#packaging
1 messages ยท Page 26 of 1
if anyone could help with debugging cooking failure, I'd so happy
struggling for few days, I put all I know on AH ๐
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)"
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?
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?
did anybody ever have a problem with BTDecorator when packaging?
is there any way to lock resolution in window mode to prevent maximizing?
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?
@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
Provide more information. Platform, etc. In general. Check logs and fix bugs. Thats all
what does the .bat files do?
are they necessary?
The build configuration should be in Development or shipping?
.bat files contain cmd commands
they could be necessary
the build config depends on why you build it
do you build it for production (end-user), or to continue testing and debugging?
You should probably package for PC, check if that build works
@alex [unrealUGSK]#8293 and how do i add the map?
last screenshot at the bottom
it crashes because there is no map in cooked build
I bet this is it for 96% ๐
@tacit vector ^
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)
I have checked include engine content for my DLC but when packaging I still get this.... any thoughts?
I have removed all PakBlacklists too!
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
Also, am I correct to assume that a DLC should be able to access content / files from the original release. I shouldnt have to re-package release files with the DLC. Right?
Ended up making a post on it:
https://answers.unrealengine.com/questions/807863/dlc-and-include-engine-content.html
@opal cedar hi can you help me once again?
do i insert the name of the map
or
i choose the file from file computer (.umap)
?
I think there is just one way of doing this. I'm not on computer but I think 2nd option is right
aight thx for your help.If this work, you dont know how nuch you have help me!
@opal cedar
it didnt crahs now
but it just freeze in the splashscreen
what should do?
@tacit vector man, I want to help. but I don't know your project..I think you have to figure out
Anyone can help me with android game just stuck forever in Splashscreen?
please, this is my last problem
wait, what if i try to "Skip Splash Screen" will that work?
@tacit vector By splash screen do you mean your integrated loading screen or the project startup image (usually a UE4 logo).
Is building the engine from source still required to build a dedicated server? Last info I can find about it is from 2014. ๐
Ah, guide on wiki says its up to date for 4.18. ๐ฆ
I learned dedicated server stuff off this video, helped me a ton - https://youtu.be/rbrO0Nt0SIY
Detailed steps on how to create a Dedicated Server with UE4. Very minor code involved - simple copy & paste from the below link. Very extensible... future re...
I found this: https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux)#1._allowing_friends_to_join_over_internet. So "how" is not a problem. I was just hoping for a big button that says "do all the work for me" ๐ but thx
@gilded cedar If only that were true my friend, if only!
@still quiver @still quiver my in game
when i launch my game from phone
this splashscreen takes forever
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.
ehh.. Stupid problems...
Well, windowed mode kinda works...
but the window is bigger then full screen. and I cant move / resize it.
wtf.
@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.
yeah, I just used a console command.
but still dont know how to change default screen
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
by screen I mean monitor, not resolution. sorry.
I have more then one. and when I launch it opens up on a wrong (non default) one.
Not sure off the top of my head on that one
thx for help anyway
@still quiver It didnt load, it just stuck at the Splascreen and never load the Level
@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
Also I would confirm your logic is actually trying to open the level, or that the level is even there at all.
Np!
hey there. is there a way to tell the build pipeline that it should treat warnings in cooking as an error?
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
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.
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.
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?
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
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.
Pretty sure migrating everything would fix it in that case, but that's a pain
Just to confirm for anyone else with the problem, migrating my assets did fix the problem. What a nightmare.
Yea typically when you are building from source (or using launcher/frontend) I believe your project needs to be in the engine folder.
@still quiver look at my DMs
Do you have to re- build lighting on every map when you package the game?
Only when you edit the level
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?
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
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
getting this error, any ideas? @ me please
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
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
@tacit vector Are you perhaps using a developer/debug command to switch between the splash screen and your game?
Try packaging the game as a debug copy to see if the problem changes
@quick kayak no its just an ordinary splash screen
i'm literally in the edge of releasing the game, just 1 more step to jump off to the public
this small problem now become a big obstacle
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
You need to clean up yourself.
