#packaging
1 messages Β· Page 36 of 1
do you package your game for steamworks with pak compression enabled or disabled?
steamworks advises against compression but if I don't, the size of the downloaded game is double
(players obviously won't have to download 2x as much since steam does its own compression)
Enabled
UE4 pak compression supposedly works on a per-asset basis, rather than on the full pack
Since the heavy assets are binary, they usually change entirely when you change them at all, so compression does not make it much worse
thanks!
I have a release build that works fine on my computer when i upload to steam i get an error from module manger for a plugin that was removed from the project ? I recently shifted from 4.22 to 4.24.
Can somebody point me in the right direction. The exact same files ( seemingly) run the game on my computer no problem. once i upload it to steam and redownload from steam on the same computer it crashes looking for a plugin that no longer exists on the project
Does UE4 support creating patches instead of having people completely redownload the new version?
does anyone know where ue4 puts its logs when the game's played from Steam? I've enabled logs in shipping and get them when not playing the steam build
looked far and wide but can't find them anywhere
%LOCALAPPDATA%/ProjectName/Saved/Logs
sorry sohuld'
should've been more specific - I have them on mine but not on a friend's computer
Does the game even run there ?
nope, that's what I'm trying to debug
no error, no window, nothing
presses Play on steam, then about 3 seconds later it switches back to Play
Let's start with step # 00001
Did you setup the VS redistributables on Steam ?
Most common reason for "packaged game doesn't run"
pretty much the only thing that can go wrong
DX setup, VS redist
Hi, i tried to pack my game (not the first time) but the .exe is corrupted, don't know why
I tried to re pack it, but same problem
I'm lost, tried to pack it 4 time, same problem
all my pack before this, was perfectly working
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.
Error when packaging
My bad
UATHelper: 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...
Heres how to fix it
^^
is it possible to package a selected set of assets only?
Hi comunity, anyone has the same issue? i would like if someone could help me to find a solution for this problem
forget it i just resolve installing again ue4
@fallen topaz But i already have .NET Framework and VS π€
guys, when I package I get this error HOTRELOADED_HealthComponent_0 has an inappropriate outermost, it was probably saved with a deprecated outer
Knowing that I create this component through C++ code and I had similar blueprints derived from my class that and they output no error!
hey guys... has anyone had their packaging take hours on 4.24? latets entry in the log is "UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Creating asset registry"
no errors so far... project is about 3gb... i just enabled chunking and pak file compression before the packaging
Weird CPP project packaging error: I have a BP based on a C++ class. The BP has a variable it insists comes from the CPP class. The CPP class doesn't have this variable.
When I compile/build/cook, it's all fine. When I package, the packager says (rightly so) that this isn't defined anywhere.
When I attempt to define it in CPP... I can't build, because it calls it a duplicate definition.
Ideas?
Well, I ended up dumping all of the intermediary files/build files, refreshing the C++ project, and doing a full rebuild. Then I was able to get it sorted out.
Is there any way to autogenerate module files? My project won't package because I have my Blutility dependency in the Runtime module -- but I've never tried creating additonal modules
So, I hate the be the guy asking the dumb question, but I've been over Faqs and forums most of the morning, and I can't seem to find anything that directly answers a question beyond a shadow of a doubt, the Marketplace Faq comes close. I know that things in the Marketplace can be entirely used commercially once obtained but is the Faq's insinuation correct in saying that the Learn tab falls under the same point? For example, stripping down ShooterGame and using it as a project base. Just hoping to avoid any future issues.
All learning content is entirely okay to use in any UE4 project
Full commercial use is fine
What's the simplest way to package a project with the editor? I can't seem to stop it using the "WindowsNoEditor" profile
@proper leaf What do you mean, package with the editor ?
I'd like end users to be able to use the editor to make new levels
This is neither possible, not allowed in the UE4 license
oh?
so when making a game with unreal it is impossible to allow your users to create content with it?
It is impossible to release it with your game
You are only allowed to redistribute the editor through the Epic Games Store, so you should take it up to Epic to submit your compiled editor
You won't be able to redistribute it on Steam or any other platform, and the editor will have to be free for everyone, whether the game was bought or not
Can they use the normal, public editor to make content somehow?
I don't have any need for the editor to be special or unique for this project
Of course, you will only need to provide them with your source project instead
Ahh
right
so
Paradigm shift
What im trying to do is make a freely available virtual table to thing
But that means that any "DMs" will have to be able to build their own set ups for their games
But I could just make a whole bunch of content, and the blueprints and front end and stuff to run the games and do multiplayer etc etc etc, and then the just package that up and send it to their groups?
Can they package it once and then include new content for each new game as a pak file rather than a whole new build?
If you want people to be able to add content paks to your game you'll probably need them to use the UE4 editor, with your source project, to package their new content as a patch against your own game, based on the previous build data from your machine
Okay, so
I package the game
they send that to their players
Then they get the project, make a patch with their own levels
they also send that too their players
Like that?
I guess
Okay, thank you very much
Hi, I'm trying to package to IOS but I'm getting this error.
UATHelper: Packaging (iOS): ERROR: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.
PackagingResults: Error: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.
Really appreciate if someone can help. Thanks.
Hi I need help desperately. My game won't package with physics, all my spawned actor that are supposed to be ragdollaa re kinematic
The skeletal mehes spawn and drop in the tpose when play the shipped build in stand alone game in the editor they flop around, what am I doing wrong
Anyone an Idea how to fix that, this folder dont exist and the Plugin is also deleted
Anyone happen to know why a data table wouldn't get packaged? My game works perfectly when played in the editor, but anything data-table related breaks after being packaged.
I am building an iOS app and have setup remote compile over LAN as I am using Windows for UE4 development. Remote compile is working perfectly. My question is, Is it possible to setup remote compile over internet? For example, my mac is in the US and I am in Canada, will I be able to do the remote compile setup for that?
Has anyone gotten access to the new HTML5 plugin?
https://github.com/UnrealEngineHTML5/Documentation
Edit: Looks like the oauth worked even though it's not reflected in the epic games account.
Hello, can anyone help me? I have an package issue
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: Could not write to G:/GFA_20_001_VR/Saved/Cooked/WindowsNoEditor/GFA_20_001_VR/Content/Widgets/loading/LOAD.e!
I have tried to redo this widget but I still receive this problem
Thank you π
emm hi guys
how do i package my asserts 4 store?.
pls ping me is u can help.
π
can some1 help me with this error i get when i try to package my game π https://gyazo.com/7eedf5e284696a7e93cdd9c9c4ba5524
I've got this error on cook:
"LogImageWrapper: Error: PNG Error: invalid stored block lengths"
There is no context given, Unreal gives me zero information as to where or what this is. Anyone know?
What's the difference between those settings?
Hi guys, I am having problems packaging my project for android in 4.24, I posted the issue here: https://answers.unrealengine.com/questions/955626/view.html
If you have time, please see if you know of a solution, I have tried all the ones suggested on the forums
so this channel is a bunch of devs asking for help and nobody answering, lol
@silent grail Hey I'm having the same issue i think 4.24 might be broken it only started happening after i updated to it I'm posting my pastebin if anyone here can help:https://pastebin.com/89PH5FmJ
I started packaging my project with Nativize Inclusive enabled. It's been 1hr 22 mins busy cooking with no errors. Is that a bad sign?
@dull phoenix that's long but if your project is big should be fine
So I set to exclusive and added custom BP and components.
@silent grail disable any plugins (especially out of date ones) one of my plugins seems to have been the culprit
@dull phoenix i nativize everything lol
I will do that once my project is small. I still have unused assets.
Now I'm handpicking just to test if it works
1 error during the last stage: BP_PlayerInventoryComponent__pf2145038557.h(589) : Error: Unrecognized type 'IBP_AnimationInterface_C' (in expression TScriptInterface<IBP_AnimationInterface_C>) - type must be a UCLASS
Is that mean I have to include that file as well. let's try
Do you use this options? https://gyazo.com/ab4635e237731876211e7832318e1d78
Hi folks, I need some workflow on using Asset Management for packaging a big size project, I read the Docs but I didn't get it correctly. Can you show me a working project that used this feature?
im not sure if this is the right place to ask but, can steam innately run argument on their executable? i was reading this https://partner.steamgames.com/doc/sdk/uploading#Initial_Setup_New_App and see there's few launch options that they have
so if i add Argument there, it will be used when i press play button right?
sorry if this was off channel
i keep getting this error? anyone find a solution for this?
or:
UATHelper: Cooking (Windows): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path)
@steel saddle without seeing the entire log my guess is something is named either too short of a name or too long and since it says package id bet its the game title? I'm not sure tho
thank you @undone turret is there a site where i can compress all my code for free?
im mean the error dialog*
@steel saddle pastebin will let you even without an accound you just copy and paste it in and then send the link to the pastebin
it wouldn't let me upload to pastebin with out paying because of the size of the error document. i hope this method is okay?
