Hi, I'm trying to packaging my game but I get an "Unknown Error", would glad to get help, thanks!
https://pastebin.com/TnDv6Eyr
#packaging
1 messages Β· Page 35 of 1
@mellow bane never had to do anything about it before... and also, once I deleted intermediate and saved, the errors went away π€¦ββοΈ
@marsh dragon you had the same errors as me, btw... did you try to package a 4.22 project in 4.24.3? I had to delete the "intermediate" and "saved" folders to get it working again.
@eternal flare
actually, I had the base project, tested packaging it and it worked. something was wrong with "intermediate" for me as well, turns out all of the files there were named differently (because I cloned my project and called it something else than the original).
right now Im packaging it and it seems to work, Ill save this solution for next time, thanks!
yup, my project was also cloned
something changed with 4.24 it seems
like, between .0 and .3
guess the "saved" cpp files had to be refreshed
@mellow bane I have been distributing Itch download keys to my beta testers and many of them get the windows defender blocking them from using the installer I packaged it into using Inno Setup. Either that or the game itself when they run it. I don't know which. Maybe both
I am worried that this will make the game seem broken or infected when I try to sell it (make it public on my Itch page rather than private download keys only)
@violet otter This is working as intended as far as Windows is concerned. When you sell it, you will be on Steam, which handles this stuff for you. Or you will sell on Itch, and regular players will use the Itch client.
You shouldn't be doing your own installers
Downloading executables from a browser is unsafe and Windows will warn you about it
How do I upload the whole game to Itch if I don't package it?
Just put it in a zip?
butler tool
Hmm I tried using butler
I didn't say don't package it - package it with UE4, of course
But it does nothing when i click on it
Oh
Okay I will try that way
Thanks
So butler takes my ue4 packaged game and narks it safe when it uploads to Itch, including all the files in all the folders without me having to zip it?
Or make an installer exe?
I just thought an installer exe would be more "professional"
But this is good news. That means I dont have to pay $100-300 a year for code signing subscription
People install games with Steam. Installers aren't a thing.
Or the Itch client. Or by downloading a zip from Itch - and yes, this will always trigger a warning.
So butlering it up to itch makes it so they can download it via the itch client but that is different from uploading a zip of the game to my Itch page and does not result in them downloading a zip from itch because the client does it some other way that does not trigger a warning when they run the game exe file?
No, same thing
The elephant in the room is that Itch will get you 10 sales per year, so don't lose time trying to fix warnings for people who are used to it
Ok
It seemed that way
I need to find more savvy beta testers who dont get scared so easily
Just package the game, upload with butler and you're good
Move to Steam as soon as you can
Is this the right channel for a question on an asset crash after successful packaging?
Getting this packaging error in 4.25 ERROR: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.
Does anyone know where I put the suggested line? I don't seem to see Launch.build.cs
I added that line to my Game.build.cs but I still have the error
I see many people had this exact problem in the past but there are no visible solutions
I can see that the launch button in editor is also greyed out
Usually this comes from people putting polugins in the engine dir
Or using modules that are editor only
Anyone know how to package with chunks? I keep getting Warning Failed to COpy packchunk1 followed by ERROR: Illegal Characers in path.
If I disable chunks it packages fine
Thanks Stranger I put a plugin in the engine dir that was from 4.24 but then removed it, I'll try a fresh regenerate project files + build
Hmm the plugin is long deleted and I regenerated everything
Is this just something that you need to reinstall the engine / go from a fresh backup for?
What's your build.cs like
Nothing too out of the ordinary
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
// Required for some private headers needed for Steam sockets support
var EngineDir = Path.GetFullPath(Target.RelativeEnginePath);
PrivateIncludePaths.AddRange(new string[] { Path.Combine(EngineDir, @"Plugins\Online\OnlineSubsystemSteam\Source\Private") });
PublicDefinitions.Add("ONLINESUBSYSTEMSTEAM_PACKAGE=1");
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"OnlineSubsystem",
"OnlineSubsystemUtils",
"OnlineSubsystemSteam",
"Steamworks",
"UMG",
"Slate",
"SlateCore",
"AIModule",
"NavigationSystem",
"AudioMixer",
"CinematicCamera",
"Niagara"
});
PrivateDependencyModuleNames.AddRange(new string[] { });
It worked fine on 4.24 and I'm almost sure it would work fine on 4.25 too I just stupidly pasted in that plugin from 4.24
I'll try a complete engine removal / fresh backup build now
Just testing to see if things still work on 4.25
Yeah at a glance things look fine
Do I need C++ to leverage Chunks correctly?
or is possible to package out chunks and load them in entirely via Editor/BP only?
What are you trying to do with chunks ?
I have some content that I want to be put into a chunk so the user can download that chunk later if a user needs it/wants it
I'm not sure that's something chunks allow tbh
As far as I know chunking is primarily a console requirement for some systems, I don't know if Blizzard-style play while you download is possible.
It might be, but I don't think I ever saw anyone do that
@mellow bane This is what made me think it is possible https://www.unrealengine.com/en-US/tech-blog/optimizing-battle-breakers-for-chunked-downloading
This is about patching without a distribution platform, more than it is about playing while you download
Though yeah, they say they can
Just haven't had luck packaging, I think I have my chunk with the stuff in it
I trust you're not going to be on Steam or something like that
Which would make all of this moot
i'll answer that if this fails too
to be clear, if I edit .ini I should restart editor?
or will it apply changes to currently running instance?
IIRC I found some cases for primary assets where I needed to restart, so be safe
ok let me restart since I just got a new error with the change I made -createchunkinstall must specify the chunk install data directory with -chunkinstalldirectory=
oh for some reason I lost settings in regards to that field in project settings
I set it again and its going
ah its going to fail
Skip copying file "C:\Unreal Projects\TestAppChunkInstall\WIndowsNoEditor\CloudDir"\TestApp_pakchunk11.0.manifest because it doesn't exist. so it skips it and fails to copy then tries that about 5 times before throwing illegal character error.
It almost seems like the file it creates has invalid chars and it fails to copy
if I manually copy it it just deletes it saying invalid chars
Wish I knew exactly what are illegal characters
Well I got a list of illegal chars doesn't seem to be any visibly showing at least
Ok
so I set the Install Dir to c:\ and the build to C:\ and it worked
so it might be spaces or some other hidden char in my file path
I'll look into how to "download" the Chunk now
Yeah spaces suck
LogInit: Display: LogAssetManager: Error: Found multiple "Map" Primary Asset Type entries in "Primary Asset Types To Scan" config. Only a single entry per type is supported.
but how
In DefaultGame.ini I do not have duplicates -;-
Well, updated to UE4.24 and guess what, chunks no longer work. yet another broken feature -.-
Be sure to help Nonlin with the chunking if you know about it !
Question on a "missing softreference" - I have a file that I moved quite some time ago (via the editor), updated, and then ran the fixup redirectors
However, on cooking for build, I still get a warning for this missing soft ref
I tried the reference viewer on every single item, nothing seems to show a link to it
If I copy the asset back (via editor) it's happy, of course, but still doesn't show anything using it
Is there a better way than the find references tool to find what might be trying to use it?
I need someones help if i send them a zip of my game if they can package it for me
its release day for my game and i need desprate help
Give us your errors so that we can help you fix the project
My googling skills today are not up to par. Have a similar question as the person above. I'll give an example ( this is for an archviz project ). I have 15 individual projects all consisting of an archviz scene. I'd like to have one executable, lets call it a dummy menu, which upon a UI selection would starts streaming in the selected archviz scene. The only compiled executable would be the dummy menu scene. The rest, i would package individually, as to reduce load time and executable size as a whole. As a whole, the entirety of the project could be >50Gb, and sometimes, clients wont even visit 60% of the space, hence why i'm thinking to load on demand. Is this at all possible? If so, would anyone have a direction on what to google for? Thanks
hey guys, i had an image sequence that was working with 4.22, now that i've upgraded to 4.24 it stopped working in packaged builds only, it displays a white background.
I have the folder that contains the sequence of images added to the Additional Non-Asset Directories to Package like in the image.
Has something changed in 4.24? is there any additional steps that needs to be made?
Hey guys, I have a question it is about ue4 level loading system, in editor when you load a level there are generally two steps you can observe, the "loading part" and the "initialization part", from my observation, if you have a lot of blueprint that are heavy construction script, "the initialization part" takes a long time than the loading time, I guess that in this part, UE4 constructs every blueprint and other stuff right ?
I read that when you place a blueprint in level and UE4 call its construction script, this will not be called again, that make sense. my question is when you save that level and load it in packaged game, does at loading time UE4 will construct these blueprint again? cause in editor, the construction script of these blueprints are fired at loading time.
does anyone uses steam sdk in unreal engine?
Hey, quick question
any idea why i'd be getting this error?
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/Game/Assets/Meshes/' is not a standard unreal filename or a long path name. Reason: Path may not end with a '/'
As far as i'm aware, the path doesn't end with a /
Hello, I'm having an issue when packaging my project, I've Update Visual Studio and also merged my project to a whole new folder with only the required packages,
Here's the output when attempting to package with Windows 64-bit:
Can't seem to find anything online about the issue.. could really use some help
its my dissertation
Nevermind - I figured it out!, The game icon I used was compressed incorrectly into the ico format...
