#packaging

1 messages ยท Page 31 of 1

swift badge
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did you have a Artstation Profile?

deep mantle
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yeah

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I gotta run to fathers day here dinner in a few seconds

swift badge
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Okay Bon appetite! ๐Ÿ˜‰

deep mantle
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thanks good meeting you and hope you figure out your trouble

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o/

swift badge
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a lot better as myself ๐Ÿ˜„

potent linden
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any idea if there's a common reason why my game runs at ~60fps on build mode, but runs incredibly poorly on a standalone packaged file?

olive kindle
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have you checked the logs?

swift badge
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AutomationTool exiting with ExitCode=1 (Error_Unknown) by Launch

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AutomationTool exiting with ExitCode=5 (Error_Unknown) by Packaging ๐Ÿ˜ฆ

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but Cooking Files Still Work

mellow bane
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Put the full log file somewhere on a paste service and link it here

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@swift badge

swift badge
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@mellow bane okay ๐Ÿ˜‰

cerulean shell
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Is there a way of packaging project in VS Code instead of VS community?

grave hinge
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i never actually used vscode. but there are build tools you must install in order to compile code. vscode is but a text editor i suppose, so you must follow the guidelines to set it up properly. please correct me if i'm wrong but i think vscode is a lite version of vs ide. even then, vs ide won't compile you anything, the builder tool does

distant drum
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vs code wont compile, its basically a prettier Notepad

cerulean shell
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ah cool. I'll install the full version then. I installed VS code because of size it takes up it takes on the hard drive.

tight siren
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when i package my game in shipping mode, defaultengine.ini isn't copied into the game

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is there a reason why, how can i fix this please? it contains all the config for onlinesubsystem, so without it...

tight siren
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hrm

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it seems this is either a steam bug, or a ue4 bug, thats existed since 4.10. unless i launch my packaged game through the steam client, the overlay doesnt work, i was taking this to mean that steam wasnt initialised at all in absence of any logs in my shipping build.

open rapids
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Any idea how long a 3 GB game take to cook

tight siren
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how long is a piece of string?

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my game is 1gb and takes 10 mins

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i could say that perhaps your game may take 30 mins, perhaps it wont, because you dont have my pc, perhaps your pc is faster or slower than mine? perhaps your game contains more complex assets or mine does.

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time it a few times with a wallclock and see?

open rapids
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It's saying libcurl error

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I think it's stuck on that

tight siren
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can you put it on a pastebin please?

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the full error and the text before it, i mean

open rapids
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You mean copy paste? Sorry can only screenshot internet on phone only

tight siren
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yes

open rapids
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May to do with windows defender

tight siren
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no

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you said you have no internet on that machine?

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its trying to report usage data to epic, it seems, you should turn that off in project settings/editor settings

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it wont be able to, if you have no internet there

open rapids
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Okay you know where in project settings?

jaunty ravine
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Hmm what is this error?

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Hmm delted saved and intermidiate and it fixed

timber cosmos
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please help when i try to start the game i just exported it gives me an error that states "fatal error"

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then i get a black screen

grave hinge
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xKingdom, you can take a look at the saved folder to see for some logs showing up with the error, that is - along with the stack trace - can be indication of the nature of the error, as well as the logged entries before the crash.

timber cosmos
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im new to ue4

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explain in english

grave hinge
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I remember being new to unreal and it's composition. It took me a while as well to figure it out, all without help and the useful informations on answerhub, forums etc. It is confusing indeed, and intimidating.

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I cannot give you a better outline of the steps i usually take to trace errors.

timber cosmos
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can you friend me and i can screen share and show you the error

grave hinge
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I know already what is happening, you get a fatal error and a blank screen. The error is in the logs, and you must find it, read it, you can copy some entries here or share the entire log with us, and maybe somebody have ideas where to look. Sharing your screen and seeing the same thing won't do any help to move forward actually.

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Besides, what will happen the next time you run into error? Keep bothering people on the internet? :) You should learn these steps on your own, for the better.

thorny ember
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Gonna ask here just in case. Packaging the game links all of my game modules into a single exe file, is there a way to omit specific modules from this?

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I would like some game modules to stay as their own DLL's due to linking issues

meager cape
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hey guys

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does anybody here had problem with data tables not loading exclusively on package?

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I already added the path of this data table to "Additional asset directories to cook" but nothing changed. Also tryed full rebuild flag

meager cape
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'-'

proven moon
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UATHelper: Packaging (Windows (64-bit)): LogInit: Display: CookResults: Error: Error loading C:/Users/kowma/Documents/GitHub/buraki/Content/postac.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading C:/Users/kowma/Documents/GitHub/buraki/Content/postac.uasset!
is there a way to fix this error?

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?

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okay so I deleted the actor and then remade it in another actor. lets hope this works!

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GUYS I FIXED IT

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turns out i had an "deleted actor" in the files taht i pressed deleto on but it turns out that ue4 didnt delete it fully

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i just went into project files and deleted him manually

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and now it works!

versed elbow
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Is there a way to get cooked builds to auto include some binary data files in your content folder?

glossy haven
versed elbow
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It's not cooked content that I'm trying to include

glossy haven
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under project - packaging

versed elbow
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It's just custom binary files

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I'll try that

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That worked like a charm! Thanks!

glossy haven
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np

kind ingot
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Additional non asset directories to copy not working on Android. Is there any solution?

dawn kiln
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PackagingResults: Error: Cook failed.
PackagingResults: Error: Unknown Cook Failure
build error

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deleted saved and intermated files

mellow bane
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Put the full log on a paste service and link it here.

plain lodge
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I have a houdini warning: refering to a certain file which is nowhere to be found. The file doesn't exist, yet Unreal complains about it:

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high res

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more info

deep mantle
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Anyone have trouble with the player spawning as a specator only in packaged build? Works fine in PIE and Standalone and worked fine package in 4.20 but this is a new thing happening in 4.22

light junco
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How does one enable logs in shipping builds again?

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bUseLoggingInShipping = true; in the Target.cs causes it to not compile anymore with:

UnrealBuildTool.Main: ERROR: Hoverloop modifies the value of bUseLoggingInShipping. This is not allowed, as Hoverloop has build products in common with UE4Game.
UnrealBuildTool.Main:        Remove the modified setting or change Hoverloop to use a unique build environment by setting 'BuildEnvironment = TargetBuildEnvironment.Unique;' in the HoverloopTarget constructor.
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Adding the BuildEnvironment = TargetBuildEnvironment.Unique; as stated in the error creates new errors about Launch.Target.cs missing or so

light junco
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Hm, seems to actually package fine on my end. Client will have to try it agian then I guess

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.>

light junco
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Client keeps getting this error when packaging for shipping with the above code added to the target.cs

UnrealBuildTool.Main: ERROR: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.
UnrealBuildTool.Main: BuildException: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.```
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No idea what Launch.build.cs this is talking about

olive kindle
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is there a way to automatically deploy on other LAN computers?

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I see this in the docs, but "currently not supported" ....
Unreal Remote Agent (URA) is a standalone program that runs in the system tray of remote PCs (and eventually Macs) to make those PCs and console devices connected to them available over the network. URA, previously required to deploy and launch games, is currently not supported and in the process of being upgraded.

grave hinge
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How about you set the packer to store files on a network drive and share this folder with everyone else? Not sure if this is enough / what you're looking for but maybe helps.

olive kindle
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yeah, that's what I've been doing

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I was thinking maybe an automatic deploy/launch thing would also collect logs on the main machine and save me some steps there too

thorny ember
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Okay, I've got a slightly bizzare packaging question

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Why does cooking change case of my component names?

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"V1" becomes "v1" and "V2" becomes "v2"

green arch
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Hello everyone. I am trying to add steam achievements to my game. when I test it from inside the engine (run stand alone) it works fine. but after packaging the game it doesn't work. also when it is uploaded to steam, it doesn't work ๐Ÿ˜ฆ any help or tip is appreciated

raven flare
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Hi people! this time am here to ask for support. Im trying to package for Android since last 4 days without success

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aidl.exe stops working in the middle of the packaging

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guess it's something Gradle related

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sad point is that i:

  • totally reinstalled ue4
  • wiped and cleaned android studio
  • wiped and cleaned codeworks
  • wiped and cleaned any related environment variable and registry record
    in any order and combilnation of them
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any guess?

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i really dunno where to smash my head anymore

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(please tag me)

open rapids
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Hi getting package error 2338 exit code 5 failed to find binaries during package

open rapids
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Im packaging my game and it uses advanced sessions plugin so i can run steam servers is this normal to say this in the logs of packaging

lyric orchid
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why these

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error

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anyone know ?

dawn kiln
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PackagingResults: Error: Cook failed.
PackagingResults: Error: Unknown Cook Failure

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i deleted saved and intermediate folder

mellow bane
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@dawn kiln Need the full output log

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On something like pastebin or similar paste service

open rapids
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@lyric orchid says ran out of memory

mellow bane
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It's also not the actual error

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Unless he's got assets larger than 1GB alone

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And only a few GBs of memory

pallid sinew
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Hi,
Has anyone experienced issues with the MeshBuilder module while packaging?

vernal oxide
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any idea how to fix it
on google nothing ive tried works

rancid mountain
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@vernal oxide try android-ndk-r12b

SDK API Level latest
NDK API Level android-24

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In Platforms-Android , just for kicks, try Min SDK Version 9, Target 9

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Not sure what platform you're working on exactly, but this worked for me for Go/Quest

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Might be a bit old now though, probably should update.

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Regardless, unless NDK is newer in newest UE4 release

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Just use whatever they have

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Try not to install newest versions of things randomly. Get the base line working

vernal oxide
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Yeah bro but I have tried download the 1R6 but need the visual basic 2015 but in the page where I can download block the download @rancid mountain

rancid mountain
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Well brah, it tells you where

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1. To install CodeWorks for Android 1R6u1, navigate to the Engine > Extras > Android folder.

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I suppose they could be a little more specific, but they mean the release version of the engine

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If you have other versions of the Android SDK installed (or, older versions of CodeWorks for Android), we recommend that you uninstall them and install CodeWorks for Android, using the CodeWorks for Android installer that's being distributed with UE4.

