#packaging
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i get an error : Replicated TArray parameters cannot be passed by non-const reference when packaging with nativized assets
does the error give you a clue to which assets?
Does anyone here know how to use UnrealPak Tool ?
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
has anyone figured out a decent strategy for building for the same platform but different storefronts (ie. using a different OSS)?
i suppose that could be automated, really wish they made it easier though
since you might have to make store-specific changes to Build.cs and Target.cs files as well as INI files
which platforms?
i think i saw a question about it on UDN soon after EGS was announced but nothing useful in it
steam, EGS, GOG
so still a PC game ? not mobile or console?
well it'll be console too but this isn't about managing OS/hardware platforms, it's about PC store platforms
ah I see
where you're making multiple builds for the same OS but different stores
different branches is your best I think
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)
I don't know about EOS since I don't have access to their private SDK for the titles actually shipping on it
For Steam and GOG, I'm pretty sure branches are the way to go
Though it's possible that you may be able to switch OSS at runtime
yeah but even then you might be using defines in the code in addition to INI changes
We didn't need that
At least for GOG, all required backend-specific stuff could be dynamic
only thing annoying about GOG is that their OSS doesn't support linux, even for servers
Yes, because they don't have Galaxy on Linux which is what they connect to IIRC
yeah but for doing game server auth without a client? c'mon
ยฏ_(ใ)_/ยฏ
Hi guys how can I package a level sequence like this one https://gyazo.com/5f57d97ace476b0c441b3a7cee7bc00c
anyone know how to look at crashes in VS when your project is a blueprint only project?
I need to review this crash, when the packaged game starts it crashes.
https://gyazo.com/03eff856289bbd0f36a68541e55adc89
@stiff rover Looks like you enabled nativization ?
Yeah, should I not? I didnt figure that would be the cause
i figured it just adds that in the file path
Nativization = Blueprint translated to C++ and compiled as regular C++ classes
It's quite unstable
hrm ive never had issues with it before, but i shall do a package with it turned off, ty
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
The game will not have many 3D elements, actually
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?
Move the unneeded files to another directory, don't include the new directory in packaging
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?
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
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
?
Has anyone ever encountered an issue where your AI's navigation won't work in a build?
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?
Found the Start in VR tickbox in project settings, all is well
is this where I should ask about compiling on specific platforms?
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
Did you set up the game for Steam or something
yes I did
i ticked "Advanced Steam Sessions"
There is a shit load more of work to get Steam running
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
@mellow bane
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..
I mean, what should I consider when packaging my game for older android versions..
what phones are you using for testing @livid ore
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?
Shift tab is entirely unrelated to that plugin
You need to start the game from Steam or add an appid.txt file
You should set up steam to launch your dev executable as an extermal game, then things should work
@split fox i have a galaxy a8 and my friend has a gran prime duos
in project settings -> platform -> android what do you have your minimum and max target sdk's set to?
@mellow bane ah i see. so it is normal.
When packaging game always when play gives this error crash
But at editor working good
Hello, I'm trying to package my project for testing, and it instantly fails. anyone knows what to do? thanks!
https://pastebin.com/vmjPyXKg
@livid ore So I believe you have those set wrong for what version you're trying to to test for your friend https://source.android.com/setup/start/build-numbers you can find the corresponding API level to the android version here, as well, your friends phone is weaker than your own, so it will not neccesarily be able to run the same
is it possible to get more logs out of the nativizer to see what assets are taking longer?
set the others to that
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 ?
@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
@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
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?
@livid ore sorry not without seeing your project etc
Any ideas why a texture would disappear only after packaging?
fixed
Hi here, when I package my game (windows, development), It returns success but there is no .exe in the folder ๐ค
did you check in the binaries folder?
There is no binaries folder either :/
logs please?
@split fox here : https://pastebin.com/Jg4FKXns
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
its nowhere in your project folder?
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
is it at all possible to unpack your own game and retrieve a blueprint or mesh asset.
I dropped my HDD recently, and all I backed up to my google drive was my game.
It's not encrypted, or atleast I don't think it is.
packaged source for dedicated, then ran a server i get all this
where should i start
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?
