#packaging

1 messages ยท Page 30 of 1

mellow bane
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Doesn't matter really

open rapids
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alright, I'll install it

open rapids
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Installed, Packaging now

open rapids
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Thank you, it worked

zenith imp
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How/where do I specify which maps to package? My previous game had only one map, but this project has several

mellow bane
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Packaging settings

zenith imp
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"List of maps to include in a packaged build" So, the name of the mapp, not a directory or anything else?

mellow bane
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Should be a list with a + button, and a ... button to pick each map

zenith imp
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I got an array with a text box... Project Settings>Project>Packaging

mellow bane
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Yes

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Use the + button to add maps, use the ... button to set each map path

zenith imp
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The path to the map within the project, or the directory I want the map written to?

mellow bane
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Click ...

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It will open the explorer window

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Find your map file and double-click it

zenith imp
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Thanks, you're a great helpโœŒ

frail rapids
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Quick noob question, when i package, does it package only what i used or does it package all 7 million terabytes i imported in to see how pretty it was?

mellow bane
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Depends on whether you set the list of maps to cook in package options

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If not, it will cook 100% of the game regardless of actual usage

frail rapids
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oh, thanks so much!

somber flower
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so I'm having a bit of truble with my game not starting in full screen .... if I double click the icon and do nothing the game launches itself in full screen but if i double click and then click on something else the game starts windowed ? How do you avoid that ?

quasi sleet
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what are the rules on packaging a final product with store assets? for instance could i release the full source of the game including store bought assets (in ue4 asset format, not exported fbx's and stuff)?

mellow bane
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You can't release store assets as source

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Ever

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Final product as packaged game doesn't have particular rules for assets

zenith imp
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Doesn't it all get stored in .pak files?

mellow bane
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Packaged build with pak will have content in paks

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Packaged, cooked builds have no particular rule re: paid assets

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Uncooked assets ("full source of the game including store bought assets in ue4 asset format") like @quasi sleet mentioned are a huge no-go, it's completely not okay

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The asset store license is basically "do whatever you want with that in your own game, but don't share to devs"

sturdy tide
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Does anyone know anything about this error when I try to package for Windows 64-bit? ActorPickerMode looks to be the culprit.

zenith imp
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Makes sense, only ever seen .pak files in my builds

sturdy tide
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The only module I have added is the ability system, but a clean project with it will package just fine

drifting heron
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hi guys

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any improvements in the last 3 months in android packaging?

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I refer mostly at the size of the files

mellow bane
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Well there was only one update in the past 6 months

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So it's easy to check ๐Ÿ˜ƒ

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(nothing in release notes)

quasi sleet
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@mellow bane thank you! I figured. Is there a way to package an editor build with those files protected?

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I guess I just really wanted to allow people to mod the game using the editor but it doesn't look like that's possible.

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At least I didn't see anything online for it...

mellow bane
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Modding in UE4 will more or less require releasing through the Epic Game Store with the asset store content removed.

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It plainly sucks, engine isn't made for it

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The license specifically makes it really problematic

quasi sleet
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thats really a bummer but i kinda figured. thank you for your help. its too bad the licensing doesnt allow for shipping source. it seems like modding is really the birthplace of a lot of great games/studios. just seems like it would be in epic's best interest... however i also understand legal stuff is complicated. ๐Ÿ˜ฆ

mellow bane
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If you truly want modding as a core feature it should basically use your own file format for assets

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Hard part for that is the mesh format, with FBX being very closed source

fair night
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Is anyone experiencing long time loading while running under Steam? My game takes 3 seconds to load a level and under 5 seconds to start when launched. On steam.... it can take more than 20 seconds to launch and more than 10 seconds to load a level.

mellow bane
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Is your Steam dir on the same disk ?

fair night
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nope

mellow bane
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Maybe the other disk is slower

fair night
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oh

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well, as you say that... I'm on a NVMe, Steam is on a traditional mechanical HDD... ๐Ÿค”

mellow bane
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Also Windows preloads executables in memory when they're used often, so it can make your game faster

fair night
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I didn't think about that

mellow bane
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Lol, yeah, that's it

fair night
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lol...

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I'm gonna try moving it to a NVMe folder and try it ๐Ÿ˜„

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I feel dumb now xD

fair night
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I can confirm the loading times are now ok ๐Ÿ˜„

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Silly me

calm ember
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Hey guys, can you help me? I updated to 4.22 and now my game crashes when executed (C ++ and Blueprint).

It works perfectly in PIE but not when packaged. Also, the packaged version works when Nativization is disabled. I have no idea how to deal with this crash report.

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[2019.04.21-06.00.50:083][  0]LogWindows: Error: === Critical error: ===
[2019.04.21-06.00.50:083][  0]LogWindows: Error: 
[2019.04.21-06.00.50:083][  0]LogWindows: Error: Assertion failed: 0 [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp] [Line: 3047] 
[2019.04.21-06.00.50:083][  0]LogWindows: Error: 
[2019.04.21-06.00.50:083][  0]LogWindows: Error: 
[2019.04.21-06.00.50:083][  0]LogWindows: Error: 
[2019.04.21-06.00.50:083][  0]LogWindows: Error: [Callstack] 0x00007ff9986d9129 KERNELBASE.dll!UnknownFunction []
[2019.04.21-06.00.50:083][  0]LogWindows: Error: [Callstack] 0x00007ff75cae8797 MyGame.exe!UnknownFunction []
[2019.04.21-06.00.50:083][  0]LogWindows: Error: [Callstack] 0x00007ff75caeb313 MyGame.exe!UnknownFunction []
[...]
[2019.04.21-06.00.50:083][  0]LogWindows: Error: [Callstack] 0x00007ff75c273286 MyGame.exe!UnknownFunction []
[2019.04.21-06.00.50:083][  0]LogWindows: Error: [Callstack] 0x00007ff75c2734fa MyGame.exe!UnknownFunction []
[2019.04.21-06.00.50:083][  0]LogWindows: Error: [Callstack] 0x00007ff999a07974 KERNEL32.DLL!UnknownFunction []
[2019.04.21-06.00.50:083][  0]LogWindows: Error: [Callstack] 0x00007ff99bc9a271 ntdll.dll!UnknownFunction []
mellow bane
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Nativization is very unreliable

mellow flame
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Hi, sorry to interrupt, but my game won't package, and i cant figure out how to fix it.

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Log:

calm ember
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@mellow flame The main error says that either VS is is not correctly installed or has some problem.

error C2338: Visual Studio 2017 version 15.6 is required to compile on Windows. Please install updates through the Visual Studio installer
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Do you have Visual Studio 2017 or 2019 installed? Try to update it or reinstall and add the Unreal Engine Installer

celest yoke
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Seem like in 4.22.0, If you disable Streaming.EventDrivenLoader, development package will fire Assertion failed: !Linker->GetSerializeContext() [UObjectGlobals.cpp] [Line: 1358]
I test this with FirstPerson template. [Message are moved from unreal-engine channel]

scenic root
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Does anyone know why I get this error after packaging my game? It works fine in editor and I haven't touched any C++ for slate as my entire UI is in UMG/Blueprints:

[2019.04.22-09.29.13:109][ 0]LogWindows: Error: === Critical error: === [2019.04.22-09.29.13:110][ 0]LogWindows: Error: Assertion failed: IsInGameThread() || IsInSlateThread() || IsInAsyncLoadingThread() [File:Runtime\Slate\Public\Framework/Application/SlateApplication.h] [Line: 302] [2019.04.22-09.29.13:110][ 0]LogWindows: Error: [Callstack] 0x00007ffb030aa388 KERNELBASE.dll!UnknownFunction [] [2019.04.22-09.29.13:110][ 0]LogWindows: Error: [Callstack] 0x00007ff61f9e23b6 Game.exe!UnknownFunction [] [2019.04.22-09.29.13:110][ 0]LogWindows: Error: [Callstack] 0x00007ff61f7dc087 Game.exe!UnknownFunction [] [2019.04.22-09.29.13:110][ 0]LogWindows: Error: [Callstack] 0x00007ff61f71a8d8 Game.exe!UnknownFunction [] [2019.04.22-09.29.13:110][ 0]LogWindows: Error: [Callstack] 0x00007ff61ef91a81 Game.exe!UnknownFunction [] [2019.04.22-09.29.13:110][ 0]LogWindows: Error: [Callstack] 0x00007ff620f5e7dd Game.exe!UnknownFunction [] [2019.04.22-09.29.13:110][ 0]LogWindows: Error: [Callstack] 0x00007ff620f5dd6a Game.exe!UnknownFunction [] [2019.04.22-09.29.13:110][ 0]LogWindows: Error: [Callstack] 0x00007ff61f9e172c Game.exe!UnknownFunction [] [2019.04.22-09.29.13:110][ 0]LogWindows: Error: [Callstack] 0x00007ff61f9d2203 Game.exe!UnknownFunction [] [2019.04.22-09.29.13:110][ 0]LogWindows: Error: [Callstack] 0x00007ffb04994034 KERNEL32.DLL!UnknownFunction [] [2019.04.22-09.29.13:110][ 0]LogWindows: Error: [Callstack] 0x00007ffb06d13691 ntdll.dll!UnknownFunction [] [2019.04.22-09.29.13:110][ 0]LogWindows: Error: Crash in runnable thread SlateLoadingThread1

mellow bane
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Try doing a development package to have the callstacks

tight pike
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Yo

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How do you export a game as a SINGLE .EXE

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just want a portable, standalone .exe

celest yoke
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@scenic root UMG are implemented on top of SlateUI and package build behavior is not always the same as in Editor.
You probably get better chance asking in Slate channel with full stack trace.
And correct me if I'm wrong, It crash in engine, you probably need to package from unreal source code or download source pdb.
If the stack trace doesn't show in log because you run the build on different machine, It should be in <PackageBuild>/<YourGameModuleName>/Saved/Crashes/<CrashVersionNumber>/CrashContext.runtime-xml

scenic root
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Thanks BoBo, I will give it a try

open rapids
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Is there any guide for packaging project for PS4?

unique wind
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Hey y'all, does anyone know what this may mean?

mellow bane
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@tight pike can't

tight pike
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doh

mellow bane
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Why is that a problem though ?

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It's not like you're getting a portable executable anyway since UE4 has dependencies

tight pike
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convenience

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yeah

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that too

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not every computer I have access to allows you to install the prereqs

mellow bane
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Just use Steam, Itch or your own tool to deploy the game

hollow ember
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Quick question. When you package your game for shipping. What exactly does it package. Meaning does it package only items that are used in the game. Textures and such? Basically I want to know if I have like a texture folder that I did not use any of the textures in in the game does it package that also. Or does it only package items that were used in the development of the game?

mellow bane
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If you set the list of packaged maps in project options = only used content

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Else everything in the project

hollow ember
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I just need to know do I need to delete all the folders and stuff that were not used and items that were not used in the game?

