#packaging
1 messages ยท Page 30 of 1
alright, I'll install it
Installed, Packaging now
Thank you, it worked
How/where do I specify which maps to package? My previous game had only one map, but this project has several
Packaging settings
"List of maps to include in a packaged build" So, the name of the mapp, not a directory or anything else?
Should be a list with a + button, and a ... button to pick each map
I got an array with a text box... Project Settings>Project>Packaging
The path to the map within the project, or the directory I want the map written to?
Thanks, you're a great helpโ
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?
Depends on whether you set the list of maps to cook in package options
If not, it will cook 100% of the game regardless of actual usage
oh, thanks so much!
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 ?
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)?
You can't release store assets as source
Ever
Final product as packaged game doesn't have particular rules for assets
Doesn't it all get stored in .pak files?
Packaged build with pak will have content in paks
Packaged, cooked builds have no particular rule re: paid assets
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
The asset store license is basically "do whatever you want with that in your own game, but don't share to devs"
Does anyone know anything about this error when I try to package for Windows 64-bit? ActorPickerMode looks to be the culprit.
Makes sense, only ever seen .pak files in my builds
The only module I have added is the ability system, but a clean project with it will package just fine
hi guys
any improvements in the last 3 months in android packaging?
I refer mostly at the size of the files
Well there was only one update in the past 6 months
So it's easy to check ๐
(nothing in release notes)
@mellow bane thank you! I figured. Is there a way to package an editor build with those files protected?
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.
At least I didn't see anything online for it...
Modding in UE4 will more or less require releasing through the Epic Game Store with the asset store content removed.
It plainly sucks, engine isn't made for it
The license specifically makes it really problematic
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. ๐ฆ
If you truly want modding as a core feature it should basically use your own file format for assets
Hard part for that is the mesh format, with FBX being very closed source
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.
Is your Steam dir on the same disk ?
nope
Maybe the other disk is slower
oh
well, as you say that... I'm on a NVMe, Steam is on a traditional mechanical HDD... ๐ค
Also Windows preloads executables in memory when they're used often, so it can make your game faster
I didn't think about that
Lol, yeah, that's it
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.
[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 []
Nativization is very unreliable
Hi, sorry to interrupt, but my game won't package, and i cant figure out how to fix it.
Log:
@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
Do you have Visual Studio 2017 or 2019 installed? Try to update it or reinstall and add the Unreal Engine Installer
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]
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
Try doing a development package to have the callstacks
Yo
How do you export a game as a SINGLE .EXE
without all the other stuff that comes in this folder
just want a portable, standalone .exe
@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
Thanks BoBo, I will give it a try
Is there any guide for packaging project for PS4?
@tight pike can't
doh
Why is that a problem though ?
It's not like you're getting a portable executable anyway since UE4 has dependencies
convenience
yeah
that too
not every computer I have access to allows you to install the prereqs
Just use Steam, Itch or your own tool to deploy the game
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?
If you set the list of packaged maps in project options = only used content
Else everything in the project
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?
Ok
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?
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.
Yup
Thank you good sir ๐
I just didn't want to start packing it up just to find out it packed everything. You save me a lot of time.
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]
@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.
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?
Is unchecking plugins important to packaged file size? Should i bother unchecking any or are the defaults fine?
It should reduce it a bit, probably not much
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
I've tried to refresh, rename, recompile, save everything related to it
in a last effort i even recreated it from scratch
Any ideas?
Hello! ๐ i'm pretty new here (since this morning) but someone told me about this group when we were debating a pretty annoying bug ๐
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
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
I'm kind of struck out of ideas so any help would be much appreciated 
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.
and what is 1 small files (2048) totaling 89479301 contiguous bytes even supposed to mean 
@celest yoke I'm also seeing the issue with the crash with !Linker->GetSerializeContext() in packaged...
did you find a way to fix it?
I did find this, its entered as a bug since yesterday: https://issues.unrealengine.com/issue/UE-73368
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.
