#packaging

1 messages Β· Page 35 of 1

marsh dragon
eternal flare
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@mellow bane never had to do anything about it before... and also, once I deleted intermediate and saved, the errors went away πŸ€¦β€β™‚οΈ

eternal flare
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@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.

marsh dragon
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@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!

eternal flare
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yup, my project was also cloned

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something changed with 4.24 it seems

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like, between .0 and .3

marsh dragon
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guess the "saved" cpp files had to be refreshed

violet otter
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@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

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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)

mellow bane
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@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.

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You shouldn't be doing your own installers

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Downloading executables from a browser is unsafe and Windows will warn you about it

violet otter
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How do I upload the whole game to Itch if I don't package it?

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Just put it in a zip?

mellow bane
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butler tool

violet otter
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Hmm I tried using butler

mellow bane
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I didn't say don't package it - package it with UE4, of course

violet otter
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But it does nothing when i click on it

mellow bane
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Then use butler

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Well it's a command line tool so

violet otter
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Oh

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Okay I will try that way

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Thanks

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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?

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Or make an installer exe?

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I just thought an installer exe would be more "professional"

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But this is good news. That means I dont have to pay $100-300 a year for code signing subscription

mellow bane
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People install games with Steam. Installers aren't a thing.

violet otter
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I'm not selling on steam though

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Not yet anyway

mellow bane
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Or the Itch client. Or by downloading a zip from Itch - and yes, this will always trigger a warning.

violet otter
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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?

mellow bane
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No, same thing

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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

violet otter
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Ok

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It seemed that way

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I need to find more savvy beta testers who dont get scared so easily

mellow bane
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Just package the game, upload with butler and you're good

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Move to Steam as soon as you can

violet otter
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Ok

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Thanks

cursive ridge
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Is this the right channel for a question on an asset crash after successful packaging?

crisp patrol
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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

mellow bane
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Usually this comes from people putting polugins in the engine dir

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Or using modules that are editor only

desert beacon
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Anyone know how to package with chunks? I keep getting Warning Failed to COpy packchunk1 followed by ERROR: Illegal Characers in path.

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If I disable chunks it packages fine

crisp patrol
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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

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Hmm the plugin is long deleted and I regenerated everything

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Is this just something that you need to reinstall the engine / go from a fresh backup for?

mellow bane
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What's your build.cs like

crisp patrol
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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[] {  });
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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

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I'll try a complete engine removal / fresh backup build now

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Just testing to see if things still work on 4.25

mellow bane
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Yeah at a glance things look fine

desert beacon
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Do I need C++ to leverage Chunks correctly?

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or is possible to package out chunks and load them in entirely via Editor/BP only?

mellow bane
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What are you trying to do with chunks ?

desert beacon
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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

mellow bane
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I'm not sure that's something chunks allow tbh

desert beacon
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Hmmm it sounded like Chunks could be "streamed" in if needed

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HTTP Chunk Install?

mellow bane
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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.

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It might be, but I don't think I ever saw anyone do that

desert beacon
mellow bane
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This is about patching without a distribution platform, more than it is about playing while you download

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Though yeah, they say they can

desert beacon
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Just haven't had luck packaging, I think I have my chunk with the stuff in it

mellow bane
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I trust you're not going to be on Steam or something like that

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Which would make all of this moot

desert beacon
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correct

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I think I may have skipped a step so going to try something

mellow bane
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So your problem is just the packaging itself ?

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What's the path that fails to copy ?

desert beacon
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i'll answer that if this fails too

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to be clear, if I edit .ini I should restart editor?

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or will it apply changes to currently running instance?

mellow bane
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IIRC I found some cases for primary assets where I needed to restart, so be safe

desert beacon
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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=

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oh for some reason I lost settings in regards to that field in project settings

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I set it again and its going

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ah its going to fail

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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.

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It almost seems like the file it creates has invalid chars and it fails to copy

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if I manually copy it it just deletes it saying invalid chars

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Wish I knew exactly what are illegal characters

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Well I got a list of illegal chars doesn't seem to be any visibly showing at least

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Ok

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so I set the Install Dir to c:\ and the build to C:\ and it worked

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so it might be spaces or some other hidden char in my file path

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I'll look into how to "download" the Chunk now

mellow bane
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Yeah spaces suck

edgy frost
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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.

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but how

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In DefaultGame.ini I do not have duplicates -;-

covert plank
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Well, updated to UE4.24 and guess what, chunks no longer work. yet another broken feature -.-

mellow bane
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Be sure to help Nonlin with the chunking if you know about it !

random wing
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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

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However, on cooking for build, I still get a warning for this missing soft ref

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I tried the reference viewer on every single item, nothing seems to show a link to it

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If I copy the asset back (via editor) it's happy, of course, but still doesn't show anything using it

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Is there a better way than the find references tool to find what might be trying to use it?

open rapids
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I need someones help if i send them a zip of my game if they can package it for me

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its release day for my game and i need desprate help

mellow bane
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Give us your errors so that we can help you fix the project

bitter thicket
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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

frigid hazel
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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?

chrome parcel
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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.

bronze brook
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does anyone uses steam sdk in unreal engine?

heady briar
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Hey, quick question

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any idea why i'd be getting this error?

