#packaging

1 messages Β· Page 32 of 1

solar plaza
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the project is full of stuff its not just that

fierce pebble
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where is it from

solar plaza
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epic games store

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or from a person that posted it on the epic wesbite not sure it was a long time ago

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but im just trying to build it to test my server out

fierce pebble
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you need to remember now tho

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what version was the project one when you started it

solar plaza
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probably 4.18 but now its 4.22

fierce pebble
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you cant just update a code project 3 version

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4 version

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between 18 and 22 changed alot

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we use vs 17 now for instance

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13 is not working anymore

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nor 15

solar plaza
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but thats what build tools are for so you can update the project there should be no problem with packiging it just because of updating

fierce pebble
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not it doesnt work like that.

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solutions we replaced

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and need to be talked to different

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if you didnt fix these issues then thats your problem

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and the log clearly shows this

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its looking for something.

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and you cant replace it.

solar plaza
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the log shows about the build tools nothing to do with my project my project has no issues what so ever

fierce pebble
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it has all problems

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the logs shows you a namespace issue with the project dll.

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you cant cook it

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bc it cant compile

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thats a massive issue

solar plaza
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so you saying if i had a error in my game with the error log if i try to package the game it will stop it because of those small errors

fierce pebble
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this is not a small error.

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if your car engine is filled with mapel syrop

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it will just start a fire

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and explode.

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that happened here

solar plaza
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so no way of fixing this?

fierce pebble
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its a c++ issue

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a coder has to go in there and run a diagnose.

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to see what is all broken and or missing

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and by that version distance it could be completly useless.

solar plaza
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but why would there be a issue inside of the c++ but the engine doesnt show it

fierce pebble
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bc its a compiler issue

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the editor will give you this error if you press compile

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but unless you dont.. it will just try to go ahead of built binaries.

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which is a bit lucky

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that they still work

solar plaza
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ye so the errors that show up in UE4 when i press play then exit they are the errors that are stopping it right?

fierce pebble
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so

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when did you decide that those errors arent worth mentionting?

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how do you decide how important they are

solar plaza
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i told you at the start is it the errors that show up in UE4

fierce pebble
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if an error shows a red border sign

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does that look small?

solar plaza
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well yes it is because they say there not reading properly but they cause no issues in my project

fierce pebble
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a coder has to look into this issue.

solar plaza
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why do you keep saying a coder lol i was the one that modified loads in this project when i said i got this project from epic games store it doesnt mean its default there is tons of stuff inside it that are mine

fierce pebble
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you werent able to read this error.

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which is not an expert level error

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its a common error for every beginner coder

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i recently dealt with that alot

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and you werent able at first to tell me about the version too

solar plaza
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the error said build tools error which is the build tool you download i asked a simple question is the errors in UE4 stopping it from building there is no need for you to be cocky

fierce pebble
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it wasnt obvious to you.

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i am not cocky, there is nothing i can do to fix this.

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only a coder can really.

solar plaza
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i asked a question and you where cocky so yes you are

fierce pebble
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i am sorry if i were but the facts are in the logs.

solar plaza
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just stop talking i got my answer so stop being cocky ok

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its not a fact i have been using UE4 for 3 years but i havent packaged the project before so i wasnt sure if it was the errors that where stopping it

fierce pebble
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i will not argue about this.

mighty ginkgo
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Hi guys, when I try to package I always get this error:

UATHelper: Packaging (Windows (64-bit)): 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.
PackagingResults: 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.
UATHelper: Packaging (Windows (64-bit)): Took 8.8229456s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\mzdartist\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+UE4+UE_4.22\UBT-gloworb-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\mzdartist\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+UE4+UE_4.22\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\mzdartist\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+UE4+UE_4.22\UBT-gloworb-Win64-Development.txt)
PackagingResults: Error: Unknown Error

What does is have with this EditorStyle thing...? I tried adding the line "PrecompileForTargets = PrecompileTargetsType.Any" to "EditorWidgets.build.cs" but without any luck. And also I don't know if I did that correctly, since I don't have any programming skills.

Any advise appreciated!

hot iron
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For those pesky Unknown Errors, there's usually a proper error message in the log file you're pointed to (C:\Users\mzdartist\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+UE4+UE_4.22\UBT-gloworb-Win64-Development.txt)

mighty ginkgo
hot iron
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Oh, same error, so it's indeed the precompiled header thingy...

mighty ginkgo
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Any idea what that means? πŸ™‚

hot iron
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You seem to have a module EditorWidgets that was either imported from an older engine version of doesn't use precompiled headers correctly. I remember there was a change around 4.18.

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With 4.22, the precompiled header settings in my .Build.cs files look like this:

{
        public EditorWidgets(ReadOnlyTargetRules Target) : base(Target)
        {
                PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;```
mighty ginkgo
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This is what it says

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Did a fresh install of 4.22.3 today

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Not sure in what format I would add "PrecompileForTargets = PrecompileTargetsType.Any", if its useful at all

hot iron
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If you use the standard precompiled header settings (put PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; in a line before PublicDependencyModuleNames.AddRange), does the error message change?

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That should under normal circumstances at least get the build going, but there may be additional compilation errors if the precompiled header is not included consistently.

mighty ginkgo
hot iron
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Yes, exactly.

mighty ginkgo
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Nope same error code

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appreciate your help though!

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will try to delete everything step by step or build from a new project tomorrow...

hot iron
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Ah, sorry, thought for sure that would at least satisfy UnrealBuildTool now πŸ˜•

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In any case, good luck, hope you'll get it fixed!

mighty ginkgo
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Thank you, have a good day/night... πŸ˜‰ will report back if I do

solar plaza
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@fierce pebble by the way to fix my issue all i had to do is delete 2 folders so ye not much of a issue was it lol

shut hedge
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Anyone know what might be the cause of this? First time packaging my game for testing and it's crashing due to this "UnknownCookFailure"

shut hedge
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So after about 2 hours I went through and finally found the issue addressing one error at a time. Most didn't seem like they would impact packaging until I reached one that was from the Paragon Animations, one of the animations has an invalid curve name (no name as a matter of fact) which was the issue. Just put in a filler name and it was fixed.

primal kettle
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I'm having trouble updating my game on steam, anyone ot any experience with that?

primal kettle
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any help available?

obtuse hollow
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Hi, I would like to only build my uproject with UAT ? I try RunUAT BuildCookRun -project="full_project_path_and_project_name.uproject" -noP4 -platform=Win64 -clientconfig=Development -serverconfig=Development -cook -allmaps -build -stage -pak -archive -archivedirectory="Output Directory" (https://wiki.unrealengine.com/How_to_package_your_game_with_commands) but it build and cook. What is the command to only build ?

crisp patrol
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Are the two Manifest text files that are included in the WindowsNoEditor folder when packaging necessary for a build to work fully?

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It works fine without them but I am assuming they have some importance if they are included

open rapids
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I am building my game on the command line and I get errors about _BuildData missing, how can I generate these on the commandline?

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@crisp patrol I believe those files tell you what the files belong to. I used them in the past to exclude pdbs

crisp patrol
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Ah cool thanks!!

split ingot
unkempt charm
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Hello, I am trying to build a dedicated server for steam. Now I have gone through tons of tutorials and documentation but it either just flat out doesn't work or breaks something. I can build a server but it never shows up on the steam internet server listing or the LAN server listing, I cant even just join through the IP address. I have both ports open for steam and unreal on the firewall and router. So I am little lost as to why its not working. I did see in 4.22 you have to set the UE4 Steam Macros in the Target.cs file. I did this and broke a bunch of things. I then just modified the // OnlineSessionAsyncServerSteam.cpp. I am first testing using steams default application id number 480. If anyone has time or knowledge to help would be awesome!

open rapids
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How do I even package properly, I tried to package for windows 64 bit and this happened

open rapids
fierce pebble
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the yellow wrnings can be ignored

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while they are a sign that you work very unclean... and all that bad stuff

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i found what is making your issues

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PackagingResults: Warning: The file '../../../../../Games/FirstPersonTests 4.22/Content/Audio/Music/GameAmbient16bitLoop.uasset' contains unrecognizable data, check that it is of the expected type.
PackagingResults: Error: Error loading E:/EpicGames/Games/FirstPersonTests 4.22/Content/Audio/Music/GameAmbient16bitLoop.uasset!
PackagingResults: Error: Error loading E:/EpicGames/Games/FirstPersonTests 4.22/Content/Audio/Music/GameAmbient16bitLoop.uasset!
PackagingResults: Warning: The file '../../../../../Games/FirstPersonTests 4.22/Content/Audio/Music/GameAmbient16bit.uasset' contains unrecognizable data, check that it is of the expected type.
PackagingResults: Error: Error loading E:/EpicGames/Games/FirstPersonTests 4.22/Content/Audio/Music/GameAmbient16bit.uasset!
PackagingResults: Error: Error loading E:/EpicGames/Games/FirstPersonTests 4.22/Content/Audio/Music/GameAmbient16bit.uasset!

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@open rapids

open rapids
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So just remove GameAmbient16bit? (and then re-import it later? Its an audio file that I still have)

fierce pebble
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what is your project path?

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we need to have a talk about organzing and sorting your project

open rapids
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Wait but I deleted that file a while ago thinkeyes

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Also ye I know, organization is terrible...

fierce pebble
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well it bites you know.

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really badly.

open rapids
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Wait so moving my folders/assets around will still keep the references in levels right? thinkeyes (I'll start on that now actually)

fierce pebble
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that can break it even more

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right click your content folder

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in editor CB

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and then

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fix up redirections

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and let that run its magic.

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save before

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but i can calm you

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you only have 3000 issues XD

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recently i had someone with 11K

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and a couple thousand red errors

open rapids
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blobshrug Still a lot lol

fierce pebble
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some projects are marked unsalvageable bc NOONE needs that in their life

open rapids
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What do you mean Editor CB btw?

fierce pebble
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content browser

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where the assets are

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not windows folders

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in editor its called content browser

open rapids
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Ah gotcha

fierce pebble
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i fi were you

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i would just stop

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and invest time into cleaning

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your projects needs cleaning.