You can also keep everything, if it's needed for later use, and exclude it for cooking
Hello! I'm trying to launch my project, and I'm getting this error here:
Does anyone know how to fix that?
I see thanks!
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
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
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?
The game runs without issues and I can also run it on my phone. It just won't package
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.
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?
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
has anyone figured out how to get an Installed Engine Build going that targets your game uproject yet?
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
Can someone guide me in the direction? I was packaging normally on 4.19. 16GB of ram is surely enough
Hi, i get "Fatal Error" when i execute the packaged game
Idk what to do... the output log seems nice, no warnings or errors
and the recompile option is checked just in case
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.
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?
Paste the full log on pastebin
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
@frigid badge you're not running out of memory. Take a look at that log file for more info
@opal cedar thanks for the reply. having look at the file it does say 'Ran out of memory allocating 496652304 bytes with alignment 0'
I'm downloading debugging symbols in hopes the stack trace will give me more info
@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
I solved the problem yesterday. It was the Blueprint nativization
glad to hear it. im still on my issues ๐
I thought that if BP nativization wasn't working it would fail in packaging
the log said something similar to what C++ says when the object files are outdated
I had a fatal crash error as well. it was one of the constructors using objectFinder to find a data table
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.
@sudden widget A way to create an "Installed Engine Build" ( https://docs.unrealengine.com/en-us/Programming/Deployment/Using-an-Installed-Build ) that bundles a target projects code module and content for distribution either as a modding SDK or to an internal team, I got halfway there dumping the project into the engine root and adding its paths to be considered by automation tool but hit a roadblock
similar to what ARK, Conan Exiles, Squad, etc. distribute over the launcher
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
what is this?
@plucky timber error is not readable
Ther3 are multiple root elements?
It's better to paste full logs to lets say pastebin.
trying to find the reason all day
cant fix it
theres nothing much to post its pretty much it
it cancels packaging after 1 second
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.
Anyone know the list of dll dependencies for UE4Editor-Cmd.exe?
@polar kettle ProjectName\Saved\Cooked\WindowsNoEditor\AssetTools\AssetRegistry.bin
oops, wrong channel ๐
@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
The editor does it differently. What about Intermediate\AssetRegistryCache?
intermediate,saved, derived data cache all deleted (project and editor)
i basically deleted every generated folder
even the ones in C:\user
thought that would have done it
this shit is driving me crazy. sometimes i would like to get an answer from epic on that matter
Put the full log on pastebin
its too big
https://pastebin.com/jvRLNgPg i can give you what is in the pic
That's not the full output
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 ?
Well, there's a red line at the end of your output log that says to look at this file ๐
Might just be the same as the output log, but why not check that too
It does
so problem might be with the materials?
Nah, that's a separate issue. It looks like something wrong between UE4 and Visual Studio
Incomaptible versions, stuff like that
i have just installed it
2017 comunity with toolbox
idk
maybe i need anything else from here
or here?
Is this the first time you compile anything for UE4 ?
You need "Desktop development with C++"
thats it , thanks ๐
Cool !
can you package specifically for a server target build to reduce the size? i mean it doesn't need textures etc.
Actually it does @polar kettle
Usual example is alpha masking on objects + visibility trace
Servers embed all assets
@mellow bane thank you for the explanation. Is there any other way to shrink the size? uploading 25gb every time isn't exactly great
Well start by making sure you really do need all of the stuff you have
Make sure PDB isn't included
Tweak max texture size everywhere - you don't need 4K textures
pdb means package database?
ah debug database got it
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
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)
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
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
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
If not, it includes everything and everyone and no, can't check what's used
that is actually good to know, thanks!
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
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.
@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 ...
Some console commands won't work in cooked builds, usually the ones marked Cheat
But most should
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?
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
also need to change the Game Default Map in the same way
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?
@opal cedar Thanks!