The line right below it is the actual error " Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names"
But you don't have symbols so I have no idea why it's trying to do that, it seems to be at the very end. You should attach to the cook after it starts with visual studio and wait for the ensure to go off. You will need to compile from source or download symbols to get more info
Oh wait it's there twice, something is bad about your 4943rd cooked package, presumably something with a soft reference
how do i attach to the cook, and i should compile in visual studio first as it packages? is this something i can fix?
My editor hung during packaging. Where is the packaging log written out? (I was doing a long nativization run, and don't want to terminate the editor until I know whether or not I can recover the log).
Was cooking via the ProjectLauncher.
Hey can anyone help me with packaging? I have packaged once before but then I had to reinstall Visual Studio. Once I did that I now get this error.
||ATHelper: Packaging (Windows (32-bit)): CarefullyRedist
UATHelper: Packaging (Windows (32-bit)): NotForLicensees
UATHelper: Packaging (Windows (32-bit)): NoRedist
UATHelper: Packaging (Windows (32-bit)): If these files are intended to be distributed in packaged builds, move the source files out of a restricted folder, or remap them during staging using the following syntax in DefaultGame.ini:
UATHelper: Packaging (Windows (32-bit)): [Staging]
UATHelper: Packaging (Windows (32-bit)): +RemapDirectories=(From="Foo/NoRedist", To="Foo")
UATHelper: Packaging (Windows (32-bit)): Alternatively, whitelist them using this syntax in DefaultGame.ini:
UATHelper: Packaging (Windows (32-bit)): [Staging]
UATHelper: Packaging (Windows (32-bit)): +WhitelistDirectories=MyGame/Content/Foo
UATHelper: Packaging (Windows (32-bit)): (see C:\Users\Tech Fast Australia\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.24\Log.txt for full exception trace)
UATHelper: Packaging (Windows (32-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
LogAudioMixer: Display: Audio Buffer Underrun detected.
LogAudioMixer: Display: Audio Buffer Underrun detected.||
Does anyone know how to fix this?
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'
It's not causing any apparent errors in the packaged game, but it's annoying having it there. Is there any simple way I can find which material(s) it's referring to?
Remove GLSL_430 from your defaultengine.ini
Ahh, thanks!
I fixed my issue but now I have another one. When I launch my packaged project it says "This program is used for packaged games and is not meant to be run directly".
Does anyone know what this means?
is anyone able to help me fix this UATHelper: Packaging (Android (ETC1)): LogInit: Display: LogObj: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: False
Hi, i tried to pack my game (not the first time) but the .exe is corrupted, don't know why
I tried to re pack it, but same problem
I'm lost, tried to pack it 4 time, same problem
all my pack before this, was perfectly working
Hey, which arguments is for cook client without server? My cook always do server cook... :>
Hello there,
do you know why packaging for iOS might crash with a NullReferenceException at IOSPlatform.WriteEntitlements? ProvisioningProfiles and Certificates are up to date and setup properly in the UE4 settings.
Hopefully someone in here already encountered this issue.
Thank you in advance π
hello, is it possible to distribute an editor version of a project (precompiled DLLs to open the editor for the game)? And if it is, how could someone do that?
It's likely not allowed by the license, since the editor DLL probably contains editor code
Though I wouldn't be 100% sure
It's definitely not possible to distribute the editor itself
I saw the ARK editor for example. How did they distribute the editor?
Through the Epic Games Store, the only medium allowed
so you need a custom license to distribute a precompiled editor version?
Not really a custom license but a distribution agreement for your mod kit with Epic Games
You'll upload a prebuilt version of the editor etc
Create a store page for it, though it will be free for everyone
ok, it was just a curiosity. Thank you for the help!
Hi, still have my problem explained higher here, if someone can help π
Does this happen on the machine used to package, or another one ?
Yes, same PC, same SSD
And it's not my first pack, every other pack was working perfectly
Holy crap
This made it work
Makes sense
I have an audio issue when I package my game for iOS. My app audio only works if the iPhone is NOT in silent or vibrate mode. Other apps' audio do work in those modes. Is there any setting that I can use to make sure the audio works?
can someone help me fix this? LogInit: Display: LogObj: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: False
How do I launch a cooked map that I put in my content folder after packaging the game?
Trying to add support for community-made maps
I have an odd question, I have a SceneCaptureComponent2D which is used to render a minimap. I disabled rendering static meshes along with alot of other things and only renders landscape. But when I package the game, it still renders everything, am I doing something worng ?
@mint sapphire are you zipping up the entire game directory?...
In a word, yes. Because he wants the .exe and the source files.
In a .zip.
at least skip the .vs folder
Bit late now, I have 2 minutes to get this thing in
Damn. The zip just failed.
I'm going to get a 40something on the assignment because the zip took too long and then failed.
Good old blaming the tools
why open level function uses ip address as argument? I use real level name, but can connect by direct console command: open xx.xx.xx.xx:7777
https://www.ue4community.wiki/Dedicated_Server_Guide_(Windows)
open takes an IP address, level name, or even session name IIRC
Is test client configuration still a thing in 4.24? Shipping and development work but test seems mia.
nevermind it's only for source builds π€¦ββοΈ
how can I make it so that all content doesn't get recooked with every build?
cause if I change nothing but code it's a waste of time
It's a thing by default
it just keeps cooking everything again with every time I launch the project
am I doing something wrong
hello, I've got a few questions about unit testing, functional testing and CI with TeamCity, is it the right channel ?
Hi all, I know this is only a warning but trying to get through our warning list, we keep gettingt his warning on packaging and we can't seem to work out why:
"Trying to build an enterprise target but the enterprise directory is missing. Falling back on engine components only."
We are using 4.24
Aplogies for the delay was in a meeting, we use datasmith on some of our items, unreal studio we don't use . We used datasmith before 4.24 but don't believe we ever had that warning. Am i right in thinking it doesn't matter too much if we have that warning?
Basically Datasmith can't be packaged IIRC
I think I saw some projects failing to package on that, but that's not your case so.. fine ?
yeah doesn't seem to be an issue, project gets absolutely no errors, just been trying to clean up our warnings list, this will be the only warning we have once I ahve sorted a couple of assets ue4 cannot find the packages for - 1kb files in explorer meaning they are broken.
has anyone set the error reporter up to be sending crash reports to your server instead of epic's?
Some people did, just change the URL, recompile the engine from source and reverse-engineer the format !
It's not exactly a great experience
Hi guys, let's say I've a Slate folder with images, how can exclude that folder from a server build?
Or how can I add the folder to all targets except server build?
packaging for android, get these errors. anyone know where I might begin resolving ? packages fine for windows
Hello.
How would I include something in the packaged build?
Lets say I want to package the game with a txt file in it. How would I go about doing that?
Hello!
Anyone know why when build DLC for an Map where an localized asset is used it don't loads in a Shipping game?
My Project has two cultures: ru an en.
One static mesh on map has localized texture and by default it has ru locale and in Content\L10N\en\... is placed texture version for en locale. In Standalone game and when game packaged with File\Package Project\Windows all localizations is available - in this case all locales loads on Map reopening (in opposition of documentation: Restarting the game purges and reloads the localized Assets.).
But when created release and DLC package from Project Launcher it can't load en locale for this texture. I unpaΡk the dlc .pak file and it contains Content\L10N\en\... assets.
How i can fix this?
p.s. I am sorry for my bad English.
Something we have been wondering for a while and we have seen it done by bigger game studios is, firstly is it possible to include video files in a .pak file so they arenβt accessible by the end user and secondly how would you achieve this? Not really something essential but would be nice if it is possible
It's probably possible with some effort (customized / custom video player) but not exactly easy or useful
Paks can be accessed by users almost as easily
That is true, not to worry we will just leave it as it is for now then
I had this discussion with one of the lead Destiny devs who basically said, leaks & pak extraction on PC is inevitable
So they don't give a shit
Hello, which arguments is for cook only client without server? My cook got bad error: ERROR: More than one Server target found. Specify which one to use with the -Server= option. I have double server target - it's neccssary for me.
Anyone know if it's possible to change the Game Viewport Client class in a packaged game? via .ini files, or is that baked in when packaged?
Hard to tell from just that snippet because it cuts off the rest of the errors, but it looks like you're missing native classes for blueprints. Did you mark one of your game modules as developer/editor by accident?
can anyone help me with my pc freezing when packaging?
hey guys I'm having an issue packaging with the substance plugin, if i deactivate it works but i cant have textures in my game
anyone know if I can fix it?
I got a fatal error crash on my ue4 project on my friends pc ,this error didnt happen when i played it on my pc ,does anyone know how to fix this?