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alot

open rapids
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Yeah. :p

mellow bane
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About moving

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Moving or renaming files in UE4 create "redirector" files

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They're invisible in Content Browser, but fill appear as 1KB files in Explorer

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When you rename or move, you should re-save all content so that it uses the new file

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It is then safe to right click the Content root folder and hit "fix redirectors"

open rapids
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Alright Im doing that now.

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Thanks for the help guys on that πŸ‘

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Is it supposed to be a very quick process? (finished in about 15 seconds for me thunk )

fierce pebble
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fixing the redirectors can take alot time or not

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you will need todo it often

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when ever you move stuff

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or rename stuff

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it depends

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i usually wait for the moment when i move alot of data

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or when an error actually appears

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a wild error... HAHAHAHAHHA

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they dont dare anymore.

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there are alot more rules to keeping a project clean

open rapids
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Oh I think
/Content/FirstPersonBP/Blueprints/Character/FirstPersonCharacter.uasset!
Is also unreadable. It isnt showing in the editor. (but my actual BP is visible)

fierce pebble
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what is your project path

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like

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write it here

open rapids
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Hang on lemme get it (its super sloppy)

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E:\EpicGames\Games\FirstPersonTests 4.22\

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It is on my external hard drive btw

fierce pebble
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dont do that

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while the path is great

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reading it from a harddrive causes lots of issues if not setup properly

open rapids
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πŸ‘ It shouldnt cause any issues writing a packaged game to the harddrive though right? (also how do I move the project to my main drive?)

fierce pebble
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no that is ok. But working on a project that is on a harddrive is... basicly suicide

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this harddrive if external prolly is an ssd

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you really want this to be somewhere where full access is granted

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you just pick your project folder

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copy

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and then drop onto desktop

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let it copy there

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then place into local folder

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so that the project path is nice and short again

open rapids
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Alright

eternal flare
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wtf... cook error on some landscape builtdata that I don't even want to include in the build because it's not in a level that's being used (but I guess all levels in the content folder gets packaged with the game, regardless if they're being used or not...?)

fierce pebble
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you have to show the log

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so that i can find out the truth.

eternal flare
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it was in the Saved folder, so I deleted both the saved and intermedia folders... let's see what it does now...

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interesting... it didn't rebuild all shaders even though both of those folders got deleted... hmm...

fierce pebble
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say when you need help.

eternal flare
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when πŸ˜›

fierce pebble
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do you or not

eternal flare
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yes... I said "when" as you asked πŸ˜‰

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can I just delete the built_data file?

fierce pebble
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yes

eternal flare
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I don't really care about this map atm

fierce pebble
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it contains navigation and other content mostly

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but its not needed.

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its live content.

eternal flare
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ok, file gone... trying again

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so many warning can't find that file now πŸ˜›

fierce pebble
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why do you even have warnings

eternal flare
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and fail on the same error

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wtf

fierce pebble
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maybe you show log now ^^

eternal flare
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I did... scroll up

fierce pebble
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you posted a tiny screenshot

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not the entire log

eternal flare
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migrating the relevant level to a new project and then building it solved it temporarily

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still not sure what's wrong with the old level

eternal flare
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@fierce pebble so, any ideas?

fierce pebble
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no sorry

unkempt charm
stone herald
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Hi everyone, I'm trying to make an installed build from the engine (following this link https://docs.unrealengine.com/en-US/Programming/Deployment/UsinganInstalledBuild/index.html)
so I'm running this command >.\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="MakeInstalled Build x64" -script=Engine/Build/InstalledEngineBuild.xml -clean
but its giving me this error message:

Running AutomationTool...
Parsing command line: BuildGraph -target="MakeInstalled Build x64" -script=Engine/Build/InstalledEngineBuild .xml -clean -compile
Compiling scripts.
    DotNETUtilities -> C:\depot\360engine\main\Engine\Binaries\DotNET\DotNETUtilities.dll
    UnrealBuildTool -> C:\depot\360engine\main\Engine\Binaries\DotNET\UnrealBuildTool.exe
    AutomationUtils.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationUtils.Automation.dll
    AllDesktop.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\AllDesktop\AllDesktop.Automation.dll
    Localization.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\Localization.Automation.dll
    AutomationScripts.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
    Android.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
    XLocLocalization.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\XLocLocalization.Automation.dll
    OneSkyLocalization.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\OneSkyLocalization.Automation.dll
    Gauntlet.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\Gauntlet.Automation.dll
    MobileDeviceInterface -> C:\depot\360engine\main\Engine\Binaries\DotNET\IOS\MobileDeviceInterface.dll
    IOS.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll

continues...

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HTML5.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
    BuildGraph.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\BuildGraph.Automation.dll
    Linux.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
    Lumin.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\Lumin\Lumin.Automation.dll
    Mac.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
    TVOS.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\TVOS\TVOS.Automation.dll
    Win.Automation -> C:\depot\360engine\main\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
Took 0.849357s to run MSBuild.exe, ExitCode=0
ERROR: Cannot open 'C:\depot\360engine\main\Engine\Build\InstalledEngineBuild'
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED

does anyone know what could be causing this error? any help is much appreciated

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I've checked all the paths seem correct. I'm also using perforce if that matters for anything...

agile owl
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Hey, quick question. I've used a Python Script to clear all unused assets in my directory. Everything works fine BUT when I try to validate data it says that each asset has no data validation.

when I try to build the project I get

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UATHelper: Packaging (Windows (64-bit)):   Building 3 actions with 12 processes...
UATHelper: Packaging (Windows (64-bit)):     [1/3] Module.Customization.cpp
UATHelper: Packaging (Windows (64-bit)):     C:\Users\Nick\Desktop\WeaponCustom\Intermediate\Source\Customization20.cpp(4): error C2374: 'GInternalProjectName': redefinition; multiple initialization```
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these errors

silk yacht
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just noticed this channel so i'll ask here too :D

does anyone know if it's possible to package in headless mode with no GUI window using the normal binary engine? the only way i can find is building dedicated servers.

potent geyser
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it's the only way I know, but why building a dedicated server is not a good fit?

silver kraken
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Anyone here familliar with setting up Jenkins CLI for automation - regarding perforce too.... i'm having issues where its whiping out any files in the entire workspace that arent in teh perforce revision history - and i cant figure out what setting to use to get it to NOT do this.... Help please ❀

stone herald
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I'm on the same boat, trying to learn perforce and jenkins, but if I were to guess, I would try these first:

silver kraken
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SyncOnly might be my best option....

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however i've removed perforce integration for now - i dont want to clobberfuck my project again like i did blindly

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i'll manually make sure to keep it up to date as i'm on a very small dev team

silk yacht
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@potent geyser building a dedicated server is fine it's just tedious, and i'd rather use the binary engine from the launcher if possible. also the dedicated server builds launch a server that i won't be using, and can't find a way to disable it. it will be blocked by a firewall anyway, but i'd feel better if it wasn't there πŸ˜„

atomic sphinx
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Hey, folks. I'm in a really tough spot here. I have a deadline in a few hours and I'm stuck on one error in the Oculus store approval. It's vibration related and it's for the Oculus Go platform (basically like Gear VR/Android). I swear I turned off all the "dynamic forced <whatnot>" and even added a line in the manifest.xml (via editor): android.permission.VIBRATE="FALSE"

I still get this one error. Is there another place to look?

This app uses permission(s) that are not compatible with this device: android.permission.VIBRATE

Any leads would be great as I feel I've exhausted the Internet! 😭

atomic sphinx
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I suspect the issue might be how I'm phrasing the permission and where I might be putting it, but I'm kinda shooting in the dark at this point.

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I also just realized that I'm asking for time-sensitive help on a Friday night, so I'll just keep chugging along. πŸ˜…

stray mica
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I have a blueprint only project that I converted from 4.21 to 4.22. Now when I try to package it I get the following error: ERROR: Visual Studio 2017 must be installed in order to build this target. I thought I didn't need visual studios for blueprint only projects. I only have Visual studios 2015 so that doesn't help either even if i wanted to use it lol. Any ideas?

fierce pebble
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install vs studio 17

stray mica
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That worked perfect πŸ™‚ thanks

stray mica
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I have a bunch of warnings when i package and am not sure if I need to fix them before submitting my project to the UE4 Marketplace. Does anyone know how to fix this: UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogLinker: Warning: Can't find file '/Game/Materials/BloodSplatter/Particles/BloodSplatterParticle'
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogUObjectGlobals: Warning: Failed to load '/Game/Materials/BloodSplatter/Particles/BloodSplatterParticle': Can't find file '/Game/Materials/BloodSplatter/Particles/BloodSplatterParticle'
https://gyazo.com/d1921816372077ed3c55f65a80391bc5

open rapids
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Hi! I have a project that contains around 10 free Epic Paragon characters. My machine isn't that bad, packaging the same project for windows64 takes around 1-2 hours. But packaging this project for linux takes around one week. What can i do to reduce packaging time?

I'm using Unreal 4.22.3 and linux toolchain used is v13 clang-7.0.1-based

open rapids
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Hi. I am trying to package a project in Modular mode but I get this error:
cannot open input file 'C:\Program Files\Epic Games\UE_4.22\Engine\Intermediate\Build\Win64\UE4\Development\Engine\UE4-Engine.lib'
I am using VS 2017, UE 4.22.3

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For Modular build I added :LinkType = TargetLinkType.Modular; to my target file

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Could anyone please end my 3-day nightmare? πŸ™‚

mellow bane
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What's modular mode ?

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Looks like UE4 shipping isn't prebuilt in that mode

open rapids
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Non-monolithic

mellow bane
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Why do you need that ?

open rapids
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Well, it`s a product that we are working on. We need it to be built that way

mellow bane
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You'll need to at least build UE4 from source

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If that particular thing is supported

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Which i don't know if it is

open rapids
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What does that mean? You mean I should download Unreal Engine 4 source code from git or somewhere and build it?

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Because I have it installed

mellow bane
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Yes, you need to download the source code from git, install the dependencies, and built it

open rapids
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aha! Thanks. Will try that then.

mellow bane
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And maybe that will work

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A more simpler approach is to keep your product monolithic, and put stuff in a DLL plugin if you need dynamic loading for some weird reason

open rapids
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I need the engine to be in a separate dll for that weird reason πŸ™‚

mellow bane
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You mean your game ?