Can anyone tell me why when I try to packaging does the documentation open?
that can be life saver ๐
In this video will go in details about how to use the UnrealPak commandline tool to unpack a game packed *.pak file, modify it, remove what might not be need...
I will look, ty
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
@lethal viper For some reason, dont work
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
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
That's what "clean" does
sure, but you'd figure it would clean your projects code, not the entire engine
You don't need to do it, though personally I'd go for complete full rebuild on CD
For shipping builds, i'm pretty sure you can't clean only the project
i see
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
hmm kk, guess i'll live with the build times. not like it's a big deal really
IIRC you can do your own binary engine too
Build it once and use it in a prebuilt way like a launcher engine
Discuss GitHub, using source code to modify the engine, and the creation of engine plugins.
See this stuff, though it may be a bit outdated
@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"
hello when i package game and playing at full screen always crush have 4.23.1 how fix this bug ?
D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:368
with error DXGI_ERROR_INVALID_CALL
this
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
looks like it's because project launcher cant find uat as a part of unreal engine installment. probably because symlink i did.
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
is there a way to cook only modified content via File->Cook content?
I forget what method that uses, you can turn on Iterative Cooking in the cook options and that 'll probably enable it
is the cooked content the same for shipping and development ?
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...
anyone know why this issue happens
nvm file name too long, I feel like this is a ue4 meme....
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!
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
My guess is you have something weird in an ini file but it could be anything
Managed to fix it. God damn paragon asset broke it
Can't package for android can anyone help me
can someone please help me
it says I don't have sdk installed but I do
Hello Guys,
Today I got a weird error in my packaging
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
It seems there's a file name with ( but I don't have any file with ( in naming.
packaging is the most stressful thing ive ever experienced in my entire life
Hey i have problem with sdk
Well i have installed android strudio as well as sdk but idk which files i need to locate for android sdk under platform settings
I solved guys, thank you to all the people tried to help me, i just restored folder in the default
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.
solved added support android in plugin
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
got another error in cook log
please ignore it solved after I build the project
Package is successful but when i launch the game. it shows this error
Okay i fixed that one
My project file is only 89 MB but when i pack, it goes to 6.15gb. Why is that ?
is it possible to not rebuild the game if since latest packaging code wasn't changed?
LogLinker: Warning: Failed to load '/Game/SideScrollerCPP/SideScrollerOverview': Can't find file.
how do I stop the engine from looking for this file
project created with side scroller template and I deleted that overview file
where is it that the engine is looking for this
I guess in some CPP file
Hi Guys, any idea for this error:
After packing my game UE4 doesn't display any materials on landscapes for some reason
They will show up fine in the editor. But after packing it just shows the checkerboard
how do you get visual studio code to find your include files?
is there a walkthrough on this?
specifically for ue4
I normally use cmake and it would identify the includes through that
{
"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
tfw your classes work in packaged and editor, but not standalone, because a bp struct refuses to compile correctly
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'
can game files be read by the game even if they are not in .pak? aka are loose files recognized?
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.
Hi, when i packaging a project i get a lot of yellow line. Is will be problem in game ?
depends on what they are
I encourage you to read them all and chase down ones that seems extra problematic
Guys i am sure my distribution true but why i getting this error still
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
Ok. First of all i created store.keystore
i added it to my project
This is what i did in keystore
I applicated it to my distribution settings .
It is my error
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?
check output log of running game maybe it is logging errors for you thats why it slow
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
Thanks for the info! I'll give that a look and hope that I find something.
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.
Possible engine bug?
Now I updated my drivers and restarted my PC and it's working as expected.
I last updated my drivers something like 2 weeks ago so still makes no sense to me.
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
Guys can you look my problem please?
UAT is definitely what you want here.
We've used Python scripts here to build new versions
(and upload to Steam etc)
RunUAT commands
This was ours - not sure it's still very up to date, other people have done better since that https://github.com/arbonagw/HeliumRain/blob/master/Scripts/1-Build.py
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
Mostly UAT builds a full deployable package for your game with little inputs, and little additional work to do
The Python script I use now gets the latets Git tag to tell UAT how to name the version for example
That's good to know. Does anyone know if you can cross compile to Windows from Linux?
