#packaging

1 messages ยท Page 28 of 1

quick kayak
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Swarm was set to not enable standalone mode, which was forcing it to try to find other computers on my network (which there are none of)

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and I don't think it properly assigns my computer as a swarm worker because my DNS address is changed from default

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Is there a place I can post this info for people to find in the future? I couldn't find anything online and I just figured it all out through trial and error

wanton mist
mental dune
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is Canvas included into packaging process ? After package I got all c++/blueprint classess included, and their logic is executed, but I can't see any DrawTexture/DrawLine that has been executed in DrawHUD

nocturne holly
fierce pebble
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have you googled what that is yet?

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yee you will not find anything

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heres solution

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install windows 10 sdk with visual studio installer

nocturne holly
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there are different windows 10 SDKs, i installed many of them and tried nearly everything

fierce pebble
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if that is installed

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then you might miss CRT main module

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it usually comes directly with vs17

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you should not have an old version

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dont worry this is an easy error

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4.21 just needs the sdk

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so it gives this error

nocturne holly
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I forgot to say that i can package a blank project. But in my project where it fails the Advanced Session Plugin is enabled.

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When i enable the Advanced Seiion Plugin in my blank project, i get the same fail

fierce pebble
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no that is totally normal my friend

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as soon as you good extra code in it breaks

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i had the exact same

nocturne holly
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so can i solve it with the right settings in visual studio 17?

fierce pebble
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probably

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but all about 4,21 is already in the chat

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you really dont have to worry

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you are on the right track

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i cant say how different your vs install is ho

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my fix took 3 hours

nocturne holly
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Do you speak coincidentally german?

fierce pebble
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its better not to

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XD

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my german is baddo

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my muttersprache is not great bc we have bratwurst and bier

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but we create great autos

nocturne holly
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๐Ÿ˜‚

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Do you have the Advanced session plugin in 4.21?

fierce pebble
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no

nocturne holly
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I don't know what i could do now :/

nocturne holly
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in the visual studio 17 installer

cedar cedar
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Hey guys, have any of you had your packaging process get stuck at: Cooked packages #### Packages Remain #### Total ####?

There are no errors. The packaging process just stays at that line and doesn't continue.

sly flint
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so I keep trying to package one of my Plugins, and it keeps giving me this error that An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.

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however I've set UPROPERTY(EditAnywhere,BlueprintReadOnly)

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to

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UPROPERTY(EditAnywhere,BlueprintReadOnly, Category = "Senses")

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won't go away

flint skiff
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I got an issue with my packaged game, it won't launch after be successfuly package :/

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I'm using 4.20

open rapids
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so i'm packagin a project for linux on 4.21 and i get an error. same project was ok on 4.20

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gonna paste logs in a sec

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LogWindows: Warning: CreateProc failed: The system cannot find the file specified. (0x00000002)

open rapids
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so I'm working on a heavily UI-based game

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and I'm packaging it just to test a few things.

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and.... Left-clicking buttons doesn't work.

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I can't get past the main menu.

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I feel like it's a quirk with the editor because everything works fine in PIE

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but as soon as I go into a packaged build, can't click things

open rapids
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I'm really not sure what's going on

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what's strange is that, I can see the UI at least trying to respond to a click

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like, the button will press for a single frame

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Also, worth noting that I'm using a 3D widget component.

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That's how I'm achieving things like bloom.

obtuse hollow
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Hello where can I find the argument to UnrealPak?

lucid star
lucid star
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I know this might not be the best place to ask, but I'm having trouble creating separate game builds for 32 and 64 bits on Steam. (My files are ok, I just don't know how to configure it on steamworks)

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My game is only being downloaded in the 64 bits version. Even for those that still have 32 bits OS

obtuse hollow
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Perfect! Thanks.
It miss the only argument I need :(

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I would like to create a patch between 2 pak file

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Maybe -diff but there is no doc

sinful kraken
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Hello. I'm trying to write a windows.bat file that packages my UE4 project. Is that possible to do from the command line?

sinful kraken
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Thanks, vampy! I poked google and nothing came out ๐Ÿ˜ƒ

fleet ridge
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any chance to see on which asset the cooking failed, when it fails with a callstack error during "serialization of objects"?

vague hare
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Does anyone know how to tell a device to use a specific device profile?
I've created the device profile but I'm unsure how to actually tell a device to use it >.<

solar wharf
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@vague hare Not sure how to force it to use any specific profile, maybe it could be done through UserSettings. But the way I would handle this without forcing it to some device profile is by looking at the log from the device, see what device profile it uses on load. So if you had an iPhoneX, it would load that profile, etc. It may be possible the profile doesn't exist, so it defaults to Android or iOS, whatever it's base is. You could add a new profile for what name it says it is, within the device profile manager. Either way, go back in the Device Profile Manager, and make the necessary changes to whatever profile you discover it uses.

hot latch
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Hi Guys, anyone ever had issue about widgets not appearing in packaged build but working in editor, if so , how did you manage to fix the issue. Regards

open rapids
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Heeeeeyyy

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How can i put my games on steam ? :o

heavy quiver
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is real question or troll question? ๐Ÿ˜‰

somber flower
paper cipher
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I'm not sure if this is the right place for this, but I have an Xbox one x in developer mode, I have the custom UWP supported engine built, and I packaged the vehicle demo. I managed to get a network share location recognized and when I start the game I can see the cpu of the Xbox ramp up to 100% but the game never launches due to it "taking to long to launch"

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so I'm wondering two things. How can I manually package the game to test and in the event the same thing happens on that approach... what do I do now...

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I have the settings all on medium and this is just the example content. i don't know why something like this wouldn't be able to run if it's all recognized

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so yeah, def need to find out how to packaged this into a file I can manually drop into the xbox, I have found where to drop it, but it's looking for a package not a folder

low radish
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Hi everyone! I want in my package to set configs like in console. How and where I can to write this configs?

rare pawn
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has anyone else had this when packaging with 4.20? we updated from 4.18

UATHelper: Packaging (Windows (64-bit)):   LogLinker: Warning: Unable to load PhysicsSerializer with outer InstancedStaticMeshComponent /Game/Blueprints/FlyingCars/Detailed/FlyingCarSpawner_BP.FlyingCarSpawner_BP_C:FlyingCarInstance_GEN_VARIABLE because its class does not exist
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@paper cipher the xbox will fail to launch if it takes too long (i think its like 20 or 30 seconds?)

Make a debug pc build and run a memory test and clean up references. you are probably loading all of your games assets on launch unintentionally

paper cipher
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@rare pawn it failed to launch on PC as well after checking, was .dll related errors

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rebuilding now after some adjustments. will post findings

misty bluff
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Hello bois i found a error(?) i did put 2 different trail particle eye and hands. its original:

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wtf (No changeable trail emmitters)

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using 4.20 btw

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thats packaging problem ?

fluid thicket
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Hey guys,
I built an application with VR and non-VR mode which works as expected when using the VR preview mode. In the packaged version I get a side by side video output when starting in the non-VR mode when the headset isn't connected and works correctly when the headset is connected.
The IsHeadMountDisplayConnected() and IsHeadMountDisplayEnabled() both work fine in the editor/VR preview but always returns true in the packaged version.
Using UE 4.18 and HTC Vive. Any suggestion on how to solve this issue ??
Edit : Resolved ! Disable the SimpleHMD plugin before packaging.

proper monolith
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@low radish device profile editor is where you want to go, under Window->Developer Tools->Device Profiles iirc

open rapids
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anyone?

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I already try reinstall, 2013, 2015. 2017... :X

low radish
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@open rapids Probably You use plugin with c++ code. Try to disable these plugins.

heavy dawn
misty bluff
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@heavy dawn Renew ur structure

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i have same problem 4.20 i did just deselect switch and reconnected it then build successfully. peepoFrobbaWeird

heavy dawn
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why change the name of the structure, a bug?

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ok

misty bluff
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no idk

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when changed name or added variables gaves same error.

heavy dawn
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So I just rename my structure and it should be good?

misty bluff
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No just try, if it is variable, change to int and rechange again before structure. (my english not perfectly)
Or it is node, delete node and recreate on same way.

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said weirdly bug

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and compile bp rebuild it

heavy dawn
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ok

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what is your nationality

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?

misty bluff
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TR

heavy dawn
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ok thank you

misty bluff
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np gl

stoic iron
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I am getting ERROR: System.ArgumentException: Illegal characters in path when trying to build on the command line

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Any help would be appreaciated

open rapids
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@low radish ty bro, I think is substance painter for ue, now works

vague bloom
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Hey there, I wanna ask a question about packaged game. Is it possible to add any asset to shipping game?

stoic iron
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what do you mean by that?

raw ridge
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Greetings im having problems packaging, it gives me an error 5 seconds into packaging, please help!

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This is in 4.21.1

open rapids
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@raw ridge update u visual studio

raw ridge
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thx

mint dirge
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UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Failed to identify the asset package that '/Game/FirstPersonBP/Blueprints/W_HUD' belongs to.

