Script/Engine.KismetSystemLibrary:BoxTraceMulti.End or StructProperty /Script/Engine.KismetSystemLibrary:BoxTraceSingle.End
LogUObjectHash: Warning: Ambiguous search, could be StructProperty /Script/Engine.KismetSystemLibrary:BoxTraceMulti.End or StructProperty /Script/Engine.KismetSystemLibrary:BoxTraceSingleByProfile.End
LogUObjectHash: Warning: Ambiguous search, could be StructProperty /Script/Engine.KismetSystemLibrary:BoxTraceMulti.End or StructProperty /Script/Engine.KismetSystemLibrary:BoxTraceSingleForObjects.End

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The error only appears when packaging. I've tried disabling every single box/sphere/capsule trace in my game (even though it packaged fine before with them) and it's had no effect

open rapids
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I'm having some strange issue.

My game keeps failing to package and keeps tossing out issues about unknown structures
(Example: UStructProperty::Serialize Loading: Property 'StructProperty /Game/Stack/Blueprints/Stack_GameMode.Stack_GameMode_C:Set DifficultyMode.K2Node_MakeStruct_Struct_Gamemode_Base'. Unknown structure.)

I was able to package my game no problem earlier. I decided to package again today and it worked but but I realized that there was a glitch and one of the values in my game was not acting the way it was supposed to. The weird part was that it was working perfectly fine in the editor and on my phone. Only the packaged project was acting up. So I then restarted the editor.

I then noticed that somehow one specific enum value in my structs got reset, including outside of structs. So I set them to what they're supposed to be, saved everything, and now I get the packaging error.

Can anyone help?

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The game runs without issues and I can also run it on my phone. It just won't package

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FIXED IT
Finally found a fix for it on the answerhub. All I had to do was rename the structs (just add a letter) and it works. Then just remove the letter if you want.

carmine rover
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My UI widgets are not at all working as expected in a packaged build but work perfectly in the editor. For example my hud has a couple sprites and a few text components that are bound to a function but in the standalone build the text doesn't show up and the main menu is a widget switcher with scrollboxes in them but none of the sub widget switcher index menus populate correctly, any ideas?

tacit vector
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Hi, im a beginner mobile game developer that almost finish his first game, i just need to fix this 1 last desperate problem...

I will explain my problem more detail.
When i try to open my game from phone, it show this Splashscreen (your splash screen here). and then it just stay like that, i try to wait for 1 hour more, and it still stay like that, forever. it didnt load any level, just stuck in that Splashscreen.

If you can fix my problem i will reward you

hot tangle
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has anyone figured out how to get an Installed Engine Build going that targets your game uproject yet?

frigid badge
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Heya! I'm running out of memory when packaging.

PackagingResults: Error: Runnable thread PoolThread 11 crashed.
PackagingResults: Error: Runnable thread PoolThread 13 crashed.
PackagingResults: Error: HandleError re-entered.
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 193]
PackagingResults: Error: end: stack for UAT
PackagingResults: Error: Runnable thread TaskGraphThreadHP 9 crashed.
PackagingResults: Error: Runnable thread TaskGraphThreadHP 6 crashed.
PackagingResults: Error: HandleError re-entered.
PackagingResults: Error: HandleError re-entered.
PackagingResults: Error: Runnable thread TaskGraphThreadHP 10 crashed.
PackagingResults: Error: Runnable thread TaskGraphThreadHP 11 crashed.
PackagingResults: Error: HandleError re-entered.
PackagingResults: Error: HandleError re-entered.
PackagingResults: Error: Runnable thread TaskGraphThreadHP 7 crashed.
PackagingResults: Error: HandleError re-entered.
PackagingResults: Error: Runnable thread TaskGraphThreadHP 8 crashed.
PackagingResults: Error: HandleError re-entered.
UATHelper: Packaging (Windows (64-bit)): Took 433.1678248s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\ivanc_000\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\Log.txt for full exception trace)
PackagingResults: Error: Cook failed.
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
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Can someone guide me in the direction? I was packaging normally on 4.19. 16GB of ram is surely enough

valid hazel
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Hi, i get "Fatal Error" when i execute the packaged game

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Idk what to do... the output log seems nice, no warnings or errors

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and the recompile option is checked just in case

open rapids
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Anyone know how I can better investigate an "Unknown Cook Failure" error? All I have to go with is this:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Windows GetLastError: The system cannot find the file specified. (2) PackagingResults: Error: Windows GetLastError: The system cannot find the file specified. (2) UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT and then the callstack.

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I already tried restarting, deleting intermediate/saved, and removing any "additional assets to cook" in the packaging settings. Is there another log somewhere that could provide more info?

mellow bane
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Paste the full log on pastebin

open rapids
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I got it, I didn't know there was a cook log and I found an extra line right above it indicating that the graph is linked to a private object, I just removed the references to it and it worked. Not sure exactly what that issue is but I'll figure out later hahaha

opal cedar
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@frigid badge you're not running out of memory. Take a look at that log file for more info

frigid badge
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@opal cedar thanks for the reply. having look at the file it does say 'Ran out of memory allocating 496652304 bytes with alignment 0'

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I'm downloading debugging symbols in hopes the stack trace will give me more info

frigid badge
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@valid hazel Create a debug package with this enabled. the fatal error message should be replaced with the crash reporter and a proper stack trace

valid hazel
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I solved the problem yesterday. It was the Blueprint nativization

frigid badge
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glad to hear it. im still on my issues ๐Ÿ˜ƒ

valid hazel
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I thought that if BP nativization wasn't working it would fail in packaging

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the log said something similar to what C++ says when the object files are outdated

frigid badge
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I had a fatal crash error as well. it was one of the constructors using objectFinder to find a data table

frigid badge
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So, my packaging is successful. Not sure what I did differently. I downloaded debugging symbols and did a 'cook for windows' first, before attempting to package. During this packaging, there was no compiling of shaders (not sure why, yesterday it kept compiling them every time). With the exception of these, it went well.

hot tangle
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similar to what ARK, Conan Exiles, Squad, etc. distribute over the launcher

tacit vector
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Hi, im a beginner mobile game developer that almost finish his first game, i just need to fix this 1 last desperate problem...

I will explain my problem more detail.
When i try to open my game from phone, it show this Splashscreen (your splash screen here). and then it just stay like that, i try to wait for 1 hour more, and it still stay like that, forever. it didnt load any level, just stuck in that Splashscreen.

If you can fix my problem i will reward you

plucky timber
opal cedar
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@plucky timber error is not readable

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Ther3 are multiple root elements?

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It's better to paste full logs to lets say pastebin.

plucky timber
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trying to find the reason all day

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cant fix it

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theres nothing much to post its pretty much it

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it cancels packaging after 1 second

polar kettle
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Where does unreal save its AssetRegistry? I deleted some old unused assets and now every time i package, i get 3000 warnings about " Can't find file for asset ". I deleted the Intermediate/Saved and DerivedDataCache but this doesnt solve my problem. I also checked the "fullrebuild" option in the packaging settings.

icy tinsel
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Anyone know the list of dll dependencies for UE4Editor-Cmd.exe?

icy tinsel
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@polar kettle ProjectName\Saved\Cooked\WindowsNoEditor\AssetTools\AssetRegistry.bin

frigid badge
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oops, wrong channel ๐Ÿ˜ƒ

polar kettle
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@icy tinsel i deleted that folder, but unreal still seems to know about my assets. No searching for assets when i start the editor and the warnings are still there

icy tinsel
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The editor does it differently. What about Intermediate\AssetRegistryCache?

polar kettle
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intermediate,saved, derived data cache all deleted (project and editor)

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i basically deleted every generated folder

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even the ones in C:\user

icy tinsel
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thought that would have done it

polar kettle
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this shit is driving me crazy. sometimes i would like to get an answer from epic on that matter

icy tinsel
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sorry can't help

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anyone know how to make an engine only plugin?

plucky timber
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anyone know how to find whats causing this error?

mellow bane
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Put the full log on pastebin

plucky timber
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its too big

mellow bane
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That's not the full output

plucky timber
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no shit sherloc

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i need pastebin pro to paste full log

mellow bane
plucky timber
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๐Ÿค”

mellow bane
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Well, you have hundreds of failing materials that won't show up in game, but not much more. Is that all the contents from C:\Users\Zibin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\G+EpicGames+UE_4.20\UBT-MyProject03-Win32-Shipping_2.txt ?

plucky timber
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i copyed its straight from ue4 log

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should find the txt file?

mellow bane
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Well, there's a red line at the end of your output log that says to look at this file ๐Ÿ˜ƒ

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Might just be the same as the output log, but why not check that too

plucky timber
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seems same right?

mellow bane
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It does

plucky timber
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so problem might be with the materials?

mellow bane
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Nah, that's a separate issue. It looks like something wrong between UE4 and Visual Studio

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Incomaptible versions, stuff like that

plucky timber
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i have just installed it

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2017 comunity with toolbox

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idk

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maybe i need anything else from here

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or here?

mellow bane
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Is this the first time you compile anything for UE4 ?

plucky timber
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on this pc yea

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i just recently moved my project

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i had no such problem before

mellow bane
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You need "Desktop development with C++"

plucky timber
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thats it , thanks ๐Ÿ˜„

mellow bane
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Cool !

polar kettle
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can you package specifically for a server target build to reduce the size? i mean it doesn't need textures etc.

mellow bane
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Actually it does @polar kettle

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Usual example is alpha masking on objects + visibility trace

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Servers embed all assets

polar kettle
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@mellow bane thank you for the explanation. Is there any other way to shrink the size? uploading 25gb every time isn't exactly great

mellow bane
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Well start by making sure you really do need all of the stuff you have

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Make sure PDB isn't included

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Tweak max texture size everywhere - you don't need 4K textures

polar kettle
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pdb means package database?

mellow bane
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.PDB file literally

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Next to executable

polar kettle
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ah debug database got it

mellow bane
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Then, for distribution, you have two main options

  • Compressed archive + UE4 patching pipeline that basically generate a .pak with all your changes
  • Uncompressed archive + Steam / other distribution platform that does binary diffs
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I think the second approach works bestif you're on Steam - larger on disk, but you basically just give Steam your packaging output, it uploads only the difference, clients download only the different vs their current version (even if 5 versions behind)

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First approach is cool for clients (smaller on disk + same download size) but every now and then, you need to have a "clean slate" update that resets patching and force a full re-download

polar kettle
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is there an option to search through all assets and find if they are used? i am pretty confident i deleted 99% of all unused assets already

mellow bane
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We talked about this yesterday on another channel IIRC, basically if you provide a list of levels to package, speciically, then it includes only used assets

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If not, it includes everything and everyone and no, can't check what's used

polar kettle
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that is actually good to know, thanks!

tacit vector
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Hi, im a beginner mobile game developer that almost finish his first game, i just need to fix this 1 last desperate problem...