Solved
So one of our players out of the blue got this error. Our project is 100% unreal blueprints. Nothing should be causing this. It also seems to only be reported by one player out of about 2000 downloads. Is there some sort of additional signing we are missing for windows?
Ok as long as this is like a normal thing.
I was wondering if there was a problem with our singing keys or maybe they expired or something. I thought I read somewhere that we use openssl to sign for windows and wondered if maybe our keys had expired or something.
Warning: ModuleManager: Module 'SmoothSyncPlugin' not found - its StaticallyLinkedModuleInitializers function is null.
Got this error while trying to launch my ue4 server, how to fix this?
My game doesn't give any errors as far as I know, placing the plugin in the plugins folder still gave the same error
Please Ping me if you reply to this so i can respond faster π
Unable to build obb larger than 4gb for Android (Oculus Go)
Im getting this error
Packaging (Android (ASTC)): ERROR: Stage Failed. Could not build OBB. The file may be too big to fit in an OBB (4 GiB limit)
I have 7 360 videos. I need all of these for the app
Any workaround for this?
hello, I'm wondering how could I share Custom Project Launcher Profiles with other co-workers? is there a workflow for this?
does anyone uses steam sdk in unreal engine?
@bronze brook you dont use it in unreal engine its an outsource meaning you put the subject files into it and the person is able to download your game and play it from the steam libary.
HI guys, does anyone experienced this kind of issue on PC build? Our icon is not displaying properly.
hm. the controller mesh in vr ist visible in editor (VR-mode) and when i click launch. but in the packed version is gone. i see the laser and the teleport point but not the controller mesh....
is this some packing bug?
in older projekt with the same setup its all okay,hm...
What to do about ERROR: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
Sounds like you tried to use an editor feature in the game
One of your dependencies requires editor code
Remove it
It is possible I am?
I've been trying to spawn in datasmith scene actors at runtime.
So I've been including lots of stuff regarding datasmith, mainly DatasmithContent, DatasmithImporter and DatasmithCore
I finally have it spawning at runtime, but now I get this error
If I have to remove one of those modules and loose dependency I will lose the work I've done.
What I'm doing is all runtime anyways...
But how can I even narrow it down to what exactly is using unrealEd?
All Datasmith is probably off limits
The UE4 license says all code in Editor folder of the source code is not allowed in your game
In practical terms it doesn't package
But maybe it's an editor plugin.
I'll need to see the exact line you are talking about
What's your build.cs file like ?
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Json", "SlateCore", "DatasmithContent", "DatasmithImporter", "DatasmithCore" });
And the .uproject ?
Check the source code but I guess DatasmithImporter requires the editor, making it impossible to use in game.
"FileVersion": 3,
"EngineAssociation": "4.24",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "Test",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
}
],
"Plugins": [
{
"Name": "SunPosition",
"Enabled": true
},
{
"Name": "DataPrepEditor",
"Enabled": true
},
{
"Name": "DatasmithImporter",
"Enabled": true
},
{
"Name": "VariantManager",
"Enabled": true
},
{
"Name": "PythonScriptPlugin",
"Enabled": true
},
{
"Name": "HDRIBackdrop",
"Enabled": true
},
{
"Name": "SequencerScripting",
"Enabled": false
},
{
"Name": "DatasmithCADImporter",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64"
]
},
{
"Name": "DatasmithIFCImporter",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64"
]
},
{
"Name": "StaticMeshEditorExtension",
"Enabled": true
},
{
"Name": "DatasmithGLTFImporter",
"Enabled": true
},
{
"Name": "AxFImporter",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64"
]
},
{
"Name": "WebBrowserWidget",
"Enabled": true
},
{
"Name": "HTTPChunkInstaller",
"Enabled": true
}
]
}```
Try removing the datasmith importer.
I confirmed that it does depend on the editor
So that's one thing you cannot legally release
DatasmithContent looks fine
DatasmithCore is under Developer so it's equally not allowed to use.
Basically all of it like I thought, sorry
@Hatter I have just run into the same issue with SmartScreen in Windows on my export, don't remember having it happen before. Going to make it hard to get people to try out the demo level
@mellow bane So should I just make my own JSON parser and my own classes and reinvent the wheel?
Doesn't make sense I should be able to at least access the data
Using the tools they've already developed
Also does it matter if it's a product I'm not selling?
Or what if I'm trying to extend the engine here?
@desert beacon Read the EULA for your licensing questions. I'm not a lawyer. I know you can'ty publicly release anything under Editor or Developer folders in the source code, Datasmith falls under that, directly or indirectly.
Specifically from the EULA βEngine Toolsβ means (a) editors and other tools included in the Engine Code; (b) any code and modules in either the Developer or Editor folders, including in object code format, whether statically or dynamically linked; and (c) other software that may be used to develop standalone products based on the Licensed Technology.
a. Distribution to end users - You may Distribute the Licensed Technology incorporated in object code format only as an inseparable part of a Product to end users who are subject to an end user license agreement which explicitly disclaims any representations, warranties, conditions, and liabilities related to the Licensed Technology. The Product may not contain any Paid Content Distributed in uncooked source format or any Engine Tools.
b. Distribution to other licensees - You may Distribute Engine Code (including as modified by you under the License) in Source Code or object code format, or any Content, to an Engine Licensee who has rights under its license to the same Version of the Engine Code or Content that you are Distributing.```
So if you're shipping to other UE4 developers who you know actually are developing games then yes you can freely redistribute
Otherwise, nope
Also public distribution of tools is EGS only.
So i can't even use the json format the udatasmith file is in and parse it for use?
If you're releasing a product for end-users, you simply can't release anything in either the Developer or Editor folders
That's the entire rule right there
Even if free?
Yes
Even if free
That's the license you agreed to, so you should read it, it's quite important stuff
Udatasmith isn't in editor or developer it's a file format they created
The implementation, not the format, matters
It's all about where the code is in the engine source
So I'll just make my own parser then
Feel free to do that, yes
And struct to hold the info
So silly
Why didn't they give us proper access to do fun stuff with this
Add hid it all away
The why isn't something the EULA explains, but you can speculate the following : allowing UE4 developers to release the entire UE4 editor would make it hard for Epic to prevent competing forks of the engine.
File format itself might as well be part of restriction. Seek official clarification before moving further.
I get that but why datasmith specifically, you can't spawn a datasmith actor at run time for example only via editor I should not have to go through this
Datasmith is an editor tool
It's not made for games in the first place
So it depends on the editor
Correct
Doesn't mean Datasmith is for games
Until recently, I think Datasmith had a separate license ?
Anyway, read the EULA and you'll never be surprised
And yes, this also means "no mod editor on Steam"
Trust me, I wish this wasn't the case. I think Epic could work from a more open-source position, with more rights to developers, as long as they 5% keeps flowing to them.
My personal wish would be a dual license - with a choice of GPL, no royalties or strings attached but your game code is open-source now ; and a license closer to what we have.
What would cause 'SetActorLabel': is not a member of 'AActor
only happens when I package
Probably editor only method
"Actor labels are only available in development builds"
https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/SetActorLabel/index.html
Assigns a new label to this actor. Actor labels are only available in development builds.
MyAnimSequence-> GetCurveData() returns nothing once packaged π¦ It works fine in editor but all the curves in the anim sequence seem to disappear once packaged. Help π’
Hi anyone know how i can fix my Problem --> (PackagingResults: Error: Visual Studio 2015 must be installed in order to build this target.)
Did you install it
yes ive never used it but its installed
Is it installed with C++ support and other requirements ?
dont know π
Well π€·ββοΈ
Basically make sure you have the WIndows 10 SDK and C++ support in VS
ATHelper: Packaging (Windows (64-bit)): 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.
PackagingResults: 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. i checked and my sdk is installed
What are you trying to do
i had to restart visual studio. its allright now
Hey all. I just ran into an error I've never seen before. And no idea how to find what might be calling this, any ideas?:
PackagingResults: Error: FBodyInstance::GetSimplePhysicalMaterial : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
does anyone know of a guide for building/deploying patches for both iOS and Android? I'm trying to lower my overall iteration times for building/deploying only changed content, but the default DLC settings don't seem to work when deploying them to the store, with the settings I've tried. Any help is appreciated
Any reason that packaging could cause a 'Matches Tag' (inexact) node to start failing?
I made a build without any errors but when I wanted to run it it just won't. I tried to open it as administrator still nothing. Anyone have any idea what is going on?
what's this d3d11util.cpp crash that i sometimes get upon starting a package (seems only like a fresh package further starts dont throw this, or maybe they partially do)
@dusk hill no default map and/or no game instance set up?
@dusk hill it is an object of the game that calls an Init event on game startup which drives what is happening
make a class, derive it from GameInstance, set it in the project settings
also you can set the startup lvl there
in the project settings
and in the gameinstance you can then open a lvl on the Init event
f.e. use an empty Lvl as the startup lvl, in the GameInstance do some stuff and then open your actual starting Lvl, MainMenu or whatever
ok I will try that although I have no idea how that would help
it didn't help, still won't open :/ @open rapids
no idea then tbh
thanks anyway π
Does anyone have any info on this:
It's a win32 build and it seems to only happen when you first start it
also seems to not happen on Shipping but on Development
I have problems last time but I solve this some code mistakes you need to review your BP SCRIPT OR C PLUS code
I need to send my project for testing (bugs), but they want it to be lean (only assets that are in the level, not entire content folder). Is there any way to automatically zip project with only level and the assets that are referenced on the level?