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The engine will always be the executable

open rapids
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Aha. I need the c++ classes and other stuff to be in some separate dll.

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in my game

mellow bane
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I'm guessing for LGPL purposes ?

open rapids
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We have a Unity3d Plugin that we want to build the equivalent for Unreal engine. Unfortunately I cannot explain what it does. Sorry πŸ™‚

mellow bane
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I don't give a shit what it does tbh

open rapids
#

πŸ˜„

mellow bane
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I don't need to know either

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What i'm saying is, there is a much simpler way to handle this, is you can afford a C interface with a DLL

open rapids
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Yeah. I get what you mean.

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What I need is, a standard/simple way of doing this that our customers would be able to do as well

#

But you are right about that easier way. Our final scenario would be: Build your game/application in this way and our plugin will work on your product

mellow bane
#

Your customers would be developers, correct ?

#

If that's the case, then the modular approach is a dead end

open rapids
#

Yeah. Why?

mellow bane
#

No one wants to build from UE4 source because your plugin has weird restrictions

#

Not to mention packaging the game in modular mode which might restrict optimization

#

If this is a commercial plugin for UE4 developers, it will target 10x, 50x more developers by not having these restrictions

open rapids
#

Maybe you are right. Sorry for being naiive, I am not familiar with UE. I`m a c++/c# developer with Unity knowledge

mellow bane
#

The best approach would be to deliver regular C++ source code in your plugin that anyone can compile, or prebuilt C++ that can be packaged monolithically, but if you can't do this for licensing reasons, then you should use a DLL with a C interface, and a C++ UE4 plugin that interfaces to your DLL

#

This would keep your restricted code in a DLL even in package, without interfering with the client's product

open rapids
#

That is 100% correct

#

Thank you so much Stranger πŸ™‚

mellow bane
#

You're welcome

gaunt crystal
#

Hello! I have a question. There is a game made on UE. Are there any unpackers so that I can modify the game?

#

how unpack and pack files

fierce pebble
#

we cannot answer you

#

and wont answer you

#

and you are not allowed to ask these questions either

gaunt crystal
#

Hmm, I just wanted to modify the game, but I don’t know how to do it.

#

I know about the UE Viewer, but it can only unpack files, but not pack it back.

mellow bane
#

People won't generally help you with this

#

if only because it's very much game-specific, and most commercial games don't use a release U4 version

#

So there's no guarantee you can rebuild a working game pak

wild falcon
#

hello i did everithing it says for android package but i have a problem

wild falcon
south hatch
#

Hi guys, when i try to teleport in my oculus quest game it just freezes and starts shaking. It works just fine until i teleport.
Anyone who experienced it?

#

sorry bad channel

fierce pebble
#

yee

#

that can happen when you crash the editor

#

or just suddenly press exit

wild falcon
#

i didnt do anything

#

why it goes so slow?

#

the project is only 200mb

frigid coral
#

I'm trying to ship a helper executable (that is a ue4 console program) along with my game. Right now I'm packaging the game, and then just manually copying in the executable. But the helper exe fails to run in packaged because BeginInitTextLocalization fails
this seems to be because I have no localization data in packaged, is there a way to tell helper executables to not expect localization data?
when run normally in project folder instead of packaged, it finds it via UE_ENGINE_DIRECTORY /Content/Internationalization
but in packaged that doesn't exist. If I manually copy over
Engine/Content/Internationalization/icudt53l

into my packaged Engine directory it works

#

is there a way to get that icudt53l folder to copy automatically, or prevent the need for it?

#

also, is there a way to copy the program automatically when packaging, instead of manually copying the .exe ?

jaunty mortar
#

this code is run on beginplay for the actor

AuraLight->SetIntensity(PowerupSettings.AuraLightSettings.Intensity);
AuraLight->SetLightColor(PowerupSettings.AuraLightSettings.LightColor);
AuraLight->SetAttenuationRadius(PowerupSettings.AuraLightSettings.AttenuationRadius);
#

and the values on that specific actor are set in its constructor since its a child of the class with the code above

#

also only the color for the actor is set to something other than default but it seems like the packaged version gets the other values wrong too

jaunty mortar
#

ok i figured it out

#

need to manually call OnConstruction from begin play if not with editor

#

that code wasnt in OnConstruction but other related stuff was

frigid coral
#

so I stepped through the main game executable and it finds Content/Internationalization fine without me adding it; seems to be because it is in the .pak file. Is there a way to let non-game executables read from pak files? (they seem to get mounted in PreInit under a WITH_ENGINE define, which the program won't have)

sharp sail
#

So when I run my archviz in editor I get sharp textures, but when I package the project it gets all blurry.

#

Any idea what I can do about that?

#

Also when I build for development it just runs the exe file. But when I build for shipping my panda firewall pops up and blocks it, any idea what that is about?

sand urchin
#

Project build means your zipped up project correct?

#

Can any one help me quick ?

mellow bane
#

Ask questions directly

sand urchin
#

?

mellow bane
#

If you have issues or questions, ask them

#

Don't ask if someone can help

#

Because no one knows that before you ask

sand urchin
#

Okay lol Project build means your zipped up project correct?

#

Sorry I feel like my question is stupid

#

And simple

mellow bane
#

I don't know what your question is really. When packaging your game for the public, you should use the packaging feature, which will generate optimized game packages players can run

#

Doc's here.

sand urchin
#

When you apply for mega grant is asks for project build! I don’t know what that exactly means

mellow bane
#

In that context, it means an archive of your packaged project

sand urchin
#

Okay

mellow bane
#

Not your project sources, but a shipping version

sand urchin
#

So zip it up? Into one project

mellow bane
#

No ?

#

A "build" means a playable version

#

UE4 projects are not playable

#

Projects require installing the engine used for that project, starting the project, waiting half an hour for shaders to build

#

When asked for a build, it means the stuff you ship to your players.

#

Read the doc I just linked if that's unclear.

sand urchin
#

It’s clear but I will read it ! And I appreciate it, can I message you if I have any questions ?

mellow bane
#

No, I don't do personal support

sand urchin
#

Okay stranger

mellow bane
#

And uh, don't take this wrong but

#

The last project to get a grant was one of the most famous open-source projects, once that has millions of users and decades of history

sand urchin
#

Lol ty

mellow bane
#

If you're new to doing packaged builds, don't waste your time submitting it

sand urchin
#

I will ignore this! Ty tho

mellow bane
#

You're welcome !

frigid coral
#

fwiw there are many smaller grants than the one to the blender foundation

mellow bane
#

There were

#

The program has been rebranded since that

#

And there's been only that once ever since

slow shell
#

I have a plugin that requires a .dll included in the files. If i package it with the .dll in it's expected plugin folder, the main game .exe won't start, saying it cant find it. If i move the .dll to the main bin folder of the packaged project, the .exe starts fine until the plugin looks for the .dll and raises an assertion because it cant find it. It works if i put it in both places at the same time.

Is there a way to indicate to the .exe that it can look for the .dll in the plugin's binary folder, so i dont have to deal with including the .dll in more than one place? Or remove the .exe's "need" to find the .dll since it's just the plugin that needs it anyways?

severe hare
#

good question

#

I would also like to know the answer too this

marsh chasm
#

do you delay load your dlls ? @slow shell

#

i think that would fix the problem with exe needing dll on startup, you will have to load the dll yourself, possibly on module startup blobThink

#

but as long as you load before using functions from it, you should be able to load anywhere

slow shell
#

Im pretty sure the plugin is loading it after startup separately than anything the .exe does already, its looking in a different path and everything. In which case how would i specify that it's delay loaded/ prevent the exe from loading it?

#

thanks, that was enough of a lead to find out that i need to add

  // Delay-load the DLL.
                  PublicDelayLoadDLLs.Add("ThirdParty_SDK.dll");

to the build.cs

#

will give it a shot

marsh chasm
#

yeah, that's how you do it

#

by the way, you can dump dlls your exe depends on and see if it worked

#

but if it runs with no errors then it probably worked out blobThink

slow shell
#

Hey, awesome, it worked. That was one of those questions i asked assuming it would remain unanswered for eternity

#

For future reference, how would you dump that list of dll dependencies like that?

marsh chasm
#

dumpbin.exe YourExe.exe /DEPENDENTS

#

dumpbin is located in vs directory
C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\amd64

#

assuming you have it in a default location

slow shell
#

handy

idle granite
#

how can i set version number when packing game with UAT?

#

im using Jenkins, and i can't find anything that set version number for Android

plain lodge
#

I'm trying to set the icons for my game. I have uploaded an .ICO file with all resolutions as the windows icon. And it works for the actual shortcut, but not for the window and taskbar icon which remains as the default Unreal icon. What must I do to make the icon work for everything?
Is it a bug? Or do I have to set some more things up in order for it to work? (I already asked this in general chat as I didn't find the right channel, sorry if this isn't the right channel either)

haughty crypt
#

How would i make a shipped c++ game legit for other windows user ?
When my friends try to start my game they always get a "virus" warning

fierce pebble
#

thats not a ue4 issue

#

its a new app that has its own exe

#

every virus tools asks why you start a foreign exe...

haughty crypt
#

So do i have to make a legit deal with windows or so ?
Otherwise i can't see a way how e.g Dishonored has not a problem like this

fierce pebble
#

you need to make an installer for the game

#

like steam

#

dishonored is a steam game

haughty crypt
#

Ah, i see

#

But, when i think about it. Wouldn't windows also complain about the installer exe ?

fierce pebble
#

it does ofc

#

but that it normal

primal kettle
#

hay all

#

I'm having trouble with steam

#

I'm getting a missing executable error

#

when trying to launch my game on steam

#

and the file path is 100% correct

#

I've checked it so many times

#

you can run the game from local game files, but steam itself gives the error

#

what do I need to do to fix this?

marsh chasm
#

did you publish your changes?