I will explain my problem more detail.
When i try to open my game from phone, it show this Splashscreen (your splash screen here). and then it just stay like that, i try to wait for 1 hour more, and it still stay like that, forever. it didnt load any level, just stuck in that Splashscreen.

If you can fix my problem i will reward you

distant summit
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Hi! Just a quick question: If a blueprint project has "Execute Console Command"-nodes... do they work in a game packaged for shipping? I have my resolutions stored as "low, medium, high" and then the Game Instance checks which one of the resolutions is set and goes for the correct ExecuteConsoleCommand-node. I just read somewhere something about console not working in shipped package so I've just been wondering if it also effects the "Execute Console Commands" inside blueprints.

opal cedar
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@distant summit of course. games are using many console commands - for instance various scalability settings you can usually set up in some menur.screenpercentage etc, etc ...

vital narwhal
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Some console commands won't work in cooked builds, usually the ones marked Cheat

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But most should

open rapids
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hi guys I am learning unreal engine. Right now my app (for google cardboard) have just a skybox and you can click a box that print out a string. The problem I am having is that when I package the project, one phone shows everything just fine, the other shows everything fine, but the skybox picture is no longer there and it is completely white. Have anyone experience this?

obsidian veldt
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anyone know if it's possible to set the advanced packaging properties per-platform? Specifically I want to change "List of maps to include in a packaged build" depending on whether I'm building Windows or Android

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also need to change the Game Default Map in the same way

hallow field
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I have an asset in one of my levels that moves to the world origin (0,0,0) only in packaged builds. In PIE, Standalone and Launch testing, it remains in the correct position. Anyone have an idea as to why this behavior would only occur in packaged builds?

distant summit
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@opal cedar Thanks!

tacit vector
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Hi, im a beginner mobile game developer that almost finish his first game, i just need to fix this 1 last desperate problem...

I will explain my problem more detail.
When i try to open my game from phone, it show this Splashscreen (your splash screen here). and then it just stay like that, i try to wait for 1 hour more, and it still stay like that, forever. it didnt load any level, just stuck in that Splashscreen.

If you can fix my problem i will reward you

honest acorn
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Does anyone know how to package for both normal Android and GearVR? I have a cross platform game, and the server only allows connection if the apps are made in the same build. Android alone works and GearVR works, both with server connection, but due to the "package for distribution for GearVR"I am not sure how to get both at once, any ideas? Thanks

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@tacit vector in project settings in Maps and Modes, make sure your starting map is set right, and under Packaging, make sure your map is included in the build

honest acorn
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@obsidian veldt use the UnrealFrontend and make Build Profiles

#

@open rapids check your materials and press Mobile Stats, check if it works on mobile. If it doesnt create a new material that is simple

plucky timber
#

can somebody read this for me please

#

error says : unable to compile source files

#

when i try to package

mellow bane
#

"NS0.3.Target.cs" rings any bell ?

plucky timber
#

i guess that is because i renamed my ue project file

#

from myproject03 to that

#

but i already tryed to rename it back

#

hold on will try again

#

nope

tacit vector
#

@honest acorn @honest acorn i already put the maps right, and include them in cooked map, but it still the same

narrow forum
#

Sorry for the vague question but I can't seem to find a solution online.
Does anyone know why I would be getting this error
ERROR: C:/NVPACK/android-ndk-r12b/ndk-build.cmd failed with args APP_ABI="armeabi-v7a " NDK_DEBUG=1

#

Trying to package for android but when it's about done I get that error and it fails.

narrow forum
#

Still not to sure what the issue was most likely missing files in the source I reinstalled the engine and it works now.

snow tide
#

I'm testing a packaged VR project on 4.20 , It crashes randomly (fatal error) on load stream levels of some random levels. what could be wrong here ?!

#

it's all fine inside the editor though

polar kettle
obsidian veldt
#

@honest acorn thanks, that looks like what I want

opal cedar
#

working on patching system I found 2 ways - HTTPChunkInstaller or MobilePatchingUtils The first one seems like more low-level..Is this prefered way of patching?

coarse berry
#

This blueprint node doesn't seem to work in packaged games:
(sorry about the mess, I've been using tons of print strings to debug)

#

everything works fine in the engine, the return value array is populated with about 20 entries from my data table.

naive plover
#

Wouldn't happen to be using a space in that var, woud ya?

loud meteor
#

Hi, I'm trying to quickly package a test project but the results of the packaging for Windows results in no .exe file and instead I find that the entirety of the project files have been duplicated to my target build folder instead (.umap, .uassets, etc)?

coarse berry
#

@naive plover yes, I am using a space.
I'll try removing it!

#

well, that fixed it!
Thanks @naive plover!

coarse berry
#

@loud meteor sounds like you're zipping up the project.
Make sure to go package > windows > 64 bit

loud meteor
#

Yeah that's what I did, made sure that I was packaging it like that

coarse berry
#

huh, that's weird

loud meteor
#

Funnily enough I decided to just make the project from scratch since it was a really quick test project

#

And then it worked fine

#

So probably a mystery issue until I can figure out how to reproduce it and what exactly I did to mess it up

coarse berry
#

yeah idk man, good luck!

loud meteor
#

Thanks!

naive plover
#

@coarse berry Yeah, that sort of thing can happen with anything where you're using a string to do something in code.

#

Sometimes you have to have a space in the editor but no space otherwise

solemn trellis
#

Getting this error when packaging my game, any idea why?

UATHelper: Packaging (Windows (64-bit)):     C:\Program Files\Epic Games\UE_4.20\Engine\Source\Runtime\Core\Public\Delegates/IntegerSequence.h(15): error C2061: syntax error: identifier '__make_integer_seq'
old bolt
#

I'm packaging for Android, but the icon resolution seems to be too small for some reason - I added all the specified resolutions in the project settings though

#

the biggest icon size for android is 96x96??? that seems rather small..

#

it is noticeably low-rez on my device as well

opal cedar
#

@solemn trellis too little info

solemn trellis
#

Apologies, I'll package it again and paste in a lot more.

opal cedar
#

@solemn trellis it's your first attempt to pack or this happens suddenly?

solemn trellis
#

This is my first attempt on this project

opal cedar
#

there some clues error C2338: Visual Studio 2015 Update 3 is required to compile on Windows (http://go.microsoft.com/fwlink/?LinkId=691129)

#

do you have this update?

solemn trellis
#

Ah , I didn't see this

#

thanks ๐Ÿ˜ƒ

astral rock
#

Huh

#

Any ideas?

#

First time I'm packaging stuff

amber venture
#

Open the LevelActor.cpp file

#

And go to line number 1182

astral rock
#

Blueprint project

#

Googled around, apparently one of my streaming levels is somehow a package that contains neither a world nor a redirector to a world

#

No idea what it means ยฏ_(ใƒ„)_/ยฏ

#

Huh, apparently underscores in map names can cause that..?

amber venture
#

Maybe

#

I have read that it could be caused by strange level names

astral rock
#

Is 001_MAP_Entrance a strange name..?

amber venture
#

It shouldnt

astral rock
#

Trying to fix up redirectors throws "couldn't find assets", can be because I moved the project to another drive?

amber venture
#

Here there is a piece of code that could be useful to find the level that caude the problem

#

Mhhh

astral rock
#

Again, there's zero C++ in the project

#

I'd try to migrate to 4.20, but one plugin I highly depend on hasn't been updated yet

amber venture
#

This file is on Engine

#

Not a project file

astral rock
#

So, I'd need to build from source?

amber venture
#

Go to directory

#

That is printed out

#

Then tell me if there is that file

#

Called LevelActor.cpp

astral rock
#

Problem is

#

There's no D:\Build

amber venture
#

๐Ÿค”

astral rock
#

This is the entirety of my D: drive

amber venture
#

Ok

#

And what about

#

HUD_AddTicket.uasset?

#

@astral rock

astral rock
#

I can even remove it

#

Doesn't have anything too fancy in it, just an API call through VaREST

amber venture
#

Mhhh ok

astral rock
#

Also, it shows as finished saving in the log, so I'd think that one went well

amber venture
#

Ah

#

Let's hope

astral rock
#

Something's up with maps

#

When trying to fix up redirectors, Unreal straight up crashed

amber venture
#

Check the Maps on Project Settings

astral rock
#

What am I looking for?

amber venture
#

Make a copy of the game

#

And on the copy try to delete some levels

#

Or things

#

And check if it works

astral rock
#

Guess that's what I need to do ยฏ_(ใƒ„)_/ยฏ

tidal lagoon
#

How do i stop ue4 packaging all the engine shit u dont need

#

like compilng 3.4k shaders like wat

amber venture
#

You can't

tidal lagoon
#

Yes you can

#

You can punch an empty project down to 8mb

#

Iv seen people do it before

#

ERROR: System.ArgumentException: Staged filesystem reference may not start with a path separator or contain an empty path fragment (Project_M\Content\Paper2d\Tilesets\B\Outside\Outside_B.uasset) wat

oak tiger
#

Hello all. I tried packaging my game for the first time in a long while, had some errors and other cook issues, but eventually got it to succeed. But when I double-click on the packaged game application, it launches and then does nothing. No window is loaded, no map, nothing. Just an empty application. Does anyone know what might be going on?
This is with 4.19 on macOS, BTW

oak tiger
#

It appears to package and run correctly on Win64

amber venture
#

Have you packed it for iOS system?

oak tiger
#

No? It's not an iOS game. It's for macOS and Win64. This occurs when I select File > Package Project > Mac

amber venture
#

Can you show us the errors

oak tiger
#

There is no error

#

The game packages successfully from the editor and spits out a an application bundle

#

But when I double click on the app to launch it

#

It properly starts the app and adds it to the list of running applications

#

And that's it

#

No window, no game, no map, no error dialog box. Nothing

#

I have to force quit the running game process to stop it

#

I have been unable to find where the packaged game spits out log files (if it does so at all on macOS)

#

Attaching to the process from Xcode shows that all threads are waiting on a semaphore signal (or similar)

old bolt
#

Hello - for some reason, whenever I package in shipping configuration, my game crashes immediately on both Android and iOS - on iOS, the error says Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Subtype: KERN_INVALID_ADDRESS at 0x0000000000000000

#

I'm at a loss for what to do.. this is 4.19

amber venture
#

And what about the Crash on Android? @old bolt

old bolt
#

@amber venture I don't have an android device myself to test it

amber venture
#

Ahh ok

#

Because I know what "EXC_BAD_ACCESS" means

old bolt
#

well it's trying to access an address that is invalid

#

I have no idea why

amber venture
#

Yeah

#

That's the point

old bolt
#

I have no C++ code in this particular project

#

and it works fine in dev configuration

amber venture
#

Could you send me your Android Apk?

old bolt
#

yes

amber venture
#

Ok

#

Just to check if it works on Android

#

And the problem is related on iOS

old bolt
#

DM'd the link

amber venture
#

An Issue of "analysis"

old bolt
#

not sure what that means..

amber venture
#

Mhh

old bolt
#

it wont install?