Do you want to send the source project or a packaged game ?
For packaging, just set the list of maps to include and the build will only include what's required
In this case you need to create a new project and migrate all your levels, basically
Source project is unusual for testing though
I see... Thanks.
Hello Everyone
I keep on getting this error
PackagingResults:Error: Error Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>
please help
what should I do?
this problem didn't exist before!
Guys I got it solved
whenever you want to package it has to be inside the project folder itself
i was trying to package for desktop
which generated an error
Question- How/where to find mesh id or the name of mesh in HTML5 exported webfiles
Has anyone run into an issue where a packed build will have a black screen on start?
Hello, How to change the final file name? .exe?
export it as a different file is one way, you can also use an online program for converting one file type to another, but keep in mind the basic structure of a file type and what purpose it serves. converting a file type set up to transmit 2d vector data into a file type designed to transmit 3d vector data can have unintended consequences
Im trying to package my project and i got these two errors. does anybody know how to fix this?
When I play the project in the editor, the player start can be just above the landscape and it works fine. But when I package the project, I have to place the player start quite a bit higher up because otherwise the character is falling through the landscape. I'm wondeirng if someone knows where the discrepency is between between the editor and the packaged project?
Ok think I figured out the problem. The level with the landscape in it is a streaming level and it wasn't being loaded fast enough and the character fell through it before it was fully loaded. Tried a blueprint to load the level on beginPlay but didn't work either. So either my landscape has to be in the persistent or I need another way to load the level before the character.
Does anyone know why our client can't see our dedicated servers in our server list since moving our game to "pre-release" state on steam? Can see them just fine when built for windows and excluding steam, was also fine before changing the state to pre-release. We've already associated the dedicated server tool with the game but same issue, can even see the server showing in the steam view>servers>lan list, just not in game
When I try to package for Oculus Quest I canΒ΄t accept licenses of Android.. Any tip to fix it?
I want to reinstall it but I cannot find the files to do it and fix this
Hi there. Is there a way to get logs from shipping/distribution build?
I have a blueprint + cpp project in 4.24 (was upgraded from 4.20). It works perfectly without blueprint nativization, however if exclusive nativization is turned on, it crashes right after start. The packaging completes successfully, but when I start the packaged game, it crashes instantly with the following crash report:
Assertion failed: 0 [File:E:/Unreal/UnrealEngine-4.24/Engine/Source/Runtime/CoreUObject/Private/Blueprint/BlueprintSupport.cpp] [Line: 3006]
ZeroCaliber!AssertFailedImplV() [e:_unreal_\unrealengine-4.24\engine\source\runtime\core\private\misc\assertionmacros.cpp:105]
ZeroCaliber!FDebug::CheckVerifyFailedImpl() [e:_unreal_\unrealengine-4.24\engine\source\runtime\core\private\misc\assertionmacros.cpp:455]
ZeroCaliber!FConvertedBlueprintsDependencies::FillUsedAssetsInDynamicClass() [e:_unreal_\unrealengine-4.24\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:3006]
ZeroCaliber!AActivatableBase_C__pf3985733415::CustomDynamicClassInitialization() [e:\dev\perforce\zcoq\intermediate\plugins\nativizedassets\windows\game\source\nativizedassets\private\activatablebase__pf3985733415.cpp:502]
ZeroCaliber!UClass::CreateDefaultObject() [e:_unreal\unrealengine-4.24\engine\source\runtime\coreuobject\private\uobject\class.cpp:3142]
ZeroCaliber!UClass::AssembleReferenceTokenStreams() [e:_unreal\unrealengine-4.24\engine\source\runtime\coreuobject\private\uobject\class.cpp:4563]
ZeroCaliber!FUObjectArray::CloseDisregardForGC() [e:_unreal_\unrealengine-4.24\engine\source\runtime\coreuobject\private\uobject\uobjectarray.cpp:75]
ZeroCaliber!FEngineLoop::PreInitPostStartupScreen() [e:_unreal_\unrealengine-4.24\engine\source\runtime\launch\private\launchengineloop.cpp:2902]
...
The last line in log file:
LogClass: Error: CDO is created for a dynamic class, before the class was constructed. /Game/Vendetta/Blueprints/Activatables/ActivatableBase.ActivatableBase_C
The nativized build works in 4.20 and also 4.23, but it crashes in 4.24.
Hey everyone,
I'm building and deploying my AR project but it's giving me some errors. The Following is the last part of the Android Log:
Precache HighWater 384MB.
Assertion failed: Memory [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/PakFile/Private/IPlatformFilePak.cpp] [Line: 4010]
Some Observations:
- It's working perfectly on Galaxy S8
- Crashing On Galaxy Tab 6 & Galaxy s20 ultra
Really need to get to the bottom of this. Any help would be appreciated.
Funny how no one is able to answer in here π
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.
pls help
@bold iris You can't use editor stuff on packaged games.
Something in your build.cs required the EditorStyle module which it can't
@mellow bane i have no editor staff
What's in your build.cs ?
i tried to package game but no succsessful, im add unreaed and editorstyle
You can't have UnrealEd our EditorStyle in your build.cs for the game.
You can't use any editor functionality in packaged games
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class xxxx : ModuleRules
{
public HelloNeighbour(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore", "EditorStyle", "UnrealEd" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}
@mellow bane
So does it work after commenting
no
Alright, do you have any particular plugin used ? Datasmith stuff ?
no
Can you put the full packaging log on pastebin to see what's happening there ?
Anything useful in C:\Users\MaverX\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+EpicGameFolder+UE_4.23\UBT-HelloNeighbour-Android-Shipping.txt ?
What's your .uproject file like as text ?
{
"FileVersion": 3,
"EngineAssociation": "4.23",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "HelloNeighbour",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine",
]
}
],
"Plugins": [
{
"Name": "ApexDestruction",
"Enabled": true
},
{
"Name": "HoudiniEngine",
"Enabled": false
},
{
"Name": "ScalabilityUIPlugin",
"Enabled": false
}
]
}
And you have only one module, and nothing in the Plugins folder of your project ?
yes
Then I'm not sure what happens here.
π«
https://docs.google.com/document/d/1vrds_CGyMa3VhfTAyme76pL1OXKjm-RBUUIyUPm07Rk/edit?usp=sharing idk where to ask help for this so, the problem is the package project is having error and i don't see why
please anyone one
how would I see all the compiler options used when packaging?
I have an issue where packaging development works but shipping fails and I'd want to compare compiler settings
@glossy haven Just pick Shipping in Visual and hit build
where does that show the compiler options though?
any help?
@glossy haven Dunno, but I'm skeptical they are any different
they must be since dev packages fine
well I could always set a flag in vs to show compiler options,thanks for the hint for some reason that eluded me
of course I'm getting different errors when building Shipping in vs :D
the fun intensifies...
So what are the errors
my favorite is this 1>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\shared\rpcndr.h(192): error C2872: 'byte': ambiguous symbol
which is usually a misplaced windows headers error
but I've been checking my files and they seem to be including windows stuff correctly...
and again it all works in development and debug
even packaged
So
Try with unity build off
Usually when unity on (default), you see builds failing with no difference, like here
Because the include order makes it work
with this right? bFasterWithoutUnity = true;
I have this atm if (Target.Configuration != UnrealTargetConfiguration.Shipping) bFasterWithoutUnity = true;
I'll comment the shipping bit out
you might be onto something
it worked! thanks so much
does building w/o unity produce less optimized code?
No, it does not
Unity is wayyyyyy faster for full builds (orders of magnitude)
It's quite slower for iteration on a single file
so how would I figure out why it's messing up my includes?
I used to be able to package for shipping
but I normally only try every once in a while
I dunno really, I know it's a common issue when including Windows stuff
Anyone know why i would be getting these errors?
The files its asking for are engine files and i have confirmed... they are there.
ERROR: Failed to copy G:\TylersWS\FireProject\Binaries\Win64\FireRescueSimulator-Win64-Shipping.exe to G:\TylersWS\FireProject\Saved\StagedBuilds\WindowsNoEditor\FireRescueSimulator\Binaries\Win64\FireRescueSimulator-Win64-Shipping.exe
not sure what this means or how to fix this
Unable to find packages for cooking, I have this error for my game mode, is this common error? I'm trying to package for android..
What's the full log like
My cooker gets stuck on this for hours, never fails/succeeds. I made sure all redirectors are fixed up, dunno what else to try. Any ideas, guys?
Upd: OK I just had to wait several hours, after that it pushed thru π
so im trying to package my game for linux
and im stuck at sandbox cleanup
somebody help
pls help
Any ideas what does mean guys?
Guys π please help me - I lost one day for it. Why packing fail? All blueprints are okay, I cannot find what is wrong
Full log
Or how I can locate the actor, which made this errors/warnings?
I found it π our sound designer add wrong component to one small props... π
Hello i have this detail, have some hours stucked, its for an oculus quest, this is the script of my project settings.
Hello everybody. I've packaged my game for android using project launcher. The app is downloading the DLC from the server and everything is fine. My question is... How can I know if the download is finished and the DLC is mounted? Right now I've done something but it's not working anytime. Also the second time I enter the game I don't want to show the loading again.
hi im trying to make an AI that wanders around until it sees the player, where it will follow the player. But im having trouble. The AI seems to never sense me and just keeps wandering. Does anybody know why this may be happening? Heres a screenshot of some of my code
@toxic solar have you added AIPerception to the NPC? and checked DetectionByAffiliation?