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
@celest yoke did you give the issue a vote on the issue tracker though?
Just did it. Thank, for reminding me.
nice
Hi. Iโve been having this issue for a while and canโt 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?
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 :(((
errors are mostly ล
in the end
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?
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.
there is a way to limit the texture resolution at the moment of cook for mobile? cant find anything related =/
Guys these are the errors I cut them I'm truly lack of time please help... You can save a life ๐ฆ
I can't package a simple project . I am using UE4 4.22.1 source VS2019
it give some error about AutomotionTools
@remote stratus you changed Engine version during project?
you installed from git or from launcher?
@tidal forge git
ok so Edit C:\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj with a simple text editor and change ToolsVersion to 15
I am Installing all .Net version atm. I will try that too
nice ๐
@tidal forge its unbelievable. it just worked once. now I get the same error again.
๐ฉ
You can try to edit every csproj in Engine/Source/Programs/AutomationTool and Engine/Source/programs/AutomationToolLauncher
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
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"
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?
@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 ๐
(if you have never tried the profiler, I recommend you to see this page : https://docs.unrealengine.com/en-us/Engine/Performance/Profiler ๐ )
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?
@tidal forge sorry for taking your time. but that didn't work . do u have any other suggestion?
@frail dragon Thank you! ๐ i will try it
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
i don't know.. That's weird. ๐ค 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.. ๐
You dont use World Composition anymore? ๐ฎ 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 ๐ฎ
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 ^^
what im doing wrong?]
@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.
@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
So I have no chance but to ask in groups and forums bro :)
@frail dragon Sounds awesome but i cant do this ๐ 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 ๐ฎ
K. That's weird 
And we are a team of 3 people. But our map is not that big (only 6km) ^^
Are you part of your own company or is it more a hobby project? ๐
Btw. what does my engine try to do ๐ ?
It has nothing to do with my game
Engine telemetry
Do they send how often iam package my game or what ๐ ?
I have no idea, but you're free to look at the code
Im packaging. Zero errors. Also, i have zero exe ๐
executable DLC smart move
Does anyone know what is causing this error?
Just ran a transition to 4.21 from 4.20. Everything went awesome, no compile errors and all mechanics are full functioning.
However.... when building Win64 I get this.
the warnings i know what that is. the error however happens at the beginning of the build. no idea.
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
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.
the error is said right there.
Update your VS 2017 to 15.9
thats the only error in this list. its possible its something else contained in your log files
@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.
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?
How do I fix this
Nevermind fixed
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?
Does anyone know a solid way to make a packaged .exe always Run As Administrator by default?
turns out thats something you dont wanna do, and UAC will always ask for permission btw ^
@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
@fair junco You can technical also Open PAK Files and extract them and yes if remember correctly, you can Open uasset Files :)
could someone with ios packaging knowledge look at my problem in #mobile please? thanks
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.
TY
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
@thick raptor Is there any error / warn msg in the log? Should u see a "Map" directly or a "UI Menu"?
@haughty oak Where is the log I should be looking at?
there's nothing printed to screen if that's what you mean
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:
There's several warnings but no errors, otherwise I assume it wouldn't package.
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
any1 up for helping me ;-; i cant seem to find the root of evil in this thing, i have paragon assets but i dont think they are the cause of it
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
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 ๐
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?
the first thing i would do is to remove the paragon packs - i think you have a 70% chance that will fix your problem
Maybe, but i heared from several people that these assets having some problems and after removing them all works fine ๐
You can just delete the map file provided with the Sevarog that could be enough.
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.
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```
"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
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.
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 ๐
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!
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
Hi, anybody knows what are those? Happens sometimes when running a packaged game on another machines , different machine for each error.
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
@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.
Check if the second machine passes the hardware requirements, too
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
Are you sure it's the same project - source control etc ?
Are you sure it's built the same way ?
I suppose. Its the same ue from launcher and the project is simply copy-pasted between machines
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.