Yes, you can
That's actually the only supported way to build for Linux
Sorry, I misread your first comment
You build Linux from Windows, and Windows from Windows, can't build Windows from Linux
It is, using Windows
You need Windows to build for Linux too
MacOS requires a Mac running Mac OS (and additional paid certification for releasing the game on Steam)
So you need specific software, hardware and licensing
I mean the new software certification thing that gets your executable signed
Can't install games on latest OS without that, and Steam now mandates it.
Introduction
With the newest version of macOS, Apple has made mandatory some requirements for applications that were previously recommended: 64-bit executables, signing, and notarization. Applications that don't satisfy these requirements will no longer run.
This is intended ...
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
Yes I also have Steam Pipe running through Python scripts
You can search through the Helium Rain repo I linked earlier
Yup
It's an option
Either an UAT one or a packaging setting
You can also remove the manually, or ship them if you want call stacks from crash reports
Well you need the PDBs
How else are you going to debug your game when crash reports come in ?
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
Can't find the "no PDb" option so I guess I dreamt that one up, anyway
ok, thanks @mellow bane
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```
I've been able to package and run the project but when I try Launch it fails, this is my log
how do I package a build without rebuilding entire engine
when I squeeze to pack, it redirects me to a website :'/
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.
,
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?
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
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?
Shipping doesn't have logs @exotic canyon
@mellow bane but that's the dedicated server, I mean this
when I run a shipping build of a Target = Server
@exotic canyon you can put bUseLoggingInShipping=true in your Server Target cs file.
Source: https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/TargetFiles/index.html
An overview of UBT Targets, including property descriptions.
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 ๐
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?
Gonna need more info than that.
I'm not sure how to get more info, theres nothing not even in the crash logs of the app.
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
The way I use them I have an extra folder in my project folder,
and inside I have a bunch of header files for includes and the actual libraries in a separate folder inside
this is my build.cs of the project
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
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
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?
Hello, we are having following error when trying to package our game:
https://i.gyazo.com/217898b5bd00566153bb7e13a6eecc3c.png
Yeah fixed it haha
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.
And here is the code part that crashes
and this is how I'm linking my external fmod library
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.
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.
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)
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
It says you need vs 2017
/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?
check the ue4 console forums for console related stuff
More like check the doc that came with your PS4 devkit and PS4 UE4
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.....
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
is there a cooking/packaging log where i see what's been packed and how big the file is?
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.
When I hit Launch I end up with this problem
What does it mean when a class is creating its CDO while changing its layout
https://cdn.discordapp.com/attachments/402958499660955658/649842328093327374/unknown.png
@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
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
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.
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: [
Get the engine debug symbols in the launcher
how to do that?
Engine options in the launcher
under which point?
Big engine button in the launcher with the version on it
Find the otpions there
Install debug symbols
Put the whole packaging log on pastebin or similar service so that we can read it
here we go
@mellow bane here the complete log
You should try fixing the various warnings first
If you still have the issue after that we can try some more advanced debugging
if i would understand the errors :/
hello, i download visual studio and all the plugin needed, but when i click export to window , i always move to a web page?
Sure you have everything ?
yes they said that i need visual studio 2017 and game dev plugin ๐
do i need something more?
You don't need the game dev plugin
You need VS, the Windows 10 SDK, and the C++ support
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine 4.
i follow this docs
You can check in the logs by the way, when clicking package
Should tell you what's missing
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
"FMemoryWriter does not support data larger than 2GB."
Sounds like you have a very large asset
Very likely to be the lighting data
Make sure you didn't use uncompressed lightmaps, reduce the lightmap resolutions when they're very high
damn ๐ฆ it around 9000 assets ๐ฆ
wdym ?
Did you check the size of "built data" map assets ?
These are usually responsible
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
oh oh
thanks @mellow bane i will double check
sorry im new to UE
can i ask, what is these white ball @mellow bane
i have built a package but when opening the exe my window resolution isnt fitting the screen. Where can i set up myy resolution?
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
https://pastebin.com/SLAQLBj3 got the error here
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?