Check all three checkboxes
Where is that
select AIPerception and in the details panel right under AIPerception
this is what i have
Hello, I am receiving an error on packaging a "game" and the error message tells me that SetReplicatedByDefault is preferred during Component Construction.. (The whole log is right over on https://pastebin.com/x1AkBLnC). I am unsure why this is happening.
Use SetReplicatedByDefault in constructors, not SetReplicated
It is new indeed, 4.23 or something
Hello i have this detail, have some hours stucked, its for an oculus quest, this is the script of my project settings.
@vernal oxide Someone with idea?
Can I build a Mac OS package on a Windows 10 computer, or do I need to package it on a Mac?
I have a child of UActorComponent that contains a UPROPERTY which is child of UObject* . The values get saved fine when using PIE and saving BPs; when I package out the project, the UObject* is nullptr. Any idea on where to look into this?
@olive flint You need a Mac
I'm testing multiplayer for my game under the Shipping configuration between my local computer and a remote one
is there a tried and tested way of updating incremental changes I make to both assets and the exe (source code)?
both are running win 10 x64
I'm packaging w/o pak files
so as to be able to copy just the files that have changed
I'm thinking of something like rsync for linux
which would compare all the individual binary files fast and upload only the ones that changed
the final size of the shipping release without using pak files is 4.2 GB so definitely don't want to be copying that over to the remote computer every time I package the game
I'm connecting to the remote computer via teamviewer and TV does have a remote copy feature but it's too slow
Has anyone dealt with including MSVC++ Runtime DLLs with Unreal games? I'm trying to work out what DLLs I need exactly
there's the prerequisite installer which takes care of the dlls and more automatically
you just have to run it on the remote computer
\Engine\Extras\Redist\en-us\UE4PrereqSetup_x64.exe
@glossy haven Really? That does all the Visual Studio 2015 stuff?
@glossy haven I guess you have to determine whether to run the x64 or x86 too?
does everything
are you really making a game for x86?...
according to the latest steam hw survey, 0.9% of players are not on x64
that's less than 1%
oh lol I didn't know it was that low
I guess x64 is fine
@glossy haven and this is for distributable games not the editor?
not sure what you mean
if you run the prereq exe on a computer that's never seen a ue4 game before it will install everything it needs to run the (shipping) game
ok thx
Hey guys i'm running into a weird problem , when i package my game files it shows me some errors where it's referencing old deleted files that aren't in the project anymore , i have already tried using fixing up the redirectors in the folders and fixing redirectors as well but to no avail.
Like this directory for example , it doesn't exist in my project anymore
is there a way to package by only updating the exe? I'm iterating on a shipping build and don't want the assets regenerated / packed every time, I just need a new exe
Literally just press build in VS and copy the executable
After setting the target to Shipping of course
Hey guys, did any of you run into a problem, when you try to package or run your game, the building process starts and ends instantly, and does nothing, throws no errors?
the packaging log
ue4 tells you its path when packaging fails - can't remember off the top of my head
so there's that and another file, cook something something log
which is referenced by the packaging log
so this cook log should have all the details
The logs you care about are probably in Engine\Programs\AutomationTool\Saved\Logs, it's a weird location
can I package for shipping only assets that have changed?
something like incremental packaging, if ue4 has such a thing
(I'm not using pak files)
@glossy haven @vital narwhal the logs say (took 0.0000000000023) seconds successfully although it does nothing, it also does the same if I want to zip up project, seems there is a problem with automation tool? I will try to re-install unreal
I think there is a problem with the automation tool that I cannot figure out. No other project is building, and even no project can zip
Tried re-installing Unreal with no luck. I am re-installing all system now as a last resort
How do I know if an engine class gets stripped out or not when shipping?
I assume like the color picker in the editor, for example, may not be included. So my code shouldnβt reference it for my own assets.
have a hour stucked on it, it is normal in a apk for oculus quest?
@twilit fern Everything in Editor or Dev folders of the UE4 source code won't be included
The color picker class is part of the runtime, since you can use it in game, so it will be
Hi guys, got an issue trying to package my game in shipping configuration. I have my custom module that is added to .uproject file as DeveloperTool. It implements some custom categories to gameplay debugger. When I package development build everything is just fine but when I try now to package shipping configuration it yields at me that there is an issue with GameplayDebugger package. Here is an error message:
UnrealBuildTool.Main: ERROR: Missing precompiled manifest for 'GameplayDebugger'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in GameplayDebugger.build.cs to override.
What do you think can cause it and why? In the end, marking module as DeveloperTool should prevent Unreal from trying to include it in shipping configuration right?
Guess here is the best place to put it
Anyone has worked with Automation Tools and launched several test groups by default when running the project?
Basic use-case we have an internal plugin for all our projects, this has some Unit Tests in it - so people don't break stuff by accident.
But it seems -ExecCmds="Automation RunTests TestGroup" -unattended -nopause -testexit="Automation Test Queue Empty" -log does not start those automation tasks - I see no output in the log :/
@silk mesa are you using 4.24?
@lusty cobalt yes, I do
IIRC the module will not be shipped with but still wants to build
that might cause the issue, are you loading "UnrealEd" or smth in your dependencies of that module?
Just GameplayDebugger basically, others are already included in main module anyway
Are you up to date with latest hotfixes?
I think I fixed it BUT I don't know if this is how it should work
Because
{
PrecompileForTargets = PrecompileTargetsType.Any;
}```
is already in there
Yes, I checked how content of GameplayDebugger.build.cs looks and I noticed this flag bBuildDeveloperTools
I just made an if statement based on this flag in my main module file and include my DeveloperTool module inside it
It is then indeed built when building development and is omitted when building shipping
So I guess that's it
Yeah i guess that is the way to go, since you want to exclude it from shipping builds, since GameplayDebugger relies on editor features
or atleast some features supplied with Development Packages
like Console or visuallogger does
Yup. Although I was pretty sure that DeveloperTool type in .uproject is about to do exactly this. What's the purpose of that since you need to exclude it in module file anyway
I think the usecase is that they are still supplied in Development Builds π
we often use development builds for conference/internal/testing builds to track player data with visual logger
Editor only we would need to run the whole editor
Like in development builds you still can use those features, alike console to provide some debug functionality, so I guess that it is for that cases
Hi!
I am experiencing a weird bug with the "Project launcher". If I launch the project with a "Launch option" enabled, the game won't open: an unknown error gets thrown.
If I go to the folder and open the game manually it runs normally. The command the Project Launcher is trying to run looks like this:
Weird, as it passes all the maps I chose in the cooking options as a massive parameter to the exe, but OK... The thing is that if I remove enough characters from the string the game will run.
Something tells me that the string is super long and it won't fit in the stack or something and the game crashes. I can reproduce this by replacing the map list with random characters 100% of the time if I add more than 1014 characters to the string. Has anyone experienced this too? Is this a bug? Should I report it?
Thanks,
Toni π
Hi. I'm having the same issue @wooden zinc has. Tried to package a brand new third person template. It starts and immediately stops. Doesnt cook any content. Doesnt give any errors. Tried this in 4.24 and 4.22. Same results. Visual Studio is updated to the latest version.
hi guys
i developed an app for a oculus quest and
when i run the apk in the quest it close in that moment
and says the app were closed
Hi. I'm having the same issue @wooden zinc has. Tried to package a brand new third person template. It starts and immediately stops. Doesnt cook any content. Doesnt give any errors. Tried this in 4.24 and 4.22. Same results. Visual Studio is updated to the latest version.
@half drum it seems like arent cooking but are cooking
I'm having an unknown packaging error, doesn't give any detail about the error but gives me an error code.
only errors i see
ProcessResult.StdOut: Running UnrealHeaderTool "G:\TylersWS\FireProject\FireRescueSimulator.uproject" "G:\TylersWS\FireProject\Intermediate\Build\Win64\FireRescueSimulator\Shipping\FireRescueSimulator.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
CommandUtils.Run: Took 199.6205222s to run UE4Editor-Cmd.exe, ExitCode=-1073740791
Thats all the details i can get
Tried re-installing UE and no change
i dont have any red errors only the one in the screen shot
the yellow ones i have no idea what to do with those they have always been there
Anyone know why i'm getting this checksum error? My clients are getting disconnected on join https://answers.unrealengine.com/questions/951300/network-checksum-mismatch-errors.html
No idea but wild guess is it could be that the clients are using a different version of the game than the server
@brittle night just a guess though. I never made an online game so I dont know
I made changes to my game and rebuilt it and installed it on one device but left the other it connected to with the older build, but it didn't throw a checksum error. It wasnt shipping build either if that matters though so idk
I keep getting this error FMemoryWriter does not support data larger than 2GB ...
i have splitted the levels meshes into 2 differents levels using sub levels and also seperated the lighitng and i rebuilt the lighting but sitll get this error
any ideas
maybe im splitting the level incorrectly
as its the lighting builtdata file that is 1.9gb
and even after splitting levels its still the same size
HI! I have a very curious packaging problem, when I launch my packaged game all I get is a texturless floating ball in place of my character or controls, I dan't find where I miss the box to check etc...? Did someone encountered the same problem? π
Not sure if entirely related to this channel but has anyone on here used itch.io as a place to publish your games? We are currently using it but want to move to itchβs butler tool which allows for easy updating etc. Was just wondering if it is better to not use a .pak file as it will only upload the differences from the last build. From what I understand it works like steam.