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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 '/'

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As far as i'm aware, the path doesn't end with a /

small wing
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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:

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Can't seem to find anything online about the issue.. could really use some help

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its my dissertation

small wing
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Nevermind - I figured it out!, The game icon I used was compressed incorrectly into the ico format...

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Solved

balmy cliff
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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?

sick dawn
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just run anyways

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those other 2000 also got it πŸ˜›

balmy cliff
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Ok as long as this is like a normal thing.

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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.

wooden prairie
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Warning: ModuleManager: Module 'SmoothSyncPlugin' not found - its StaticallyLinkedModuleInitializers function is null.

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Got this error while trying to launch my ue4 server, how to fix this?

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My game doesn't give any errors as far as I know, placing the plugin in the plugins folder still gave the same error

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Please Ping me if you reply to this so i can respond faster πŸ˜‰

graceful crypt
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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?

zealous tree
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hello, I'm wondering how could I share Custom Project Launcher Profiles with other co-workers? is there a workflow for this?

open rapids
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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.

open rapids
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HI guys, does anyone experienced this kind of issue on PC build? Our icon is not displaying properly.

glass gate
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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...

desert beacon
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What to do about ERROR: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.

mellow bane
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Sounds like you tried to use an editor feature in the game

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One of your dependencies requires editor code

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Remove it

desert beacon
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It is possible I am?

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I've been trying to spawn in datasmith scene actors at runtime.

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So I've been including lots of stuff regarding datasmith, mainly DatasmithContent, DatasmithImporter and DatasmithCore

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I finally have it spawning at runtime, but now I get this error

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If I have to remove one of those modules and loose dependency I will lose the work I've done.

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What I'm doing is all runtime anyways...

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But how can I even narrow it down to what exactly is using unrealEd?

mellow bane
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All Datasmith is probably off limits

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The UE4 license says all code in Editor folder of the source code is not allowed in your game

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In practical terms it doesn't package

desert beacon
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this is a plugin though?

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Datasmith that is

mellow bane
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But maybe it's an editor plugin.

desert beacon
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I'll need to see the exact line you are talking about

mellow bane
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What's your build.cs file like ?

desert beacon
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Json", "SlateCore", "DatasmithContent", "DatasmithImporter", "DatasmithCore" });

mellow bane
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And the .uproject ?

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Check the source code but I guess DatasmithImporter requires the editor, making it impossible to use in game.

desert beacon
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    "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
        }
    ]
}```
mellow bane
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Try removing the datasmith importer.

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I confirmed that it does depend on the editor

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So that's one thing you cannot legally release

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DatasmithContent looks fine

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DatasmithCore is under Developer so it's equally not allowed to use.

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Basically all of it like I thought, sorry

north trellis
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@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

desert beacon
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@mellow bane So should I just make my own JSON parser and my own classes and reinvent the wheel?

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Doesn't make sense I should be able to at least access the data

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Using the tools they've already developed

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Also does it matter if it's a product I'm not selling?

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Or what if I'm trying to extend the engine here?

mellow bane
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@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.

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Specifically from the EULA β€œEngine Tools” 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.

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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.

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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.```
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So if you're shipping to other UE4 developers who you know actually are developing games then yes you can freely redistribute

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Otherwise, nope

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Also public distribution of tools is EGS only.

desert beacon
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So i can't even use the json format the udatasmith file is in and parse it for use?

mellow bane
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If you're releasing a product for end-users, you simply can't release anything in either the Developer or Editor folders

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That's the entire rule right there

desert beacon
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Even if free?

mellow bane
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Yes

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Even if free

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That's the license you agreed to, so you should read it, it's quite important stuff

desert beacon
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Udatasmith isn't in editor or developer it's a file format they created

mellow bane
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The implementation, not the format, matters

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It's all about where the code is in the engine source

desert beacon
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So I'll just make my own parser then

mellow bane
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Feel free to do that, yes

desert beacon
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And struct to hold the info

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So silly

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Why didn't they give us proper access to do fun stuff with this

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Add hid it all away

mellow bane
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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.

sick bluff
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File format itself might as well be part of restriction. Seek official clarification before moving further.

desert beacon
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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

mellow bane
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Datasmith is an editor tool

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It's not made for games in the first place

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So it depends on the editor

desert beacon
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Unreal is expanding into more than just games

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Hence datasmith

mellow bane
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Correct

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Doesn't mean Datasmith is for games

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Until recently, I think Datasmith had a separate license ?

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Anyway, read the EULA and you'll never be surprised

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And yes, this also means "no mod editor on Steam"

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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.