I just copy content and config, nothing else
And the uproject too hopefully
yes ๐
Still, if you're building on one machine and it doesn't work on yours - something is very wrong with your process
or with my machine
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
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
So it's an UE4 bug that affects the entire machine, amazing ๐
I don't even understand how it's possible.
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
Maybe, but it's a packaged game we talking bout, it shouldn't use Editor in any way
it doesn't
The packaging process (cooking, specifically) fails here
Cooking does use editor
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.
No, that's not what happens.
I actually had this error with 3rd party games too
I just never thought it's related
for example i cannot run this one: https://cavesrd.itch.io/kyoto
That's pretty incredibly bad, lmao
tried yesterday
Well, that's the wildest engine bug I've ever seen
It's tagged as "backlogged" on git, so I suppose not considered very important
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
Is there any way to get a log from a packaged project? like I get in output log when testing from editor
Yeah
It's in %LOCALAPPDATA%/GameName/Saved/Logs
For Test release
In the package dir / Saved/logs in Development
And Shipping has no logs
nice. thanks!
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?
Better to run in development at that point tbh
Cooked development should be somewhat reliable for profiling
@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 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.
TBH I wouldn't worry about, apparently 1% of your frame time. If you have 10 classes doing that much stuff...
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.
No idea tbh.
Ok, thanks. ๐
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
@sharp stratus try putting that in EditorPerProjectUserSettings.ini
@rancid mountain sorry, I wrote that wrong, thats actually the file it is in, where I took the screenshot of
its the [/Script/UnrealEd.LevelEditorPlaySettings] category in EditorPerProjectUserSettings.ini
the ini, just delete, also /saved
and the usual folders, intermediate, etc
who knows
deleting inis is not a good idea because then I lose the stuff thats setup in there ๐
back it up first
Can someone please take a look? Its related to 'Failed to build UAT.proj' during project packaging https://answers.unrealengine.com/questions/895026/packagingresults-error-failed-to-build-uatproj.html
@open rapids you can read it in the log ๐ "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"
Ah yes, my favourite descriptive term
@haughty oak is VS 2017 absolutely necessary to compile UAT.proj or is VS 2019 and 2017 toolchain fine too?
@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)
@haughty oak I compiled the editor from sources using VS 2019 without any problems, went ahead and compiled a dedicated game server from the client's autogenerated VS sources and then when I wanted to package the game client, struck this wall: https://answers.unrealengine.com/questions/895026/packagingresults-error-failed-to-build-uatproj.html Any ideas?
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 ๐
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
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
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
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?
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.
@haughty oak already posted on the forum, no luck yet there either https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1617168-packagingresults-error-failed-to-build-uat-proj
I have a dedicated game server compiled from UE 4.22 sources (Github stable branch) and an associated game client.
Unfortunately, using the editor UE 4.22
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.
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
- game in PIE works ok including mentioned BP
- I tried to refresh all nodes and recompile
- I made that parts of code in BPspawnzone and BPInventory component anew
- I have unplugged and even deleted that part of code in BPspawnzone and BPInventory
- the BPspawnzone and BPInventory I have not touched for month and had no issues in previous packaging
- I do not know what part of self reference in FirstPerson BP it does not like
- erased folders Saved, Intermediate, Build
- 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.
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?
having exactly the same issue
๐ฉ
which uE4 version you use?
4.19
i t 4.20.3 - trying to install the 4.22 and will see
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 ๐
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
Can someone tell me what i have to do by an error like this?
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.)
Put the full log on pastebin or something
You can ignore the warnings about the sound files, they dont cause the problem (i tested it)
The build starts at line 514
Thanks. Hoped there would be some more information there
@haughty oak you have quite a lot of file not found
Yea but this isnt my problem ๐ฆ it has nothing to do with that i checked this :/ @tidal forge
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.
getting this and it's completely new. Does anyone have any idea what happened or how to fix it?
Hey, is there a way to only package assets that are used in a specific map? Like Unity does it?