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
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
@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
@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
can somebody read this for me please
error says : unable to compile source files
when i try to package
"NS0.3.Target.cs" rings any bell ?
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
@honest acorn @honest acorn i already put the maps right, and include them in cooked map, but it still the same
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.
Still not to sure what the issue was most likely missing files in the source I reinstalled the engine and it works now.
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
How can i change these settings? https://gyazo.com/09f72a0d85c4580283c90bfa93574ca2
changing the project settings didn't work
@honest acorn thanks, that looks like what I want
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?
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.
Wouldn't happen to be using a space in that var, woud ya?
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)?
@naive plover yes, I am using a space.
I'll try removing it!
well, that fixed it!
Thanks @naive plover!
@loud meteor sounds like you're zipping up the project.
Make sure to go package > windows > 64 bit
Yeah that's what I did, made sure that I was packaging it like that
huh, that's weird
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
yeah idk man, good luck!
Thanks!
@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
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'
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
@solemn trellis too little info
Apologies, I'll package it again and paste in a lot more.
https://pastebin.com/qvEeS6mz @opal cedar
@solemn trellis it's your first attempt to pack or this happens suddenly?
This is my first attempt on this project
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?
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_(ใ)_/ยฏ
Huh, apparently underscores in map names can cause that..?
Is 001_MAP_Entrance a strange name..?
Hello, I am sure this place is right place to post this. We had been stuck on this package test stage for prototype core demo game for over 6 months, heavy
It shouldnt
Trying to fix up redirectors throws "couldn't find assets", can be because I moved the project to another drive?
Here there is a piece of code that could be useful to find the level that caude the problem
Mhhh
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
So, I'd need to build from source?
Go to directory
That is printed out
Then tell me if there is that file
Called LevelActor.cpp
๐ค
I can even remove it
Doesn't have anything too fancy in it, just an API call through VaREST
Mhhh ok
Also, it shows as finished saving in the log, so I'd think that one went well
Something's up with maps
When trying to fix up redirectors, Unreal straight up crashed
Check the Maps on Project Settings
Make a copy of the game
And on the copy try to delete some levels
Or things
And check if it works
Guess that's what I need to do ยฏ_(ใ)_/ยฏ
How do i stop ue4 packaging all the engine shit u dont need
like compilng 3.4k shaders like wat
You can't
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
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
Have you packed it for iOS system?
No? It's not an iOS game. It's for macOS and Win64. This occurs when I select File > Package Project > Mac
Can you show us the errors
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)
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
And what about the Crash on Android? @old bolt
@amber venture I don't have an android device myself to test it
Could you send me your Android Apk?
yes
DM'd the link
not sure what that means..
Mhh
"Error while analysing the Apk"
Better
Maybe
Your Apk doesnt support 5.1.1
@old bolt
And same for the iOS version
is it not installing on yours?
Nope
Maybe I should try to run on Bluestack
Just let me take another phone
2min
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
it's iPhone 7 so 2 GB i think??
Ok, because I read that the EXC_BAD_ACCESS could be caused by low memory
But if you have ~2Gb Rams It's ok
yeah I dont think memory is the issue
actually I just realized im on 4.18
lemme try updating
the version error?
ok
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?
yea it worked ok thx
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
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
I wouldn't use the editor to package, really
Script the hell out of it and use UAT directly
don't suppose you have any idea where i can find the configuration names for UAT?
specifically one for server ๐
ok so its a target type, now just to figure out how to pass that to UAT correctly
Nah, never done server
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.
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)
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)
This seems like a major macOS bug. Anyone from Epic able to advise from here?
@open rapids its the default sky sphere from engine content?? If so, you have to copy the sphere to you game...
yes it was but i fixed the issue, i had to choose each map to be included under packaging
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
Is there any way to package my game for Linux without the need to build engine from source.
@astral rock nope
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?
I think they wanted to keep the size of the launcher builds down
Could've been handled with a checkbox on installation.