@formal thorn Yeah, beg Epic to fix it
Submit a bug report
the more they get, the more visibility it'll get
Oh, so its a known bug?
Ah, I thought it was a setting I was missing or something in the project settings
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
What is the difference between WindowsNoEditor and WindowsClient?
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
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
hey guys im trying to package my game as it is but it keeps giving me this
this is the log
yes but to test if it was the studio i also packaged another project and it whent through fine
Okay, but you still need to update
No other problem in that log. Compilation just failed.
tried multiple times
So what's the log after updating Visual Studio ?
Which version is it now ?
2019
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
how do you set ut
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
[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
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?
Right click your content directory -> size map
Read the log file mentioned in the short log for more
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?
@mellow bane oh shit
Pretty much exactly what I expected !
You probably have a lot of static lighting data.
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
The compression one is fun, I found some marketplace levels that used it
Instant x5 level size for little gain
Seems like there's a command-line parameter -buildmachine that will enable lots of stuff:
โข No max number of warnings / errors reported in output (or -dumpallwarnings flag).
โข 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).
โข Skips checking if plugins are missing or out of date.
โข Doesn't launch crash reporting processes.
โข Logs shader compiler errors.
โข Disables some dialogs opening during build.
Sounds very useful!
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?
Why would you want that ? ๐
i think robo recal has a pak loader or something, cuz mod editor
Does anybody know where i go to get my xbox packaging for ue4?
been searching around and I CANNOT find it anywhere
@open rapids You have a license for it?
(been approved by Epic and all that jazz?)
If so, the forums have all your answers
I got approved by ID@xbox
oh okay i was not aware about the epic side
๐
Once you do, if you have any issues with that, we can talk. Or just find your answers in the Xbox forums
wheres do i apply for it @rancid mountain
hey guys is there a way to package for linux (from a windows environment) without needing to build from source?
there's nothing going by that name
are you referring to this ? https://docs.unrealengine.com/en-US/Platforms/Linux/GettingStarted/index.html
Yeah
@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?
File -> Package -> Linux
I get prompted with the link
Sounds like you didn't install everything properly, make sure to restart UE4 etc
@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 ๐
Cool !
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?
@olive flint What do you want exactly ? UE4 creates an installed package that you can distribute on every digital store
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.
๐
I just watched a youtube tutorial on it. It looks easy enough.
Thanks for your help.
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
You need to add Category=ACategoryNameForTheUI to those properties in that plugin. Either update the plugin or do it yourself in source
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.
i was able to get a bit more detail in this crash screen
@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
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?
@vital narwhal where is the thing I should delete? It's not a vr game btw
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]```
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
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
Not necessarily, just that class is gone in 4.24 so I can't see what specifically was wrong with it in 4.20
well, im not sure what to do. i've never gotten a error like this. how do i find the line that needs fixing?
i somehow fixed the issue. thank you for your help.
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?
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?
Iโm getting the error โunknown 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.
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
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
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
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?
" Compacting FUObjectHashTables data took" is just a generic message the garbage collector prints, it's meaningless and can be ignored
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 []
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 ๐
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
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?
(I think I found some commandline arguments for running commandlets "-BuildHLOD" though i'm not real familiar with running commandlets either :D)
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)
Is it possible to use a server to build my game my server is more powerful than my pc
I heard that HTML5 is no longer supported as export option ๐ฆ so whatยดs the easiest way now to bring a UE4 scene to a website?
There isn't one
Damn ๐ฆ But ty for the answer! ๐
Well, technically there is pixel streaming but server requirements are not the same at all...
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?
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
how could I share custom profiles of the project launcher with other team members?
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?
Pretty sure I already have a version over 4.6
Found a solution to it.
*** 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? **
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?
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)```
Still not there
There's nothing there?
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\
Im there
It's okay, can you find it now?
Got it opened now
You have compiler errors in your Multiplayer Game target file
Oh
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```
That does not sound good lol
Could this because I retarged the some of the files into different folders within the project?
It seems you may have missed a bracket or a ; or something else
I mean, it packaged when I didn't move things around... Idk man lol
Can you show me the target file?