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Anyone get something like this?

mint dirge
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Seems like a 4.20-4.21 issue with multiple nested widgets

harsh tusk
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I accidentally excluded ALL of the content from my android build. Somehow the .obb file was STILL 9 megs

blissful elbow
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Hey guys, was anybody able to remote compile ios build on windows with plugin which contains it's own binaries? Issue is that FMod contains custom in-house dlls (downloaded from their site) in Binaries folder and remote compile is not sending them to Mac. We tried to just copy them into corresponding folder on Mac, however unreal deletes them on compile start because it thinks they can be generated from source. (Manually pasting them right after delete phase of packaging caused build to success, however manual copy paste during every remote build is not really a nice way)

ruby sky
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I recently downloaded source from Git. After compiling, the icons for Android and Linux packages are missing. Anyone know why?

terse sorrel
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Need to flag to include those

ruby sky
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@terse sorrel what do you mean flag?

terse sorrel
heavy quiver
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"in List of maps to include in a packed build" in settings I don't need to include sublevels right? just maps (just double checking)

proven glade
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This error just started today during packagine, I havent touched the source code:

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Module.BuildPatchServices.2_of_3.cpp.obj : fatal error LNK1318: Unexpected PDB error; OK (0) 'C:\UE421\Engine\Binaries\Win64\vpx.pdb'
18>UnrealBuildTool : error : UBT ERROR: Failed to produce item: C:\UE421\Engine\Binaries\Win64\UE4Client-Win64-Shipping.exe

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ill try a full rebuild

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didnt fix. hmm any ideas?

proven glade
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development packages perfectly fine. switch to shipping and it wont package

zealous remnant
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Look at the Output log in VS. Check a few lines above the error to see if there's any more clues there.

tame shadow
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Hello guys,
I'm getting an error when trying to package my game.

ERROR: System.IO.DirectoryNotFoundException: Ein Teil des Pfades "D:\Epic Games\UE_4.20\Engine\Intermediate\Build\Win64\UE4\Development\EditorWidgets\EditorWidgets.precompiled" konnte nicht gefunden werden.

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EditorWidget is an Editor module, but I really don't think that I am using it...

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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "NavigationSystem", "AudioCapture", "AudioMixer", "Voice", "HTTP", "JSON", "JsonUtilities", "MediaAssets", "OnlineSubsystemUtils", "OnlineSubsystem" });
These are the modules I am including

fierce pebble
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It could be part of one of those

tame shadow
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Do you know a good way to test which one it is? It's a relatively big project

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Also I don't think its one of those... Because they are all runtime modules

valid sun
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Guys someone can help me? Pratically the Steam overlay is working inside the UE4 but when i build the game is not.

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I copied and paste the dll in both folders, project and engine

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But nothing change!

cunning tulip
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PNG error. Ignoring bad adaptive filter type ue4. Any ideas as to what this means?

scenic egret
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Running my packaged game, it seems to be running my main hud OnConstruct before it runs my game mode BeginPlay.... I thought it was supposed to be the other way around?

versed elbow
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A channel just for packaging great!

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How do I add some binary files to the build without them being added to the package file? I want a folder and a DLL to go right into the root by the EXE

versed elbow
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Need to save files:

**/Binaries/**

Engine/Intermediate/Build/Win64/Inc/

Engine/Intermediate/Build/Win64/UE4Editor/**.lib
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I'm going to try and place files in Intermediate to see if they get copied

versed elbow
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Bah it's copying to the loose section but not the staing builds

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It'd be cool if they just had a Binary/Platform/inc folder that you pop binary files into and it gets included in that platform's builds....

clever obsidian
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I keep getting this error when packaging to iOS

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PackagingResults: Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game
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but I can package to Win64 and Win32

versed elbow
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Sounds like you need to build UE4 for each target you need

versed elbow
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I did run into that a lot for Android

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Just make sure you install the build UE4 from source dependencies and that usually adds whatever missing component

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Also check if VS 2017 is up to date

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Well I got my binary files to include. I had to brute force the manifest builder to include my files. There's probably a better way

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Checking it in!

modern rover
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dunno if that is packaging related, but since moving to 4.21.1we experience a lot of problems with the engine and our packaged build (using engine source) ...
Some maps have weird performance issues, a weapon skeletal mesh got scaled up like 10x while everything works fine in the editor itself and playing standalone.
Also one map crashes the game like a few seconds after loading it while other work fine; attaching a debugger does not work, it just freezes. Sometimes I get this crash log (the symbols haven't been deleted): https://pastebin.com/CsmVKq3K
Crash context xml: https://pastebin.com/0SV09yU4
Like the other bugs, working perfectly fine when using the standalone PIE session :/
Does anyone have similar problems?

/edit: crashed it multiple times and got this in the log https://pastebin.com/jvUjY7qY
/edit2: getting weirder https://pastebin.com/vDD5rAAu (is that chinese?)

wraith dune
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For some reason my computer keeps freezing every time i package my game. It shouldnt be, and I have never had problems packaging until today. I have even packaged the same project before.

main mason
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Anyone ever seen this one:
Attempt to construct staged filesystem reference from absolute path (/Plugins/Runtime/Oculus/OculusVR/Content/Textures/touchController_albedo.ubulk). Staged paths are always relative to the staging root.

weak creek
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Dear guys, So I have build this mobile project and try is on android

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project and launch* on android

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I launched on several devices

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the scaling were so bad'

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some follow the screen size while some did not follow

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some of the UI are far under the screen

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hahha

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Is there a solution for this madness

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thanks in advance!

finite gull
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These look to be higher priority than the game DefaultEngine.ini

covert escarp
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Guys I have a totally new and never before asked question

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Why is the packaged exe size so big?

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Not the Pak files

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The exe is like 150mb

mellow bane
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Millions of lines of code

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Mostly

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Is it a shipping executable ?

covert escarp
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Nah dev

fierce pebble
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my exe is 71mb

mellow bane
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Package for shipping

fierce pebble
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and has alot code too

covert escarp
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But I understand that's only a 14% diff

mellow bane
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Dunno about that

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But shipping is the obvious first step

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Check in your build.cs file too if you don't have unused targets

covert escarp
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Is there a way to see what's in it? Like what modules and plugins

mellow bane
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There's the plugin manager window in the editor, so you can always remove unused stuff

covert escarp
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Yeah I've done that

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Did a good culling

mellow bane
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Our shipping executable is 54MB

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Apparently

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Though we ship with a 115MB PDB file too for bug tracking purposes

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At that point, the PhysX binaries are larger (60MB)

covert escarp
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guys

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i just went full ham

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and i dont remember why

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but i made a python tool that runs through all a plugins dependencies and tells you what redundant references you have

covert escarp
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thats it there

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replace the two lines at the top of the python file with your data and run it

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it will tell you about unused references in your build.cs

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i havent tested it for false positives yet, ie. Slate may require SlateCore, etc

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actually i can fix that

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fixed.

eager moon
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hey people

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at one computer I had this when trying to open my packaged game

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LowLevelFatalError [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Core\Private\HAL\MallocBinned2.cpp] [Line: 1146]
FMallocBinned2 Attempt to realloc an unrecognized block 01060000 canary == 0xc7 != 0xe3

0x000000007535B727 KERNELBASE.dll!UnknownFunction []
0x0000000001059E30 DiacrisisBetaLevel-Win32-Shipping.exe!UnknownFunction []
0x0000000001225BA9 DiacrisisBetaLevel-Win32-Shipping.exe!UnknownFunction []

buoyant plover
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Hello, I'm quiet new here but I'm struggling with packaging my project for over 16 hours now and I cannot find any solution even though the error seems so simple

I've already tried everything I could find on the boards and also had a look at general android packaging but nothing seemed to work.

I've also deleted binaries, build and intermediate and rebuilt the project afterwards but still nothing.

Here are the last few lines of the logs (ignore the #, those are just to color the lines red)
If you need any more information, like project settings or more logs, I'll gladly send those too.

(Also, the packaging worked a while ago - just now that I "finished it" it doesn'T work anymore. I also added a new plugin since the last working packaged apk, so maybe that's connected to it (?))

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#UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)):      [aapt] Z:\JavaLibs\androidlib-1.0.0\bin\AndroidManifest.xml:38: error: Error: No resource found that matches the given name (at 'value' with value '@integer/google_play_services_version').
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)):      [aapt] 
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): BUILD FAILED
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): C:\NVPACK\android-sdk-windows\tools\ant\build.xml:597: The following error occurred while executing this line:
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): C:\NVPACK\android-sdk-windows\tools\ant\build.xml:649: The following error occurred while executing this line:
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): C:\NVPACK\android-sdk-windows\tools\ant\build.xml:694: null returned: 1
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): Total time: 44 seconds
#UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): ERROR: cmd.exe failed with args /c "C:\NVPACK\apache-ant-1.8.2/bin/ant.bat" debug -Djava.source=1.7 -Djava.target=1.7
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)):        (see C:\Users\yulfa\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\Log.txt for full exception trace)
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): BUILD FAILED
PackagingResults: Error: Unknown Error
buoyant plover
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Update:
I tried packaging a third person template for android and even though it took way longer than usual, it was successful.

So I know fore sure it's not an SDK issue (Which I already reinstalled and updated and all that stuff) but rather a project related issue.

