#packaging

1 messages Β· Page 36 of 1

humble pollen
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I'll look into it. Thank you.

glossy haven
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do you package your game for steamworks with pak compression enabled or disabled?

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steamworks advises against compression but if I don't, the size of the downloaded game is double

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(players obviously won't have to download 2x as much since steam does its own compression)

mellow bane
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Enabled

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UE4 pak compression supposedly works on a per-asset basis, rather than on the full pack

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Since the heavy assets are binary, they usually change entirely when you change them at all, so compression does not make it much worse

glossy haven
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thanks!

midnight leaf
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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.

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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

pearl thorn
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Does UE4 support creating patches instead of having people completely redownload the new version?

glossy haven
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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

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looked far and wide but can't find them anywhere

mellow bane
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%LOCALAPPDATA%/ProjectName/Saved/Logs

glossy haven
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sorry sohuld'

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should've been more specific - I have them on mine but not on a friend's computer

mellow bane
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Well, how do you know

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That the logs work in shipping ?

glossy haven
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he can't find it there

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and I have them on mine

mellow bane
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Does the game even run there ?

glossy haven
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nope, that's what I'm trying to debug

mellow bane
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Alright, so that makes sense

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Doesn't run, no logs

glossy haven
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no error, no window, nothing

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presses Play on steam, then about 3 seconds later it switches back to Play

mellow bane
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Let's start with step # 00001

glossy haven
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wait

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hold on

mellow bane
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Did you setup the VS redistributables on Steam ?

glossy haven
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my thougths exactlty

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doing that now

mellow bane
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Most common reason for "packaged game doesn't run"

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pretty much the only thing that can go wrong

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DX setup, VS redist

glossy haven
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ok that was it

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whew

ancient stump
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I'm lost, tried to pack it 4 time, same problem
all my pack before this, was perfectly working

fallen topaz
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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.

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Error when packaging

fallen topaz
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My bad

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Heres how to fix it

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^^

glossy haven
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is it possible to package a selected set of assets only?

bold forge
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Hi comunity, anyone has the same issue? i would like if someone could help me to find a solution for this problem

bold forge
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forget it i just resolve installing again ue4

ancient stump
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@fallen topaz But i already have .NET Framework and VS πŸ€”

fallen topaz
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Yeah but it might be outdated

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since you need 4.6.0 or the lastest

wild basin
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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!

hollow sandal
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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"

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no errors so far... project is about 3gb... i just enabled chunking and pak file compression before the packaging

slate lagoon
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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?

slate lagoon
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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.

grand trench
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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

stray current
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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.

mellow bane
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All learning content is entirely okay to use in any UE4 project

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Full commercial use is fine

proper leaf
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What's the simplest way to package a project with the editor? I can't seem to stop it using the "WindowsNoEditor" profile

mellow bane
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@proper leaf What do you mean, package with the editor ?

proper leaf
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I'd like end users to be able to use the editor to make new levels

mellow bane
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This is neither possible, not allowed in the UE4 license

proper leaf
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oh?

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so when making a game with unreal it is impossible to allow your users to create content with it?

mellow bane
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It is impossible to release it with your game

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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

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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

proper leaf
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Can they use the normal, public editor to make content somehow?

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I don't have any need for the editor to be special or unique for this project

mellow bane
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Of course, you will only need to provide them with your source project instead

proper leaf
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Ahh

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right

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so

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Paradigm shift

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What im trying to do is make a freely available virtual table to thing

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But that means that any "DMs" will have to be able to build their own set ups for their games

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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?

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Can they package it once and then include new content for each new game as a pak file rather than a whole new build?

mellow bane
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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

proper leaf
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Okay, so

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I package the game

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they send that to their players

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Then they get the project, make a patch with their own levels

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they also send that too their players

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Like that?

mellow bane
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I guess

proper leaf
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Okay, thank you very much

craggy thicket
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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.

balmy steppe
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Hi I need help desperately. My game won't package with physics, all my spawned actor that are supposed to be ragdollaa re kinematic

balmy steppe
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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

flat remnant
distant prairie
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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.

spare acorn
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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?

humble oyster
bleak latch
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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

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Thank you πŸ™‚

jovial oasis
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emm hi guys

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how do i package my asserts 4 store?.

