#packaging

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wraith lake
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weird

brazen dagger
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i get an error : Replicated TArray parameters cannot be passed by non-const reference when packaging with nativized assets

split fox
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does the error give you a clue to which assets?

austere pivot
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Does anyone here know how to use UnrealPak Tool ?

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Im looking to create AssetPacks for Unreal similar to the startercontent in Feature Packs, I was able to extract StartContent.upack and placed and edited my files according to how it is set up, im not able to create a new .upack with it

winged moss
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has anyone figured out a decent strategy for building for the same platform but different storefronts (ie. using a different OSS)?

mellow bane
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Branches ?

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You'll need to build twice, I think

winged moss
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i suppose that could be automated, really wish they made it easier though

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since you might have to make store-specific changes to Build.cs and Target.cs files as well as INI files

split fox
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which platforms?

winged moss
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i think i saw a question about it on UDN soon after EGS was announced but nothing useful in it

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steam, EGS, GOG

split fox
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so still a PC game ? not mobile or console?

winged moss
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well it'll be console too but this isn't about managing OS/hardware platforms, it's about PC store platforms

split fox
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ah I see

winged moss
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where you're making multiple builds for the same OS but different stores

split fox
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different branches is your best I think

winged moss
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will have to think of some automation pipeline for it when we get to it then. right now we make release streams for a single store platform (steam)

mellow bane
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I don't know about EOS since I don't have access to their private SDK for the titles actually shipping on it

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For Steam and GOG, I'm pretty sure branches are the way to go

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Though it's possible that you may be able to switch OSS at runtime

winged moss
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yeah but even then you might be using defines in the code in addition to INI changes

mellow bane
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We didn't need that

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At least for GOG, all required backend-specific stuff could be dynamic

winged moss
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only thing annoying about GOG is that their OSS doesn't support linux, even for servers

mellow bane
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Yes, because they don't have Galaxy on Linux which is what they connect to IIRC

winged moss
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yeah but for doing game server auth without a client? c'mon

mellow bane
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ยฏ_(ใƒ„)_/ยฏ

grizzled shoal
stiff rover
mellow bane
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@stiff rover Looks like you enabled nativization ?

stiff rover
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Yeah, should I not? I didnt figure that would be the cause

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i figured it just adds that in the file path

mellow bane
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Nativization = Blueprint translated to C++ and compiled as regular C++ classes

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It's quite unstable

stiff rover
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hrm ive never had issues with it before, but i shall do a package with it turned off, ty

grand heart
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Hello, does anybody know any resources on packaging for lower end PCs? I've read that Disc Jam achieved it, and I'm looking into them. I'm aiming to package and install on an integrated graphics PC

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The game will not have many 3D elements, actually

polar siren
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So I see in Project Settings - Packaging, you can specifically include directories to cook, but is there a way to specify specific assets to cook?

mellow bane
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Not that I know of

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Just use the asset

golden cape
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Move the unneeded files to another directory, don't include the new directory in packaging

wind fiber
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there is -fileopenlog to dump which files were loaded from pak file in which order, is there something similar that also dumps which dependency is responsible for each load?

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the reference viewer is very clumsy for figuring out what path of references might be responsible for an unnecessary amount of stuff being loaded before the main menu

steel saddle
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im having this issue with packaging. does anyone know how to attack this?

hasty haven
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I'll try fix this later

lyric orchid
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anyone know how we get this error when packaging

meager lion
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If discord manifest was programmed to run the TwilightStarHE.exe and it was a shipping build....
could that cause issues.
because after looking at this, i just now realize that a shipping build makes a whole new .exe file
and it cooks that EXE, not the normal one.
er does it not really matter as the .exe inside the WindowsNoEditor is what points to the correct one

lyric orchid
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?

deft dawn
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Has anyone ever encountered an issue where your AI's navigation won't work in a build?

open rapids
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How do I package a game made for VR? If I use the VR template and set the gamemode to use the MotionControllerPawn, shouldn't I be able to start the built executable in VRmode by default?

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Found the Start in VR tickbox in project settings, all is well

quick sphinx
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is this where I should ask about compiling on specific platforms?

eager brook
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My packaged project (dev build) is not running. It just doesn't do anything after opening the .exe.
This only happens to projects that use the AdvancedSessions plugin. Why does this happen and how can I fix it

mellow bane
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Did you set up the game for Steam or something

eager brook
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yes I did
i ticked "Advanced Steam Sessions"

mellow bane
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There is a shit load more of work to get Steam running

eager brook
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Oh you meant actually building the code to make it work

Actually is that the problem
because of ticking the Advanced Steam Sessions and not actually using it to build code

eager brook
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@mellow bane

livid ore
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Hello, I want to know if there's a ddifferent proccess of packaging a project between different Android versions. I runned a game in my android 8 and it worked perfectly, but my friend tested on Android 5 and it was terrible, lost textures and 6fps..

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I mean, what should I consider when packaging my game for older android versions..

split fox
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what phones are you using for testing @livid ore

eager brook
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Hi, after using Advanced Steam Sessions plugin and packaging and running the game, using Shift+Tab doesn't bring up the Steam Interface. Is this normal?

mellow bane
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Shift tab is entirely unrelated to that plugin

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You need to start the game from Steam or add an appid.txt file

vital narwhal
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You should set up steam to launch your dev executable as an extermal game, then things should work

livid ore
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@split fox i have a galaxy a8 and my friend has a gran prime duos

split fox
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in project settings -> platform -> android what do you have your minimum and max target sdk's set to?

eager brook
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@mellow bane ah i see. so it is normal.

lyric orchid
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When packaging game always when play gives this error crash

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But at editor working good

livid ore
marsh dragon
split fox
rare pawn
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is it possible to get more logs out of the nativizer to see what assets are taking longer?

livid ore
split fox
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set the others to that

livid ore
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ok!! Thank you so much!

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I'll try this

past hull
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Actually i ve created a custom .ini file, but when packaging the file is no more there which make my app unusable, is there a way to include it with the package ?

vital narwhal
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@past hull yes, and it should warn you in the log and tell you how to fix it, check the output log from packaging and look right after cook

past hull
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@vital narwhal Actually it was my fault, i used to place my *.ini under MyProject/Saved/Config, which wasn't the appropriate place, i moved it to MyProject/Config and whitelisted it as mentionned in the log
Now it works

livid ore
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Hey @split fox we've tested with the android-22 and also the SDK API Level to 22 but no results... Still with 6 fps, any other ideas?

split fox
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@livid ore sorry not without seeing your project etc

tired storm
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Any ideas why a texture would disappear only after packaging?

tired storm
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fixed

tight valve
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Hi here, when I package my game (windows, development), It returns success but there is no .exe in the folder ๐Ÿค”

split fox
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did you check in the binaries folder?

tight valve
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There is no binaries folder either :/

split fox
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logs please?

tight valve
split fox
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D:\Unreal Projects\PunkRunner_Alpha\Saved\StagedBuilds\WindowsNoEditor

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?

tight valve
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Still no exe in there. The only exe I have is in D:\Unreal Projects\PunkRunner_Alpha\Saved\StagedBuilds\WindowsNoEditor\Engine\Extras\Redist\en-us it's UE4PrereqSetup_x64.exe

split fox
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its nowhere in your project folder?

tight valve
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No, not at all, I've search for exe, but it's not appearing.
Maybe it's because this project is a cloned project that I've renamed? so it became messed up.
I think I will start a new project and migrate the map to it

tribal crater
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is it at all possible to unpack your own game and retrieve a blueprint or mesh asset.

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I dropped my HDD recently, and all I backed up to my google drive was my game.

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It's not encrypted, or atleast I don't think it is.

reef lantern
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packaged source for dedicated, then ran a server i get all this

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where should i start

cedar cedar
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Has anyone encountered the "Cast of nullptr to SceneComponent Failed" Critical error when packaging? I've been looking for SceneComponent casts in my code, but nothing really stood out. Can anyone point me in the right direction?

open rapids
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Can anyone tell me why when I try to packaging does the documentation open?

lethal viper
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that can be life saver ๐Ÿ™‚

open rapids
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I will look, ty

livid matrix
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Hey people, I'm trying to build my game for Shipping but keep getting errors about it unable to find shader cache, followed by a crash. I've tried packaging in editor and building in Visual Studio with both configurations set to Shipping x64. I've searched all over google but no solution seems to work. (Tried unchecking Use Pak, setting default maps to cook, building lighting etc). Feel like I'm missing something but don't know where to go from here

Also development build works fine


Edit - Turns out it was caused by a material on a landscape

open rapids
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@lethal viper For some reason, dont work

vital narwhal
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Instead of manually unpacking and repacking the files, you can just enable the Exclude Editor Content When Cooking and Create Compressed Cooked Packages settings in your packaging settings

silk depot
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if i'm compiling the engine from source, when i do a -clean on my packaging, should it be rebuilding the entire engine every time? making these CD builds take forever

mellow bane
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That's what "clean" does

silk depot
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sure, but you'd figure it would clean your projects code, not the entire engine

mellow bane
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You don't need to do it, though personally I'd go for complete full rebuild on CD

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For shipping builds, i'm pretty sure you can't clean only the project

silk depot
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i see

mellow bane
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Since well, the entire thing gets compiled into a single executable

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Engine & game

silk depot
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thought it took advantage of modules?

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or is that only for non-shipped builds?

mellow bane
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My understanding is that shipping merges everything so clean affects both, but I'm not even sure clean in development doesn't do the same thing

silk depot
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hmm kk, guess i'll live with the build times. not like it's a big deal really

mellow bane
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IIRC you can do your own binary engine too

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Build it once and use it in a prebuilt way like a launcher engine

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See this stuff, though it may be a bit outdated

silk depot
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interesting

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will have to review it when i'm not at work ๐Ÿ˜„ thank you

lethal viper
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@open rapids make sure to run as admin may be...i had issue at my laptop if not running the command prompt as admin, and always had issue with "powershell"

lyric orchid
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hello when i package game and playing at full screen always crush have 4.23.1 how fix this bug ?

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D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:368
with error DXGI_ERROR_INVALID_CALL

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this

dim ruin
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hello, can someone direct me what should i do about this packaging error? i checked full log but nothing different. also tried to go back to old msvc because forum people say new msvc has problems with 4.23. but still getting same error

dim ruin
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looks like it's because project launcher cant find uat as a part of unreal engine installment. probably because symlink i did.

fair needle
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does anyone experience issues running 4.23 packaged games with dx12?
i keep getting "dx12 not supported on your system" even though it is and editor is working fine with dx12

fair needle
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is there a way to cook only modified content via File->Cook content?

vital narwhal
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I forget what method that uses, you can turn on Iterative Cooking in the cook options and that 'll probably enable it

remote stratus
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is the cooked content the same for shipping and development ?

bold bluff
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Hello, I have a question regarding the package project, everytime I try to build using window 64b it does nothing and just open the document page online...