@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
Thanks, I tried, but somehow it packages all assets in the project. I also tried to use a empty map... ๐ค
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
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 :/
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
I'll try
thanks
Every single asset is in the packeged project ๐
I really don't get why
All the maps too
@tame shadow how are you adding the maps?
are you typing it out or navigating to it
I'm navigating
mine is solved - my BP got somehow duplicated and so I got doubled references
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
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
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
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
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
To be clear, levels are neither in Intermediate or Saved
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
Time to set up source control, too
alright, just attempted the build again, but received the same error
this is the log i am sent to by the output log
Amazingly hard to read on mobile. ๐ฌ
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?
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.
๐ฏ
No way.
Its been like that for almost two years. Since the launcher created that folder for me!
๐
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
๐
I believe this is niagara related how can I install the pluggin into my project folder
https://gyazo.com/7853cd9059e95928e0619de7e4f545b4
Free Download project enjoy it
https://www.artstation.com/artwork/gamJP
Free download
https://drive.google.com/open?id=1At1OxgS-MdYJazZ_5ml4aO2-8HmZFl7l
hi all free time scene. There are 83 models
Low poly Game ready
@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 ๐คท)
It has at the very least made it past where it was throwing the errors.
Looks fine still. Pretty sure by now it would have had that error had been going to
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.
how a normal person excludes enums from nativization?
[BlueprintNativizationSettings] +ExcludedBlueprintTypes=/Script/Engine.UserDefinedEnum
so far got this but it doesnt work
has anyone else had issues packaging with the substance plugin in 4.22?
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?
The INI configs are designed to handle being changed so that you dont have to repackage.
You have to make them to set what you want to override.
need help for a fix trying to package my game and im getting this error
its really inportant
@open rapids about 10Gig
sigh... something to do with Victory BP plugin
Plugin might have a different name
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
"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
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
@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
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
Use the profiling tools for CPU and GPU to get a look at what's slow, and then work on making it faster.
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?
@pure bronze If you have performance issues, profile it
That's the first step
You'll know what to do after that
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
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
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.
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?)
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
I've been having an issue packaging for iOS from windows, does anyone have an idea why? I've detailed my issue on this reddit post:
https://www.reddit.com/r/unrealengine/comments/breo6b/ios_packaging_error_been_happening_for_over_2/
0 votes and 0 comments so far on Reddit
Kerds78 it says to check your log, I would include that as well for more information
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.
@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 .
I'm packaging my project for iOS from my Mac, after failing to package from my Windows PC for over 2 weeks. My packaging attempts from my mac seem to fail
Would you be able to help by any chance?
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
@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.
@open rapids The executable size is pretty much that
I don't know of a way to make it smaller
Hey. I want to package my game with DX12 enabled by default. How do I do this ? Thanks.
Ah, 'DefaultRHI' in settings...
@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.
What's inside ?
I think it compresses the exe. The game runs allright.
UPX homepage: the Ultimate Packer for eXecutables
you mean inside my pak?
Yeah, the pak.
i think there are things from the engine even if i checked "no engine content"
Well, compiled shaders are there, for starters.
they are so big?
There are 2000 of them
So it's possible
Also the splash screen which is a BMP picture IIRC
I didn't really looked yet. I will package without pak and see what it puts there
I'm jealous that Unity games are always so tiny :)))
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
Yup
Disk space, download & update size, convenience ; pick two.
I went with fast updates and easy setup
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?
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
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.
when you package, does it only add the assets that are in use to the package?
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?
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
ProxyFactoryClass null in K2Node_LatentOnlineCall
null in K2Node_LatentOnlineCall /Game/UMG/MainMenu.MainMenu:EventGraph.K2Node_LatentOnlineCall_1
Hello guys, I really really need some help , my packaging fails for some C++ game mode it creates itself
(Note: BP only project)
Does anyone knows hot to take this off ? or a solution to this issue?
yes exactly its a BP only
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..
That is the Packaging log?
Looks like your packaging is fine but the packaged game crashes
Be clear about what happens
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
Did you do something weird, like using nativization ?