No, just like Steam a pak file works perfectly well
Itch will cleanly patch
Butler generates a diff and uploads only what changed
Oh awesome thatβs great thank you π
Can someone help me out with this , i've been scratching my head non stop over it and i still can't figure it why this keeps happening
The error is referencing a file in a directory that doesn't exist anymore in my project
The warning sorry
do you really have to compile the engine from source to compile a dedicated server?
I don't think so unless you plan on modifying the engine itself. I guess as long as you add to it you don't need to?
uncheck the gradle builder
do you really have to compile the engine from source to compile a dedicated server?
@signal harness no but when i run the app it close in that moment
i m getting packaging error fr android help please
@fervent token
thx @vernal oxide
Hi guys! I've a problem with primary assets. Every time I open the editor when I try to load them in game I noticed that the bundle entry list is empty. In fact all the TSoftObjectPtr marked with "meta=(AssetBundles="BundleName")" in these assets don't get loaded, but if I resave the assets they start to load. Also this doesn't happens for all primary assets but only for some of them. I cannot figure out what is going wrong. Any idea?
anybody knows whars going on over here ?
i renamed my project and tried to build
hold on txt is too long...
see exception at the bttm of the file
i tried remofing the following folders already : saved, intermediate and build
Is there a way to skip '********** PACKAGE COMMAND STARTED **********' when staging?
When using BuildCookRun of UAT
PackageCommand is executed if (!Params.SkipStage || Params.Package)
SkipStage = true skips it, however it disables also staging phase
Hey anyone getting a black screen when trying to open your game package?
Anyone know how to solve this?
Anyone know a fix to this error
What are you trying to achieve here ?
Created a custom launch profile. but no im getting this error
Okay, but what are you trying to do here exactly
build a release version that i can add patches onto
Basically youforgot to add a version number
But I would recommend avoiding the patch system alltogether - if you ship for PC, every platform will handle patching on their own.
did check it added the version number to all the fields it had π€
Probably didn't tick the "create a numbered release" option or something like it
So should i rather then not package everything into one .pak file for patching?
If you're on PC, you should create a big dumb compressed pak file, and forget about patching
Steam, Itch, GOG, EGS etc will all handle patching better than UE4
No experience with consoles or mobile, might be different
its for a client its im simply updating from a server so syncing the folder on the pc with the server file
Then yeah you need to read the UE4 doc page called "patching"
This page describes how to create a patch for an existing project.
Follow the instructions to the letter and it will work
"create a release version" is what you might have missed
cool thanks man
For the record, Itch.io's Butler patching tool is free and open-source
Works great for distributing too if you provide a script for the client to run
Has anyone seen this before?
Has anyone seen this before?
@signal linden upscroll you will find the error
hey guys, I've been trying to cross compile a dedicated server for linux from windows 10 using VS2017 (same result on VS2019). Even though I have the correct Clang version set up it always returns with this as the build output:
any ideas why this could be happening?
Hey can anyone help me? I packaged my game and everytime i open it... its just blackscreen... idk if this a package thing or what?
@haughty turtle did you set a default map?
in the project settings under Maps and Modes
Yes
MenuMap is the Mainmenu level
I set the widgets to show when the level is opened.
Is there anything I need to change here?
FIGURED IT OUT
Hello can someone help me out it this?
Getting this error while packaging, seems to have something to do with Niagara
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Assertion failed: Script->GetVMExecutableData().DataInterfaceInfo.Num() == Script->GetCachedDefaultDataInterfaces().Num() [File:D:/Build/++UE4/Sync/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraScriptExecutionParameterStore.cpp] [Line: 254]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
Read the rest of the log.
So read the rest
And find the error
Put it up on pastebin if you need someone to read it
LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/Hello_Neighbor_Alpha_1_Remake/Alpha1/NeighborHouse/Textures/wallpaper_1_dif' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root.
You have hundreds of such errors
Everythung under /Hello_Neighbor_Alpha_1_Remake/Alpha1/NeighborHouse/Textures/
The cooker even tells you this :
Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/Paper2
D/', '/CryptoKeys/', '/MeshEditor/', '/DatasmithContent/', '/VariantManagerContent/', '/MagicLeap/', '/MediaCompositing/', '/OculusVR/', '/SteamVR/', '/Config/', '/Script/', '/Memory/', or '/Temp/'
Failure - 424 error(s), 1522 warning(s)
I'm just reading your log here, these are the problems. These paths are invalid - they should start with /Game/.
No idea why.
PackagingResults: Warning: Can't find file for asset '/Game/ActualContent/textures/Base_Clear_White' while loading ../../../../../../Users/Barnen/Documents/Unreal Projects/HNPASgame/Content/tv_display_on.uasset.
This even looks like... assets outside the project dir?
Okay, that's fine then
Not really
Right
Anyway, your plaster_dif file seems like the biggest problem in your project, find out why
wallpaper_1_dif too
This is very much why
The cooker has warnings, and errors
These are errrors and will stop the cooking
So you can't package while these errors persist
Hey I participitated in a jam last weekend and in the end I had a build issue with using the Asset Manager and PrimaryAssets to scan (we had no c++ code, so this might be the root cause since Asset Manager might not work as expected with pure blueprint classes?)
So I configured during the jam the asset manager to detect tiles (subclass of Blueprint Base Class) in a specific folder. This all worked super fine and nice during development in editor
On packaging I noticed that our tiles don't get loaded (and all non-referenced assets are not loaded or even in the packaged build) which by itself is super cool. Since it shows that they were correctly dynamically loaded π
I then activated Always Cook or tried to reference them a hacky way in some actor in the level just to get the build out
Always getting the error message (shown in the image)
So question / help is still needed, since I want to properly understand
Do PrimaryAssets always need a C++ base class implementing the GetPrimaryAssetId ?
I've read that there is a possibility of blueprints as primary assets and their name is being used as the AssetId - but this would appearently also require C++?
Thanks for any guidance
Hello, anyone ever have materials that appear black after a package? Lighting and the materials look fine in editor.
@lusty cobalt Enable ShouldManagerDetermineTypeAndName in the asset manager project settings and that should fix it
@lusty cobalt Enable ShouldManagerDetermineTypeAndName in the asset manager project settings and that should fix it
@vital narwhal will look into it right away
I should make that error message mention that flag
Ah forgot to come back - yep that solved the issue thanks for pointing it out π must've not seen the flag in the hassle of ending a jam
Very nice
is it possible to cook assets selectively?
I'm debugging something in non-editor builds and keep changing just a single asset between iterations
Is there anywhere I can get the prerequisite installers on their own? I'm not including them in my package to save space but I want give people a download to them just in case
after all this years am downloading the github :/
Hi guys, any idea why i might be getting this issue?
I didn't do anything π¬
I've tried running the editor as an administrator, about to try restarting my PC
@heady briar what happens if you delete the directory yourself
well probably what will happen is that it will fail, because something has a lock on it and / or one or more files in it
like if you have a terminal window open to that directory, or have it as the cwd in a text editor or something
Hello guys, when I package my project the plugins don't work, do you know what can cause that ?
Plugins modules that are set to Editor or Development/onlyuncooked won't work in packaged builds, check the .uplugin file
what do you mean ?
the project isn't with C++
I just learned a little about Localization of Text. Does this only work on Text variables amd most importantly, do I have to make a separate build of the game for each language I want to distribute to?
Or do they all go into the same executable?
Also how do I disable the command console if it still works in a shipping build?
I figured things would go smoothly, but 'Unknown Cook Failure'?
Read the rest of the log
Does anyone know why i've got different results between a PIE(top image) and a packaged game (bottom image), first entry of animinstance is set a position for ccdik(hand joint as tip), packaged game position leads to weird results
is there a setting that affects instance materials assigned to models?
can anyone help me with packaging
what is it? @floral mason
I built a dedicated server/client project, when I package it, the client always loads the servers default map. Is there a way to explicitly tell the client that it is the client?
Do you have to do something special to make the splash screen work ?
My project launches straight into the game when packaged
@knotty granite just to check, you are setting the game default map and the server default map in project > packaging > default maps
@somber flower if your splash screen is a level/map, you will go to project > packaging > default maps and set game default map to your splash level
Yes I do. At the moment I am trying to setup a Client Target to compile seperately
Maybe this works
Anyone know much about Windows API: SetThreadDescription that was added in 4.22?
I am now getting reports of compatibility issues with any Windows 7/8 machine and older builds of Windows 10
The procedure entry point "SetThreadDescription" could not be located in the dynamic link library
Hi! I have small devops question to you π what kind of service do you use to build your game? It's only bare machine in your company, or there are some online service where I can build my game ?
@simple zephyr why do you need an external service ?
because I want to have CI system in my company, but we haven't free computer to build our game
I've prepare jenkins to build and package our game, but I don't have machine where Jenkins can do it π
External service will be expensive af
I worked in Indie, AAA and now solo, never heard of a dedicated building service for unreal. I guess you could fet in touch with render farms offering custom planning ... expensive
You need Windows machines with like 1TB of space to even work, and a lot of tooling permanently installed
Not to mention 16-32GB RAM
Buying your own hardware will be cheaper
definitely cheaper in the long run, especially if you're small
True π maybe we should buy something own. Thanks π
Anyone know much about Windows API: SetThreadDescription that was added in 4.22?