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I guess they do

vernal oxide
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Yes but some libraries needs VB2015

rancid mountain
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So install Visual Studio?

vernal oxide
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I have the 2017

rancid mountain
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I suppose I always have it installed, so I never had any issues.

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Nice and slowly, reread those links.

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I didn't have any issues with the setup process while going over it when I first did it.

vernal oxide
dark path
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Question: I want to deploy an the ue4 App of the FaceARSample Kiteboy. I used the apple identifier. And it used to work 2 month ago. But now i want to do the same thing again on another IphoneX. And Valid is not turning Green (in mobile Provison Settings). I am thinking maybe you can use AppleIdentifier only one time ? Does anyone know sth about this

ebon cradle
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Hey im trying to cook out my project, but everytime it gets to "shader map compiling" for a specific material my entire computer locks up completely

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I'm on an entirely fresh Windows 10 install - I imagine there's something wrong with my CPU but I'm not sure how to go about debugging this.

open rapids
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How do i fix this

mellow bane
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Put the full log on a paste and link it here

mellow bane
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How much memory does your computer have ?

open rapids
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why is it a memory issue

mellow bane
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Looks like UE ran out of memory packaging your game, which is weird for 32GB

open rapids
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yeha

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how can i fix that

mellow bane
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How large is your game's content folder ?

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The packaging has went to 18GB memory before crashing

open rapids
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61gb

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XD

mellow bane
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Check for particularly large assets

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Right click content folder and click "size map"

open rapids
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ok

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now what

mellow bane
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Well, how big is your largest asset

open rapids
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its my main level

mellow bane
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That makes a lot of sense - how big is it ?

open rapids
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give me 1 sec loading

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im checking memory size

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instead of file size

mellow bane
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That's okay

open rapids
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im deleting files i dont need that are big

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is that what i should be doing?

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Dont worry about that project can u help me with this tho i have 1 error on this project and hnot sure hat it is

mellow bane
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I mean, you don't need to delete, but maybe optimize

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Like if you're doing crazy stuff like uncompressed lightmaps

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Or if you have distance fields but don't use them

frosty plover
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also if you're referencing a ton of assets in levels you might want to replace them with soft references or such

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so it defers loading them until they're actually needed

olive kindle
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do you have Cook Only Maps enabled? it'll only package referenced assets

earnest plank
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Hey folks, I've been trying to get chunking to work in a packaged build, but only 1 chunk is ever generated even if the audit says there should be 12 chunks. Has anyone had this problem?

I had posted in AnswerHub ~5 days ago, I have more details there: https://answers.unrealengine.com/questions/905269/view.html

open rapids
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can i convert these files into a uasset file?

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or into a import able mat file?`

digital geyser
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UATHelper: Packaging (Windows (64-bit)): C:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/PathFollow/Source/PathFollow/Classes/PFSpeedCurve.h(63) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.

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anyone know how i can fix this

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using the plugin from path follow

light junco
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Does anyone know how to utilize the Project Launcher to build/cook and automatically move the build to another PC that has no UE4 installed?

frank garnet
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I dont think you would be able to without some form of inbetween like a CI solution.

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Push an Archive to Source Control? Have the other machine pull?

light junco
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I want to automate it

frank garnet
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Build Server?

light junco
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I can already grab the packaged folders on the linux PC, but I have better things to do than always switch between both PCs

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Never set that up, also not sure what resources (especially โ‚ฌ) it takes for that

frank garnet
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Is this for Personal use?

light junco
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It's a clients project that we have a Windows and an XBox client for and a Linux Dedi Server

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And I'm getting annoyed by all the different things you have to do to test things.
I want to press "Build" and x time later want the thing on my linux pc

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If possible without a custom crafted solution with scripts on my end.

frank garnet
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Ive spent the last week or so setting up a automated build process for a Client using Jenkins.

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They have their own machine as a build server though.

light junco
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Yeah i heard that word couple of times

frank garnet
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P4 on an EC2 instance.

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Jenkins works well, its just batch files at the end of the day.

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Which meshes well with UAT, UBT etc etc

light junco
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I mean, I'm fine with building on my PC here

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Cause they won't test Linux

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Neither will they test the Xbox build atm

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Or at least not in a matter that it needs a build server on their end

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I would be happy to have my PC deploy to the Linux Laptop already

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But there is like 0 documentation on the Project Launcher in that matter

frank garnet
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Ive not used the Session Frontend for any of my building, like ever. Ive always defaulted to writing batch scripts.

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I find the Session Frontend more confusing haha

light junco
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Right, I could write my own Application that executes the batch files and then sends files to a networked pc

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But I could also just not

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.>

modest imp
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@light junco off the top of my mind, I guess you could make a script locally that monitors (or compares at run time) for changes of files in a folder and copy those to your mapped network location.

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Oh, you already considered that ๐Ÿ˜„

light junco
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THAT is basically just a Dropbox or GoogleDrive

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And I really don't need something online

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Cause sending it via LAN is a lot faster than uploading it to an internet drive first

modest imp
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Well, no, I ass-u-med that everything is locally and you don't want stuff going out.

light junco
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True

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If only Allar ever finished his LazyPloy -.-

frank garnet
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Our CI solution polls P4 for any changes, if it detects some, it automatically runs a compile of binaries (to update and push to Artists) then runs a full build of the Project across whatever platforms are required and then archives the results (it also pushes a dedi server to GameLift but thats here nor there).

light junco
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I mean that was internet too but well

frank garnet
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Devs just grab the latest build from Steam automatically in the Dev branch.

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If they need to test.

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By the time they get it, the GameLift server will be active

light junco
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Yeah I have some own ideas for an automated System

frank garnet
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And they can join instantly.

light junco
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Right now I would really just be happy to press build and work on something else until the laptop has the build

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You can deploy to Phones and Consoles

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Just weird that I can't do that to a linux pc

frank garnet
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๐Ÿคท

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Explore a CI solution is my advice.

light junco
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ยฏ_(ใƒ„)_/ยฏ

frank garnet
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So they are local networked devices?

light junco
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At least IOS pops up, with me having not a single IOS device

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Yeah they are both in the same network

frank garnet
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Maybe Linux isnt supported as a device to deploy to?

light junco
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I can even see Cรฉleste's PC in that list

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But she also has WIndows with UE4 on it

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so hm

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Maybe or you need UE4 on it

frank garnet
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I wouldnt be surprised if you need UE4 to get it to be discovered.

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I dont think it would be allowed to just accept a random connection, even if local.

light junco
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Just listing network PCs and their public drives wouldn't hurt anyone

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Anyway, thanks for the input. I'll see what I can do.

open rapids
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Hey,
does anyone have any tips to find DoesPackageExist issues when Packaging the Project for Dedicated Server from source?
Or tips how to find assets that aren't visibly referenced by anything?

"PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/Project/Effects/Particles/Materials/M_MyMaterial' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/Paper2D/', '/AnimationSharing/', '/CryptoKeys/', '/DatasmithContent/', '/MagicLeap/',
'/MediaCompositing/', '/OculusVR/', '/SteamVR/', '/BFServerMonitor/', '/Crush/', '/WGBaseVehicle/', '/Wwise/', '/Config/', '/Script/', '/Memory/', or '/Temp/'"
For the warnings it says it cant find the file to load it, but it shouldn't even load it anyway.
The Material should even exist anymore and can't find any references to it at all. I've deleted all the build/cache folders, and I'm running out of ideas ๐Ÿ˜ฎ
Maybe some references still exist, which aren't used anymore, but ue4 doesn't detect them when seraching through the project

open rapids
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Update:
After hardcore searching through every BP asset, i found that something wasn't set properly, and therefore it took an incorrect file path or old file path. I but idk why this so hard to find, or can'T be found through searching, the egine didnt show any error, or additional ouput for who is trying to load this asset ๐Ÿ˜ฆ

primal kettle
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hay all, can anyone here help me out with steampipe? I'm trying to upload my game build to steam

primal kettle
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how do you make a steam app launch in vr?

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nvm

primal kettle
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its on the steamworks page, under general settings

open rapids
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I'm still struggling with Packaging for some of my Widgets

"UATHelper: Packaging (Windows (64-bit)): LogUMG: Error: PreSave: Null Widget Tree - MyWidget_C /Game/Blueprints/Gameplay/Sector/Captureable.Captureable_C:RenderUMGToTexture_GEN_VARIABLE.MyWidget_C_0
PackagingResults: Error: PreSave: Null Widget Tree - MyWidget_C /Game/Blueprints/Gameplay/Sector/Captureable.Captureable_C:RenderUMGToTexture_GEN_VARIABLE.MyWidget_C_0"

Has anyone ever encountered this? "PreSave: Null Widget Tree "

There are only 1-2 Posts on the forum/answerhub where the solution seems to be to recreated the widget, but it doesn't work for me ._.
Let me know if anyone has any idea

Or if anyone can help me to be able to debug the Packaging process, currently i'm unable to debug it, also not 100% sure in which process the whole packaging happens. ( seems like its not the default ue4editor process, but mby i'm wrong)

Thanks ๐Ÿ˜ƒ

sour tiger
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I just tried to package for linux but it only loads the documentation homepage in the browser. Anyone know why it doesn't start packaging?

open rapids
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Hello I have an aes encryption key from unreal engine version 4.16 from a encryption ini Y298QJSB115NQQ3AGAD30DWN2QYRTI8CT6AP05L2PBV9QE92S94PDOVCCY06A38L

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I can't use it to build paks anyone any idea what to do?

jaunty dawn
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Hi,
Is it possible to have a package built in a project running in a different project? I might need to have some people with one project to create paks of art but it'll patch a different project with the actual game. Is this doable or they have some "per project" key or something?

jovial kite
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Hi is it possible to have more than one ToolChain installed like i have v12_clang-6.0.1-centos7 installed but if i install v13_clang-7.0.1-centos7 it replaces it in the environment variables

grizzled shoal
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but when I package is a blank for everyone except me and I'm guessing it has to do with me having it

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how can I package the movie along with the project?

primal thorn
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hello, i'me having a packaging issue: ElevatorButton /Game/Elevator/Elevator_BP.Default__Elevator_BP_C:Down Button.Down Button_ElevatorButton_CAT was found in memory and is an export but does not have all load flags.