Hello Any one packaged for IOS on 4.24 ?
I'm packaging a big project... and after 8 hours it seems to be stack at the second to last package (out of almost 6000). It didn't move for like 30 min, but UE is down to using like 5% of my CPU so it doesn't seem to do anything.
So I'm afraid its stuck for some reason.. but don't rly want to cancel it π
Hello , i keep getting " packaging failed" when i activate pixel streaming , is there a fix for this ? i'm using the 4.25 preview
Hey all, has anyone worked in contract with a very large company with strict security? (talking amazon google sized.) I'm working on an iOS app and they want an IPA in debug mode with "certificate pinning disabled." RIght now I'm packaging from a developer account, and I don't know how to get them what they want. has anyone dealt with this?
they also were like "what EXACT components of UE4 are you using" and to that we just shrugged hahaha
hi, i want to send my friends an apk to let them test my demo
do i have to package for shipping? No development package work for them i guess. It sdays no obb found
Can you hardcode a command line argument into a packaged .exe without having to make a shortcut to the .exe?
So that if it launches through steam it will launch with the command line arg
MyGame.exe -log for example
Nvm you can set your own launch options via steam and put -log there
Hey guys, getting the following error which i think is related to spaces and special signs in my windows 'user name folder', anyone have a clue where i can edit which directory ue uses for tmp files when packaging?
UATHelper: Packaging (Switch): Running: xxxx --filter C:\Users\The bokito's\AppData\Local\Temp\tmp666.tmp xxxxxx
UATHelper: Packaging (Switch): [Error] too many arguments for creatensp subcommand.
had it before when the directory of the project contained special signs and spaces, those i could edit easily. but changing windows user folder seems like a hassle. using 4.24.3
nvm, found the .cs file where the arguments were passed in and made some changes. seems to be working now hehe
ERROR: Failed to copy I:\Nx\Engine\Binaries\Win64\UnrealCEFSubProcess.exe to I:\Nx\EpicDrill\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\Win64\UnrealCEFSubProcess.exe
why does it even needs CEFSubprocess ?
I'm having a issue when I package my game and I go to launch the build I just did it says:
async loading event graph contained a cycle
and its on version 4.24
Anyone familiar with the ShooterGame template? I created a main menu and a map using this game mode. I set up the packaging settings to use my main menu as the default map, but when I go to package it, it loads up the Shootergame menu. During the process it's looking for the maps used in the Shooter Game, not mine, even though I directed it to use mine.
Here's the package log if it helps. I'm sure I'm overlooking something.
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.
What does this mean
I'm having a really weird problem, idk if you guys ever had this, but when I press file > package, it just opens the documentation start page?
while it used to work just fine
missing requirements
Check the logs
there's no logs I think, I literally just press the package button and it shows this in output
usually this is because your project requires VS/WinSDK
only thing that changed about my VS is that I installed Unity tools for another project I worked on
maybe I'll just update my VS and see what happens
rip still same
Do you have C++ support in VS and a Win10 SDK ?
oh great, my windows 10 SDK install somehow disappeared
good to know
hope reinstalling it fixes this
rip, still just opening docs
do I need a specific verion of windows 10 SDK?
ok trying from the command line at least tells me something that's wrong
precompiled header file is from a previous version of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa)
so I guess I have to recompile the engine
Yea, probably
Hello
Hoe can I create an apk file to send my friends in order to let them try. When I package it with android it says obb file not found something like that.
I've also asked this on answerhub but no luck https://answers.unrealengine.com/questions/958313/view.html
It's just a demo version to get feedback I don't need any playstore entegration or stuff
https://gist.github.com/budgidiere/b054fc4cd9ea97eec57c672adfce5a53 I get errors when launching
how do I build the derived data cache and cook the game from the command line? trying to replicate what the editor is doing
tried this:
d:\Work\UE4Source_422\Engine\Binaries\Win64\UE4Editor.exe c:\Work\Horu\Horu\Horu.uproject -run=DerivedDataCache -fill
ddc
and this:
d:\Work\UE4Source_422\Engine\Binaries\Win64\UE4Editor-Cmd.exe c:\Work\Horu\Horu\Horu.uproject -run=Cook -TargetPlatform=WindowsNoEditor -fileopenlog -unversioned -skipeditorcontent -abslog=d:\Work\UE4Source_422\Engine\Programs\AutomationTool\Saved\Cook-HORU_CUSTOM.txt -stdout -CrashForUAT -unattended -NoLogTimes -UTF8Output
for cooking
but I keep getting a Missing global shader SomeShader's permutation 0, Please make sure cooking was successful.
when launching the game under Debug or Development
@celest warren packaging settings > packing obb inside apk option
why do i get this message when i want to run my game and what do i have to do to solve it?
@open rapids welcome to the club - there's nothing you can do about that unfortunately
your only option is to wait for "enough" people to get the exe and click Run anyway
that convinces SheepScreen that it's safe
an expensive alternative is to get a so-called Extended Validation Certificate
around $600 a year last time I checked
and it requires you have a company
in short, it's one of the most asinine decisions microsoft has ever made wrt software :P
@glossy haven Ty for the explanation. What does "enough" mean here? I have around 2k downloads and also get this from steam
you shouldn't be getting it from steam
no clue what "enough" is
the prime reason I've put my game up in an unpublished state on steam was to get rid of SheepScreen
i dont get it when i run the exe after packaging, only after downloading from steam/itch
yes
that's weird
shouldn't happen
when running the exe by hand, from Explorer in the steam folder yes
but when you press the actual steam Play button it shouldn't
since Steam is not using the same exec mechanism as that used by windows Explorer
does it matter that i have an launcher that runs the exe?
custom
is steam launching that?
yes
tell you what
I might have a workaround
so you notice you have 2 exes
a small one at the root dir of the gfame
and the actual big one
the small exe just calls the big exe
but
if you put your launcher in its place you might be able to circumvent smartscreen w/ it
what's the name of the bigger exe
Steam launches MyGameLauncher.exe which launches MyGame.exe
if you have a custom launcher then you should have 3 exes in total
there's bound to be one in Game\Binaries\Win64
that's the big one I'm talking about
so what you do is rename your launcher to the name of the big exe and rename the big exe to something else
then you have steam launch the small ue4 exe
the one at the root dir
i'll try that
which will in turn call your launcher
thanks for the tip
...which calls the big exe
(that you've renamed)
another alternative
if you're running a source-built engine
i do
is that only a ue problem? i downloaded a lot of demos on itch and never noticed this
b/c enough ppl have downloaded it before you
it affects any and every exe ever made
it's called SmartScreen and assign a reputation score to exes
so if enough people have downloaded a trojan and marked it safe then it too will mark it safe :P
so everytime i make a patch i'll have to deal with this again?
and companies are making big dough selling these so-called EV certs
or is the "small" exe not updated only the pak
if you use steam and do what I've outlined above, you won't
let me find the file hold on
BootstrapPackagedGame.cpp
what do i have to edit in that file?
yeah I'm trying to find my notes
have a onenote page lying around somewhere w/ all this crap
ok it's in WinPlatform.Automation.cs
void StageBootstrapExecutable(DeploymentContext SC, string ExeName, FileReference TargetFile, StagedFileReference StagedRelativeTargetPath, string StagedArguments)
{
FileReference InputFile = FileReference.Combine(SC.LocalRoot, "Engine", "Binaries", SC.PlatformDir, String.Format("BootstrapPackagedGame-{0}-Shipping.exe", SC.PlatformDir));
if(FileReference.Exists(InputFile))
should be this "BootstrapPackagedGame-{0}-Shipping.exe" I believe
change it, rebuild the win.automation project and see if it's now launching your launcher
thanks, i'll try it
you can also just change the string table of the small exe up
it's storing the exe w/ path at resource 201
arguments are in resource 202 of the string table
Hi game devs,
When I compile my game so that it becomes playable through a build, and a new level is loaded, it is supposed to have another GameMode than the one of the menu (with a new HUD ...) but this one does not load and my GameMode remains the one I have in the menu. However when I play with the unreal editor and not with the final build, I end up with the right HUD and GameMode after loading the level (even if I was on the menu before). I followed the Unreal documentation but nothing specifies the steps to keep the GameModeOverride during a build (https://docs.unrealengine.com/β¦/Settiβ¦/Blueprints/index.html). Any idea how I can fix this ?
Thanks for the reply !
Hello folks, I have question regarding UnrealPak.exe. Is it possible to pack uassets to .pak file through this app? I haven't found any documentation for the UnrealPak.exe
I guess the UnrealPak <PakFilename> -Create=<ResponseFile> [Options] is not creating .pak files.
were does unreal store launchprofiles? doesn't seem to be within the projectfolder?
for windows, whats the absolute smallest packaged project you can get?
a map with a single widget seems to package to 300mb
is that really the smallest it goes?