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anyone know why this issue happens

bold bluff
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nvm file name too long, I feel like this is a ue4 meme....

tacit mulch
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Hi, any idea why cant sign my apk file with V2 signing way?

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using sdk 26

rare hedge
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Yo! Tryna do a package of my game and I got hit with this error:

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

I can't find anything online about it and any help would be greatly appreciated!

vital narwhal
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You might need to put in a breakpoint on that error message. Check your log for the exact command line it's passing to cook or whatever and run that via visual studio

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My guess is you have something weird in an ini file but it could be anything

rare hedge
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Managed to fix it. God damn paragon asset broke it

south sundial
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Can't package for android can anyone help me

south sundial
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can someone please help me

south sundial
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it says I don't have sdk installed but I do

somber dome
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Hello Guys,

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Today I got a weird error in my packaging

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UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error:
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path)
[File:D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\SoftObjectPath.cpp] [Line: 46]
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Cannot create SoftObjectPath with short package name '('! You must pass in fully qualified package names

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It seems there's a file name with ( but I don't have any file with ( in naming.

supple spruce
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packaging is the most stressful thing ive ever experienced in my entire life

south sundial
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Hey i have problem with sdk

south sundial
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Well i have installed android strudio as well as sdk but idk which files i need to locate for android sdk under platform settings

open rapids
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I solved guys, thank you to all the people tried to help me, i just restored folder in the default

thorny obsidian
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Is anyone available to help me with android packaging? I keep getting an error about not being able to "delete the staging directories" and unreal documentation doesnt tell me anything helpful.

high saffron
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solved added support android in plugin

high saffron
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LogCook: Display: Cooked packages 206 Packages Remain 302 Total 508
LogTexture: Display: Building textures: MobileHUDDirectionStick (AutoETC1, 64X64)
LogTextureCompressor: Warning: Failed to find compressor for texture format 'AutoETC1'.
LogTexture: Warning: Failed to build AutoETC1 derived data for /Engine/MobileResources/HUD/MobileHUDDirectionStick.MobileHUDDirectionStick
LogTexture: Display: Building textures: MobileHUDDirectionPad3 (AutoETC1, 256X128)
LogTextureCompressor: Warning: Failed to find compressor for texture format 'AutoETC1'.
LogTexture: Warning: Failed to build AutoETC1 derived data for /Engine/MobileResources/HUD/MobileHUDDirectionPad3.MobileHUDDirectionPad3
LogTexture: Display: Building textures: MobileHUDDirectionPad2 (AutoETC1, 256X128)
LogTextureCompressor: Warning: Failed to find compressor for texture format 'AutoETC1'.
LogTexture: Warning: Failed to build AutoETC1 derived data for /Engine/MobileResources/HUD/MobileHUDDirectionPad2.MobileHUDDirectionPad2
LogTexture: Display: Building textures: MobileHUDDirectionPad (AutoETC1, 128X128)
LogTextureCompressor: Warning: Failed to find compressor for texture format 'AutoETC1'.
LogTexture: Warning: Failed to build AutoETC1 derived data for /Engine/MobileResources/HUD/MobileHUDDirectionPad.MobileHUDDirectionPad
LogTexture: Display: Building textures: MobileHUDButtonFire (AutoETC1, 64X64)
LogTextureCompressor: Warning: Failed to find compressor for texture format 'AutoETC1'.
LogTexture: Warning: Failed to build AutoETC1 derived data for /Engine/MobileResources/HUD/MobileHUDButtonFire.MobileHUDButtonFire

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got another error in cook log

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please ignore it solved after I build the project

mild current
mild current
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Okay i fixed that one

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My project file is only 89 MB but when i pack, it goes to 6.15gb. Why is that ?

fair needle
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is it possible to not rebuild the game if since latest packaging code wasn't changed?

winter tree
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LogLinker: Warning: Failed to load '/Game/SideScrollerCPP/SideScrollerOverview': Can't find file.

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how do I stop the engine from looking for this file

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project created with side scroller template and I deleted that overview file

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where is it that the engine is looking for this

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I guess in some CPP file

severe quiver
lavish kayak
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After packing my game UE4 doesn't display any materials on landscapes for some reason

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They will show up fine in the editor. But after packing it just shows the checkerboard

thin seal
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how do you get visual studio code to find your include files?

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is there a walkthrough on this?

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specifically for ue4

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I normally use cmake and it would identify the includes through that

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{
    "folders": [
        {
          "name": "Self",
          "path": "D:/Application_Development/Unreal Projects/03_BuildingEscape/BuildingEscape/Source/BuildingEscape"
        },
        {
          "name": "UE4",
          "path": "D:/Application_Development/Unreal Projects/03_BuildingEscape/BuildingEscape/Intermediate/Build/Win64/UE4Editor/Inc/BuildingEscape"
        },
    ]
}

does not work

supple spruce
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tfw your classes work in packaged and editor, but not standalone, because a bp struct refuses to compile correctly

wheat junco
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Anyone on the 4.24 preview? I have my own ViewportClient inside a plugin and its giving a cooking error:
Failed to load '/Script/MyPlugin.MyViewportClient', falling back to 'GameViewportClient'

next warren
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can game files be read by the game even if they are not in .pak? aka are loose files recognized?

mild current
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Hello i have a issue with packaged movie files. Cinematics plays fine in the local machine. But its not playing properly on other machines. It goes white screen.

meager sorrel
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Hi, when i packaging a project i get a lot of yellow line. Is will be problem in game ?

olive kindle
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depends on what they are

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I encourage you to read them all and chase down ones that seems extra problematic

meager sorrel
meager sorrel
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I am sure they are true where is the wrong ? I added store.keystore to my project. But why i am getting error , i'll be crazy

meager sorrel
harsh meteor
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I have a packaged project that runs great in the editor. However, when I do a packaged build, with nothing at all in the level I end up and 20 fps. if I run 'stat SceneRendering', it shows that "RenderQuery Result" is taking 46ms. The PIE runs at 60fps. If I run the same command, it shows far less info. Do you have any idea how I solve this?

grave hinge
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check output log of running game maybe it is logging errors for you thats why it slow

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other than that check stat rhi and stat raw charts they give you drawcall, and frame data of different threads. lastly there is stat startfile/stopfile commands and analise the captured data with frontend tool

harsh meteor
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Thanks for the info! I'll give that a look and hope that I find something.

harsh meteor
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I'm not sure what the issue is but both my PCs run the shooter project package build at 20 fps when in full screen and "RenderQuery Result" is the cause. If I pull out of full screen into windowed mode, it's 60fps on both machines and "RenderQuery Result" doesn't even show up on the graph.

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Possible engine bug?

harsh meteor
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Now I updated my drivers and restarted my PC and it's working as expected.

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I last updated my drivers something like 2 weeks ago so still makes no sense to me.

hardy hawk
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can I use the Launch option to debug a game as if it was packaged?
my players cant spawn properly using seamless travel which I can't test for in editor

meager sorrel
#

Guys can you look my problem please?

somber dome
#

Hello Guys, Please take a look at this question:

mellow bane
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UAT is definitely what you want here.

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We've used Python scripts here to build new versions

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(and upload to Steam etc)

mellow bane
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RunUAT commands

graceful fable
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I see. Thanks, @@mellow bane. I'm kind of surprised nothing like an external API exists for RunUAT, the closets I could find is BuildGraph, but I really don't want to invest in another complex proprietary building system

mellow bane
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Mostly UAT builds a full deployable package for your game with little inputs, and little additional work to do

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The Python script I use now gets the latets Git tag to tell UAT how to name the version for example

graceful fable
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That's good to know. Does anyone know if you can cross compile to Windows from Linux?

mellow bane
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Yes, you can

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That's actually the only supported way to build for Linux

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Sorry, I misread your first comment

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You build Linux from Windows, and Windows from Windows, can't build Windows from Linux

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It is, using Windows

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You need Windows to build for Linux too

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MacOS requires a Mac running Mac OS (and additional paid certification for releasing the game on Steam)

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So you need specific software, hardware and licensing

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I mean the new software certification thing that gets your executable signed

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Can't install games on latest OS without that, and Steam now mandates it.

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Generally speaking, Apple makes it very hard to do games for a small audiance of non-games who run obsolete gaming hardware so personally I don't bother

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Yes I also have Steam Pipe running through Python scripts

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You can search through the Helium Rain repo I linked earlier

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Yup

mellow bane
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It's an option

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Either an UAT one or a packaging setting

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You can also remove the manually, or ship them if you want call stacks from crash reports

mellow bane
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Well you need the PDBs

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How else are you going to debug your game when crash reports come in ?

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But you're right, they don't need to be copied to the final directory and can remain in staging for your script to pick them up

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Can't find the "no PDb" option so I guess I dreamt that one up, anyway

graceful fable
#

ok, thanks @mellow bane

mellow bane
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But really, keep the PDB

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Maybe not on your client's machines but for yourself

open rapids
#

Does anyone know what this message means during packaging?
The bp is empty and derived from a c++ class.

External Object(s):
WeaponStateFiring_0
WeaponStateFiring_1```
open rapids
hardy hawk
#

how do I package a build without rebuilding entire engine

open rapids
open rapids
#

UATHelper: Packaging (Android (ETC2)): ERROR: Android toolchain NDK r18c not supported; please use NDK r14b to NDK r18b (NDK r14b recommended)
how can i change NDK in codeworks?
I downloaded the NDK r14b from the Nvidia website, but I don't know how to change it.
,

rare pawn
#

hey., with Primary Asset Labels, do I need to do anything with them after I have created them or should it just work having it in the content browser?

severe ember
#

Hello
When i package my project( endless runner ) , can't see my character i mean there is no character but triggers happens.
I don't know What's wrong!
Could you please help me

exotic canyon
#

hey there, when I package my dedicated server (via ProjectLauncher) as 'shipping', and I launch the server with '-log' the console remains empty, but if I package as 'development' it works as usual, it's a blank project. Has anyone already had a problem similar to that?

mellow bane
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Shipping doesn't have logs @exotic canyon

exotic canyon
#

when I run a shipping build of a Target = Server

mellow bane
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Shipping = no logs

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Working as intended here

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Dont use shipping if you want logs

graceful fable
#

@exotic canyon you can put bUseLoggingInShipping=true in your Server Target cs file.

exotic canyon
#

oh great, thanks @mellow bane and @graceful fable! I thought as it was a server, these logs would appear anyway, now it works as expected ๐Ÿ˜„

thorn oriole
#

Hey, I'm using an external library (Fmod). Everything works perfect while in editor etc but when I run the game after packaging it with a development build it crashes and the only thing it says is "Fatal Crash". Anyone knows what might be the problem?

minor iron
#

Gonna need more info than that.

thorn oriole
#

I'm not sure how to get more info, theres nothing not even in the crash logs of the app.