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
Okay
Try packaging again and provide the packaging log on pastebin or another paste service
I override the game mode but it keeps showing that error when I try to open the game
oh ok
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
should I paste the whole log? Its like 30k lines
It didnt let me paste it on pastebin
I did what you told me @mellow bane I launched the game from the uproject
and It worked
It open the editor of Unreal
Rightclick -> Launch Game should start the game, not the editor
Yup
Packaging seems to look okay though
Some materials won't work, but yeah other thna that
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?
You should see "Launch"
In the right click menu
Do you use the UE4 builds from the Epic launcher ?
Its not there :/
unfortunatly yes
btw its in spanish but "Abrir" means Open , Lauch should be "Ejecutar" but its nowhere
I was seeing this thread https://answers.unrealengine.com/questions/326464/not-finding-generateprojectfilesbat.html
And they are trying to generate projectfiles, I am working on trying that and see If it loads the missing data
from Epic games Launcher or Unreal Engine directly?
yep, and withour issues
Hm, I actually don't know why you can't see the Launch option
wait no, Now I get an error
I think I know just give me a second
but again it opens the edito
r
There's a tool in the launcher settings somewhere to fix shortcuts
well I created a shortcut and the shorcut worked
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
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
"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?
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
Would need the Package Log and/or Crash Log
[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
Some of the errors seem to be pointing to the " sign of includes inside of generated files
.>
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.
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
@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"
LE stands for little endian rather
Yeah the perforce read only part is the annoying part
Gotta check out all relevant files >.>
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.
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.'
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.
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
@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)
Will you shoot me a DM with the details?
I dont think I can
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?
Any body got any advice?
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
what are these "neversaved as an export" warnings about? I get them all the time but doesnt seem to affect my builds
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?
Found cycle in child actor component ? what does this ?
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.
What target.cs does the "Development" configuration use by default?
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
figured it out. the config uses the "Game" target.
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
I've been trying to fix this problem since forever and nothing seems to budge. Please help. Ue4 Version 4.21
Packaging for Win x64
@thorny cobalt Is that all of the packaging log ? It should be way longer than that
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.
@mellow bane These are the errors only
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?
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.
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
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
Did you use the 4.18 version ? Your screenshot looks like the 4.15 version.
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
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
Cool
@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
Well damn my bad idk what you mean exactly
I'm not sure how to get everything in one frame I guess
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
"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."
Oh snap, thx.
Why won't it let me compile after package the game?
It takes no effect when I press it
Is there an advantage to use win32 instead of win64?
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
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.
I have a problem with packaged games crashing with a 'Fatal Error' message when I first boot a game up. I realized this only happens after I add a C++ class to a project, has anybody here had a similar issue before? The logs don't help me as they don't seem to be recording the crash properly for some reason, but you can check the logs here: https://discordapp.com/channels/187217643009212416/402958499660955658/585597739971379203
...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
@open rapids Basically don't give any second thought to win32
There's really no point
It persists yes
erm question can I package a game for mac from windows on ue4
no
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?
Is there any way to specify cook params using the project launcher? Such as the IgnoreCookErrors for example.
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?
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 ๐ฎ
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
So you mean my "release version" is 0.0.7 (the one i builded first) and my patch version is then 0.0.9 ? ๐ฎ
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
Oh steam can do this? So steam decides which file is new and have to replace ? ๐
@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
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.
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
https://github.com/arbonagw/HeliumRain/blob/master/Scripts/1-Build.py if you're looking for an UAT example
No SSH there though ๐
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 canโt find my signing certs then I will be good ( I hope )
Hey All, can anyone recommend any good off the shelf patchers for games sold outside of Steam / Epic Store? Thanks
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 :
does anybody know if packagingfor android need visual studio?
downloading it now
ill try to use it without down loading the c++ android programming pack
if it wont work i will download it
@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?
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?