#

there should be a message saying that you have unpublished changes @primal kettle

primal kettle
#

thanks for the reply

#

I managed to figure out what was going wrong

#

there was a space at the end of the file address

#

it was invisible so there was no way of me knowing it was there, just deleted it and everything is working fine now

#

stupidly annoying though

#

if I didnt by chance click on the end of the address and notice it I would have never known why it wasnt working

signal birch
marsh chasm
#
ParallelExecutor.ExecuteActions:   c1xx: error C3859: Failed to create virtual memory for PCH
ParallelExecutor.ExecuteActions:   c1xx: note: the system returned code 1455: The paging file is too small for this operation to complete.
ParallelExecutor.ExecuteActions:   
ParallelExecutor.ExecuteActions:   
ParallelExecutor.ExecuteActions:   c1xx: note: please visit https://aka.ms/pch-help for more details
ParallelExecutor.ExecuteActions:   c1xx: fatal error C1076: compiler limit: internal heap limit reached
#

did you see this ? @signal birch

#

not enough RAM and paging file too small ?

signal birch
#

That's weird since it's compiled before with no issue @marsh chasm

#

I'll try a fresh restart of my pc and see if that frees up any RAM. I swear my sticks are going :/

marsh chasm
#

increasing the size of a page file may help as well @signal birch

signal birch
#

I restarted, killed all starting apps, made sure I had as little processes as possible that were running, only essentials, and it compiled just fine~! It all makes sense that RAM would be necessary to compile, but... I just didn't think it would be that breaking. Thanks for the help @marsh chasm! πŸ‘

marsh chasm
#

πŸŽ‰

hybrid mango
#

Hey guys! Can anyone assist me with figuring out how to compile for Linux ARM (Raspberry Pi)? I'm following this guide (https://wiki.unrealengine.com/Compiling_For_Linux) , but am confused about where to extract the toolchain for Linux-ARM. Any help would be greatly appreciate.

#

Do I just extract to C:/UnrealToolchains?

plain pecan
#

it builds for 64 bit windows, but not android. the project is VR on pc and a fps char on mobile

primal dirge
#

certain inputs wont work after packaging?

#

they work in the editor, and when I press them they show up in the print text

hallow wagon
#

Hello everyone, I can't build project for iOS, every time I get an error "input string was not in a correct format"

pastel forge
#

I need help When i run my game in the editor it saves correctly to the save slot and runs fine, but when i package my game it doesn't seem to create a save. i read online that ue4 package builds don't create save files in the same folder and if thats true how can i make it so my blueprint access that location instead. could it be im useing pak , that might cause issues with location?

sweet star
#

hi guys need advice for raytrace activated package.
4.23.0 build succesfull but when i run package exe get this message. any advice?

mellow bane
#

You didn't cook.

sweet star
#

i did also tried "cook content for windows" . but package exe didnt work

mellow bane
#

Did you follow the packaging instructions ?

#

On the doc page

sweet star
#

yeah i think relevant with gpu lightmass ( trying verify now)

sweet star
#

yes i did verify the engine and problem gone.

#

%100 relevant with gpu lightmass

surreal osprey
#

Does anyone know how to properly package games for windows for pc like the pros do? This include support for NVidia graphics card and intel processors.

stray cairn
#

: Packaging (Windows (64-bit)): ERROR: Unable to compile source files.
PackagingResults: Error: Unable to compile source files.
UATHelper: Packaging (Windows (64-bit)): Took 33.8219193s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Kristy K\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-IDK-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Kristy K\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\Log.txt for full exception trace)
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\Kristy K\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-IDK-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

meager lion
#

Do u have Cpp code in your project?

stray cairn
#

no

meager lion
#

its not even at the bottom?

stray cairn
#

?

meager lion
#

in your content browser list

#

some people enable it by accident.

stray cairn
#

no

meager lion
#

okay.. did u check the log.txt

stray cairn
#

yes

#

it says the same thing

meager lion
#

thats listed for full error report
because thats very generic.

#

okay

stray cairn
#

oh

meager lion
#

and in the output log is that the only red.

#

or is there red higher up

stray cairn
#

lemme repackage

meager lion
#

Your Appodeal plugin is jacked

stray cairn
#

how do i fix ?

meager lion
#

@stray cairn disable it if your not using it and try to package

stray cairn
#

ok

#

already disabled

meager lion
#

then remove it from your plugins folder

#

somethings trying to compile it

stray cairn
#

where is the plugins folder ?

meager lion
#

project or engine folder.

#

moat likely engine

#

if its from marketplace

stray cairn
#

is it in program files ?

meager lion
#

its wherever u put your engine. πŸ˜‚

stray cairn
#

found it

meager lion
#

check your Engine Shortcut or look in epic launcher engine settings.

#

^_^

stray cairn
#

restart engine as well

meager lion
#

yes

#

just remove the folder from it

#

dont delete it

#

then reopen and package again.

#

GL!!!

#

Bed time.

stray cairn
meager lion
#

thats why!!!!

stray cairn
#

move it to another folder

#

or delete beta

meager lion
#

cant have 2 plugins with the same name space.

#

and i bet they both do

#

but yeah remove just the beta first

#

or both u dont ever need it

stray cairn
#

packaging

#

worked thank you

simple walrus
#

Does anyone have missing material problem with landscapes in packaged 4.23 builds?

simple walrus
#

I can confirm that's a new bug in 4.23, even with a clean project, landscape materials are missing in packaged builds

#

I just sent a bug report, let's see what happens in 4.23.1

fierce pebble
#

it might not be missing

#

maybe it is just buggy

barren dew
#

Did they include the ability to package both 64 and 32 bit together for google play in 4.23?

simple walrus
#

Here is the bug report, they were able to reproduce it, please vote πŸ™‚

primal pivot
#

@simple walrus That's fairly major. Wow.

simple walrus
#

It's probably related with new landscape layer system

#

I hope they fix it in github repo asap

sharp sail
#

what does the production package do that the normal doesent?

dreamy panther
#

Hi all, we've got an error in a packaged build where upon opening one of our levels (Which previously worked) we end up crashing.

I've cooked and run a DebugGame out of Visual Studio and it appears to be crashing with an access violation potentially related to Ansel (despite the fact we don't have Ansel enabled in our project)

Log incoming

#

here is one line of interest

The thread 0x237c has exited with code 0 (0x0).```
#

Prior to that there is this happening

'GAMENAME-Win64-DebugGame.exe' (Win32): Loaded 'C:\Program Files\NVIDIA Corporation\Ansel\Tools\NvCameraWhitelisting64.dll'. Cannot find or open the PDB file.
'GAMENAME-Win64-DebugGame.exe' (Win32): Unloaded 'C:\Program Files\NVIDIA Corporation\Ansel\Tools\NvCameraWhitelisting64.dll'
Exception thrown at 0x00007FFC08B8A839 in GAMENAME-Win64-DebugGame.exe: Microsoft C++ exception: _com_error at memory location 0x000000DF860FD740.
Exception thrown at 0x00007FFC08B8A839 in GAMENAME-Win64-DebugGame.exe: Microsoft C++ exception: _com_error at memory location 0x000000DF860FD740.
Exception thrown at 0x00007FFC08B8A839 in GAMENAME-Win64-DebugGame.exe: Microsoft C++ exception: _com_error at memory location 0x000000DF860FD740.
Exception thrown at 0x00007FFC08B8A839 in GAMENAME-Win64-DebugGame.exe: Microsoft C++ exception: _com_error at memory location 0x000000DF860FD740.
Exception thrown at 0x00007FFC08B8A839 in GAMENAME-Win64-DebugGame.exe: Microsoft C++ exception: _com_error at memory location 0x000000DF860FD740.
Exception thrown at 0x00007FFC08B8A839 in GAMENAME-Win64-DebugGame.exe: Microsoft C++ exception: _com_error at memory location 0x000000DF860FD740.
The thread 0x3b24 has exited with code 0 (0x0).```
#

Would I be correct based on the first issue that there is some random issue with something in UWP

#

4.21 for context

wooden jolt
#

Hi friend anyone know how to enable the x86_64 for android packaging.

ruby marsh
#

Hey Ive got a error with Packaging it wont start for some reason heres what the output log is saying UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: C:\Users\Desktop\AI\Binaries\Win64\AI_Prototype-Win64-Shipping.pdb
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_4.21\UBT-AI_Prototype-Win64-Shipping.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): Total build time: 2.41 seconds (Parallel executor: 0.00 seconds)
UATHelper: Packaging (Windows (64-bit)): Took 2.6546976s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Ethan\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_4.21\UBT-AI_Prototype-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_4.21\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: UBT ERROR: Failed to produce item: C:\Users\Desktop\AI\Binaries\Win64\AI_Prototype-Win64-Shipping.pdb
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_4.21\UBT-AI_Prototype-Win64-Shipping.txt)
PackagingResults: Error: Unknown Error
LogSlate: Window 'Output Log' being destroyed
LogSlate: Window 'Output Log' being destroyed

#

Sorry if this is a common error im new to ue4 lol

ruby marsh
#

update: Fixed the issue but got a new error PackagingResults: Error: Editor target not found!

plain lodge
#

I have errors when building my game:

#

Anyone know what is causing them?

rare pawn
#

does DefaultPakFileRules.ini not have any support for server configurations?

#

it doesn't appear to have any for it

visual coyote
#

How did you fix it

simple walrus
#

I like it when people say "Problem fixed" but do not share the actual solution

#

lol

sinful kraken
#

I like other things.

#

Anyway. I'm stuck. I'm having a package-specific multiplayer issue. Wrote this post on the unreal engine subreddit. Does anyone have any ideas as to what I might be doing wrong? https://www.reddit.com/r/unrealengine/comments/d5s961/package_client_can_connect_but_not_move/?utm_medium=android_app&utm_source=share

kind bluff
#

So i updated my 4.21 project to 4.23 and have been fixing a bunch of stuff on it, then after i got done with all that tried packaging and i keep getting this, the text file is almost no better with debug symbols, But i can launch and play in editor just fine πŸ€”

simple walrus
#

I think we need rest of that log to see what's wrong

tight galleon
#

UAT Packaging tip:
"-archive" is OPTIONAL and only creates a copy of your game.
"-stage" is already where your game gets packaged and ready for delivery.