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The basic gist of it is I use fmod to play a song at the start of the level. Looking into the crash logs I can see that the level is initialized correctly and play begins but then it simply crashes with a fatal crash, no error no nothing. My feeling is that I'm not packaging the external fmod libraries correctly

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and inside I have a bunch of header files for includes and the actual libraries in a separate folder inside

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this is my build.cs of the project

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I'm not sure if I'm doing everything I should be doing in order to package the app along with the fmod libraries in that folder and thats why it might crash

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and since I've set the fmod song to play at the start of the level and the last thing correctly initialized before the crash is the level I'm guessing its the fmod libraries missing and thats why it crashes

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The songs are being played from outside the app, in a separate folder inside Content I have a few songs, now I've set the folder itself to be included in the packaging process as a non-asset folder but in my code I reference the song to be played by a clear path "Content/NonAssets/SongName.mp3", might this be the problem?

plain lodge
plain lodge
#

Yeah fixed it haha

thorn oriole
#

Hey, My packaged game crashes with this error. I am using an external library Fmod. Thing is, it works fine in the editor, I'm not sure why it would crash while packaged.

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And here is the code part that crashes

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and this is how I'm linking my external fmod library

thorn oriole
#

Ok so I narrowed it down to this, basically my code isn't copying the dll from the thirdparty folder to the binaries folder in the packaged game.

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Right now, the cod ein the build.cs file copies the dll correctly to the binaries folder while in editor mode, but for some reason it fails to do so after the game is packaged and run.

sharp jolt
#

Building my first shipping build for Steam. I've set the app ID in the ini file. Are there any other common pitfalls I should be watching out for here?

#

is there a way to test to make sure it's good (beyond uploading it to steam)

hardy hawk
#

What does it mean when a class is creating its CDO while changing its layout

pure bronze
#

UATHelper: Packaging (Windows (64-bit)): ERROR: Visual Studio 2017 must be installed in order to build this target.
PackagingResults: Error: Visual Studio 2017 must be installed in order to build this target.
UATHelper: Packaging (Windows (64-bit)): Took 5,1559414s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Emil\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-Side3dscroller-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Emil\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\Emil\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-Side3dscroller-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

hardy hawk
#

It says you need vs 2017

karmic elm
#

/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Public/PickupActorInterfacexBOMBYX__pfG2132744816.h(1): Error: Class 'UPickupActorInterface' must inherit UObject or a UObject-derived class

#

I copied the example PickupActorInterface because I didn't want to 'break' anything, made maybe 30 actors using, everything cooks and plays fine but it complains when packaging.. how can I fix this aside from reworking all the actors?

meager rover
#

check the ue4 console forums for console related stuff

mellow bane
#

More like check the doc that came with your PS4 devkit and PS4 UE4

silver kraken
#

Question - i've setup some config variables in C++ for a project.... and i went to package the game - however my config variables dont even show up in the packaged game in the GameUserSettings.ini

How can i transfer this to a packaged game so that they show up - if i try to load them theyre obviously not there and then i'm left with zero'd variables for these config settings.....

hardy hawk
#

What does it mean when a class is creating its CDO while changing its layout

open rapids
#

Hi there,
my team typically uses two build configurations: shipping and development. While in development we do not want any fps cap so as to coarsely detect if a new feature is slowing down the game. However, when the game is shipped the fps cap should be used in order not to consume all the gpu. I can enable and disable the cap from DefaultEngine.ini but it is a global setting. Is there a way to change the settings based on the build configuration? Thanks

spring spear
#

is there a cooking/packaging log where i see what's been packed and how big the file is?

north wyvern
#

Can someone suggest or direct me towards solving the problem, I use paper2d character. when is start a level In editor viewport play it works fine and the fps is stable 120, and when locked in 60 fps there is no problem.
But when I run the game separately via Launch on device Windows from time to time the game stutters on 1 sec and drop 5 fps no matter 120 or 60 lock.

sharp sail
hardy hawk
graceful fable
#

@open rapids You should able to unlock the fps in the DefaultEngine.ini, but disable the game is in the editor. #if WITH_EDITORONLY_DATA etc

open rapids
#

Thank you @graceful fable that's actually how I ended up implementing it. I was hoping there was a way to do that only using config files without having to handle special cases in code. By that I mean two different DefaultEngine.ini files, one for the development and one for the shipping build configuration

oblique gale
#

Hi, I have a question about how to publish the CloudDir as the DLC packaging files and how to download these files when I launch the application? The docmentation does not describe it clearly.

thorny shard
#

can someone help me to decrypt this error messages

#

UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
PackagingResults: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Fatal error!
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd47ad3e0a UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd42bcd4ab UE4Editor-BlueprintGraph.dll!UnknownFunction []
PackagingResults: Error: === Critical error: ===

#

UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd42bcd927 UE4Editor-BlueprintGraph.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd4ab33ffe UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd4ac39990 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd4ac25c87 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd4ac4a063 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd4ac48fba UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd4568546c UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd456c5b06 UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd45539ea8 UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd4556b366 UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff625b85a93 UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [

mellow bane
#

Get the engine debug symbols in the launcher

thorny shard
#

how to do that?

mellow bane
#

Engine options in the launcher

thorny shard
#

under which point?

mellow bane
#

Big engine button in the launcher with the version on it

#

Find the otpions there

#

Install debug symbols

thorny shard
#

got it

#

@mellow bane it finished again try to package?

mellow bane
#

Put the whole packaging log on pastebin or similar service so that we can read it

thorny shard
mellow bane
#

The whole log

#

Not just the crash

thorny shard
mellow bane
#

You should try fixing the various warnings first

#

If you still have the issue after that we can try some more advanced debugging

thorny shard
#

if i would understand the errors :/

lean vigil
#

hello, i download visual studio and all the plugin needed, but when i click export to window , i always move to a web page?

mellow bane
#

Sure you have everything ?

lean vigil
#

yes they said that i need visual studio 2017 and game dev plugin ๐Ÿ˜

#

do i need something more?

mellow bane
#

You don't need the game dev plugin

#

You need VS, the Windows 10 SDK, and the C++ support

lean vigil
#

i follow this docs

mellow bane
#

You can check in the logs by the way, when clicking package

#

Should tell you what's missing

lean vigil
#

oh i think i forgot the SDK

#

thanks @mellow bane

#

i succesed build and export to HTML project, but when i tried to package for window 64, i got these error, anyone have ideas? sorry im new with UE

mellow bane
#

"FMemoryWriter does not support data larger than 2GB."

#

Sounds like you have a very large asset

lean vigil
#

well i think so

#

do you have idea that i can reduce?

mellow bane
#

Very likely to be the lighting data

#

Make sure you didn't use uncompressed lightmaps, reduce the lightmap resolutions when they're very high

lean vigil
#

damn ๐Ÿ˜ฆ it around 9000 assets ๐Ÿ˜ฆ

mellow bane
#

wdym ?

#

Did you check the size of "built data" map assets ?

#

These are usually responsible

lean vigil
#

i think the problem is related to datasmith, thus i merged all the mesh on sketchup but when i export and re-import to UE, they didnt merge at all

mellow bane
#

I mean the problem here is that one asset is 2gb or more

#

Check the light map assets

lean vigil
#

oh oh

#

thanks @mellow bane i will double check

#

sorry im new to UE

#

can i ask, what is these white ball @mellow bane

thorny shard
#

i have built a package but when opening the exe my window resolution isnt fitting the screen. Where can i set up myy resolution?

prisma rock
#

hi i just joined the server on recomendation from a friend on another server to seek help on a packaging error i have with unreal 4.22

lean vigil
#

hello i have an error when packaging for Window ๐Ÿ˜ฆ anyone can help me

formal thorn
#

Hello, I've just joined! I'm getting a packaging warning and its the only one I have left before there are no errors anymore. I've tried googling the warning but I can't seem to find any answers anywhere, I'm getting these errors in my packaging, but my game does not contain any vehicles and I haven't specified any vehicle related things.

#

Does anyone know how to get rid of them?

rancid mountain
#

@formal thorn Yeah, beg Epic to fix it

#

Submit a bug report

#

the more they get, the more visibility it'll get

formal thorn
#

Oh, so its a known bug?

rancid mountain
#

Well

#

"bug" is a loose term

#

But sure ๐Ÿ˜‰

formal thorn
#

Ah, I thought it was a setting I was missing or something in the project settings

rancid mountain
#

You can get "phantom" warnings for various reasons

#

Mostly due to disabling plugins

#

But other stuff like if you exempt editor content, but actually use it, those are real

formal thorn
#

I see

#

Thanks!

light topaz
#

What is the difference between WindowsNoEditor and WindowsClient?

wicked thunder
#

hello every one ,i have an issue reagarding the apk . i installed the apk which i deployed by unreal engine in quest using sidequest ,it installed in unknown source but not working
so any one who try this type of issue plzz help
it is a app which we own created in unreal engine and followed all build process as per oculus guidelines
my app is running in quest when i deploying it through unreal engine

limber ferry
#

I read that I had to put video files in Content/Movies for them to be packaged with the game
Now I imported my video and it juts created a FileMediaSource - is that fine? Or do I have to actually copy the .avi over into the folder

wild lagoon
#

hey guys im trying to package my game as it is but it keeps giving me this

mellow bane
#

Update your Visual Studio

#

It says so right there in the log

wild lagoon
#

yes but to test if it was the studio i also packaged another project and it whent through fine

mellow bane
#

Okay, but you still need to update

wild lagoon
#

alright

#

any other problems in the log anyone can find

mellow bane
#

No other problem in that log. Compilation just failed.

wild lagoon
#

tried multiple times

mellow bane
#

So what's the log after updating Visual Studio ?

wild lagoon
#

updating now

#

updated it

mellow bane
#

Which version is it now ?