I'm receiving this error when packaging. I don't know where this error is coming from:
LogModelComponent: Model /Game/xxx/Levels/xxx.xxx:PersistentLevel.ModelComponent_xx has elements that reference missing vertices. MaxVertex=xx, NumModelVertices=0
I have several similar errors like the above.
Heh, looks like culprit was found. BSP seems to have caused some problems. Once i aligned vertices and converted them to static meshs, remap the lightmap to 1 and set the LM resolution to match the other objects in the world, it's building again.
if im trying to package a plugin, do i need to have the android sdk, even if i dont intend to use it on android?
Hello, I would like to package my project, to optimize the size of the file, should I delete all the unused scenes / asset / materials in the project?
My game launches 2 scenes, but I keep a lot of old scenes in my unreal project
As long as you correctly set the list of maps to package in packaging settings, all unused files will be removed
On this setting?
Somewhere in there.
Okay thanks!
hello, I am having trouble with my project after updating to unreal engine 4.25. I get this error.
Anybody know what is causing this ? I have updated my visual studio etc.
Its a blueprint only project
It packages fine in ue 4.24 and 4.23
IβΒ m back! I'm trying to package my game, but this one is too big (2GB). By modifying the package settings as indicated on the Unreal website I get 880MB, I would like to reduce it if possible, is it possible to know what takes up so much space? My movie files are 140MB and my packs are 740MB, so it's probably the texture?
Textures, often lightmaps if you have static lighting
Make sure you package using the list of maps
Yea Iβve static light, itβs better on movable?
Movable lights have much worse performance and quality
List of maps is good now! Only my 2 maps used
Static lights look better, perform better, and have a larger package size
Ok so probably the light, Iβve a lot of pointlight!
Check it before assuming it is, though
Also the number of lights is irrelevant
Total surface of meshes to light and lightmap resolution of these meshes, is
Is there a way to get the size of the light
Check the _builtdata file
Okay thanks!
My BuildData file are 245 282 Ko
So it's about 1/3 of your pack size, which is par for the course
I'm going to re-check my textures size
What does that game look like, what's the platform ? 800MB sounds like a modest game these days, unless you're on mobile
It is a prototype of game for my graduation school which lasts 10min, look stylized and for windows, but I need that it is downloadable quickly, and 800MB can take a certain time depending to the connections
Alright, but keep in mind this is nowhere near unreasonable
I wanted to put my project on USB keys to distribute them, but with the virus, everything will be done online, so I'm trying to optimize
Yeah I fully understand, just saying the numbers you've reported are quite alright. Use the "size map" feature of the content browser to estimate which assets are the biggest
Though it's misleading because it includes all assets, so you have to know what is actually used
For textures you can resize them in-editor by setting the "max resolution" field
Yea, i'm trying to set the resolution of all my texture at the best ''low'' level
I've 3 video media but it's 137Mo
Maybe the blueprint?
Most definitely not
Textures will likely be 95% of the package
Videos aren't in the pak at all AFAIK
Oh okay so focus on the texture!
Video can usually be reencoded to lower settings too, you can have the same video use 100KB or 100MB
Okay i'm gonna do that after thanks!
i find a big texture size but i cant resize bc it'a a non power of two side
Which is a terrible thing
Because it will also have no level of detail
Ah, sorry, let's switch channels
Can someone help me with this Error Code in the log?? I tried packaging my level but it quickly fails. It wasn't having this issue before today.
Everytime i just build the basic Project, it have about 500-1GB of size, is this default or could i develope a small game with just 100 MB max?
UE4 can easily go down to less than 100MB with no content, less than 50 with more effort
How to reduce the size of your packaged game.
Most important thing is to set up the list of maps to package
Usually halves the size for marketplace users
810Mo now
Maybe i should try to compress the game file rather than reduce the package size
Won't be useful
The package is already compressed, and compressed data compresses terribly
Indeed, 810Mo to 673Mo, but it's already better!
Hi, i got this error when building my game :
LogInit: Display: LogLinker: Error: Failed import: class 'SphereComponent' name 'SceneComponent' outer 'Default__BP_RoundShield_C'. There is another object (of 'SceneComponent' class)
Since i changed the type of my variable SceneComponent (yes it's the name, sorry) from SphereComponent to SceneComponent
And i'm not sure what i did wrong. Can someone help me with this ?
does anyone know how to fix this error?
i told me line 46 but i cant find an issue
Heres the full error code
I'm getting a bunch of errors when packaging for Windows related to "ispc" after upgrading my project to 4.24. I'm not using Chaos or the geometry collection component. Packaging for Android does work.
deleted engine intermediate folder, regenerated project files and rebuilt and now it works.
I keep hitting this issue where when I make a build, builds fail because Unreal is using old Blueprint versions. has anyone hit this? The flags I'm using are -nocompile -nocompileeditor -installed -nop4 -cook -stage -package -ue4exe=UE4Editor-Cmd.exe -clean -targetplatform=Win64 -build -CrashReporter -utf8output I've checked the blueprints and code are updated fine from the editor.
Looks like you need to install the C++ component for Visual Studio 2019
Hey does anyone know how to fix my issue? When I try and launch my packaged project it gives me an error that says "This program is used for packaged games and is not meant to be run directly." Please help!
Hey guys! I have a big problem with software and hardware cursors in packaged build. In editors and standalone game there are my custom cursors, but in packaged build there arent π¦ Do you have any idea how to debug it?
ue4.21
Only hardware cursors working π¦ software doesnt
I packaged my level yesterday and when I ran the exe file I noticed that one of my floor textures is rendered in low quality and looks mushy/blurry. What would of caused that? In the engine it looks fine. No other issues I found besides that.
i'm trying to package my game with BP nativization enabled, and one of the game state child BPs gives me this error: Error: #include found after .generated.h file - the .generated.h file should always be the last #include in a header. how can i fix this?
You probably can't fix nativization issues without learning a lot about it. You could try excluding that blueprint from the list in the packaging settings but I find that to often fail
I know the nativization code pretty well and have never successfully shipped anything with it enabled
the only thing i learned so far is that it never works. it will grab as many references to the BP you want nativized until it finds one that will stop the whole thing from succeeding
hello
what packaging type should i choose for android?
I am using multi but i cant upload it to play store for both x64 and x32. and theres also this obb file error
ist etc1 the best?
hm. it doesnt spawn the player object when I build the game, any help?
spawning relies on level blueprint
is there a way to rebuild the derived data cache along w/ any shaders that have been modified, outside of the editor?
I've tried this d:\Work\UE4Source_422\Engine\Binaries\Win64\UE4Editor.exe c:\Work\Horu\Horu\Horu.uproject -run=DerivedDataCache -fill but it wasn't doing what I'd expected it to be
any help?
When opening multiple instances of my game with a batch file, how can I get the batch file command window to automatically close itself?
"C:\Program Files\Epic Games\UE_4.25\Engine\Binaries\Win64\UE4Editor.exe" "C:\Users\User\Desktop\MyGame\MyGame.uproject" -game -log
exit
This works and launches the game but the cmd window stays open
If I use the start keyword before the path, it does close the cmd window but opens the actual editor project rather than the game
Is it easier to just use powershell for this?
UATHelper: Packaging (Windows (64-bit)): Took 57.821875s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed.
anyone know why this happens?
Definitely not enough information to go off. Have you looked at the UAT logs in...
<ue4-root-dir>/Engine/Programs/AutomationTool/Saved/Logs on Windows
$HOME/Library/Logs/Unreal Engine/LocalBuildLogs on Linux/Mac/etc
You'll need more info. Some asset's collision mesh could be screwing up. See if the output log has any more info on where it fails, maybe you can id the offending asset.
if i zip the project inside unreal, and send that zip to another person. will he have to rebuild all the texture links?
hi, does anyone have any experience with DLC in Unreal?
i have been doing a lot of tests but no luck
@me if someone help him because even i don't know how to make dlcs
Oof
You built for mobile? Android?
That's a tough one.
You'll have to do some special debugging
Taking a look at how to debug your UE4 project using Android Studio.
Also, check out https://developer.android.com/studio/command-line/logcat
Getting a log when it crashes might help
be prepared to tear your hair out, though...
Possibly. The problem is you don't really have much to go on if the app just closes immediately. So it can be one of many different issues.
Can't hurt to try
Without crash logs you'll just have to throw everything at the wall and hope something sticks :P
You mean like a loading screen?
It's not automatic, but if the level is small and lightweight enough, you can get away without one
You'll only know once you test it
It's not difficult, though. You can use a level streaming setup to make a loading screen. There are some good tutorials on that
**We have upgraded our projects engine version from 4.20 to 4.24.3, and as the input action mappings are changed, we updated the DefaultInput.ini, but the shipping packaged version does not update the %appdata%/*/ Input.ini file. -> None of the mappings are working.