The plugin I integrated since the last successful build is a plugin for ad-integration (I use it for admob). I suspect the issue to be there but I really don't know what to do if that's the case (as I integrated the plugin explained in the documentation and I'm only into game dev for about 5-6 months now so I really lack the knowledge here)

Would be great if someone has some helpful ideas on how I can proceed with this or what else I could check.

buoyant plover
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^ I just removed the plugin from my package folder and deleted every mention of it in my blueprints - packaging worked afterwards

The plugins name is UnrealEngine4-EZ-Mobile-Ads
(not linking it because I don't know if that would be fine with the rules)

pine oak
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hello guys

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is there any updated guide for ios remote build/rsync?

eager moon
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packaging in unreal is just a shoot in the dark man

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In 10 pc's, my game worked in 5

crisp wraith
fierce pebble
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You cant just make a 2 gb android game...

crisp wraith
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@fierce pebble How is it possible that my files are 2 gb,all i do is spawn and destroy 15ish objects as player goes thru some triggers

fierce pebble
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Check it

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I don know

crisp wraith
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Do i need to delete everything i dont use ? I mean i have some assets that are never used but they are not huge size vise....

fierce pebble
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Check how big your folder is

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Content

crisp wraith
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900MB

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I think half of that is not used,do i need to delete unused assets or does unreal only build used ones

wispy pumice
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Unreal's cooking process when you package your game will only include assets you use

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so if you add 5000 textures and use 3, it will only build 3

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what you can try is removing all the plugins you are not using

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open the Plugins view and then uncheck everything that isnt relevant

nocturne holly
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@crisp wraith The Action RPG from Epic is only 27 MB big: https://play.google.com/store/apps/details?id=com.EpicLRT.ActionRPGSample. Here you can download it as project: https://www.unrealengine.com/marketplace/action-rpg

You could look how they made it so small and you could compare it with you project (project settings, installed plugins etc.)

crisp wraith
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@nocturne holly I'll check it out 27 MB is really nothing ,thanks for sharing

nocturne holly
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Yes, Unreal Match 3 is also a very small example

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When I package my project on 4.21 i get the Error that Universal CRT is not installed in Visual Studio 2017. I've deleted everything from this project so it looks like a blank project, but i get still the same Package Error. When i make a new, blank project, I can package without any problems. Does anyone know how I can fix this? (Maybe update something in this project, so that it knows the path of this universal c runtime??)

eager moon
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a little help here please

eager moon
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version 4.19

eager moon
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Hey, I finally got to make it work

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I saved that log, then opened the automationTool trough cmd command line!!

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It made a fine copy of a level of the game, I'm now sharing at my discord channel for the beta testers

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Let's hope I'm not screwed and the engine works on every pc from now on

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This is the link if anyone interest in playing

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Thanks! Happy new yers everyone!

buoyant plover
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UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): Z:\app\build\intermediates\incremental\mergeDebugResources\merged.dir\values\values.xml:95: error: resource android:attr/fontStyle not found.
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): Z:\app\build\intermediates\incremental\mergeDebugResources\merged.dir\values\values.xml:95: error: resource android:attr/font not found.
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): Z:\app\build\intermediates\incremental\mergeDebugResources\merged.dir\values\values.xml:95: error: resource android:attr/fontWeight not found.
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): error: failed linking references.
PackagingResults: Error: resource android:attr/fontStyle not found.
PackagingResults: Error: resource android:attr/font not found.
PackagingResults: Error: resource android:attr/fontWeight not found.
PackagingResults: Error: resource android:attr/fontStyle not found.
PackagingResults: Error: resource android:attr/font not found.
PackagingResults: Error: resource android:attr/fontWeight not found.
PackagingResults: Error: failed linking references.

I'm kinda lost here. Anyone has some ideas on how to fix this ?

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Only happens when using gradle - but I have to use gradle in order to use a plugin

eager moon
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ITS working god damn thank you unreal

open rapids
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might be wrong thread but I've got one user who is saying the game's screens are all shifted to the bottom right, off center. They cant do/see anything and switching from window'd to fullscreen doesn't help. I've confirmed a couple different builds as seemingly working perfectly for my two machines and 3 other friend's machines. Can't Reproduce. Anyone with leads?

eager moon
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@open rapids is your build of the game made by the automationTool through command line?

open rapids
#

@eager moon I believe my builds use the automation tool, but I make them by going file>package project> win64

eager moon
#

Sรณ i must say to you my fine friend, that theres a reliable way of doing it

#

You will have learn this:

#

The way youre doing is just a step for the real package

#

And after doing that should be the copy you want to distribute and discover real bugs

#

Just read some comments above yours dude

#

It is me trying to make that tutorial works aheheahe xD

dusk swan
#

Is it possible to make a packaged game work with both VR and non-VR? Sort of like VRChat does.

fierce pebble
#

yes

dusk swan
#

How do you do that?

fierce pebble
#

how can you not?

#

there is a bool for head mounted device and hmd

#

so you can have any control sheme you want

dusk swan
#

There's no dedicated way to do it?

fierce pebble
#

dedicated?

dusk swan
#

like a "proper" way

fierce pebble
#

this is proper

dusk swan
#

So I should just have a command like argument or something on if it should use vr?

#

So Steam can tell it what to do

fierce pebble
#

i dont understand what your issue is

#

you can simply code a switch in your game to shut of hmd or the other way

#

what do you want

dusk swan
#

Does that work in Blueprint? This is the first VR game I've actually gotten to the packaging stage with.

fierce pebble
#

it works in blueprints yes

dusk swan
#

Okay

#

I'll give it a try

haughty depot
#

hey guys, one of my landscape textures is white when i package, but is fine in editor. i don't see it in the log anywhere.

#

any ideas?

buoyant plover
#

Mhm check your texture file - also, for which platform are you packaging ?

buoyant plover
#

^nvm, just found out it still needs approval by a mod .-.

cunning tulip
#

Anyone general reasons why I would be having issues in a packaged version of my game vs standalone? I know its general but any thoughts could help. Specifically, on begin play, random it based branch is always turning up true.

eager moon
#

Hey @haughty depot , you want to check yours TextureSubUV file directory.
Go to your texture and check clear that box:

#

Then take the SubUV PNG file to the folder of your game, mannually, don't use import

#

After doing this you use import to find your texture

#

And then put the new right path on that Source File, that should correct your package

#

This texture is inside your material blueprint:

haughty depot
#

i'm packaging for win64. I'm not sure what changing the import directory for the texture will do to fix it, all textures are currently imported from the same location, but I will give it a shot when i get home this evening

modern loom
#

any idea why i keep getting this error?

Visual Studio 2017 requires the Universal CRT to be installed.

#

i have visual studio 2015 and 2017

fierce pebble
#

Thats the issue

#

You hsve both

#

But 17 is not the Major

modern loom
#

I set it as the primary source in settings

#

How can I fix that?

fierce pebble
#

remove 2015

#

and reinstall 17

modern loom
#

Ouch ok

#

But wonโ€™t order versions of UE4 cause problems then?

#

4.18 doesnโ€™t pack without 2015 for some reason

#

Also, visual studio community right?

fierce pebble
#

ofc.

#

but you have to figure that out yourself...

modern loom
#

Okay

heady briar
#

hey guys?

#

anyone know what this issue is?

eager moon
#

@heady briar these รกre the only errors that appear?

heady briar
#

yes

eager moon
#

Hummm...

#

And why youre packaging it in 32bits?

#

Try tรด package It trough project launcher

#

Follow these steps first to see your errors

eager moon
#

DOES SOMEONE HERE KNOWS

#

sorry for caps loc

#

Does someone here knows if:

#

I need to package my game for MACos

#

So I will need to go to a Mac and package the game inside there

#

So, the engine editor will open the unreal engine files I open there, right?

#

Like, I don't need to construct the game all over again

eager moon
#

I found this on a topic so I think Imma okay ''UE4 project files are platform-agnostic. You won't have any problems opening any blueprint-based project regardless of the OS on which it was created.''

open rapids
eager moon
#

@open rapids can you put the whole screen

#

or paste and copy the log here

rare sun
#

does anybody know how to build ios apps for distribution with remote build?

#

I'm getting the "Provisioning profile "dis" doesn't match the entitlements file's value for the get-task-allow entitlement." error

lost flame
#

Does ue4 exlude unused assets on packaging now? I've seen some say yes and some say no ...

mellow bane
#

Depends on how you package.

#

If you manually input a list of levels to cook, yes, it does, has been for a long time

#

If you let it cook everything, no, it doesn't

fierce pebble
#

one shouldnt have too much unused stuff in a project anyways

#

like under 5% is ok

lost flame
#

Ok thanks :) yeah i dont have that much, it was more of a general question , if it matters what one puts in the project or not

fierce pebble
#

there other reason are references

lost flame
#

I've seen a few projects with 80% unused stuff

#

18gb of junk imo :p

fierce pebble
#

if that trash stuff is referenced to the content and is broken... you are in for hell

#

everything that gets referenced gets compiled

#

so you are wasting alot of hours into something that noone ever sees

lost flame
#

Thats what i expected

fierce pebble
#

its really bad

mellow bane
#

If it's referenced it means it's actually used

#

By a level

fierce pebble
#

in clean states XD

#

but it starts with simple things, textures in rando folders, material functions only used once...

#

optimization is really important

#

We dont need to hold a lesson about cleaning XD its obvious

lost flame
#

Yeah im working on a cleaning project as we speak lol. 2000 paragon fx assets ๐Ÿ˜‚ where's the auto clean plugin when i need it..