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Ok

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One more example just to be sure. I have a monster that I did not use in the game blueprints everything. It won't package that will it?

mellow bane
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Just like I said

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Depends if you set it up right

hollow ember
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I have all the maps set up in the projects settings if that's what you're referring to. So I take it if I had not set that up it would just package everything.

mellow bane
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Yup

hollow ember
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Thank you good sir ๐Ÿ‘

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I just didn't want to start packing it up just to find out it packed everything. You save me a lot of time.

jovial socket
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hi everyone, im having an error come up quite a bit and have searched and tried almost everything that i could find, excluding creating a whole new profile and deleting the other one ect... the error code is specifically coming up when i am packaging the project for ios and its related to ssh generation. the error code is as follows:
Unexpected local arg: /cygdrive/C/Users/yoseph
If arg is a remote file/dir, prefix it with a colon (:).
rsync error: syntax or usage error (code 1) at /home/lapo/packaging/rsync-3.0.4-1/src/rsync-3.0.4/main.c(1216) [receiver=3.0.4]

celest yoke
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@unique wind In case, that is the same issue. https://issues.unrealengine.com/issue/UE-50443
When server (un)streams the same level consecutively, WorldSetting become out of sync and cause Actor channel failure. The client will get WorldSetting destroyed.

blazing ruin
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LogJson: Error: Json Value of type 'Object' used as a 'String'
I am getting this error while cooking can anyone tell me how to solve this error?

frail rapids
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Is unchecking plugins important to packaged file size? Should i bother unchecking any or are the defaults fine?

mellow bane
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It should reduce it a bit, probably not much

lost flame
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I keep getting a logwarning;
LogBlueprint: Warning: [Compiler BPC_KeyBindings] Default value for Value on Add has changed and this asset is from a version that may have had incorrect default value information - verify and resave

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I've tried to refresh, rename, recompile, save everything related to it

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in a last effort i even recreated it from scratch

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Any ideas?

open rapids
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Hello! ๐Ÿ‘‹ i'm pretty new here (since this morning) but someone told me about this group when we were debating a pretty annoying bug ๐Ÿ˜…

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So...can someone help with an idea? I'm having a problem with input axis values in the packaged project... basically when I play in editor everything works great... but when I package all the negative axis values are completely ignored

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Any ideas why? I can provide loads of details... I think I packaged maybe 20 times in the past two days concerning this problem only

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I'm kind of struck out of ideas so any help would be much appreciated alex

wind fiber
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so unreal tells me this but what am I supposed to actually do about it? LogPakFile: Display: 1 small files (2048) totaling 89479301 contiguous bytes found before first 'large' file. Changes to any of these files could cause the whole group to be 'dirty' in a per-file binary diff based patching system.

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and what is 1 small files (2048) totaling 89479301 contiguous bytes even supposed to mean br_thinking

sharp stratus
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@celest yoke I'm also seeing the issue with the crash with !Linker->GetSerializeContext() in packaged...

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did you find a way to fix it?

sharp stratus
celest yoke
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Didn't find it. We need to enable EventDrivenLoader for our game.
Fortunately, It doesn't have any bug with level streaming at least for our game.

sharp stratus
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hm, ok.I can't enable event driven loader for my game, as it causes a ton of errors without giving any hint on how to fix them

sharp stratus
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@celest yoke did you give the issue a vote on the issue tracker though?

celest yoke
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Just did it. Thank, for reminding me.

sharp stratus
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nice

hollow lance
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Hi. Iโ€™ve been having this issue for a while and canโ€™t quite figure it out. When I package my project, I have a plug-in that uses the AWS sdk, and when it tries to access the client configuration object, it just crashes. It works fine in the editor, but not when packaged. Any idea why this might be?

sonic current
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Hello guys I am a student and I will apply for an university soon. But for improving my CV and my scholarship rate I am trying to make a game. I am nearly at and but I can't package it always fails. If ou find a solution to the problem you will save my future please help :(((

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errors are mostly ลŸ

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in the end

shadow storm
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hey I made a mistake I use to make 1 level and pack my game now I have a persistant level and then 3 levels after that, when I pack my game, do I just tell it to load the persistant level in the settings? or do I put all 4 levels?

cerulean copper
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Trying to do a package (right now in Debug Game), but I get these errors:

UATHelper: Packaging (Windows (64-bit)):   D:\Epic Games\UE_4.19\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphNode.h(174): note: see declaration of 'UEdGraphNode'
UATHelper: Packaging (Windows (64-bit)):   D:\Epic Games\UE_4.19\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(31): error C2039: 'GetSchema': is not a member of 'UEdGraphNode'
UATHelper: Packaging (Windows (64-bit)):   D:\Epic Games\UE_4.19\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphNode.h(174): note: see declaration of 'UEdGraphNode'```
and a few others in same files. as far as i know though, i'm not referencing those.
humble cape
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there is a way to limit the texture resolution at the moment of cook for mobile? cant find anything related =/

sonic current
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Guys these are the errors I cut them I'm truly lack of time please help... You can save a life ๐Ÿ˜ฆ

open rapids
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Help

remote stratus
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I can't package a simple project . I am using UE4 4.22.1 source VS2019

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it give some error about AutomotionTools

tidal forge
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@remote stratus you changed Engine version during project?

remote stratus
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no I just got the new version.

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its just UE4 third person sample.

tidal forge
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you installed from git or from launcher?

remote stratus
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@tidal forge git

tidal forge
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ok so Edit C:\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj with a simple text editor and change ToolsVersion to 15

remote stratus
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I am Installing all .Net version atm. I will try that too

tidal forge
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so many errors in this log tho

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thing is, all csproj in automation are set to 12

remote stratus
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@tidal forge that worked . thanks.

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๐Ÿ˜€

tidal forge
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nice ๐Ÿ˜ƒ

remote stratus
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@tidal forge its unbelievable. it just worked once. now I get the same error again.

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๐Ÿ˜ฉ

tidal forge
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You can try to edit every csproj in Engine/Source/Programs/AutomationTool and Engine/Source/programs/AutomationToolLauncher

mellow bane
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So do you have VS 2015 installed

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With the package the log tells you about

haughty oak
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Hello UE Community!
I hope this is the right channel for this problem but i hope someone can help me with it...
I packaged my game for testing and when i start it, its extremly lagging. When i play in the Editor i have 90-120 FPS but in my exported game its between 21-60 FPS but not constantly, it changing non stop between 21-60 FPS... Any Idea where I can start to search for this problem ... ?
https://youtu.be/KvkbZ_OnEkk
You can see the problem in the graph in the left bottom corner

haughty oak
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Next error -.- "LogSpawn: Warning: UWorld::DestroyActor: World has no context! World: heightmap_x1_y3, Actor: /Game/SGT/Maps/Multiplayer/OpenWorld/heightmap/heightmap_x1_y3.heightmap_x1_y3:PersistentLevel.REINST_heightmap_x1_y3_C_0"

nova quartz
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hello people of the unreal! i wish to build a plugin containing a BP function library, it seems to compile successfully, however on start it crashes, telling me the module could not be initialized after it's been loaded. I've gone through instructions for plugins and compared with the VictoryBP plugin, I can't really discern where the error is coming from in my case. has anyone encount#ered this?

frail dragon
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@haughty oak Did you try to use the unreal profiler? (build your game in developpment mode (instead of shipping), then you can use the "stat StartFile" and "stat stopFile"commands to generate a file stored in "save/profilling" in your game directory.
Then you just read the file in the editor to find what is causing these lags ๐Ÿ˜ƒ
(if you have never tried the profiler, I recommend you to see this page : https://docs.unrealengine.com/en-us/Engine/Performance/Profiler ๐Ÿ˜‰ )

regal badge
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Hello all, pardon the lack of introduction before jumping instantly into a problem I've got, but I was looking for some feedback. I packaged a project for the first time today and it seems to work just fine on my first few plays of it, but when packaging I got a bunch of those Ambiguous Search warnings. How much stock should I put into that? Is that something that is pretty common or is it something I should worry about? I tried searching online but didnt really find a concrete answer. Someone mentioned it possibly had to do with deleted actors or actor variables, so is there any sort of clean up I should do before packaging beyond deleting unused textures, meshes, etc?

remote stratus
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@tidal forge sorry for taking your time. but that didn't work . do u have any other suggestion?

haughty oak
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@frail dragon Thank you! ๐Ÿ˜ƒ i will try it

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A question, if i delete all assets and just play on the terrain with the foilage my game doesnt crash. So my Game Crash Problem must be a asset problem.
Is this a reason why my game maybe crashes?:
[2019.05.02-15.13.14:404][861]LogModelComponent: Model /Game/XXXXXX/Maps/Multiplayer/OpenWorld/heightmap/heightmap_x1_y4.heightmap_x1_y4:PersistentLevel.ModelComponent_24 has elements that reference missing vertices. MaxVertex=341, NumVertices=0

frail dragon
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i don't know.. That's weird. ๐Ÿค” Try to remove this tile from the project (x1, y4)
(sometime just painting something on the tile can refresh the data and fix the probleme)

Otherwise we had a lot of problems with world composition (Which we no longer use since 4.18) which sometime removed a tile from the world or cause weird issues.. ๐Ÿ˜•

haughty oak
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You dont use World Composition anymore? ๐Ÿ˜ฎ What do u use instead of this? I try to create a multiplayer openworld map, but since i tried this (first time in the 4.17) it gives only problems...
The x1y4 tile cant be the problem because when I remove all 3d objects on this tile, my game dont crashes ๐Ÿ˜ฎ

frail dragon
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We don't use any WorldComposition / LevelStreaming, all the world is optimized / handled by some homemade tools to run at 60fps when all is loaded. Instead of wasting time on unreal engine's tools we use this time to make our tools and to optimise the map ^^

nova vessel
celest yoke
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@sonic current Your error is a C++ linker error. The clang compiler cannot find these GInternalProjectName, GIsGameAgnosticExe reference.
Try check first if dependency is missing. Try with default template project.
Fist thing first, When you enter University, The Professor will only minimally help you with the problem. You are supposed to solve the problem by yourself.
They will likely setup peer review system and you should use that.

sonic current
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@celest yoke well thanks for helping but the University problem is not that. I have to finish the game until july because I will apply to a scholarship program and they are requiring good cv so I am making this game to be one

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So I have no chance but to ask in groups and forums bro :)

haughty oak
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@frail dragon Sounds awesome but i cant do this ๐Ÿ˜ƒ You work with a team right^^
Btw. i fixed my game crash. It happened because of 3D Models of an Unreal Market Package. I reimport them and try it today again, if its crashing again i tell it the creator of the package ๐Ÿ˜ฎ

frail dragon
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K. That's weird ablobthinking

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And we are a team of 3 people. But our map is not that big (only 6km) ^^

haughty oak
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Are you part of your own company or is it more a hobby project? ๐Ÿ˜ƒ

mellow bane
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Engine telemetry

haughty oak
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Do they send how often iam package my game or what ๐Ÿ˜› ?

mellow bane
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I have no idea, but you're free to look at the code

frail rapids
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Im packaging. Zero errors. Also, i have zero exe ๐Ÿ˜‚

sick dawn
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executable DLC smart move

stable tartan
meager lion
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Just ran a transition to 4.21 from 4.20. Everything went awesome, no compile errors and all mechanics are full functioning.

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However.... when building Win64 I get this.

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the warnings i know what that is. the error however happens at the beginning of the build. no idea.

meager lion
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This is where the error happens. Right at the beginning of the build

meager lion
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In our VS Build we are also getting 1 successful and 1 skipped but there doesnt seem to be any errors. that I can see

meager lion
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okay actually just OPENING the engine gives me this

lavish coral
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Can anyone help me with the following on trying to package?

LogWindows: Failed to load '../../../Engine/Binaries/ThirdParty/libsndfile/Win64/libsndfile-1.dll' (GetLastError=126)
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.186ms to complete.
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.388ms to complete.
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.577ms to complete.
UATHelper: Packaging (Windows (64-bit)):     Running UnrealHeaderTool "C:\Users\chris\Documents\Unreal Projects\MultiplayerTut\MultiplayerTut.uproject" "C:\Users\chris\Documents\Unreal Projects\MultiplayerTut\Intermediate\Build\Win64\MultiplayerTut\Development\MultiplayerTut.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unatten
ded -WarningsAsErrors -installed
UATHelper: Packaging (Windows (64-bit)):     c:\program files\epic games\ue_4.22\engine\source\runtime\core\public\Windows/WindowsPlatformCompilerSetup.h(22): error C2338: Visual Studio 2017 versions 15.7 and 15.8 are known to have code generation bugs that affect UE4. Please update to version 15.9.
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\chris\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-MultiplayerTut-Win64-Development.txt)
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\chris\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-MultiplayerTut-Win64-Development.txt)
PackagingResults: Error: Unknown Error

It's a very simple program, following along on a tutorial. Third Person Starter program with some UI Tweaks and the Steam Library installed. The game will play in editor and will even Launch in editor, but a full Packaging gets the above.

meager lion
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the error is said right there.