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it runs fine on PIE

primal thorn
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another problem that i have is that the levels used by my persistent map take 350 secs to load on the distribution shipping build

jaunty dawn
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Q: if I package my game without pak (with content folder as uassets), can I just add uassets later and they will be detected by the AssetRegistry?

mellow bane
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Yes though Pak is recommended

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Faster to load etc.

primal thorn
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@mellow bane what is faster, no pak or compressed pak?

mellow bane
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Fastest is probably uncompressed pak

primal thorn
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that makes sense, i was asking about the 2nd and 3rd place

mellow bane
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Dunno really we were on uncompressed pak here

primal thorn
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does the compressing nullifies the extra file calls needed when you dont have pak?

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i've been spending all day trying all sorts of configurations to find a way to have my levels load fast

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in 4.20 all i needed to do was set initially loaded on the level, package it and i was off to the races with good load speeds

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in 4.22 just a single level takes 30 secs to load

jaunty dawn
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but is it easier?

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the reason we want to use the upaked uassets is to allow a cms online tool hwere a team can upload uassets

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and the game will just patch them

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with a patcher

mellow bane
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No, that can't work

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You need to cook the assets

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The packaging process in UE4 cooks assets, and optionally packs them

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Saved .uasset files on your disk can't be distributed to users

jaunty dawn
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yes, I mean that

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one team has an UE4 project, that cooks the assets

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then upload them

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with a tool

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and another team does the game, which loads the uassets from a server

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at least I prototyped it and it worked

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but not sure how hard would be to do that with paks

mellow bane
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It's much simpler to simply all work together on the project, and for every update, cook the game and package it

jaunty dawn
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I understand that simplicity, but this project doesn't allow that ๐Ÿ˜ƒ

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we have to split that, and create uploadable assets

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if this or load the actual fbx andtextures

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in runtime

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which I think is worse

mellow bane
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It's not possible to have your users load "FBX or textures" directly

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They can only load cooked assets

jaunty dawn
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it's possible, I was making tests, but it's more tricky

mellow bane
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It's not

jaunty dawn
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you can load the fbx mesh data

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and generate procedural meshes with it

mellow bane
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Make sure the FBX license allows it without $$$$

jaunty dawn
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our client has all that $$, we don't tho, and we are learning Unreal

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but still

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why to do it that way

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if we can load uassets

mellow bane
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The normal, safe and most efficient way of working is to give all teams access to the UE4 project repo

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Then for distribution to players, cook and package

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Now if you want your content team to produce assets without access to the game, just ask for uncooked assets

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Like the UE4 marketplace does

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And then cook & package for players

jaunty dawn
#

they have to send the final assets that will be put in the game

#

without an intermediate cooking

#

well, they can cook

#

but it'll not go to the game project

#

we have it running

#

they have one project, they cook

#

they upload them

#

we load them in the actual game

#

but we were investigating if it's not hard to do something like that with paks

#

and if it's also possible

#

like having a pak generated in another project

#

etc

mellow bane
#

The way to do this with paks would be with mods

#

But it's extremely impractical

#

Even more than the nonsensical workflow you have

jaunty dawn
#

yeah that's what I suspected

#

that's why I think we'll stay with the uassets thing

tight siren
#

hi, i cant package my project and i'm not sure why. i had a graphics driver crash that killed the editor, i restarted the pc and reloaded the editor, but packaging stops at cooking one particular asset

#

the asset hasn't actually changed, i can compare it to the same asset in my backup from a week ago

#

is there some sort of cooking cache i can clear to kick it back into shape again?

#

when i say it stops, ue4editor-cmd climbs slowly to 4.5gb of ram, and pegs at 17% cpu, then sits there for hours

#

im currently trying a package/cook with 'full rebuild' enabled

#

...no luck.

#

deleteing intermediate hasnt helped either

#

im now trying reimporting all assets related to that static mesh and saving them again, textures, materials, and trying again...

mellow bane
#

So, "full rebuild" is for C++

#

What is the error in the log output ?

#

What is the asset ?

tight siren
#

there isnt an error

#

its a static mesh from an ammo pack from the ue4 store

#
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2019.07.04-13.35.53:096][  0]LogSavePackage:Display: Finished SavePackage C:/Users/brain/fwf/Saved/Cooked/WindowsNoEditor/fwf/Content/Materials/Ammo_Pack_Huge_mat.uasset
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2019.07.04-13.35.53:117][  0]LogCook:Display: Cooking /Game/Props/Rocket_Deployed -> C:/Users/brain/fwf/Saved/Cooked/WindowsNoEditor/fwf/Content/Props/Rocket_Deployed.uasset```
#

thats as far as it gets

mellow bane
#

Okay, can you open it in editor ? Can you save it ?

tight siren
#

yes

#

and i can reimport it from its source fbx

mellow bane
#

Weird

tight siren
#

it just hangs there for upwards of hours

#

when i try and package, and it looks from task manager like its doing /something/

#

and although its taking like 4.5 gigs, thats near nothing compared to the 16 i have, and the 8 thats free

mellow bane
#

Anything particular about that mesh ? Tri count ?

tight siren
#

nope

#

2000 tris

#

it was all building fine until earlier when ue4 crashed

#

but, ive compared it to the copy of that same asset in my version control with a binary diff, its not corrupted

mellow bane
#

What was it doing when it crashed ?

tight siren
#

idling?

#

i went away to do something else, came back and the amd graphics driver had crashed, ue4 lost its d3d context and went with it

mellow bane
#

That's pretty weird

tight siren
#

yeah

mellow bane
#

Let's wipe the DDC

tight siren
#

wheres that?

mellow bane
#

C:\Users\xxx\AppData\Local\UnrealEngine\Common\DerivedDataCache

#

Remove that folder.

tight siren
#

ok, lets try this

mellow bane
#

Editor closed

#

And then retry

upper hemlock
mellow bane
#

@upper hemlock Need more detail. Is that on your machine ?

upper hemlock
#

ะฝัƒั‹

#

yes

tight siren
#

delete the entire folder, or just the contents of the folder?

upper hemlock
#

I tried to launch that build on the other machine and get the same error

mellow bane
#

So is it on the build machine, or on another machine ?

tight siren
#

hmm, theres cache in there going back to 2015, ue4 sure likes to keep stuff around doesnt it

upper hemlock
#

I get this error on build machine and on other machines as well

mellow bane
#

Okay - On other machines, you will need to install the VC redist, and the UE4 redistributables

#

On the build machine it's not normal to have this issue

upper hemlock
#

can it be related to the free space on build machine?

tight siren
#

looks like its rebuilding shaders before it boots now... i'll give it some time

mellow bane
#

No @upper hemlock

#

Yes Brain it needs to rebuild everything now

tight siren
#

im waiting on 94% of startup splash screen.... i guess this could take a while.

upper hemlock
#

previous builds were launching fine and I didn't add any major changes apart from menu interface and minor blueprint fixes when I started to get this error

#

I just have no clue

tight siren
mellow bane
#

No, it doesn't run on his

tight siren
#

hmmm.

#

now loading the editor is doing what cook did

#

its hung and pegged at 17% cpu

#

i'll just keep waiting

#

impatience could cause more issues :/

mellow bane
#

Yes, do wait

#

it's rebuilding thousands of shaders

tight siren
#

i think its done with that, shadercompileworkers have all exited, its on something else internal to the editor exe now

#

the developer in me gets annoyed at long delays and wants to watch a verbose log, lol

lapis coral
#

I though shader building was at 45% loading ๐Ÿ˜›

upper hemlock
#

I think of deleting all previous build data and package everything from scratch but it will take hours and doesn't guarantee that I don't get that error again

tight siren
#

@lapis coral initialisation of any C++ base classes seems to be at 45%

#

i know this because once i had a broken gameinstance class and it would cause the editor to bomb out with a crash at 45%

#

its moved on to 95% @mellow bane

#

this is excruciating ๐Ÿ˜›

#

oooh, editor is up and building mesh distance fields. once this is done and its settled, i'll try the package project again and we'll see what happens

#

hmmm

#

clicked play in editor, wondering what would happen... thats exhibiting the same behaviour and has been hung for >5 minutes at 17% cpu

#

wish i knew what it was actually doing...

#

ffs

#

if a computer program could receive physical voilence, now would be the time.

#

@mellow bane full cook running now after clearing DDC

mellow bane
#

Cool

tight siren
#

it appears hung but im going to leave it be and drive home

#

i'll check back on it in 1.5 hours after my commute and see if its progressed

#

thanks for the help so far stranger

tight siren
#

hi @mellow bane the build completed

#

im going to do some further investigation, but its safe to say thats along the right lines, thanks for the advice and help ๐Ÿ˜ƒ

mellow bane
#

np

primal thorn
#

@mellow bane do you have any idea what could cause cpu going to 90% 30 seconds when you launch a packaged version? i just have a simple level with a default GameMode (so no custom logic) and no bps, just static mesh actors

#

i just have a rather simple sub-level with a few static mesh actors

#

the level loads

#

and it continues with cpu at 90% for quite a bit more time

#

that seems to be what is killing my performance

#

once the cpu stabilizes it's all good

#

in terms of performance

#

but he seems to be buffering or processing something

mellow bane
#

Profile it, I guess

primal thorn
#

ill try checking initviews, scenerendering, game

#

any other cpu view i can use?

mellow bane
#

I'd rather use the actual profiler

#

stat startfile / stopfile

primal thorn
#

ah ok i'll make a development build then

mellow bane
#

Yeah

#

Should behave the same

primal thorn
#

"Event Name","Inc Time (MS)","Inc Time (%)","Exc Time (MS)","Exc Time (%)","Calls","None",
"CPU Stall - Wait For Event","26.681 ms","100.0 %","0.000 ms","0.0 %","0.0",
"TaskGraphThreadBP 6 [0x4314]","26.682 ms","145.0 %","0.000 ms","0.0 %","0.0",
"Other TaskGraph Stalls","26.681 ms","100.0 %","0.001 ms","0.0 %","0.0",

mellow bane
#

Looks like a lot of BP

vernal oxide
#

have anyone idea how to fix it ?

flint tree
#

Hey guys I got this problem: PackagingResults: Error: Couldn't save package, filename is too long
Does it mean I have to rename them and make the name shorter or is there some other possibility to fix this issue?

proven wing
#

@flint tree rename file? Might help

flint tree
#

Uff okay, thought there is maybe another way to pass this issue.. but yes I will try ^^ it'll take a while

proven wing
#

@flint tree yup I'm not looking forward to package my game too simply because how long it takes

flint tree
#

But thats the only way my friends can play test it right?

flint tree
#

Another real quick question when I start my project in "New Editor Window " everything works fine but when I start my Packaged project my start screen is another widget in another level.. What am I doing wrong?

random apex
#

Heey, I got some issues today. Everytime if I start packaging my game this error come up ERROR: Missing precompiled manifest for 'EditorWidgets'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in EditorWidgets.build.cs to override. I'm not sure where it cames from, I packaged my game yesterday without any issues. The only thing I did was changing some code in VS and only on some structures/datatabels.