#

Ty for info anyways!

fierce pebble
#

you should make use of the reference viewer aswell

#

it compiles you a view for asset dependencies

#

that way you can see folder routes

lost flame
#

Im just going over them manually

#

Since i copied it all to the same folder

#

All the unique things got copied over while alot of the functions and textures are duplicates, so they stayed at their original folders, and the references stayed..

#

Anyways OT!

bold iris
#

Plugin Packaging error UATHelper: Package Plugin Task (Windows): ERROR: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.
UATHelper: Package Plugin Task (Windows): (see C:\Program Files\Epic Games\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-IOS-Development.txt for full exception trace)
UATHelper: Package Plugin Task (Windows): Took 3,3863805s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Package Plugin Task (Windows): ERROR: UnrealBuildTool failed. See log for more details. (C:\Program Files\Epic Games\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-IOS-Development.txt)
UATHelper: Package Plugin Task (Windows): (see C:\Program Files\Epic Games\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
UATHelper: Package Plugin Task (Windows): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Package Plugin Task (Windows): BUILD FAILED
LogTemp: Executing iPhonePackager certificates Engine -bundlename com.YourCompany.Gravity
LogTemp: CWD: C:\Program Files\Epic Games\UE_4.21\Engine\Binaries\DotNET\IOS
LogTemp: Initial Dir: C:\Program Files\Epic Games\UE_4.21
LogTemp: Env CWD: C:\Program Files\Epic Games\UE_4.21\Engine\Binaries\DotNET\IOS
LogTemp: BranchPath = DESKTOP-31ML0EN/C/Program Files/Epic Games/UE_4.21/Engine/Binaries --- GameBranchPath = DESKTOP-31ML0EN/C/Program Files/Epic Games/UE_4.21/Engine/Binaries
LogTemp: IPP ERROR: Could not find provision directory 'C:\Users\MaverX\AppData\Local/Apple Computer/MobileDevice/Provisioning Profiles/'.
LogSlate: Only BGRA pngs, bmps or icos are supported in by External Image Picker
LogContentBrowser: Native class hierarchy updated for 'ConfigEditor' in 0.0109 seconds. Added 2 classes and 0 folders.
LogSlate: Window 'Config Editor' being destroyed
LogSlate: Window 'Config Editor' being destroyed

mellow bane
#

Have you tried what the first line says ?

fierce pebble
#

you are expecting to much

fierce pebble
#

i found an error

#

your project path is to long

#

store it on root directly in a folder

#

like

#

c:ue4/project

#

super small path

#

C:\Users\conne\Documents\Unreal Projects\HNPrototypeRemastered\MyProject8\MyProject8.uproject

#

6610 error(s), 15221 warning(s)

#

never

#

in my entire career

#

have i seen a project with this many crits

#

15K warnings

#

this project is so dirty, it wants to crawl out of your pc

#

remove it before it hurts someone

cobalt wolf
#

Hey guys, I'm getting this error:
CVTRES : fatal error CVT1107: 'C:\Program Files (x86)\Windows Kits\10\lib\10.0.17134.0\um\x64\opengl32.lib' is corrupt

#

I noticed I was missing the latest WIndows 10 SDK by one version, hopefully installing the newest one will fix the issue

cobalt wolf
#

That fixed it

eager moon
#

hahhahahahahahahahahahah 15k of warnings xDDDDDDDD
''this project is so dirty, it wants to crawl out of your pc
remove it before it hurts someone'' HhahAhHAHAHAHhaHA xDDD

#

@open rapids did you solved it dude?

#

For sure it's a problem with meshes

#

Or else you have a HUGE game

#

but as I see the name of ur project is house

unborn tiger
#

Hi guys! I was wondering if anyone has tried to package a project for iOS iPad gen 3? We're getting some issues here when we try to package, but works perfectly on gen 2

eager moon
#

are you pakcaging it via command line?

unborn tiger
#

figured it out, 4.20 didn't support gen 3, but 4.21 does. So just needed to update Unreal ๐Ÿ˜‰

finite gull
#

Does anyone know how to get the splash screen to show up in Shipping?

covert locust
#

Hey everyone, i have part of code that is resetting my random seed every time object is loaded. But somehow that is not working after i pack project (everything works fine in editor). Any suggestion?
void ASpawner::BeginPlay()
{
Super::BeginPlay();
FMath::RandInit(FMath::Rand());
}

open rapids
#

This happens when packaging, but my drive has over 80 gib of space

feral plover
#

I really need help with an error and I'm willing to pay for it.

My game is randomly (about 1 in 5 times) crashing ONLY when packaged. I get a Fatal Error. The error log is useless - it just says "LogLoad: LoadMap /Game/Levels/setup" and nnothing after that. I can not figure out what the issue is and I NEED this fixed.

Again.. only getting this fatal error in packaged, otherwise everything works fine.. I already moved everything to new project, didn't help.. I have no idea what the issue is and really need help

red latch
craggy shore
#

hi, dunno where else to ask here. But i am downloading the VS files so i can export my project, for some reason i keep gettkng this error. Any ways to solve it? kinda need them to package everything.

open rapids
#

Hey, anyone have any idea why the AssetRegistry isn't finding a lot of my assets in a standalone build? I have a lot of data assets in my game that don't have any hard references but the game looks for them using the Asset Registry and loads them in through that. Those assets only get loaded in when playing in-editor. Because this kind of asset loading is so prevalent in my game, it leads to crashes and bugs in standalone builds because the assets the game is trying to find aren't being packaged.

I've added the folders those assets are in to the list of folders where the cooker should always cook assets (regardless of them being un-referenced), and I CAN see them being cooked in the logs - but the game still doesn't find them. Any reason why?

sharp jolt
#

anyone have a working checklist of what you need to do to build a game for android? I followed the recommended quick start guide that pops up, restarted multiple times after doing everything and it still won't let me package a game for android

open rapids
#
This is what I did to export games for android, I'm using C++ however:
1- Install UE4
2- Install Visual Studio 2017 
2.1 - enable Game Development with C++  in Visual Studio installer.
2.2 - enable Unreal Engine Installer in Visual Studio installer.
2.3 - enable Visual Studio Android Support for Unreal Engine in Visual Studio installer.
3- Reset device.
4- Install Nvidia codeworks for android
5- Reset device.
6- Run UE4
7- Make a mobile project.
8- Go to project settings > Android > Accept SDK License
9- Build and done.
#

@sharp jolt

#

if not, there is a problem with Nvidia code works installation, things like environment variables, try re installing it

#

also try disabling this and see if it works

#

make sure testing it with a new project, not an existing one.

sharp jolt
#

Thanks I got it working and got my project built and running on my phone! @open rapids

open rapids
#

๐Ÿ˜‰ good to hear

near stream
#

May be a dumb question, but I've got a PS4 controller I've connect to my laptop through Bluetooth. I've added controller inputs to my project settings, but the engine doesn't seem to be processing the inputs at all.

#

Is there some additional setting I need to click to set this up?

#

I've verified that the controller does work with games I have installed through steam.

inland shore
#

It still won't let me package it :<

#

It can't find a precompiled file of advanced steam sessions

#

but it doesn't even make one itself so I am left confused

#

If anyone has some spare time please consider Dming me if possible because I gotta go to school now and won't be able to answer for the next few hours

#

Sorry for the inconvenience!

craggy shore
#

working for me, and i literally just finished packaging

#

@inland shore

open rapids
#

@craggy shore do you have any additional SDKs?

craggy shore
#

I just have UE4, Advanced Sessions (and the steam one) amd then Visual Studio Community 2017 with the C++ Game Development for Unreal package

sharp jolt
#

So I got to test my Android build on a variety of phones yesterday. Ran in to two phones which didn't support astc, a Galaxy wide and something else. They popped up stating they need etc1 etc2 or atc which one is better choice?

quick kayak
#

I'm getting an error trying to package my plugin, and it says that I need a remote server to package because I don't have a mac. Is there a way to turn mac support off when packaging a plugin?

unkempt jay
#

I'm having a pretty annoying packaging error
PackagingResults: Warning: STEAM: Steam API disabled!

I'm getting this even on UE4 example projects.

unkempt jay
#
UATHelper: Packaging (Windows (64-bit)):   LogOnline: Display: STEAM: Loading Steam SDK 1.39
UATHelper: Packaging (Windows (64-bit)):   LogOnline: Warning: STEAM: Steam API disabled!
UATHelper: Packaging (Windows (64-bit)):   LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
UATHelper: Packaging (Windows (64-bit)):   LogStreaming: Display: Took  0.001s to delete old logs.
UATHelper: Packaging (Windows (64-bit)):   LogHAL: Display: Platform has ~ 16 GB [17115533312 / 17179869184 / 16], which maps to Larger [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
PackagingResults: Warning: STEAM: Steam API disabled!
eager moon
#

hey dude

#

can you check on your plugins?

#

did you installed any plugin?

#

@quick kayak hey dude, what kind of a plugin was this? the name please. :D
Also, why you want to package the plugin, cant you just get the result of it and then delete everything else, even deactivate the plugin (will be better for pack)

#

@sharp jolt Hey dude, how are you packaging these? Because if you package only trough the editor then it gonna have a LOT of missing files

#

even if the game runs in one or another cellphone, if you dont package the way its meant to be done It wont work for the most of them trust me

sharp jolt
#

Packaged in the editor. I've made an ASTC and ETC2 version, installed it on about a dozen different phones types, they all work fine.