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Update your VS 2017 to 15.9

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thats the only error in this list. its possible its something else contained in your log files

lavish coral
#

@meager lion I'll give that a try. Thanks. I saw that, but I had read somewhere that that shouldn't cause problems. I'll come back if that update didn't help.

remote stratus
#

how do I package my dedicated server for linux. I don't see LinuxServer option in ProjectLauncher.

#

using cross compiling for Linux I compiled my dedicated server in visual studio solution.

#

are the windows and linux coocked content the same?

valid nimbus
valid nimbus
valid nimbus
#

Nevermind fixed

fair junco
#

Hej! I just got a quick question! When I ship my game and don't choose to put it in .pak and instead ship it in many individual files (disabled "use PAK file" inside project settings), can someone open the .uasset up again?

flat glade
#

Does anyone know a solid way to make a packaged .exe always Run As Administrator by default?

flat glade
#

turns out thats something you dont wanna do, and UAC will always ask for permission btw ^

haughty oak
#

@stable tartan Hi, idk If U have an answer to ur question or Not: Ur Log telling u that you have an problem with the VictoryBPlibary

haughty oak
#

@fair junco You can technical also Open PAK Files and extract them and yes if remember correctly, you can Open uasset Files :)

lament sparrow
#

could someone with ios packaging knowledge look at my problem in #mobile please? thanks

bold flax
#

well that was interesting... unable to package win64 ...... unknown error, 2 days cleaning up ..... had a folder called Apple, folder Apple is protected, wtf?, renamed folder to BillGates, package success , not sure if happy or sad.

stable tartan
#

TY

thick raptor
#

I've packaged a project but when I execute the file it's resulting in a black screen

#

I've set a default starter map

haughty oak
#

@thick raptor Is there any error / warn msg in the log? Should u see a "Map" directly or a "UI Menu"?

thick raptor
#

@haughty oak Where is the log I should be looking at?

#

there's nothing printed to screen if that's what you mean

haughty oak
#

When u packaging a game it should open a log where you can see all errors, infos and warning and there you can read all "problems" your game maybe have

#

If you havent a log like this you can open it before you package your game:

thick raptor
#

There's several warnings but no errors, otherwise I assume it wouldn't package.

haughty oak
#

It can package with errors, but errors are ... not good? :P
Maybe you should solve the warning and look if they can produce the black screen

kind bluff
#

PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
PackagingResults: Error: Unknown Cook Failure
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
PackagingResults: Error: Unknown Cook Failure

#

These are the only actual errors shown but how would i fix these

haughty oak
#

Idk but you can read there is maybe a problem with filenames or pathes? I used the paragon assets once in the 4.18 and got many packaging problems, try it without them ๐Ÿ˜ƒ

kind bluff
#

So would the file warnings list right above it, are the ones with file name issues or is it just flat out not gonna tell me the name of whats wrong?

haughty oak
#

the first thing i would do is to remove the paragon packs - i think you have a 70% chance that will fix your problem

kind bluff
#

What if i need the paragon packs?

#

maybe getting editor symbols will help

haughty oak
#

Maybe, but i heared from several people that these assets having some problems and after removing them all works fine ๐Ÿ˜ƒ

kind bluff
#

oh well

#

thnx for helping

#

got it ๐Ÿ˜ƒ

grave hinge
#

You can just delete the map file provided with the Sevarog that could be enough.

muted kindle
#

So having an issue and i just can't find a fix. The issue is at the bottom of the log starting from "ERROR: The following files are set to be staged, but contain restricted folder names ("Apple"):" Ive tried disabling the ar kit plugin cause we dont use it but that didnt work that just caused more issues. Wondering if anyone has had a similar issue.

hollow violet
#

hey folks, I'm getting the following (+ more similar) when trying to package (from editor). I thought maybe I'm double including CoreMinimal.h somewhere but I can't see anything, where else should I be looking? I tried cleaning intermediate and redoing but that didn't help.

UATHelper: Packaging (Windows (64-bit)):    Module.UPCGT.cpp.obj : error LNK2005: "wchar_t * GInternalProjectName" (?GInternalProjectName@@3PA_WA) already defined in GraphGrammerTest.cpp.obj```
thick raptor
#

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

what is this nonsense with apple computer? I'm making a win64 package

frail rapids
#

I have 100% Success on packaging...but no exe. I uninstalled VS2015 and installed VS2019 hoping it would fix it. It did not. Anyone have anyresources i can look at to fix this?

#

Whoa, i had unchecked Oculus and Steam VR plugins. I checked them again and it gave me an exe....strange.

bold flax
#

So finally a working shipping package with STEAM and LAN working, ended up having to follow the full instructions as per building unreal engine from source(even though I'm using 4.22 win version) removing all unreal version caches from appsdata folder, manually installing the steam .dlls, treating them as v139, removing the saved and intermediate folders, added a C++ file to allow access to build.cs to insert "DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");" and target.cs , placed steam sdk in correct folder, manually placing the steam_appid.txt in the exec folder of the nested project after build, which for some reason is nested within itself??? inside my staging folder.... ..... for my system 4.22 does not do anything automatically, in either development build or shipping, all steps as per source build, cleanse all caches and manually insert required files and refs, the only thing left is to make the actual game ๐Ÿ˜ƒ

steep kayak
#

Hey guys, I got a problem for packaging to Android, and I assume it is because I once had the stupid idea of putting a "รฉ" in my windows user name.
Is there any way I can tell Android or UE4 to look for these .gradle files somewhere else?
Thanks!

fair kindle
#

What is the best way to assign different folders in project to be packaged to different .pak? For example, can I assign "Maps" folder to always be in seperate pack and setting is remembered if I add new map into it?

#

Thanks

open rapids
#

Hi, anybody knows what are those? Happens sometimes when running a packaged game on another machines , different machine for each error.

mellow bane
#

First one is a regular crash, probably due to a driver issue

#

Badly outdated GPU or driver

#

Second one looks like you didn't cook the game

open rapids
#

@mellow bane thanks! So, you mean it's the driver issue, like too old drivers, not the problem with the game itself? I thought this too.
For the second one, I did cook it, packaged for distribution, full rebuild etc. It works alright except on one machine.

mellow bane
#

Check if the second machine passes the hardware requirements, too

open rapids
#

It's my own pc I use for everything UE related, I think it's okay.
We have 2 PCs, if I build it on mine my colleague can run it alright, if my colleague build it on theirs I have this error.

#

I checked it pass

mellow bane
#

Are you sure it's the same project - source control etc ?

#

Are you sure it's built the same way ?

open rapids
#

I suppose. Its the same ue from launcher and the project is simply copy-pasted between machines

mellow bane
#

So, copypasting projects is a terrible idea

#

Use source control to synchronize the relevant folders - excluding Saved and Binaries, to start with.

#

Git, SVN, Perforce, any of these is fine.

open rapids
#

I just copy content and config, nothing else

mellow bane
#

And the uproject too hopefully

open rapids
#

yes ๐Ÿ˜ƒ

mellow bane
#

Still, if you're building on one machine and it doesn't work on yours - something is very wrong with your process

open rapids
#

or with my machine

mellow bane
#

If you can build on your machine and it works, then no, the problem is the process

#

The result of a packaging is the same if you have the same tools installed and the same project

open rapids
#

I tried to google it before posting, but I realize i misspelled the "FRecomputeTangentsPerVertexPassCS"
Seems it's a bug in UEhttps://issues.unrealengine.com/issue/UE-58013

mellow bane
#

So it's an UE4 bug that affects the entire machine, amazing ๐Ÿ˜„

open rapids
#

I don't even understand how it's possible.

mellow bane
#

That's easy - UE4 has project-specific saved data, and editor-specific saved data

#

Notably, compiled shaders are stored at the engine level

#

Of course that behavior is extremely undesirable here

open rapids
#

Maybe, but it's a packaged game we talking bout, it shouldn't use Editor in any way

mellow bane
#

it doesn't

#

The packaging process (cooking, specifically) fails here

#

Cooking does use editor

open rapids
#

No, i mean, if I download some game from steam it will now work on my machine because I setup the editor in some way.

mellow bane
#

No, that's not what happens.

open rapids
#

I actually had this error with 3rd party games too

#

I just never thought it's related

mellow bane
#

Uhhh

#

Let me look at the pull request

open rapids
mellow bane
#

That's pretty incredibly bad, lmao

open rapids
#

tried yesterday

mellow bane
#

Well, that's the wildest engine bug I've ever seen

open rapids
#

It's tagged as "backlogged" on git, so I suppose not considered very important

slim swan
#

Hello everyone. I am trying to package the game and it fails during cooking

#

LogInit: Display: CookResults: Error: Error loading C:/Vire-new/Content/Vire/Maps/Lobby.umap!
LogInit: Display: LogCook: Error: Error loading C:/Vire-new/Content/Vire/Maps/Lobby.umap!
LogInit: Display: CookResults: Error: Error loading C:/Vire-new/Content/Vire/Maps/Transition.umap!
LogInit: Display: LogCook: Error: Error loading C:/Vire-new/Content/Vire/Maps/Transition.umap!
LogInit: Display: CookResults: Error: Error loading C:/Vire-new/Content/Vire/Maps/DemoMap.umap!
LogInit: Display: LogCook: Error: Error loading C:/Vire-new/Content/Vire/Maps/DemoMap.umap!
LogInit: Display: CookResults: Warning: Unable to find package for cooking /Game/Vire/Core/BP_VireGameModeBase

#

and other errors

#

what could be the error I'm looking for?

#

Think most of them are git-lfs quirks

thick raptor
#

Is there any way to get a log from a packaged project? like I get in output log when testing from editor

mellow bane
#

Yeah

#

It's in %LOCALAPPDATA%/GameName/Saved/Logs

#

For Test release

#

In the package dir / Saved/logs in Development

#

And Shipping has no logs

thick raptor
#

nice. thanks!

mellow bane
#

Well I now have a game that does not start

#

No logs, nothing

#

๐Ÿคท

snow oxide
#

Hey All, I'm packaging my game in "test" configuration so that I can do a bit of profiling on my shipping build. However, when I run netprofile or stat startfile/stopfile no files are created. are those profiling tools not available in the "test" configuration? am I missing something?

#

Ok, I found an answerhub post that basically says the only stat commands available in that configuration are stat FPS and stat UNIT. Oh well.

#

New question, is it possible to add the commands I want to run to that configuration?

mellow bane
#

Better to run in development at that point tbh

#

Cooked development should be somewhat reliable for profiling

snow oxide
#

@mellow bane yeah, that's what I've been doing. I just thought I might be able to do some profiling with logging turned off. Do you know of another way to temporarily turn off logging in my dev build?

mellow bane
#

Logging won't have a perf impact.

#

It's completely async

snow oxide
#

@mellow bane Yeah, it's more about excluding FMsgLogf from the profiler so I can filter the game thread a bit and ignore stuff that's in there because it's writing stuff to the log.

#

I suppose I COULD go through and clean up all the warnings these blueprints are throwing......