Some peoples told me to edit the ".uproject" and remove "UMG" in "AdditionalDependencies" but it doesn't fix the ERROR at all and I'm not even sure if I'm allowed to edit the ".uproject"

jagged warren
#

I would see this type of error trying to build Test configuration from commandline with an installed engine version, I learned later installed engine versions don't include Test config

proven wing
#

hey guys ive exhuasted every option to optimize my game on my android device but i still get 12FPS, anyone know how i can improve this?

jaunty dawn
#

Hey guys,
Is it possible to run some custom code just before the game packages? I want to run some file creation, etc as a hook each time the project is cooked

woeful cypress
#

Hi, i am trying to package a blank BP project on mac, the target is IOS

#

i got this error

#

i have mojave , xcode 10 and UE 4.22.3

#

anything obvious that i would be missing, as it is the first time i try to build on Mac...

open rapids
#

Does anyone know how to export ue4 textures to unity?

mellow bane
#

Use your source texture before import

#

Or right-click your asset and hit export - won't work with marketplace content obviously

open rapids
#

Hey,
Does anyone know how i can add non uasset files like *.png to the pak files?

Currently I have a png file in my Map folder, and since i can only specify folders for non uassets I've simply added the whole maps folder to "Additional Non-Asset Directories To Copy"

dusk briar
#

anyone know why a hard referenced anim blueprint would not show up in the cooking list? the asset is null in builds

open rapids
#

guys, do texture uassets, wich are created from a png still require the png?
currently i'm having the issue that packaging gets rid of my png's

mellow bane
#

You don't need the source file, just the cooked uasset

#

It contains a copy of the image in a format that UE4 can use

open rapids
#

ah ok, seems like someone created some strange custom solution for my project ._.
i already thought this can'T be normal

Update:
So my team needed the real png for the server and it seemslike uasset textures generated from png(or any image format) doesn't have any information on servers. therefore the solution was to have the non uasset png which gets read directly by the server. Inorder to get non uassets working with packaged files, the png needs to be moved in to a seperate folder which doesn't include any other uassets, because otherwise adding the folder to the packaging configuration (copy non uassets to pak) won't work. I've check this by simply extracting the *.pak
(shipped with engine) UnrealPack.exe <PakFileToExtract> -extract <TargetFolderWhereToExtract>

important, don't use absolute paths, always use relatives paths so ue4 can use it's virtual filesytem for packaged files.

vernal oxide
#

hi everyone, any ide of , why if i put to package a project android to apk give a error and when i deploy the game on my phone by usb it doesnt give error ?

#

@woeful cypress dude that error says an object referenced isnt setted

woeful cypress
#

@vernal oxide thanks...apparently it is related to autosigning option
as for your issue, i think the packaging and deploy on device are not exactly the same process internally...

vast veldt
#

Im having trouble with an animation blueprint not being packed, the files around it in that same folder are packed no problem but this Animation BP that uses a custom AnimInstance i wrote is consistently not included in my package causing a crash at boot when it tries to access it through a map of default objects we use to have some easy quick and early references to certain important/overal used objects

#

i have added the folder to the folders to include, its all just a regular uasset

#

but for some reason it always gets skipped (its also referenced in several of my maps, so it does seem unlikely that its that)

vast veldt
#

ok, so after some forcing its included in the package now but my DataAsset that is literally just a TMap<FString, UObject*> wrapper still has the reference to it nulled for some reason

vast veldt
#

ok so i figured it out... referencing an Animation Blueprint through a UObject* is nulled, Refencing it through a UAnimBlueprint* is also nulled but referencing it as a UAnimBlueprintGeneratedClass* is not nulled... does anyone have ANY links to any documentation regarding this absolute confusing clustertruck?

late pilot
#

Is there a way, prior to packaging, to run a script etc which removes any unused assets (meshes, BPs, textures) etc? Or is it a manual deletion type of task?

mellow bane
#

@late pilot Simply fill the list of maps you use in project settings

#

That will automatically remove all unused content from packaging

late pilot
#

Awesome! Thanks @mellow bane

tight siren
#

is there any advantage to getting unrealpak to use more than one cpu, and if so, is it possible?

#

it seems to spend a lot of time spinning its heels at 17% cpu, which for me is one whole core

mellow bane
#

@tight siren Is it the packing process specifically ? That one is usually extremely fast, like 10s for me max

tight siren
#

@mellow bane its the speed of unrealpak since i turned on compression, it takes about 5-10 mins to compress 2.7gb on an SSD

#

looking at it in task manager etc, its not i/o bound, but churning cpu while doing the compression

#

its not so slow if you use uncompressed paks, but then you have a 2.7gb game redist, instead of a 1.2gb

mellow bane
#

Yeah, looks like it's single threaded

tight siren
#

also it seems that it only uses gzip, when there are much better alterantives out there. i looked at some paid ones like the one thats part of RAD game tools, but theyre outside of my budget

mellow bane
#

The quality of compression is pretty much pointless tbh

#

Speed of decompression might be the most important parameter

tight siren
#

not at all, where do you live if you dont mind me asking @mellow bane ? where i live in the uk, for home broadband it's not metered but mobile is, per gigabyte. in a lot of countries that arent the US or UK, they meter internet per gigabyte on fixed connections. those places will soon get bent out of shape if you dont compress things as far as possible

mellow bane
#

Are you not on Steam ?

#

Or EGS/GOG/Itch ?

tight siren
#

i agree speed of decompression is important too

#

yes, but not just steam, im also on some more primitive platforms like gamejolt

mellow bane
#

Okay, because Steam etc definitely compress your downloads - more efficiently so than UE4 does, actually

tight siren
#

basically, can't rely on the platform to always do compression and good binary diffing, or even have a client

#

most users of itch don't use the client (because its pants tbh) so whenever someone downloads the game thats a 1.2gb downloaded zip

#

i do wish all these others could be better, and as good at some thing as steam

mellow bane
#

We use 4GB uncompressed paks over here and I've yet to see players complain tbh

#

Though yeah, we only ship on Steam, GOG and Itch, all of which offer great compression out of the box

tight siren
#

i have a feeling thats going to change here in the next few years near future... just a thought re 5G internet

mellow bane
#

Itch sales so little it doesn't really matter anyway

tight siren
#

i spoke to some telecoms guys who said 5G is basically the future of all internet, that it'll do away with fixed wired connections... but the mobile companies still want to meter it per gigabyte, so thats going to change the landscape if they're correct

mellow bane
#

I expect gamejolt has similarly pointless sales number

tight siren
#

however, i cant be sure if they were just over-excited about new and shiney

#

and yeah the stores that matter which arent steam, resell steam keys

#

apart from discord

mellow bane
#

If they resell keys they don't matter

#

tbh

tight siren
#

im on one that might matter, as theyre going to market for me too ๐Ÿ˜‰

#

only a little, but it helps

mellow bane
#

We found that Itch was cool while in development as a free game deployment infrastructure, that you can keep later on if you care but doesn't sell ; Steam & GOG have been very good

#

I'd try getting the EGS too now ; that covers all of the market

tight siren
#

i havent gotten anywhere with them yet

#

just a generic "thanks, we're overloaded with submissions, havent rejected you but havent taken it further either" email

mellow bane
#

Same for us.

tight siren
#

i think its basically as good as rejection atm

#

because they have no time to read several hundred thousand applications

#

it took them months just to send out that message

#

personally, i'd like to get onto consoles. i'm going to push for that once the game's been out a couple of weeks, once i can gauge if its liked

#

i started down the route of PS4, but didnt have the time to properly do all the paperwork, then the cert process, etc

#

i also started with id@xbox, but was told the game was too niche and therefore too much of a risk for them

#

may be able to go back to them on that, if steam's figures can prove its not a risk ๐Ÿ˜›

proven wing
#

For android, what packakging version should be used?

#

Multi

#

ETC1 OR ETC2?

vernal oxide
#

my cellphone works with astc

scarlet schooner
#

Hi guys ๐Ÿ˜ƒ
I wonder if some of you know something about this..
Let's say I have multiple paks so each pak contains unique data.
Can paks be renamed when built or they have to be chunk0, 1.. etc?
Can one pak have assets that reference to assets in another pak?
Also, is there any good tutorial or anything that shows how to assign specific assets to a new pak?
I hope you can bring some light to me, more I google, more confused I am ๐Ÿ˜›

proven wing
#

Packaging error args. Ant

proven wing
#

Ant.bat

vernal oxide
#

guys any idea how to create a mobileprovision for ios to a vrgame

sonic minnow
#

More of a steam question but

When packaging and uploading to steam, is there a way to only update the changed/new/deleted files instead of uploading the full package again.

and the same for creating a steam update, Is there a way that the user can download only the changed files instead of the full package

mellow bane
#

@sonic minnow Steam dies exactly that for you

#

You build with a full archive, but it will generate a small update

sonic minnow
#

the update i did sent the full download again

mellow bane
#

Did you use something like encryption ?

#

Out of the box, Steam will always generate very small updates - if it doesn't, it either means you really changed all of the content (lighting rebuilds do that), or you used something that breaks the updating system like encryption

sonic minnow
#

No, i packaged the game uploaded to steam, updated the game, packaged again, sent to steam.. then the update was the full size

mellow bane
#

What did you change in your update ?