wild lagoon
#

2019

mellow bane
#

Okay, so

#

If you want to move to 2019, then do that

#

If you have 2017 installed, that's the default

#

And you have an old, broken 2017

#

So right now it keeps using that

#

You need to update 2017 and remove 2019, or remove 2017 and make sure to set your project to 2019

wild lagoon
#

how do you set ut

mellow bane
#

Start by deciding which one you want to keep

#

Easiest way right now is top just update 2017

#

Just do that and everything will work

wild lagoon
#

ok updated 17 and uninstalled 19

#

the log

high saffron
#

[2019.12.07-17.29.20:281][ 0]LogWindows: Looked in: C:\UnrealEngine\Engine\Plugins\Media\WebMMedia\Binaries\Win64
[2019.12.07-17.29.20:281][ 0]LogWindows: Looked in: C:\UnrealEngine\Engine\Binaries\Win64\Android
[2019.12.07-17.29.20:281][ 0]LogWindows: Looked in: C:\UnrealEngine\Engine\Binaries\Win64\HTML5
[2019.12.07-17.29.20:281][ 0]LogWindows: Looked in: C:\UnrealEngine\Engine\Binaries\Win64\IOS
[2019.12.07-17.29.20:281][ 0]LogWindows: Looked in: C:\UnrealEngine\Engine\Binaries\Win64\Lumin
[2019.12.07-17.29.20:281][ 0]LogModuleManager: Warning: ModuleManager: Unable to load module 'C:/Unreal Project/ActionRPGUpdated/ActionRPG/Binaries/Win64/UE4Editor-ActionRPG.dll' because the file couldn't be loaded by the OS.
[2019.12.07-17.29.21:799][ 0]LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
[2019.12.07-17.29.21:824][ 0]LogSlate: Slate User Destroyed. User Index 0, Is Virtual User: 0
[2019.12.07-17.29.21:825][ 0]LogExit: Preparing to exit.
The thread 0x3a0 has exited with code 0 (0x0).
The thread 0x2674 has exited with code 0 (0x0).

#

hi all anyone know what cause the module errors?

#

plugin problem find the answer now

lean vigil
#

hello, it said that it FMemoryWriter does not support data larger than 2GB. Archive name: None
how can i know which data is > 2gb to del?

mellow bane
#

Right click your content directory -> size map

#

Read the log file mentioned in the short log for more

oblique cipher
#

Hello, I have a DefaultEngine.ini and I want to add my own ini file "DefaultRandom.ini"

#

but it does not seem to use the stuff in my own ini?

lean vigil
mellow bane
#

Pretty much exactly what I expected !

#

You probably have a lot of static lighting data.

lean vigil
#

what should i do to reduce ๐Ÿ˜ฆ

#

i did del some lighting

mellow bane
#

Make sure you didn't do something stupid like disabling lightmap compression

#

And, well, you're going to need using the lightmap density visualization, find objects that have too dense lightmaps, reduce their resolution.

#

On average, you need a minimum 2x less resolution (4x smaller file) on every asset

lean vigil
#

ok great

#

thanks

mellow bane
#

The compression one is fun, I found some marketplace levels that used it

#

Instant x5 level size for little gain

tight galleon
#

Seems like there's a command-line parameter -buildmachine that will enable lots of stuff:
โ€ข No max number of warnings / errors reported in output (or -dumpallwarnings flag).
โ€ข Very detailed cook timing statistics (or -LogCookStats flag) saved to a csv file. Also will send cook analytics to a custom server if APIServer is set in [CookAnalytics] section of Engine ini (or -SendCookAnalytics flag).
โ€ข Skips checking if plugins are missing or out of date.
โ€ข Doesn't launch crash reporting processes.
โ€ข Logs shader compiler errors.
โ€ข Disables some dialogs opening during build.

Sounds very useful!

crisp remnant
#

I've imported a 2k png (162KB) when packaged, the file becomes 28MB. Am I doing something wrong? Is this an issue with the format of a uasset? What can I do to reduce my filesize in the pak?

viscid robin
#

i have an error when packaging my game

#

HELP

#

ive been here for hours ;-;

mellow bane
#

Why would you want that ? ๐Ÿ™‚

sick dawn
#

i think robo recal has a pak loader or something, cuz mod editor

open rapids
#

Does anybody know where i go to get my xbox packaging for ue4?
been searching around and I CANNOT find it anywhere

rancid mountain
#

@open rapids You have a license for it?

#

(been approved by Epic and all that jazz?)

#

If so, the forums have all your answers

open rapids
#

I got approved by ID@xbox

rancid mountain
#

That's cool

#

But, that's only one side

#

Did you get approved by Epic?

open rapids
#

oh okay i was not aware about the epic side

rancid mountain
#

๐Ÿ‘

#

Once you do, if you have any issues with that, we can talk. Or just find your answers in the Xbox forums

open rapids
#

wheres do i apply for it @rancid mountain

grizzled shoal
#

hey guys is there a way to package for linux (from a windows environment) without needing to build from source?

mellow bane
#

Sure

#

Just read the "building for linux" doc

mellow bane
#

Yeah

grizzled shoal
#

@mellow bane from what I read on cross-compiling is supported on windows, which means I don't need to do the native compiling.After installing the toolchain what should I do next?

mellow bane
#

File -> Package -> Linux

grizzled shoal
#

I get prompted with the link

mellow bane
#

Sounds like you didn't install everything properly, make sure to restart UE4 etc

grizzled shoal
#

@mellow bane ok so what happen in my case is that this project was created with 4.22 as soon as I change it to 4.23 it allowed me to package, thanks for all the help man ๐Ÿ‘

mellow bane
#

Cool !

olive flint
#

I need to create an installer for a packaged game. I've never done this before. Are there any good tutorials or software I should be looking at?

mellow bane
#

@olive flint What do you want exactly ? UE4 creates an installed package that you can distribute on every digital store

olive flint
#

I won't be distributing through any stores. It's for internal use. I want to point people to an .exe that they can download. I know I could just zip up WindowNoEditor, but I'd like to give something a little nicer.

mellow bane
#

Get Innosetup then

#

Probably the easiest

olive flint
#

๐Ÿ‘

#

I just watched a youtube tutorial on it. It looks easy enough.

#

Thanks for your help.

open rapids
#

i keep getting this error whenever i package my game, too long to copy and paste, but i'll cut it up and send if you can help

#
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows (64-bit)):   D:/Apps/Epic/UE_4.22/Engine/Plugins/Marketplace/XsollaLogin/Source/XsollaStore/Public/XsollaStoreCurrencyFormat.h(18) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows (64-bit)):   D:/Apps/Epic/UE_4.22/Engine/Plugins/Marketplace/XsollaLogin/Source/XsollaStore/Public/XsollaStoreCurrencyFormat.h(21) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.```
#
UATHelper: Packaging (Windows (64-bit)):   D:/Apps/Epic/UE_4.22/Engine/Plugins/Marketplace/XsollaLogin/Source/XsollaStore/Public/XsollaStoreCurrencyFormat.h(36) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows (64-bit)):   D:/Apps/Epic/UE_4.22/Engine/Plugins/Marketplace/XsollaLogin/Source/XsollaStore/Public/XsollaStoreCurrencyFormat.h(39) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows (64-bit)):   D:/Apps/Epic/UE_4.22/Engine/Plugins/Marketplace/XsollaLogin/Source/XsollaStore/Public/XsollaStoreCurrencyFormat.h(42) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.```
#
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.```
#
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Apps+Epic+UE_4.22\UBT-RemakeZombie-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Apps+Epic+UE_4.22\Log.txt for full exception trace)
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Apps+Epic+UE_4.22\UBT-RemakeZombie-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```
#

can anyone help

vital narwhal
#

You need to add Category=ACategoryNameForTheUI to those properties in that plugin. Either update the plugin or do it yourself in source

unborn spear
#

hey, im trying to play my packaged game, but i keep getting this error. i don't know what it means. can someone tell me how to fix it please.

vital narwhal
#

@unborn spear DeprecatedGearVRControllerComponent's constructor is trying to call LoadObject and passing in something bad. LoadObject is not safe to call from constructors at all. I'm not sure where that code comes from as it's not in my engine but as it's deprecated you could probably just delete it

potent osprey
#

So, I have apex destruction working in the UE editor, things fracture, etc. But in a built version of the game, i can go through them.

#

What am I doing wrong?

unborn spear
#

@vital narwhal where is the thing I should delete? It's not a vr game btw

open rapids
#
  LogInit: Display: -----------------------------------
 LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
  LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
  LogInit: Display: LogOutputDevice: Error:
  LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !NeedsInitialization() ` [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Components/ActorComponent.cpp] [Line: 1741]```
vital narwhal
#

SImplest fix is probably just the line calling LoadObject in the constructor. You must be on a fairly old engine or have some plugin installed

open rapids
#

Anyone know what might be causing this build error?

#

Seems to be related to 4.24 upgrade since the build was functioning fine before the update

unborn spear
#

@vital narwhal im using 4.20

#

Should I move my project to 4.24?

vital narwhal
#

Not necessarily, just that class is gone in 4.24 so I can't see what specifically was wrong with it in 4.20

unborn spear
#

well, im not sure what to do. i've never gotten a error like this. how do i find the line that needs fixing?

unborn spear
#

i somehow fixed the issue. thank you for your help.

open rapids
#

im getting an error saying that a firstpersonexamplemap is not existing when i try to play my build, but yet i dont have tht map

#

how do i fix this?

open rapids
#

Hi everyone I'm trying to build my project and then upload it to Steam, are there any documentation/best practices when building your game for steam?

inland moon
#

Iโ€™m getting the error โ€˜unknown errorโ€™ when nativizing blueprints. The error happens at the last lines of the build, leaving me with all the necessary C++ files.

My question is, how can I use the nativized C++ files found in the intermediate folder.

unique charm
#

I need to download the content files from own server and load assets at run-time. Is there any option will be download content at run-time. Like asset bundles from unity

normal flower
#

I'm having issues with packaging for shipping on ios. I'm on a Mac running Catalina and Xcode 11. Everything build however during installing of the executable to my iphone I always get a certificate error. I've had this issue ever since 4.23. I'm trying with 4.24 and I'm still having the same issue. Has anyone else had this problem? UE4 editor tells me that my provisioning profile and cert are correct and I've set everything to "shipping" in the packaging settings

#

@unique charm I would give RuntimeMeshLoader a look if you are trying to load 3d assets, such as FBX

swift shore
#

any idea why when i try to package my project it does this and says complete in like 1 second.
LogUObjectHash: Compacting FUObjectHashTables data took 1.25ms
no files are created

woeful timber
#

I've been trying to package my project, and its been stuck on this step for over 20 minutes. Does anyone know why this is happening?

vital narwhal
#

" Compacting FUObjectHashTables data took" is just a generic message the garbage collector prints, it's meaningless and can be ignored

open rapids
#

Hi all, I packaged my game but when I Alt_Tab, I get this error message and my gaem crashes, any fixes?