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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.

desert beacon
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What would cause 'SetActorLabel': is not a member of 'AActor

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only happens when I package

mellow bane
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Probably editor only method

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"Actor labels are only available in development builds"

desert beacon
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ah I guess that makes sense

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Suppose I Need to do IF Editor

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very well

hallow perch
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MyAnimSequence-> GetCurveData() returns nothing once packaged 😦 It works fine in editor but all the curves in the anim sequence seem to disappear once packaged. Help 😒

chrome perch
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Hi anyone know how i can fix my Problem --> (PackagingResults: Error: Visual Studio 2015 must be installed in order to build this target.)

mellow bane
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Did you install it

chrome perch
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yes ive never used it but its installed

mellow bane
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Is it installed with C++ support and other requirements ?

chrome perch
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dont know πŸ˜„

mellow bane
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Well πŸ€·β€β™‚οΈ

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Basically make sure you have the WIndows 10 SDK and C++ support in VS

thorny shard
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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

mellow bane
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What are you trying to do

thorny shard
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i had to restart visual studio. its allright now

hazy prairie
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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.

austere jay
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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

latent zephyr
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Any reason that packaging could cause a 'Matches Tag' (inexact) node to start failing?

dusk hill
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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?

open rapids
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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)

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@dusk hill no default map and/or no game instance set up?

dusk hill
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map is setup

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what do u mean by game instance @open rapids

open rapids
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@dusk hill it is an object of the game that calls an Init event on game startup which drives what is happening

dusk hill
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how can I set it up?

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@open rapids

open rapids
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make a class, derive it from GameInstance, set it in the project settings

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also you can set the startup lvl there

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in the project settings

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and in the gameinstance you can then open a lvl on the Init event

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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

dusk hill
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ok I will try that although I have no idea how that would help

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it didn't help, still won't open :/ @open rapids

open rapids
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no idea then tbh

dusk hill
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thanks anyway πŸ™‚

open rapids
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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

narrow zenith
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I have problems last time but I solve this some code mistakes you need to review your BP SCRIPT OR C PLUS code

jagged seal
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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?

mellow bane
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Do you want to send the source project or a packaged game ?

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For packaging, just set the list of maps to include and the build will only include what's required

jagged seal
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source

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I already know how to do it for packaged, but they want source project

mellow bane
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In this case you need to create a new project and migrate all your levels, basically

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Source project is unusual for testing though

jagged seal
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I see... Thanks.

hybrid cedar
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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!

hybrid cedar
#

Guys I got it solved

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whenever you want to package it has to be inside the project folder itself

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i was trying to package for desktop

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which generated an error

silent swallow
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Question- How/where to find mesh id or the name of mesh in HTML5 exported webfiles

full ingot
#

Has anyone run into an issue where a packed build will have a black screen on start?

shut gate
#

Hello, How to change the final file name? .exe?

golden steeple
#

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

toxic solar
toxic solar
storm pike
#

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?

storm pike
#

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.

rocky garnet
#

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

deft sinew
#

I want to reinstall it but I cannot find the files to do it and fix this

tender mist
#

Hi there. Is there a way to get logs from shipping/distribution build?

pale wadi
#

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.

chilly nest
#

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:

  1. It's working perfectly on Galaxy S8
  2. Crashing On Galaxy Tab 6 & Galaxy s20 ultra

Really need to get to the bottom of this. Any help would be appreciated.

spark dove
#

Funny how no one is able to answer in here πŸ˜‚

bold iris
#

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

mellow bane
#

@bold iris You can't use editor stuff on packaged games.

#

Something in your build.cs required the EditorStyle module which it can't

bold iris
#

@mellow bane i have no editor staff

mellow bane
#

What's in your build.cs ?

bold iris
#

i tried to package game but no succsessful, im add unreaed and editorstyle

mellow bane
#

You can't have UnrealEd our EditorStyle in your build.cs for the game.

#

You can't use any editor functionality in packaged games

bold iris
#

// 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

mellow bane
#

So does it work after commenting

bold iris
#

no

mellow bane
#

Alright, do you have any particular plugin used ? Datasmith stuff ?

bold iris
#

no

mellow bane
#

Can you put the full packaging log on pastebin to see what's happening there ?

bold iris
#

ok

mellow bane
#

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 ?

bold iris
#

{
"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
}
]
}

mellow bane
#

And you have only one module, and nothing in the Plugins folder of your project ?

bold iris
#

yes

mellow bane
#

Then I'm not sure what happens here.

bold iris
#

😫

strange heron
#

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

strange heron
#

please anyone one

glossy haven
#

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

mellow bane
#

@glossy haven Just pick Shipping in Visual and hit build

glossy haven
#

where does that show the compiler options though?

signal helm
mellow bane
#

@glossy haven Dunno, but I'm skeptical they are any different

glossy haven
#

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...

mellow bane
#

So what are the errors

glossy haven
#

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

mellow bane
#

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

glossy haven
#

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?

mellow bane
#

No, it does not

#

Unity is wayyyyyy faster for full builds (orders of magnitude)

#

It's quite slower for iteration on a single file

glossy haven
#

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

mellow bane
#

I dunno really, I know it's a common issue when including Windows stuff

meager lion
#

Anyone know why i would be getting these errors?