#

or is that the crash

amber venture
#

It wont open the installation too

#

He is not able to read that apk

old bolt
#

actually it's on Google Play atm...

#

unfortunately...

amber venture
#

"Error while analysing the Apk"

old bolt
#

I expected the build to work so I published..

amber venture
#

Better

#

Maybe

#

Your Apk doesnt support 5.1.1

#

@old bolt

#

And same for the iOS version

old bolt
#

is it not installing on yours?

amber venture
#

Nope

#

Maybe I should try to run on Bluestack

#

Just let me take another phone

#

2min

old bolt
#

well android 5.1.1 is no longer officially supported by google

#

it installs fine on my iPhone as well as other people's android phones that I've sent to

amber venture
#

Ok

#

And how much Ram has your iPhone?

old bolt
#

it's iPhone 7 so 2 GB i think??

amber venture
#

Ok, because I read that the EXC_BAD_ACCESS could be caused by low memory

#

But if you have ~2Gb Rams It's ok

old bolt
#

yeah I dont think memory is the issue

#

actually I just realized im on 4.18

#

lemme try updating

amber venture
#

Btw

#

Same problem on the other device

#

@old bolt

old bolt
#

the version error?

amber venture
#

Unable to analyse the Apk

old bolt
#

ok

fresh summit
#

hello, I've randomly started getting this package error:

#

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogNavigation: Error: [/Script/Engine.NavigationSystem] found in the DefaultEngine.ini file. This class has been moved. Please rename that section to [/Script/NavigationSystem.NavigationSystemV1]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogNavigation: Error: [/Script/Engine.RecastNavMesh] found in the DefaultEngine.ini file. This class has been moved. Please rename that section to [/Script/NavigationSystem.RecastNavMesh]

#

should I just do what it says?

open rapids
#

how

#

you cant

signal python
#

Yeah you can

#

just go through the directories

#

create the files

fresh summit
#

yea it worked ok thx

open rapids
#

ive finally got my game to package after a week of fixing error and now when launching it crashes almost instantly and thats the warnign i get

#

Arena is the default map

#

build is shipping

rare pawn
#

whats the correct way to package a server with 4.18? it seems ridiculous that i would just package the game and then dump the server.exe in the binaries folder of the packaged game considering there are options to not package UMG blueprints etc with a server

#

oh wait its to load widgets not package my bad, but still

#

but the tooltip for that is "if false, widget references will be stripped during cook for server builds and not loaded at runtime" so how do I cook for server builds? the wiki is of no help for this

mellow bane
#

I wouldn't use the editor to package, really

#

Script the hell out of it and use UAT directly

rare pawn
#

don't suppose you have any idea where i can find the configuration names for UAT?

#

specifically one for server ๐Ÿ˜›

#

ok so its a target type, now just to figure out how to pass that to UAT correctly

mellow bane
#

Nah, never done server

oak tiger
#

Hello all. I tried packaging my game for the first time in a long while, had some errors and other cook issues, but eventually got it to succeed. But when I double-click on the packaged game application, it launches and then does nothing. No window is loaded, no map, nothing. Just an empty application. Does anyone know what might be going on?
This is with 4.19 on macOS, BTW
It appears to package and run correctly on Win64
This is the same issue I've been seeing for the last few days. No logs are created when launching the game in the expected logs folder. I don't know what to do from here. Attaching to the process through Xcode shows that all threads are waiting on a semaphore or signal, but I'm uncertain how reliable this is.

oak tiger
#

The [-FCocoaGame...] thread is spin-waiting on a mach message

#

And consuming huge amounts of processor time for it

#

Every other thread looks be waiting on a semaphore (probably held by this thread)

oak tiger
#

Alright, looks like I found the answer

#

The FullscreenMode setting in DefaultGameSettings.ini must be set to 2 for non-fullscreen window, or to 1 for fullscreen window. Otherwise, the game hangs when creating the window

#

(It was set to FullscreenMode=0 which was causing the hang)

oak tiger
#

This seems like a major macOS bug. Anyone from Epic able to advise from here?

opal cedar
#

@open rapids its the default sky sphere from engine content?? If so, you have to copy the sphere to you game...

open rapids
#

yes it was but i fixed the issue, i had to choose each map to be included under packaging

dusk arrow
#

Hey guys, I'm having an issue with packaging my project and couldn't find any help, does anyone mind giving me a hand?

#

This is the error I get: "missing NodeGuid because of upgrade from old package version, this can cause deterministic cooking issues please resave package."

#

There's very few results for searching out this issue, couldn't find much for resaving packages either

astral rock
#

Is there any way to package my game for Linux without the need to build engine from source.

clever notch
#

@astral rock nope

astral rock
#

Well shit

#

Any particular reason that it isn't just a part of the engine from the get-go and you need to go through all the hoops instead?

clever notch
#

I think they wanted to keep the size of the launcher builds down

astral rock
#

Could've been handled with a checkbox on installation.

ruby violet
#

Hey guys, would you recommend using Compressed packed files for Steam?

#

Our game build is approximately 20Gb. I use chunk ID system, so my chunk sizes are up to 11GB

mellow bane
#

If you use compressed packs, every update will basically redownload every modify pak in whole

#

So either have at least 10 or 20 paks that really are different and never updated at the same time, or don't use compression

#

You can also use compression if you use the UE4 patching pipeline, as opposed to just feeding new versions to Steal

proven oyster
#

Anyone having packaging bugs due to navigation with 4.19.2?

#

Packaging and runs fine in 4.18.3

#

Crashes 1/10 times on 4.19.2 loading of map

#

If I remove the Nav Mesh it doesnโ€™t crash

#

Crashes without AI so Iโ€™m assuming itโ€™s on navigation generating on a mesh 4.19.2 doesnโ€™t like

#

Like finding a needle in haystack

ruby violet
#

@mellow bane Thanks man! So you mean, if I plan to use UE4 Patching system then I have to use compression for better results?

mellow bane
#

Just the opposite

#

Want compression on Steam, use patching

ruby violet
#

So what is better then? My content is divided into chunks of different sizes and every update will affect only some of these chunks

mellow bane
#

Try the easy way out first - just use compression and see how large updates get on Steam

ruby violet
#

I tried, having 16GB on disk user usually downloads ~6GB of data to update the game

mellow bane
#

That's pretty high so you could probably look into further / better splitting

ruby violet
#

I believe 6GB in compressed paks means non-compressed paks give me even larger update sizes

#

?

mellow bane
#

Actually, no

#

If you change one bit on a compressed pak, you'll need to red-download all of it

#

Because compression introduces random - all the bits will be different after compression

#

Steam is VERY good at downloading only changed data, so uncompressed releases is the 100% best at update size, and download size (at the expense of disk space), because Steam both compresses extremely well, and is very good at รขtching

#

In fact, Steam is better than UE4 itself at compression + patching, despite not knowing the underlying data.

ruby violet
#

Oh, I see. That is clear now. Gonna look at uncompressed paks update size then. Too bad there are no articles about this process (or maybe I don't know where to look at). Thanks man!

mellow bane
#

Basically, four ways to do it

  • simplest is uncompressed single pak, yields best download time, least effort, worst disk space
  • then you have compressed multi chunks, larger download time, average effort, best disk space
  • compressed single pak with UE4 patching, average download time, most effort, average disk space
  • compressed single pak with Steam patching, full game re-download on a moved grass brush, least effort, best disk space
#

Sorted by recommendation level

ruby violet
#

@mellow bane What do you think about having uncompressed multi chunks?

#

Because that is my case

mellow bane
#

Same performance as single chunk

#

Multi-chunk is only relevant while compressed and well-cut into pieces you never update at the same time

#

Steam will compare paks to generate updates - uncompressed single pak is just as easy to handle as uncompressed chunks.

ruby violet
#

That makes sense! Ok, will try chunks then anyway

mellow bane
#

Yeah, compressed chunks is a good compromise.

ruby violet
#

No-no, I mean uncompressed chunks ๐Ÿ˜ƒ

#

Because everything is set up already

mellow bane
#

Uncompressed chunks is just exactly like uncompressed single pak

#

Except you spend time assigning chunks for no difference in results

#

Unless your game is capable of nifty stuff like playing while downloading because your custom launcher manages that, or something.

ruby violet
#

Except you spend time assigning chunks for no difference in results
Already did it because I used compressed paks first

#

but 6GB update size is killing me

#

ofcouse I can split files into more chunks but that can be hard to do at some point

mellow bane
#

Uncompressed will yield better download times on updates

#

Chunks or no chunks

ruby violet
#

Mhm, will check that! Thanks again!

ruby violet
#

@mellow bane Last question if you don't mind! If you have experience with UE4 patching system. What if updates will be only ue4 generated patch files?

#

Oh sorry, you answered above. Never mind!

mellow bane
#

Pak patch and new executable.

opal cedar
#

hey! how is that my own class derived from UPrimaryDataAsset is not showing in Asset Audit window under Primary Asset? Can someone please guide me? I found older forum where they said you've to override FPrimaryAssetId UPrimaryDataAsset::GetPrimaryAssetId() const I did this and it's still not visible :/

heady obsidian
#

Does anyone have any experience with localization and packaging?

autumn harness
#

Hello there.
Can someone show me how to use assets loaded to mobile app by DLC? I'm using Mobile Packaging Wizard to create a DLC. The installation and mounting process completes successfully but I can't retrive any assets from the installed content. I tried to use GetAllAssets() on the content but it always returns an array of size 0. I know the assets are stored in the DLC's .pak correctly. Why I cannot access them in game?

ruby violet
#

@heady obsidian what is the problem?