#

Then they wouldn't be writing to the log so much.

mellow bane
#

TBH I wouldn't worry about, apparently 1% of your frame time. If you have 10 classes doing that much stuff...

snow oxide
#

Yeah... I might. I'll have to clean them up when my manager lets me spend time on that. In the meantime, if I were to put the following in my DefaultEngine.ini:

 LogLinker=all off```

would that stop this from showing up in the profilier or will the BP still be running that function? maybe a dumb question.
mellow bane
#

No idea tbh.

snow oxide
#

Ok, thanks. ๐Ÿ˜ƒ

sharp stratus
#

does anyone know what I can do to prevent this error from happening? with 4.22, every time I package, I do get this error during packaging, and that makes packaging fail:

UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogObj: Error: LoadConfig (/Script/UnrealEd.Default__LevelEditorPlaySettings): import failed for PIESafeZoneOverride in: (Left=0,000000,Top=0,000000,Right=0,000000,Bottom=0,000000)
#

I can "fix" the error by going to the EditorPerProjectUserSettings.ini and delete the PIESafeZoneOverride line there

#

but after I restart the engine, it automatically gets added back and causes packaging error again

#

so I do need to manually go into that ini and delete that line every time I want to package

rancid mountain
#

@sharp stratus try putting that in EditorPerProjectUserSettings.ini

sharp stratus
#

@rancid mountain sorry, I wrote that wrong, thats actually the file it is in, where I took the screenshot of

rancid mountain
#

ah damn

#

try deleting it completely?

sharp stratus
#

its the [/Script/UnrealEd.LevelEditorPlaySettings] category in EditorPerProjectUserSettings.ini

rancid mountain
#

the ini, just delete, also /saved

#

and the usual folders, intermediate, etc

#

who knows

sharp stratus
#

deleting inis is not a good idea because then I lose the stuff thats setup in there ๐Ÿ˜„

rancid mountain
#

back it up first

modest imp
haughty oak
#

@open rapids you can read it in the log ๐Ÿ˜ƒ "UATHelper: Packaging (Windows (64-bit)): WARNING: Visual Studio 2017 is installed, but is missing the C++ toolchain. Please verify that the "VC++ 2017 toolset" component is selected in the Visual Studio 2017 installation options.
UATHelper: Packaging (Windows (64-bit)): ERROR: Visual Studio 2015 must be installed in order to build this target."
Maybe you should reinstall VS17 with the "VC++ 2017 toolset component"

dreamy panther
modest imp
#

@haughty oak is VS 2017 absolutely necessary to compile UAT.proj or is VS 2019 and 2017 toolchain fine too?

haughty oak
#

@modest imp Iam using the free version of VS2017, but i think in the new UE 2.22 u can also use VS2019 (I think this was in the changelogs? but i dont know)

modest imp
haughty oak
#

I didnt answered your question because i never had such an error and i dont know how to fix this :/ I hope someone here can help you with this !
Maybe you should also create a Forum Thread with this problem OR if you use the 4.22 / 4.21, create maybe a bug report if you think this is a bug of the engine, then they help you ๐Ÿ˜ƒ

bold flare
#

hello is there a way to turn on/off paks-reading on startgame for a modded game? If you have 20+ paks as mods for a game,, the game starts to load slowly

#

so there should be a way to turn on/off which you want before game startup

mellow bane
#

Depends on how you implemented modding

#

If you're putting mod paks in the mod folder for the game then no there isn't

#

Players will need to remove mods

bold flare
#

ye i know

#

there should be a way to turn them on/off

mellow bane
#

There isn't

#

UE4 sucks for mod support anyway, terrible engine for that

bold flare
#

well one way would be to start an external program first, mark which you want, then they get renamed to .pak and game starts

#

if you mod other singleplayer games like skyrim, you can turn them on/off before

mellow bane
#

Skyrim has an engine that has real mod support

#

UE4 does not

meager lion
#

We migrated Engines from 4.20 to 4.21 or even 4.22 we get 1 error:

#

this happens on engine opening and cooking. 100% of everything is functional though. I cant find anything online or in the forums about it.

#

Would this be something i need to contact UE4 support about?

meager lion
#

OKay so we sorta figured out the issue. If you look you see its looking for the ../../../../TwilightStarDepot folder.

#

However UE4 creates a new folder on upgrade called TwilightStarDepot 4.22 or 4.21

#

so what would hold onto this file path in the engine.

modest imp
#

It all revolves around why am I getting this error when packaging a client using the editor built from sources PackagingResults: Error: Failed to build "C:\Program Files\Epic Games\UE_4.22_source\Engine\Source\Programs\AutomationTool\Scripts\UAT.proj". Failed to build an Engine's internal .proj file at project Packaging time.

solid comet
#

Hi guys, having issue with packaging (using UE4 4.20.3) to win64 or 32 nor development or shipping version.
I have following errors:

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler BP_InventoryComponent] In use pin BP Inventory Component Right no longer exists on node Get . Please refresh node or break links to remove pin. from Source: /Game/Cat_Normal_maps/Duro/Components/BP_InventoryComponent.BP_InventoryComponent
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler FirstPersonCharacter] COMPILER ERROR: failed building connection with 'First Person Character Object Reference is not compatible with Self Object Reference.' at Interaction from Source: /Game/Cat_Normal_maps/Duro/BPCharacter/FirstPersonCharacter.FirstPersonCharacter
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler SpawnZoneShark] In use pin Zone Ref no longer exists on node Set . Please refresh node or break links to remove pin. from Source: /Game/Cat_Normal_maps/Duro/Blueprints/SpawnZoneShark.SpawnZoneShark

  1. game in PIE works ok including mentioned BP
  2. I tried to refresh all nodes and recompile
  3. I made that parts of code in BPspawnzone and BPInventory component anew
  4. I have unplugged and even deleted that part of code in BPspawnzone and BPInventory
  5. the BPspawnzone and BPInventory I have not touched for month and had no issues in previous packaging
  6. I do not know what part of self reference in FirstPerson BP it does not like
  7. erased folders Saved, Intermediate, Build
  8. copied the project (without Saved, Intermediate, Build folders) to another PC with fresh UE4 4.20.3 installation and erased the derived data cache
    Still getting the same errors.
    Redirectors should be fixed

Any suggestion please? Thank you very much.

cunning iris
#

I'm also getting a midlife crisis now due to this same "Compiler Error: Failed Building Connection" error. Two days ago, I packaged successfully. Then closed the editor. The next time I launched the editor, I got the error. I've tried a lot of things. I've seen quite a number of errors and bugs in my day and debugged them successfully, including the infamous "works in the editor but not in the build" bug, but I've never seen a bug as frustrating as this one. I have manually rewritten the affected component (it's just one component that's affected in my project), after which everything was fine in the editor. I then saved and closed the editor. Upon launching the editor again, the bug resurfaced. I have tried to delete the component with the -NoLoadStartupPackages command editor launch, but it just keeps telling me to try to use the command. I have tried to replace references and consolidate assets, but it doesn't work and says there are external references to the component. I have tried to replace the component in explorer with an identical component (an older version of the same component that is bug free) but it crashes the editor on launch. I have deleted all folders except Config and Content, but still, no dice. I'm truly at a loss here. What should I do, please?

solid comet
#

having exactly the same issue

cunning iris
#

๐Ÿ˜ฉ

solid comet
#

which uE4 version you use?

cunning iris
#

4.19

solid comet
#

i t 4.20.3 - trying to install the 4.22 and will see

haughty oak
#

Do you tried to create a complete new version of this specific blueprint which dont work? On 4.21.2 i had never a problem with the blueprint connection, i think upgrade it to 4.22 and make this specific blueprint complete new will solve your problem ๐Ÿ˜ƒ

solid comet
#

omg the first person character and inventory have about 40% of code

#

Also I found out - my variabletypes have doubled. this is only in variables definition, not in spawnactorof class

haughty oak
#

How can i add to the packaging a command like this? "(...)Run with --stacktrace option (...)"

#

(Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.)

mellow bane
#

Put the full log on pastebin or something

haughty oak
#

The build starts at line 514

mellow bane
#

Thanks. Hoped there would be some more information there

tidal forge
#

@haughty oak you have quite a lot of file not found

haughty oak
#

Yea but this isnt my problem ๐Ÿ˜ฆ it has nothing to do with that i checked this :/ @tidal forge

frank garnet
#

Yes the FrontEnd can be used instead. It essentially does the same thing but its a little more user friendly.

#

noeditor and server should be fine.

open rapids
#

getting this and it's completely new. Does anyone have any idea what happened or how to fix it?

tame shadow
#

Hey, is there a way to only package assets that are used in a specific map? Like Unity does it?

jaunty mortar
#

@tame shadow fill out the List of maps to include in a packaged build section under packaging in project settings

#

then itll only package what those maps use

tame shadow
#

Thanks, I tried, but somehow it packages all assets in the project. I also tried to use a empty map... ๐Ÿค”

jaunty mortar
#

can other maps be opened from the console in the packaged game?

#

i know when i put maps on that list the pak file size reduced by a lot

#

but i noticed that the editor startup map gets packaged even though i didnt include it

tame shadow
#

didnt test it, but the file size stayed the same. 2.5GB is too much if I only want the empty map...
Yeah I changed the startup map & modes too :/

jaunty mortar
#

package it without a pak file so you can look through all the assets that were packaged

#

might help you find something that shouldnt be there

tame shadow
#

I'll try

#

thanks

#

Every single asset is in the packeged project ๐Ÿ˜‚

#

I really don't get why

#

All the maps too

jaunty mortar
#

@tame shadow how are you adding the maps?

#

are you typing it out or navigating to it

tame shadow
#

I'm navigating

solid comet
#

mine is solved - my BP got somehow duplicated and so I got doubled references

civic cedar
#

i have a weird issue. When I run a packaged version of my game, my meshes do not move (movement is created by applying a radial impulse). The level works without issues in the editor. There are no warnings/errors in output log. Has anyone ever had an issue like this? UE4 Version 4.22.1

open rapids
#

I have some problems with physic on items that I set the skeletal mesh at run time but only mobile.
They act funny, fall through things dont seem have right "weight" and can be shot off with any impulse

#

I can't figure out what these problems are.
Something is wrong with the .dll
Or the .Net Frame Work
All things I have not changed or altered

#

since the last sucessful packaging

manic cobalt
#

alright, so, i'm currently having a little issue
well, to say little is an understatement
i tried to package my project for windows 64 bit, but got an error, i looked up that error, and someone said to get it to work they deleted their intermediate and saved folders
so i did, and started up the project again, only to find the entire level i had created vanished and reset to the default little platform with two chairs and a table
is there a way i can recover said level?

#

the error in question is:

#

NullReferenceException: Object reference not set to an instance of an object

mellow bane
#

Put the full log

#

Pastebin or something like that

#

And deleting intermediate & saved cannot remove content

#

You probably either deleted Content, or your editor didn't open the correct level

manic cobalt
#

i am very sure i did not delete content, and indeed it would seem that it opens the incorrect level, but the main question is, where did my level go, because it just dissapeared into oblivion

#

hold on

#

i think i found it

#

YES

#

might have been a bit of a rollback using a backup

#

but thanks anyways

mellow bane
#

To be clear, levels are neither in Intermediate or Saved

manic cobalt
#

i know

#

but still, not having the intermediate files nor the saved files present at startup of the project file did something i can not explain

#

i'm just happy that it makes backups by default

#

next to the autosaves

mellow bane
#

Time to set up source control, too

manic cobalt
#

alright, just attempted the build again, but received the same error

open rapids
#

Amazingly hard to read on mobile. ๐Ÿ˜ฌ

#

Log.WriteException: ERROR: System.NullReferenceException: Object reference not set to an instance of an object.

Have an object declared somewhere but no instance of the object set?

#

I'm still having problems.
Any one have any idea?

frank garnet
#

Your path

#

'file:///C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\Intermediate\Build\BuildRules\MageHunterModuleRules.dll'

#

Has a space in it

#

Which is causing it to fail to properly read the full path.

#

NEVER create directories with spaces

#

Its just bad all around if you do

#

@open rapids

#

So basically either rename that folder to remove the space or move your project to a different directory that doesnt have a space anywhere in the path hierarchy.

open rapids
#

๐Ÿ˜ฏ
No way.
Its been like that for almost two years. Since the launcher created that folder for me!

#

๐Ÿ˜‚
I'm at work but i swear if that fixes it..