LowLevelFatalError [File:Unknown] [Line: 836]
Rendering thread exception:
LowLevelFatalError [File:Unknown] [Line: 249]
Result failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:368
with error DXGI_ERROR_INVALID_CALL

0x00007ffa58d7a839 KERNELBASE.dll!UnknownFunction []
0x00007ff74f484f87 DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74f453dca DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74f4096b7 DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74f4095b8 DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74f8ac4fb DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74f89a5e4 DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74f8a2727 DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74fe10ddb DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74fe0e4e6 DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74fff332e DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74fff55d9 DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74f370bc9 DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74f370cd3 DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74fe55382 DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74fe55f38 DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74f4961eb DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ff74f490737 DES205_1701985-Win64-Shipping.exe!UnknownFunction []
0x00007ffa59ce7bd4 KERNEL32.DLL!UnknownFunction []
0x00007ffa5bbeced1 ntdll.dll!UnknownFunction []

potent geyser
#

Hi everyone, is there a way to enable/disable a plugin while packaging? I would like to be able to package with or without a plugin easily, without changing project settings or uproject file.

#

and also change the game startup map ๐Ÿ˜„

dawn axle
#

Hi all
I'm trying to package my project to use as a dedicated server on a linux
UE is keep giving me this error;
LogTargetPlatformManager: Error: Invalid target platform specified (LinuxNoEditor)
Does anyone have an idea about this?
Thanks

tribal jungle
#

Hello, is anyone familiar with how to setup automatic building of lighting and HLODs each night and across multiple machines? Any guide or documentation available on this?

tribal jungle
#

(I think I found some commandline arguments for running commandlets "-BuildHLOD" though i'm not real familiar with running commandlets either :D)

fleet ridge
#

is it still possible (with 4.22) to package a linux game targeting opengl 3.3? The ui project-settings only show settings for OpenGL4, Vulkan and Es3.1 (but the target will only support OGL 3.3 or ES 2)

sacred token
#

Is it possible to use a server to build my game my server is more powerful than my pc

dusk cipher
#

I heard that HTML5 is no longer supported as export option ๐Ÿ˜ฆ so whatยดs the easiest way now to bring a UE4 scene to a website?

mellow bane
#

There isn't one

dusk cipher
#

Damn ๐Ÿ˜ฆ But ty for the answer! ๐Ÿ™‚

potent geyser
#

Well, technically there is pixel streaming but server requirements are not the same at all...

graceful fable
#

Is there any way to pass a string to the RunUAT command? I would like to include a git hash into my build.

#

@tribal jungle that's a neat command. what do u pass the command to?

winter tree
#

when I click Package win64 it opens help documentation page and doesn't package...

#

oh you know what it is, I prolly need to install VS. it brings me to a broken VS install page

zealous tree
#

how could I share custom profiles of the project launcher with other team members?

open rapids
#

UnrealBuildTool.Main: ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
Where do I update this?

open rapids
#

Found a solution to it.

haughty turtle
#

*** Hello, I am trying to package my game... Why is this happening, and how can I fix this? ***

#

UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to compile source files.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Christopher White\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+Engines+UE_4.23\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unable to compile source files.
PackagingResults: Error: Unknown Error

#

** "PackagingResults: Error: Unable to compile source files." Is it this? If so... How do I fix this? **

jade hare
#

Check the log file that it says it generated, should have more info

#

Also does anyone know of a way to change your packaged GameServerQueryPort without repackaging?

haughty turtle
#

Log?

#

Where would that be located? lol

jade hare
#

It tells you

#
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\Christopher White\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+Engines+UE_4.23\Log.txt for full exception trace)```
haughty turtle
#

Still not there

jade hare
#

There's nothing there?

haughty turtle
#

D:\Software\Epic Games\Engines\UE_4.23

#

I am here. I can't find Log.text

jade hare
#

Use the directory that it tells you

#

C:\Users\Christopher White\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+Engines+UE_4.23\

haughty turtle
#

Im there

jade hare
#

You said you are in D:\Software\Epic Games\Engines\UE_4.23

#

You cant see it?

haughty turtle
#

Im in it now lol

#

Im just an idiot

jade hare
#

It's okay, can you find it now?

haughty turtle
#

Got it opened now

jade hare
#

Does it tell you anything useful?

#

Towards the end of the file

haughty turtle
#

Yes I think so lol

#

I think it gives me the lines that isn't wanting to compile

jade hare
#

You have compiler errors in your Multiplayer Game target file

haughty turtle
#

Oh

jade hare
#
DynamicCompilation.CompileAssembly: c:\Users\Christopher White\Desktop\Mulitplayer Game - Copy\Intermediate\Source\Multiplayer Game.Target.cs(3,26) : error CS1514: { expected
DynamicCompilation.CompileAssembly: c:\Users\Christopher White\Desktop\Mulitplayer Game - Copy\Intermediate\Source\Multiplayer Game.Target.cs(3,37) : error CS1519: Invalid token ':' in class, struct, or interface member declaration
DynamicCompilation.CompileAssembly: c:\Users\Christopher White\Desktop\Mulitplayer Game - Copy\Intermediate\Source\Multiplayer Game.Target.cs(4,1) : error CS1519: Invalid token '{' in class, struct, or interface member declaration
DynamicCompilation.CompileAssembly: c:\Users\Christopher White\Desktop\Mulitplayer Game - Copy\Intermediate\Source\Multiplayer Game.Target.cs(5,51) : error CS1002: ; expected
DynamicCompilation.CompileAssembly: c:\Users\Christopher White\Desktop\Mulitplayer Game - Copy\Intermediate\Source\Multiplayer Game.Target.cs(5,64) : error CS1519: Invalid token ')' in class, struct, or interface member declaration
DynamicCompilation.CompileAssembly: c:\Users\Christopher White\Desktop\Mulitplayer Game - Copy\Intermediate\Source\Multiplayer Game.Target.cs(7,8) : error CS1519: Invalid token '=' in class, struct, or interface member declaration
DynamicCompilation.CompileAssembly: c:\Users\Christopher White\Desktop\Mulitplayer Game - Copy\Intermediate\Source\Multiplayer Game.Target.cs(7,25) : error CS1519: Invalid token ';' in class, struct, or interface member declaration
DynamicCompilation.CompileAssembly: c:\Users\Christopher White\Desktop\Mulitplayer Game - Copy\Intermediate\Source\Multiplayer Game.Target.cs(8,23) : error CS1519: Invalid token '(' in class, struct, or interface member declaration
DynamicCompilation.CompileAssembly: c:\Users\Christopher White\Desktop\Mulitplayer Game - Copy\Intermediate\Source\Multiplayer Game.Target.cs(10,1) : error CS1022: Type or namespace definition, or end-of-file expected```
haughty turtle
#

That does not sound good lol

#

Could this because I retarged the some of the files into different folders within the project?

jade hare
#

It seems you may have missed a bracket or a ; or something else

haughty turtle
#

I mean, it packaged when I didn't move things around... Idk man lol

jade hare
#

Can you show me the target file?

#

Also its a bit unusual that your file has a space in its name

haughty turtle
#

UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject="C:/Users/Christopher White/Desktop/Mulitplayer Game - Copy/Multiplayer Game.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="C:/Users/Christopher White/Desktop/Mulitplayer Game - Copy/Multiplayer Game.uproject" -cook -stage -archive -archivedirecto
ry="C:/Users/Christopher White/Desktop" -package -clientconfig=Development -ue4exe="D:\Software\Epic Games\Engines\UE_4.23\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -clean -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output
UATHelper: Packaging (Windows (64-bit)): ERROR: Project 'C:/Users/Christopher White/Desktop/Mulitplayer Game - Copy/Multiplayer Game.uproject' does not exist
PackagingResults: Error: Project 'C:/Users/Christopher White/Desktop/Mulitplayer Game - Copy/Multiplayer Game.uproject' does not exist
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

#

Well then lol

jade hare
#

Has it worked before with that space in the name?

haughty turtle
#

I never tested that

jade hare
#

Usually in programming you never put spaces in file names

haughty turtle
#

Name has changed recently... but do has the structure and alot of assets added to it

jade hare
#

I'm not sure but that space may be problematic

haughty turtle
#

Duely noted. Removed it

jade hare
#

Also on your uproject right click -> generate visual studio files

#

then recompile

#

and see if it persists

#

after youve renamed your target

#

And if that doesnt work, show me the contents of your MultiplayerGame.Target.cs

haughty turtle
#

One sec lol

jade hare
#

Ah ok you dont have any source code

haughty turtle
#

Yeah

jade hare
#

then show me your target

haughty turtle
#

Loading now

#

using UnrealBuildTool;

public class MultiplayerGameTarget : TargetRules
{
public MultiplayerGameTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
ExtraModuleNames.Add("MultiplayerGame");
}
}

jade hare
#

seems about right

#

is this a new project?

haughty turtle
#

No, shouldn't be lol

#

Some people were sayign that it may be the intermediate file?

jade hare
#

Yes you can try removing that

haughty turtle
#

Then try to package it?

#

Well it's made it farther than last time... Lets see how long it last

#

Wel;

#

it worked lol

bronze helm
#

In 4.24.1 chaos is a plugin in beta?

jade hare
#

Nice

#

Anyone know how to change GameServerQueryPort in packaged game? Without having to repackage the game

sacred token
#

after packageing my game it has a fatal error when launching

devout plume
#

so i need to find a way to get 7gb of obb files compressed down to 4 or less... its already been compressed from 11 to 7

cunning elbow
cunning elbow
#

seems like the exposure is reset after packaging ๐Ÿค”

orchid rain
#

Guys, help pls. cooking/building/packaging going ok without any warnings, but after package if you try to exec game it just crushes.

past fulcrum
#

Does anyone know why the steam subsystem doesn't work after packaging?

mellow bane
#

Shipping builds require the game being launched from Steam, common issue

past fulcrum
#

Thanks

open rapids
#

I'm having a cooking issue that I'm having trouble figuring out. The engine cooks engine assets, then I get a "LogOutputDevice Warning:" in the log that's blank, and a blank "Script Stack Trace" below that. Then I get a massive UAT error with a stacktrace. Nothing seems to tell me exactly what went wrong.