#

Hey there. How do you debug launch crash in shipping build? Development version does not have launch crash so Idk how to properly debug it. Will enabled Debug symbols help to generate logs? Because now, even with bUseLogsInShipping, shipping build generates no logs

proven oyster
#

Is anyone here having issues with packaged 4.19.2 maps crashing on load if they have dynamic Nav Mesh bounds?

#

Iโ€™m about 7 months into my project and need to update to 4.19.2 for wmr support but my stable really performant game turns into a buggy mess after going to 4.19 from 4.18.3.

#

Iโ€™ve been able to eliminate most issues by updating my vs 2017 to the latest version (apparently there was a compiler bug in previous version) but Iโ€™m still getting random crashes when generating walkable triangles on map load in packaged game.

hardy hawk
#
Error: Shader Compiling thread exception:

Anyone know what could cause this?

#

building fixed it ๐Ÿคท๐Ÿป

magic jasper
#

Guys when I try to package my game it doesn't add a playable application to the folder?`
I messed around some with the settings torecude the file size but now I can't get a playable application

quick kayak
#

@magic jasper When I package my game, the playable exe goes in .../[projectname]/WindowsNoEditor/, are you sure you're looking at the right path?

pale crane
#

hey, im trying to test the export process before working on a VR VIDEO project that ive been assigned on at work.
ive followed every steps and managed to get my cellphone detected by the engine.

when i try to export the basic test map on it to see if everything works i get this error:
ERROR: Can't make an APK without the compiled .so

ive searched online and people tell me to compile or build something, i didn get the engine from the github, i downloaded directly from the launcher, do i realy need to build the engine to be able to make it work with android ?

dapper comet
#

Anyone have any advise on the UE4PrereqSetup_x64 and installers? Is there a way i can do a silent install and detect if it's already installed?

silver kraken
silver kraken
regal geyser
#

Hello everybody, I need help, when I start a package I immediately get the message "package completed" but nothing happened. I've been working on a project for a while and I used to be able to package the game without any issues, I did the last package 1 or 2 months ago. I resume working on the project yesterday and after some work I wanted to package it but I can't do it now, It doesn't even cook or zip up the project.

radiant flax
#

Hi, just checking to see if this is an issue I can workaround, but currently having some issues with the project launcher displaying the "launch" icon in grey with a red exclamation mark in the middle.

Hovering over that to see what's up shows an empty tooltip. It's a strange issue since unselecting seemingly random options inside the profile suddenly makes it available for launching (even if it's the same option as it was originally)

Info:
4.19.2 source build (built this evening after having this issue with an older source build that was also 4.19.2)

Fresh pull of the project from source control and that version is known working other than the ProjectLauncher but this is also the first time it's been used with this project.

Using Linux toolchain v11 5.0.0

Visual Studio 2017 (latest version whichever that currently is)

Closing and reopening the launcher doesn't fix the issue

daring cedar
upbeat dagger
#

Might be worth a shot. I know nothing about that error but that's the first result on google

tawdry cairn
#

Hey guys, it's been a while, I'm trying to create a keystore for android release but when I try to enter my keystore password the cmd prompt won't enter any text, does anyone know what's going on?

#

All I can do is confirm my password, despite nothing being entered

#

OMG it's taking input but it doesn't show any characters being input! There's a little tip for anyone having this issue

#

There's an example for anyone. The passwords don't match at the top but it has taken input, the passwords entered after that do match, even though input still isn't shown ๐Ÿ˜ƒ

glossy cipher
#

Question for the room: I just updated the editor to the latest version of unreal. Now my game wont build. It says it needs Visual Studio to compile... but I'm making a blueprint-only project!
Was there something that got flipped somewhere? My project seems to think it is a C++ project now

clear musk
#

Does anyone know a service which provides game client updating. Basically I want to upload my game builds and clients having access can download the update deltas. Just like Steam but I only want chosen testers downloading the game.

oblique shale
#

Question, v4.20: What is the minimum file size possible for a Win64 build?
I'm trying to build a new blank project with an empty map set to build without editor content, the .Exe is 48MB and the .Pak is 74MB. It's not a issue, just curious how/if it could be trimmed to the absolute minimum necessary to work.

glossy cipher
#

Just an update: I enabled a plugin which requires me to have Visual studio installed. I installed VS and everything is working now. Thanks!

upper wave
#

anyone able to build linux server on 4.19?

torn vortex
humble mauve
#

Anyone has any idea what I should do?

umbral veldt
hasty rover
#

i think just by deleting the empty folder with that name

still quiver
#

Trying to do a remote build on MAC and I am getting this error (may not be remote build related). Any thoughts?

ERROR: Unable to instantiate module 'CoreAudio': System.IO.DirectoryNotFoundException: Could not find a part of the path 'H:\UnrealEngine-4_19\Engine\Build\Mac\RadioEffectUnit\RadioEffectUnit.component'.

RadioEffectUnit.component - how/when is this created?

haughty turtle
#

Hello can someone help me figure out why my packaging isn't working... Idk whats going on

#

Can someone Private message and help me figure this out

#

I can show the code

haughty turtle
fierce pebble
#

your online subsystem isnt set up properly

#

steam api

#

are you using the plugin?

#

or the marketplace plugin?

mellow bane
#

That's the packaging log

#

OSS is always off when in editor

#

@haughty turtle post the full log on pastebin

#

I'll take a look

gilded cedar
#

Anyone can help me with this error:
Assertion failed: NumIndices > 0 [File:d:\build++ue4\sync\engine\source\runtime\meshdescription\public\MeshAttributeArray.h] [Line: 284]

#

4.20, win64

#

ok.. I fixed this issue. I had a single corrupted static mesh file.

#

Fixed.

#

but now I have another issue.

#

Packaging works, but there is no exe, and in general there is less files then usual in the target directory.. what?

mellow bane
#

Sounds like it didn't work

gilded cedar
#

I mean.. It packages successfully. There are no other errors

#

"failed to generate *.exe" should be an error ๐Ÿ˜›

mellow bane
#

Read the pakaging log, there will be like 50 lines about building the executable

gilded cedar
#

I can't find anything about that ๐Ÿ˜ƒ

#

Also, it takes an unusually short time to package...

#

but there are no errors.

mellow bane
#

Sure you're packaging the correct plaform ? Correct dir ?

gilded cedar
#

yep

#

It generates a folder.

#

it has a normal structure..

#

just files are missing

#

hmm..

#

normally in Engine folder and in "projectname" folder, there should be: Binaries, extras, saved (looking at my other packaged projects).

#

Here I only have Extras in engne and content in "projectname"

#

manifest file has only one file listed

haughty turtle
#

How can i properly set up my Steam API, i thought it was set up correctly

#

@fierce pebble Could you help, or lead me in the right direction?

mellow bane
#

Nothing to do with Steam

#

Steam is never enabled in editor

#

That's by design

haughty turtle
#

Well i enabled it in the plug ins

mellow bane
#

It has nothing to do with your issue

#

Paste your packaging log on pastebin, link it here, I'll look at it

haughty turtle
#

And put the cod ein the Default logs

#

I would have to go and see if i can find it, you want the whole log?

mellow bane
#

It's not that I want it really, it's just the only way to help you

haughty turtle
#

lol yeah, and i thank you

mellow bane
#

The log you shared here didn't have any issue, so if something's wrong, it's elsewhere

#

What happened exactly ? You said it failed ?

haughty turtle
#

Yeah i was trying to package my project using the 64bit for windows

#

But it failed

#

I'm trying to the logs now

gilded cedar
#

grrrr.. I tested few different settings and in one of them it told me to update VS... So I'm doing that

#

well, judging by the progress bar it will take 2h ๐Ÿ˜›

haughty turtle
#

ye

#

UATHelper: Packaging (Windows (64-bit)): --------------------Build System Warning---------------------------------------
UATHelper: Packaging (Windows (64-bit)): License is invalid:
UATHelper: Packaging (Windows (64-bit)): License information is invalid. Please try reloading your license file using the Coordinator Monitor application on the Coordinator machine, or reinstall IncrediBuild.
UATHelper: Packaging (Windows (64-bit)): This build will run in standalone mode.
UATHelper: Packaging (Windows (64-bit)):
UATHelper: Packaging (Windows (64-bit)): -------------------------------------------------------------------------------

#

Um where do you go to set this up

mellow bane
#

Do you have Incredibuild installed ?

#

Looks like it

haughty turtle
#

I do believe so...

#

But do i need the license info? Cause rn im only testing things...

mellow bane
#

Sounds like you can either pay or remove it

haughty turtle
#

lol alright, thnks mate

hybrid sleet
#

does anyone get the instant packaging problem in 4.20?

open rapids
#

Is there some thing you have to do to get a custom standalone plugin to get packaged with your game?

#

because I have a plugin that exposes https://github.com/docopt/docopt.cpp to Blueprint, specifically for my game, and it works fine in the editor but when I package a build of my game it fails to load saying that the Docopt plugin isn't present and thus the Docopt module cannot be loaded.

astral rock
#

So, I'm trying to package for Linux, and I'm getting a lot of

UATHelper: Packaging (Linux):   LogShaderCompilers: Warning: Failed to compile Material /Game/World/Vegetation/Bushes/Ferns/M_Fern_01.M_Fern_01 (MI:M_Fern_01_Inst) for platform GLSL_150, Default Material will be used in game.
PackagingResults: Warning: Failed to compile Material /Game/World/Materials/LandscapeMat/Landscape/MAT_Landscape.MAT_Landscape (MI:LandscapeMaterialInstanceConstant_188) for platform GLSL_150, Default Material will be used in game.

Anyone knows if it's fixable/how to fix it?

wet crypt
#

are there any more detailed error messages? you'll have to find out why the affected materials fail to compile. it's usually because of features that aren't available on the target shader model (GLSL_150 in this case). identifying and fixing/replacing the relevant material nodes i usually the way to fix this.

haughty turtle
#

So my packaging has been on this for a long time, and the project isnt that big.... anything i should worry about?

mellow bane
#

Sounds like Incredibuild doesn't want to build

#

Probably a license limit

opal cedar
#

Hey guys, why on earth we have all the stuff packed to obb instead of nicely packaged to .pak files?
We were following the documentation and creating the profiles (android) for APK and DLC. We have PrimaryAssetLabels created, chunks created, patching system up and running, in Asset Audit is all nicely sorted. But still, we got the paks generated, but should be like in tens of MB not in bytes...We saw some topics regarding this on forums but with no answer. Someone who can help me?

open rapids
#

Which is better? UFS or pak files?

eternal flame
#

Hi folks!