I am now getting reports of compatibility issues with any Windows 7/8 machine and older builds of Windows 10The procedure entry point "SetThreadDescription" could not be located in the dynamic link library
@worthy silo Just wanna post my findings here, after disabling a plugin UEVideoRecorder I stopped getting this issue
Does anyone know what this actually does in the Editor Preferences? Under General -> Experimental-> Cooking -> Use multiple processes when cooking (only affects File -> Package)
I assume the default 0 is to uses all processes, otherwise you specify how many?
is anyones pc freezing when packaging a game?
I really need some help, i have no idea at all on how to fix this error and the internet also wasn't really a help in this case :S
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: C:\UE_4.24\Engine\Binaries\DotNET\UnrealBuildTool.exe WaveFighter Win64 Shipping -Project=C:\UE_Projects\WaveFighter\WaveFighter.uproject C:\UE_Projects\WaveFighter\WaveFighter.uproject -NoUBTMakefiles -remoteini="C:\UE_Projects\WaveFighter" -skipdeploy -Manifest=C:\UE_Projects\WaveFighter\Intermediate\Buil
d\Manifest.xml -NoHotReload -log="C:\Users\Megaport\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+UE_4.24\UBT-WaveFighter-Win64-Shipping.txt"
UATHelper: Packaging (Windows (64-bit)): Using 'git status' to determine working set for adaptive non-unity build (C:\UE_Projects\WaveFighter).
UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
UATHelper: Packaging (Windows (64-bit)): (referenced via Target -> WaveFighter.Build.cs -> AnimationModifiers.Build.cs)
PackagingResults: Error: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
UATHelper: Packaging (Windows (64-bit)): Took 1,632747s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Megaport\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+UE_4.24\UBT-WaveFighter-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
So I have been building a project for over 10 hours in UE 4.24 now ... kind of ridiculous. Restarted multiple times and it says there are 40,000 shaders to compile and has never updated the amount for a couple hours now. Got to about 7k/21k packages to compile and then disappeared off of the grid with the packages for over 3 hours now.
Has anyone experienced problems like this in 4.24?
I built last week in 4.23 with virtually no issues besides space management - which I was able to take care of
40 000 shaders sounds like a lot
If you have a lot of assets and change engine version, it's expected to need recooking every single asset
Anyone know much about IOS development. I am confused about provisioning and would like some help. It says my identifier can not be matched
@mellow bane yep I do have a lot of assets. I was able to build and those shaders magically went away after I turned it on overnight lol
I think one of my artists changed something drastic in the settings to cause it to perform better in VR - I guess it was worth it
@vocal pulsar I actually just dived into it today and for the longest time was having trouble building for iOS until today. Granted it was with Unity
There was something preventing identification as well, but updating to newest ios version fixed that
What is the specific error you are getting?
@abstract escarp well the build error says that the provision can not be found. but in the setting it says can not be matched with identifier
Currently running into an issue where I'm getting sent to the UE4 Doc when attempting to package my project
No error message or anything, just opens the webpage
Which platform ?
Do you have the required dependencies ?
Well you need to install the stuff required to package
Maybe that doc page that opens explains it
I can package other projects just fine
The doc page is just the root page, not any article in particular
There should be an error in the output log
Usually this is because you don't have Visual Studio installed, or no compiler for VS
Or no Win10 SDK
Not having VS installed has never been a problem when packaging projects for me
Is this a recent change, requiring it?
No, it's always been required for shiiping builds
Maybe you used to package in development
Correct
And that's what im doing right now as well
I'm just trying to send a build to a few testers
All of the packaging settings as left as default
If you have no code at all nor any plugin, you can try setting the build option to "never"
And of course, Blueprint nativization will also require the C++ tools
of course
UE4 does ship with development and shipping game executables so if you have pure Blueprint only it should work
Switching to never still resulted in it opening the doc
Everything Ive done inside the project is 100% blueprints
And all of the package settings are default
Other projects are packaging fine, and I'd really like to not have to do all this over again, haha
Let me look quickly
okay
Just opened another one of my projects to verify, and sure enough, it packages just fine
Upon hitting Win-64, the file explorer opens as expected, asking where to package to
It's just that one project that doesn't want to package
Do check in the packaging settings that you have Nativization disabled entirely.
yes
Alright, I think I know
The doc it tries to send you to is the Visual Studio tutorial, so like I said at first, it does want to compile the project
Looking at what can trigger it
You're certain this project does not have a Plugins or a Source folder, right ?
Correct
Then I don't know. Pretty sure UE4 thinks it has code to compile here, and it can't because you have no C++ tools
For what it's worth, VS Community 2019 is free and rather easy to install
Just no idea what in your project requires it
I had it installed a year or so ago, and uninstalled it because It was more of a hassle than anything else
I was sick of it opening after accidentally double clicking a node, bogging down my system while it takes 10 minutes to open
Hello guys, can you please tell me how to disable a plugin if the build is for shipping?
I also would like to know that @mild fossil
Could Someone help me with generating an SSH key for ios development
I try to generate it, but when I just spam enter through everything it doesn't work, then also when I try to enter the password it does not let me type
does anyone know what may be causing this? This shows every time I try to package the project via the project launcher or run a standalone instance from the editor. I'm at a loss as to what is causing this.
I'm running a source built version of Spatial OS 4.23 fork
here is the full log
@deep swan your package is succeeding fully, but when it actually launches the game, the game is crashing
Yep
So you need to look at the game log, it should be in G:\Other UE4 versions\UE_4.23_SpatialOS\ProjectKikai\Game\Saved\StagedBuilds\WindowsNoEditor\Kikai\Saved or something like that
and it crashes before it creates the logs
Oh ugh. You'll need to launch it from visual studio then
if I had logs, this would be easy
How do I launch the game from VS?
I've only launched the editor from VS
Switch the dropdown that says Development Editor to be just Development
thanks
or debugGame in this case looks like
If you launch then it will launch the Cooked version out of your Kikai\Binaries\Win64 folder. This may not crash as it's technically not the Packaged version
To actually launch the packaged version, right click your project name in visual studio, go to properties, then debugging, and you can change the path to the actual executable it launches. Might need to add -BaseFromWorkingDir to the parameters
alright thanks
Could Someone help me with generating an SSH key for ios development
I try to generate it, but when I just spam enter through everything it doesn't work, then also when I try to enter the password it does not let me type
Try the macos channel? ios has a whole set of weird requirements
@vital narwhal Hey, so after running the game with VS, I stepped through some stuff and it appears that UE4 is failing to load the HTTP module.
Any idea on why a module would fail to load?
Hrm never ran into that one, the module should be baked into the executable. For an editor build they are all separate dlls, but in a cooked build they all get staticly linked in
I would see if you made any engine changes that might be related, otherwise no ideas. Maybe something to do with windows version? You should also probably try a Development build, maybe it's a DEbugGame issue for some reason
Alright, will do. I'm running a custom version of UE4 from the Spatial OS fork. I haven't made any changes, but there are a lot of a changes in that fork. However, I have the lastest commit and I'm on the release branch. I don't think it's the engine because I package and ran a clean project with the same engine and it was fine. It's some setting in my project that is causing this but I don't know what.
I'll try a development build
Also, do you know the difference between a WindowsNoEditor build and a WindowsClient build?
Still crashing at the same point
It's a access violation that's causing the crash
Hey guys, anyone having trouble with Skylight on VR (on builds, specifically)?
What is the right way to allow retries when building from the command line?
Hi All! If I create a material with quality switch for 3 levels of quality - 2k diffuse map for high, 1024 for medium and 512 for low.. Does it increase the final size of the game?
Mine is a mobile game.. so if I have all materials setup this way.. can I package them differently based on the device? like low size package for the older hardware (because 512 textures).. high size package for newer hardware (high res textures)
Hello, I'm using windows 7, am I screwed?
can I make a build from 4.24?
im downloading VS2017
but it says windows 10 sdk, so I guess its not going to work out?
Should work fine
Also 7 isn't supported by Microsoft so you should never builld your game from there but π€·ββοΈ
oh cool, thanks!
Anyone know what's going on here:
works fine when I launch from the editor
I don't even care about proper cooking or packaging, just want any version I can export as a playable
All the cooked content is copied to Intermediate before packaging
hmmm
Not sure what the real question was
real question
im using UE4 in CI and it recompiles shaders every time
even though i have the Intermediate folder cached between builds
i dont know how to get it to use the cached intermediate folder
Maybe the derived data cache is what you want then
wheres that at?
ahhhhhhhhhhhh
You can also put it on a shared drive so your CI will share shaders with your devs: https://docs.unrealengine.com/en-US/Engine/Basics/DerivedDataCache/index.html
Overview of the Derived Data Cache and the storage of assets in formats used by UE4 and its target platforms.
okay this helps
DDC isn't project specific because the shaders are mostly common
No idea. Linux builds should be done on Windows
I'll do it when docker actually works on windows
And when windows is free
And when windows stops being shit
I'm just sharing the best practices for doing Linux builds here.
Your opinion on the OS does not interest me
So wait why is it better to do it on windows?