**
If i delete the (input.ini -s)content manually, every input works well. But if i delete the content at runtime, the game writes back the original wrong action mappings from the previous 4.20 version.
Any idea?
Hey! When I package my game and play the .exe, sometimes I have somethings stange like a vertical desynchronization that appears, do you know how can I fix it? π
try console command:
r.vsync 1
Before package?
add it somewhere in your game logic or in config file, test it if anything changed
Okay i'm gonna try that thx
try to add the line to
Defaultengine.ini
After:
[/Script/Engine.RendererSettings]
r.vsync=1
Ican't find Defaultengine.ini, is it in the package folder or Unreal project folder&
project/config
Thanks a lot!!!
i have aproblem when built. the exe closes inselfs saying sth with kernel 32
right now im installing debugging symbols
So I have a game on Steam, I updated it and everyone got black screens on startup, had to roll back after a few upset messages. My project, personal build, and even my version I downloaded on steam work fine. Any theories? I'm at a total loss here. Really don't want to toss this update.
- 4.21, nativization disabled, VR project.-
Did you change your local machine recently, like updating to a new version of windows? You could have linked against a different dll version or something and it's missing from your prereq installer. You'll have to test on some machine other than yours to verify
although usually issues like that cause it to fail to launch at all
Yes I actually did just recently update windows after holding off for quite some time. This was actually an issue back at launch luckily steam caught it. Thank you! I will try this out with some testers.
Anyone seen nativized blueprint build errors with syntax issues? I'm getting pf1583308972.h(17): error C2143: syntax error: missing ';' before '{
and stuff like that
Tried deleting the intermediate dir. Wild, I mean, I can't even edit this code, it's blueprint
Can u run 2
32bit on 64bit computer?
So Yeah guess not but still having issues with audio
It built but some of the audio not working
I have lots of warning in log so hopefully fixing those is the issue
If I turn off nativized BP, works. So I'll poke around and see what I changed since the last nativized package. Mostly UMG stuff
Ahhhhhhh - apparently don't pass a TMap (even a simple one) via dispatcher.
guys every time i cook it complains about duplicate Primary asset tags
any idea what it could be ?
i remove them from default game yet they pop back
DefaultGame.Ini
i.e
Hi can anyone explain what my issue here is
Hello, I set my splash loading correctly in the settings, when I launch the editor, the splash appears at launch, but when I package my game and I launch the .exe, no splash appears, someone has ever had this problem and the solution?
I've 2 maps specified
But my Splash is just an image
.png
i need to inclued the png on the maps specified? o.0
I thought it was a widget in a different map my bad
I'm not an expert, maybe something is wrong, i put the Splash on this settings only
Bc when I launch the project in stand alone, the Splash works, but once package it dissapears π¦
Lol rip
Yea π¦ If someone has an idea, @ me
Hello! I'm getting weird engine errors when attempting to package. Has anyone run into these issues before? Currently on 4.16.
C:\Program Files (x86)\Epic Games\UE_4.16\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(31): error C2039: 'GetGraph': is not a member of 'UEdGraphNode'
There are several more like this with EdGraph.
This is the other error.
C:\Program Files (x86)\Epic Games\UE_4.16\Engine\Source\Editor\BlueprintGraph\Classes\K2Node.h(10): fatal error C1083: Cannot open include file: 'K2Node.generated.h': No such file or directory
@lyric tulip The splashes need to be .bmp files I think
(For 4.24.3) I've tried packaging my project multiple times, and every time it gives a lot of weird errors such as:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '(file path)' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/Paper2D/', '/Animation Sharing/', '/DatasmithContent/', '/MagicLeap/', '/AutoSettings/', '/MediaCompositing/', '/OculusVR/', '/PostSplashScreen/', '/SteamVR/', '/FMODStudio/', '/Config/', '/Script/', '/Memory/', or '/Temp/'
Some have said that this may be caused by one or multiple C++ classes I have, but I don't have any, and the file path doesn't exist! Does anybody have any idea what's going on here?
These errors seem to be causing cook failures
as well
@jolly pawn OMG thanks....!
I've had the packaging fail before because of those splash images lol
the engine is very specific
Yea it was so simple haha
unreal needs a "FIX ALL THINGS" button
can someone help me
what's your issue @latent oak
hi im trying to package in html5 and this what i got when failed...
@jolly pawn thats my log and issue
hi guys. Android App Bundles packaging already included in 4.25 but why is it separate in two aab when i package armv7 and arm64. is there any other way to put both into one single aab?
@latent oak 2017 I think
you might need to google for html5 packaging errors
I read something about unreal not supporting html5 anymore
yeah it says later versions but think thats after 4.23
Yes, it was removed in 4.24
I have a prototype multiplayer C++ game in UE4.24.3. If I play the game in the editor. No problem. If I package for Win64 no error. Than if I start the packaged build. Nothing happens even with -log. How can I debug this?
You can package as debug. But where do I find the debug info?
Is it possible to change the default path of the config from [SteamPath]\steamapps\common\[GameName]\[ProjectName]\Saved\Config to something like %USERPROFILE%\Saved Games\[GameName]?
Does anyone knows why FloatCurves from animation files disappear once the project is packaged? Any solution to this issue?
@mellow bane does that mean my 4.23 version should work
shared:WARNING: Note: Input file "@C:\Program Files\Epic Games\UE_4.23\Engine\Intermediate\Build\HTML5\EmscriptenTemp\tmp2sil_o.response" did not exist.
this is what it says in my error
hey'all, quick question. How can I ship my Windows build to require admin rights on-boot?
our game gets installed to Program Files (x86) and requires admin in order to generate the Saved folders and its content. Without it it can't run the game properly :/
and for some odd reason I can't find anything about this on google nor on the UE4 forums π¦
@brisk thunder You need to use a Shipping build
Saves will be in %LOCALAPPDATA% in Shipping whic hdoes not require admin (no game should require it)
Development build defaults to the installation dir which does require admin (this is why it's a dev build)
Hey when i want to launch or pack my game this kind of error popup (when i playing in editor it works good)
can someone tell me prob super simple obvious resaon - i have this VR framework and i copied the gamemode from their dir and moved it to my proj directory in content browser - changed nothing but the name - in project settings swapped out with the new gamemode and now nothing works just goes to black ??
@mellow bane perfect info! Thanks π
@earnest birch Probably their game mode has dependencies, like a particular pawn class
But you copied the Blueprint from another project, right ?
no another folder
in the content browser
i'm using their framework so just copied the gamemode from their folder to mine so if i made changes i had the orig
Then it's a bit weird if the orig still works. I'd take a look at both Blueprints to look for differences on the settings
how would there be any difference
i just duplicated it
only the name i changed
isnt the gamemode at the top ? other things dont reference it right
except the world setttings override
Usually you're right, it's a top object, though you never know how a developer made it
i think it was cuz i copied it from his as opposed to making a child of the parent class i guess
still havnt fully wrapped my head around the difference
Hello guys, i packaged in Unreal 4.25 to android, and im trying to install it to my Xiaomi android phone, and it says
adb.exe: no devices/emulators found
What is the difference between "By the book" and the other options?
Someone know why i cant build with a plugin?
it says it cant find the nodes from the plugin
also has someone a solution for that?
Sounds like you went back in time with engine versions
Basically you saved assets with a version more recent than the one you use
Which is not supported
No, the opposite is happening here
Sure there is
Have used the newest version from the github repo lol
According to the log it's from dev-rendering
Which is the current work-in-progress for the UE4 rendering
Which is way more recent than 4.25
Hmm what can i do now?
So it sounds like you used that, saved, and now all assets are locked to this version
Nothing
Revert the assets to before you saved them
What
Its an official plugin
It tells me every startup that it was designed for 4.24
But you saved them in 4.27
Which is what dev-rendering is, basically
So now they need that to open
Use your source control software
You mean i must grab dev rendering branch?
No, I mean you revert the changes to your assets with your version control software
Then you'll have to recreate these assets
And hopefully you learned that version control with hourly commits is required
Maybe you missunderstand
Its a plugin
Not made by my own
So there is not a previous version i can go to
If the assets are not yours, and come from a plugin, just reinstall the plugin
I think you misunderstood the issue tbh
Ok so i can install it in 4.24 and open it then in 4.25?
But it will solve it?