#

Steam always does binary patching, it's incredibly efficient at it - any issue you have is with the packaging, so it's what you need to investigate

sonic minnow
#

added some sound, removed a few things, added a couple of decals

#

i thought of something, i didnt package to the steamworks SDK content folder, I actually packaged then copied it to the steamworks content folder overwriting the previous versious,,,, would that be the problem?

mellow bane
#

No

#

You just tell Steam where the new content is

#

As long as your new content isn't completely different, Steam will always generate very small updates

sonic minnow
#

Yeah, I dont know why it does a full download

mellow bane
#

Three obvious things to check : lighting rebuild with static Lighting ; encryption ; enabling or disabling compression for your pak file

#

Compare the size of the two versions of your game - if you really haven't changed much, the difference should be small

sonic minnow
#

yeah, it was literally 3 sounds a decal and some colour changes to material instances

#

I will see what happens next time

#

i guess this is why it scans the folder, to detect the changes before it uploads?

mellow bane
#

No

#

It doesn't scans for changes at all

sonic minnow
#

oh ok

#

it is just after the upload steam detects the changes?

mellow bane
#

It looks at every file, and then compares with the version currently on Steam

#

Then it computes the difference and stores that

#

It doesn't need the two versions locally to look for differences

open rapids
#

hey,
does anyone know if its possible to disable incredibuild/xge for packaging?

open rapids
#

Hi can any help with uploading to steam, no idea what I am doing, I have it in zip form

#

I looked at the steamworks sdk GUI, says it wants the file path for the content builder but when I search for it it's not there, if I enter it manually it says wrong path

mellow bane
#

Take it slow and read the steam tutorial

#

It's quite detailed

#

You'll need a few days to get it up and running, don't rush, write some scripts to do the work for you

open rapids
#

I'm following the youtube tutorial on their site. It won't let me save the build and depot .txt files in the way the guy in the video does.

mellow bane
open rapids
#

Before I moved my depot and app .vdf files into my desktop so I could rename them but it was kind of awkward to change all the file paths inside the vdfs so I moved them back to where they were.... however when they were in my desktop I just got the error of wrong pathing, now it's saying the files do not exist

open rapids
#

I think it's something to do with OneDrive causing an issue where I can't save or locate files sometimes

vernal oxide
#

i follow the steps of the docs of unreal

open rapids
#

so I got my game on steam but now I want to update, it is telling me failed to initialise depot ID

rare sun
#

Dies anybody know how to create a build with profile guided optimization? The 4.22 release notes are talking about a gauntlet sample but I cannot find anything

cedar meteor
#

Can i setup custom texture pool size for game? not in editor?

dapper cloud
#

could anybody help, unreal is not cooking properly for me. my project has this pathing "Content\Character\chrDD1E" But when its cooked this is the pathing in the cooked folder "Content\Paks\nameoffile-WindowsNoEditor.pak"

#

what happened to the pathing?

#

shouldn't it be the same? And then all the assets should be under chrDD1E but instead it became .pak file

#

any help?

surreal latch
#

OMW... guys this is my first project I'm trying to package and it is driving me INSANE...

Not sure what is wrong, getting "CallStack" errors... anyone know what's up or where I can find step by step help when packaging?

mellow bane
#

Put the packaging log on a paste somewhere and linl it here

surreal latch
#

Thanks Kind @mellow bane

#

just says this...

#

PackagingResults: Error: Unknown Error

#

going to repackage now and get back to you ๐Ÿ˜ƒ

mellow bane
#

Need the full log

surreal latch
#

There's probably a lot of warnings cuz I'm learning - thanks for your offer of help ๐Ÿ˜ƒ

open rapids
#

Hey,
For client/server packaging via commandline i somehow get a WindowsServer package and a WindowsNoEditor package for client
shouldn't the client be a WindowsClient with ProjectNameClient.exe ?

Also in the tutorials it always says build ProjectEditor for client from source etc.
Is there any difference between those Editor, Client and WindowsNoEditor, WindowsEditor packages?

mellow bane
#

@surreal latch "Visual Studio 2017 must be installed in order to build this target."

#

"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."

surreal latch
#

@mellow bane thanks dude Ill get that done and try again

surreal latch
#

@mellow bane - just wanted to say thank you so much, it packaged. I am getting low level fatal error now when I try launch it so I will do some research surrounding that.

Thanks again man, really really appreciate it!

mellow bane
#

Cool !

surreal latch
#

Hi Again guys - so thank to stranger's help I've managed to package the game, but after launching, whenever I try to host the game (which saves settings and does a server level load) I get a "lowlevelfatal exception"

Can someone help me sort out the crash dump to figure out what's going on please? I would really appreciate it

#

And this is what I get when it crashes...

LoginId:4ca6d46747dd6d10e8f591942becd657
EpicAccountId:358be692bbb74365b23ba36774b8fefd

Assertion failed: [File:Unknown] [Line: 1427] Async loading event graph contained a cycle, see above.

ZShot_Win64_Shipping!FOutputDevice::LogfImpl()
ZShot_Win64_Shipping!FDebug::AssertFailed()
ZShot_Win64_Shipping!FEventLoadGraph::CheckForCycles()
ZShot_Win64_Shipping!FAsyncLoadingThread::TickAsyncLoading()
ZShot_Win64_Shipping!FlushAsyncLoading()
ZShot_Win64_Shipping!LoadPackageInternal()
ZShot_Win64_Shipping!LoadPackage()
ZShot_Win64_Shipping!UEngine::LoadMap()
ZShot_Win64_Shipping!UEngine::Browse()
ZShot_Win64_Shipping!UEngine::TickWorldTravel()
ZShot_Win64_Shipping!UGameEngine::Tick()
ZShot_Win64_Shipping!FEngineLoop::Tick()
ZShot_Win64_Shipping!GuardedMain()
ZShot_Win64_Shipping!GuardedMainWrapper()
ZShot_Win64_Shipping!WinMain()
ZShot_Win64_Shipping!__scrt_common_main_seh() [d:\agent_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

mellow bane
#

You should try this with a development build, and check the output log.

surreal latch
#

Alright I'm going to do that now - will report back on it. Thanks. Will that output log be the same output log during the packaging (the text that says 'show output log')?

mellow bane
#

Uh

#

I mean the actual log file in Saved

#

When you run the packaged development game

surreal latch
#

ok on it

low elk
#

Hello, I want to make mods for my game.
Let's say I package a DLC into a .pak file
Put that pak into the /Paks folder of my main game, how do I retrieve the blueprints, game assets etc from that pak?

mellow bane
#

Asset registry

jaunty jay
#

has anyone gotten ue4 to use a custom .pak format

mellow bane
#

I'm not sure why anyone would have tried

surreal latch
#

Ok I've tried a lot of different packaging settings and none seem to work. It seems to keep going back to "Error Cycle Node". Anyone have a clue on that?

Does this have something to do with blueprint nativisation?

low elk
#

I'm lost here.. I'm trying to let users be able to import .pak file into a game, but the only tutorials for modding are from 2012 and half finished

#

How do I go about making a mod kit?

mellow bane
#

@low elk So if you want modding, steer free from UE4

#

It's possible, but extremely constraining

#

Some constraints include :

  • you can't release your mod kit anywhere but the Epic Games Store
  • you'll have to release a large part of your game content with it so that people can actually work with it
  • can't release marketplace assets (unless you know how to make them read only)
  • your modkit needs updating with every single game content update
  • people can only add new content, not remove or modify
#

Overall it simply sucks, completely, we made it for Helium Rain and I never want to do it ever again

#

Also UE4 doesn't support Steamworks, at all, and you really can't have Steamworks with paks in a clean way

#

So if you want modding with UE4, fine, but don't use paks, ever. Use your own file formats, don't allow mesh imports, etc

low elk
#

Thanks for the heads up. Would a mod kit be abosultely necessary to mod the game?
Let's say I just want to have users be able to create a new gun, can't they just import the base class of a gun or whatever, create a blueprint as a child class, export that blueprint into a .pak file and put it into the Paks folder of the game?

mellow bane
#

That's literally the only way UE4 allows modding, so yeah

#

Except pak file for mods are terribly bad as a concept

#

But let's go back a bit : how do people do a Blueprint gun based on your game ? They'll need the base class

#

So you need to provide your game project stripped from content you don't want people to see / aren't allowed to ship

#

But then if you have C++, or a C++ plugin, people now need to build it

#

So you're going to say - I'll release the prebuilt binaries too

#

Which then forces you legally to go through EGS.

#

Now pak files - you can't load them dynamically, you can't load them from outside the game folder, and you can't have Steam install them in the game folder.

#

Basically UE4 modding support is actually UE4 DLC support - it's meant for adding new optional content to your game. It only does that, and it does nothing actually related to mods, like adding them while the game runs, etc

low elk
#

Okay I see, well thank you for informing me on this

mellow bane
#

You're welcome

#

Now you still can have modding through gameplay

#

Like Super Mario Maker does, I mean

brisk scroll
#

Anyone here have voxelplugin?

copper verge
#

How to patch on android platform?

#

Does it support patching on Android? Or can only reinstall the new apk?

frigid hazel
#

hey guys, i am making patches to my game, it's currently generating WindowsClient_0_P.pak.
is there a way to make this incremental to generate WindowsServer_1_P.pak, WindowsServer_2_P.pak, etc... based on the previous patch? rather than always overriding the old patch

haughty loom
#

Hello everyone.. I am having reflection issues after packaging.