Use like this:
-stage -stagingdirectory="your/output/directory"

Most online examples don't tell you this. Most people are doing one extra step of needlessly copying the whole game to another folder πŸ˜•

You'll effectively have 4 versions/copies of the game files:

  • Original assets.
  • Cooked assets in Saved folder.
  • Staged assets in Stage folder.
  • Archived assets in Archive folder. <-- Optional and should be removed if you don't need an extra copy of your game.
kind bluff
visual coyote
#

So every time I try to package a demo it says error or it jus won’t do it

#

It says cook failed

dusty briar
#

@visual coyote What is the exact error?

#

I had cook failures too when I was trying to package my game and It said something about changing my navmesh settings

#

Then on top of any specific errors you might've found. It might just be your launcher profile's settings. Have you made any setting for your project launcher yet?

idle granite
#

Hi, i'm buiding .APK with UAT with Jenkins

#

is there any command so i can set apk version?

#

Currently every apk have version 1.0

#

thnx

daring willow
#

I'll post this also in the general "unreal-engine channel" I'm not sure how to do the fancy linking

wheat wave
#

Does anyone have any experiencing getting their mobile game on the android play store?
I upload my .abb that I packaged via android studio , but when they test it says no obb found no key store for downloading?

brazen dagger
#

for some reason, my player controller fails to nativize, with an error of "Editor Widgets"

dusty jolt
#

Have anyone successfully parkaged a project with characters into the quest ?

#

I having tough time parkaging for Oculus quest

abstract escarp
#

Would anyone know if there is an event that fires when a package is complete in the editor?

devout dust
#

anyone know why i now need to install Visual Studio to package Blueprint projects ???

lapis coral
#

you might be nativizing the blueprints (converting them to C++ and compiling them)

devout dust
#

nope thats unticked, you even need it for the basic vehicle template !!!

mellow bane
#

You always needed it for shipping builds AFAIK @devout dust

wheat wave
#

anybody ever run into this error Download failed because the resource could not be found

open rapids
#

got this error for past month

#

i have the files that are missing

#

how do i fix this error

#

were would i put the missing file to shutup the error or how would i find out were its being requested from so i can stop it

subtle lagoon
#

the plugin needs to be in Plugins directory. Don't know how your directory levels look like but the error says that the filename is not right

#

if you have content in a plugin it needs a content directory if I remember right

open rapids
#

so i need to put the files back in the plugin directory

#

folder

devout dust
#

@mellow bane i just checked an old project build(packaged) with 4.16, yes i know its old but that doesn't need VS packaged no problem , i have 4.16 still install as the template for that project is no longer supported

open rapids
#

im packaging and it says succsess and all that

#

now its doing this

#

how long does this part last and what does it mean

idle granite
#

i have one .txt file

#

where should i put that file so i can read from c++ which

#

directory?

#

config, saved?

zealous remnant
#

Is there any way to force the packager to package animblueprints used by BP? (Without having to whitelist the folders)

open rapids
winged moss
#

probably better to use the actual UE redists

tardy meadow
#

I'm not finding too much online about this, has anyone had an issue with packaged builds taking extremely long to switch levels and AI being broken? In editor on highest settings the level switches near instantaneously and obviously the AI works... I'm not using any plugins and just building as one normally would

tardy meadow
#

I think I've found the cause, it seems game-play tags aren't functioning in the packaged build and hence there's some loops that iterate many millions of times in the ai before terminating, not quite sure why game-play tags aren't working but I'll keep investigating
if anyone has an inkling why feel free to share

west rampart
#

Is there something I need to do for packaged build to work with new/beta audio system?

shell ruin
#

Has anyone tried to use nativization for mobile? If so have you had success with it?

sonic arrow
#

Hey guys whenever I run exe from my packaged project it says map cannot be found when I have the default maps set already to my levels can someone plz help😰

real bridge
#

I'm building my game for windows, console says that everything went fine but when I'm launching the exe file nothing happens at all

#

Where should I look in a first place? Tried to make development, bebug and shipping builds, all the same

real bridge
#

Any suggestions? Can't even get any logs because of that

real bridge
#

Ok looks like it was because of using static variables, works now

zealous remnant
#

Is that a reason why a map that is selected for Cook and shows up in the command line would not cook regardless? (No package loaded for cooking and the map is not in the resulting package) The package does complete however, just without the map.

covert escarp
#

Anyone know if unreal can split up downloadable paks such that the first and smallest is an LOD?

#

Kind of like progressive jpegs

azure mantle
#

Does anybody know what the optional paks are when packaging a project into multiple chunks? They are named something along the lines of pakchunk0optional-WindowsNoEditor.pak and contain .uptnl files. I can barely find any info on that. Apparently that was added in 4.20 and is marked as BULKDATA_OptionalPayload in the engine. That's pretty much all I could find out. I don't know why they are generated and why the specific content gets put there. Is it safe to delete them? Can the generation of the optional chunks be turned off? Most of the time in our project it's just one or two textures per optional chunk.

open rapids
#

Hello, i have a little problem and i hope someone can help me with this.

i downloaded a plugin on GitHub and used it for my Project.
the plugin works fine but when i start the Project launcher i get this Error:
ERROR: Missing precompiled manifest for 'Ping'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Ping.build.cs to override.

golden mortar
#

@daring willow Did you manage to fix your packaging problem? Cuz I'm having it too.

obtuse hollow
#

Hi, new option into buildgraph seems not working on Linux with 4.23

#

I build my own engine with set:WithServer=true and cannot build the server

sleek dagger
#

Running E:/Program Files (x86)/Epic Games/UE_4.22/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="D:/Slozim_Jumpo/Jumpo/Jumpo.uproject" -game -rocket -progress -log="D:\Slozim_Jumpo\Jumpo/Saved/Logs/UnrealVersionSelector-2019.10.01-00.05.32.log"
Discovering modules, targets and source code for project...
While compiling D:\Slozim_Jumpo\Jumpo\Intermediate\Build\BuildRules\JumpoModuleRules.dll:
d:\Slozim_Jumpo\Jumpo\Intermediate\Source\Jumpo.Build.cs(3,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'Jumpo'
ERROR: Unable to compile source files.

#

Hey folks, new here and new to this whole sport. I feel like this is a simple fix because of how generic the error is. I'm gathering that I need to rename something somewhere>?

subtle lagoon
#

I would assume you have named your project Jumpo and the name already exists in UE

sleek dagger
#

It's strange because it happened only after attempting to create a new c++ class. I rnded up migrating the contents of the project to a fresh one and it's doin fine now. Thanks for your response Josai!

open rapids
#

can i put anything on that first black screen when you open the game?
like loading screen

deep mantle
#

Anyone have an deep understanding of what is happening when you package for 32 over 64 bit, is reducing name sizes, smaller memory pools anything else the engine is doing?

daring willow
#

@golden mortar Sorry on two accounts - one for the delay and no, I had not resolved the problem on my friends freshly installed UE4.23.0 version for packaging that goes mysteriously to the documentation but would not package. Fortunately it works on my computer so I have an alternative/'workaround'.

golden mortar
#

@daring willow I managed to solve my problem, I was checking the output log when trying to package the project and it was actually trying to send me to the How to install visual studio page instead of the main documentation page. after installing VS2019 everything worked fine.

daring willow
#

@golden mortar Thanks for letting me know that! I may have to then install VS2019 on my friends computer (would make sense why it worked on my computer which has VS2019 installed). I was hoping to keep the storage footprint and perception of many steps minimal especially while I tested Multi-User Editing for application in a school setting.

worthy pine
#

I have uninstalled and reinstalled my CodeWorksforAndroid-1R7u1-windows and I cannot get android-25 or 26 in my C:\NVPACK\android-ndk-r14b folder. What am I doing wrong? I am trying to deploy to Oculus Quest but it wont see 25 or 26 when packing because it is not in the platform folder.

obtuse hollow
#

Hi, I get ```Log.WriteException: ERROR: Cook failed.
Log.WriteException: (see C:\Users\ludovic\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Users+ludovic+UnrealEngine\Log.txt for full exception trace)
Log.WriteException:
Log.WriteException: CommandletException: Editor terminated with exit code -1073741515 while running Cook for E:\mygame\mygame.uproject; see log C:\Users\ludovic\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Users+ludovic+UnrealEngine\Cook-2019.10.02-22.22.33.txt
Log.WriteException: at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters, String& DestLogFile) in D:\UnrealEngine\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 424
Log.WriteException: at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters) in D:\UnrealEngine\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 237

#

I get this just when cooking start

#

Cook-2019.10.02-22.22.33.txt is empty

violet otter
#

Hi. Not sure if this is a packaging problem or not, since it packages to android just fine, but when I try to run my game on my android then it quits immediately upon launch. Doesn't even make it to splash screen.
Log cat shows first error as a problem with GameActivity not being whitelisted. I never had this problem with unreal android builds before. How do I whitelist GameActivity? I noticed it in the android manifest xml file but dont know what else I need to do with it.

flint roost
#

I keep getting warning messages saying can't load "File" While trying to load "null". The message is for files I deleted from my game several builds ago. Anyone know how I can get Unreal to stop trying to reference them? I have already tried fixing redirects

fluid pier
#

Hello! I've got a VR project with a custom VR pawn (for custom hardware). I have problems with the packaged game.
I have a custom Game Mode set to spawn the correct Pawn, and the same Game Mode in the World Settings Override.
My game has a PlayerStart set to receive input from Player 0.
Everything works fine in the Editor; my VR HMD spawns correctly and I am able to see my VR gloves correctly tracked.
However, in packaged application; it spawns a HMD controlled camera, no spawned VR gloves, and I can move with WASD and mouse....

Why isnt my VR pawn spawning correctly in the packaged game?

fluid pier
#

Game mode seems correctly set, PlayerStart seems correctly set... I really have no idea why it doesnt spawn my specified pawn

fluid pier
#

Am I spawning a Spectator instead? if so, why is that controlled by my HMD? Does anyone have any idea what may be happening?