#

Figured it was some plugin or an unused blueprint that has a compile error in it but I went through the entire content of my game and deleted all unused BPs and made sure anything that is used compiles correctly. I also disabled every unreal plugin but vscode integration.

#

It doesn't even seem to be trying to cook any of my game's assets. Any ideas what could be happening?

#
UATHelper: Cooking (Windows):   LogWindows: Error: begin: stack for UAT
UATHelper: Cooking (Windows):   LogWindows: Error: === Critical error: ===
UATHelper: Cooking (Windows):   LogWindows: Error:
UATHelper: Cooking (Windows):   LogWindows: Error: Assertion failed: 0 [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\RHI\Public\RHIDefinitions.h] [Line: 1340]
UATHelper: Cooking (Windows):   LogWindows: Error: Unknown FeatureLevel 2
UATHelper: Cooking (Windows):   LogWindows: Error:
UATHelper: Cooking (Windows):   LogWindows: Error:
UATHelper: Cooking (Windows):   LogWindows: Error: [Callstack] 0x00007fff8c75a839 KERNELBASE.dll!UnknownFunction []
UATHelper: Cooking (Windows):   LogWindows: Error: [Callstack] 0x00007fff366aa9e6 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Cooking (Windows):   LogWindows: Error: [Callstack] 0x00007fff366ade88 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Cooking (Windows):   LogWindows: Error: [Callstack] 0x00007fff36462cbd UE4Editor-Core.dll!UnknownFunction []
UATHelper:  []
UATHelper: tion []
UATHelper: Function []
UATHelper: ction []
#

Seems kinda buggy.

shy narwhal
#

Hi, I'm making an MMO and all dialogues are stored as text server side in the database, so the player cannot just look at the dialogues and figure out the solution of quests, or get information about the next ones. The dialogue text is sent from server only when needed. The problem is that now I would like to add voiceovers to the quests. Voiceovers are audio files, which can be easily extracted from a packaged project by a player (UnrealPak), so if I ship those my game will be spoiled so easily. Is there a way to serve assets on the fly on top of the packaged game? Can I send to the player some voice files only when he runs the quest? Or what is the best way to accomplish this?

open rapids
#

@shy narwhal You should be able to stream sound over WAN and UDP no problem, just like any voice chat software does, i.e. Discord

#

But typically the sound files sit on a client, because you may encounter some latency if too many people request streaming from your end

#

Being able to extract the sounds, I don't think it's a dealbreaker

#

just think in percentage, Out of all your players how many are dedicated to use unreal pak? and what's the downside if one out of Hundred does?

shy narwhal
#

@open rapids In another engine I was using speex to compress the audio much, but I see Unreal is using wav, which is very big

open rapids
#

You can implement your own basic solution

shy narwhal
#

so sending wav files over the network seems unpractical as well

open rapids
#

OGG or MP3 formats are very well documented

shy narwhal
#

I was thinking to split the wav files into pieces

#

and then recompose based on server info

#

so if a player gets all the files, he will have to try to recompose the pieces to get one full phrase

open rapids
#

Is This part of an actual puzzle, That the player has to complete?

shy narwhal
#

MMO quests

#

so yes, everything is a puzzle by itself

#

plus there is knowledge and lore they can get

#

the other way is text to speech

open rapids
#

personally, I would keep the sounds local on the client, and just past the sound ID over the network

shy narwhal
#

like if I could text to speech well, then the problem is solved

open rapids
#

it's simple, no overhead, no drama

#

you can also implement text to speech, I've seen it done on Windows, don't remember where right now

#

there may be something on the marketplace for text to speech in unreal

#

I'm pretty sure I've seen it

obtuse hollow
#

Hi, there is a tool to only cook project? UAT use Editor, but I would like to avoid it

mellow bane
#

You need the entire editor to cook

obtuse hollow
#

:(

#

Maybe epic could consider creating a tool for that

mellow bane
#

There is one, it's UAT and it needs the editor

#

Cooking involves compiling shaders for every platform, compressing textures, resizing textures, packaging assets.. It's a lot of stuff and it's never going to be one simple tool

#

Not to mention your game is ran silently when you cook

#

Not to mention the editor determines what to cook based on the assets contents - the cooking tool needs to look in depth to every asset and basically you need half the editor already

obtuse hollow
#

Ok, thanks for your answer

#

I will keep the full engine

rugged wolf
#

Hi all, I hope I'm in the right place to ask this. I'm new to UE, but slowly getting a handle on it. I'm trying to build a mod for Satisfactory, everything inside of UE (blueprints etc) seem fine based on what people have seen/told me, but for some reason UE won't create the PAK file. None of the guys over in the modding group have any clue what's going on. No matter which method I've used (AlpaKit plugin, or 'manually' tell UE to cook the files, it just refuses to, and the logs are no help as they're either not created, or empty. Would anyone have any idea what the issue could possibly be? (Using 4.21.2 btw, only version that seems to work for modding the game).

tawny lotus
#

Does anyone know if deleting unused assets in your project will reduce the packaged size or is anyways only the used stuff getting packaged?

mellow bane
#

Depends how you package

#

If you set up the list of maps to cook, only used assets will be used

hexed venture
#

Make Packaging great again!.......why does this process have to be so difficult?

mellow bane
#

Because distributing software is hard

#

UE gives you pretty amazing packaging tools, really

#

No other engine I know has more advanced content management

#

Of course, it means there is a lot to learn, but shipping Fortnite to like 6 platforms and being super-easy to use is tough ๐Ÿ˜›

#

Feel free to ask if you need help

sturdy fable
#

Im getting this packaging error i have no idea whats going on and im releaseing a closed beta today and i need to get this out if someone could help me i would really appreciate it.

#

Please @ me

frank garnet
#

You have 2 Blueprints with Compile Errors

#

Pretty obvious what the issue is.

sturdy fable
#

Im new at this so i dont know what to look for

frank garnet
sturdy fable
#

thanks

frank garnet
#

Just read the messages next time?

sturdy fable
#

i went through them i just didnt know exacly what it meant

wind fiber
#

seems like you forgot to ignore the intermediate folder in p4

sturdy fable
#

Anyone know what this means

sturdy fable
#

fixed

urban mason
#

Probably a dumb question: Why do games generally have installers? Is there a benefit to somehow creating an installer for a packaged project?

sweet sail
#

Hello! I'm having "Missing precompiled manifest" error, can someone help?
ERROR: Missing precompiled manifest for 'DesktopPlatform'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in DesktopPlatform.build.cs to override. PackagingResults: Error: Missing precompiled manifest for 'DesktopPlatform'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in DesktopPlatform.build.cs to override.

sweet sail
#

But when I add "UnrealEd" to my Project.build.cs private dependencies, then it says that "EditorStyle" is missing:
ERROR: Missing precompiled manifest for 'EditorStyle'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in EditorStyle.build.cs to override. PackagingResults: Error: Missing precompiled manifest for 'EditorStyle'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in EditorStyle.build.cs to override.

sweet sail
#

nwm, I think the solution has been found in #cpp

barren ermine
#

Hello, how would I fix this error? I've looked far and wide and no one seems to know on the internet.

barren ermine
#

Does no one know?

open rapids
#

@barren ermine That's an unexpected error to me, but can you double check the value of r.PostProcessing.PropagateAlpha In DefaultEngine.ini In your project. bEnableAlphaChannelInPostProcessing is experimental

barren ermine
#

@open rapids r.PostProcessing.PropagateAlpha was false. I set it to true to see if anything will change. I couldn't find bEnableAlphaChannelInPostProcessing though

open rapids
#

They are the same thing. But propagate Alpha, being experimental, should most likely be set to false, even more so on mobile platforms. In their documentation, epic says : works only with Temporal AA, Motion Blur, Circle Depth Of Field. This option also force disable the separate translucency.

#

But to me it's unexpected that you get this error... I don't really know how to fix it, besides just sharing the limited info I have access to

barren ermine
#

I see, well thanks for the help and for pointing in me in the right direction!

glossy haven
#

I'm getting a Non-editor build cannot depend on non-redistributable modules

#
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine" });
        PublicDependencyModuleNames.AddRange(new string[] { "InputCore", "AIModule", "GameplayTasks", "UMG", "Landscape", "Navmesh", "NavigationSystem", "PhysX", "APEX", "RenderCore", "RHI", "D3D11RHI", "AnimationBudgetAllocator", "AnimationSharing" });
        PublicDependencyModuleNames.AddRange(new string[] { "RuntimeMeshComponent" });
        PublicDependencyModuleNames.AddRange(new string[] { "HoruShaders" });

        if (Target.bBuildEditor)
            PublicDependencyModuleNames.AddRange(new string[] { "UnrealEd", "PropertyEditor", "EditorStyle", "RawMesh" });

        PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
#

these are the relevant entries in my build.cs

#
    "Modules": [
        {
            "Name": "Horu",
            "Type": "Runtime",
            "LoadingPhase": "Default",
            "AdditionalDependencies": [
                "Engine",
                "CoreUObject",
                "AIModule",
                "UMG",
                "RuntimeMeshComponent",
                "AnimationSharing",
                "Blutility"
            ]
        },
        {
            "Name": "HoruShaders",
            "Type": "Runtime",
            "LoadingPhase": "PostConfigInit",
            "AdditionalDependencies": [
                "Engine"
            ]
        }
    ]
#

and this is from my uproject file

#

and the error - ugly and so untrue.