No
Let me explain one last time
The log claims StarterContent/Architecture/Floor400x400 was saved with a newer engine version than what you have now running
It seems like you ran your project with a source build from a development branch, saved this asset with it, and then tried to open it in 4.25 or 4.24
This can't be done
So revert the change to Floor400x400 in your version control software, since it's in your project directory
ah okay
i copy all files from a different project made with the 4.25 version
think this will fix the issue
And then you can get yourself Git or Perforce or SVN
yea this is just an example project to test one small thing out
thought it is not neccesary
have you maybe an idea about the other bug?
where it cant find the plugin nodes
just weird because there is no issue in the blueprint of it
Dunno, way too many errors in that project tbh
No idea
after packaging, which files do i need to send to others? I have a 7 GB directory which contains also the project file which i normally dont want to send
Packaged projects don't contain the project file
I get this error when trying to package my project as test
Also, initially I tried packaging as development for standalone game but it didn't open the game when clicking on application ??
Howdy folks.
My packaged game won't start, and the culprit might be because of this Epic plugin (says the log)
This is interesting, but how do I prevent that from happening without disabling the plugin in my project ?
which i'd like not to disable. It's pretty useful π
Hi guys, is it possible to package a game so the textures would be exposed in a folder and i could replace them?
Remove the pak option and you'll end up with individual .uasset files for every file, including textures
They'll be uassets still, so DXT compressed textures with the UE4 file format on top
Depends on your definition of replacable
That will do, thanks alot π
Does anyone know how to set the texture streaming pool to be higher on a packaged game? I can change it in editor using commands obviously but it all get's overridden in the final package meaning all of my textures become blurry.
Change your scalability settings
Basically look at how BaseScalability.ini in engine config declares the pool size on each setting, copy these lines to your DefaultScalability.ini
thank you ill check that out!
And tweak them so that players can change the texture quality slider in your game and have the pool size driven by that
Oh ok. How should I structure my default file? Can I copy and paste the settings from the editor version and just alter the streaming pool size?
Just the settings you need
r.Streaming.PoolSize=400
[TextureQuality@1]
r.Streaming.PoolSize=600
...```
Copy the 0 1 2 3 & Cine versions and change them, should work fine
After packaging my game, and after i start the game, i am in the right level/world but i am just stuck and cant move / have no player. why? how i can set the spawn Object in the level? tried with auto posses, Player Start and other things. in the Standalone etc. it works, just not in the final build, have i missed an option?
hey guys, anyone around have any tip to fully move a level with all its content to a plugin content folder to package as a DLC? any tip or trick around? i tried moving the folder and i tried migrating the level to the content folder of the plugin and copied all but didnt update the links of the assets to the new ones. Maybe if i copy to other project?.. i think i am answering my own question haha will update here if this work and help anyone else
Has anyone ever packaged a dedicated server for linux? I have built the editor from source and can package a windows dedicated server no problem. I have also confirmed that I have the correct cross compilation toolchain and I can build my project with the development server target for linux in visual studio no problem - but I get this when packaging the server for linux:
Error: Invalid target platform specified (LinuxServer)
I have been stuck on this for a while now and any help would be very very appreciated!!
UE 4.25
clang version 9.0.1 (https://github.com/llvm/llvm-project c1a0a213378a458fbea1a5c77b315c7dce08fd05)
Target: x86_64-pc-windows-msvc
iirc i had to add the target somewhere and rebuild the engine
sounds like fun
i am working from the github master though, not the downloaded version from the launcher π¦
yeah same
im on github, not master but release 4.25
any idea where I could find info on adding the new target? I really cant seem to find anything anywhere on this
i am trying to see if i recall
do you have Engine\Source\Developer\Linux\LinuxServerTargetPlatform ?
I think it was something around that and having to add it to one of the target.cs files, but i can't seem to remember where, and of course it now just works in my build...
not sure, I'm digging through what i did
thanks for the help!
Can the game splash be whatever size we want?
I re ran setup and generate project files for the source build and I am going to try re-building the engine now. I originally built the engine before installing the cross compilation tools so I think that may be the issue
maybe. i made git angry so it's taking me a bit
nice xD
sorry if I mangled your git haha
nah, i actually deleted it all, which is why i couldn't see what i changed... it took forever to compile as a git repo =\
error: Failed to identify the asset package that"MyEnum" belongs to
How do I set this to be apart of an asset package?
Sorry I also posted this in blueprints but maybe it belongs here more
I keep getting this error and crash of my packaged project if Ive changed the resolution size in my menu and then click on a button connected to a "launch url" node.
I've tried reinstalling the graphics card drivers and verifying unreal.
I keep googling it with no answers other than it might be directx
Which UE version ? IIRC 4.23 has a bug on fullscreen
How do I fix this?
Compile before you launch
Alright
Nevermind it wasnt building because visual studio was out of date,
Oh wait nevermind still doesnt work
What are you doing exactly ?
Im packaging my project for windows 64 bit
Alright, so how are you doing it ?
wdym
What do you want to do, how are you doing it, which steps did you follow, what did you expect as a result, what happened instead
I am trying to build my project so i can package it, but it's failing with the same error every time
Im just doing the built in build method that occurs when you attempt to package a project
So to clarify, you did File-> Package -> Win64 ?
And then launched the produced executable in the folders you picked ?
Yes, I did do File->Package->Win64, and no It didnt create the executable, it is failing to build it and it is not creating any files
hey guys, can anyone tell me why custom created collision types arent working anymore after packaging??
or has anyone ever came across that
i am getting this error PackagingResults: Error: begin: stack for UAT PackagingResults: Error: === Critical error: === PackagingResults: Error: Assertion failed: ReaderPos + Num <= ReaderSize [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Serialization/BufferReader.h] [Line: 53] PackagingResults: Error: [Callstack] 0x00007ffb4732a799 KERNELBASE.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffae1fda9e6 UE4Editor-Core.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffae1fdde88 UE4Editor-Core.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffae1d92cbd UE4Editor-Core.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffae1d1fd83 UE4Editor-Core.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffae1d22100 UE4Editor-Core.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffb295744f4 UE4Editor-RawMesh.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffb2957217c UE4Editor-RawMesh.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffb29571ed6 UE4Editor-RawMesh.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffb29573a2f UE4Editor-RawMesh.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffadf136c01 UE4Editor-Engine.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffadf136791 UE4Editor-Engine.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffadf1737c4 UE4Editor-Engine.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffae2a5baca UE4Editor-CoreUObject.dll!UnknownFunction []
when packaging
PackagingResults: Error: [Callstack] 0x00007ffae2a5baca UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffae2b19011 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffae2b03277 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffae2b28eac UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffae2b27e1a UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffadc5c0678 UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffadc5fa4e8 UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffadc492778 UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffadc4b801f UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff7e4b52fb0 UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff7e4b4c17c UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff7e4b4c4ca UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff7e4b5ceae UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff7e4b5ede2 UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffb48927bd4 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffb498ace51 ntdll.dll!UnknownFunction []```
@woeful timber Well, check the output log for compile errors and fix them
Hello everyone, hope you are doing well.
I'm having issues with UMG Widgets crashing my Android game after packaging and running on a Android device.
Now, I have tracked it down to the blueprint node "Play Animation Time Range".
(UE 4.24)
Anyone here got any ideas why this would occur?
Some more info:
It works in the editor and when launching on an android device via USB-cable, but when I package the project and test it on an android phone it crashes as soon as that node is executed.
The project was originally created in 4.20 and converted to 4.24.
(In 4.20 this animation worked flawlessly both in editor and after packaging to an android device.)
In 4.24 everything else works like a charm, except just this widget "Play Animation Time Range" seem to have issues.
I've tried changing it to the similar node "Play Animation" with the same unfortunate results.
Thanks!
@mellow bane I'm using 4.24 is the bug still in there?
No
Hello everyone
I have a bug when packing AR in IOS in Android work perfectly
When launch the app in iOS in development it works
But when the ipa is package and sent to store
The anchor plane disappear
Just show the anchor name
I tried 4.24 and 4.25
If I touch the the plane the AR show up
Iβve experienced REALLY bad performance from a packaged build in 4.25 compared to 4.24 - has this happened to others?
Packaging for windows
hey guys, can anyone tell me why custom created collision types arent working anymore after packaging??
or has anyone ever came across that
And how can I make them work in a packaged build?
Is there a fix?
Hello everybody. Just finished a game and I want to publish it on Google Play but the game size is 180MB. Now with 4.25 I can make app bundles but still the app bundle is 180MB. How can I use app bundle and obb files? Thank you
PackagingResults: Error: Assertion failed: FPlatformTLS::GetCurrentThreadId() == MasterThreadID [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Misc/OutputDeviceRedirector.cpp] [Line: 411]
getting this in a fresh blank project when I try to package, what causes this?