#

@frank garnet
When I get home, I'll give that quick check, if works i owe you a beer or equivalent value of your current vice

frank garnet
#

๐Ÿ‘

grizzled shoal
dense lake
open rapids
#

@frank garnet
Still to early to say complete success but after dealing with engine being unhappy I removed the space (relocatimg the projects, made me configure for sdk and accept again ๐Ÿคท)
It has at the very least made it past where it was throwing the errors.

open rapids
#

Looks fine still. Pretty sure by now it would have had that error had been going to

limpid socket
#

I'm getting a runtime error in a packaged dev build that looks like this:

#

How can I find out where the error lies? It's apparently because a TSharedRef is Null, but I have no idea how to get more specific information than that.

little bronze
#

how a normal person excludes enums from nativization?
[BlueprintNativizationSettings] +ExcludedBlueprintTypes=/Script/Engine.UserDefinedEnum
so far got this but it doesnt work

dusky rampart
#

has anyone else had issues packaging with the substance plugin in 4.22?

shadow storm
#

hey I have some questions about packing maybe someone can help. so I just found out my scaeability settings dont carry over from my engine settings to my packed game, I have to edit the ini file or do blueprint code, so now, if I wanted to try different scaleability settings, can I just change the INI code or do I have to repack my game each time I change the settings?

frank garnet
#

The INI configs are designed to handle being changed so that you dont have to repackage.

shadow storm
#

so how come when I pack my game I dont see any inis

frank garnet
#

You have to make them to set what you want to override.

final brook
pine hollow
#

its really inportant

pine hollow
#

it wont compile at all

pine hollow
#

@open rapids about 10Gig

sand ice
#

our builds are failing, w'ere on the 4.20.3 branch wit h nvidia blast

#

logs here

inland fable
inland fable
#

sigh... something to do with Victory BP plugin

mellow bane
#

Plugin might have a different name

pure bronze
#

UATHelper: Packaging (Windows (64-bit)): ERROR: The following files are set to be staged, but contain restricted folder names:
UATHelper: Packaging (Windows (64-bit)): fiender/Content/switch/NewLevelSequence.uasset
UATHelper: Packaging (Windows (64-bit)): fiender/Content/switch/NewLevelSequence.uexp
UATHelper: Packaging (Windows (64-bit)): If these files are intended to be distributed in packaged builds, move the source files out of a restricted folder, or remap them during staging using the following syntax in DefaultGame.ini:
UATHelper: Packaging (Windows (64-bit)): [Staging]
UATHelper: Packaging (Windows (64-bit)): +RemapDirectories=(From="Foo/NoRedist", To="Foo")
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Emil\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Unreal+engine+UE_4.18\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

mellow bane
#

"Switch" is a restricted word

#

Because of the console

#

You'll need to rename that

#

Might be possible to edit the restricted word list too, dunno how though

pure bronze
#

i fixed it by deleting it.. lol

#

But i want to package a project but a specific map how do i do that? When i press package it package the starter mmap you enter when you select first person player

mellow bane
#

@pure bronze Two questions in one here : you can select which levels to package in the "cook map" options of the packaging section in project settings, and you can change the default map in "maps" sections of project settings

#

Obviously the default map should be cooked

pure bronze
#

cook map. is it in maps and modes section of the pacaking options?

#

nvmm

#

my game is kinda laggy

#

do u know how to fix it?

#

I have a lot of things in one level

mellow bane
#

Use the profiling tools for CPU and GPU to get a look at what's slow, and then work on making it faster.

pure bronze
#

cuz i have a map where if you get all the coins you get teleported to the next level. But the next level is on the same map as the first level. Can i fix that the next level is on another map so it doesn't lag?

mellow bane
#

@pure bronze If you have performance issues, profile it

#

That's the first step

#

You'll know what to do after that

sterile mauve
#

hello huys! i have problem with compile my server:

LogInit: Display: LogLinker: Warning: Unable to load package (../../../home/ots/client/Content/StarterContent/Maps/Advanced_Lighting_BuiltData.uasset) PackageVersion 516, MaxExpected 514 : LicenseePackageVersion 0, MaxExpected 0.
LogInit: Display: LogLinker: Warning: Unable to load package (../../../home/ots/client/Content/StarterContent/Maps/Minimal_Default_BuiltData.uasset) PackageVersion 516, MaxExpected 514 : LicenseePackageVersion 0, MaxExpected 0.
1111LogInit: Display: NOTE: Only first 50 warnings displayed.
LogInit: Display:
1001LogInit: Display: Failure - 105 error(s), 1088 warning(s)
LogInit: Display:
Execution of commandlet took: 140.11 seconds
Exiting abnormally (error code: 1)
Took 219.864076s to run UE4Editor, ExitCode=1
Cook failed. Deleting cooked data.
ERROR: Cook failed.
(see /home/rsa-key-20190517/Library/Logs/Unreal Engine/LocalBuildLogs/UAT_Log.txt for full exception trace)
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
RunUAT ERROR: AutomationTool was unable to run successfully.

System: Ubuntu 18.04

sterile mauve
#

My server was by compiled, but i can't join to server:

[2019.05.19-12.16.36:487][198]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: xxxx.xxxx.xxxx.xxxx:49676, Name: IpConnection_5, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID, Channels: 2, Time: 2019.05.19-12.16.36
[2019.05.19-12.16.36:487][198]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: xxxx.xxxx.xxxx.xxxx:49676, Name: IpConnection_5, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2019.05.19-12.16.36:488][198]LogNet: Error: Failed to read control channel message 'Hello'
[2019.05.19-12.16.36:488][198]LogNet: Error: UControlChannel::ReceivedBunch: Failed to read control channel message
[2019.05.19-12.16.36:488][198]LogNetTraffic: Error: UChannel::ReceivedRawBunch: Bunch.IsError() after ReceivedNextBunch 1
[2019.05.19-12.16.36:489][198]LogNetTraffic: Error: Received corrupted packet data from client xxxx.xxxx.xxxx.xxxx. Disconnecting.
[2019.05.19-12.16.36:518][199]LogNet: UNetConnection::PendingConnectionLost. [UNetConnection] RemoteAddr: xxxx.xxxx.xxxx.xxxx:49676, Name: IpConnection_5, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID bPendingDestroy=0
[2019.05.19-12.16.36:519][199]LogNet: NotifyAcceptingConnection accepted from: xxxx.xxxx.xxxx.xxxx:49676

open rapids
#

when I package a demo for windows to be play tested, (as in a play tester that is not part of the dev team and wouldn't have access to project files and for the sake or arguing, doesn't even have unreal engine, how exactly do I make my build out correctly?) I have gone to package project, windows and exported it to my desk top and the game will run flawlessly but 2 things have happened sense the first time I tried doing this, one, the zipped folder of this package does not like to be uploaded my personal drive, my media sharing website or anything else. Worth noting that the same issue is not happening with my game project file as a whole. I have tried to delete the entirty of the saved content in my project file just to see it was something there and still have these issues.

pastel orbit
#

Hey guys
I am having some trouble with my shippingTest package i am Using a dynamic SpotLight as a Flashlight.
What is the problem now you'll ask.
The shipping package runs perfect on my pc on my gfs pc the functionality runs normaly but i have no light.
My pc has 32gb ram and Ati Radeaon Rx 480 8gb
And my gf's pc has 16 gb ram and Nvidia GeForce GTX 960 4gb
I really cant see the problem since i am running the exact same package in both pcs thanks a lot in advance
(could this be a problem that i have set Texture Streaming PoolSize to 3gb and her VRAM is 4gb?)

dusk briar
#

for some reason when I run a build of my game it loads with the wrong game mode? causing a nullref and crashing

#

even though default game mode is set correctly in project settings

quasi jungle
ornate summit
#

Kerds78 it says to check your log, I would include that as well for more information

open rapids
#

Hi, is there a way to reduce the size of the game exe file (like Game-Win64-Shipping.exe, this one) mine is 45MB. I removed all unused plugins but then I don't know what else to do.

quasi jungle
#

@ornate summit I couldn't really find anything in the log but I decided to just deploy directly from my mac. But I'm now getting a completely unrelated error that I can't seem to fix, and I can't find anything in the output log or the log file. I posted it on the forums here: https://forums.unrealengine.com/development-discussion/ios-development/1622573-ios-packaging-error-on-mac .

#

Would you be able to help by any chance?

ornate summit
#

I dont know a thing about macs, never even used an ipod.

#

@open rapids you can do what I do when I package and that is to migrate used assets to another project and package it there

#

To do this transfer the maps and it ask to bring used assets with it

open rapids
#

@ornate summit Thanks, that I know. That's actually another thing I find too big, the pak file. But here I'm only talking about the .exe file.

mellow bane
#

@open rapids The executable size is pretty much that

#

I don't know of a way to make it smaller

grand mural
#

Hey. I want to package my game with DX12 enabled by default. How do I do this ? Thanks.

#

Ah, 'DefaultRHI' in settings...

open rapids
#

@ornate summit @mellow bane Someone on reddit suggestd to use a program called UPX. 44MB reduced to 16MB, which is pretty amazing.

#

Whole WindowsNoEditor is now 53MB. Remains to understand why my .pak is 23 MB.

mellow bane
#

What's inside ?

open rapids
#

I think it compresses the exe. The game runs allright.

#

you mean inside my pak?

mellow bane
#

Yeah, the pak.

open rapids
#

i think there are things from the engine even if i checked "no engine content"

mellow bane
#

Well, compiled shaders are there, for starters.

open rapids
#

they are so big?

mellow bane
#

There are 2000 of them

#

So it's possible

#

Also the splash screen which is a BMP picture IIRC

open rapids
#

I didn't really looked yet. I will package without pak and see what it puts there

mellow bane
#

Yup

#

Trying to enter the demoscene with UE4 ? ๐Ÿ˜ฌ

open rapids
#

I'm jealous that Unity games are always so tiny :)))

mellow bane
#

Beware of packing though

#

The fools using an AV will 100% get a false positive

#

Another fun riddle is what you'll do when you need upgrading your game.

#

Enabling compression on PAKs -> Much lower size, but every update on Steam/GOG/Itch etc will result in a delta that's basically the new file in full

#

Not using compression -> Steam is better than UE4 at compressing for downloads, updates will be tiny, but much higher file size on disk

#

So the correct way, with compression and proper patching, is to use the UE4 patching system

#

But it's pretty terrible imho

open rapids
#

shit

#

i mean thank you, good to know ๐Ÿ˜ƒ

mellow bane
#

Yup

#

Disk space, download & update size, convenience ; pick two.

#

I went with fast updates and easy setup

woeful valve
#

Anybody familiar with the OnlineSubsystemOculus plugin here? We're trying to package for Android (Oculus Quest), have enabled the plugin, and added the appropriate lines to the DefaultEngine and AndroidEngine ini's. During the 1st steps in packaging for Android_ASTC, we're seeing this line:
LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()

and then a bunch of errors with regards to the AppID and such. Why is it running Windows plat code? How can we get it to run InitWithAndroidPlatform() instead?

marsh sierra
#

I'm also having issues with packaging with the oculus online subsystem, the error message I'm getting is: "LogModuleManager: Warning: ModuleManager: Module 'OnlineSubsystemOculus' not found - its StaticallyLinkedModuleInitializers function is null." and I'm lost on what to do

#

I've done a whole bunch of google and trying different things to the point where it'd be crazy to list them all and I'm not really sure what I'm missing, I think it may be an error in my build.cs file which is setup like this currently:

public KrazyKarts(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
        PublicDependencyModuleNames.AddRange(new string[]
        {
              "Core",
              "CoreUObject",
              "Engine",
              "InputCore",
              "HeadMountedDisplay",
              "UMG",
              "LibOVRPlatform",
              "OnlineSubsystem"
        });
        PrivateDependencyModuleNames.AddRange(new string[]
            {
            "OnlineSubsystemOculus",
            });
        PublicDefinitions.Add("HMD_MODULE_INCLUDED=1");
    }

But i've reconfigured that and rebuild from source a lot so I'm not 100% sure

fossil dust
#

Can an HTML5 project be uploaded to itch.io? Haven't done much with HTML5 before but I can't seem to get it working. It gets stuck on Launching engine.

thick raptor
#

when you package, does it only add the assets that are in use to the package?

austere jay
#

With android requiring 64-bit coming down the pipes, uploading to Google play has been confusing. I have packaged my project into 2 files, a 64-bit version and 32-bit version. If I try to upload both files on Google Play, it basically says the lower version number will be ignored and if I do them 1 at a time I get the warning of 32 bit needs to have a 64bit one from august and 64bit one says the amount of devices thatll no longer be able to use it. I'm not sure if me uploading 1 at a time is still uploading each individual-bit version, but if it's not, does anyone know of how to bundle both 32-bit and 64-bit versions into a single bundle?

jaunty dawn
#

Trying to do a CDN system for a project but struggling a bit. How do I assign chunks to specific assets? I was reading the documentation but nothing looks to work for me. I want basically to put some asset in one chunk so I can deliver that chunk over internet un runtime.
And also, is the http chunk thing documented? I saw it mentioned but not sure how to use it

meager marsh
#

ProxyFactoryClass null in K2Node_LatentOnlineCall

#

null in K2Node_LatentOnlineCall /Game/UMG/MainMenu.MainMenu:EventGraph.K2Node_LatentOnlineCall_1

dapper fiber
#

Hello guys, I really really need some help , my packaging fails for some C++ game mode it creates itself

light junco
#

(Note: BP only project)

dapper fiber
#

Does anyone knows hot to take this off ? or a solution to this issue?