#

I also packaged it with all files in the apk for now

eager moon
#

@inland shore Im p sure your plugin is causing all these errors

#

Well crossmr then whats the issue ure havng?
Also, packaging only trough the editor inst the way professionals do bt okay

sharp jolt
#

I've run it on a J3, S6, S7, S7 edge, Huawai, A couple LG phones, a Note5, a Galaxy Wide, and a couple others that I don't recall the model right now.

#

The J3 was the only phone that had performance issues with it.

eager moon
#

yeah okay best of luck then

sharp jolt
#

If there is a better way to package it, you could simply tell me what it is. It's my first time packaging anything for android, so I just used what i knew.

eager moon
#

alright my dude

#

yeah there is

#

I'm no expert in packaging for phones tho

#

but the editor version for packs are really, well, I dont know, they just make some files for the real automationtool make the service

#

but they dont package the GAME you know

#

they package files so you can run the log

#

the log is what you want

#

a log from the project launcher

#

within this log from the project launcher is where you are able to real cook the game and make it to the Steam or whatever

#

I will send you a link but it works for me in my Pc games

sharp jolt
#

ok

eager moon
#

you should read a lot of packaging, its a wide area and not easy
It could be even harder than make the game

#

thats the basics you should learn

sharp jolt
#

Thanks, I'll read up on it

eager moon
#

yeah, if your game packages then youre on the right path

#

make a test right now

#

open the editor

#

and go to the Project Launcher

#

is on the menu

weary steeple
#

Hello, I'm making a shipping build for android through project launcher. It builds alright, but spits 'Failed to open descriptor file ../../../project_name.uproject' on device. Any ideas?

open rapids
#
UATHelper: Packaging (Windows (64-bit)):          (see C:\Users\Gebruiker\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+fortnite+fortnite+UE_4.21\UBT-MyProject-Win64-Development.txt for full exception trace)
PackagingResults: Error: Visual Studio 2015 must be installed in order to build this target.
UATHelper: Packaging (Windows (64-bit)): Took 1,4934715s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Gebruiker\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+fortnite+fortnite+UE_4.21\UBT-MyProject-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\Gebruiker\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+fortnite+fortnite+UE_4.21\Log.txt for full exception trace)
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\Gebruiker\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+fortnite+fortnite+UE_4.21\UBT-MyProject-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error``` does someone know how to fix ?
mellow bane
#

Well, do you have Visual Studio installed @open rapids ?

open rapids
#

yes

mellow bane
#

Which version ?

open rapids
#

2017

mellow bane
#

Is your project set to build for 2017 ?

#

In project options

open rapids
#

yes

mellow bane
#

What does C:\Users\Gebruiker\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+fortnite+fortnite+UE_4.21\UBT-MyProject-Win64-Development.txt say ?

#

Also why Fortnite ?

open rapids
#

the map called fortnite and 1 sec

#

but where can i search for visual studios in project settings ?

#

?

#

bc if i make a new project i can build that one

#

@mellow bane

mellow bane
#

Project Settings -> Windows -> Toolchain

open rapids
#

this right

#

@mellow bane

mellow bane
#

"No Visual C++ installation was found. Please download and install Visual Studio 2015 with C++ components."

#

Did you previously build C++ UE4 projects ?

open rapids
#

no i use blueprints

#

what can i do

#

@mellow bane

fierce pebble
#

this is a bit strange

#

like

#

this error should not exist

#

at all

#

if you use 4.21 then it is vs17

open rapids
fierce pebble
#

i am not sure what to advise here

#

the error is inconsistent

#

i would use default procedure

#

4.21 needs 17

#

so remove what ever you got

#

and install 17

#

it doesnt matter if you have 17

#

it must be broken then

#

you have to clear up

open rapids
#

yeah but its strange bc if i make a new project in ue4 the build is working but when i use my other project im working with its saying that

fierce pebble
#

you only work on 4.21?

open rapids
#

yes

fierce pebble
#

well in general

#

ue4 doesnt need vs to build

#

you can package a game with no extras just fine

#

this project here uses plugins/c++?

open rapids
#

no

fierce pebble
#

then proced and wipe your visual studio

#

bc one thing is consistent here

#

it didnt found an installation

#

at all

#

so whatever you have is broke

#

so you can just go ahead and fix that

open rapids
#

how do i wipe my visual studio/

fierce pebble
#

you have the launcher there

#

you should be able to remove it with that

#

modify

#

or more

#

last time i did this

#

i used external tools

#

but maybe its just vs here

#

bc it comes with a large array of extra components

#

windows sdk 10 for instance...

#

which is also a requirement with 4.21

open rapids
#

and i have stored my project files in my f and my vs in c does that matter ?

fierce pebble
#

are they both static drives?

open rapids
#

yes

fierce pebble
#

then it shouldnt matter

#

but good that you said it

#

if this wipe doesnt work you might wanna install vs to the same drive

mellow bane
#

@open rapids

#

You need a specific setup for VS

#

VS2017 + "Game development with C++"

#

And make sure to pick 2017 in project settings

open rapids
#

ah oke

#

i keep getting this WARNING: No Visual C++ installation was found. Please download and install Visual Studio 2015 with C++ components.
PackagingResults: Warning: No Visual C++ installation was found. Please download and install Visual Studio 2015 with C++ components.

fierce pebble
#

it shouldnt say 2015

#

i am really confused why its doing that...

#

you can find the c++ components in the launcher aswell

#

under modify this time

open rapids
fierce pebble
#

this is so bad

#

you might not really have a choice here

open rapids
#

to do what

fierce pebble
#

to fix it

open rapids
#

how to fix

fierce pebble
#

i would reinstall

mellow bane
#

@open rapids Did you check your project settings ?

open rapids
#

yes

fierce pebble
#

what options does it actually give?

open rapids
fierce pebble
#

mh

#

so the enum must be static

open rapids
#

he

fierce pebble
#

i am not sure if it shows available options

#

or just all possible

open rapids
fierce pebble
#

the one you got a license for

#

hint

#

one is free

open rapids
#

still broke

fierce pebble
#

one just dont install vs 17 and tests it out in 10 minutes

#

XD

open rapids
#

still the same isue

#

still this UnrealBuildTool.GuardedMain: Command line: "F:\fortnite\fortnite\UE_4.21\Engine\Binaries\DotNET\UnrealBuildTool.exe" MyProject Win64 Development -Project=F:\TheCat\MyProject.uproject F:\TheCat\MyProject.uproject -NoUBTMakefiles -remoteini="F:\TheCat" -skipdeploy -Manifest=F:\TheCat\Intermediate\Build\Manifest.xml -NoHotReload -log="C:\Users\Gebruiker\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+fortnite+fortnite+UE_4.21\UBT-MyProject-Win64-Development.txt" WindowsPlatform.GetDefaultCompiler: WARNING: No Visual C++ installation was found. Please download and install Visual Studio 2015 with C++ components. Log.WriteException: ============================================================================== Log.WriteException: ERROR: Visual Studio 2015 must be installed in order to build this target. Log.WriteException: (see C:\Users\Gebruiker\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+fortnite+fortnite+UE_4.21\UBT-MyProject-Win64-Development.txt for full exception trace)

fierce pebble
#

this is really confusing

open rapids
#

i know idk what to do now

fierce pebble
#

i still dont get why your thing is called fortnite

vague hare
#

@open rapids Modify VS 2017 and go down to Compilers, Build tools and runtimes, then select

#

However, 4.21 should be using VS 17 C++ compiler. Did you previously have 15 installed?

open rapids
#

i will

vague hare
open rapids
#

where can i find compiler ?

vague hare
#

VS Installer , toolchain number listed above in the Compilers, Build tools and runtimes section

open rapids
#

toolchain?

open rapids
#

yesi have that

vague hare
#

You'll want 16299 for the Win SDK

#

Chances are it will be fine but just in case make sure it matches the UE release notes

open rapids
#

still the same error

#

what can i do

#

@vague hare

vague hare
#

After installing VS17 did you restart your PC? That may be required to set path variables.

open rapids
#

yes i did

#

only windows export doesn`t work

vague hare
#

What happens if you right click on your UProject file and go GenerateProjectFiles?

open rapids
#

how do you mean

vague hare
open rapids
#

1sec

#

where can i do that i don`t have that blue icon

#

how to fix that

#

@vague hare

vague hare
#

What blue icon? The uproject file is in your project root

open rapids
vague hare
#

Roger, do you have code plugins installed?

open rapids
#

whats that

vague hare
#

Plugins in your project that are C++ based. Reason why I ask is I don't know why it's trying to compile your project. Regardless, if you try and package in editor again what does it say?

open rapids
#
PackagingResults: Warning: No Visual C++ installation was found. Please download and install Visual Studio 2015 with C++ components.
UATHelper: Packaging (Windows (64-bit)):   ERROR: Visual Studio 2015 must be installed in order to build this target.
UATHelper: Packaging (Windows (64-bit)):          (see C:\Users\Gebruiker\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+fortnite+fortnite+UE_4.21\UBT-MyProject-Win64-Development.txt for full exception trace)
PackagingResults: Error: Visual Studio 2015 must be installed in order to build this target.
UATHelper: Packaging (Windows (64-bit)): Took 2,235711s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Gebruiker\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+fortnite+fortnite+UE_4.21\UBT-MyProject-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\Gebruiker\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+fortnite+fortnite+UE_4.21\Log.txt for full exception trace)
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\Gebruiker\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+fortnite+fortnite+UE_4.21\UBT-MyProject-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error```
vague hare
#

Hoping it's not actually looking for VS 15 and instead just the compiler

#

(This shouldn't be needed but I'm unsure why it's still requiring 15 when 17 is the default)

open rapids
vague hare
open rapids
vague hare
#

Visual Studio Installer -> Modify -> Individual Components is where I am in that video

open rapids
#

i know im there too

#

i guess it`s fixed

#

im building it to test

blazing acorn
#

Hey guys, for your "licensing terms" do you guys put a standard copy paste text in there or do you yourselves pay a lawyer to do it?

open rapids
open rapids
#

@vague hare so so so thank you

vague hare
#

No worries at all ๐Ÿ˜ƒ

open rapids
#

i can`t thank you enough

clear granite
#

@open rapids That happened to me for 2 days when I first got UE4

#

and then it finally finished xd

open rapids
#

oo gosh XD

blazing acorn
#

How do I fix this error when trying to package? "The Binaries for this Target Platform are not currently installed, would you like to use the Launcher to download them?"