4.24
okay i deleted the intermediate folder and it built lol
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Assertion failed: ReaderPos + Num <= ReaderSize [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Serialization/BufferReader.h] [Line: 53]
dose anyone know has to fix this?
nvm
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Assertion failed: ReaderPos + Num <= ReaderSize [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Serialization/BufferReader.h] [Line: 53]dose anyone know has to fix this?
@wispy tendon I think its a nullpointer error, check variables
no its was a mesh
It's a packaging issue, no user code is involved here
try packaging with debug files included, and install debug symbols in epic launcher
try run the game in editor, and use the "Jump to node errors" editor preference + check log files
The game was not running
It's a packaging error
No Blueprint, no user code, just a good old editor crash on probably invalid content
When I packaged my game and launched the standalone, it used a save file that was in me editor. I went into the editor and deleted the save file and packaged it again and it is still using the same save file. Where can I find the save and or how would I prevent this from happening?
Where is that file exactly ? Save files should be in Saved and won't be packaged
\Documents\Unreal Projects\CW\Saved\SaveGames
I removed it from there and It is still using the save in the packaged version
Did you package as Shipping or Development ?
shipping
and checked "for distribution"
Then I think your problem is not that, because the contents of Saved are never packaged
thats odd. In the game before you start it checks for if a save exists, if not then it askes for you to enter a name and then saves it to a savegame. The next time you enter the game it skips the enter name portion. but when I package it. it wont show the enter name portion and just goes to the main menu and if you check the settings it shows the name entered from the editor
To be clear - you packaged the game (file -> package -> platform), wznt to the Windows folder where you packaged the game, launched it, and found this behavior ?
Yes
Check in %LOCALAPPDATA%/ProjectName/Saved to check the actual save files (you should clear this folder when you want to simulate a first installation)
okay I found the save files. and that has worked. Thank you!
hey guys im having an issue where my game wont package because of the substance designer plugin
if I turn it off it packages no problem but then i have no textures, it says it has an unknown problem so i dont know how should i fix it
Hi. I'm packaging a game for mobiles using packaging wizard and I want to create a DLC. First I select only the entry map to package where I have a widget to download the rest of the content. When I'm packaging the entry map only, the wizard is packaging the entire game. And it also takes in consideration all the settings from Project Settings
Did anyone succeeded to package using DLC for mobiles?
how do I get it to ignore warnings when I delete content?
any help would be highly appreciated π
this happens when I Cook for Windows
I solved my redirect issue by ...
I still have a few more cooking issues PackagingResults: Warning: Unable to find package for cooking
That happens about 8 times.
The issue was that I had re-named it while somehow leaving the old asset behind.
I think I did a copy from one location to another, then renamed it in the new location, then started using it in that new location (while the old one somehow disappeared from the editor but was still on my filesystem).
Solution: delete the lingering unused files.
Any ideas why my blueprints are simply not being included in the packaged game?
I even added a specific directory in the list, but nothing
@slim pebble How did you conclude, that they were not included ?
the map specified on the command line could not be found
this is the problem i have ^
Does anyone know what this warning means?
UATHelper: Packaging (Android (ETC2)): LogText: Warning: Saving FText "" which has been initialized from FString at cook time resave of source package
I get this for every map and it tells me to resave! I've done it but still got this warnings
@mellow bane I call some functions in C++ to retrieve blueprint assets on the run, and they are not listed anywhere there in the packaged game.
So my project's blueprints are fine if not using .pak file
int32 number = pLibrary->LoadBlueprintsFromPath(path);
TArray<UBlueprintGeneratedClass*> blueprintClasses;
pLibrary->GetObjects<UBlueprintGeneratedClass>(blueprintClasses);
UE_LOG(LogTemp, Warning, TEXT("Assets found in blueprints folder %s: %d"), *path, blueprintClasses.Num());```
This is the correct way as far as I know. But it sees 0 assets when game is packaged with .pak file.
Not familiar with object library, I use the asset manager instead ; but looks correct. Check in the packaging logs for the full manifest to ensure files actually end up in the pak
It does, it is included during packaging
From what I see online, there is some path mismatch when .pak file kicks in
or LoadBlueprintsFromPath just loads Blueprints aka editor assets
And UObjectLibrary uses asset manager under the hood.
What's the path here ?
/Game/Blueprints/Entities
in my case
I am wondering though what packaged file adds to it and what is expected
As I said it works in all editor, standalone game build too, as long as it doesn't get packaged with .pak file
Should not change anything
I agree
I'd look at LoadBlueprintsFromPath not loading generated classes
I used asset manager directly before and then I switched to LoadBlueprintsFromPath, because asset manager failed the same way
Blueprints actually work well, it's just that I can't retrieve them from code side
Try this : IAssetRegistry& Registry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry").Get(); Registry.SearchAllAssets(true); TArray<FAssetData> AssetList; Registry.GetAssetsByClass(AYourBlueprintClass::StaticClass()->GetFName(), AssetList, true); UE_LOG(LogTemp, Warning, TEXT("Assets found : %d"), AssetList.Num());
If that show 0, then your assets are likely not packaged
I've had this code before
exactly the same one
and 0
However I could see actors of that blueprints in the level
working with all their logic
Alright, then can you open the Paklist file in %APPDATA%\Unreal Engine\AutomationTool\Logs<version> ?
And triple check that these Blueprints are there ?
Where do I look for it if I have custom engine built
<Source build folder>\Engine\Programs\AutomationTool\Saved\Logs<version> IIRC
You're looking for PakList_Projectname-WindowsNoEditor.txt
Yup
the are absolutely there
Although I am not sure if this is right, but their paths seem to look like:
"../../../MyProject/Content/Blueprints/Entities/BlueprintName.uasset"
Then I have no idea why do you have this issue. In particular with the asset reg code above, i'm confident it will work perfectly fine in all releases with paks
I am thinking, how the hell can I debug it
Try other classes
Registry.SearchAllAssets(true);
TArray<FAssetData> AssetList;
Registry.GetAssetsByClass(UStaticMesh::StaticClass()->GetFName(), AssetList, true);
UE_LOG(LogTemp, Warning, TEXT("Assets found : %d"), AssetList.Num());```
And I guess then AActor, etc
Guess what
Registry.GetAssetsByPath actually returns 6 assets in my directory
Which is 100% correct
How do I then retrieve UBlueprintGeneratedClass from FAssetData?
@slim pebble Asset.GetAsset() returns the asset as an UObject
I actually use UDataAsset myself rather than Blueprint, and IIRC BLueprint is a bit different
Just log the output of GetAsset()->GetClass()
I'm not sure if it's going to be UBlueprintGeneratedClass or (I think) the Blueprint class directly
Casting GetAsset()->GetClass() to UBlueprintGeneratedClass is nul
null
So GetAsset()->GetClass() name is "Blueprint"
and I can't spawn my actors using it.
on that class?
Cast<UBlueprint>(Asset.GetAsset())->GetBlueprintClass()
Yeah, but is UBlueprint giving me possibility to then spawn actor using it/
?
Sorry, I am not very familiar with these interfaces
What I just wrote returns an UClass for use with SpawnActor etc
Okay so, I cannot spawn anything using this class
It throws
LogSpawn: Warning: SpawnActor failed because BlueprintGeneratedClass is not an actor class
Well, what's Cast<UBlueprint>(Asset.GetAsset())->GetBlueprintClass()->GetName()?
"BlueprintGeneratedClass"
Asset.GetAsset()->GetName() is a valid Bluerprint in your game right ?
Asset.AssetName should work too
Yeah
Asset.AssetName is correct
I just checked what is in Cast<UBlueprint>(Asset.GetAsset())->BlueprintDisplayName
and apparently, it's empty
THe name should go in after :
Althought cast is valid because I did validity check and it passes
What was your parameter to GetAssetsByClass ?
I don't use this function
It always retuns 0 assets no matter what class
I use GetAssetsByPath
This is the only one that actually returns valid list of assets when I deal with pak files
Alright so i'm thinking you didn't use the proper parameter, but that's a separate issue
Cast<UBlueprint>(Asset.GetAsset())->GeneratedClass.Get()->GetName() returns valid Blueprint class names for me
So Cast<UBlueprint>(Asset.GetAsset())->GeneratedClass.Get() should work for spawning
Wait I just found some issue here.
I'll be back in a few minutes, I'll tag you
So it works only for the few actors that are pure blueprints
but not for blueprints that derive from my own C++ actors classes
What's your code like now ?
Okay that GeneratedClass.Get() property works. Now what's left is to test it with pak files
@mellow bane wow, again, that stuff works in editor etc, but when game is packaged with pak file, all I get is:
LogUObjectGlobals: Warning: Failed to find object 'Object /Game/Blueprints/Entities/PlayerBase.PlayerBase
So it finds the assets, but it doesn't seem like they are ready or something. I placed a bunch of additional logs to see where that happens
Maybe they aren't loaded.