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
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
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 doesnโt crash
Crashes without AI so Iโm assuming itโs on navigation generating on a mesh 4.19.2 doesnโt like
Like finding a needle in haystack
@mellow bane Thanks man! So you mean, if I plan to use UE4 Patching system then I have to use compression for better results?
So what is better then? My content is divided into chunks of different sizes and every update will affect only some of these chunks
Try the easy way out first - just use compression and see how large updates get on Steam
I tried, having 16GB on disk user usually downloads ~6GB of data to update the game
That's pretty high so you could probably look into further / better splitting
I believe 6GB in compressed paks means non-compressed paks give me even larger update sizes
?
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.
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!
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
@mellow bane What do you think about having uncompressed multi chunks?
Because that is my case
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.
That makes sense! Ok, will try chunks then anyway
Yeah, compressed chunks is a good compromise.
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.
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
Mhm, will check that! Thanks again!
@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!
Pak patch and new executable.
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 :/
Does anyone have any experience with localization and packaging?
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?
@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
Is anyone here having issues with packaged 4.19.2 maps crashing on load if they have dynamic Nav Mesh bounds?
Iโm 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.
Iโve 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 Iโm still getting random crashes when generating walkable triangles on map load in packaged game.
Error: Shader Compiling thread exception:
Anyone know what could cause this?
building fixed it ๐คท๐ป
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
@magic jasper When I package my game, the playable exe goes in .../[projectname]/WindowsNoEditor/, are you sure you're looking at the right path?
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 ?
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?
Hello all - wondering if theres a way to make this field RELATIVE file path to the game project file location for packaging?
@dapper comet - http://www.silentinstall.org/
Silent Install Builder the tool to create an unattended installation packages
Docs say nothing about CHUNK options - doing some shotgun attempts at CLI packaging for CHUNKS included.... anyone know of this before i get too far into wasting time with attempts? TYIA!!!
https://wiki.unrealengine.com/How_to_package_your_game_with_commands
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.
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
hey guys i have a problem with packaging my android game.
it would be awesome if someone could help me.
Error Log: https://pastebin.com/BZ6LSWYy
Might be worth a shot. I know nothing about that error but that's the first result on google
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 ๐
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
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.
@glossy cipher Maybe this setting can help: https://docs.unrealengine.com/portals/0/images/Engine/Blueprints/TechnicalGuide/NativizingBlueprints/BPNativization_DisabledUI.png
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.
Just an update: I enabled a plugin which requires me to have Visual studio installed. I installed VS and everything is working now. Thanks!
anyone able to build linux server on 4.19?
Hi peeps! We are running into some issues with our project, and google did absolutely no help for us. Anyone has ever seen this issue before? Would be grateful for any help ๐
Hey everyone!
I've just tried to package my game to do some quick debug, and it seems like I can't package it
I got this error
https://pastebin.com/YHKR7dBJ
Anyone has any idea what I should do?
Does anyone know how to fix this error when building to windows?
i think just by deleting the empty folder with that name
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?
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
your online subsystem isnt set up properly
steam api
are you using the plugin?
or the marketplace plugin?
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
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?
Sounds like it didn't work
I mean.. It packages successfully. There are no other errors
"failed to generate *.exe" should be an error ๐
Read the pakaging log, there will be like 50 lines about building the executable
I can't find anything about that ๐
Also, it takes an unusually short time to package...
but there are no errors.
Sure you're packaging the correct plaform ? Correct dir ?
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
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?
Well i enabled it in the plug ins
It has nothing to do with your issue
Paste your packaging log on pastebin, link it here, I'll look at it
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?
It's not that I want it really, it's just the only way to help you
lol yeah, and i thank you
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 ?
Yeah i was trying to package my project using the 64bit for windows
But it failed
I'm trying to the logs now
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 ๐
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
I do believe so...
But do i need the license info? Cause rn im only testing things...
Sounds like you can either pay or remove it
lol alright, thnks mate
does anyone get the instant packaging problem in 4.20?