#

Any thoughts on this? What am I doing wrong?

carmine rover
#

ERROR: Missing precompiled manifest for 'EditorWidgets'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in EditorWidgets.build.cs to override. I'm getting this when packaging but I'm not sure what's causing it, I had a plugin that works in editor just fine but fails to package when I go to do that manually I suspect that could be causing something like this? Though I'm not sure why the plugin seems to work just fine in the editor if there was something inherently wrong with it

#

most of what's out there on it suggests removing a line from the uproject file but mine doesn't have that line

serene sand
#

Hi, I'm in big trouble right now :/ I am struggling with a complex issue about OpenCV and Android. I really need help as it is an urgent work matter... It's happening here, I still have no answer. https://answers.unrealengine.com/questions/909290/view.html
Thank you anyone who would help me, and sorry for the interruption !

austere jay
#

Has anyone figured out how to create a bundle of both arm7 and arm64 (android) apks from ue4? Any help would be appreciated! I was able to click around aimlessly in android studio and I got a bundle made by importing the gradle file that gets created after packaging in ue4, but it only included the arm64. Just having trouble with it including both apks in the bundle.

eternal torrent
#

Is there any command that can be run to fix thousands of linker / file not found warnings when packaging? None of the assets warned about exist. The game packages and runs fine for both client/server, so this is just an annoyance at this point. I tried fixing up redirectors in the editor but that hasnโ€™t solved it

inner island
#

I just want to run a simple test on an android, I see that packaging in EXTC1 seems to work on most; but I don't see which SDK source to get? (and I see a think about code works?) what is the quickest way to get a test build packaged for android?

vernal oxide
#

hi guys
any one know why if i debug my project to my device it works but when i open the apk at the final it cant be installed
i need to public this apk and at the ue4 editor says all is ok
BUILD SUCCESSFUL
UATHelper: Packaging (Android (ASTC)): Total time: 3 minutes 15 seconds
UATHelper: Packaging (Android (ASTC)): Using this aapt: C:/NVPACK/android-sdk-windows\build-tools\29.0.1\aapt.exe
UATHelper: Packaging (Android (ASTC)): Writing bat for install with data in APK
UATHelper: Packaging (Android (ASTC)): Writing bat for uninstall with data in APK
UATHelper: Packaging (Android (ASTC)): ** PACKAGE COMMAND COMPLETED **
UATHelper: Packaging (Android (ASTC)): ** ARCHIVE COMMAND STARTED **
UATHelper: Packaging (Android (ASTC)): Archiving to C:/Users/Larva/Desktop
UATHelper: Packaging (Android (ASTC)): ** ARCHIVE COMMAND COMPLETED **
UATHelper: Packaging (Android (ASTC)): BUILD SUCCESSFUL
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=0 (Success)

#

but when i deploy directly to devices it works

#

my problem i need a apk to my boss

winter tree
vernal oxide
real wasp
#

Hey ๐Ÿ˜ƒ

#

any ideas on how to fix
ERROR: Missing precompiled manifest for 'MyPluginCore'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in MyPluginCore.build.cs to override.

#

I've already added the line suggested by the error message

vernal oxide
#

you can see the doc of the plugin it can be a line of code @real wasp

real wasp
#

what do you mean?

vernal oxide
#

you can see my last photo i post in this sub channel

real wasp
#

sorry I currently have to fix my own error

vernal oxide
#

i dont say it, i mean your error can be you are missing a line like that line of code .

#

that line is for other plug in i dont say fix my error @real wasp

real wasp
#

sorry I dont get what you're trying to tell me

vernal oxide
#

you can check your doc of that plugin are using and then set up for android

#

remember the plugins works fine on pc but some times in mobiles need extra settings ๐Ÿ˜ƒ

#

@real wasp

real wasp
#

yeah sure but it's my plugin ๐Ÿ˜„

#

that I try to use in another project

vernal oxide
#

so you need to make a library for mobiles :d

#

you need to put the line in manfest to that plug in

real wasp
#

nope just for pc

#

๐Ÿ˜„

primal thorn
#

hello, i tried packaging my game and i got an error on an actor that has a child actor component: ElevatorButton /Game/Elevator/Elevator_BP.Default__Elevator_BP_C:Down Button.Down Button_ElevatorButton_CAT was found in memory and is an export but does not have all load flags.

#

how do i fix this?

winter tree
#

Does everything (or most things) in Saved/Staged Builds get rebuilt every package?

#

my whole project gets uploaded to my Google Drive and Backup and Sync does something to this folder/files that locks them and I get failed builds unless I delete that folder

#

I tried turning off read only on the whole folder, copying everything to another location

#

but the only thing that works is deleting that Folder

winter tree
#

my 2.5GB project builds in 3 minutes so I guess it's all good

inner island
#

just want to run a simple test on an android, I see that packaging in EXTC1 seems to work on most; but I don't see which SDK source to get? (and I see a think about code works?) what is the quickest way to get a test build packaged for android?

dim zenith
#

Hello. I'm trying to package my game for the first time and I'm receiving and error:

WARNING: Exception while generating include data for UE4Editor: Could not find definition for module 'DerivedDataCache' (referenced via Target -> Launch.Build.cs -> SessionServices.Build.cs -> Core.Build.cs)

Any advice?

inner island
#

@dim zenith Google that error, I think you might need to delete the temp/intermediate folders in your project, but doublecheck

dim zenith
#

Hi, thanks for your reply. I've tried deleting the Intermediate folder, but to no avail.

#

I restored /DerivedDataCache but now I'm back to the original error I was wrestling with which is this "Can't find file" error that points to a nonexistent file.

left violet
#

I built my game on mobile,so how do I now obtain an apj file for it?

mellow bane
left violet
#

thank you fam
i lub u

frank river
#

Hello
I have some difficul to find an answer to my solution on the net
Do you know how to package a game with like one application to lunch ?
When I open my packaged folder, there are many folders and many possible application to lunch

peak citrus
#

Guys

#

Help

#

I made a game for Android and I successfully packaged ...but when I open the game in my phone it's shows black screen

#

Should I copy the obb file somewhere or what? ..

winter tree
#

What might cause the requirement for DirectX End-User Runtimes to be installed to run a Development build of a VR project?

#

is there a way I can avoid a client having to download and install that

#

Windows-64 build

#

hmm... is runtimes required for any Unreal build

winter tree
#

is this just Audio stuff? If I completely use FMOD or WWise does it require Runtimes then

ashen pewter
#

has anyone ever put together a docker container that builds UE4?

rugged ether
ashen pewter
#

yep, I have found that

#

I'm trying to get that set up with java and the jenkins remote agent

rugged ether
#

Are you using Jenkins to build the UE4 container images or just using Jenkins to package a project inside a pre-built container image?

ashen pewter
#

I'm trying to set up a container image that jenkins can tell to pull down an unreal project from source control, build it, and then submit the bins back

#

I'm basing it off of your prereqs image

#

I'm making progress now since I asked (I was getting stuck but I fixed it)

#

i'm a total docker newbie, basically all I've been doing is reading samples and copy+pasting code around to try to get things working haha

rugged ether
#

Hahaha, I can understand why you've run into issues then. Writing Dockerfiles for UE4 is a pain even when you've got previous experience with Docker.

ashen pewter
#

yeah

#

right now I've got java downloaded and installed, I'm just working on getting the agent downloaded and running

rugged ether
#

So you're planning on running the Jenkins agent inside a container then?

ashen pewter
#

yeah

#

I've got the master working

#

which is just easy

#

run the docker image

#

then I need a build agent that can pull down my project and build it

#

I think after I'm done with this and get it working, I kinda want to put UE into a container to run a DDC build

#

so I can fill out a DDC server

rugged ether
#

I've not had any experience running the Jenkins agent inside a container myself, so I can't offer any advice there unfortunately. I typically just run the Jenkins agent on the host and have it spawn UE4 containers to run build jobs by specifying the container image in a pipeline definition.

#

That being said, you could always just run the Jenkins agent inside a separate container that bind-mounts the Docker socket from the host system so it can run other containers as needed.

ashen pewter
#

i think that is what I'm doing

#

er

#

well

#

I have the plugin that lets jenkins launch docker containers on some docker host

#

which I have configured

#

and I tested that

#

with a simple jenkins agent

#

(i just did a simple hello world)

rugged ether
#

Cool, sounds like you've got a good starting point then. The most important thing is just to make sure that your Jenkins container image is separate from the UE4 image, since UE4 is massive and takes ages to build so you don't want to have to rebuild its image in order to update the version of the Jenkins agent.

ashen pewter
#

yeah, no

#

I plan on just running UAT here

fair night
#

Hi! Anyone here using 4.22.3 and tried packaging with Steam Audio?

peak citrus
#

Help my game is not running in Android

upbeat cargo
#

can you provide more information? what have you tried? what exactly does "not running" mean in your case?

fossil dust
#

Do unused assets take up space in a packaged game? I have a ton of asset packs added to my project and I only use a few assets from each. Project folder is over 40 GB lol

winter tree
#

put them in a folder and exclude the folder

#

Project Settings -> Packaging -> Directories to never cook

versed musk
#

i hope im in the right place... so my problem is, i built unreal engine from source but its 100GB and i only need the essential files to copy, not everything(no pdbs etc) any batch tools are available that only copy the needed things for the editor to run to a dir?

inner island
#

is there to way to package the obb file INTO the apk file? otherwise wouldn't I have to have user copy obb to correct folder?

kind talon
#

Is this the right channel to ask about Localization?

sleek wasp
#

@inner island usually if you provide a installation .bat it will install the .apk and then the .obb

#

if you upload to google play for example it will install automatically

inner island
#

@sleek wasp Awesome, thanks man!

spice prairie
#

noob here, i'm trying to package a project that uses a couple of plugins installed from the launcher

#

but the packaged game does not include my plugins... don't know what to do

spice prairie
#

Found a workaround

#
  • Convert the blueprint project to a code project
  • Copy plugins from ENGINE/Plugins/Marketplace to PROJECT/Plugins/Runtime
  • Edit .uprojects from plugin to add "Installed": true and "Type": "Runtime"
  • Uninstall plugins using the launcher so the only copy will be in the project plugins
  • Compile
vivid tulip
#

ok so i have a seemingly unsolvable issue. im trynna make a game (obviously) and when i play the game in the engine editor it works. if i play the game after packaging it or by clicking the full game launcher in the editor, the textures on the player and the stairs are not appearing

#

they get replaced with the default checkerboard pattern

#

ive been trying to solve this for over 10 hours with no avail

#

also, the textures that are not showing up also dont get packaged with the packager or launcher. says something about "missing shader cache stuff" or whatever so idk why that is since it runs fine in editor mode

mellow bane
#

@vivid tulip Put the packaging log on pastebin or analog service and link it here

#

Chances are, you'll have "materila couldn't be compiled" type errors

dapper ember
#

Hey guys, I'm trying to export a simple game in HTML, it works fine when I use Launch on device (HTML) but after I package and run it I get this exception on Launching Engine... step exception thrown: abort(31). Build with -s ASSERTIONS=1 for more info

dapper ember
#

nvm, i think it was because i excluded editor when cooking and i was using arrow component somewhere

fluid temple
#

I need to get to grips with cooking to builds as mine are generally huge for simple prototype like games.
Noobtastic.

inner island
#

Not for mobile, this for high-end hardware (i7)

somber flower
#

Does anyone know why my my saved NPCs character sheets saved like this disappear when the project is packaged ?