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pls ping me is u can help.

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πŸ™‚

silent grail
brisk seal
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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?

vestal breach
plucky wind
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If you have time, please see if you know of a solution, I have tried all the ones suggested on the forums

brisk seal
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so this channel is a bunch of devs asking for help and nobody answering, lol

undone turret
dull phoenix
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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?

undone turret
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@dull phoenix that's long but if your project is big should be fine

dull phoenix
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So I set to exclusive and added custom BP and components.

undone turret
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@silent grail disable any plugins (especially out of date ones) one of my plugins seems to have been the culprit

dull phoenix
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You can nativize BP, interfaces and components, right

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anything else.

undone turret
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@dull phoenix i nativize everything lol

dull phoenix
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I will do that once my project is small. I still have unused assets.

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Now I'm handpicking just to test if it works

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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

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Is that mean I have to include that file as well. let's try

paper oracle
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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?

waxen knot
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sorry if this was off channel

steel saddle
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i keep getting this error? anyone find a solution for this?

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or:
UATHelper: Cooking (Windows): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path)

undone turret
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@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

steel saddle
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thank you @undone turret is there a site where i can compress all my code for free?

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im mean the error dialog*

undone turret
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@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

steel saddle
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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?

vital narwhal
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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"

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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

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Oh wait it's there twice, something is bad about your 4943rd cooked package, presumably something with a soft reference

steel saddle
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how do i attach to the cook, and i should compile in visual studio first as it packages? is this something i can fix?

dreamy phoenix
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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).

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Was cooking via the ProjectLauncher.

graceful valve
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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.

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||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.||

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Does anyone know how to fix this?

hidden atlas
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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?

mellow bane
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Remove GLSL_430 from your defaultengine.ini

hidden atlas
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Ahh, thanks!

graceful valve
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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".

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Does anyone know what this means?

oak wren
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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

ancient stump
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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

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I'm lost, tried to pack it 4 time, same problem
all my pack before this, was perfectly working

open rapids
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Hey, which arguments is for cook client without server? My cook always do server cook... :>

fading belfry
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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 πŸ™‚

misty torrent
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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?

mellow bane
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It's likely not allowed by the license, since the editor DLL probably contains editor code

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Though I wouldn't be 100% sure

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It's definitely not possible to distribute the editor itself

misty torrent
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I saw the ARK editor for example. How did they distribute the editor?

mellow bane
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Through the Epic Games Store, the only medium allowed

misty torrent
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so you need a custom license to distribute a precompiled editor version?

mellow bane
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Not really a custom license but a distribution agreement for your mod kit with Epic Games

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You'll upload a prebuilt version of the editor etc

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Create a store page for it, though it will be free for everyone

misty torrent
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ok, it was just a curiosity. Thank you for the help!

ancient stump
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Hi, still have my problem explained higher here, if someone can help πŸ™

mellow bane
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Does this happen on the machine used to package, or another one ?

ancient stump
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Yes, same PC, same SSD

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And it's not my first pack, every other pack was working perfectly

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Holy crap

mellow bane
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Makes sense

spare acorn
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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?

oak wren
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can someone help me fix this? LogInit: Display: LogObj: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: False

brave schooner
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How do I launch a cooked map that I put in my content folder after packaging the game?

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Trying to add support for community-made maps

wild basin
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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 ?

glossy haven
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@mint sapphire are you zipping up the entire game directory?...

mint sapphire
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In a word, yes. Because he wants the .exe and the source files.
In a .zip.

glossy haven
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at least skip the .vs folder

mint sapphire
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Bit late now, I have 2 minutes to get this thing in

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Damn. The zip just failed.

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I'm going to get a 40something on the assignment because the zip took too long and then failed.

mellow bane
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Good old blaming the tools

open rapids
mellow bane
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open takes an IP address, level name, or even session name IIRC

left eagle
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Is test client configuration still a thing in 4.24? Shipping and development work but test seems mia.

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nevermind it's only for source builds πŸ€¦β€β™‚οΈ

dusk briar
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how can I make it so that all content doesn't get recooked with every build?