Posting in hope someone has any ideas here. I'm packaging my game for Nintendo Switch. Building with every configuration other then shipping works fine, but when I build as shipping, installed game crashes during the engine initialization, somewhere on starting the messaging module. As far as I have gotten the feedback from Epic, messaging module is disabled in shipping builds and should not be loaded there (and that porbably leads to the crash). Now the problem is that I don't have any clue what messaging module is, or what might be responsible for turning it on. Does anyone know anything that might help me?

astral cliff
#

does anyone know anything about google play services?

sharp sail
meager lion
#

So I deleted my Saved and Intermediate folders and a lot of my weird packaging errors went away that had to deal with my BPs. However I still have 3 errors for static mesh files that don't exist anywhere in my game but keep failing the packager. I go to where the compiler says it's looking for them and confirm they don't exist but how do I find which files are referencing the mesh files that don't exist.

#

I have never once used them in any maps or references so I don't even know where to look.

quasi jungle
mellow bane
#

Give the full log

quasi jungle
#

Ok

#

I added it as a Dropbox link to the bottom of the reddit post

mellow bane
#

It's a nativization error

#

So you can disable it and have your game packaging

#

You can report it to Epic so that they fix it, unless it's a misconfiguration of your project - there are a few warnings in the log about it

#

Never used nativization so I can't say

quasi jungle
#

Oh really

#

Never thought nativisatiom would be the problem, thanks g

#

Although I can't test it because I'm at work :P

meager lion
#

Oh! As for my error encountered with Bad Index File -1/### and Could Not Find File. It was because my dumbass deleted the redirect files and never cleaned them up.

icy tinsel
#

LogScriptCore: Error: Script Msg: A null object was passed as a world context object to UEngine::GetWorldFromContextObject().
LogInit: Display: LogScriptCore: Error: Script call stack:
[Empty] (FFrame::GetScriptCallstack() called from native code)

mellow bane
#

Yeah, haven't seen this one before

#

Try running from VS with the debugger

icy tinsel
#

its working on another computer

#

same engine version, same codebase and same assets

mellow bane
#

Well, I mean, if you want to debug it, still do run it from a debugger

icy tinsel
#

how do you debug the cooking process? do you use vs attach to process?

mellow bane
#

Depends how you run the packaging tool, if you run it from UE4 you can just run UE4 from debugger

#

If not, attaching works if it's fast enough and you have the breakpoint set beforehand

vital narwhal
#

Near the top of the log it has the exact commandline you can pass if you start the cook from visual studio

#

And yeah it's doing something weird in an object constructor so you'll have to debug it

quasi jungle
#

Any help would be appreciated ๐Ÿ˜ƒ

valid hazel
#

when packaging, all content is cooked and added to the project or only the assets that are referenced?

valid sun
#

Guys any solutions?
System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\epic\new\UE_4.20\Engine\Plugins\AdvancedSessions\Intermediate\Build\Win64\UE4\Development\AdvancedSessions\AdvancedSessions.precompiled'.

solemn narwhal
#

Hello all, I am using the Advanced Sessions plugin and starting with 4.20 I'm unable to package, seeing this error: ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_4.20\Engine\Plugins\AdvancedSessions\AdvancedSessions\Intermediate\Build\Win64\UE4\Shipping\AdvancedSessions\AdvancedSessions.precompiled

#

anyone has a clue?

opal peak
#

Hi all,

Anyone know why I get a crash message upon running a packaged build? ย It only happens when I enable a plugin and only the first time after packaging. ย After a couple seconds, it goes away and the game boots up fine. ย It never happens any consecutive runs, even if I restart my computer or run another game in between.

Things maybe worth noting:

- packaging as win64 from editor
ย - deleted intermediate/saved/binaries
ย - tried packaging to various directories
ย - tried multiple plugins: Niagara and Substance
ย - checked the Niagara .uplugin, it's set to Developer and Runtime (recommended)
ย - installed my engine to a custom location, not the default
ย - the file directory is different with vs. without a plugin enabled. ย with a plugin enabled, there's a buried win64 .exe inside [myproject]/binaries/win64 aside from the .exe in the root folder. ย clicking either has the same result

grand oriole
#

Hey guys can you help me with a issue I'm getting when trying to package my game. I keep getting this warning with is resulting in it crashing my entire pc. It's talking about disabling Derived Data Cache (PackagingResults: Warning: C:/Users/spkev/AppData/Local/UnrealEngine/Common/DerivedDataCache is very slow (0.49MB/s) when accessing C:/Users/spkev/AppData/Local/UnrealEngine/Common/DerivedDataCache/8/3/5/TEXTURE_68A083899C6F4316B8CE0E2958EDE2C2_AUTODXT_A7859D7640DE6B13580A179A72F0F__B1A5B49A0ABE2A247C72E474BB883F8654B859E7.udd, consider disabling it.)

harsh root
#

Im trying to pack a level made with unreal tournament editor for the game, i did a fresh install of the game yesterday and the editor last week I checked the location, correct naming, filling in the world settings deleted and repacked, is there anything else i could try to get my packed level to load in unreal tournament?

clever obsidian
#

Quick Tech question, when cooking occurs in the packaging process, is it more CPU intensive than GPU?

mellow bane
#

CPU/disk

clever obsidian
#

Thank you!

clever obsidian
#

Hey everyone, for some reason I'm having issue with packaging to iOS/tvOS

#

I even got desperate and formatted my Mac device

#

here is the log snippet from the editor

open rapids
#

Hello there! I have a question because an error message drives me crazy. Hopefully someone can help me with this one:

"PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module."

How can I fix it and more importantly "where"? It doesn't tell me, I just know that it is connected to a marketplace plugin called "DirectExcel", so I guess "somewhere" in those C++ files some category specifier like "blueprintable" is missing in some functions?

mellow bane
#

Put the log on pastebin

open rapids
#

it's like the whole log is red with the same error message xD

#

but maybe the issue is hidden between those identical error messages you think? I'm looking

mellow bane
#

I dunno, it's just that most of the time there is a more interesting log 4500 lines before that

open rapids
#

@mellow bane you were right. Thanks for bringing me back on track:

"UATHelper: Packaging (Windows (64-bit)): C:/.../DirectExcel/Source/ThirdParty/XlntLib/Public/DirectExcelLibrary.h(25) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
UATHelper: Packaging (Windows (64-bit)): C:/.../DirectExcel/Source/ThirdParty/XlntLib/Public/ExcelCellReference.h(26) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module."

So I have to fix those lines.
Blueprint accessible functions means adding "Blueprintable"?
What do I need to add to fix the second kind of error?

mellow bane
#

I mean, before you even start trying to fix bugs

#

Is that your code ?

#

Because released engine versions should always build fine

#

If you're building from engine source, make sure you're on a safe release, and no changes

#

If it's your code, then yeah, UPROPERTY missing a Category field

#

Didn't know that was mandatory

open rapids
#

That code is part of the plugin "DirectExcel" which my boss bought via the marketplace

#

We are using 4.19 and the plugin "should" support 4.19

#

It's ~165 lines in 7 files which are missing those categories. Now I know which files and which lines, but what do I need to add? "Blueprintable"?

#

And I guess I need to recompile the plugin myself, don't I?

#

But "BlaBla" doesn't make the function blueprint accessible, does it?! o.O

#

So why should I add it, when it asks for blueprint accessibility?

#

hmm okay, I did not get it I guess. So I added a category. How do I recompile a plugin that is not mine? Can I do this inside the project or do I need VS for that?

#

But the plugin is an engine plugin. Does it work if I only recompile the project?

open rapids
#

@mellow bane @sudden widget thank you two for helping me out. I fixed all the buggy lines and files, recompiled them afterwards and packaged the game working with the plugin.

mellow bane
#

Great !

opal peak
#

Hi all,

Anyone know why I get a crash message upon running a packaged build? It only happens when I enable a plugin and only the first time after packaging. After a couple seconds, it goes away and the game boots up fine. It never happens any consecutive runs, even if I restart my computer or run another game in between.

Things maybe worth noting:

  • packaging as win64 from editor
  • deleted intermediate/saved/binaries
  • tried packaging to various directories
  • tried multiple plugins: Niagara and Substance
  • checked the Niagara .uplugin, it's set to Developer and Runtime (recommended)
  • installed my engine to a custom location, not the default
  • the file directory is different with vs. without a plugin enabled. with a plugin enabled, there's a buried win64 .exe inside [myproject]/binaries/win64 aside from the .exe in the root folder. clicking either has the same result
sinful nimbus
#

Hello, I would like to know if i shall have definitely 0 errors on PIE so i can run the packaging? or is there a way to leave the errors aside and package anyway
Because i am having a couple of errors of variable access but i'd like to package and try anyway because it's working fine on PIE and Standalone

open rapids
#

@sinful nimbus errors will prevent you from packaging. warnings will not

loud bloom
#

Did anyone ever run into this ?

#

I increased my heap space memory but il still doing this build error

sinful nimbus
#

@open rapids thank you!

clever obsidian
#

Hey guys, I've packaged a game for a friend and he's getting this error:

solemn narwhal
#

All, I've been two days on this and I'm exhausted. When I reinstall 4.20.2, I can see the Steam overlay when I play in standalone mode. Then, I package it, I get:

PackagingResults: Warning: STEAM: Steam API disabled!

And from that moment on, I can't even get it into the standalone game launched from editor unless I reinstall EVERYTHING. Any ideas? I'm really lost now.

silver kraken
#

4.19 - I"m using a series of PrimaryAssetLabels to drive ChunkIDs for assets assigned to the PAL(Directory + Exclusive). When I browse AssetAudit - it shows the assets in the right chunks.... and i can even view this information in REferenceViewer.

However - when i packaged the game - it only created 2 chunks - not even the CHunkID's or arrangement that i setup in using hte PAL method above.....

Am I missing a setting somewhere that i'm supposed to have enabled in order to drive ChunkIDs from PrimaryAssetLabels?

In the AssetManager - the field for PAL's is enabled as shown below:

http://puu.sh/BmpAi/bf407d14f8.png

haughty shoal
#

i have a strange error

#

Ensure condition failed: ObservedKeyNames.Num() > 0 [File:D:\Build++UE4\Sync\Engine\Source\Runtime\AIModule\Private\BehaviorTree\Decorators\BTDecorator_BlueprintBase.cpp] [Line: 67]

#

4.20

idle bison
#

anyone available to answer a question

haughty shoal
#

fixed mine

lofty trench
#

I'm getting this error while trying to package a project with UE4.20:

ERROR: BUILD FAILED C:\Program Files\Epic Games\UE_4.20\Engine\Binaries\Win64\Android\UE4Editor.modules was in manifest but was not produced.
#

I checked the path and no UE4Editor.modules was there.