@slim swan It should absolutely be
thx
It's your level lighting, so it's very important, and would be way too slow to rebuild
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
Very cool, thanks so much for the recommendation
https://forums.unrealengine.com/community/general-discussion/1629417-game-launcher-patcher-recommendations - updated my post here with my findings so far for patchers
For large Games as a Service not distributed on Steam or Epic stores a patcher and launcher is necessary and I am looking for recommendations. Currently for a
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?
@pure bronze check your logs see what the last operation was
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 ๐ค
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
Fixed it for now!
I forgot the magical universal fix of deleting these folders:
Binaries, Build, Intermediate, and Saved
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?
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.
i may have to do that, thanks @zealous remnant
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
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```
@granite roost
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....
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:\
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
it's fixed in 4.22.2 https://issues.unrealengine.com/issue/UE-73480
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?
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.
Interesting result: packaging same project in 4.20.3 vs 4.22.2 size 278MB vs 141MB
Hey can anyone help me i cant figured it out why i cant packaging my Project ๐ฆ
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
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 ?
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
@deep mantle okay Thanks i fix it but the AutomationTool error is still there ๐ฆ
If you cook you get no errors?
Nope
i never try it before
Now i try to update my Engine to 4.22.2 maybe the AutomationTool have some issues
okay
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
okay
thank you btw for helping me ๐
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
anything else ?
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
?
yes
okay
yes
and see the errors or warnings
yes it should
if epic released bad / broken code for the basics people would stop using it
the exe should be on your desktop or where ever you are outputing the build
This is my Default path
I send my builds to my desktop and you should see a folder inside the folder 2 dirs and a exe
yeah that can be default you can set it every time you build
when I package it always prompts me for a location
works fine with no issues
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
okay
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?
Just Blueprint Files Meshs Textures but no C++ Code
yes i create some Animation blueprints and blendshapes for my ai
yes the Firstperson blueprint char cant find his Skeleton
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
but i dont need it and delete anything but not the Character itself
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
Okay this is also the last Step when the game dont need any kjind of Updates?
yeah you package for shipping when you want to test it
Nope i delete the FirstPerson Animation BLueprint and anything else i dont need for the Project
the good news is it is something you did
yes ๐
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
but why ? i can play the game in the Editor and the log file dont say anything about missing content
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
but one step i forgot before Packaging i dont start Cooking the files for Windows
by this project
so are you trying to cook it for windows?
well try that then package
Cooked Works +
good news
yes holy shit thank you i hope the blueprint files of my AI also works
Pray to our god sweeny
by the first Version of the Game my trigger box wont load the other Levels only in the Editor Mode
his spies are everywhere so praising him can only benefit us
so
did you include your levels in the setup?
i try it but everytime i did this all levels collide in One Map ๐ฆ
go to maps and modes
checkk to make sure that is how you want it
then go to packing
are you building for apple?
ok yeah I cant read that language
Sry German
not sure what it is saying
AutomationTool exiting with ExitCode=1 (Error_Unknown)
After UATHelper: Packaging (Windows (64-bit)): Creating Staging Manifest...
not sure
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 ?
I guess it is an easy thing to try
I never had trouble with it through since version early versions
hm okay
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
okay but thank you for your Help ๐
if it was me I would remove my content out of it
maybe in the Future i will Release my game
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
its a good workflow Sure but i have so much Stuff in this Project ๐
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
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
if your changelist breaks the build all the managers are told and you are sent a nice email to fix your shit
Oh yes or a Assassins Creed origins with people Arround the World xD
yes
Assasin creed's team isn't forced toship every year to make a billion so the pressure is different weeeeeee are french
smokes
I worked at ubisoft too
but as a producer
Wow Nice ๐
yeah was cool I got to go to paris
it must be so cool to work on a AAA titel but i think anyone hate Crunch Times
I love them because it means we are shipping the game
what I dont like is redoing work because people cant make a decision
like ?
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.
I have been a pro for 30 years so I have seen a lot of crazy stuff
I have made a lot of mistakes even design where I am strongest
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.
So I can call you a senior of .... in the Gaming Branche