Also its a bit unusual that your file has a space in its name
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
Has it worked before with that space in the name?
I never tested that
Usually in programming you never put spaces in file names
Name has changed recently... but do has the structure and alot of assets added to it
I'm not sure but that space may be problematic
Duely noted. Removed it
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
Ah ok you dont have any source code
Yeah
then show me your target
Loading now
using UnrealBuildTool;
public class MultiplayerGameTarget : TargetRules
{
public MultiplayerGameTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
ExtraModuleNames.Add("MultiplayerGame");
}
}
No, shouldn't be lol
Some people were sayign that it may be the intermediate file?
Yes you can try removing that
Then try to package it?
Well it's made it farther than last time... Lets see how long it last
Wel;
it worked lol
In 4.24.1 chaos is a plugin in beta?
Nice
Anyone know how to change GameServerQueryPort in packaged game? Without having to repackage the game
after packageing my game it has a fatal error when launching
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
seems like the exposure is reset after packaging ๐ค
Guys, help pls. cooking/building/packaging going ok without any warnings, but after package if you try to exec game it just crushes.
Does anyone know why the steam subsystem doesn't work after packaging?
Shipping builds require the game being launched from Steam, common issue
Thanks
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.
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?
@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?
@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
You can implement your own basic solution
so sending wav files over the network seems unpractical as well
OGG or MP3 formats are very well documented
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
Is This part of an actual puzzle, That the player has to complete?
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
personally, I would keep the sounds local on the client, and just past the sound ID over the network
like if I could text to speech well, then the problem is solved
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
Hi, there is a tool to only cook project? UAT use Editor, but I would like to avoid it
You need the entire editor to cook
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
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).
Does anyone know if deleting unused assets in your project will reduce the packaged size or is anyways only the used stuff getting packaged?
Depends how you package
If you set up the list of maps to cook, only used assets will be used
Make Packaging great again!.......why does this process have to be so difficult?
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 ๐
Feel free to ask if you need help
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
Im new at this so i dont know what to look for
thanks
Just read the messages next time?
i went through them i just didnt know exacly what it meant
fixed
Probably a dumb question: Why do games generally have installers? Is there a benefit to somehow creating an installer for a packaged project?
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.
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.
Hello, how would I fix this error? I've looked far and wide and no one seems to know on the internet.
Does no one know?
@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
@open rapids r.PostProcessing.PropagateAlpha was false. I set it to true to see if anything will change. I couldn't find bEnableAlphaChannelInPostProcessing though
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
I see, well thanks for the help and for pointing in me in the right direction!
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
Can you post your full target and build cs?
see all you had to do is ask a question and the error has disappeared
I'm now on a different error
Nice, fixed it
Hi
I have a problem with packaging. when I try to package for windows 32/64 bit, project directly open Chrome and direct me to guide main page. I guess it try to open Visual studio Tutorial with "http://docs.unrealengine.com/latest/INT/Engine/Tutorial/Installation/InstallingVisualStudioTutorial.InstallingVisualStudioTutorial/index.html"
I did everything with blueprints on my prototype level. Of course I digged google but all I find is un answered topics of same problem.
can anyone direct me to what should I search or what is the problem?
?
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.
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...
Nope, found it, they're in \Engine\Programs\UnrealFrontend\Profiles
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.
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
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
@mellow bane Does createreleaseversion effect the actual project version?
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
Thanks ๐
moving from 4.22 to 4.24, i was able to package okay but now in 4.24 i just get this
the txt log
is there a way to figure out further information
Give us the whole log
Hello All ๐ I have a small question. What is the difference between Windows and WindowsNoEditor package distrubution?:)
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
Fix these.
@simple zephyr WindowsNoEditor is how the output folder is called, that's pretty much it
Thats only :D?