Because you control the environment, namely which libraries you are using exactly, because Epic provides them
Ahhhhh
So that you don't end up building executables that only work on the latest Ubuntu
Obviously if you compile on Linux you end up using the system libc etc
It should
If you compile on windows what's stopping it from using cygwin or msys's libc or whatever it uses
The toolchain is entirely controlled and Epic provided from libraries to compiler, so
Ohhhhh
Thank u!
i get this error when packaging
any help?
the folder
enabled grade instead of ant, didnt worked
Any help with this one?
I got rid of all the other build/load/packaging warnings, still nothing
it's not write protection or disk space or anything like that
Tried rebuilding all the temp files etc. for the project and regenerating the solution
Updated visual studio, latest version of unreal
Update: never figured it out but switching to another machine fixed the problem
(Still a big issue that I need to resolve though)
Hey, got a quick question. I have a plugin and I need to ship some extra files with it when packaging the game. The plugin has the standard structure (Binaries/, Content/, Resource/, Source/, PluginName.uplugin) and next to these folders/files also an "Extra/" folder containing some extra (non-UE4) files I need to ship. How can I tell unreal to include these when packaging the project with the plugin? Thanks
Hia, i'm having some trouble with automated builds using Jenkins, where the automationtool is failing and throwing out weird VS errors. does anyone have any idea what's going wrong? (logs are here https://pastebin.com/KAC5Bu9L)
is it possible to package config files as separate pak ?
(which cloud be easily updated and patched)
With chunking, probably
Though patching will work fine regardless
If the platform doesn't suck too much
(Read : not a PS4)
I think thining about memory patching only inis files between level transitions
i was thinking*
anyway, asked on UDN, so might be back with some answer here (;
Yeah you can do a separate config-only pak. You'll have to modify the packaging code but the runtime code just merges them all together as a virtual file system
That's actually how Xbox one patching works, PS4 actually works fine by default but for Xbox it's much more efficient to make a small "update pak" that sits on top of the original game content pak
My packaged game won't open π¦
Tried 64/32bit and dev/shipping builds.
I am not getting any error or crashes, just won't open at all
Plays perfectly within the editor.
Any ideas? The log only shows this:
You can try launching it from visual studio, I talk through that a few days ago
Look around this message: https://discordapp.com/channels/187217643009212416/402958499660955658/696786006313271436
Hi All! If I create a material with quality switch for 3 levels of quality - 2k diffuse map for high, 1024 for medium and 512 for low.. Does it increase the final size of the game?
Mine is a mobile game.. so if I have all materials setup this way.. can I package them differently based on the device? like low size package for the older hardware (because 512 textures).. high size package for newer hardware (high res textures)
JZig, will launching it from Visual Studio show me what the errors are?
Package in Development, read the log file
hello, I just tried packaging my game yesterday, its not using any textures and the geometry assets I'm using dont come to more than 2mb, but the packaged game is 1GB, is there anything I can do to reduce this?
additionally, it will only play on my rtx 2070 computer, not on my laptop which has a dedicated but old gpu, generally what should I be investigating that would cause a machine to say "not enough graphics memory" or something
I found this article that looks very useful http://www.moreporkgames.com/devblog/2017/2/10/reducing-the-size-of-your-ios-or-android-app-unreal-engine-4
one of the points says to remove certain fonts from the engine, how can I do that?
Make sure to package for shipping, without including debug files, and set the list of maps you need rather in packaging settings
You should be down to about 100MB
So UE4 has been capping my framerate in packaged/standalone builds and I want to uncap it.
I get up to 130+ frames in PIE but the game's framerate is capped at 60FPS in packaged builds. I have an options menu that uses FPS cap commands to cap the framerate. All of them work in PIE but only 30 & 60 work in Packaged builds. I also have tried to tinker with these settings but nothing seems to budge.
Did you turn off VSync?
π
Hi guys, I am having some issues packaging my 4.23 project, I am getting warnings:
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Warning: You are compiling shaders for a deprecated platform 'PCD3D_SM4'
PackagingResults: Warning: You are compiling shaders for a deprecated platform 'PCD3D_SM4'
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Warning: You are compiling shaders for a deprecated platform 'GLSL_430'
PackagingResults: Warning: You are compiling shaders for a deprecated platform 'GLSL_430'
can anyone tell me how to get rid of them?
You probably have these target platforms set in your DefaultEngine.ini
"TargetedRHIs"
Under [/Script/WindowsTargetPlatform.WindowsTargetSettings]
You can safely drop them
oh well, thanks!
is there a way to "reset" the DefaultEngine.ini, e.g., by deleting and recreating it?
okay, well thanks anyways. I have found the entries
However, I keep getting errors as well when packaging which are quite a bit nonsense to me:
PackagingResults: Error: [Compiler gunBP] Can't connect pins Buoyant Destructible and Target : Object Reference is not compatible with Destructible Component Object Reference. from Source: /Game/ThirdPersonCPP/Blueprints/Guns/gunBP.gunBP
UATHelper: Packaging (Windows (64-bit)): LogBlueprint: Warning: [Compiler gunBP] Could not find a variable named "BuoyantDestructible" in 'PalmTreeBP_C'.
UATHelper: Packaging (Windows (64-bit)): Make sure 'PalmTreeBP_C' has been compiled for Get BuoyantDestructible```
When compiling the blueprint (gunBP), I don't get any errors or warnings.
also, the variable named "BuoyantDestructible" does exist in PalmTreeBP.
Hard to say something about this. Maybe it's an editor-only property ? Is it related to a plugin or something ?
well yea, the BuoyantDestructible class is from the OceanProject
Maybe something went wrong on the plugin
I'll be trying it with a full recompilation now. π thanks for the hint
recompiling made it work, thanks a lot again!
however π another thing I get during packaging:
PackagingResults: Warning: Unable to find package for cooking /Game/ThirdPersonCPP/Blueprints/BP_GameInstance
Indeed the game instance blueprint now is called GameInstanceBP, but where do I need to change the false reference now?
Game instance is configured in DefaultEngine.ini IIRC
In a packaged build of our game the foliage culling is vastly different then in editor. Anyone know why that is?
Units are set to centimeter and in editor all foliage culls out at the proper distance
but in the packaged build foliage culls out after a meter or so
@mellow bane thanks for the tips!
working on a tvOS project and I am stuck at the CodeSign step, any pointers?
Hello, is it possible to change the name of a project on 4.24?
I tried it with this tutorial: https://www.worldofleveldesign.com/categories/ue4/ue4-renaming-your-project.php
But during "build" and then "packaging", he gives me a mistake.
Since I changed the name, it's impossible to do the packaging, even by putting the old
Thank you
Unreal Engine 4 tutorial on how to rename your project to another name and have Unreal Engine Launcher recognize it and find it.
Full packaging log please, the error isn't there
Oops, sorry, here are the full logs.
For information, I've changed "Tuto_UE4_2" to "UE_L2".
It's only a test project for now, but I'd like to avoid having the problem if I need it on a real project.
Remove your Intermediate folder, re-regenerate the Visual project files, recompile,a nd retry
Deleting the folder works very well, thank you. πΊ
Are you supposed to include the intermediate folder when distributing a custom binary engine build?
Distributing where ?
Usually no
(Reminder than editor builds can't be redistributed unless to other UE4 developers)
hey everyone, a day or two ago I was complaining about my project being 1GB after packaging, this morning I saw I had a material pack from marketplace in my content folder ( automotive material ), I wasn't using the pack, nothing inside it was linked to anything in my game map or assets, yet, after I deleted it from my content folder, my package size went down to 90mb, can anyone explain why this could have happened? how are we supposed to monitor and keep our projects streamlined and know what is going to be included in the package?
For artists to use. If I don't include the intermediate folders it's missing all the .generated.h files and I can't find a way to generate them for a binary engine build?
Artists don't need that stuff
The only thing you need is compiled binaries
@flint condor If you don't specify a list of maps to cook in packaging settings, all content is included since there is no way to know what you need
Like I said yesterday :
Make sure to package for shipping, without including debug files, and set the list of maps you need in packaging settings
thank you, could you point me to where the map(s) for cooking should be specified?
oh wait
I see it!
ahh thank you so much for helping me..
i feel bad, this is obviously something I would have seen in a beginners tutorial
they should by default add one index to the list with the default / startup map
its not very noticeable
here right?
@mellow bane Ah that makes sense. Thank you. If I don't include the intermediate folder I get the following error when packaging: UATHelper: Packaging (Android (ASTC)): ERROR: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override. PackagingResults: Error: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.
Do I need to edit that build file or is there something else I'm missing?
@stark marsh It is not possible to package if you don't have the full sources, compiler tools, etc. Why would artists need to package ?
What exactly are you trying to do here ?
If you want your team to work on the game, packaging isn't the proper flow, just push your compiled binaries to source control, and ask them to download the engine
Working with the Quest and would have been nice if people could test their own builds. But I guess I'll just set up a build server for that
Thanks for the clarification π
@stark marsh If you make sure to compile for shipping & development editor both, push the binaries, and artists disable compiling in packaging settings - then it might work
Not sure though
I have the following setup.. 3 different size textures in my material. The 2k map, 512 and 1024 map takes like 10mb disk space on my pc. I'm afraid this will increase my package size. Its supposed to be a mobile game. Is there a way to get around this or Do I have to go easy on the textures and stick with 512?