#

I have visual studio 2017 and all. Im noob at this, answer hub not really helping

tight siren
#

it means youre building the game for mobile or a console

#

you'd need the runtimes and/or toolchain for them, e.g. parts of the android sdk for android, or the XDK (or whatever its called now) for xbox

#

if you didnt mean to package your game for mobile, check the settings

#

hope that helps @blazing acorn

eternal flare
#

I also got the visual studio error just now, even though I have vs 2017 community installed... going to try to find the toolset thing mentioned now

#

I wonder if these are the "prerequisites" that the launcher tries to install and constantly fails to do

mellow bane
#

@blazing acorn Which platform ?

#

For Windows, just look at the C++ setup tutorial on the doc page

#

VS2017 + "game development with C++" in VS setup options

eternal flare
#

Woo, success! It compiles. Everything @vague hare said yesterday, with screenshots, should be pinned to this channel! CC @light junco @spring swift

eternal flare
#

wow, is it compiling the entire contents of the engine? I see pages upon pages of textures I don't use in my project...

fierce pebble
#

so

#

ask yourself

#

why do you have a ton of unused stuff in your project

#

and the more important question

#

why this is all your fault.

eternal flare
#

UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

#

nooooooooooo

#

BUILD FAILED

fierce pebble
#

XD

blazing acorn
#

@mellow bane Yeah I just had to get Visual Studio 2017 installed and the proper C++ and game dev set up. It packaged but now my door material and grass mat's wont load. Any tips?

mellow bane
#

After packaging ? Look at cooking error

#

While packaging

open rapids
#

Help. My project won't launch to my phone. It keeps telling me that VS is installed but missing the C++ toolchain. This was working yesterday...
I just tried my other project and it can successfully launch to my phone.

What can I check to fix this?

Note: This is a BP project

golden cape
#
Log.WriteException: ERROR: UBT ERROR: Failed to produce item: U:\UE4 Projects\BrainMirkers\Binaries\Win64\BrainMirkers-Win64-Shipping.pdb
Log.WriteException:        (see U:\UE4 Versions\UnrealEngine-4.21.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-BrainMirkers-Win64-Shipping.txt for full exception trace)
Log.WriteException: 
Log.WriteException: BuildException: UBT ERROR: Failed to produce item: U:\UE4 Projects\BrainMirkers\Binaries\Win64\BrainMirkers-Win64-Shipping.pdb
Log.WriteException:    at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute, String& ExecutorName, String TargetInfoForTelemetry, EHotReload HotReload) in U:\UE4 Versions\UnrealEngine-4.21.1\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 507
Log.WriteException:    at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in U:\UE4 Versions\UnrealEngine-4.21.1\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1699
Log.WriteException: ==============================================================================
UnrealBuildTool.RunUBT: Total build time: 315.63 seconds (Parallel executor: 0.00 seconds)
#

So that's interesting

eager moon
#

@golden cape did you fixxed it:?

golden cape
#

?

eager moon
#

Oh you just posted

#

sorry

fierce pebble
#

there is no error

#

only a report

golden cape
#

UATHelper: Packaging (Windows (64-bit)): [444/445] Module.UMG.cpp
UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: U:\UE4 Projects\BrainMirkers\Binaries\Win64\BrainMirkers.exe
UATHelper: Packaging (Windows (64-bit)): (see U:\UE4 Versions\UnrealEngine-4.21.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-BrainMirkers-Win64-Development.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): Total build time: 392.97 seconds (Parallel executor: 0.00 seconds)
UATHelper: Packaging (Windows (64-bit)): Took 393.1390403s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (U:\UE4 Versions\UnrealEngine-4.21.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-BrainMirkers-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): (see U:\UE4 Versions\UnrealEngine-4.21.1\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
PackagingResults: Error: UBT ERROR: Failed to produce item: U:\UE4 Projects\BrainMirkers\Binaries\Win64\BrainMirkers.exe
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (U:\UE4 Versions\UnrealEngine-4.21.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-BrainMirkers-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

fierce pebble
#

where is the error

#

oh....

#

its unknown

#

do you have any warnings

#

or errors?

golden cape
#
ParallelExecutor.ExecuteActions:   u:\ue4 projects\brainmirkers\source\brainmirkers\BrainMirkersHUD.h(26): error C3158: 'RegisterServer': 'override' can only be applied to a virtual member function
ParallelExecutor.ExecuteActions:   u:\ue4 projects\brainmirkers\source\brainmirkers\BrainMirkersHUD.h(26): error C2575: 'RegisterServer': only member functions and bases can be virtual
ParallelExecutor.ExecuteActions:   U:\UE4 Projects\BrainMirkers\Source\BrainMirkers\BrainMirkersGameMode.cpp(9): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
ParallelExecutor.ExecuteActions:   U:\UE4 Projects\BrainMirkers\Source\BrainMirkers\BrainMirkersGameMode.cpp(9): error C2374: 'bUseAuthentication': redefinition; multiple initialization
ParallelExecutor.ExecuteActions:   u:\ue4 projects\brainmirkers\source\brainmirkers\BrainMirkersGameMode.h(19): note: see declaration of 'bUseAuthentication'```
eager moon
#

can you print screen the part where it says ur warning

#

and errors

#

should be at the end

fierce pebble
#

ohhhh

golden cape
fierce pebble
#

these are real errors for once

golden cape
#

its weird because ive never touched the gamemode file on this peroject yet

fierce pebble
#

doesnt happen often that someone has real errors

#

no this isnt a code issue

#

it looks very much like a settings error

#

a dependency changed here

golden cape
#
{
    public BrainMirkers(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "OnlineSubsystem", "OnlineSubsystemUtils" });

        //DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
    }
}
fierce pebble
#

pls give this to #cpp

#

if its clear

#

this is a real error for once

eager moon
#

okay so can you go to see U:\UE4 Versions\UnrealEngine-4.21.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-BrainMirkers-Win64-Shipping.txt

#

what does it says there

golden cape
#

there's actually no file there thats Win64-Shipping

#

its all WIn64-dev

eager moon
#

and what exacly are you trying to do, despite the fact ure packaging in 64 bits

golden cape
#

something wrong with a 64bit package?

eager moon
#

no, its fine but youre mking it where

#

trough the editor?

#

try Project Luncher

#

and see what happens and post here

#

also try to compile ur project too

golden cape
#

project launcher is the edit tho?

eager moon
#

yah

#

is in the editor

#

on a enu above

#

you should find project launcher

golden cape
#

but isnt that the same as "package game"

eager moon
#

well it will need a 64 package build actually, but first, did you compiled ur project and removed all errors and warnings?

golden cape
#

its basically a fresh project, no real "code" in place on this

fierce pebble
#

use quote more

#

XD

golden cape
#

sorry haha

#
{
    public BrainMirkers(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "OnlineSubsystem", "OnlineSubsystemUtils" });

        //DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
    }
}
eager moon
#

you know, you can restart ur project if its fresh

#

just migrate ur blueprints

#

but you need to hit a button called compile

#

and will show a log with errors and warnings

golden cape
#

"ye man, keep restarting this project due to this error"

eager moon
#

hahahahaha

#

dude, see if you have errors

#

if you have them thats the bug of your package

#

thats the first thing

#

then I can help you with more options

#

But first just try compile navigation

#

compile shadows or set to dont use them at world settings

#

I can find a vieo tutorial to help ya

golden cape
#

ive listed errors above.

eager moon
#

I saw those errors but theyre from your package try.
We need to first see the errors of the level on the editor

#

its just a button you press really

#

its called ''compile''

golden cape
#

the compile button works just fine.

#

It just compiles the bp i use it on

#

and nothing happens

#

good old "green" check

eager moon
#

no no no

#

wait

#

you want that button

#

it will open a box after it compile the shadows and navigation

golden cape
#

i see

#

I have that compile in editor turned off

#

the hot reload thingy

eager moon
#

yeah thats a good tool you know

#

if you hit there and everythings is fine you are kinda good to go

golden cape
#

I keep hearing some say its bad, others say its amazing

#

:mixed_signals:

eager moon
#

but package with ue4 is like a witchraft

#

you need to learn how to the soup

golden cape
#

Spells and magicery

eager moon
#

after you learn how the magic works you learn it its fine

#

but its kinda messy to understand all the shit

#

but go on keep working with it its the only way to know it

golden cape
#

"Wingardium Leviosa"

eager moon
#

I liked you dude

#

post here when you fully sucessfullyy package

near stream
#

So I'm trying to package my project and for some reason it can't find the startup map.