#

It seems I'm having a broken UE4 installation :... Will do a verification and probably need to rebuild it again

humble mauve
#

hey! I'm having a problem while packaging my game, and it seems it's thanks to a child actor, but I have no clue what could be happening

valid hazel
#

So i get this error at packaging:

#

UATHelper: Packaging (Windows (64-bit)): ERROR: BUILD FAILED: Couldn't find the executable to run: C:\UE4\UE4.20_Source\Engine\Binaries\Win64\UnrealPak.exe
UATHelper: Packaging (Windows (64-bit)): (see C:\UE4\UE4.20_Source\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
PackagingResults: Error: BUILD FAILED: Couldn't find the executable to run: C:\UE4\UE4.20_Source\Engine\Binaries\Win64\UnrealPak.exe
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

#

(UnrealPak.exe does not exist for whatever reason)

#

I'm in 4.20.2 built from source

#

maybe an engine rebuild could solve it or I'm missing something?

silver kraken
#

it'll be found under PROGRAMS in VS

lofty trench
#

For some reason UEBuildTool is altering UE4 source code for 4.20 :\ ...

#

It's removing stuffs from my UE4 installation and caused the build to fail?...

valid hazel
#

@silver kraken I rebuilt the whole UE4 project and it does not work, now I'm rebuilding the UnrealPack

#

Rebuilding UnrealPak works as you said. Idk why its not included with all the included editor stuff. (I'm already compiling docents of unused modules)

left saddle
#

Hey guys, I need help.
I wanยดt to packag my project but there is a error.

here is the log

left saddle
#

I did research in the web but I only found that the new version have many issues

lofty trench
#

I'm still getting this error:

ERROR: BUILD FAILED C:\Program Files\Epic Games\UE_4.20\Engine\Binaries\Win64\Android\UE4Editor.modules was in manifest but was not produced.

#

I've tried to reinstall 4.20

sharp sail
#

Also, when I load the html package, does the engine then run on my pc's power or the servers? And is everything then baked or is it still dynamic light and such?

sharp sail
#

Okey, guess an object at 91.000 polys is too much for it to handle ๐Ÿ˜ƒ

lofty trench
#

For some reason UE4's build script is removing 1.7GB of the engine files???

#

I'm having this same problem:

grand oriole
#

Hey I need some help with a error I'm getting when packaging my game I keep getting a error unknown packaging error message I'm not sure what is causing the issue

lofty trench
#

@grand oriole can you send the error/screenshot?

tender rivet
#

Can someone please help me understand why "Packaging failed"

#

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/MP_SK/Blueprints/Lobby/LobbyGM.LobbyGM_C:AllMapsStruct'. Unknown structure. UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/MP_SK/UI/Lobby/Lobby.Lobby_C:AllMapsStruct'. Unknown structure. UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/MP_SK/UI/Lobby/AdditionalLobbyWidgets/LobbyServerSettings.LobbyServerSettings_C:AllMapsStruct'. Unknown structure. UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/MP_SK/UI/InGameHUD/LMS/LMS_ScoreBoard.LMS_ScoreBoard_C:AllMaps'. Unknown structure. UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/MP_SK/UI/InGameHUD/ScoreBoard.ScoreBoard_C:AllMaps'. Unknown structure.

#

Anyone know what the Unknown structure error means?

bleak cloak
#

you probably need to declare the structure as a USTRUCT if you havent already

#

@tender rivet

#

with GENERATED_BODY() in it

#

and decorate the things you want to serialize with UPROPERTYs

tender rivet
#

i'm using bp

#

@bleak cloak

bleak cloak
#

oh

#

i have no clue then

#

sorry

tender rivet
#

its k

#

y blueprint tho

#

doubt anyone there can fix this

frank garnet
#

Im assuming you deleted the Struct but a Blueprint that was using it did not correctly remove it

tender rivet
#

or maybe they can idk

#

nope it's still there

#

maybe changed it yeah

#

not the name but inside it

frank garnet
#

Id suggest opening all your BPs that use it and Recompile them

#

It even gives you a list of the ones its complaining about

tender rivet
#

recompile or build then recompile

frank garnet
#

The Compile button inside the BPs. Press it.

tender rivet
#

they're already compiled

#

but okay

naive plover
#

Oh man, BP struct being invisibly broken... what a joy

#

When you first load one of these (from an editor restart) if there's a prompt saying something has an invalid type, would you like to remove it you should remove the invalid type. There is no way to recover the variable anyway, and it will still hide the variable.

#

If you don't have the luxury of that prompt, you might have to just remake those classes - Not aware of any alternative for BP users.

lapis cave
#

my compile keeps hanging when i get this LogCook: Display: Forcing save package (asset directory) because was already requeued once

#

iv delete inter folder, fixed redirections and still getting it

hollow vessel
#

Can't find the answer through google search. Wonder if someone would have an idea why this happens to me:
Trying to package the project, but get errors like this.

UATHelper: Packaging (Windows (64-bit)):   Z:\path\Engine\Classes\EdGraph/EdGraphNode.h(174): note: see declaration of 'UEdGraphNode'
UATHelper: Packaging (Windows (64-bit)):   Z:\path\Engine\Public\EdGraph/EdGraphNodeUtils.h(31): error C2039: 'GetSchema': is not a member of 'UEdGraphNode'
UATHelper: Packaging (Windows (64-bit)):   Z:\path\Engine\Classes\EdGraph/EdGraphNode.h(174): note: see declaration of 'UEdGraphNode'
UATHelper: Packaging (Windows (64-bit)):   Z:\path\Engine\Public\EdGraph/EdGraphNodeUtils.h(31): error C2227: left of '->IsCacheVisualizationOutOfDate' must point to class/struct/union/generic type
UATHelper: Packaging (Windows (64-bit)):   Z:\path\Engine\Public\EdGraph/EdGraphNodeUtils.h(54): error C2039: 'GetGraph': is not a member of 'UEdGraphNode'
UATHelper: Packaging (Windows (64-bit)):   Z:\path\Engine\Classes\EdGraph/EdGraphNode.h(174): note: see declaration of 'UEdGraphNode'
UATHelper: Packaging (Windows (64-bit)):   Z:\path\Engine\Public\EdGraph/EdGraphNodeUtils.h(57): error C2039: 'GetSchema': is not a member of 'UEdGraphNode'
UATHelper: Packaging (Windows (64-bit)):   Z:\path\Engine\Classes\EdGraph/EdGraphNode.h(174): note: see declaration of 'UEdGraphNode'
UATHelper: Packaging (Windows (64-bit)):   Z:\path\Engine\Public\EdGraph/EdGraphNodeUtils.h(57): error C2227: left of '->GetCurrentVisualizationCacheID' must point to class/struct/union/generic type
UATHelper: Packaging (Windows (64-bit)):   Z:\Program Files\Epic Games\UE_4.19\Engine\Source\Editor\BlueprintGraph\Classes\K2Node.h(10): fatal error C1083: Cannot open include file: 'K2Node.generated.h': No such file or directory```
#

So, I see that K2Node.generated.h is not in the folder, but how do I generate it, and why would I miss it?
Plus the fact that some of the .h's are not members of 'UEdGraphNode? Why could that happen?

manic ruin
#

can someone point me to an up to date walkthrough on remote build? PC >> iOS

hollow vessel
manic ruin
#

@hollow vessel thank you, so I have done that much, do I just package for iOS next from PC editor? if so, when I do that it tells me iTunes is not installed, which it is.

manic ruin
#

@hollow vessel lol, these 3 links are what led me here ... i tried and failed, but will try again.

hollow vessel
#

lol, aight. Windows store version won't work and you'd need to download it from Apple. Have you tried that?

#

As well as make sure your engine supports iOS and Mac?

#

If anyone's reading this, I'd still really appreciate some help with error C2039 I posted previously.

manic ruin
#

yes, itunes 12.8 links to windows store ... trying older the older version now. thanks for your help so far ... i'll keep at it.

loud meteor
#

I currently have a problem where after I updated to 4.20.2, attempting to package my game for Windows 64 will not create any .exe file. The only thing that is in the target dictionary is only a single .pak file

#

I think I may be having the same problem as this person

valid hazel
#

For some reason my packaged shipping game size has been increased from 700MB to +2GB Since i added some assets to my project. I did not use any of the new assets so the packaging process its storing unused packages into my game. How can i solve this? I Already use the Map List (the list that lets you add all the maps that are going to be packaged to avoid cooking all the content).

valid hazel
#

:c

dusky crag
#

Hi, I'm having the exact same problem right now, there is a checkmark for "cook everything in in project" under advanced packaging settings that was checked. I unchecked it, but the editor still packages all assets not only the used ones. But maybe this will help you

west granite
#

Which Key do i need to press to pop-up the Console inside the Standalone Game?

magic shale
#

Do i ned to use the gitlab engine version in order to remote build?

open rapids
#

Hello, I'm getting issues with the build of my project. In my project I have 2 modules, one is my main module (the game), and the other is a module filled with dllexport function that I use with another c# assembly. this second module is used to make the link between my c# assembly and the first module, the game. Now here is the fun.
If I'm building in monolithic, both of my modules are build into one exe --> I cannot longer use dllexport as it is an exe and not a dll
If I'm building in modular, both my modules are build in dll (yeah \o/), but I got no exe anymore --> I cannot launch the game

@here Do you guys have any idea of what I can do ?

valid hazel
#

@dusky crag Its interesting that with that checkbox active, the packaging cooks everything (as expected) and with the checkbox deactivated it doesn't but still occupies a lot of disk space (like 10 times more)

dusky crag
#

I havent actually checked if it still cooks EVERYTHING i just saw that it still packages a lot of unused assets

dusky crag
#

@valid hazel Two questions: Are you also using 4.20.2? Do you use any of the new assets (because i use 2 but not all of them)?

stoic cargo
eager moon
#

Hi guys!

#

So I really need some help with the media player

#

I followed all the steps to make it work, and it actually works!!

#

But when I packged the game, it's not there anymore... ;/

#

I'm sure this happened with someone before, cause I've tried every single sollution for this...

#

I have some cutscenes that are in .mp4, in a folder... When the character steps over a trigger box, it takes control of controller and go to a camera far away, this camera is pointed to a plane object, witch open source to media player and play the texture right there!

#

In the editor it happens perfect, so why when packegd this cutscene doens't load??