#

yes exactly its a BP only

light junco
#

Please make sure to post your log somehow

#

try hastebin otherwise

dapper fiber
#

I am not sure how to get the log from the executable , but this is the error message

#

THE UE4-UN19 Game has crashed and will close

Low LevelFatalErrror
[File:D\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp]
[Line:3411] Could not find SuperStruct FunctionalTestGameMode to crerate begin_gm_C

#

FunctionalTestGameMode Its an empty gamemode C++ that was ceted by itself..

light junco
#

That is the Packaging log?

mellow bane
#

Looks like your packaging is fine but the packaged game crashes

#

Be clear about what happens

dapper fiber
#

and begin_gm its the gamemode I am using but it mentions like a duplicate , because it adds the _C

#

yes stranger , thats correct

#

Oh I am sorry I thought I explained it, sorry my bad

mellow bane
#

Did you do something weird, like using nativization ?

dapper fiber
#

yes that is when it finishes the packaging

#

No, I dont even know what that means haha, I just set my project to be an executable for windows

mellow bane
#

Okay

#

Try packaging again and provide the packaging log on pastebin or another paste service

dapper fiber
#

I override the game mode but it keeps showing that error when I try to open the game

#

oh ok

mellow bane
#

Also, make sure to just launch your game once

#

Close the editor etc, right click your .uproject file, and hit Launch

#

If it works, then it's a packaging issue

#

if it doesn't work, then it's a project issue

dapper fiber
#

should I paste the whole log? Its like 30k lines

#

I did what you told me @mellow bane I launched the game from the uproject

#

and It worked

#

It open the editor of Unreal

light junco
#

Rightclick -> Launch Game should start the game, not the editor

mellow bane
#

Yup

light junco
#

Packaging seems to look okay though

mellow bane
#

Some materials won't work, but yeah other thna that

dapper fiber
#

ok right click on the uproject should have shown mea launch game option?

#

no it didnt do that, I even have to manually indicate it to open with unreal engine

#

In that case, do you know where the issue might be?

mellow bane
#

You should see "Launch"

#

In the right click menu

#

Do you use the UE4 builds from the Epic launcher ?

dapper fiber
#

unfortunatly yes

#

btw its in spanish but "Abrir" means Open , Lauch should be "Ejecutar" but its nowhere

#

And they are trying to generate projectfiles, I am working on trying that and see If it loads the missing data

light junco
#

There should be a lot more

#

Can you try to open the project through the launcher?

dapper fiber
#

from Epic games Launcher or Unreal Engine directly?

light junco
#

Just from the Launcher

#

It should be listed in your Library if it's properly found

dapper fiber
#

yep, and withour issues

light junco
#

Hm, I actually don't know why you can't see the Launch option

dapper fiber
#

wait no, Now I get an error

#

I think I know just give me a second

#

but again it opens the edito

#

r

mellow bane
#

There's a tool in the launcher settings somewhere to fix shortcuts

dapper fiber
#

well I created a shortcut and the shorcut worked

light junco
#

The point is that UE4 usually adds a bunch of options to the rightclick menu

#

One of them is Launch Game

#

You don't seem to have that

#

So UE4 isn't properly linked to the Shortcut

dapper fiber
#

This are the type of issues that only happen to me...

#

I dont know what else to do

#

also it seems I am missing the Unreal Build Tool

#

I found an exe with that name but It does nothing when I try to open my uproject with that

#

I am going to try a repair on the unreal and see if that works

dapper fiber
#

"Couldnt find for package Script\Functional testing

#

it seems that that is the first error on the log when executing the game

#

do you know where is referencing this? if the system unreal or my project?

timber cosmos
#

Im having troubles

#

every time i package my game out of ue4 it says fatal error and loads with a black screen. PLS HELP

#

if you can fix this problem can you dm me or call me

light junco
#

Would need the Package Log and/or Crash Log

light junco
#
[2019.05.29-15.52.11:811][374]UATHelper: Packaging (Linux):     fatal error: UTF-16 (LE) byte order mark detected in '[...]/PIDController.cpp', but encoding is not supported
[2019.05.29-15.52.11:811][374]UATHelper: Packaging (Linux):     1 error generated.
[2019.05.29-15.52.11:812][374]PackagingResults: Error: UTF-16 (LE) byte order mark detected in '[...]/PIDController.cpp', but encoding is not supported
#

Any idea how to get rid of that? There was a copyright sign in the file that has been removed by now.

#

It only happens for Linux packaging

#

Also reports for multiple files

#

[...] is just me hiding the full path

#

I also checked that there are no non-utf8 characters in that file and as far as I could see, there are none

light junco
#

Some of the errors seem to be pointing to the " sign of includes inside of generated files

#

.>

grave hinge
#

The byte order mark (BOM) at the start of the UTF-16 file This would be a seemingly invisible character you can only see it in HEX view i guess. Not sure tho if that's the issue in the first place.

light junco
#

It reports the LE which is most likely line end?

#

I will try to change one of the files outside of VS to utf-8

#

and see if that removes the error for it

#

Could be something from Perforce I assume

mellow bane
#

@light junco Notepad++ is free and fixes these easily

#

You can convert files to UTF16, UTF8, UTF8 without BOM

#

And yeah, on Linux, BOM is a classic fails-to-build

#

"UTF8 without BOM" is really "Works-on-non-Microsoft-UTF8"

grave hinge
#

LE stands for little endian rather

light junco
#

Yeah the perforce read only part is the annoying part

#

Gotta check out all relevant files >.>

wanton basalt
#

What can be a reason that my packaged game misses assets like models and text files?
If I don't use the "pak" files, the packaged game seems to have blueprint assets only of 1 or 2KB, while the corresponding assets in the project folder are around 100KB.
They appear to be redirectors.
How can I fix this? Or where can I find a clue?

#

I've also fixed up redirectors in each folders.

meager marsh
#

does somebody knows what this error means
LogNet: Warning: Network Failure: GameNetDriver[FailureReceived]: Host closed the connection.
LogNet: NetworkFailure: FailureReceived, Error: 'Host closed the connection.'

grave hinge
#

Hello. Is it possible to use the launcher version of the editor in order to generate a dedicated server build out of a project?

#

I'm familiar with the wiki articles, however my question is whether it has became possible since the publication of those articles to actually use the launcher editor for this purpose.

proven glade
#

No because pretty sure only the source build contains the Development Server and such builds

#

there's no reason not to use the source version though especially if you're doing multiplayer

#

I use the launcher versions for testing stuff and checking out assets and all that, but develop my game in the source version

strange sable
#

@wintry bluff I have had an issue with a Support agent and telling me about things regarding Nintendo development for their Switch console. Wondering if you can help? (I've been told your best to contact)

wintry bluff
#

Will you shoot me a DM with the details?

strange sable
#

I dont think I can

undone turret
#

kill me
LowLevelFatalError [File:Unknown] [Line: 1427]
Async loading event graph contained a cycle, see above.

0x00007ff8b1939129 KERNELBASE.dll!UnknownFunction []
0x00007ff7615c43b7 Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff76158b71a Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff761555769 Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff7615f810b Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff76161c0e1 Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff761605145 Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff76173f2dd Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff76173ef8e Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff762826424 Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff76280c343 Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff76246b848 Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff7611ecf70 Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff7611f38ab Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff7611f39ba Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff7611fc9d9 Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff763042ff2 Rigged-Win64-Shipping.exe!UnknownFunction []
0x00007ff8b2557974 KERNEL32.DLL!UnknownFunction []
0x00007ff8b4efa271 ntdll.dll!UnknownFunction []

#

what did i even break?

undone turret
#

Any body got any advice?

haughty oak
#

Hi Community, i hope anyone can help me :(
I wanna package my Game but i get everytime a build error:
"ERROR: Visual Studio 2019 requires the Universal CRT to be installed."
I installed already Universal CRT in Visual Studio 2019 (tried also with 2017) but everytime iam getting this error message ... i searched already in the forums and dont got a solution..

Can someone help me please?

#

----> i noticed that it is a project specific problem

proven glade
#

what are these "neversaved as an export" warnings about? I get them all the time but doesnt seem to affect my builds

ember hollow
#

This is kind of random but does anyone know if the Editor / Game splash screens must reside in the Content directory to be cooked properly?

hollow nymph
grave hinge
#

I think i remember dealing with similar errors when setting up nativization for the project. Also asnyc loading (it's an engine feature you can try to turn off for the time being) can cause errors like this.

proud sparrow
#

What target.cs does the "Development" configuration use by default?

green ivy
#

Hey guys, I'm working on trying to fix a startup crash in my packaged build. There are no errors or warnings during packaging but here are my logs from my packaged game. I can't really figure out how to fix this one, has anybody come across something like this PhysX-related fatal error before? I can't seem find anything online that will help me either so if anybody has any pointers of where to look I would be extremely grateful.

#

^ at least it seems like the physx thing is the thing breaking, I'm not entirely sure

proud sparrow
#

figured it out. the config uses the "Game" target.

mellow bane
#

You can't stop people from getting anything on PC

#

There is virtually no security on the platform.

#

You can slow people down by encrypting, packing, etc.

#

And it's not enough either

thorny cobalt
#

Packaging for Win x64

mellow bane
#

@thorny cobalt Is that all of the packaging log ? It should be way longer than that

open rapids
mellow bane
#

Looks like your Target.cs file has errors in it.

#

In the future, try to put the build output as a text file on a paste service somewhere.

thorny cobalt
#

@mellow bane These are the errors only

open rapids
#

I followed a tutorial so I beleived it would work fine

#

I made this, COuld that be the problem that IO'm using the wrong target document?

mellow bane
#

It's always better to provide a full text file immediately, rather than force people who help you on their own time for free to ask you for more details if whatever you provided doesn't have everything.

open rapids
#

I made that, I use 4.22 source build, Could it be wrong version?

mellow bane
#

Does the tutorial you follow specifies which UE4 version it targets ? UE4 has breaking changes with most versions, and tutorials are rarely up to date

open rapids
#

There was 4 that's was up to 4.18, Then one without a version that I used

#

I used those

#

Also when I renamed the target files to .cs The wouldn't wana change the type

mellow bane
#

Did you use the 4.18 version ? Your screenshot looks like the 4.15 version.

open rapids
#

Hmm that would maybe be the problem, But I don't find the version for 4.22

#

No one have provided the document for that version

#

is .18 same as .22

mellow bane
#

The wiki has been read-only for months, so it's stuck on 4.18

#

Which is still going to be closer to 4.22 than 4.15

open rapids
#

Hmmm ye

#

@mellow bane Yet no errors, Hopes it continue that way, Thanks for the help

mellow bane
#

Cool

mellow bane
#

@thorny cobalt See, this is why I ask for the full text - the error is outside the frame.