#

actually, it looks like white mountains

#

see, I've marked some mountain ranges for you

finite gull
#

Can you post your full target and build cs?

glossy haven
#

see all you had to do is ask a question and the error has disappeared

#

I'm now on a different error

finite gull
#

Nice, fixed it

misty hill
#

can anyone direct me to what should I search or what is the problem?

misty hill
#

?

tight galleon
#

I had an interesting problem, some unreferenced assets kept being packaged with the game.
I found the cause, in BaseEditor.ini:

+ContentDirectories=/Game/UI
+ContentDirectories=/Game/Widget
+ContentDirectories=/Game/Widgets
+ContentDirectories=/Engine/MobileResources```
In CookOnTheFlyServer.cpp:
```//@todo SLATE: This is a hack to ensure all slate referenced assets get cooked.
// Slate needs to be refactored to properly identify required assets at cook time.
// Simply jamming everything in a given directory into the cook list is error-prone
// on many levels - assets not required getting cooked/shipped; assets not put under 
// the correct folder; etc.```

So everything in the UI folder gets cooked no matter what. We don't have that reference problem so I fixed it by adding
```[UI]
!ContentDirectories=ClearArray```
to our DefaultEditor.ini. Sharing this in case anyone else has this problem.
eternal flare
#

๐Ÿ‘บ

raven vale
#

Does anyone know where UE4 stores custom launch profiles from the Project Launcher?
I would like to share a few profiles with colleagues without having them manually check boxes and scroll asset lists and such...

mellow bane
#

IIRC it's in the engine Saved folder

#

Save yourself some time and write scripts

raven vale
#

Nope, found it, they're in \Engine\Programs\UnrealFrontend\Profiles

graceful fable
#

I want to include my git's commit hash in my build, is there a good way of doing this? I was thinking of somehow passing the commit hash to the BuildCookRun command and somehow including it in the game.

mellow bane
#

I've done this in the past and my way was to include the feature in our python build script for UAT

#

Currently I pass -createreleaseversion on UAT with the output of git describe

#

Don't think this affects the build itself though

#

On non-UE projects, the easiest is to write a string var to a .cpp file with the var defined extern elsewhere

urban ledge
#

getting this error when trying to remote package my app for ios
UATHelper: Packaging (iOS): IPP ERROR: Error while executing command: System.Security.Cryptography.CryptographicException: Keyset does not exist

graceful fable
#

@mellow bane Does createreleaseversion effect the actual project version?

mellow bane
#

It changes the version for the version artifacts generated as part of the built-in patch system

#

Not sure if it changes anything you can check ingame though

graceful fable
#

Thanks ๐Ÿ™‚

kind bluff
#

moving from 4.22 to 4.24, i was able to package okay but now in 4.24 i just get this

#

is there a way to figure out further information

mellow bane
#

Give us the whole log

simple zephyr
#

Hello All ๐Ÿ™‚ I have a small question. What is the difference between Windows and WindowsNoEditor package distrubution?:)

kind bluff
#

theres a bit of warnings for animation but nothing game breaking about to redo all animations after i get 4.24 working

#

but i was able to fully build in 4.22

mellow bane
#

Fix these.

#

@simple zephyr WindowsNoEditor is how the output folder is called, that's pretty much it

simple zephyr
#

Thats only :D?

mellow bane
#

It's just a name

kind bluff
#

all of them look perfectly fine ๐Ÿค”

bold iris
#

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.

#

how to fix

bold iris
#

HOW TO FIX PLS HELP

mellow bane
#

Gonna need more context

#

Packaging log etc

bold iris
mellow bane
#

Does "EditorWidgets" ring a bell to you ?

bold iris
#

yes

#

idk im tried to put UnrealEd module build.cs, but it didn`t work

#

im use UFactory

mellow bane
#

Yeah, you can't include editor modules in packaged builds

#

It's not supported, and it's specifically outlawed in the engine license

bold iris
#

and how to i should fix this error

#

?

mellow bane
#

Remove editor modules from your build.cs and don't use editor code in your game

bold iris
#

๐Ÿ˜ฆ

mellow bane
#

The license you agreed to specifically tells you that you can't do it

#

So it shouln't be much of a surprise

bold iris
#

but can i render thumbnails in UThumbnailRenderer? and package the game without errors

mellow bane
#

It's editor code, so no

#

It probably wouldn't work outside editor anyway

bold iris
#

nice im deleted class with ufactory, and now i cant package the game too

covert plank
#

Hello,

I need to chunk my game into several sections due to console requirements.
I have found this guid: https://docs.unrealengine.com/en-US/Engine/Basics/AssetsAndPackages/AssetManagement/CookingAndChunking/index.html

But it confuses me more then anything else.
I'm not able to create multiple chunks in the Asset Audit and I can't find a way to propperly assign or remove any data from the one any only chunk 0. Which just contails all data.

Is there any usefull tutorial or guid available?

Thank you!

Cooking Content and Building .pak Files for Distribution

tight galleon
#

You should be able to do most basic chunking via the .ini file under [/Script/Engine.AssetManagerSettings] using +PrimaryAssetRules=[...].

When you need more complicated chunking rules your best bet is to override the AssetManager class, specifically the GetPrimaryAssetRules function, to set which chunk it should be in.

We also override OnObjectPreSave to do nothing as by default it will restrict all PrimaryIDs to be the full path of the asset, which isn't required at all, it's just an asset registry label.

A common mistake to look out for, make sure that all the assets in chunk0 aren't referencing the assets you want to be in other chunks. References will by default always pull referenced assets into the same chunk.

#

Soft references are ok though! Just no hard references. That's by design and expected.

#

(overriding OnObjectPreSave isn't required if you don't have any custom primary assets)

tight galleon
mellow bane
#

He wanted to package the game using that module

#

That's neither possible or allowed

#

You can keep editor features in your game for editor builds like you mention

#

But that looked like using the thing at runtime

covert plank
#

Worked a bit on this again but I'm somehow just stuck. Nothing is happening or changing to before. I want my Main Menu to be in chunk 0 wich as only besides simple open level no references to other content of the game.

tight galleon
#

That config says that all maps should be in chunk 0 and that all primary asset labels should be in chunk 1. Do you have any primary asset label blueprints?

covert plank
#

Yes, I currently have one for my Animations. But they are also in Cunk 0 if I check the sizemap in asset audit

#

But why all maps? I set a specific one and not a directory

tight galleon
#

Ah, I see what you're doing. So, that screen is just for specifying WHAT IS a primary asset. The chunking rule is just a default.
You want to keep all maps as primary assets, period. On that config screen, remove that specific map and add back "/Game/Maps" folder (I'm assuming you're putting all your maps in there). You can keep it on AlwaysCook for now. Put the chunk for maps to 1 instead of 0.

Now create a new PrimaryAssetLabel blueprint and make that only reference the main menu. Make the label put the main menu map into chunk 0 with any priority higher than 1 (<- this is important, priority 0 will default to priority 1).

That might work for you.

#

The primary asset definitions and rules are a bit complicated, I might make a presentation on it to clear it up since there's no complete documentation online about it and I had to learn most things I know about it from the source code.

#

Oh actually, you can put the main menu map into the "Primary Asset Rules" section of that project setting screen instead of using the label. There you can override it to be in chunk 0.

#

But either should work

covert plank
#

Will test this out, will take some time.

the documentation does not help at all and does only confuse. the issue is that Xbox requires chunk 0 to be less then 15GB and my game has 40GB. And right now everything I did resulted in everything is always in chunk 0

#

changed it according to your suggestion but Asset Audit will still show only chunk0 and no chunk1

tight galleon
#

Even if all maps are in chunk 1 by default? Hmm, that's odd.

#

And you've enabled chunking in the project settings?

mellow bane
#

Speaking of primary assets - you gave invaluable help on this earlier

covert plank
#

Thanks @tight galleon Clearing the config from old junk and a restart helped and I now have 2 chunks. Even if it's currently only with a small part of the game with bary any content.

tight galleon
#

Ah yes, changing primary asset rules requires editor restart usually since it only scans the asset registry at startup, I forgot. Good that it's sorted now!

And thanks Stranger, glad you like it! ๐Ÿ˜ƒ

mellow bane
#

The editor restart part is something that cost me a huge amount of time

sonic grail
#

Hello, i have an error when i try to package the game and i tried even to install visual studio c++ things

#

this is the log

#

please help me with that

mellow bane
#

What does your NightmareTheGame.Target.cs look like ?

sonic grail
#

@mellow bane where can i find it?

#

in the game folder i guess

mellow bane
#

Do you have source code for this project ?

sonic grail
#

so i basically installed all the visual studio 2017 things

#

@mellow bane look

mellow bane
#

Is this a C++ project ?

sonic grail
#

bp

#

@mellow bane

mellow bane
#

What does your .uproject file look like ?

sonic grail
#

umm, can we go in dm and talk?

#

@mellow bane

mellow bane
#

No, I don't do DM support

#

Try setting "Enterprise" to false here

#

Restart the editor and retry

sonic grail
#

ok, wait

#

wow, i think it works @mellow bane

#

thank you

#

can you add me?

#

only

#

i will let you know if there are any problems while packaging

mellow bane
#

I don't do DM support

#

Happy to know that it worked

#

If you have further questions, ask them here

sonic grail
#

that's what i was wanna do if you said you don't do dm

#

but just to have you as friends

sonic grail
#

i didn't got that far haha

#

:))

vestal laurel
#

help me

mellow bane
#

Give us the full log

vestal laurel
#

idk how

peak shadow
#

Open the log from the path in the error, but please make a gist or pastebin or something, don't post the whole log here

vestal laurel
#

UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-animatoin_test-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-animatoin_test-Win64-Development.txt)
PackagingResults: Error: Unknown Error

#

i tried to manualy rename the file cuz it was packaging in a name "animation_test" cuz i started the whole game as a test and now i regret

#

cuz i cant seem to rename

peak shadow
#

Is that the actual content of C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-animatoin_test-Win64-Development.txt ?

vestal laurel
#

yup

#

i guess

#

@peak shadow

peak shadow
#

What?

#

It definitely should look different

#

Because that's just the literal console output

vestal laurel
#

so what does that mean

mellow bane
#

Look, you just need to package your game, and copypaste the last 500 lines on pastebin

vestal laurel
#

i think i mighta fixed it

#

NOPE

#

so do i paste the whole thing?

#

@mellow bane

#

last 30 lines or smth

mellow bane
#

Close the editor, remove the Intermediate folder in your project and retry.

vestal laurel
#

ok

peak shadow
#

Do you have native C++ code in there? Does it actually build?

vestal laurel
#

i dont think i do

#

its all bluprints

mellow bane
#

Yes, this is a Blueprint projet, the code that doesn't compile here is generated

vestal laurel
#

ok i deleted the intermediate folder

#

i think its working

peak shadow
#

^_^

#

Fingers crossed

vestal laurel
#

yes

#

๐Ÿคž

#

ugh

#

my game broke

#

i think its the same kind of error that when ue4 stops responding

#

how do i fix this

mellow bane
#

This is either a driver issue, GPU issue, or some weird engine bug

peak shadow
#

Yep, D3D device is definitely GPU

#

Engine version?

mellow bane
#

4.22, it's there in the log.

peak shadow
#

You're right sorry

vestal laurel
#

i think i only have cpu

#

im not sure

karmic elm
#

when I build, my navmesh data seems lost.. what gives?

lament acorn
#

I have an error: SetReplicatedByDefault is preferred during Component Construction. when attempting to package. The error seems to stem from one of my components which has SetIsReplicated(true); Am I suppose to do something special here?

mellow bane
#

Yes

#

USe SetReplicatedByDefault instead

lament acorn
#

that doesn't appear as a function

#

do i need to call it via AActor:: ?

mellow bane
#

It's actually SetIsReplicatedByDefault

#

The depreciation notice has been... depreciated ๐Ÿ˜ฌ

lament acorn
#

ok that's super weird

#

i tried that at first

#

and nothing popped up

#

just typed it again, and bam works

#

sweet packaged, thanks

vestal laurel
#

Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 819]
Rendering thread exception:
Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 198]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

#

rip

#

help

mellow bane
#

Check your drivers

vestal laurel
#

i did

#

i think they too old

#

even tho i updated em all today

shadow storm
#

hey when packing oour games do we pick just the persistant level that loads everything else or do you need to pick every single map?

peak shadow
#

@shadow storm 99.9% sure it needs both, but please @ me if I'm wrong

tight galleon
#

@shadow storm If you choose those "Cook everything" and "cook maps only (affects cookall only)" options above it will cook all the maps in your project and the assets they reference. If you want to cook all the maps in your content directory then this would probably be your best option.