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.
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?
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.
So my packaging has been on this for a long time, and the project isnt that big.... anything i should worry about?
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?
Which is better? UFS or pak files?
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?
does anyone know anything about google play services?
Hey folks.. I have packaged for HTML5 and some of the models is really messed up. What do I do wrong`? https://cdn.discordapp.com/attachments/476731371730239490/482133010167103498/unknown.png
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.
I've been getting this packaging error on ue 4.20+ all week as shown here: https://www.reddit.com/r/unrealengine/comments/99vmq3/game_will_not_package_on_ue_420_or_421/
And I have no clue what to do about it anymore. Any help would be greatly appreciated :)
0 votes and 0 comments so far on Reddit
Give the full log
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
Oh really
Never thought nativisatiom would be the problem, thanks g
Although I can't test it because I'm at work :P
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.
cook failed
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)
Well, I mean, if you want to debug it, still do run it from a debugger
how do you debug the cooking process? do you use vs attach to process?
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
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
So guys. I solved my last packaging error by uninstalling IncrediBuild from VS 2017, but I have a new error as seen in this reddit post: https://www.reddit.com/r/unrealengine/comments/9aagh1/unreal_engine_android_packaging_error/
1 vote and 0 comments so far on Reddit
Any help would be appreciated ๐
when packaging, all content is cooked and added to the project or only the assets that are referenced?
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'.
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?
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
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.)
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?
Quick Tech question, when cooking occurs in the packaging process, is it more CPU intensive than GPU?
CPU/disk
Thank you!
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
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?
Put the log on pastebin
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
I dunno, it's just that most of the time there is a more interesting log 4500 lines before that
@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?
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
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?
@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.
Great !
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
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
@sinful nimbus errors will prevent you from packaging. warnings will not
Did anyone ever run into this ?
I increased my heap space memory but il still doing this build error
@open rapids thank you!
Hey guys, I've packaged a game for a friend and he's getting this error:
PhysX error
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.
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:
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
anyone available to answer a question
fixed mine
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
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
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?
@valid hazel - try rebuilding UnrealPak from your source build.... select REBUILD though ok?
it'll be found under PROGRAMS in VS
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?...
@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)
Hey guys, I need help.
I wanยดt to packag my project but there is a error.
here is the log
I did research in the web but I only found that the new version have many issues
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
Hey all, everytime I package for HTML5. it makes some clear mesh errors.
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?
Okey, guess an object at 91.000 polys is too much for it to handle ๐
For some reason UE4's build script is removing 1.7GB of the engine files???
I'm having this same problem:
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
@grand oriole can you send the error/screenshot?
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?
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
Im assuming you deleted the Struct but a Blueprint that was using it did not correctly remove it
or maybe they can idk
nope it's still there
maybe changed it yeah
not the name but inside it
Id suggest opening all your BPs that use it and Recompile them
It even gives you a list of the ones its complaining about
recompile or build then recompile
The Compile button inside the BPs. Press it.
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.
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
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?
can someone point me to an up to date walkthrough on remote build? PC >> iOS
@manic ruin
The current guide looks alright:
https://docs.unrealengine.com/en-us/Platforms/iOS/Windows
This answer is a step-by-step:
https://answers.unrealengine.com/questions/450714/how-to-setup-remote-build.html
@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
This might do it.
https://answers.unrealengine.com/questions/806564/itunes-installed-from-windows-store-doesnt-work.html
@hollow vessel lol, these 3 links are what led me here ... i tried and failed, but will try again.
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.
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.
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
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).
:c
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
Which Key do i need to press to pop-up the Console inside the Standalone Game?
Do i ned to use the gitlab engine version in order to remote build?
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 ?
@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)
I havent actually checked if it still cooks EVERYTHING i just saw that it still packages a lot of unused assets
@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)?
packaging on 4.18: game flashes. epilepsy warning: https://i.imgur.com/niUhp6A.gifv
after toggling full screen a few times:
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!