#

The files its asking for are engine files and i have confirmed... they are there.

sturdy fable
#

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

livid ore
#

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..

mellow bane
#

What's the full log like

livid ore
#

Just a sec, turning on my computer lol

#

Actually worked now.. ok, ty

calm shoal
#

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?

calm shoal
#

Upd: OK I just had to wait several hours, after that it pushed thru πŸ‘

vestal laurel
#

so im trying to package my game for linux
and im stuck at sandbox cleanup
somebody help

#

pls help

open rapids
simple zephyr
#

Guys πŸ™‚ please help me - I lost one day for it. Why packing fail? All blueprints are okay, I cannot find what is wrong

#

Or how I can locate the actor, which made this errors/warnings?

#

I found it πŸ˜‰ our sound designer add wrong component to one small props... πŸ™‚

vernal oxide
#

Hello i have this detail, have some hours stucked, its for an oculus quest, this is the script of my project settings.

hazy spruce
#

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.

toxic solar
#

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

hazy spruce
#

@toxic solar have you added AIPerception to the NPC? and checked DetectionByAffiliation?

#

Check all three checkboxes

toxic solar
#

Where is that

hazy spruce
#

select AIPerception and in the details panel right under AIPerception

toxic solar
sacred parrot
#

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.

mellow bane
#

Use SetReplicatedByDefault in constructors, not SetReplicated

sacred parrot
#

Oh, that sounds like something "new".

#

Thank you very much for the help.

mellow bane
#

It is new indeed, 4.23 or something

vernal oxide
#

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?

olive flint
#

Can I build a Mac OS package on a Windows 10 computer, or do I need to package it on a Mac?

marble galleon
#

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?

mellow bane
#

@olive flint You need a Mac

glossy haven
#

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

dusky fossil
#

Has anyone dealt with including MSVC++ Runtime DLLs with Unreal games? I'm trying to work out what DLLs I need exactly

glossy haven
#

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

dusky fossil
#

@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?

glossy haven
#

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%

dusky fossil
#

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?

glossy haven
#

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

dusky fossil
#

ok thx

sour prawn
#

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

glossy haven
#

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

mellow bane
#

Literally just press build in VS and copy the executable

#

After setting the target to Shipping of course

glossy haven
#

hm

#

can't say I haven't thought of that and dismissed it as too easy

#

thanks :)

wooden zinc
#

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?

glossy haven
#

did you check the logs

#

there's at least two separate files

wooden zinc
#

Any specific log?

#

Project or Engine logs?

glossy haven
#

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

vital narwhal
#

The logs you care about are probably in Engine\Programs\AutomationTool\Saved\Logs, it's a weird location

glossy haven
#

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)

vernal oxide
#

is for a oculus quest

wooden zinc
#

@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

wooden zinc
#

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

twilit fern
#

How do I know if an engine class gets stripped out or not when shipping?

mellow bane
#

What do you mean stripped ?

#

Generally speaking, all code is in the final executable

twilit fern
#

I assume like the color picker in the editor, for example, may not be included. So my code shouldn’t reference it for my own assets.

vernal oxide
mellow bane
#

@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

silk mesa
#

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?

lusty cobalt
#

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 :/

lusty cobalt
#

@silk mesa are you using 4.24?

silk mesa
#

@lusty cobalt yes, I do

lusty cobalt
#

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?

silk mesa
#

Just GameplayDebugger basically, others are already included in main module anyway

lusty cobalt
#

Are you up to date with latest hotfixes?

silk mesa
#

I think I fixed it BUT I don't know if this is how it should work

lusty cobalt
#

Because

            {
                PrecompileForTargets = PrecompileTargetsType.Any;
            }```
#

is already in there

silk mesa
#

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

lusty cobalt
#

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

silk mesa
#

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

lusty cobalt
#

I think the usecase is that they are still supplied in Development Builds πŸ™‚
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

uneven kestrel
#

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 πŸ™‚

half drum
#

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.

vernal oxide
#

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

sturdy fable
#

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

vernal oxide
#

dude upscroll your log

#

clean all your warnings

sturdy fable
#

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

vernal oxide
#

i have never seen these errors

#

but it isnt in the code

brittle night
violet otter
#

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

open rapids
#

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

static sonnet
#

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? πŸ™‚

shy lodge
#

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 itch’s 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.

mellow bane
#

No, just like Steam a pak file works perfectly well

#

Itch will cleanly patch

#

Butler generates a diff and uploads only what changed

shy lodge
#

Oh awesome that’s great thank you 😊

static sonnet
#

found my problem! πŸ™‚

#

and fixed it

sour prawn
#

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

vernal oxide
#

any idea

signal harness
#

do you really have to compile the engine from source to compile a dedicated server?

covert maple
#

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?

fervent token
#

i m getting packaging error fr android help please

vernal oxide
#

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

fervent token
#

thx @vernal oxide

violet nest
#

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?

glad saffron
#

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

blissful elbow
#

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

haughty turtle
#

Hey anyone getting a black screen when trying to open your game package?