As far as I know they are being loaded asynchronously, which would make sense.
But at the same time, I call that code during game mode StartPlay
So I believe everything is loaded up by that time
Hard to understand more without the code, but well. In any case, what I personally do is use UDataAsset subclasses (and in-editor asset subclasses of those) for root content discovered in the asset registry. These assets have TSoftClassPtr<AMyClass> BlueprintClass pointers on it as UPROPERTY, so I can use the class picker in the content browser to assign Blueprints. I can subsequently do BlueprintClass.LoadSynchronous() and then SpawnActor(BlueprintClass.Get()).
Perk of this process is that you just need to package the data assets, used content will be linked automatically ; and you only load when needed.
for (FString& path : m_blueprintDirectories)
{
TArray<FAssetData> assets;
Registry.GetAssetsByPath(FName(path), assets, true, false);
UE_LOG(LogTemp, Warning, TEXT("Assets found in blueprints folder %s: %d"), *path, assets.Num());
for (FAssetData asset : assets)
{
UObject* pAsset = asset.GetAsset();
if (!IsValid(pAsset))
{
continue;
}
UE_LOG(LogTemp, Warning, TEXT("Found asset: %s"), *pAsset->GetName());
UBlueprint* pBlueprint = Cast<UBlueprint>(pAsset);
if (!IsValid(pBlueprint))
{
continue;
}
UE_LOG(LogTemp, Warning, TEXT("Found blueprint: %s"), *pBlueprint->GetName());
UClass* pBlueprintClass = pBlueprint->GeneratedClass.Get();
if (IsValid(pBlueprintClass))
{
UE_LOG(LogTemp, Warning, TEXT("Found blueprint class: %s"), *pBlueprintClass->GetName());
FString className = asset.AssetName.ToString();
UE_LOG(LogTemp, Warning, TEXT("Registering blueprint: %s"), *className);
}
}
}```
That's all code I've got in there.
m_blueprintDirectories is list of paths, but really I only have one path at the moment.
Let me check something here
Sure
I just set up 20 seconds timer, just to eliminate timing, so I loaded these assets 20 seconds after game started. I failed the exact same way.
Yeah I have the same issue. Warning: Failed to find object 'Object /Game/Gameplay/BP_GameMode.BP_GameMode'
Yay, at least I'm sure that I didn't break it
Any clues? Can we consider this a bug?
Okay, so I just found my old project version from like 6 month ago, I don't remember exactly what engine version it used, I believe somewhere around 4.21. I had my game packaged and deployed WITH pak file. And it worked across all machines of the people that tried it. And that code about finding these blueprint classes hasn't changed in my codebase since then.
Which version is this ?
4.25
Yeah, me too. It's possible that it's a bug.
Have you got some older engine versions on your machine, so you could check it? Because I don't, and it will take ages before I download it
Nope
Crap, my old packaged version of the project was built on 4.20
(On 4.20) I deployed my project's Client and Server with server running on Linux machine in the cloud. All packaged using pak files.
Hey guys I have a question with regards to actual physical file size. If I have imported a 4K texture, but I have it set to be at a maximum in game resolution of 512x512, when I build my game will the texture be the size of the 4K source? Please @ if you respond
512
Youβre saying the file will be the size of the reduced 512?
So you can import textures at any resolution?
Yes
And yes, though IIRC 8K is opt-in, and more than 8K will be a virtual streamed texture
I got this error in packaging, have no idea what this means
this error gives zero context to anything
does anyone know what LogImageWrapper is??
How can I fix this error? Assertion failed: World [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Editor/UnrealEd/Private/CookOnTheFlyServer.cpp] [Line: 3594]
Hi all,
Currently getting a crash every single time I try and compile c++ for development, debug, or shipping configs (but not editor versions).
The UE4 crash window pops up on the second to last module compiling and then the build log is just stuck on that penultimate module.
Log in message.txt.
Top of callstack preview:
[2020.05.22-20.23.32:283][ 0]LogWindows: Error: [Callstack] 0x00007ff82faa8da8 UE4Editor-Engine.dll!TSet<TTuple<TSubclassOf<USubsystem>,USubsystem *>,TDefaultMapHashableKeyFuncs<TSubclassOf<USubsystem>,USubsystem *,0>,FDefaultSetAllocator>::FindId() [d:\build\++ue4\sync\engine\source\runtime\core\public\containers\set.h:702]
Hello, I have a problem. I wanted to use quickel on UE4, but when I use the "livelink" plugin, I get this error when importing : "No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing." PLZZ HELP
Hello. Does anyone know can I build blueprint only project with code plugin without converting project to c++?
If I want to update a movie that I play in my game, do I've to change it and remake the package or does it work if I just change the file in the already package folder?
Hello
I need some tips to reduce the size of the package
How big is it right now ?
Hello everyone
Today wanted to package my project after adding some plugins and Discords GameSDK and got some errors, naturally i assumed it was cause by them.
So I created an empty project and was going to add the plugins one by one.
But when I built the Empty Project (ThirdPersonTemplate), before adding any of the plugins I got the same errors...
I have been able to package with this Engine version (4.25 built from source) before.
Here is the Output Log:
What I could gather from it is, that there might be a problem with my dependencies?
The HoloLens stuff does not make to much sense since I haven't touched any of that, at least to my knowledge...
Ps: concerning the Error for the Windows assembly, the referenced file is present in that path.
@mellow bane it's around 280 MB
I actually searched for how to reduce the package size and i managed to reduce it a little bit
But the engine folder is still quite big
It is 200 MB
That's weird, did you package with debug symbols maybe ?
I have packaged my project for windows 32 bit Shipping and for distribution and sent a zipped version of it to my friend and when he tries to launch it he gets this error message. but no one else is having this issue. What could be causing this and how could I fix it?
@burnt lion The engine folder should only be 20MB on PC. If it's bigger you might have PDB files there - these are safe to remove, there's a "debug symbols" option in packaging settings IIRC
ok thanks
Getting this error while packaging:
D:\UE_Games\UE_4.25\Engine\Source\Runtime\NavigationSystem\Public\NavAreas/NavArea.h(10): fatal error C1083: Cannot open include file: 'NavArea.generated.h': No such file or directory
@mellow bane i didn't find the PDB files in the engine folder
Hello guys I decided to package my version and i got this error:
I checked now the forum and I saw that this problem happens because I change the name of the game directory, I changed the one folder name, But I don't remember what was the previous name
what to do now?
disclaimer: total noob here so forgive me if the question is stupid
tried to package my game for the first time. It failed and the output log said something about VS 2019 C++ module. do I have to install it to package my game?
when you install VS I know that you need to install some packages to can package games in ue 4
Just C++ support basically
about my problem?
Rename it to your project's name
how long should "cooking" packages take? I left my computer for a while and came back to
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 385 Packages Remain 1943 Total 2328
it hasn't changed for a while now
I restarted it and it seems to be stuck on the exact same 385 packages remaining part
@open rapids The Errors say there is not enough space on your disk...
Error: Failed to identify the asset package that '/Game/MyEnumType' belongs to.
How do I set an asset package for a specific file?
The derived data cache is on C
You have the full path printed right before the error
why the path is on C?
Because that's where Windows put app data.
Whilst packaging on a remote build server I get this warning failed to load '/Script/EnvironmentQueryEditor': Can't find file. which is throws on a EnvironMental Querry. I've tried enabling the Environmental Querying System setting on the Engine on the build server, but the warning persists. Anyone got any Idea?
I ran into a weird error today where upon packaging the build completes successfully but the resulting .exe when run doesn't open at all. Scoured the forums a bit and saw some people with similar errors that were fixed by disabling Avast which I am not running but have tried disabling my own firewalls and antivirus with no success. Also checked the .exe on other computers and result is the same. I have tried uninstalling and reinstalling the unreal prerequisites and checking I had VS .NET up to date cause saw that mentioned somewhere too. If anyone has encountered this before and either found a solve or can give me an avenue to look down that would be appreciated as I am at a bit of a loss.
Does it run on your machine ?
Then it's neither redistributables nor antivirus imho
Maybe a bug in the game
Or missing content that's actually required
I have got a few warnings in the build that I am chasing up but that usually hasn't caused an issue like this before. Thanks for the advice.
Do a Development package and get the log, too
total noob here, just testing things around with Unreal engine, trying to get a feel for how things work in it.
made a few small things, wouldnt package. so i made a new project from template. and just to see if that does work, nope. (unless even a template should take a long time to pack)
- tried to google that IncrediBuild error. google gave me 1 result, and not a very useful one\one i understood.
what am i missing?
i see, Alright.
is there an way to estimate\benchmark how long packaging a template it would take? (ot something of this sort)
(as in should i go do something else for a few hours?)
i7 4Gen and 16 GB of ram if it helps.