#

Anyone have any inclination about what I might be doing wrong?

near stream
#

I figured it out for anyone who searches this in the future. If you explicitly tell the engine to not include certain folders later on below, I think it then expects you to explicitly state the ones you want to include. I solved this by just removing the ones I explicitly said I want ignore and the above settings worked fine.

golden cape
#

So I'm trying to package my game using AutomationTool.exe (so i can use patching)

#

My automationtool seems to just close when it parses my command (copied from project launcher in ue4 editor)

narrow yew
#

My first time deploying to my iPhone. Can anyone tell me why I see this texture instead the view from my camera?

fierce pebble
#

post process error

#

can happen with incompatible stuff

narrow yew
#

Thanks @fierce pebble

#

Happen to have a tip on debugging without deploying every time? @fierce pebble

fierce pebble
#

well

#

find the issue

#

i dont know what you are doing

narrow yew
#

Reading what is and isn't supported helped. Thanks!

eternal flare
#

jesus christ, packaging files in Unreal is 1000x harder and more shitty than in Unity

#

what a god damn shitfest

#

wonder if it's because of Datasmith...

#

huh... seems to be a combination of Datasmith and Perforce fuckery

#

ugh

mellow bane
#

What's your problem ?

fierce pebble
#

he is angry bc he cant keep order in his files...

#

and now unreal is compiling all the shit he doesnt use...

mellow bane
#

Actually UE can do that

#

If you provide a list of levels to cook explicitly

#

It will cull the unused assets

hearty socket
#

Any build tool people here

#

trying to link a .so library and im having issues

eager moon
#

@golden cape did the automation tool through command line parsed the command sucesfully?

#

@eternal flare hey I agree it is a witchcraft to understand, but once you read on it and learn, you see that is not their fault, actually if you were a better programmer than just pointing who better in what, you could reprogram unreal for the next time we can have all these fuck up features in the editor, you know, it's a free software for such complaints, peace xD

#

It's trully a beautiful thing I'm having dreams out of a free software

#

If all those years cracking up serial numbers I have knew of that

#

I would just be chillin, but now you can create Call of duty out of your lap top if you know the way

#

Also Eobet, dude, any issue youre having just share here we will help ya

hearty socket
#

Anyone here have UBT experience with loading .SO files for linux?
E.g using PublicLibraryPaths.Add(Path.Combine(ModuleDirectory, "Lib", "Linux"));
In the build target

eager moon
#

Well thats something I cant help buddy, but its interesting that your building in linux

hearty socket
#

Sorted it

#

I use linux for dedicated servers

rough knoll
#

I tried to disable datasmith plugin including datasmith content plugin.. But when I try to package it.. Engine is freezing and not responding

eternal flare
#

@fierce pebble @eager moon funny people.... it was a datasmith issue

fierce pebble
#

no

#

you are working dirty.

#

you should consider only having used assets in your project really

eager moon
#

Yeah, create in another project then migrate only the assets, not the full plugin

eternal flare
#

if datasmith doesn't allow you to work dirty, then it's not made for the real world

#

they should have kept it in some clinical research lab

#

I keep track of my own assets, I can't keep track of the shit that datasmith is supposed to handle automatically

eager moon
#

not only data smith

#

all of the plugin, majority of them

eager moon
#

even when a plugin is made of Unreal devs it creates problems for packaging, like the Realtime Simulation and Volume Modelling Plugin by Ryan Bruck

#

If you try to package that with your game it just will fail... But so what? You just need to remove the folder.

#

Just use its assets and remove it when packaging for shipping build, its simple as that

eternal flare
#

so messy compared to Unity, and all answers is "yeah we won't fix it, just work around it". it's so lucky for Epic that their results are bloody fantastic ๐Ÿ˜›

mellow bane
#

To be clear, UE4 does support removing unused assets from the build

#

Plugins are plugins - they're unsupported by design unless they ship with the engine.

#

When you start using a plugin you accept responsibility for updating it, too

eternal flare
#

datasmith ships with the engine

#

and is still under development

#

this is just something I hope they fix

mellow bane
#

Well if it crashes, ships with the engine and you report the crash, it probably will

eager moon
#

Coding your own games is easier than you think...Y'know, you should take this online Unity course in udemy, you will learn c sharp, variables and stuff, really cool for packaging in unity

mellow bane
#

Which is probably helpful if you're an Unity developer

fierce pebble
#

c cheap

mellow bane
#

But people here mostly use Unreal

eager moon
#

hahahahahahaha xD

fierce pebble
#

very assumptious...

eager moon
#

this asian guy is so convincing with his eyes

mellow bane
#

Anyway, post your packaging problems, wait for answers. As far as I'm concerned I'm often available here for help, and we've open-sourced our build scripts we use for shipping - there's always a solution

sharp jolt
#

ugh.. I've built this android project 50 times..no problem. Fairly quick. Turned on mobile hdr so I can do more post processing work, and I'm like 40 minutes in to this build and it seems to be doing nothing..

mellow bane
#

Post the full log on pastebin

#

Oh right

#

That seems normal I guess for a first build

fierce pebble
#

gives reason

#

yes it seems to be busy

primal dirge
mellow bane
#

Your Game/SuperGrid/StarterPack/Tutorial/Blueprints/FirstPerson/FirstPersonCharacter.FirstPersonCharacter Blueprint doesn't compile

#

But that's not your biggest problem

#

T_BathStone_mrao is

#

Sounds like the texture is corrupted or something

#

Also you have thousands of warnings - assets that need resaving, NULL references because you removed assets but didn't save their users...

#

You should read that log yourself and take a stab at every thing weird-sounding

fierce pebble
#

this entire thing is full with errors until the end

#

and you are missing a license

#

it seems like this log

#

includes game data too

#

from outside the build

mellow bane
#

That's normal IIRC, I think UE enables this thing by default

fierce pebble
#

the upper part is mainly PIE log

sweet elk
#

I need to package sqlite databases with my game which need to be both read/write-enabled. I've been looking over the info from https://wiki.unrealengine.com/How_To_Package_Extra_NonUASSET_Files_With_Your_Game and referencing a few forum posts https://forums.unrealengine.com/development-discussion/android-development/18261-help-package-non-ufs-files and I'm wondering, if I use the option to package instead of copying but disable using .pak file, will I be able to read/write to these databases in-place in a packaged game?

#

I should also note, I am only targeting Win64

#

The android-related forum post was the only one I was able to find specific to packaged databases so far

eager moon
#

Its so epic on how you remove all the plugins and it fucks up all package, then you have to mannually put all correct plugins back together, hey the game has a big size file but at least its working

#

The fixxed message in this channel should be "first make a build through project launcher and also don't mess up with plugins"

fierce pebble
#

well

#

theres no error there

#

why dont you post the entire log in a nice

#

pastebin

alpine peak
#

ah ok ๐Ÿ˜ƒ

#

i think i found the error

hearty socket
#

Is there a way to change the directory UAT puts .dlls in the packaged game? PublicAdditionalLibraries.Add

heavy forge
#

so I packaged a basic game for windows 64 and it built the executable. but when i run it nothing happens (i think maybe it closes before it actually opens up, i don't even see it pop up in the task manager)

eager moon
#

Hey vilerscape, how yoy doing dude?

#

So what yo need to do now is go to the editor and go to the window where it says Project Launcher

#

There you will select advanced settings, and choose "default" - "shipping" - "do not cook"

#

It will make you a log, you save that log

#

If you do everything and saved that log sucessfully then just talk here you will have one more task to do

heavy forge
#

ERROR: Client exited with error code: -1073740791

#

i'm going to create a blank project

heavy forge
#

I don't understand why it's including this plugin during the packaging process, fatal error C1047: The object or library file 'C:\Program Files\Epic Games\UE_4.21\Engine\Plugins\Media\WebMMedia\Source\ThirdParty\libWebM\libvpx\lib\Win64\VS2015\vpxmd.lib' was created with an older compiler than other objects; rebuild old objects and libraries

#

If I remove the WebM plugin (it says beta) it finishes compiling, but still fails to launch

flat glade
#

Hey everyone, hope yall doing well. Wanted to ask, any suggestions on the best software to use to create an installer for our UE game? We have a very simple setup and just need to put our folder wherever they want, and make a shortcut...would also like to do updates...any suggestions welcome. Thanks!

heavy forge
minor iron
#

you're welcome in advanced

wide condor
drifting heron
#

hi guys

#

any ways to decrease size of an apk?