#

Anyone know how to solve this?

vague veldt
mellow bane
#

What are you trying to achieve here ?

vague veldt
#

Created a custom launch profile. but no im getting this error

mellow bane
#

Okay, but what are you trying to do here exactly

vague veldt
#

build a release version that i can add patches onto

mellow bane
#

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.

vague veldt
#

did check it added the version number to all the fields it had πŸ€”

mellow bane
#

Probably didn't tick the "create a numbered release" option or something like it

vague veldt
#

So should i rather then not package everything into one .pak file for patching?

mellow bane
#

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

vague veldt
#

its for a client its im simply updating from a server so syncing the folder on the pc with the server file

mellow bane
#

Then yeah you need to read the UE4 doc page called "patching"

#

Follow the instructions to the letter and it will work

#

"create a release version" is what you might have missed

vague veldt
#

cool thanks man

mellow bane
#

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

signal linden
vernal oxide
#

Has anyone seen this before?
@signal linden upscroll you will find the error

signal linden
#

I found it, and fixed it

#

It was the paper2D plugin

pearl thorn
#

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?

haughty turtle
#

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?

pearl thorn
#

@haughty turtle did you set a default map?

#

in the project settings under Maps and Modes

haughty turtle
#

Yes

#

FIGURED IT OUT

potent crest
#

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:

mellow bane
#

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

lusty cobalt
#

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 πŸ˜…

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

shell ruin
#

Hello, anyone ever have materials that appear black after a package? Lighting and the materials look fine in editor.

vital narwhal
#

@lusty cobalt Enable ShouldManagerDetermineTypeAndName in the asset manager project settings and that should fix it

lusty cobalt
#

@lusty cobalt Enable ShouldManagerDetermineTypeAndName in the asset manager project settings and that should fix it
@vital narwhal will look into it right away

vital narwhal
#

I should make that error message mention that flag

lusty cobalt
#

Ah forgot to come back - yep that solved the issue thanks for pointing it out πŸ™‚ must've not seen the flag in the hassle of ending a jam

Very nice

glossy haven
#

is it possible to cook assets selectively?

#

I'm debugging something in non-editor builds and keep changing just a single asset between iterations

hard ore
#

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

ocean garden
#

after all this years am downloading the github :/

heady briar
#

Hi guys, any idea why i might be getting this issue?

#

I didn't do anything 😬

#

I've tried running the editor as an administrator, about to try restarting my PC

leaden snow
#

@heady briar what happens if you delete the directory yourself

heady briar
#

I have no idea

#

Not sure I want to find out πŸ˜…

#

I'll leave that as a last resort

leaden snow
#

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

ebon arch
#

Hello guys, when I package my project the plugins don't work, do you know what can cause that ?

vital narwhal
#

Plugins modules that are set to Editor or Development/onlyuncooked won't work in packaged builds, check the .uplugin file

ebon arch
#

what do you mean ?

ebon arch
#

the project isn't with C++

violet otter
#

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?

violet otter
#

Or do they all go into the same executable?

violet otter
#

Also how do I disable the command console if it still works in a shipping build?

ripe geyser
mellow bane
#

Read the rest of the log

fathom whale
#

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

kindred depot
#

is there a setting that affects instance materials assigned to models?

floral mason
#

can anyone help me with packaging

worthy silo
#

what is it? @floral mason

knotty granite
#

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?

somber flower
#

Do you have to do something special to make the splash screen work ?
My project launches straight into the game when packaged

worthy silo
#

@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

knotty granite
#

Yes I do. At the moment I am trying to setup a Client Target to compile seperately

#

Maybe this works

somber flower
#

no, my splash is a png picture

#

@worthy silo

somber flower
#

If you know how to use a splashscreen let me know !