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cause if I change nothing but code it's a waste of time

mellow bane
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It's a thing by default

dusk briar
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it just keeps cooking everything again with every time I launch the project

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am I doing something wrong

pale tangle
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hello, I've got a few questions about unit testing, functional testing and CI with TeamCity, is it the right channel ?

shy lodge
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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."

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We are using 4.24

mellow bane
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Sounds like you enabled unreal studio at some point

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Datamith and all that stuff

shy lodge
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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?

mellow bane
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Basically Datasmith can't be packaged IIRC

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I think I saw some projects failing to package on that, but that's not your case so.. fine ?

shy lodge
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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.

glossy haven
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has anyone set the error reporter up to be sending crash reports to your server instead of epic's?

mellow bane
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Some people did, just change the URL, recompile the engine from source and reverse-engineer the format !

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It's not exactly a great experience

violet nest
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Hi guys, let's say I've a Slate folder with images, how can exclude that folder from a server build?

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Or how can I add the folder to all targets except server build?

open rapids
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packaging for android, get these errors. anyone know where I might begin resolving ? packages fine for windows

open rapids
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Hello.

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How would I include something in the packaged build?

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Lets say I want to package the game with a txt file in it. How would I go about doing that?

tall monolith
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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 unpaсk 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.

shy lodge
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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 aren’t accessible by the end user and secondly how would you achieve this? Not really something essential but would be nice if it is possible

mellow bane
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It's probably possible with some effort (customized / custom video player) but not exactly easy or useful

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Paks can be accessed by users almost as easily

shy lodge
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That is true, not to worry we will just leave it as it is for now then

mellow bane
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I had this discussion with one of the lead Destiny devs who basically said, leaks & pak extraction on PC is inevitable

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So they don't give a shit

open rapids
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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.

worthy silo
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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?

neon holly
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Hey together! ^^

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Can someone help me?^^

vital narwhal
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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?

floral mason
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can anyone help me with my pc freezing when packaging?

feral smelt
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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

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anyone know if I can fix it?

olive mirage
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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?

iron wraith
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Hello Any one packaged for IOS on 4.24 ?

gilded cedar
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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.

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So I'm afraid its stuck for some reason.. but don't rly want to cancel it πŸ˜›

winter karma
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Hello , i keep getting " packaging failed" when i activate pixel streaming , is there a fix for this ? i'm using the 4.25 preview

solar parrot
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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?

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they also were like "what EXACT components of UE4 are you using" and to that we just shrugged hahaha

celest warren
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hi, i want to send my friends an apk to let them test my demo

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do i have to package for shipping? No development package work for them i guess. It sdays no obb found

crisp patrol
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Can you hardcode a command line argument into a packaged .exe without having to make a shortcut to the .exe?

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So that if it launches through steam it will launch with the command line arg

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MyGame.exe -log for example

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Nvm you can set your own launch options via steam and put -log there

little fjord
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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

little fjord
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nvm, found the .cs file where the arguments were passed in and made some changes. seems to be working now hehe

edgy frost
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ERROR: Failed to copy I:\Nx\Engine\Binaries\Win64\UnrealCEFSubProcess.exe to I:\Nx\EpicDrill\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\Win64\UnrealCEFSubProcess.exe

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why does it even needs CEFSubprocess ?

hollow cloud
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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

wild ivy
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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.

hardy hawk
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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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What does this mean

dusk briar
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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?

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while it used to work just fine

mellow bane
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missing requirements

dusk briar
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like how?

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packaging worked just fine last friday

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how can I know what's' missing?

mellow bane
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Check the logs

dusk briar
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there's no logs I think, I literally just press the package button and it shows this in output

mellow bane
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usually this is because your project requires VS/WinSDK

dusk briar
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only thing that changed about my VS is that I installed Unity tools for another project I worked on

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maybe I'll just update my VS and see what happens

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rip still same

mellow bane
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Do you have C++ support in VS and a Win10 SDK ?

dusk briar
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oh great, my windows 10 SDK install somehow disappeared

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good to know

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hope reinstalling it fixes this

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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

mellow bane
#

Yea, probably

celest warren
#

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.