#

So I can't tell you what's wrong

#

And I have to loose time by asking you for it

#

Again

thorny cobalt
#

Well damn my bad idk what you mean exactly

#

I'm not sure how to get everything in one frame I guess

mellow bane
#

Like I said half an hour ago to you here on this channel :
"In the future, try to put the build output as a text file on a paste service somewhere."
"It's always better to provide a full text file immediately, rather than force people who help you on their own time for free to ask you for more details if whatever you provided doesn't have everything."

#

Select the log output, press CTRL + C, find an internet paste service, hit CTRL + V, put the link here

thorny cobalt
#

Gotcha, sorry about that

mellow bane
#

"error C2338: Visual Studio 2017 versions 15.7 and 15.8 are known to have code generation bugs that affect UE4. Please update to version 15.9."

thorny cobalt
#

Oh snap, thx.

open rapids
#

Why won't it let me compile after package the game?

#

It takes no effect when I press it

open rapids
#

Is there an advantage to use win32 instead of win64?

mellow bane
#

Well, it will work on 32-bits machines

#

Which in this day and age means people with a 32-bit version of Windows on a shitty laptop with 3GB RAM

open rapids
#

I have blueprint nativization problems when I pack for win32, it packages ok but then it doesn't work right. Without nativization it works correctly.

green ivy
solemn narwhal
#

...I'm seeing this error while packaging:

UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: Ensure condition failed: !HasAnyClassFlags(CLASS_LayoutChanging) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp] [Line: 3012]
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: Class named BP_PlayerChaser_K9_C creating its CDO while changing its layout
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: Stack:
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000007fedb4ece4c UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000007fedb215e78 UE4Editor-CoreUObject.dll!UnknownFunction []

Anyone has seen this? I have no idea where to start fixing it...

Full error log here:
https://pastebin.com/gmWEPZSY

mellow bane
#

@open rapids Basically don't give any second thought to win32

#

There's really no point

mellow bane
#

It persists yes

granite roost
#

erm question can I package a game for mac from windows on ue4

severe hare
#

no

grave hinge
#

Hi. AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure) not much to go on, since only 2 warnings in the entire build log:

  LogInit: Display: CookResults: Warning: Unable to find package for map Map.
  LogInit: Display: LogCook: Warning: Unable to find package for map Map.
  LogInit: Display: Success - 0 error(s), 2 warning(s)

Just deleted the saved/cooked , it made no difference. Anything else to try?

grave hinge
#

Is there any way to specify cook params using the project launcher? Such as the IgnoreCookErrors for example.

grave hinge
#

Maybe i'm asking this question wrong. Basically i'm looking for a way for specifying this param for the uat command. From the project launcher. But i guess it's only doable when running it from the commandline since the UI lacks a text field for additional commands?

haughty oak
#

Hi Community, fast question :
I created a release version "0.0.7", then i created a small patch for this "0.0.8" and now i wanna patch my game again "0.0.9", do i have to tell the engine now that my release version is 0.0.7 or 0.0.8? I dont understand this what they mean exactly ๐Ÿ˜ฎ

mellow bane
#

This is for you to decide

#

But basically if you're going to use the arcane UE4 patching system, you patch against releases

#

So the latest non-patch release

haughty oak
#

So you mean my "release version" is 0.0.7 (the one i builded first) and my patch version is then 0.0.9 ? ๐Ÿ˜ฎ

mellow bane
#

I guess ? You either do a release or a patch

#

Patches will be against the latest release

#

And then you'll publish new releases from time to time to clear out the patch history

#

TBH, other than shipping on the Switch, or having a particularly large game, I'd just use whatever distribution tool you have to handle versioning

#

I do a full new release everytime myself and let Steam handle the patching

haughty oak
#

Oh steam can do this? So steam decides which file is new and have to replace ? ๐Ÿ˜ƒ

mellow bane
#

@haughty oak Using Steam you'll just give it a new version of the game

#

It will handle everything from there

#

It's recommended to not use compression, too, so that Steam compresses itself

balmy oar
#

I am setting up my Jenkins build pipeline for create development iOS builds. Here is my build command:
'/Users/Shared/Epic Games/UE_4.22/Engine/Build/BatchFiles/RunUAT.sh' -ScriptsForProject=/Users/Shared/Jenkins/Home/workspace/rocket_develop/Unreal/MyGame.uproject BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=/Users/Shared/Jenkins/Home/workspace/rocket_develop/Unreal/MyGame.uproject -cook -stage -archive -archivedirectory=/Users/Shared/Jenkins/Home/workspace/rocket_develop -package -development config=Development -ue4exe=UE4Editor -clean -pak -prereqs -targetplatform=iOS -build -distrobution -CrashReporter -utf8output

The build portion completes, but the cook command blows up with the following:
********** COOK COMMAND STARTED **********
Cleaning cooked data.
Running UE4Editor Cook for project /Users/Shared/Jenkins/Home/workspace/rocket_develop/Unreal/MyGame.uproject
Commandlet log file is /Users/Shared/Epic Games/UE_4.22/Engine/Programs/AutomationTool/Saved/Cook-2019.06.08-16.32.49.txt
Running: /Users/Shared/Epic Games/UE_4.22/Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor /Users/Shared/Jenkins/Home/workspace/rocket_develop/Unreal/MyGame.uproject -run=Cook -TargetPlatform=IOS -fileopenlog -unversioned -abslog="/Users/Shared/Epic Games/UE_4.22/Engine/Programs/AutomationTool/Saved/Cook-2019.06.08-16.32.49.txt" -stdout -CrashForUAT -unattended -NoLogTimes -UTF8Output
LogInit: Display: Running engine for game: MyGame
LogInit: Warning: Incompatible or missing module: MyGame
Took 2.117065s to run UE4Editor, ExitCode=1
ERROR: Cook failed.

Any ideas? I am building using the version of the engine you get from the launcher, I am NOT building the engine.

mellow bane
#

@balmy oar You need to compile the game.

#

remove -nocompile

balmy oar
#

I just found that out like 10 minutes ago, but now dealing with it not finding my signing carts even though they work just fine from the editor when building via ssh onto a Mac

#

Thank you though @mellow bane

mellow bane
#

No SSH there though ๐Ÿ˜›

balmy oar
#

I only use the build to iOS from editor when I am working, but my issue above is when I build via Jenkins on my Mac for Continuous integration

#

Thank you for the example

#

Just need to figure out why it canโ€™t find my signing certs then I will be good ( I hope )

oblique falcon
#

Hey All, can anyone recommend any good off the shelf patchers for games sold outside of Steam / Epic Store? Thanks

mellow bane
sterile pike
#

Hello, I have a issue in my project and I have no ideas to correct him ^^'
I explained here my issue https://answers.unrealengine.com/questions/902234/input-doesnt-work-in-packaged-game.html
For people don't want to click in link, this is the issue :

I add a new inputs mappings actions in my project and they work very well in editor and appear in options menu but when I package it, new inputs don't work and their are not take in my automatic option menu.

I'm take a video to show you : https://youtu.be/S5tkSGDtdL0

I also search in defaultinput.ini (I package without .pak files on) and my inputs are in this file so I don't know where is the problem ^^'

Thank you a lot for your answer, I'm so confuse ^^'

Edit : I just see the problem is only on a package with build configuration shipping
In developpement build, I have my inputs defense in options menu but I can't use their in game :/

Here, you can see what I'm saying in theis post :

โ–ถ Play video
proven moon
#

does anybody know if packagingfor android need visual studio?

mellow bane
#

Probably tbh

#

Try it

proven moon
#

downloading it now

#

ill try to use it without down loading the c++ android programming pack

#

if it wont work i will download it

oblique falcon
#

@mellow bane - do you now how Butler handles diff'ing, batching and parallel transfers and multi-threading? Is this tool suitable for a 10-20GB game that regularly has multi GB patches?

slim swan
#

When I cook our game I get lots of errors of the form LogLinker: Warning: Can't find file '/Game/xxx/Maps/xxx_BuiltData'

#

I thought Map_BuiltData was not supposed to be in source control, or am I wrong?

mellow bane
#

@slim swan It should absolutely be

slim swan
#

thx

mellow bane
#

It's your level lighting, so it's very important, and would be way too slow to rebuild

slim swan
#

I ignored it cause it caused lots of conflicts

#

but it makes sense

mellow bane
#

Yeah it makes sense that it would conflict a lot, just like the map file itself

#

Basically need artists to not push it just because they rebuilt lighting on their machine

#

@oblique falcon I'm not particularly familiar with Butler's performance, though my use on one game led me to believe that it's pretty reliable, generates small patches and applies them quite quickly

#

It's probably the best starting tool since it's widely used and open-source

oblique falcon
#

Very cool, thanks so much for the recommendation

mellow bane
#

Looks fine

#

Let it continue

oblique falcon
pure bronze
#

hey guys

#

im trying to package my project but it takes ages and when its about to be done my computer crashes. Anyone know why?

sleek wasp
#

thats in your project root

#

look at the latest log per date/time

#

before opening up your project again... as then that will be the latest one ๐Ÿค”

open rapids
#

Help, I am having issues launching my game. I am able to package my project no problem, but I cannot launch it from the editor. This error started happening suddenly because everything worked fine previously (last time I opened this project was months ago). I have tried to launch on my phone and even desktop, but I keep getting this error:

LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'C:\Users\kuroo\Desktop\Unreal\redacted\redacted\Binaries\Android\redacted.target'. Check that this target has been built.

LogPlayLevel:        (see C:\Users\kuroo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.259195
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000050
LogPlayLevel: BUILD FAILED

PackagingResults: Error: Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>

My project is blueprint, no C++.
The project uses Unreal Engine 4.21.2

open rapids
#

Fixed it for now!
I forgot the magical universal fix of deleting these folders:
Binaries, Build, Intermediate, and Saved

tight siren
#

is there any way to conditionally package a set of blueprints?

#

my game is made of a set of blueprints in a particular folder within the editor and a particular naming structure e.g. Level1, Level2, Level3

#

note theyre actors, not maps

#

i wanted to be able to package and build a separate demo version that just includes say Level0 through Level2

#

the game has some C++ there that scans the classes looking to see what the highest is, so simply excluding them somehow from packaging would be enough. i dont want to include them, or otherwise the demo basically contains the full game and can easily be poked back to a full version in like 1 minutes work

#

at least if i dont package all the levels with it, someone somewhere needs to at least buy or obtain a full version first

#

is this doable?

zealous remnant
#

I am running into an issue where my server is not cooking the media files but my client is. Is this something expected of dedicated servers?

#

@tight siren , if you have your levels in different folders, you can ask the packager to ignore specific folders in the packaging.

#

Poke around in the project settings and you should find it.

tight siren
#

i may have to do that, thanks @zealous remnant

granite roost
#

can someone help me to package the project. I have 2 levels (1 is main menu other one is the main game) I want to package so it starts from main menu level

torn vortex
#

Hi people!

Anyone has encountered an issue like this below when trying to launch their project on Android? We get these nasty errors, and the package won't launch. If we disable Async Package Loading Thread and Event Driven Loader, the project launches, but the assets it mentions in the previous crash are not loaded on the level. Re-saving the packages manually solves the issue, but on some levels we get like 80-90 package errors, and after re-saving them, more keep popping up (half of these are not even present on the level we want to launch) which makes it like an hour of saving and searching for a 15 seconds testing.