#

@ me

worthy silo
#

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
simple zephyr
#

Hi! I have small devops question to you πŸ™‚ 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 ?

somber flower
#

@simple zephyr why do you need an external service ?

simple zephyr
#

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 πŸ™‚

mellow bane
#

External service will be expensive af

somber flower
#

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

mellow bane
#

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

somber flower
#

definitely cheaper in the long run, especially if you're small

simple zephyr
#

True πŸ™‚ maybe we should buy something own. Thanks πŸ™‚

worthy silo
#

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

@worthy silo Just wanna post my findings here, after disabling a plugin UEVideoRecorder I stopped getting this issue

elder galleon
#

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?

floral mason
#

is anyones pc freezing when packaging a game?

haughty crypt
#

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
abstract escarp
#

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

mellow bane
#

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

vocal pulsar
#

Anyone know much about IOS development. I am confused about provisioning and would like some help. It says my identifier can not be matched

abstract escarp
#

@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?

vocal pulsar
#

@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

oblique socket
#

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

mellow bane
#

Which platform ?

oblique socket
#

Windows

#

64 bit

mellow bane
#

Do you have the required dependencies ?

oblique socket
#

No

#

The project is pretty bare bones
No plugins installed or anything

mellow bane
#

Well you need to install the stuff required to package

#

Maybe that doc page that opens explains it

oblique socket
#

I can package other projects just fine

The doc page is just the root page, not any article in particular

mellow bane
#

There should be an error in the output log

oblique socket
#

None that I can spot

mellow bane
#

Usually this is because you don't have Visual Studio installed, or no compiler for VS

#

Or no Win10 SDK

oblique socket
#

Not having VS installed has never been a problem when packaging projects for me
Is this a recent change, requiring it?

mellow bane
#

No, it's always been required for shiiping builds

#

Maybe you used to package in development

oblique socket
#

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

mellow bane
#

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

oblique socket
#

of course

mellow bane
#

UE4 does ship with development and shipping game executables so if you have pure Blueprint only it should work

oblique socket
#

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

mellow bane
#

Let me look quickly

oblique socket
#

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

mellow bane
#

Do check in the packaging settings that you have Nativization disabled entirely.

oblique socket
mellow bane
#

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 ?

oblique socket
#

Correct

mellow bane
#

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

oblique socket
#

oof, lmao

#

Well thanks for the help

mellow bane
#

For what it's worth, VS Community 2019 is free and rather easy to install

#

Just no idea what in your project requires it

oblique socket
#

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

mild fossil
#

Hello guys, can you please tell me how to disable a plugin if the build is for shipping?

open rapids
#

I also would like to know that @mild fossil

vocal pulsar
#

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

deep swan
#

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

deep swan
vital narwhal
#

@deep swan your package is succeeding fully, but when it actually launches the game, the game is crashing

deep swan
#

Yep

vital narwhal
#

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

deep swan
#

and it crashes before it creates the logs

vital narwhal
#

Oh ugh. You'll need to launch it from visual studio then

deep swan
#

if I had logs, this would be easy

#

How do I launch the game from VS?

#

I've only launched the editor from VS

vital narwhal
#

Switch the dropdown that says Development Editor to be just Development

deep swan
#

thanks

vital narwhal
#

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

deep swan
#

alright thanks

vocal pulsar
#

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

vital narwhal
#

Try the macos channel? ios has a whole set of weird requirements

deep swan
#

@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?

vital narwhal
#

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

deep swan
#

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?

#

It's a access violation that's causing the crash

meager cape
#

Hey guys, anyone having trouble with Skylight on VR (on builds, specifically)?

twilit fern
#

What is the right way to allow retries when building from the command line?

round sorrel
#

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)

flint condor
#

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?

mellow bane
#

Should work fine

#

Also 7 isn't supported by Microsoft so you should never builld your game from there but πŸ€·β€β™‚οΈ

flint condor
#

oh cool, thanks!

brave walrus
#

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

trail willow
#

shaders are stored in the intermediate directory right>

#

on packaging?

mellow bane
#

All the cooked content is copied to Intermediate before packaging

trail willow
#

hmmm

mellow bane
#

Not sure what the real question was

trail willow
#

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

mellow bane
#

Maybe the derived data cache is what you want then

trail willow
#

wheres that at?

mellow bane
#

%LOCALAPPDATA%\UnrealEngine\4.24\DerivedDataCache

#

Version number being yours ofc

trail willow
#

ahhhhhhhhhhhh

vital narwhal
trail willow
#

okay this helps

mellow bane
#

DDC isn't project specific because the shaders are mostly common

trail willow
#

thank you!

#

do you know where the DDC is on linux?

mellow bane
#

No idea. Linux builds should be done on Windows

trail willow
#

I'll do it when docker actually works on windows

#

And when windows is free

#

And when windows stops being shit

mellow bane
#

I'm just sharing the best practices for doing Linux builds here.

#

Your opinion on the OS does not interest me

trail willow
#

So wait why is it better to do it on windows?

mellow bane
#

Because you control the environment, namely which libraries you are using exactly, because Epic provides them

trail willow
#

Ahhhhh

mellow bane
#

So that you don't end up building executables that only work on the latest Ubuntu

trail willow
#

Are they not provided on Linux?

#

Does it use the system libs?

mellow bane
#

Obviously if you compile on Linux you end up using the system libc etc

trail willow
#

I don't think that's totally obvious

#

Does it statically link libc?

mellow bane
#

It should

trail willow
#

If you compile on windows what's stopping it from using cygwin or msys's libc or whatever it uses

mellow bane
#

The toolchain is entirely controlled and Epic provided from libraries to compiler, so

trail willow
#

Ohhhhh

trail willow
#

Thank u!

open rapids
#

any help?