#

How can I know if Im spawning a Spectator and not my specified pawn?

fluid pier
#

My custom VR pawn is placed in files as a Plugin. Is that the reason? Do I need to do something specific to include these in the packaged application?

fluid pier
#

So... how would one go about packaging a Plugin (content&c++, placed in Project/Plugins) with the game? I am a bit of a noob at this

fleet minnow
#

I'm trying to package my game to win32 but it keep saying to install visual studio and I have it already installed even tried by building from VS, same thing. What's happening?

vestal breach
fleet minnow
#

Thanx

fleet minnow
#

@vestal breach sorry didnt mentioned it before, mine is visual studio 2015

balmy cliff
#

What version of Unreal are you using?

fleet minnow
#

4.19

balmy cliff
#

I believe you would need VS 2017 for that one don't you?

#

Yeah you do 4.15 or Later VS 2017

#

Other option is open or create %AppData%\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml and replace the content with:

<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
    <WindowsPlatform>
        <CompilerVersion>YOURNUMBER HERE</CompilerVersion>
        <Compiler>VisualStudio2015</Compiler>
    </WindowsPlatform>
    <VCProjectFileGenerator>
        <Version>VisualStudio2015</Version>
    </VCProjectFileGenerator>
</Configuration>


Change the YOURNUMBER HERE  to your complier version though ```
πŸ™‚
fluid pier
balmy cliff
#

Looks like you are defining stuff in the header and it is being included in multiple .cpp files so they all have their own instance and the names are conflicting.

fluid pier
#

I deleted the plugin making this error, and restarted my engine. I wasnt using this one anyway, so its all good

#

The previous error I had, packaged game not recognising my plugin, was due to "Installed:" being set to 'false' rather than 'true' in the .uplugin file. I wasnt aware that was a thing

calm crest
#

If anyone gets a problem packaging make a new project and migrate maps to it and re set up project settings and with luck you should have no problems

fleet minnow
#

@balmy cliff thanx ill get back to you if it didnt worked

fleet minnow
#

It's fixed now. Migrating file to a c++ project did it.

#

Thanx

shrewd ibex
#

So my customer has a problem with opening an packaged version of the product, where it says its missing the vcruntime 140_1.dll

#

I've searched around and it seems as if its dependent on visual studios being installed on the computer to run?

midnight brook
#

how to package the game to the play store after compiling on unreal engine4 .. does anyone know

lapis coral
#

you should tell them to install the visual C++ redistributable you should package with it

#

simplest form

#

140_1 if I'm not wrong is the 2017 redistributable

#

well, it's a single file for all at once πŸ™‚

shrewd ibex
#

Thanks @lapis coral πŸ˜„ I will try this and come back with an update on it πŸ™‚

limpid socket
#

Hey all; I'm trying to create DLC from a plugin and I want it to contain additional video files (like would be placed in the Content/Movies folder) unfortunately, my FileMediaSources are telling me my media won't be packaged if it's not in Content/Movies... how can I add video files to my DLC plugin and have them packaged inside my DLC .pak file (putting this on an Oculus Quest.)

gentle orbit
mellow bane
#

Seems clear enough, why are you trying to do incremental build ?

#

If you need it, then it has to be a named version based on a previous named version

#

(you probably don't need it)

gentle orbit
#

im doing this the first time so

mellow bane
#

So you don't need it

gentle orbit
#

wait what does incremental build mean

mellow bane
#

Means it's a patch

gentle orbit
#

oh

mellow bane
gentle orbit
#

i mean, i packaged the game before directly from the Package -> Development -> Windows 64 bit

#

and i want to patch the game

mellow bane
#

Which platform are you shipping for ?

gentle orbit
#

windows

#

PC

mellow bane
#

I meant the distributor

gentle orbit
#

steam

mellow bane
#

Then you don't need to handle patching

#

Steam does it

#

(every PC distributor does)

gentle orbit
#

oh i see...

mellow bane
#

Just rebuild a full version and put it on Steam

#

The patch will be done there

gentle orbit
#

i mean yeah thats what i do

#

i thought just adding a patch would be shorter

#

also i can you let me know, how to remove WindowsNoEditor folder name?

mellow bane
#

Nope

#

And you can't

gentle orbit
#

i see

#

thanks mate

mellow bane
#

I mean

#

Depends where really

#

The root one ?

gentle orbit
#

yea

mellow bane
#

Just upload the stuff inside that folder on Steam, then

#

Not the folder itself

gentle orbit
#

yeah i know

#

i was just curious how to remove the folder name

mellow bane
#

Change the packaging source code ?

#

But it doesn't matter much tbh

#

Since users never see it

gentle orbit
#

i mean yeah it actually doesnt

limpid socket
mellow bane
#

@limpid socket I don't believe this is possible

#

The DLC system only applies to the (pak) content system

#

Video files aren't part of the pak file, though

limpid socket
#

@mellow bane So if I want to include videos as DLC, will I have to pull them to local storage as part of the install process? Is there a folder that it's best to use?

mellow bane
#

No idea, I don't work on mobile

#

I'd just keep the video in the main package

limpid socket
#

@mellow bane Unfortunately can't keep all of my video in the main package because my application needs to be a scalable video app, so the video will either have to be streamed (not preferred for my application due to network availability) or will have to be downloaded after the fact.

#

It'd be impossible for me to keep all of my video in the main package at scale.

mellow bane
#

DLC used the way you wanted would work the same though ? Each DLC installed would stay there

#

I'd look into something like local storage, yes

limpid socket
#

Right, the installed DLC would be on disk when it is installed, and not on disk when not installed. What I want is the video files for a given DLC module to only be on disk when the DLC is installed, and not before.

left violet
#

i was packaging my first game,how do i select which map is opened first?\

limpid socket
#

Project Settings > Maps and Modes

limpid socket
#

I'm trying to package DLC; but I'm getting an error claiming that Game Content <path> ... is being referenced by DLC!". This problematic content is content that is SUPPOSED to be referenced by the DLC (assets that are supposed to be a part of it's .pak.) Any idea what causes this or how to get past it?

mellow bane
#

You need to remove DLC assets

#

Or make sure not to bake them if that's available in the profile settings

limpid socket
#

What do you mean @mellow bane? Are you saying DLC can't have assets? Isn't that the whole point?

mellow bane
#

I'm saying when building the base game, you need to remove the DLC

limpid socket
#

Ah, Gotcha. I'll try that... actually pausing and thinking about that makes me feel like I just did a dumb.

#

Yeah, @mellow bane doesn't seem to be working. I removed both of the plugins when packaging the base app, but whenever I try to package the DLC I still get the same error whether I reenable the plugins or not

thick heart
#

Anyone know of a good solution to blueprint compiler errors from a plugin not included for a particular platform? For example, an Oculus specific Verify Entitlement node that breaks when I remove the oculus plugin.

#

Packaging that is. I get an error of course when I have a bad node (plugin not included).

limpid socket
#

@thick heart Not sure if there is an easy way around this in BP, but if you're going to be doing platform specific stuff I'd recommend just doing it in C++. Saves a lot of headache in the long run if it's something you can do.

thick heart
#

Ok yeah that's what I was afraid of. I normally do that but latent nodes are a bit of a pain so I thought I could be lazy. Guess not!

boreal epoch
#

Hiya, I'm new to the discord!
Doing packaging for the first time, trying to build for VR, but the pawn never responds. Google told me to: play it with "-vr" in the shortcut, set "play in VR" in project settings, set the pawn to autopossess player 0, enabling stereo on and hmd in blueprint...also tried to launch the exe with and without steamVR on in case that helped. Tried all those things, it's still not working so I wonder if I actually set up my pawn wrong from the get go?

I've been modifying the motioncontroller stuff from the example scene in the VR project. In the beginning I just placed my pawn in the scene, I have since tried to add the pawn in world settings too but nothing seems to stick. Any ideas on how to start debugging this?

spark dove
#

@boreal epoch have you tried just testing your VR hardware with the VR template from UE4 first? If that works then I would continue working on the project

boreal epoch
#

it works in engine but not in packaging. you think I should just try and package the regular VR example project?

#

my current project is built on that tho

#

thanks for the quick response @spark dove :D

spark dove
#

Yea I always try that first and then build from it like you do. Just so you can narrow it down to see what the problem might be. β€œStart in VR” is essentially the same as adding -vr behind the shortcut path of the exe.

boreal epoch
#

@spark dove tried building a fresh VR project with "start in VR" and same bug...

spark dove
#

What HMD do you use?

boreal epoch
#

rift

spark dove
#

Does any other game/demo from the oculus store work?

boreal epoch
#

everything works except things I package with UE :(

#

VR preview in UE works fine too

#

oh, forgot to mention..I've actually packaged and deployed the project just fine on the oculus quest, so it's a windows specific problem. that detail seems pertinent :P

#

that's why I didn't think I had to do anything with the pawn, as my setup worked just fine on that other platform :/ maybe I'm actually missing some kind of component when it comes to packaging for windows? shouldn't the log have notified me if that was the case?

boreal epoch
#

"LogHMD: The app went out of VR focus, seizing rendering..." I found this in the log, that sure looks like a smoking gun? no idea what to do about it though..

#

...oh shit

#

oh my god, it's not even the first time I make this mistake either

#

for next time: PUT THE BLOODY HMD ON YOUR HEAD

#

I'm way too used to testing with steamVR apps where just moving the headset with your hand works, so I do this as second nature, and I keep forgetting that unreal specifically doesn't work like this

#

okay, so another dumb question: my project is pretty small but the pak file is 2GB. is it packaging everything in the content folder or something? how can I get it to only package the stuff relevant to the one level I wanna build?

unborn widget
#

Does anyone know how to solve this problem?
UnrealBuildTool : error : Missing precompiled manifest for 'SourceCodeAccess'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SourceCodeAccess.build.cs to override.

spark dove
#

@boreal epoch it does that so you don’t need to β€œinstall” a game. You can literally run it from an external drive. You can also just put your finger above the sensor to test oculus in UE4

boreal epoch
#

mm I get why it does it, I just have to package for UE so rarely that I keep forgetting that it does it, and since everything actually works it takes ages to figure out what's wrong. every time! :P

#

but all is well that ends well, was able to send a prototype to the person who had requested it and they liked it :D

#

this is also the funniest "bug" to google as the first time I encountered it it baffled two of us for an entire morning and several threads reported that they had "solved it" but never detailed how. Then we had a good laugh because we realized they were embarrassed about the solution being "put the dumb thing on your head"

keen zinc
#

I have a project that I need some friends to quickly update as I make changes for testing. Using a pak file doesn't really work since it's a large file, so even minor changes require a long upload/download time. Disabling pak file fixes this, however then the project is built in such a way so that anyone can easily take the .uassets into their own project, and when I start bringing in others who aren't friends to test this would be a problem. Would 'pak chunks' be a suitable solution?