#

Thanks right away!

lyric ivy
#

https://imgur.com/a/Fdc6ReK Build setting, always changes, we want it set to Never, but it always defaults back to its original setting, why the hell does it do this, how do we stop it doign that

open rapids
#

Hi, does anyone know how I go about packaging a build for Xbox One? I am a part of the ID@xbox program AND the UWP program, yet I havenโ€™t gotten access to the XDK. Thanks in advance!

icy tinsel
#

loading from pak file

#

Asset '../../../../../../Users/makerspacestaff/Desktop/EasyUnreal/JUnreal/dev/JRenderer/Content/army3/army3_Skeleton.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2018.09.05-15.20.59:784][363]LogPakFile: Error: Attempted serialize using thread-specific pak file reader on the wrong thread. Reader for thread 30412 used by thread 36200.
[2018.09.05-15.20.59:784][363]LogSerialization: Error: Invalid boolean encountered while reading archive - stream is most likely corrupted.
[2018.09.05-15.20.59:784][363]LogLinker: Error: Bad name index 1122459465/142
[2018.09.05-15.20.59:784][363]LogLinker: Error: Bad name index 1122844504/142
[2018.09.05-15.20.59:784][363]LogSerialization: Error: Invalid boolean encountered while reading archive - stream is most likely corrupted.
[2018.09.05-15.20.59:784][363]LogSerialization: Error: Invalid boolean encountered while reading archive - stream is most likely corrupted.
[2018.09.05-15.20.59:784][363]LogLinker: Error: Bad name index -3/142
[2018.09.05-15.20.59:784][363]LogLinker: Error: Bad name index -7/142
[2018.09.05-15.20.59:785][363]LogSerialization: Error: Invalid boolean encountered while reading archive - stream is most likely corrupted.
[2018.09.05-15.20.59:785][363]LogLinker: Error: Invalid export object index=42 while reading ../../../../../../Users/makerspacestaff/Desktop/EasyUnreal/JUnreal/dev/JRenderer/Content/army3/army3.uasset. File is most likely corrupted. Please verify your installation.

slow pumice
#

Somebody know why my eventicks doesn t work after packaging ?

#

Work well in editor no error

#

How can i debug this

flat glade
#

Anyone have a good resource on learning how to cook pak files that players can download after the initial game install, and then load new content in? I just need to figure out how to add stuff to a pak and how to load that pak into memory...been reading the asset manager docs, but still leaves a bit not clear

sharp sail
#

When I try to package to HTML5 I get this error messege - "the following files are set to staged, but contain restricted folder names ("windows")" - I dont know why it tries to save anything under the Windows folder.

#

I can package a new scene no problem, but the one scene I am trying to output is a no go.

icy tinsel
#

is there any way to cook and avoid errors? Failed to compile Material /Game/StarterContent/Materials/M_Wood_Walnut.M_Wood_Walnut for platform PCD3D_SM5, Default Material will be used in game.

#

i.e how you do stop the default material being used?

forest token
#

A little help? My game isn't packaging... I get these two errors.

UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Lord Corvinos\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-Reject-Win64-Shipping.txt)

PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\Lord Corvinos\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-Reject-Win64-Shipping.txt)

PackagingResults: Error: Unknown Error

Opening the suggested files I get this.

UnrealBuildTool.GuardedMain: Command line: "C:\Program Files\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe" Reject Win64 Shipping -Project="C:\Users\Lord Corvinos\Documents\Unreal Projects\Reject\Reject.uproject" -clean "C:\Users\Lord Corvinos\Documents\Unreal Projects\Reject\Reject.uproject" -NoUBTMakefiles -remoteini="C:\Users\Lord Corvinos\Documents\Unreal Projects\Reject" -skipdeploy -nobuilduht -NoHotReload -log="C:\Users\Lord Corvinos\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-Reject-Win64-Shipping.txt"
GitSourceFileWorkingSet..ctor: Using 'git status' to determine working set for adaptive non-unity build.

UnrealBuildTool.GuardedMain: Command line: "C:\Program Files\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe" Reject Win64 Shipping -Project="C:\Users\Lord Corvinos\Documents\Unreal Projects\Reject\Reject.uproject" -clean "C:\Users\Lord Corvinos\Documents\Unreal Projects\Reject\Reject.uproject" -NoUBTMakefiles -remoteini="C:\Users\Lord Corvinos\Documents\Unreal Projects\Reject" -skipdeploy -nobuilduht -NoHotReload -log="C:\Users\Lord Corvinos\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-Reject-Win64-Shipping.txt"
GitSourceFileWorkingSet..ctor: Using 'git status' to determine working set for adaptive non-unity build.

loud bloom
#

It is possible to get more than one .OBB file ? Im building Android ASTC for shipping with videos in it and the 2GB limit dont allow this

lament sparrow
#

Hey, my DataTables are missing from package. Do I need to somehow add them to the packaging process first?

eager moon
#

no one answer sh!t xD

silver kraken
#

Is there ANY WAY that a _0_P.pak file can be created WITHOUT choosing "Create Patch" in the build settings of UnrealFrontEnd?

paper cove
#

Heyho all, so for past 2 days i've been trying to fix a linker error that prevents me from packaging my project.. I've tried all I could think off.. I removed my content folder, plugins even binaries, used an older version of my source folder from a previously working project.. checked all the vs files I've ever touched.. recompiled/built everything (successfully) both ue4 and the project in vs.. I don't freaking know anymore wtf is causing this Linker error.. please help here is the log : https://justpaste.it/6g3ku

please if anyone can help.. I would appreciate it so much

silk tartan
weary steeple
#

@silk tartan not a fruit anymore

silk tartan
#

๐Ÿ˜„

gentle orbit
#

you cant use words like "Switch" or apple and such...

#

this litrealy doesnt make sense

pastel marlin
open rapids
#
WARNING: Failed to copy F:\UE4.19\UnrealEngine\Engine\Intermediate\Build\UBTExport.000.xge.xml to F:\UE4.19\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\UBTExport.0.xge.xml, deleting, waiting 10s and retrying.
WARNING: Date mismatch F:\UE4.19\UnrealEngine\Engine\Intermediate\Build\UBTExport.000.xge.xml = 9/9/2018 10:58:48 AM to F:\UE4.19\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\UBTExport.0.xge.xml = 9/9/2018 10:59:00 AM
WARNING: Failed to copy F:\UE4.19\UnrealEngine\Engine\Intermediate\Build\UBTExport.000.xge.xml to F:\UE4.19\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\UBTExport.0.xge.xml, deleting, waiting 10s and retrying.
#

what is this?

#

it stops me from packaging

runic blade
#

hey, is there a simple way to build of ps4? without being a part of sony's developers program.... just the build process, I have the dev kit

meager rover
#

nope

#

afaik

runic blade
#

that is really annoying :/

meager rover
#

but how comes you have a devkit but are not member of sony's developers program? kinda odd.

runic blade
#

well, got a hacked ps4 with the dev options enabled

meager rover
#

aye...

runic blade
#

just as a temporary measure, it's doubtful sony will grant me a dev kit at the moment:)

prisma crypt
#

hi everyone! need some help, i keep getting this cook error ever since updating project to 4.20

#

does someone got a similar error on 4.20?

deep mantle
#

My project packages and builds with out errors but when I turn on nativize I am getting some odd errors one object which is spawning another actor seems to have the spawned in actor in the wrong spot, and only one of my 3 child skybox bp's is missing its material and it is setup exactly like the other two. None of these errors appear when I nativize turned off. I am not even sure how to debug this stuff except for disabling nativize on the two errors.

#

anyone know why turning on nativize increases my build size by 40 megs?

echo sand
#

so weird error i'm getting and i have no idea how to fix it does anybody have any idea

opal cedar
#

We got this after switching to 4.20. Someone familiar with the errors??

UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: Unhandled Exception: EXCEPTION_STACK_OVERFLOW
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error:
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe94a254db UE4Editor-Core.dll!scalable_realloc() [l:\dev\partner-intel\engine\source\thirdparty\inteltbb\inteltbb-4.4u3\src\tbbmalloc\frontend.cpp:2895]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe946980e8 UE4Editor-Core.dll!FMallocTBB::Realloc() [d:\build\++ue4\sync\engine\source\runtime\core\private\hal\malloctbb.cpp:123]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe94698333 UE4Editor-Core.dll!FMemory::Realloc() [d:\build\++ue4\sync\engine\source\runtime\core\public\hal\fmemory.inl:48]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffed1b69de8 UE4Editor-CoreUObject.dll!TArray<TTuple<UProperty const * __ptr64,void const * __ptr64>,FDefaultAllocator>::ResizeGrow() [d:\build\++ue4\sync\engine\source\runtime\core\public\containers\array.h:2453]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffed1b59acd UE4Editor-CoreUObject.dll!FPropertyValueIterator::NextValue() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\unrealtype.cpp:130]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffed1b54190 UE4Editor-CoreUObject.dll!FPropertyValueIterator::IterateToNext() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\unrealtype.cpp:148]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe900cb6a8 UE4Editor-Engine.dll!TPropertyValueIterator<UProperty const >::TPropertyValueIterator<UProperty const >() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\public\uobject\unrealtype.h:4905]
....
#

Then bunch of this UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe9011a8d3 UE4Editor-Engine.dll!UAssetManager::InitializeAssetBundlesFromMetadata() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\engine\assetmanager.h:449]
What is this path d:\build\++ue4\sync\engine\source\runtime\....? It's not on my disk

flat glade
#

Can anyone give me some advice or a link to a clear article on how to package content into a pak file to be loaded at runtime into UE?

sick pasture
#

anyone familiar with this sort of thing

tender rivet
#

yo

#

Anyone know what the error
Unknown structure. and it referring to one of my structures, means?

#

I don't know how to fix it but it shows a couple of widgets that use it, and that they have "unknown structure"

naive plover
#

It means you should restart the editor, go open those widgets, and when you're prompted to remove a variable with an invalid type - remove that variable.

#

You can't save it, it'll be invisible.

#

If you don't get that prompt, then you'll need to recreate the widget or you can go back to an earlier revision if you've got #source-control

#

Probably also wanna go through an make sure the widget isn't borked in other ways

#

@tender rivet

tender rivet
#

do I have to recreate it if I don't see that

#

@naive plover

naive plover
#

You could try packaging until it works

hot tangle
#

has anyone else had trouble with the windows dedicated server not using the steamworks libraries included in the cooked package? I have to manually copy the files from WindowsServer\Engine\Binaries\ThirdParty\Steamworks\Steamv139\Win64 to WindowsServer\Escalation\Binaries\Win64 for steam to initialize in 4.20

#

OnlineSubsystemSteam is being loaded as a DynamicallyLoadedModule

open rapids
#

Hello guys I have aproblem with packaging my game-where is teh problem and how to fix it?