LogPlayLevel: Error:   06-14 13:57:25.969  4608  4662 D UE4     : [2019.06.14-11.57.25:969][  0]LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the pak file.
LogPlayLevel: Error:   06-14 13:57:25.969  4608  4662 D UE4     : [2019.06.14-11.57.25:969][  0]LogStreaming: Error: Found 1 dependent packages...
LogPlayLevel: Error:   06-14 13:57:25.969  4608  4662 D UE4     : [2019.06.14-11.57.25:969][  0]LogStreaming: Error:   /Game/Blueprints/Data/ImpactData/DA_ImpactData```
sharp goblet
vernal oxide
rancid ore
#

Hello is there anyway I can package my project using Visual studio? Im trying to package it and keeps giving me errors that I can't figure out how to debug and I was hoping to use visual studio to at least find out whats causing the problem....

plush ocean
#

Hi, when I build my project, I get PackagingResults: Error: Unknown Cook Failure
There are several errors
I have noticed something that might be the cause of these errors
On several lines, I get errors like
Error: Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 3582]
The thing is, it refers to something located on the D:
But, I dont have a D:\ on this computer
UE4 is installed on C:
My project is on G:\

frigid hazel
#

hey guys, i'm getting this error trying to package my game, using 4.22 and VS2019
Project file contains ToolsVersion="12.0". This toolset may be unknown or missing, in which case you may be able to resolve this by installing the appropriate version of MSBuild, or the build may have been forced to a particular ToolsVersion for policy reasons. Treating the project as if it had ToolsVersion="4.0". For more information, please see http://go.microsoft.com/fwlink/?LinkId=291333.
any idea how to fix this?
tried changing it to 14.0, 15.0, and 16.0, with no success

frigid hazel
deep mantle
#

4.22.2 packaging only the player is not spawning works fine in 4.20 packaged and works in editor with 4.22.2

#

What changed in 4.22.2 that caused this to happen?

alpine spoke
#

Hey guys!
Im currently making a multiplayer game, where there would be a LOT of maps. This game is also cross platform between windows and android (Vive and Quest).

What im looking for is a solution to be able to download a map from the internet at runtime and then play it from there.

Use case:
Player enters login lobby, logs in, then selects a server he wants to join. The game then downloads the map for that server and then joins the session. If map was previously downloaded, then it uses the same one.

I've looked into using each map as a separate plugin, but it seems to be a really long approach to do something simple. It also has the potential to really make the project super complicated when a whole lot of different maps are loaded.

Ideal route:
I have a folder - Map1, Map2, Map3.
Map 3 needs to be the one that would be downloaded if selected.

In the base cook, only Map1 and Map2 are included.

Somehow, i tell UE4 to cook only Map3 standalone as a pak file. Keep in mind, i am using a lot of plugins, and since it is crossplatform, the pak files for windows and android would differ.
I upload this file to the server.

Then during gameplay, it checks if the pak file exists in the package, if not, then download it and open it.

Is this the function of Unreal-Pak,exe?

Thanks! Any ideas here would be greatly appreciated.

deep mantle
#

Interesting result: packaging same project in 4.20.3 vs 4.22.2 size 278MB vs 141MB

swift badge
#

Hey can anyone help me i cant figured it out why i cant packaging my Project ๐Ÿ˜ฆ

#

in the Editor Mode Everything Works Fine

#

here is my Log file Output UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Failure - 3 error(s), 75 warning(s)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)):
UATHelper: Packaging (Windows (64-bit)): Execution of commandlet took: 74.26 seconds
PackagingResults: Error: Cannot convert "/Game/FirstPerson/Animations/FirstPerson_AnimBP.FirstPerson_AnimBP". It has errors.
PackagingResults: Error: FBlueprintNativeCodeGenModule::GenerateSingleAsset error: /Game/FirstPerson/Animations/FirstPerson_AnimBP.FirstPerson_AnimBP_C
UATHelper: Packaging (Windows (64-bit)): Took 81,1157401s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\ThereisNoUser\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure

swift badge
#

Okay nevermind

#

Now i got this UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.InvalidDataException: Ungรผltige Daten beim Decodieren gefunden.

#

UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)

#

Anyone ?

deep mantle
#

3 errors and 75 warnings

#

I have 0 errors and 0 warnings

#

you have to go through each warning and see what it is complaining about

#

it could be code or an asset

#

your cook failed before you packaged it so you have nothing to package

#

cull it down to the errors first all the red text and see what it is bitching about

#

you can turn off all the other spam and just see the errors

#

in your error message above you can see you have an error in AnimBP.FirstPerson_AnimBP

#

so fix that content then see what the next errors is

swift badge
#

@deep mantle okay Thanks i fix it but the AutomationTool error is still there ๐Ÿ˜ฆ

deep mantle
#

If you cook you get no errors?

swift badge
#

Nope

deep mantle
#

did it ever package?

#

did you recently change something in the Animation BP?

swift badge
#

i never try it before

#

Now i try to update my Engine to 4.22.2 maybe the AutomationTool have some issues

deep mantle
#

no

#

do this test

#

take a default project

swift badge
#

okay

deep mantle
#

create a default 3rd person exmaple

#

which you know should always work

#

and cook and package it

#

make sure your system is setup correctly and you havent broken anything

#

dont change anything in the project

#

just cook it and pakacge it

swift badge
#

okay

deep mantle
#

and then test

#

that way you know that something core is not broken

swift badge
#

thank you btw for helping me ๐Ÿ˜‰

deep mantle
#

it is also a good way to make sure a new version of the engine is working

#

no worries

#

now if you have added 3rd party content

#

a character or animation or anything and it breaks that working example you know it what you have added

#

it is

#

the engine is good at reporting what it isnt happy with

swift badge
deep mantle
#

nah just create a default those always are tested and work

#

cook and package it

#

then fire it up

#

it will produce an .exe and you can run it

swift badge
#

50%

#

should i press Build first?

deep mantle
#

cook it

#

then package it

swift badge
deep mantle
#

yes

swift badge
#

okay

deep mantle
#

you can see the output log

#

while it is doing it

swift badge
#

yes

deep mantle
#

and see the errors or warnings

swift badge
#

1 Warning but Cooked Completed

#

So lets packaging

deep mantle
#

yes it should

#

if epic released bad / broken code for the basics people would stop using it

swift badge
deep mantle
#

the exe should be on your desktop or where ever you are outputing the build

swift badge
#

This is my Default path

deep mantle
#

I send my builds to my desktop and you should see a folder inside the folder 2 dirs and a exe

swift badge
#

Unreal put my files in the Document Folder ๐Ÿ™ƒ

deep mantle
#

yeah that can be default you can set it every time you build

#

when I package it always prompts me for a location

swift badge
deep mantle
#

I just point at the desktop so it easy to find as my desktop is a void

#

ok

#

good

#

so you can delete the project and the that folder

#

you can always recreate it

swift badge
#

okay

deep mantle
#

now you know your system is working

#

so why is your main project failing

#

what is in the main project

#

did you add some animation package or chracters?

swift badge
#

Just Blueprint Files Meshs Textures but no C++ Code

#

yes i create some Animation blueprints and blendshapes for my ai

deep mantle
#

well your error is related to animation

#

right so that is where the trouble is

swift badge
#

yes the Firstperson blueprint char cant find his Skeleton

deep mantle
#

when you cook / package things that the editor will allow will not be allowed in the final form of the content, many things are like this, one test you can do is cook / package a debug / development build

swift badge
#

but i dont need it and delete anything but not the Character itself

deep mantle
#

if you are packaging A shipping build this is the harshest "most final" it can be

#

so you took the FPS BP and replaced it with your character?

#

and your skelton

swift badge
#

Okay this is also the last Step when the game dont need any kjind of Updates?

deep mantle
#

yeah you package for shipping when you want to test it

swift badge
#

Nope i delete the FirstPerson Animation BLueprint and anything else i dont need for the Project

deep mantle
#

the good news is it is something you did

swift badge
#

yes ๐Ÿ˜“

deep mantle
#

yeah you might not know what it is looking for something is still looking for those files

#

so when you package / cook it cant find it

#

throughs the error and fails to build

#

what Ilike to do

swift badge
#

but why ? i can play the game in the Editor and the log file dont say anything about missing content

deep mantle
#

since I dont know why they have things working the way they do is keep a seperate / default for like FPS template then I copy the content I want to a new / Vexar Content directory then work with those assets keeping the working assets intact until I have it all up and working

#

after I can build a shipping product I will go through and clean up each thing testing as I go to make sure I havent broken anything

swift badge
#

but one step i forgot before Packaging i dont start Cooking the files for Windows

deep mantle
#

oh

#

๐Ÿ˜ƒ

swift badge
#

by this project

deep mantle
#

so are you trying to cook it for windows?

swift badge
#

So the main project

#

nope

deep mantle
#

well try that then package

swift badge
deep mantle
#

good news

swift badge
#

yes holy shit thank you i hope the blueprint files of my AI also works

deep mantle
#

Pray to our god sweeny

swift badge
#

by the first Version of the Game my trigger box wont load the other Levels only in the Editor Mode

deep mantle
#

his spies are everywhere so praising him can only benefit us

#

so

#

did you include your levels in the setup?

swift badge
deep mantle
#

you have to add them to the project setup

#

go to project settings

swift badge
#

i try it but everytime i did this all levels collide in One Map ๐Ÿ˜ฆ

deep mantle
#

go to maps and modes

#

checkk to make sure that is how you want it

#

then go to packing

swift badge
deep mantle
#

are you building for apple?

swift badge
#

Nope i select Windows 64 bit

#

for my System

deep mantle
#

ok yeah I cant read that language

swift badge
#

Sry German

deep mantle
#

not sure what it is saying

swift badge
#

AutomationTool exiting with ExitCode=1 (Error_Unknown)

#

After UATHelper: Packaging (Windows (64-bit)): Creating Staging Manifest...

deep mantle
#

not sure

swift badge
#

This is the only Error

#

in some forums i see people say maybe there some Issues with AutomationTool please reinstall the Engine or remove the Plugin

#

Any other Suggestions ?

deep mantle
#

I guess it is an easy thing to try

#

I never had trouble with it through since version early versions

swift badge
#

hm okay

deep mantle
#

sorry I am trying to fix my own stuff so I am focused on that a bit more

#

but check back with me after you repair it

#

if everything is working with a default project then your stuff is working

swift badge
#

okay but thank you for your Help ๐Ÿ˜‰

deep mantle
#

if it was me I would remove my content out of it

swift badge
#

maybe in the Future i will Release my game

deep mantle
#

see if it work

#

s

#

you can duplicte the project

#

remove it part by part until it works

#

keep track of what you removed 1 at a time

#

until it works

#

then add everything back in except for that part

#

see if it works

#

then fix that part and add it

swift badge
#

its a good workflow Sure but i have so much Stuff in this Project ๐Ÿ˜„

deep mantle
#

then if it works all together copy the old / broken now fixed version back to the clean project and clean your "working" version of the porject

#

yeah its good to test packaging every time you do some additions so you can make sure you havent broken anything

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like on COD you have 700+ people check into a project they have several machines building the entire game every change that is checked it to prevent anyone from breaking the build

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if your changelist breaks the build all the managers are told and you are sent a nice email to fix your shit

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Oh yes or a Assassins Creed origins with people Arround the World xD

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yes

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Assasin creed's team isn't forced toship every year to make a billion so the pressure is different weeeeeee are french

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smokes

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I worked at ubisoft too

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but as a producer

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Wow Nice ๐Ÿ˜ƒ

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yeah was cool I got to go to paris

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it must be so cool to work on a AAA titel but i think anyone hate Crunch Times

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I love them because it means we are shipping the game

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what I dont like is redoing work because people cant make a decision

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like ?

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anything mostly poor design which sounded terrible on paper and is terrible in the game those arent so bad because you expect to be replaced but when something changes for no other reason then someone feels differently about it when they woke up that day.

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I have been a pro for 30 years so I have seen a lot of crazy stuff

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Yeah sounds not so great at all

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30years in the Gaming Branche Nice

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I have made a lot of mistakes even design where I am strongest

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I try to contain and always try contain them so the team didn't get effected, but I have made misteks just from people listening me to when I got older and I had to get used to that because when I was younger nobody ever listened to me.

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So I can call you a senior of .... in the Gaming Branche