It's just a name
all of them look perfectly fine ๐ค
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
HOW TO FIX PLS HELP
Does "EditorWidgets" ring a bell to you ?
yes
idk im tried to put UnrealEd module build.cs, but it didn`t work
im use UFactory
Yeah, you can't include editor modules in packaged builds
It's not supported, and it's specifically outlawed in the engine license
Remove editor modules from your build.cs and don't use editor code in your game
๐ฆ
The license you agreed to specifically tells you that you can't do it
So it shouln't be much of a surprise
but can i render thumbnails in UThumbnailRenderer? and package the game without errors
nice im deleted class with ufactory, and now i cant package the game too
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
@covert plank there's more info here if it helps: https://www.unrealengine.com/en-US/tech-blog/optimizing-battle-breakers-for-chunked-downloading
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)
@bold iris you can use and depend on the "EditorWidgets" module but you have to make a new "editor only" module to contain it. You can't put it into your [GameName].build.cs module because that's the module that should only contain your game code, no editor-only classes.
You can see how to do that in the wiki: https://wiki.unrealengine.com/Creating_an_Editor_Module
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
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.
I'm getting this in the editor and config but this just does nothing
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?
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
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
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
Even if all maps are in chunk 1 by default? Hmm, that's odd.
And you've enabled chunking in the project settings?
Speaking of primary assets - you gave invaluable help on this earlier
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.
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! ๐
The editor restart part is something that cost me a huge amount of time
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
What does your NightmareTheGame.Target.cs look like ?
Do you have source code for this project ?
Is this a C++ project ?
What does your .uproject file look like ?
No, I don't do DM support
Try setting "Enterprise" to false here
Restart the editor and retry
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
I don't do DM support
Happy to know that it worked
If you have further questions, ask them here
that's what i was wanna do if you said you don't do dm
but just to have you as friends
Give us the full log
idk how
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
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
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 ?
What?
It definitely should look different
Because that's just the literal console output
so what does that mean
Look, you just need to package your game, and copypaste the last 500 lines on pastebin
i think i mighta fixed it
NOPE
so do i paste the whole thing?
@mellow bane
last 30 lines or smth
Close the editor, remove the Intermediate folder in your project and retry.
ok
Do you have native C++ code in there? Does it actually build?
Yes, this is a Blueprint projet, the code that doesn't compile here is generated
yes
๐ค
ugh
my game broke
i think its the same kind of error that when ue4 stops responding
how do i fix this
This is either a driver issue, GPU issue, or some weird engine bug
4.22, it's there in the log.
You're right sorry
when I build, my navmesh data seems lost.. what gives?
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?
It's actually SetIsReplicatedByDefault
The depreciation notice has been... depreciated ๐ฌ
ok that's super weird
i tried that at first
and nothing popped up
just typed it again, and bam works
sweet packaged, thanks
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
Check your drivers
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?
@shadow storm 99.9% sure it needs both, but please @ me if I'm wrong
@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.
Anybody uses or used Flex plugin by Nvidia? I am having trouble packaging a project that uses Flex
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.
Sorry I can't help but that's the same error some people would get with Halo Reach on PC
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
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?
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
GUYS UE4.20 IS SUPPORTS AMD NEW GRAPHIC CARDS?
@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
i dont know where i can post about this because this error gives on packages (shipping build)
What is your actual issue ?
Did you build 32b by any chance ?
No its 64bit
Can your users run other UE4 games ?
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 ?
no they dont play any unreal games yet
I'm saying this because a lot of PC users aren't very technical and run wildly outdated drivers, for example
i will get more info
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
DX12 and DX11
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
But then dx12 players open DX11 as a default and gets performance degrade, why unreal engine doesnt decide to run dx11 or 12?
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
let me check i cant clearly remember dx12 is default or not
there no dx12? 
thats weird i was sure 4.20 version had dx12
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"
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
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?
Sounds like a driver issue then
There have any hotfix about that unreal version till 4.24 from 4.20?
If its a driver issue, you need a driver fix
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
yeah and free demo
i did send devBuild who getting this error
there you can see The system cannot find the file specified. (0x00000002)
The full log would help tbh
let me take permission from that player
Did you install dependencies with your game ? VS redist + DX ?
Specifically the DX one
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
That's not what I'm asking
I'm asking because your Steam package does not include the VS dependencies or DX setup
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
I want export as the same PSK file but I don't know how or I need importer script?
This is not a packaging question, it's not even an UE4 question, try the UDK forums
support still working?
What support ?
forum isn't active?
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?