#

It's just a demo version to get feedback I don't need any playstore entegration or stuff

warm sequoia
glossy haven
#

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

open rapids
#

@celest warren packaging settings > packing obb inside apk option

open rapids
#

why do i get this message when i want to run my game and what do i have to do to solve it?

glossy haven
#

@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

open rapids
#

@glossy haven Ty for the explanation. What does "enough" mean here? I have around 2k downloads and also get this from steam

glossy haven
#

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

open rapids
#

i dont get it when i run the exe after packaging, only after downloading from steam/itch

glossy haven
#

downloading from steam

#

?

#

you mean pressing Play on steam?...

open rapids
#

yes

glossy haven
#

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

open rapids
#

does it matter that i have an launcher that runs the exe?

glossy haven
#

a custom launcher or the "smaller" exe that comes w/ ue4 projects

#

?

open rapids
#

custom

glossy haven
#

is steam launching that?

open rapids
#

yes

glossy haven
#

rip

#

:/

open rapids
#

hmm

#

that sucks

glossy haven
#

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

open rapids
#

Steam launches MyGameLauncher.exe which launches MyGame.exe

glossy haven
#

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

open rapids
#

ah

#

yes ofc

glossy haven
#

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

open rapids
#

i'll try that

glossy haven
#

which will in turn call your launcher

open rapids
#

thanks for the tip

glossy haven
#

...which calls the big exe

#

(that you've renamed)

#

another alternative

#

if you're running a source-built engine

open rapids
#

i do

glossy haven
#

is to modify the small ue4 launcher itself

#

k hold on let me grab the file name

open rapids
#

is that only a ue problem? i downloaded a lot of demos on itch and never noticed this

glossy haven
#

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

open rapids
#

so everytime i make a patch i'll have to deal with this again?

glossy haven
#

and companies are making big dough selling these so-called EV certs

open rapids
#

or is the "small" exe not updated only the pak

glossy haven
#

if you use steam and do what I've outlined above, you won't

#

let me find the file hold on

#

BootstrapPackagedGame.cpp

open rapids
#

what do i have to edit in that file?

glossy haven
#

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

open rapids
#

thanks, i'll try it

glossy haven
#

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

open rapids
#

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/…/Setti…/Blueprints/index.html). Any idea how I can fix this ?
Thanks for the reply !

formal salmon
#

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.

fleet ridge
#

were does unreal store launchprofiles? doesn't seem to be within the projectfolder?

fleet crest
#

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?

elder galleon
#

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.

elder galleon
#

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.

civic shore
#

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?

lyric tulip
#

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

mellow bane
#

As long as you correctly set the list of maps to package in packaging settings, all unused files will be removed

lyric tulip
mellow bane
#

Somewhere in there.

lyric tulip
#

Okay thanks!

forest crow
#

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

forest crow
#

nvm, figured it out

#

the paths for the nativize was wrong

lyric tulip
#

I’ 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?

mellow bane
#

Textures, often lightmaps if you have static lighting

#

Make sure you package using the list of maps

lyric tulip
#

Yea I’ve static light, it’s better on movable?

mellow bane
#

Movable lights have much worse performance and quality

lyric tulip
#

List of maps is good now! Only my 2 maps used

mellow bane
#

Static lights look better, perform better, and have a larger package size

lyric tulip
#

Ok so probably the light, I’ve a lot of pointlight!

mellow bane
#

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

lyric tulip
#

Is there a way to get the size of the light

mellow bane
#

Check the _builtdata file

lyric tulip
#

Okay thanks!

lyric tulip
#

My BuildData file are 245 282 Ko

mellow bane
#

So it's about 1/3 of your pack size, which is par for the course

lyric tulip
#

I'm going to re-check my textures size

mellow bane
#

What does that game look like, what's the platform ? 800MB sounds like a modest game these days, unless you're on mobile

lyric tulip
#

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

mellow bane
#

Alright, but keep in mind this is nowhere near unreasonable

lyric tulip
#

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

mellow bane
#

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

lyric tulip
#

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?

mellow bane
#

Most definitely not

#

Textures will likely be 95% of the package

#

Videos aren't in the pak at all AFAIK

lyric tulip
#

Oh okay so focus on the texture!