#

: /

somber flower
#

please @ me if you know why that's happening

warm quiver
#

Is there still a way to open a .upk file?

meager rover
#

with UDK? probably. it's been years since i last used it.

warm quiver
#

yeah, I have tried it and it looks like I can import it, but it crashes all the time

#

It is a map file of game, maybe it is too big?

#

update: I can now import one of the files, but it is an empty scene with a blue grid and a black sky box

#

that doesnt seem to be right ๐Ÿค”

oak jacinth
#

Hello everyone - I've got a bit of an urgent issue. Just starting today whenever I package my game I get the following error:
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Staging manifest already contains E:\<ProjectName>\Saved\Temp\Win64\DefaultEngine.ini (or a file that differs in case only)

#

I have deleted the saved and intermediate folders in an attempt to make it work, but it produced the same error

#

I'm locked to version 4.15, btw

hearty valve
#

hello guys

#

try to packaging my project but got this error

#

LogSlate: FSceneViewport::OnFocusLost() reason 2
UATHelper: Packaging (Windows (64-bit)): WARNING: Skip copying file C:\Program Files\Epic Games\UE_4.22\Engine\Binaries\ThirdParty\libsndfile\Win64\libsndfile-1.dll because it doesn't exist.
UATHelper: Packaging (Windows (64-bit)): WARNING: Failed to copy C:\Program Files\Epic Games\UE_4.22\Engine\Binaries\ThirdParty\libsndfile\Win64\libsndfile-1.dll to C:\Users\Carnotic-1\Desktop\main_project\MyProject5 4.22\MyProject5 4.22\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\libsndfile\Win64\libsndfile-1.dll
UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to copy C:\Program Files\Epic Games\UE_4.22\Engine\Binaries\ThirdParty\libsndfile\Win64\libsndfile-1.dll to C:\Users\Carnotic-1\Desktop\main_project\MyProject5 4.22\MyProject5 4.22\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\libsndfile\Win64\libsndfile-1.dll
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Carnotic-1\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\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
LogSlate: FSceneViewport::OnFocusLost() reason 0

#

this is screenshot of my output log

primal thorn
#

hello i'm having this problem, any idea what could be causing it?

light junco
#

Any straight forward solution to have UE4 include .ttf files into the build?
We currently have to manually place the files into the packaged build.
It's font files, in case someone wonders.

mellow bane
#

No idea what these are, but yes

light junco
#

It's just the base font files you'd download if you wish to install a new font

#

For whatever reason, UE4 wants me to add the original raw files into the folder where the uasset files are

#

Otherwise it cries in the logs

mellow bane
#
RuntimeDependencies.Add(Path.Combine(FontPath , "font.fft"));```
#

In your build.cs file

light junco
#

Coolio, thanks!

mellow bane
#

(For /Fonts/ in the root project folder)

light junco
#

@mellow bane I assume this mirrors the path into the packaged folder in the end or? So if the game wants the files to be in some other folder, I have to adjust that, it won't magically move them where it wants them or?

mellow bane
#

Uh, IIRC it just copies the file to the same place

light junco
#
        // Copy fonts over to packaged build
        string FontPath = Path.Combine(Directory.GetParent(ModuleDirectory).ToString(), "Content/Fonts/Rajdhani/");
        RuntimeDependencies.Add(Path.Combine(FontPath, "Font_Rajdhani_Bold.ttf"));
        RuntimeDependencies.Add(Path.Combine(FontPath, "Font_Rajdhani_Light.ttf"));
        RuntimeDependencies.Add(Path.Combine(FontPath, "Font_Rajdhani_Medium.ttf"));
        RuntimeDependencies.Add(Path.Combine(FontPath, "Font_Rajdhani_Regular.ttf"));
        RuntimeDependencies.Add(Path.Combine(FontPath, "Font_Rajdhani_SemiBold.ttf"));
#

Still confused as to why UE4 needs these after I already imported them

mellow bane
#

Well, it doesn't really

#

I'm not sure what you're doing

#

If you need the TTFs to render text in your game then something is wrong

#

Or you're on like 4.1

light junco
#

We imported the font and that's basically it

#

And well set up the assets for it

#

The font works

mellow bane
#

Is it a static font, runtime font ?

light junco
#

but the log is spammed

#

I can check in a minute, booting up the project atm

#
[2019.08.06-08.50.33:568][  0]LogSlate: Warning: GetFontFace failed to load or process '../../../Hoverloop/Content/Fonts/Rajdhani/Font_Rajdhani_Medium.ttf' with face index 0
[2019.08.06-08.50.33:568][  0]LogStreaming: Warning: Failed to read file '../../../Hoverloop/Content/Fonts/Rajdhani/Font_Rajdhani_Medium.ttf' error.
#

This is what we get in the logs if I don't move the ttf files into the packaged folder

#

It's set to Runtime

#

With Offline being another option

#

And these being the font face settings

#

I'm by far not an expert in what I have to select here

#

Maybe Inline fixes it

#

That will embed the font data into the face

mellow bane
#

Which UE version is it ? This stuff changed with 4.15

#

And how exactly do you reference the font ?

#

I mean, early on you would refer to TTF files directly in code but that's not a thing anymore

light junco
#

Which UE version is it ?
4.22
And how exactly do you reference the font ?
Just in UMG on the TextBlocks

mellow bane
#

Okay. So you shouldn't need the TTF ever, in your game content or anywhere else

light junco
#

Right, but not sure what of all of this is wrong then

mellow bane
#

And you should have two font assets - one that is a representation of the TTF, and one that is what you refer to

#

IIRC

light junco
#

Left is "Font", the 5 on the right are "Font Face"s

#

That's inside the Font asset

mellow bane
#

This is weird

#

Taking a look here though I don't have much of a font setup

#

Makes little sense here

light junco
#

Hm, kinda is the same issue though or?

mellow bane
#

Yeah, but makes no sense in this context.

#

How do you set the text on the widget ?

#

Is it dynamic, etc ?

light junco
#

The font, by hand

#

The text depends on the widget

#

Some are dynamic some are static

mellow bane
#

Well I don't get it.

#

My gut feeling is that the TTF might be used during development, though even that is fucking weird

#

But it shouldn't be required during gameplay

light junco
#

Right, I will check if the inline setting does something

mellow bane
#

IMHO it really just should have a copy of the TTF

#

Maybe make sure you don't have the TTF anywhere in content even in editor ?

light junco
#

I do have it in there, but I'm 90% sure we put it there cause of this spam in the first place

#

But i removed them again now

vital dune
#

When I package my game, I can't find the DefaultGameUserSettings.ini, no Save folder either. What am I doing wrong?

mellow bane
#

DefaultGameUserSettings.ini is inside the pak file after packaging

#

Save folder in shipping is in appdata

vital dune
#

Oh, thank you! But then how can I configure the DefaultGameUserSettings to start the packaged game in fullscreen at the desktop resolution? I have this right now:

DefaultGameUserSettings.ini:

[/Script/Engine.GameUserSettings]
bUseDynamicResolution=False
bUseVSync=True
WindowPosX=-1
WindowPosY=-1
bUseDesktopResolution=True
FullscreenMode=0
LastConfirmedFullscreenMode=0
PreferredFullscreenMode=0
Version=5

But the packaged game is starting in windowed mode 1280x720.. I have a desktop resolution of 1920x1080.
Have I to load the UserSettings when my game loads (ie GameInstance::Init )?

mellow bane
#

First, make sure you remove existing save data in appdata for your game

#

You might have launched it once before with different defaults

vital dune
#

Argghh @mellow bane thank you.. I thought that the Saved folder was created where the executable is... thanks

past lintel
#

Hello my fella Unrealers. I am looking for someone who would take my project and create an iOS application from it. (I am windows based). It's a payed quick job. If interested, PM me please.

wraith vortex
short radish
#

Hoping someone from epic staff might see this - i just updated 4.23 to preview 5 and the iOS binaries have disappeared from the installer completely and the editor won't even try building for iOS now. I tried verifying the engine content, no luck, and when i tried to reinstall its no longer even available (iOS is not listed under options at all). No mention of this in the forum thread about the updates for 4.23 preview. Was iOS completely disabled for this version? Is there anyway to workaround?

kind ingot
#

Android app bundle packaging help. Can't update or publish apps from now on playstore

hoary oak
#

Hey, I'm trying to package a ue4 plugin on windows, but I keep getting the following error: "ERROR: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings."

#

I tried whitelisting / blacklisting in the .uproject file but that doesn't seem to work (also restarted the engine, regenerated files inbetween)

#

also tried to set up both the whitelist platform and target

#

I can also see this in the logs: : Building plugin for target platforms: IOS, HTML5, Win64, Win32. How can I disable IOS?

#

Nevermind, just realized I spent the last half hour editing the project's .uproject instead of the plugin's one ๐Ÿคฆ

thin karma
#

how do i package my project to xbox one cant find any answer or tutorial

mellow bane
#

@thin karma That's not public information

#

You need a special UE4 version from Microsoft

#

And a devkit rented by them

thin karma
#

ok

meager rover
#

also check the console forums

#

although i think the docs are pretty clear... ๐Ÿ˜›

#

if you are reg. dev that is

bright kite
fiery nexus
#

is it possible to package my game on linux for windows?

#

i have mingw installed on my system

pseudo garden
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Hey all! While attempting to package a project with the Advance Steam Sessions plugin installed I ran into an issue. After some searching I found out that I need to convert my blueprint project into a c++ project by adding a c++ class/file. As a result of this my project no longer opens in editor and when I attempt to generate source files from the .uproject i get the following error: https://pastebin.com/t3Zy2wa6

pseudo garden
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Changing the names of the source files generated allowed me to generate project files and successfully build within VS2019. However, I'm still unable to open the project with the actual editor as it states I'm missing a module of the project name.

wispy olive
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When I package for windows, why does it package it under [game name]/WindowsNoEditor/content

distant summit
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I have a blueprint project going on... I'm not using any advanced session plugins or anything. I was able to get Steam to recognize my game as "SpaceWars" with the proxyID and all the jazz but after packaging the game and trying to play (while Steam on) it doesn't recognize it anymore. Is there something small I'm missing here? Like ticking some box in the project settings? Or do I need to copy/paste some of those steam dll-files from binaries folder to the packaged project folder to make it work? Tried long and hard to search for an answer. There were some topics with the same issue I had but no answers... so now I'm here asking for help. Any ideas?

mellow bane
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Is your game started from Steam ?