#

enabled grade instead of ant, didnt worked

brave walrus
#

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

brave walrus
#

Update: never figured it out but switching to another machine fixed the problem

#

(Still a big issue that I need to resolve though)

zealous wasp
#

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

frosty pollen
#

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)

edgy frost
#

is it possible to package config files as separate pak ?

#

(which cloud be easily updated and patched)

mellow bane
#

With chunking, probably

#

Though patching will work fine regardless

#

If the platform doesn't suck too much

#

(Read : not a PS4)

edgy frost
#

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 (;

vital narwhal
#

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

halcyon marlin
#

My packaged game won't open 😦
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:

vital narwhal
#

You can try launching it from visual studio, I talk through that a few days ago

round sorrel
#

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)

halcyon marlin
#

JZig, will launching it from Visual Studio show me what the errors are?

mellow bane
#

Package in Development, read the log file

flint condor
#

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?

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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

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one of the points says to remove certain fonts from the engine, how can I do that?

mellow bane
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Make sure to package for shipping, without including debug files, and set the list of maps you need rather in packaging settings

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You should be down to about 100MB

thorny cobalt
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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.

frank garnet
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Did you turn off VSync?

thorny cobalt
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yooooooooooo

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wowwwww, i turned it off and it uncapped, thank you!

frank garnet
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πŸ‘

unborn vigil
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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?

mellow bane
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You probably have these target platforms set in your DefaultEngine.ini

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"TargetedRHIs"

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Under [/Script/WindowsTargetPlatform.WindowsTargetSettings]

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You can safely drop them

unborn vigil
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oh well, thanks!

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is there a way to "reset" the DefaultEngine.ini, e.g., by deleting and recreating it?

mellow bane
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Not really

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You can do this sure, but you'll lose a lot of project settings

unborn vigil
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okay, well thanks anyways. I have found the entries

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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.
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also, the variable named "BuoyantDestructible" does exist in PalmTreeBP.

mellow bane
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Hard to say something about this. Maybe it's an editor-only property ? Is it related to a plugin or something ?

unborn vigil
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well yea, the BuoyantDestructible class is from the OceanProject

mellow bane
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Maybe something went wrong on the plugin

unborn vigil
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I'll be trying it with a full recompilation now. πŸ™‚ thanks for the hint

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recompiling made it work, thanks a lot again!

however πŸ‘€ 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?

mellow bane
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Game instance is configured in DefaultEngine.ini IIRC

unborn vigil
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you're a saint

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thanks so much

plain lodge
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In a packaged build of our game the foliage culling is vastly different then in editor. Anyone know why that is?

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Units are set to centimeter and in editor all foliage culls out at the proper distance

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but in the packaged build foliage culls out after a meter or so

flint condor
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@mellow bane thanks for the tips!

cyan cedar
meager bough
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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

mellow bane
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Full packaging log please, the error isn't there

meager bough
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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.

mellow bane
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Remove your Intermediate folder, re-regenerate the Visual project files, recompile,a nd retry

meager bough
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Deleting the folder works very well, thank you. 😺

stark marsh
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Are you supposed to include the intermediate folder when distributing a custom binary engine build?

mellow bane
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Distributing where ?

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Usually no

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(Reminder than editor builds can't be redistributed unless to other UE4 developers)

flint condor
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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?

stark marsh
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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?

mellow bane
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Artists don't need that stuff

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The only thing you need is compiled binaries

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@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

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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

flint condor
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thank you, could you point me to where the map(s) for cooking should be specified?

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oh wait

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I see it!

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ahh thank you so much for helping me..

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i feel bad, this is obviously something I would have seen in a beginners tutorial

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they should by default add one index to the list with the default / startup map

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its not very noticeable

stark marsh
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@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.

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Do I need to edit that build file or is there something else I'm missing?

mellow bane
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@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 ?

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What exactly are you trying to do here ?

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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

stark marsh
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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

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Thanks for the clarification πŸ™‚

mellow bane
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@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

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Not sure though

round sorrel
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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?

slow shell
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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

mellow bane
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Script is a great idea

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Though it's much easier to package from command-line without ever launching the editor

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Doesn't do dedicated and the options might not suit you, but it's an example.

slow shell
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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

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Helium rain was fun by the way

hard ore
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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?