#

anyone can help me?

wet crypt
#

@twin plank Right-click Windows Start Menu -> Programs and Features -> Visual Studio 2017 -> Modify -> Go to the second tab -> Scroll near the bottom -> Select "Windows 8.1 SDK" and Apply

#

your PC is simply missing the Windows 8.1 SDK. It is not installed by VS by default

remote stratus
#

are coocked content the same for development and shipping?

nocturne drift
#

Hey, I Got this error when trying to package my game. I looked it up and saw that CDO has ExhangeNetRoles, meant that a Class default object, and the error is cause by an empty actor that had a child blueprint created from it. I've been searching for hours looking for it and have come up empty handed

still sand
#

Red text on gray background is completely unreadable.

loud bloom
#

There is no possible way to play media player using persistant level? I used to do that a lot but now that doesnt work no more :

craggy oyster
#

Anyone here came across of odd 'ghost' assets? We had a few in our game first there were materials that worked fine in editor, were cooked without error or warning but displayed as default material in a cooked game (recreating material and having a perfect copy under different name helped, renaming old material did not helped though). Recent issue was with a blueprint, worked fine for me and another person in the team, but for the most it didn't (in such case you just had to press compile and it started to work again). Worst thing - it didn't worked in cooked game either and again - recreating it node by node resolved the issue. Did anyone had something similar and if so is there better fix for this then recreating assets?

frank garnet
#

Fix up redirectors?

craggy oyster
#

We don't have redirectors

#

all were fixed

restive pewter
#

hye does anyone has experience with this?

#

i'm not sure what they mean adding blacklist

#

so basically i'm using iterative cooking. but even if you open the editor. it will dirty all cookied asset

primal dirge
#

Hey, I've been trying to package for Android, but it keeps sticking at compiling shaders

#

It's only basic, 41 shaders, and it compiles quickly for Windows

#

nvm it's just slow

kindred scroll
#

hey guys

#

I have a weird initialization bug

#

that happened once

#

and now even if i restart the game

#

it persists

#

it seems as if the virtual bone of the character is at the origin ๐Ÿ˜ฎ and therefore the weapon spawns always at the origin

#

how is it possible that it happened once... and now it is stuck that way

#

?

upper wave
#

is there a way to ignore warnings when building using unreal front end?

oak tiger
#

Hello, all. I cannot get the Startup Movies to work at all. I've tried .mov, .mp4, .mp4 as MPEG-4, .mp4 at 25FPS, .mp4 at 1280x720. What's the magic sauce for Startup Movies?!?

bleak cloak
#

i think you need to enable it either in editor, or in one of the .ini files @oak tiger

oak tiger
#

What am I missing?

bleak cloak
#

oh

oak tiger
#

I imported the movie in a Movies folder

bleak cloak
#

i have no clue then

#

sorry

oak tiger
#

I have tried 12 combinations of encodings, sizes, file types

#

ok thanks anyway

oak tiger
#

Hello, all. Sigh. Another question: I'm packaging my game for distribution, but if I don't list a limited number of maps in the List of maps to include in a packaged build, all maps are cooked into the game, which significantly bloats the packaged build unnecessarily. I can't specify a directory in the List of maps to include in a packaged build, nor can I use a regex pattern, nor is there a simple setting in the Level itself to mark whether or not it should be included. This means we have to manually add each level we want into that list. This is EXTREMELY error prone and time consuming. Is there a best practice I am missing, or some other setting that makes this work better? Thanks!

still quiver
#

@oak tiger If you have a decent folder structure you can set specific folders to be included or excluded. Always backup your project/make sure your on source code before messing with folder structure. You can also save configurations in the top right of the packaging settings to create templates you can quickly load (might take a bit to setup but is quick once complete).

oak tiger
#

Oh, so I can add a directory with levels into that list and it will cook and include all of the levels in that directory? Hmm, ok, thanks

still quiver
#

@oak tiger Also make sure the default game map is set in maps & modes!

oak tiger
#

@still quiver I was finally able to test this

#

and it does not appear to work when I select the top-level directory that contains the levels I want to include in my game

#

I am still testing to verify, but it seems like this does not actually include them, though I think they are technically being cooked

oak tiger
#

Confirmed: Additional Asset Directories to Cook does not appear to include maps that are cooked through that step

#

However: it looks like the maps are included if they are added to the sub-level list of a map that is already in the List of maps to include in a packaged build

still quiver
#

@oak tiger That would make sense as I use the Project Launcher (FrontEnd) to create my builds that also include the Persistent Level / Sub-Levels of my maps + the folder inclusion/exclusions.

oak tiger
#

Ah ok. Thanks for the help!

lucid star
#

Hello guys. How do I find out the exact required distributables I need for my game?

#

I'm using Unreal 4.20.3 and physics are enabled on my game

upper wave
#

I see a lot of people asking about

Forcing save package path_to_file.uasset because was already requeued once

but no one has posted a solution. Anyone aware why it just freezes for a long time?
problem only occurs when building for linux (for me)

stray mica
#

So I'm trying to package my project but it just failed after 2hours of packaging saying: "Error cooked failed" I'm only using 1 paragon character but its packaging and compiling shaders for all of the different skins. How do I fix so I can package my game?

cerulean dock
wanton mist
#

@lucid star submit your build without ticking any of these boxes. they will reject your build and tell you exactly what boxes to tick, resubmit it and then theyโ€™ll approve it quickly.

lucid star
#

@wanton mist I'll try that. Thanks a lot!

wanton mist
#

np

cerulean parcel
#

dang it - it keeps trying to load an old file I've deleted. Any help

blazing ruin
#

I am getting warning of LogSavePackage ObjectPath, but it was never saved as export. What are these warnings how to fix them any idea?

sleek wasp
#

im having this crazy bug where in editor the mouse can rotate the character, but in a cooked build the mouse only rotates to a certain degree and then stops... its funky

#

and its only present on windows

#

on mac the bug is not there

#

i think i might actually need to run set input mode to game only... that could be it... the invisible mouse cursor reaching the end of the screen...

#

yup

#

confirmed, my mouse issue in Rat Tale is now fixed

meager lion
#

So when moving my level files after creation upon packaging all of my level files say they cant be found and just throws a warning.

#

do i have to do something special when moving level files around

sleek wasp
#

why is a development build 2.5gb and shipping build 4 gb?

#

in my specific case obviously, but i mean,why the general size increase

bleak cloak
#

im pretty sure they stick alot of stuff in there to make it faster

#

i think FORCEINLINE may have something to do with it

#

as its defined to differnt things depending on what build you're doing

#

@sleek wasp

#

it basically takes functions and moves them to where they're called

#

it makes it run faster in most cases

#

but also makes the binarys considerably bigger

rain gyro
#

guys I have this error UATHelper: Packaging (Windows (64-bit)): LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/Game/Materials/StoneFlooring_Lobby (DESKTOP-EFK5DEG's conflicted copy 2018-08-31)' is not a standard unreal filename or a long path name. Reason: Name may not contain the following characters: '' '

#

but when I look into the project , I cant see this file. Means someone has renamed it and cut short it

#

but still this error is coming

restive pewter
#

hi does anyone know how to prevent this

#

LogCook: Display: Inisetting is different for Windows Input /Script/Engine.Console HistoryBuffer 35, value vislog != show Collision invalidating cook
LogCook: Display: To avoid this add blacklist setting to DefaultEditor.ini [CookSettings] Windows.Input:/Script/Engine.Console
LogCook: Display: Cook invalidated for platform WindowsNoEditor ini settings don't match from last cook, clearing all cooked content
LogCook: Display: Iterative cooking summary for WindowsNoEditor,

scenic egret
#

Using 4.20.2, trying to package my project. Its not creating the exe to run the game in the packaged folder

#

build mode is "development" I havent really changed any of the packaging settings from default, other than adding a list of maps

#

and clicked "Full Rebuild" project is all BP, no code

#

got rid of the map list, and its cooking lots of packages again, and compiling shaders for all the infinity blade assets... even ones I'm not using

wraith dune
#

did you try restarting ue4?

#

sometimes that fixes everything for me

scenic egret
#

that would be silly! ...so no. Should I cancel the packaging and restart?

wraith dune
#

im guessing you already did but

#

yeah probably

#

if that doesnt work, i think there are some things you need to install or something for it to work

scenic egret
#

I havent had to before, just hit package project -> windows64bit, it bleeps and bloops for a few min, then done

wraith dune
#

hm interesting...

scenic egret
#

well, it packaged quickly about to where it had been cooking packages before, and now its continuing

wraith dune
#

well then... haha

#

i havn't exported my proj in a while

#

so im not very familiar with it but

scenic egret
#

oh, its done.

#

๐Ÿคท

wraith dune
#

ah

#

did it work correctly?

scenic egret
#

no exe tho

wraith dune
#

o

#

it doesnt give you any errors?

scenic egret
#

just warnings about being unable to find ThirdPersonBP/ Which I didnt use in this project

wraith dune
#

thats really weird

scenic egret
#

I'm not the only one having this issue apparently, finding a few posts about it with google... no answers found yet

wraith dune
#

i had it happen to me once, it gave me an error and how to fix it. I installed something and then it worked

scenic egret
#

one guy suggests verifying the engine in the launcher, but it wont let me, maybe cause I havent updated to 20.3 yet?

wraith dune
#

theres 20.3?

scenic egret
#

apparently

wraith dune
#

oh i just open the project file when i code...

scenic egret
#

I'm all BP, through the launcher

wraith dune
#

yeah i use only bp too

scenic egret
#

trying to restart editor... computer laaaging ๐Ÿ˜ฆ

wraith dune
#

rip

#

ue4 can be very annoying sometimes

scenic egret
#

closed some tabs in chrome, seemed to help ๐Ÿ˜„

wraith dune
#

chrome eats processor speed up especially if watching videos

scenic egret
#

I think I'm gonna have to let it update before I can try verifying...

wraith dune
#

dang that sucks

#

it takes so long for it to update

#

even with good internet and stuff

scenic egret
#

sometimes... usually it works pretty well for me...

#

no luck tonight

wraith dune
#

damn

scenic egret
#

cause I wanted my friend to be able to test out my game before he goes to bed <_>

wraith dune
#

what is your game about?

scenic egret
#

I dont know yet :p Some sort of side scroller RPG?