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This is required for Shipping builds

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(That, or creating a steam_appid.txt file)

distant summit
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Oh ok! Thanks for these. I'll look into it.

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I think I saw something about the steam_appid.txt file somewhere.

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But no, I've just clicked the exe-file when running the packaged game (Shipping-Mode has been on).

mellow bane
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Should not have Steam support in that case.

distant summit
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Oh ok.. So is there a way my game testers can test these steam proxy achievements (etc) out without me buying an official appID and publishing a demo first? I mean.. doesn't the "development" option have all the files unpacked which kinda feels unsafe for sharing purposes?

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Oh... There are some new ones. "Development Client". Maybe this is what I'm looking for for now?

mellow bane
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@distant summit You would probably like the "Test" compilation mode

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Works like Shipping except console, logs, and probably non-Steam support

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Only trouble is, you need to build the engine from source for that.

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Development doesn't have unpacked or uncooked assets, either. What it does have is a lot more tooling, and it saves data in the binary folder, so it's not suitable for release

distant summit
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Oh thanks you so much for all your information.

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And with the steam_appid.txt file I was able to get "SpaceWars" going with the Shipped build as well.. I just needed to place it in the [mygame]/Binaries/Win64 instead of just the root I think...

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When the txt-file was in the root it did nothing. Copy/pasted the txt file to the Binaries/Win64 and tried to launch the 64 bit shipping exe-file in that folder and it worked. Then went back and now it works from the exe in the root as well.

finite spear
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Hi everyone, I've got some code that dynamically loads a wav file from a TTS api and it all works fine in the PIE mode, but when I package my game, Unreal gets real mad and spits out: [2019.08.12-17.51.15:047][174]LogAudio: Error: Attempt to access the DDC when there is none available on sound 'SoundWave /Script/Engine.SoundWave:SoundWave_0', format = OGG. Should have been cooked.
[2019.08.12-17.51.15:047][174]LogAudio: Error: FVorbisAudioInfo::ReadCompressedInfo, ov_open_callbacks error code: -132
[2019.08.12-17.51.15:047][174]LogAudio: Error: Failed to parse header for compressed vorbis file.
[2019.08.12-17.51.15:047][174]LogXAudio2: Warning: Failed to create audio buffer for 'SoundWave /Script/Engine.SoundWave:SoundWave_0'
[2019.08.12-17.51.15:047][174]LogXAudio2: Warning: Failed to init sound source for wave instance 'SoundWave_0' due to invalid buffer or error in compression.

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which is odd cause its not an ogg file nor is it loaded as an ogg file

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it seems to still properly load the file as i do detect the sample rate, duration, etc correctly even in the packaged game

vivid oxide
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Anyone got any ideas for this?

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Trying to cook a package we got from source control.. I'm thinking maybe the perms are weird and have something to do it with it

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The plugins are in place under Engine/Plugins/Runtime, but there is no source code for it to build.

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The engine itself is running fine, I just can't seem to get it to build. If it's not this plugin (by disabling it), it's another.

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4.20.3

icy forum
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Do I need to have a Mac in order to package for IOS mobile game?

austere jay
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anybody ever get this message after running of a packaged dedicated server build? Source build (v4.22.3). As you can see, the files are in there and the warning states that the file exists, its size and that it's able to read the module.

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@icy forum - I think only if you are running C++ in your project. If it's blueprint-only, I can't remember what the latest is, but I don't think you need a Mac if it's a BP-only project. However, even if you are running a mixed C++/BP or C++ project, you still don't need a Mac per-say. You can run a virtual of macOS (Mojave if current) on your Windows PC, install Xcode within the virtual macOS and setup a remote build to it. It'll essentially act like your own Mac that's on your home network.

icy forum
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mine is a blueprint only project, I guess I am good

paper cipher
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whats the command to put in the config files to disable auto exposure?

undone sleet
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How can I reduce the packag size

lyric orchid
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hello

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anyone know this package error

fierce pebble
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can you post the entire build log

lyric orchid
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yes sure,

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its engine error ? or my projecterror ?

fierce pebble
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just a minute.

lyric orchid
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okay

fierce pebble
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thats not the log

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thats the same as on the picture

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i want the entire log

lyric orchid
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?

fierce pebble
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Failure - 45 error(s), 7442 warning(s)

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you actually have 45 errors

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and these 7400 warnings are also not ok

lyric orchid
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yes but red one stack error is doing to failure another one its yellow

fierce pebble
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you also have one unknown cook error.

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that is the worst code you can get

lyric orchid
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yes have any solution or road ?

fierce pebble
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a few ideas

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i will not fix it for you

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but a few clues

lyric orchid
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okay

fierce pebble
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this sounds interesting:

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LogBlueprint: Error: [Compiler BP_OpenDoorExample] In use pin Pawn no longer exists on node Interact_1 . Please refresh node or break links to remove pin. from Source: /Game/InteractionWidgets/Blueprints/Examples/BP_OpenDoorExample.BP_OpenDoorExample
[2019.08.17-07.19.19:117][775]UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler BP_SearchChestExample] In use pin Key no longer exists on node Interact_1 . Please refresh node or break links to remove pin. from Source: /Game/InteractionWidgets/Blueprints/Examples/BP_SearchChestExample.BP_SearchChestExample

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it directly points at 2 unclean bps

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and it says refresh pins

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sounds like an easy fix

lyric orchid
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okay thanks

fierce pebble
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another clue was found

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i advise you to grab your entire project folder

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and put it inside a folder directly under a harddrive letter

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like

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D/ue4projects/myproject

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bc you file path

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is exceeding long...

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Warning: [Compiler BP_BaseCharacter] InputAction Event references unknown Action 'Jump' for InputAction Jump
[2019.08.17-07.10.49:103][338]LogBlueprint: Warning: [Compiler BP_BaseCharacter] Input Axis Event references unknown Axis 'LookUp' for InputAxis LookUp
[2019.08.17-07.10.49:103][338]LogBlueprint: Warning: [Compiler BP_BaseCharacter] Input Axis Event references unknown Axis 'Turn' for InputAxis Turn
[2019.08.17-07.10.49:104][338]LogBlueprint: Warning: [Compiler BP_BaseCharacter] Input Axis Event references unknown Axis 'MoveForward' for InputAxis MoveForward
[2019.08.17-07.10.49:104][338]LogBlueprint: Warning: [Compiler BP_BaseCharacter] Input Axis Event references unknown Axis 'MoveRight' for InputAxis MoveRight
[2019.08.17-07.10.49:104][338]LogBlueprint: Warning: [Compiler BP_BaseCharacter] Input Axis Event references unknown Axis 'TurnRate' for InputAxis TurnRate
[2019.08.17-07.10.49:104][338]LogBlueprint: Warning: [Compiler BP_BaseCharacter] Input Axis Event references unknown Axis 'LookUpRate' for InputAxis LookUpRate
[2019.08.17-07.10.49:415][338]LogBlueprint: Warning: [Compiler BP_DetailsWidget] The Brush is a Read Only property and can not be modified directly.
[2019.08.17-07.10.49:869][338]LogBlueprint: Warning: [Compiler FirstPersonCharacter] Input Axis Event references unknown Axis 'MoveRight' for InputAxis MoveRight
[2019.08.17-07.10.49:869][338]LogBlueprint: Warning: [Compiler FirstPersonCharacter] Input Axis Event references unknown Axis 'MoveForward' for InputAxis MoveForward
[2019.08.17-07.10.49:869][338]LogBlueprint: Warning: [Compiler FirstPersonCharacter] Input Axis Event references unknown Axis 'LookUp' for InputAxis LookUp
[2019.08.17-07.10.49:869][338]LogBlueprint: Warning: [Compiler FirstPersonCharacter] Input Axis Event references unknown Axis 'Turn' for InputAxis Turn

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these are just input warnings

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you can either remove the nodes

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or make the inputs

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i love this log

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it has errors basicly every 5 lines

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this project is so broken, it doesnt even know anymore

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its missing NULL

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by the sounds and file structures it looks like you imported a few MP assets

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at least 3 player based onces

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trees women

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and guns/animations for guns

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but you didnt take the time to sort it and integrate it

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and somehow the references broke, which could mean that you have raw files inside content folder

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or you moved files manually without fixing the refs afterwards

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which is one right click and one click on the folder

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fix references

woeful orchid
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So, I'm using an Unreal Engine version built from source for a blueprint-only project. For some reason this causes Unreal to recompile everything on packaging instead of just cooking, etc. Which means my plugins fail to rebuild since it seems like your can't rebuild plugins in a blueprint-only project. Any ideas how I could fix this?

fierce pebble
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you can

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you can generate a project file of your uproject

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that will then generate an sln file

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you open with vs

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and compile the entire thing there by hand

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then you go into ue4 and directly package

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this should crete source files and binaries

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then ue4 will read those

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if they can actually compile.

dense harness
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Hey all! Iโ€˜m working on a project for pc+tablets. Whatโ€™s the best setup for this? When creating a new project in unreal I have to choose between desktop/mobile. What does this actually change?

proven glade
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Why do all my water materials get really dark in packaged games?

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they all do it, is it some project setting/console setting?

half marsh
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Hmm, not sure but did you add all required directories for packaging?

proven glade
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should be

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looks fine in editor its the only thing that isnt packaging right

hot iron
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I'm trying to packge my project from the Command Line on Linux, but no matter what I do, it tries to do a Development build instead of a Shipping build.

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Packaging settings in DefaultGame.ini set to Shipping - check

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RunUAT.sh called with -clientconfig=Shipping and -serverconfig=Shipping - check

solar plaza
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hey when i try to package my game it gives a error after 5 seconds

fierce pebble
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show logs

fierce pebble
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this looks like a custom project

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a c++ project

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its not compiling properly

solar plaza
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but why it keeps saying stuff about build tools even though i have it

fierce pebble
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where did you get the project from