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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

mellow bane
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Try setting the default RHI to the one you want

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It's defaulting to SM5, which you did not cook

hard ore
mellow bane
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What I'm seeing here is that defaulting to mobile emualtion isn't supported in packaged builds for Windows

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Maybe try Vulkan

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Just in case...

hard ore
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alright I'll give that a go

mellow bane
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Fun question but, why do you want the game to run with an emulated mobile renderer ?

hard ore
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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

mellow bane
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I'm not sure it's faster, tbh

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The sane option would be to keep the default SM5, and optimize your game where it is needed

hard ore
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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

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Thanks for the help though

slow shell
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does anyone know if there is a command for the UBT for specifying whether or not to include .pdb when packaging

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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)

acoustic hedge
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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.

vocal pulsar
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anyone know what I am doing wrong?

eternal flare
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holy shit... I just discovered that dozens of people have the "collisions don't work in packaged builds" problem in Unreal

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(also, depending on how I package, I get variations of the "X was not found but the package exists" fatal error... grr)

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super weird... going back 5 years

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and I have a variant of it too 😦

random ridge
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Does anyone know if it’s possible to use azure pipelines for packaging and releasing a game?

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Preferrably microsoft-hosted

jaunty dawn
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Hi guys, does anyone know if it's possible to automatically add a command line parameter to a packaged exe?

austere kernel
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@eternal flare Are you auto-nativizing BP by any chance?

eternal flare
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@austere kernel yes

austere kernel
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hallelujah

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but if you're not planning on using 4.25, my workaround is dynamically spawning the collision components on Event BeginPlay

eternal flare
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@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

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and I tried 4.25 and saw no difference 😦

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(also, I get a "X was not found, but the package exist" lowlevelfatalerror when I use the project launcher... which is super weird)

molten magnet
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@eternal flare had the same issue 4.24, always thought I was doing something wrong

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I'd wait for the release of .25, a lot of fixes will be included in the actual release version

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How many years did it take them to add 14 lines of code to fix this? Ridiculous

molten mantle
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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

eternal flare
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@austere kernel holy shit, the collision issues went away when I turned off blueprint nativization..... 😩

mellow bane
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Nativization, being a terrible idea since 2016 !

plush hull
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Hi, when I package my game, says I am missing a UE4 Game binary and receipt target?

vocal pulsar
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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?\

eternal flare
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@mellow bane I hope you mean that nativization is a great idea, but terribly implemented?

mellow bane
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No, it's a terrible idea, terribly implemented

eternal flare
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@mellow bane ok, why is it a terrible idea?

mellow bane
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The entire idea is "let's try to optimize horrible Blueprints by assuming they work as generated C++ programs"

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The correct solution is to optimize / replace Blueprints with optimized C++

eternal flare
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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?

mellow bane
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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)

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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

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But, second part of the point - it's also terrible implemented

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Not that's is easy to do, mind you

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The result is that people try to gain 10% on CPU and simply break packaging

eternal flare
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hmm... what do you think about bolt for Unity? not the same thing when it's C# I suspect?

mellow bane
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Not the same thing.

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Compiling a language that's usually JIT'd is quite easier

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The Unity API stays the same

eternal flare
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well... I'm hoping they succeed, because I refuse to touch C++ πŸ˜›

violet nest
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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]

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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

mellow bane
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What's the full log

violet nest
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that's the relevant part

mellow bane
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i'm suspecting the packaging log is a lot longer than that

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This is the cooker crashing, so there should be more logs before this happens

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Usually there is more relevant information before the cooker crashes

violet nest
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sure, there's more stuff but I don't noticed any other problems

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by the way I'll let it finish and send the full log

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strange thing is that it gives that error but packaging still continue

coarse path
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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

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and it used to work :/

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Inside.uproject requires a temporary target.cs to be generated (BlastPlugin plugin is enabled) might be related

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Indeed it was related, packaging works as expected when disabling BlastPlugin

glossy haven
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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.

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it occasionally mentions a file server but I haven't found a guide on setting one up

wheat sparrow
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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?

midnight brook
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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.

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an opinion on this

floral mason
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My pc keeps freezing when I'm trying to package something, can anyone help me please

amber dawn
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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.

prime glacier
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@amber dawn did you already use CIS like Jenkins or TeamCity?
you could add any step/command after packaging command completed

amber dawn
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yeah I'm setting that sort of thing up right now

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so wondering what the best practice is for integrating that sort of metadata into a release

prime glacier
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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

amber dawn
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ah ok, so there's nothing inbuilt into UAT for like burning specific strings in from the execution step itself?

prime glacier
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proper CI should have tagging/marking included by default

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to view metadata through its web panel

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don't know πŸ˜‰

amber dawn
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OK, I'll do some digging. Thanks!

warm rose
fallen topaz
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Getting error when launching the game

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Anyone know the issue? thanks

potent spindle
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Localization doesn't come in packaging , but it works properly on the engine. πŸ€”

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I am output as .apk

humble pollen
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How can I create a patch for my friends without reuploading the game?

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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.

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A little like steam. When there is an update we only download the additions/changes.

mellow bane
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You can use Steam, you can use itch.io which is free and work the same way

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Both will only upload (from you) and download (for your friend) a minimal patch, based on differences between versions

humble pollen
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All right, thanks.

mellow bane
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You can also use itch's Butler tool which is what actually does the work here

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It's a free and open-source command-line tool