#

And how easy would it be for someone to view my assets when using pak files? I've seen comment saying encryption is possible but I haven't seen that option

split iron
#

Hey all, I have a weird specific mac packaging question. I gotta buy a mac so I can package an ios app, but I'm not happy with the mac options out there so I'd like to build a hackintosh. Assuming I get the hackintosh working without a hitch, would i run into any issues with certificates/provisions or anything as far as packaging with Xcode and UE4 goes?

open rapids
#

Anyone have a list or doc page of plugins that can be disabled when packaging for android?

vital narwhal
#

My understanding is that Mac packaging got way more confusing with the most recent release, I don't know if you do the new notarize stuff properly with hacked up macs

#

But you probably want to ask the mac channel

tender shell
#

anyone here that could possibly help me out with a packaging error for windows 64bit?

open rapids
#

There are thousands of people in here. Post your problem and anyone available will help

tender shell
#

il be quite honest I dont know why the packaging failed, should I just place the text file that I copied the log in?

open rapids
#

That could work. I personally won't be able to solve your problem, but anything that can give someone a pointer in how they can help you will do. Remember there is always the official Unreal forums as well.

tender shell
#

true

#

I was hoping to package my game so I could check if the full screen button I made worked, since it would not work on the preview instance

dire hare
#

hiya, I'm working on a dedicated server right now, building from Unreal source and connecting via packaged clients

#

does anyone know when I need to use Rebuild rather than Build in Visual Studio when I change server code?

#

if I just use Build will VS pick up changes I've made in Blueprint?

jaunty mortar
#

i get errors for random pieces of engine code when trying to build my project for Development that i dont get when building for Development Editor

#

example: C:\Unreal\UE_4.22\Engine\Source\Developer\SettingsEditor\Private\SettingsEditorModule.cpp(236): error C2039: 'SupportsAutoRegistration': is not a member of 'UDeveloperSettings'

#

going to that line shows no errors

#

is there a solution to this? i cant see what would cause this issue

#

theres dozens of these

marsh chasm
#

SupportsAutoRegistration is editor only @jaunty mortar

#

so you won't get it in Development or Shipping

#

also SettingsEditorModule is in Developer iirc only Runtime modules can be used in packaged builds

jaunty mortar
#

how am i getting the errors then? i havent changed any engine code related to that

#

also the engine itself will compile under development, just not my project solution

#

which isnt using anything thats giving me errors

marsh chasm
#

are you sure you didn't include that module ? blobThink

#

or a file ?

#

if you are not compiling from source, SettingsEditorModule should not be compiling at all

#

so it's pretty weird, maybe you included .cpp file somewhere as a mistake

jaunty mortar
#

that reminded me that i added a plugin dependency in my build file

#

removing that seems to fix the issue

#

so thanks for pointing me in that direction cuz i woulda completely forgot about that otherwise

marsh chasm
#

: d

jaunty mortar
#

i guess if a dependency has "Editor" in the name it might cause issues lol

somber cosmos
#

Quick question: Does building a client configuration also builds a server replication code in blueprints? (e.g. that "code" that is after "switch has authority" -> Authority pin)
nvm, found out about blueprint nativization

reef nova
#

Hey guys i'm working on a project with a huge amount of meshes and assets, i already distribute them to different pak files, at least 30. Would it make sense to chunk them further ? My loading times are pretty long, 20-30 seconds for every 2 paks.

mellow bane
#

Number of pak shouldn't affect loading

#

Except making it slower

reef nova
#

yeah the number is more for efficiently distributing them, since they are not all needed every time for different clients. So from your response i can also assume it relates more to the contents ? They are heavy indeed.

mellow bane
#

Depends on the content, but on PC you're probably mostly looking at disk bandwidth

#

So size of content / speed

reef nova
#

hmm ok, yeah i will keep looking into it maybe comeback and share my findings πŸ˜„

shrewd ibex
rancid mountain
#

What's the current best practice for Demo Packaging? (using 4.23)

In a previous release, I had a branch just for demo, and basically only had the maps that needed to be in the demo packaged out.

With this release though, I have no separate branches (just mainline). Other than simply deleting the maps in the List of Maps to include in a package build (which honestly, I don't want to constantly be doing, as right now I plan on having somewhere around 25 additional levels past the demo), is there some option I am missing that can exclude maps after the fact (after being added to the LOMTIIAPB list)

Some options I have been thinking about:

  1. is having a separate DefaultGame.ini file just for demo (that only has the maps to cook)
  2. quickly just deleting the deleting the map list in editor or .ini and reverting after demo is built
  3. doing the demo branch (which honestly, I don't want to remember to maintain, and the only thing that would ever pertinent/constant diff between the two would be the map list)

Option 2 is probably the easiest of them all, a simple revert after the fact and I'll probably be using this, but I almost feel like there's some option I missing out somewhere but can't find.

Arigato for your thoughts.

limpid socket
#

Anyone know how to make proper DLC in 4.23? I can't seem to package DLC when following Tom Looman's mod tutorial. I get the following cooker error: "Engine or Game Content X is being referenced by DLC!"

languid brook
#

Hey @limpid socket did you found a solution ? I have exactly the same problem :/

steady gyro
#

Hello! Can anyone help me with a packaging issue? I have installed Adnroid Studio and all the SDKs. But I'm still getting this error

steady gyro
#

I figured out the android issue, Now I'm getting a build error which I'm sure is a very common one

thin quartz
#

Hi guys,

I've been having an issue with my Packaged Build. When launching Packaged build it gives me "FATAL ERROR" then closes.... in the editor + standalone everything works perfectly and i dont know why.

I'd really appreciate if someone could just look at the logs and provide any advice whatsoever as I've been stuck trying to fix this for the past 3-4 days :/

#

Its a Blueprint project

mellow bane
#

@thin quartz
LogStreaming: Error: Couldn't find file for package /Engine/EditorMaterials/GizmoMaterial requested by async loading code. NameToLoad: /Engine/EditorMaterials/GizmoMaterial
LogEngine: ERROR: Failed to load special material 'ArrowMaterialName' from path '/Engine/EditorMaterials/GizmoMaterial.GizmoMaterial'. This will probably have bad consequences (depending on its use).

#

And then your ModelComponent_134 --> ModelComponent_281 objects have issues with geometry

#

It ends up crashing, so try fixing that stuff first

thin quartz
#

@mellow bane thanks for the advice. I'll just have to google that. I've never even heard of that, or touched anything outside of the basic contents folder... beginner ue4 user here.

open rapids
#

if I were to release my game cross-platform, would it be the best to use Travis CI/CD, or roll Jenkins?

frank talon
#

Can I pack game with two rendering features for win64? Deferred Rendering for powerful PC and Forward Rendering(mobile) for slow laptops?
And run game with some flags to activate mobile rendering:)

thorny cobalt
limpid socket
#

@languid brook Unfortunately not. It seems some stuff changed after 4.18 and I don't know the new process for properly packaging a full plugin as DLC. I'm still investigating getting .paks with UnrealPak to mount properly.

languid brook
#

okay I'm working on it too, I'll share if I find something

limpid socket
#

same.

limpid socket
#

@languid brook If I check include engine content on my DLC the issue goes away... which is not super desirable, since I don't think I have anything in my DLC that should require engine content, though maybe I'm wrong

#

I'm also confused because when packaging I'm getting an .apk and can't find the DLC .pak that I need.

languid brook
#

did you check "store all contents in a single file" in the project launcher?

limpid socket
#

Yeah, I've found the .pak but it's buried inside the content of another build.

languid brook
#

it should be sufficient to copy it next to the pack of your original build, like a patch

limpid socket
#

@languid brook I'm on oculus quest. I can't seem to find the .pak of my original build; any idea where that's stored by any chance?

quiet current
#

Hey! I have a MAJOR issue, I can package and build my game successfully but when i launch the exe from the packaged project, it CRASHES. and i dont know how to check this issue?

#

never occured before, i have about 4 plugins all been enabled i've been able to package before fine this just now a random occurance and i do not know how to track this issue down can someone please give me some advise thanks

quiet current
languid brook
#

@limpid socket I'm not at work anymore and I don't remember where it is stored πŸ˜•

dusky rampart
#
Rendering thread exception:
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249] 
Result failed 
 at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:368 
 with error DXGI_ERROR_INVALID_CALL





0x00007ffac483a839 UnknownFunction []

Crash in runnable thread RenderThread 1

I'm getting this error in a packaged build, everything runs fine in editor, and packaging is successful.

#

it looks like DXGI is causing the error, but my project isn't using anything GI related

mellow bane
#

This is just a generic DirectX error

dusky rampart
#

I just resolved it by removing my code to start the game in fullscreen.

mellow bane
#

Ah

#

4.23 source build ?

#

It's a known bug

dusky rampart
#

4.23.1 non source build

I had written a blueprint script to start in fullscreen, removing that fixed the first issue of it booting up, but now it's crashing when I load other levels. hopefully 4.23.2 comes out tomorrow or something

mellow bane
#

lmao, did they break 4.23

#

.0 binary didn't have this problem

dusky rampart
#

yeah, there's definitely some crazy things going on with screen re-sizing.

worldly urchin
river veldt
#

guys is it possible i change some stuff in my blueprint class and patch it so will that be included if i install that patch
?

marble burrow
#

@dusky rampart Getting that same DXGI_ERROR_INVALID_CALL crash on startup after upgrading to 4.23.1 binary

#

Only on the packaged game, works fine in PIE

dusky rampart
#

@marble burrow I fixed it by making my game start in windowed mode,

it happens when windows are resized too

marble burrow
#

Thanks will use that workaround for now! Seems like a high priority fix, will have a look to see if it's already reported on issues

#

Previously only affecting source builds

marble burrow
#

Nice looks promising. I'll still send in a report in case it is only thought to happen on the source build.

brazen dagger
#

hey i need some more help
i cant seem to package a dlc from another project to use with the original project

#

i need this for steam workshop

mellow bane
#

Well, can't ?