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
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 havenโt gotten access to the XDK. Thanks in advance!
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.
Somebody know why my eventicks doesn t work after packaging ?
Work well in editor no error
How can i debug this
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
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.
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?
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.
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
Hey, my DataTables are missing from package. Do I need to somehow add them to the packaging process first?
no one answer sh!t xD
Is there ANY WAY that a _0_P.pak file can be created WITHOUT choosing "Create Patch" in the build settings of UnrealFrontEnd?
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
are you serious >.>
@silk tartan not a fruit anymore
๐
you cant use words like "Switch" or apple and such...
this litrealy doesnt make sense
Packaging UE4 project... using 100% of all 20 cores of an overclocked i9-7900x!
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
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
that is really annoying :/
but how comes you have a devkit but are not member of sony's developers program? kinda odd.
well, got a hacked ps4 with the dev options enabled
aye...
just as a temporary measure, it's doubtful sony will grant me a dev kit at the moment:)
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?
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?
so weird error i'm getting and i have no idea how to fix it does anybody have any idea
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
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?
anyone familiar with this sort of thing
https://www.dropbox.com/s/wig38tcsgerbcl2/Screenshot 2018-09-13 15.49.51.png?dl=0 Screenshot 2018-09-13 15.49.51.png
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"
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
You could try packaging until it works
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
Hello guys I have aproblem with packaging my game-where is teh problem and how to fix it?
anyone can help me?
@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
are coocked content the same for development and shipping?
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
Red text on gray background is completely unreadable.
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 :
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?
Fix up redirectors?
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
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
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 ๐ฎ and therefore the weapon spawns always at the origin
how is it possible that it happened once... and now it is stuck that way
?
is there a way to ignore warnings when building using unreal front end?
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?!?
i think you need to enable it either in editor, or in one of the .ini files @oak tiger
oh
I imported the movie in a Movies folder
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!
@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).
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
@oak tiger Also make sure the default game map is set in maps & modes!
@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
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
@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.
Ah ok. Thanks for the help!
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
I need to complete my game info on Steam
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)
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?
I am having an android packaging error, if anyone here can help it would be much appreciated. Its posted on unreal answers, https://answers.unrealengine.com/questions/831581/android-packaging-error-ensure-condition-failed-sh.html
@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 theyโll approve it quickly.
@wanton mist I'll try that. Thanks a lot!
np
dang it - it keeps trying to load an old file I've deleted. Any help
I am getting warning of LogSavePackage ObjectPath, but it was never saved as export. What are these warnings how to fix them any idea?
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
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
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
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
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
See even I look for it its not there. Now why this error is coming ?
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,
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
that would be silly! ...so no. Should I cancel the packaging and restart?
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
I havent had to before, just hit package project -> windows64bit, it bleeps and bloops for a few min, then done
hm interesting...
well, it packaged quickly about to where it had been cooking packages before, and now its continuing
well then... haha
i havn't exported my proj in a while
so im not very familiar with it but
no exe tho
just warnings about being unable to find ThirdPersonBP/ Which I didnt use in this project
thats really weird
I'm not the only one having this issue apparently, finding a few posts about it with google... no answers found yet
i had it happen to me once, it gave me an error and how to fix it. I installed something and then it worked
one guy suggests verifying the engine in the launcher, but it wont let me, maybe cause I havent updated to 20.3 yet?
theres 20.3?
apparently
oh i just open the project file when i code...
I'm all BP, through the launcher
yeah i use only bp too
trying to restart editor... computer laaaging ๐ฆ
closed some tabs in chrome, seemed to help ๐
chrome eats processor speed up especially if watching videos
I think I'm gonna have to let it update before I can try verifying...
dang that sucks
it takes so long for it to update
even with good internet and stuff
damn
cause I wanted my friend to be able to test out my game before he goes to bed <_>
what is your game about?
I dont know yet :p Some sort of side scroller RPG?