So, total newbie to automating build stuff. Im wondering how easy it is to setup a python script to 1. tell visual studio to build dedicated server then editor builds, 2. launch ue4 and package 3. perform some simple file management afterwards (i have this handled)
Is a script even a good idea here? Im aware of jenkins but it seems like mega-overkill for automating a process this simple
Script is a great idea
Though it's much easier to package from command-line without ever launching the editor
This was our build script a few years ago : https://github.com/arbonagw/HeliumRain/blob/master/Scripts/1-Build.py
Doesn't do dedicated and the options might not suit you, but it's an example.
Having an example is really handy. packaging without launching the editor didnt occur to me.... obvious there would be a tool for that in retrospect, thankyee
Helium rain was fun by the way
I have my game set to target the DirectX Mobile Emulation (ES3.1) RHI on Windows, but when I run a packaged build I get this error. What am I doing wrong?
here's what my project settings look like
Okay I've found out that the game launches fine when launched with the -FeatureLevelES31 command line argument, but launching the EXE normally gives me that error
Try setting the default RHI to the one you want
It's defaulting to SM5, which you did not cook
These are the options it gives me. Not sure which one to use though
What I'm seeing here is that defaulting to mobile emualtion isn't supported in packaged builds for Windows
Maybe try Vulkan
Just in case...
Fun question but, why do you want the game to run with an emulated mobile renderer ?
I'm just trying to get it to run on lower-end systems, since it's basically a simple 2D game and shouldn't need super high-end rendering stuff
I'm not sure it's faster, tbh
The sane option would be to keep the default SM5, and optimize your game where it is needed
Thinking about it I'm probably better of just keeping SM5 and having a shortcut in the game folder to launch it with -FeatureLevelES31 if needed
Thanks for the help though
does anyone know if there is a command for the UBT for specifying whether or not to include .pdb when packaging
Ahwell its nice to have them somewhere. Can just automatically remove them at the end of the build script where needed (since they triple the game size, heh)
hey guys I'm getting the following error when trying to package my project
This happened after i started using perforce with my project, before that, it packaged fine. I beleive it has something to do with the advanced sessions plugin
and when i started using perforce but i dont really no how to go about fixing it.
any help would be appriciated.
anyone know what I am doing wrong?
holy shit... I just discovered that dozens of people have the "collisions don't work in packaged builds" problem in Unreal
(also, depending on how I package, I get variations of the "X was not found but the package exists" fatal error... grr)
super weird... going back 5 years
and I have a variant of it too π¦
Does anyone know if itβs possible to use azure pipelines for packaging and releasing a game?
Preferrably microsoft-hosted
Hi guys, does anyone know if it's possible to automatically add a command line parameter to a packaged exe?
@eternal flare Are you auto-nativizing BP by any chance?
@austere kernel yes
oooookay I was about to say there is a very longstanding nativization bug. But now that I look it up, it is marked as fixed in 4.25. https://issues.unrealengine.com/issue/UE-44333
hallelujah
but if you're not planning on using 4.25, my workaround is dynamically spawning the collision components on Event BeginPlay
@austere kernel yes... many of the people in the links I posted have problems with collision NOT happening, but I have problems with a collider being turned off in a subclassed actor, but switching on and actually colliding where I don't want it to when packaged
and I tried 4.25 and saw no difference π¦
(also, I get a "X was not found, but the package exist" lowlevelfatalerror when I use the project launcher... which is super weird)
@eternal flare had the same issue 4.24, always thought I was doing something wrong
I'd wait for the release of .25, a lot of fixes will be included in the actual release version
How many years did it take them to add 14 lines of code to fix this? Ridiculous
What is FakePlatformXXX in package project dropdown menu? Just saw it today in 4.24 sourcebuild version. I don't have this in binary, also searching google leads to fake taxi and other XXX stuff xD
@austere kernel holy shit, the collision issues went away when I turned off blueprint nativization..... π©
Nativization, being a terrible idea since 2016 !
Hi, when I package my game, says I am missing a UE4 Game binary and receipt target?
Hello, I am having an issue with packaging an ios app. This is my error: UATHelper: Packaging (iOS): ERROR: Unable to determine home directory for remote user. SSH output:
UATHelper: Packaging (iOS): @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ WARNING: UNPROTECTED PRIVATE KEY FILE! @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@Permissions 0660 for 'file location' are too open
.It is recommended that your private key files are NOT accessible by others.This private key will be ignored.bad permissions: ignore key: "file location" denied (publickey,password,keyboard-interactive).
PackagingResults: Error: Unable to determine home directory for remote user. SSH output:
PackagingResults: Warning: UNPROTECTED PRIVATE KEY FILE! @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@Permissions 0660 for 'file location' are too open.It is recommended that your private key files are NOT accessible by others.This private k
ey will be ignored.bad permissions: ignore key: "file location"
anyone know what I am doing wrong?\
@mellow bane I hope you mean that nativization is a great idea, but terribly implemented?
No, it's a terrible idea, terribly implemented
@mellow bane ok, why is it a terrible idea?
The entire idea is "let's try to optimize horrible Blueprints by assuming they work as generated C++ programs"
The correct solution is to optimize / replace Blueprints with optimized C++
there's a difference in those two sentences, but I'm failing to parse it currently... so the terrible idea is in their method of implementation, you say?
The idea is terrible because it assumes the rewards from compiling with a decent tech (a C++ compiler) are worth the risks (C++ code crashes your code in first mistake, and fails to even compile if nativization does something iffy)
If nativization was well supported it could be a fine way to get 20% of the performance you'd get with an actual C++ port
But, second part of the point - it's also terrible implemented
Not that's is easy to do, mind you
The result is that people try to gain 10% on CPU and simply break packaging
hmm... what do you think about bolt for Unity? not the same thing when it's C# I suspect?
Not the same thing.
Compiling a language that's usually JIT'd is quite easier
The Unity API stays the same
well... I'm hoping they succeed, because I refuse to touch C++ π
Hi guys, I'm having this error when packaging the game. I Googled with no luck. Someone can help?
LogOutputDevice: Error: Ensure condition failed: BP->bCachedDependenciesUpToDate [File:D:\UE\UE_4.21_SRC\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp] [Line: 1723]
The same error is throwed at editor startup if I launch with debug from visual studio, but there's no reference to the actual blueprint(s) that caused the error. I'm kinda lost xD
What's the full log
i'm suspecting the packaging log is a lot longer than that
This is the cooker crashing, so there should be more logs before this happens
Usually there is more relevant information before the cooker crashes
sure, there's more stuff but I don't noticed any other problems
by the way I'll let it finish and send the full log
strange thing is that it gives that error but packaging still continue
Hi there!
I'm having a problem while packaging my game on Windows: Error: ERROR: Visual Studio 2017 must be installed in order to build this target.
But I'm not using C++ at all, my whole project is in blueprint
and it used to work :/
Inside.uproject requires a temporary target.cs to be generated (BlastPlugin plugin is enabled) might be related
Indeed it was related, packaging works as expected when disabling BlastPlugin
I'm trying to work out a way to distribute test copies of my game to friends - the idea is to have everyone download a common base and patch it along as time goes by and new features get added. Game is windows only. Once someone's downloaded the base game, how do I distribute small, incremental patches? I've read https://docs.unrealengine.com/en-US/Engine/Deployment/HowToCreatePatch/index.html but that only covers the patch creation bit.
it occasionally mentions a file server but I haven't found a guide on setting one up
I have a weird problem, during play or while running a packed build, everything debug draws, ie, Arrow components are visible, colliders are visible, etc. How do I disable debug drawing?
UATHelper: Packaging (Windows (64-bit)): ERROR: Visual Studio 2017 requires the Universal CRT to be installed.
PackagingResults: Error: Visual Studio 2017 requires the Universal CRT to be installed.
an opinion on this
My pc keeps freezing when I'm trying to package something, can anyone help me please
Howdy, can someone point me to a resource for injecting package-time metadata/constants? For example, I'd like to be able to inject the commit number or a commit tag as my my packaging step runs.
Was planning to use: https://docs.unrealengine.com/en-US/Programming/BuildTools/AutomationTool/index.html
AutomationTool is a generic system used to automate processes, including testing and building games.
@amber dawn did you already use CIS like Jenkins or TeamCity?
you could add any step/command after packaging command completed
yeah I'm setting that sort of thing up right now
so wondering what the best practice is for integrating that sort of metadata into a release
My plan is to use GitHub Actions and this interesting tool: https://unrealcontainers.com/docs/use-cases/continuous-integration
dunno, depends what metadata you need and how read it, the most basic thing would be a create a text file with the revision number
ah ok, so there's nothing inbuilt into UAT for like burning specific strings in from the execution step itself?
proper CI should have tagging/marking included by default
to view metadata through its web panel
don't know π
OK, I'll do some digging. Thanks!
Does anyone know how to fix this?
Localization doesn't come in packaging , but it works properly on the engine. π€
I am output as .apk
How can I create a patch for my friends without reuploading the game?
I would like to be able to upload only the changes, because every time I have to upload everything and I'm not a fast connection.
A little like steam. When there is an update we only download the additions/changes.
You can use Steam, you can use itch.io which is free and work the same way
Both will only upload (from you) and download (for your friend) a minimal patch, based on differences between versions
All right, thanks.