#

You need the first project's release artifacts anyway

brazen dagger
#

somehow pavlov vr did it

#

@mellow bane

mellow bane
#

No idea how, pretty sure you need to release the build artifacts.

brazen dagger
#

what are build artifacts?

#

@mellow bane

mellow bane
#

Asset registry etc

brazen dagger
#

hmm

#

how do i do that?

mellow bane
#

It's generated when you build your game.

#

Mod support is nigh impossible in UE4, so I'm just saying, I spent four months getting it to work

#

And it required the same project

brazen dagger
#

it works for me rn

mellow bane
#

Great

brazen dagger
#

i load pak files and register assets

#

i just need it to work thorugh other projects

mellow bane
#

lmao

#

Well, AFAIK you can't

#

No idea how other people do it if they do it

brazen dagger
#

well how did davevillz do it with pavlov

#

yeah

mellow bane
#

Ask them

brazen dagger
#

i did

#

hes a busy dude

#

i think that definition data asset is used to load in the map by name

#

you dont package the plugin, you package the project

#

and since the asset has a reference to a plugin asset, the plugin packages too

#

then when you need to load in the map, just read from the data asset and open the level

#

or thats what i think is happening...

mellow bane
#

Okay but this isn't your problem

brazen dagger
#

lmao i got blocked my davevillz

mellow bane
#

Getting your user to be able to build DLC against your project is the problem

brazen dagger
#

i have been bothering him for like a week with modding

#

how is it a problem

mellow bane
#

Because it's not how you're supposed to do it

brazen dagger
#

how are you supposed to do it?

#

well its not dlc, its a custom map[

mellow bane
#

== DLC

brazen dagger
#

for the steam workshop

mellow bane
#

As far as UE4 is concerned, mods are DLC

#

Same tools

brazen dagger
#

yes

mellow bane
#

Nothing more

#

So make a DLC

brazen dagger
#

yes ik i did

#

its incompatible with different projects

mellow bane
#

Yes

brazen dagger
#

i need ppl to be able to make their own dlc

mellow bane
#

Because you only do DLC from the same project

brazen dagger
#

what do i do then????

#

i need to reverse engineer the pavlov thing

#

but the plugin is cooked and i cant read it ):

mellow bane
#

You release your full project to everyone along with latest release

#

That's how

brazen dagger
#

bruh

#

i kinda dont want to....

mellow bane
#

That's the intended modding workflow for UE4

#

No shit

#

Like I said : UE4 modding is a nightmare

brazen dagger
#

yeah ik for like ark and robo recall

#

BUT HOW DID PAVLOV DO IT WITHOUT EXPOSING SOURCE CODE

#

REEEEEEEEEEEEEE

mellow bane
#

By only releasing compiled binaries ? I guess ?

brazen dagger
#

HMMM

#

how do i do that

#

compiled binaries

mellow bane
#

If you're asking this you're not ready for mod support

brazen dagger
#

im super close

#

cmon just tell me

mellow bane
#

No, you're not

brazen dagger
#

dude

#

just tell me

#

maybe i dont know the term

mellow bane
#

You don't know what compilation is ?

brazen dagger
#

yes ik what that is

#

how do i compile binaries

mellow bane
#

If you have source code you know how

#

If you don't, you don't have source code to expose

#

So ....

brazen dagger
#

i do have source code

#

all the pak mounting and workshop item creating and leader boards and stuff

mellow bane
#

You can't have source code and not know how to compile

#

It's literally not possible

brazen dagger
#

i know how to compile

#

just build

#

run whatever

#

if i upload my project, all the source code will be seen

worldly urchin
#

Hi guys , i am using Networking Module for my game , but it gives me error when i package it for dev.
it says CachedSocketSubsystem != nullptr&& Networking module not loaded and initialized.

small herald
#

Hi all! I'm trying to deploy/package for android, but I encounter an unknown error, although I followed all the Start Guides. Still no answer from the forums. Anyone had similar issues?

toxic raptor
oblique shale
#

Hello, I successfully package my project but the EXE ask for Firewall Internet Connection permission.
I removed all plugins from the project but still keeps asking for internet permission, any idea/suggestion how to produce a offline package?

vital narwhal
#

Pretty much all single player UE4 games just do that, I think consumers are pretty used to it

tired storm
oblique shale
#

Yup development for now, I'm going to try the Shipping! Great info @tired storm , thanks!

oblique shale
#

It worked, with Shipping package the EXE stop asking firewall exception. Perfect, thanks.

candid lily
#

Does packaging need Internet?
Guys, someone answers
Are there lessons for proper packaging to prevent mistakes?

#

😫

mellow bane
#

It does not

brazen dagger
#

hey

#

i got an error

#

why does this happen?

vital narwhal
#

Might be hitting a path limit. I strongly encourage you to set your project root to something short and not on your desktop

grizzled cape
#

super new to unreal engine, this is my first project and when I package the level this is the error I get, anyone know how to resolve this

vital narwhal
#

You probably still have the game running, that's windows saying it can't write the executable

#

or possibly something like a permission/out of space issue

grizzled cape
#

But I do not have the game running, I do not understand how to fix the permission issue or if I do have that issue

vital narwhal
grizzled cape
#

So I download the software, I do not see any outstanding programs running, where do I see what is locking me out?

vital narwhal
#

Pick Find->find dll or handle at the top and then type in part of the path, that should show

#

If that doesn't work, that's about when I restart windows

grizzled cape
#

well I tried everything you said and nothing came up, restarted the computer as well. not sure what to do or if I am going about something wrong

grizzled cape
#

well i got it to work, just restarted my pc and it packed everything and works fine πŸ˜…

candid lily
#

I have a game and I want to export it to Android without ERROR what should I do

mellow bane
#

Need more information

split fox
#

show us the logs pleassse

candid lily
#

Some times export works and no times

I do not know this because of the protection program?

Or that the export needs the Internet?

#

@mellow bane @split fox

split fox
#

you're not getting any errors in the editor?

mellow bane
#

Step 1 : get the packaging log and put it somewhere for us to read

#

Step 2 : probably get answers πŸ™‚

split fox
candid lily
#

@split fox @mellow bane

split fox
#

also check the android quickstart to see if you have configured your project settings correctly

candid lily
#

error: no devices/emulators found

split fox
#

have you done these steps?

candid lily
#

No, will this solve the problem in the picture?

split fox
#

worth trying, looks like you don't have your device setup

candid lily
split fox
#

good job!

candid lily
mellow bane
#

Get the packaging log and put it somewhere for us to read

candid lily
#

Where to get the packaging log?

mellow bane
#

The path is written at the end of your screenshot.

mellow bane
#

Error: Couldn't save package, filename is too long: C:/Users/Abbas/Documents/Unreal Projects/MyProject11/Saved/Cooked/Android_ETC2/MyProject11/Content/ThirdPersonBP/Blueprints/Esraa_Alasel_-Arosa__Offical_Music_Video____Ψ§Ψ³Ψ±Ψ§Ψ‘_Ψ§Ω„Ψ§Ψ΅ΩŠΩ„-عروسة-_Ψ§Ω„ΩƒΩ„ΩŠΨ¨_Ψ§Ω„Ψ±Ψ³Ω…ΩŠ__online-audio-converter_com__Cue.uasset

#

Make the path shorter.

candid lily
#

okay

Is there anything else I should change?

mellow bane
#

Some of your materials won't work on Android

#

Check the log, it's all there

candid lily
#

Is there a way to make the export faster?

split fox
#

not really

mellow bane
#

It will be drastically faster the next time

#

Since it caches materials

candid lily
#

What does that mean

split fox
#

so

#

when you package up your game the first time, it will cache the materials you compiled, and use those next time you package

#

as long as they werent changed / edited

#

as stranger pointed out, you should look at the ones that gave you warnings because they will not look right on your game on your device

candid lily
#

ok

cobalt rapids
#

I has navmesh prollem:

Packaging a project with 3 different maps. Navmesh on 2 maps survives most of the time, but the third map's navmesh never survives through packaging - the AI aren't moving.

It all works fine in Editor (dedicated server)
The non-working map is the smallest.
I already tried deleting and remaking the navmesh.

#

Anybody have any ideas....

candid lily
#

I deleted the entire file

He still tells me that the name is long
Β  what should I do

#

@mellow bane @split fox

split fox
#

The filepath (where your project is) is too long for the game to be packaged up, so you have to either move the project / shorten the path

#

so for example putting the project right in C:\

candid lily
#

I found the file in the project files
Although I deleted it from the editor

It's a strange thing

lusty ivy
#

Hi all, I have a crash when packaging Shipping build only, whenever bUseChecksInShipping = false; in Target.cs then it would crash, if I put bUseChecksInShipping = true; it won't crash. Anyone know why this happens?

wraith lake
#

hey guys a friend of mine got this while exporting a little project

#

seems like his package cant be acess any idea ? is it possible to reimport ?

vital narwhal
#

That is only showing the warnings and not the error that stopped it. They will need to address the actual error which is above those warnings

split fox
#

yup please show us the error in question (also you should take care of those warnings)

jovial kestrel
#

Does anyone know what would give this error?

wraith lake
#

thanks guys he seems to figure it out

open rapids
#

Does packaging automatically strip assets that are un-referenced?

mellow bane
#

Depends on your settings

vital narwhal
#

If you list at least one map it'll only cook things referenced by the map + always loaded/asset manager stuff

#

if you list nothing it cooks everything, which is basically never what you want, or you can enable that flag manually

wheat raven
#

Has anyone created a patch for PS4 before? If so let me know I have some questions.

wraith lake
#

he achieved to build by retrying multiple times without doing anything