#

for like 30 40 or maybe 50 mb

wind timber
#

which asset did it happen on

opal cedar
#

hey..I try to package the project for android with project launcher...When I run the first profile, I get huge .obb file, over 1.1GB! There is just the empty map, with no reference to other maps or content, nothing! I've assigned this map to chunk 0. Also, I've 6 chunks with content over 700MB, but after packaging I've only 90mb content

#

Any ideas how to solve this?

rocky bramble
#

Hello All, I'm super new to Unreal, and I'm basically follow the documentation to learn pixel streaming, https://docs.unrealengine.com/en-us/Platforms/PixelStreaming/PixelStreamingIntro I use the latest 4.21 version, and followed all the steps, untill I reached package your project for windows64, I kept getting Pakaging failed, and the errors I get from log is "UBT ERROR", "UnrealBuildTool failed", any idea how to solve this? Thanks!

fossil dust
#

Any idea why my maps aren't packing? I've included both the levels and the build data in the packaged maps in the project settings, but it's still not including them.

gritty knoll
#

folks, is there any way to politely get someone's attention from epic if there's a major bug preventing from releasing/packaging my game? i've already posted in forums and Answers but nobody seems to respond

#

i see some people in this chat asking how to reduce the size of APK, that's where the bug is, there is a file being cooked that costs 32MB alone and it was supposed to be fixed in 4.16 but it still persists in later versions such as 4.18, 4.19 and 4.21 (including blacklist doesnt help)

gritty knoll
#

if anyone has any insight for this, please tag me, thank you in advance

inland crescent
#

upvote the bug

#

the more upvotes, the quicker they fix it

acoustic juniper
#

anyone knows how to use Ue4's HTML5 for Newgrounds?

fierce pebble
#

is that a packaging issue?

#

@acoustic juniper

acoustic juniper
#

yes

#

Html5 packaging is terrible

eager moon
#
#

If you manage to upload ur piece into newgrounds you tell us dude, this thread is a good start.

amber galleon
#

i'm wondering if there's a way to override DefaultCrypto.ini? I'd like to submit the settings to a semi public source control but keep the keys private, can I just create another ini file (with which name?) and override the 4 keys in there?

mellow bane
amber galleon
#

literally can't find anything in the docs about that. the only ini files that's got the overrideability described is Base/Engine/Game ini

#

@mellow bane yes, i've seen that, but Crypto isn't Engine, is it?

mellow bane
#

[ProjectDirectory]/Saved/Config/[Platform]/[Category].ini should be relevant for you, with category "crypto"

amber galleon
#

oh so i can just follow the same procedure for the other types?

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ok i'm gonna try that, thanks ๐Ÿ˜ƒ

mellow bane
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Yeah, not sure what the platform codenames are though

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Probably Win64/Win32/Linux/ etc

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Like for other files

amber galleon
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oh i just realized the editor actually created an empty saved/config/linux/crypto.ini for me for some reason ๐Ÿ˜›

open rapids
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Anybody know what causes this?

acoustic juniper
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@eager moon i did manage a few times ,it didn't work to most people tho ,it was like nonsensical

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people get some kind of error

eager moon
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yeah...

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at least you tried, I had this doubt too

vernal elm
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[2019.01.31-00.06.21:726][ 0]LogLinker: Warning: Unable to load package (../../../Engine/Content/EngineResources/WhiteSquareTexture.uasset). Package contains EditorOnly data which is not supported by the current build.

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anyone any idea

rancid mountain
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@vernal elm If you have any assets that use /Engine content, it will sometimes get that

vernal elm
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im not though

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i checked

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its a source build engine

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when i cook it in non source it works fine

rancid mountain
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delete build/intermediate/save folders then try cooking first?

rancid mountain
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If that doesn't work, see if that's unchecked and check it

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Under Packaging

vernal elm
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nah not working

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im stripping my project just to bare bones

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and see what happens

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found out it was a widget

timid yew
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Getting this error building for android

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Running: C:\NVPACK\android-sdk-windows\platform-tools\adb.exe -s ce0717175b07a8e30c7e uninstall com.YourCompany.thirdpersonstarter
LogPlayLevel: Exception occurred while executing:
LogPlayLevel: java.lang.IllegalArgumentException: Unknown package: com.YourCompany.thirdpersonstarter
LogPlayLevel: at com.android.server.pm.Settings.getInstallerPackageNameLPr(Settings.java:5051)
LogPlayLevel: at com.android.server.pm.PackageManagerService.getInstallerPackageName(PackageManagerService.java:27963)
LogPlayLevel: at com.android.server.pm.PackageManagerService.isOrphaned(PackageManagerService.java:27969)
LogPlayLevel: at com.android.server.pm.PackageManagerService.deletePackageVersioned(PackageManagerService.java:24096)
LogPlayLevel: at com.android.server.pm.PackageInstallerService.uninstall(PackageInstallerService.java:996)
LogPlayLevel: at com.android.server.pm.PackageManagerShellCommand.runUninstall(PackageManagerShellCommand.java:912)
LogPlayLevel: at com.android.server.pm.PackageManagerShellCommand.onCommand(PackageManagerShellCommand.java:134)
LogPlayLevel: at android.os.ShellCommand.exec(ShellCommand.java:96)
LogPlayLevel: at com.android.server.pm.PackageManagerService.onShellCommand(PackageManagerService.java:28768)
LogPlayLevel: at android.os.Binder.shellCommand(Binder.java:581)
LogPlayLevel: at android.os.Binder.onTransact(Binder.java:481)
LogPlayLevel: at android.content.pm.IPackageManager$Stub.onTransact(IPackageManager.java:3209)
LogPlayLevel: at com.android.server.pm.PackageManagerService.onTransact(PackageManagerService.java:5096)
LogPlayLevel: at android.os.Binder.execTransact(Binder.java:682)

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Got a different error when using gradle, though this might be easier

timid yew
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Fixed it, just had to try building again i guess

blazing ruin
austere crypt
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Hello! I've got a question about graphic settings after packaging, when I packaged my game and after launching it I noticed that the texture quality is lower than in the editor, is there a specific reason for this or how can I adjust this, does someone know or have a tip?

hollow ember
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Quick question. When the game is finished and I decide the pack this game up inside the editor let's just say all actors and things meches demos things I've used to create the game are the only things that get packed up right? So more less I'm saying all the stuff that I didn't even use in the editor for the game. That stuff doesn't get packed up also does it? Or do I have to go through everything and clean this crap up?
I was packing my game up just to do a quick test and it's giving me warnings and errors for items I didn't even put in the game.

vapid fulcrum
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I get it when I try cooking the game (Pressing the launch button)

meager lion
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Does anyone know how i can locate WHAT BP is having this issue?!

gritty knoll
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hello @hollow ember did you check the Saved/Cooked folder to see what was cooked?

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anyways, as long as an asset is referenced anywhere in your project, it will be cooked, even if you dont use it

opal cedar
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hi, according the asset audit, in my first chunk ( chunk0 ) should be only patching map and nothing else. After package, there is much more stuff. Does someone the same results why packaging the project? I'm pretty sure I'm not referencing the other stuff packaged in the patching map and the same also tells reference viewer.

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I used UnrealPak to see, whats inside the pak0, that's how I know what is inside

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Is unpacking the .pak to folder, delete some folders, and then repack the way how to create packages, if't it's not working for some reason in editor?

primal kettle
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hay can someone tell me what you need to do to get a vive hmd to start with steamvr

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at the moment the game starts

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you can see the player camera on the floor

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but there is nothing in the hmd

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I have checked the box in project settings start in vr

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I have enable hmd blueprint node enabled on event beginplay node in the map blueprint

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and set execute command node to vr.benablestereo true

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but none of that has done anything to help

limpid socket
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@primal kettle Do you have the VR plugins you need enabled?

hollow nymph
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hey i'm trying to package my game server and windows no editor in ue4 project launcher however i get this error at the start of the build any1 knows what this could be ?

hollow nymph
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ok uninstalling vs2017 build tools solved the problem

solemn trellis
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Getting this error when I try to package:

FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
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Any ideas?

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Could it be to do with the steam API?

mellow bane
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What's the full log like ?

solemn trellis
mellow bane
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Any reason you pass the project twice ?

solemn trellis
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No idea why its doing that

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I've never really dabbled with packaging my project before (aside from another project that I shipped without problems)

mellow bane
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Are you just teying to package from the menu ?

solemn trellis
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yeah, from edit - package x64

mellow bane
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That's weird. It... should work well ? Is it a launcher engine ?

solemn trellis
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A launcher engine?

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The project is using the steam subsystem, I feel it may be to do with that?

mellow bane
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No, I mean is it a launcher build of the engine, as opposed to custom source build ?

solemn trellis
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Its a launcher build of the engine

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No custom source code

mellow bane
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That's pretty weird

solemn trellis
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Any idea what it could be related to?

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I cant find any indication to where the problem may be

mellow bane
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Yeah, same. Maybe try building through the project launcher instead

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It's more involved but you'll have more options

solemn trellis
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Alright I'll give that a go, thank you for your help!

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TFW you spend over a year making a game and it wont package ๐Ÿ˜‰

mellow bane
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Packaging hurts the first time

solemn trellis
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How do I package through the project launcher?

mellow bane
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Once it's set up it usually doesn't break though

solemn trellis
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Project browser doesnt have any options for me, or am I being stupid?

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yep I'm being stupid/

mellow bane
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If you're into that sort of thing, and not afraid of going into details, I've got a nice Python script to build releases

solemn trellis
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Going to carefully comb through all these options

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ooo

mellow bane
solemn trellis
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Whats UAT?

mellow bane
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The end of the script isn't relevant for other projects, and it probably needs lots of reading, but it does generate a valid command line

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UAT is Unreal Automation Tool

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Basically the engine high level command line

solemn trellis
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ah okay

mellow bane
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Ultimately, no one needs the same packaging options, so it's good to just look at everuthing