If you instead choose only your persistent level it will cook all maps that level references if they are actual UE4 references (like sublevels or variable references). If they are only loaded from the LoadLevel node which takes in a level name string, that won't get included.

I've heard from some thread on UE4 forums that if you don't select any levels, then all levels will get cooked, but it doesn't work reliably for me.

idle ridge
#

Anybody uses or used Flex plugin by Nvidia? I am having trouble packaging a project that uses Flex

misty bluff
#

Yo guys i did released a demo stage from steam. in half players can play without this error, other half players cant play because of this unknown error. so i did sent a dev build for see logs. i guess still dont understand. thats weird there no source which makes this error.
can someone help?
in logs says LogWindows: Warning: CreateProc failed: The system cannot find the file specified. (0x00000002)
but which file? i did look per row but almost same with my logs.

main glacier
#

Sorry I can't help but that's the same error some people would get with Halo Reach on PC

misty bluff
#

guess found a source

#

AMD newest graphic cards getting this error.

#

i was talked with my communities players, and who getting this error they're using AMD 5000 or New APU series

#

rest is nvidia players. they also enjoyin game. guess engine bug?

#

im using 4.20

still quiver
#

When you run a packaged UE4 game on Windows 10 its shows up as "Windows does not recognize this program" and treats it as a virus. Requiring you to "Show more options" and "Continue Anyway".

I'm assuming this is some sort of Microsoft Signing process but I can't find a proper guide to follow through? Anyone have tips on this?

daring nebula
#

Hello, I am updating a game on android and I upgraded my ue4 version, but I'm getting packaging errors at the apk building stage.

UATHelper: Packaging (Android (ETC2)): Execution failed for task ':app:compileReleaseJavaWithJavac'.
UATHelper: Packaging (Android (ETC2)): > Compilation failed; see the compiler error output for details.
UATHelper: Packaging (Android (ETC2)): * Try:
UATHelper: Packaging (Android (ETC2)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
UATHelper: Packaging (Android (ETC2)): * Get more help at https://help.gradle.org
UATHelper: Packaging (Android (ETC2)): BUILD FAILED in 20s
UATHelper: Packaging (Android (ETC2)): 39 actionable tasks: 39 executed
UATHelper: Packaging (Android (ETC2)): ERROR: cmd.exe failed with args /c "C:\Users\bobis\Documents\Unreal Projects\THE_BALL_2017_LEGIT 4.20\Intermediate\Android\APK\gradle\rungradle.bat" :app:assembleRelease
UATHelper: Packaging (Android (ETC2)):        (see C:\Users\bobis\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.23\Log.txt for full exception trace)
UATHelper: Packaging (Android (ETC2)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults: Error: Unknown Error```
#

when building with ant UATHelper: Packaging (Android (ETC2)): [aapt] Z:\JavaLibs\androidlib-1.0.0\bin\AndroidManifest.xml:30: error: Error: No resource found that matches the given name (at 'value' with value '@integer/google_play_services_version'). UATHelper: Packaging (Android (ETC2)): [aapt] UATHelper: Packaging (Android (ETC2)): BUILD FAILED UATHelper: Packaging (Android (ETC2)): C:\NVPACK\android-sdk-windows\tools\ant\build.xml:597: The following error occurred while executing this line: UATHelper: Packaging (Android (ETC2)): C:\NVPACK\android-sdk-windows\tools\ant\build.xml:649: The following error occurred while executing this line: UATHelper: Packaging (Android (ETC2)): C:\NVPACK\android-sdk-windows\tools\ant\build.xml:694: null returned: 1 UATHelper: Packaging (Android (ETC2)): Total time: 25 seconds UATHelper: Packaging (Android (ETC2)): ERROR: C:\WINDOWS\system32\cmd.exe failed with args /c "C:\NVPACK\apache-ant-1.8.2/bin/ant.bat" release -Djava.source=1.7 -Djava.target=1.7 UATHelper: Packaging (Android (ETC2)): (see C:\Users\bobis\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.23\Log.txt for full exception trace) UATHelper: Packaging (Android (ETC2)): AutomationTool exiting with ExitCode=1 (Error_Unknown) UATHelper: Packaging (Android (ETC2)): BUILD FAILED PackagingResults: Error: Unknown Error

misty bluff
#

GUYS UE4.20 IS SUPPORTS AMD NEW GRAPHIC CARDS?

mellow bane
#

@misty bluff Not a packaging discussion by any mean, but UE4 doesn't support GPUs, it targets an API that GPU provide

#

So generally speaking it's up to your GPU to support UE4, if it doesn't

misty bluff
#

i dont know where i can post about this because this error gives on packages (shipping build)

mellow bane
#

What is your actual issue ?

mellow bane
#

Did you build 32b by any chance ?

misty bluff
#

No its 64bit

mellow bane
#

Can your users run other UE4 games ?

misty bluff
#

yea they using nvidia card

#

they are in game rn

mellow bane
#

No, can your AMD users run other UE4 games ?

#

For example, can they run Fortnite, which uses a more recent engine version than you do ?

misty bluff
#

no they dont play any unreal games yet

mellow bane
#

I'm saying this because a lot of PC users aren't very technical and run wildly outdated drivers, for example

misty bluff
#

i will get more info

mellow bane
#

Is your game running DX12 ?

#

Another important test : do you run your game on new machines on new releases ? For example a newly formatted computer / virtual machine that supports hardware acceleration

misty bluff
#

DX12 and DX11

mellow bane
#

Well, do make sure your users try in DX11

#

Though AFAIL that is the default

misty bluff
#

you mean i remove that option dx12?

#

then what happens dx12 players

mellow bane
#

No, I mean, do make sure to check your game starts with DX11 as a default

#

Which should be the case

#

If you don't know about this, it probably means you're in DX11 everywhere and it's fine

misty bluff
#

But then dx12 players open DX11 as a default and gets performance degrade, why unreal engine doesnt decide to run dx11 or 12?

mellow bane
#

Let's be clear : DX11 is the default in UE4, even if DX12 is supported

#

A lot of developers here find DX12 to actually run slower than DX11, so it's a good thing

#

So if you did not yourself work on making DX12 the default, everyone who didn't pass an additional command-line options to your game already runs DX11

#

Which is fine and means it's probably not the issue

misty bluff
#

let me check i cant clearly remember dx12 is default or not

#

thats weird i was sure 4.20 version had dx12

mellow bane
#

You're looking at the shader models for packaging here, SM5 is used by both DX11 and DX12.

#

The option you're looking for should be in something like "Platform" / "Windows"

misty bluff
#

yea im there

mellow bane
#

Sounds like it's always available then

#

Still, default is to DX11

#

You kept DX10 available too, so you can suggest users try with -dx10

misty bluff
#

didnt worked

#

same error

#

AMDs faulty driver behind feature called enhanced sync. Don't use it until they release new driver update with that issue adressed as fixed in description of a newest version.

#

Thats true?

mellow bane
#

Sounds like a driver issue then

misty bluff
#

There have any hotfix about that unreal version till 4.24 from 4.20?

mellow bane
#

If its a driver issue, you need a driver fix

misty bluff
#

Im using nvidia gtx 1050 man. that AMD players getting this error in my game

mellow bane
#

You can always try doing a Development package to send to select players to see if the logs give you useful information

#

For what it's worth, it's curious that you have this particular error

#

@misty bluff Is your game on Steam ?

#

You seem to believe this is an AMD issue, but without being told that, I would check first that you correctly installed your dependencies

misty bluff
#

yeah and free demo

#

i did send devBuild who getting this error

mellow bane
#

The full log would help tbh

misty bluff
#

let me take permission from that player

mellow bane
#

Did you install dependencies with your game ? VS redist + DX ?

misty bluff
#

yeah he did

#

even with UE4Prereq.exe

#

he can play other games without unreal games

mellow bane
#

Specifically the DX one

misty bluff
#

if he didnt install this DX, other games would'nt start. or gave missing DX.DLL

#

imma try to say he can install older version

mellow bane
#

That's not what I'm asking

#

I'm asking because your Steam package does not include the VS dependencies or DX setup

misty bluff
#

ah

#

let me check

mellow bane
#

You don't need even half of these but okay

#

I guess

misty bluff
#

to take guarantee so

#

thats so weird

#

what you using Grap Card?

lusty ledge
#

I have 3ds max scripts for import PSK/PSA files from UE3/4 games using gildor umodel. I want export as the same PSK file but I don't know how or I need importer script?
I'm a modder.

#

Also I using UDK too

mellow bane
#

UE4 does not use PSK/PSA

#

You won't find a lot of people familiar with this here

lusty ledge
#

I want export as the same PSK file but I don't know how or I need importer script?

mellow bane
#

This is not a packaging question, it's not even an UE4 question, try the UDK forums

lusty ledge
#

support still working?

mellow bane
#

What support ?

lusty ledge
#

forum isn't active?

mellow bane
#

Well yeah, UDK has been dead for 5 years

#

Still your best chance

lusty ledge
#

ok ty I export as psk in Milkshape 3D

#

it work

woeful relic
#

Hi guys, I'm trying to package a game and I'm noticing that the packaged version is requesting for plugins that are not enabled in the project such as SlateRemote

#

Anywhere I can reference why it's referencing these plugins and not including them in the package?

#

In my packaging settings I've added a list of maps to include, could this affect things?

mellow bane
#

No, this is good practice

#

What's the full packaging log