mellow bane
#

Video can usually be reencoded to lower settings too, you can have the same video use 100KB or 100MB

lyric tulip
#

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

mellow bane
#

Which is a terrible thing

#

Because it will also have no level of detail

#

Ah, sorry, let's switch channels

opaque ginkgo
#

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.

open rapids
#

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?

mellow bane
#

UE4 can easily go down to less than 100MB with no content, less than 50 with more effort

#

Most important thing is to set up the list of maps to package

#

Usually halves the size for marketplace users

lyric tulip
#

810Mo now

#

Maybe i should try to compress the game file rather than reduce the package size

mellow bane
#

Won't be useful

#

The package is already compressed, and compressed data compresses terribly

lyric tulip
#

Indeed, 810Mo to 673Mo, but it's already better!

limpid jasper
#

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 ?

steel saddle
#

does anyone know how to fix this error?

stark marsh
#

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.

stark marsh
#

deleted engine intermediate folder, regenerated project files and rebuilt and now it works.

dusky fossil
#

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.

ebon pendant
#

do i need visual studio 2017 for packaging

#

pls help

uneven pagoda
#

Looks like you need to install the C++ component for Visual Studio 2019

graceful valve
#

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!

simple zephyr
#

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 😦 Do you have any idea how to debug it?

#

ue4.21

#

Only hardware cursors working 😦 software doesnt

opaque ginkgo
#

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.

worn badge
#

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?

vital narwhal
#

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

worn badge
#

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

celest warren
#

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?

dusk orbit
#

hm. it doesnt spawn the player object when I build the game, any help?

#

spawning relies on level blueprint

glossy haven
#

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

dusk orbit
#

any help?

crisp patrol
#

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?

brittle briar
#

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?

lean hornet
#

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

cinder apex
#

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.

formal socket
#

if i zip the project inside unreal, and send that zip to another person. will he have to rebuild all the texture links?

cinder apex
#

I don't think so

#

Are you sure all the assets was in that project folder?

rose robin
#

hi, does anyone have any experience with DLC in Unreal?

#

i have been doing a lot of tests but no luck

uneven swallow
#

@me if someone help him because even i don't know how to make dlcs

cinder apex
#

Oof

#

You built for mobile? Android?

#

That's a tough one.

#

You'll have to do some special debugging

#

Getting a log when it crashes might help

#

be prepared to tear your hair out, though...

cinder apex
#

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

keen folio
#

**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?

lyric tulip
#

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? πŸ™‚

keen folio
#

try console command:
r.vsync 1

lyric tulip
#

Before package?

keen folio
#

add it somewhere in your game logic or in config file, test it if anything changed

lyric tulip
#

Okay i'm gonna try that thx

keen folio
#

try to add the line to
Defaultengine.ini
After:
[/Script/Engine.RendererSettings]
r.vsync=1

lyric tulip
#

Ican't find Defaultengine.ini, is it in the package folder or Unreal project folder&

keen folio
#

project/config

lyric tulip
#

Thanks a lot!!!

thorny shard
#

i have aproblem when built. the exe closes inselfs saying sth with kernel 32

#

right now im installing debugging symbols

ashen torrent
#

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.-
vital narwhal
#

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

ashen torrent
#

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.

slate lagoon
#

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

latent oak
#

Can u run 2
32bit on 64bit computer?

latent oak
#

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

slate lagoon
#

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

slate lagoon
#

Ahhhhhhh - apparently don't pass a TMap (even a simple one) via dispatcher.

midnight leaf
#

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

latent oak
lyric tulip
#

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?

balmy steppe
#

Do you have the maps specified for packaging?

#

@lyric tulip

lyric tulip
#

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

balmy steppe
#

I thought it was a widget in a different map my bad

lyric tulip
#

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 😦

latent oak
#

Lol rip

lyric tulip
#

Yea 😦 If someone has an idea, @ me

forest crow
#

anybody else getting a virus threat in unreal engine 4.25

#

when packaging =?

jolly pawn
#

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

fierce arrow
#

(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

lyric tulip
#

@jolly pawn OMG thanks....!

jolly pawn
#

I've had the packaging fail before because of those splash images lol

#

the engine is very specific

lyric tulip
#

Yea it was so simple haha

jolly pawn
#

unreal needs a "FIX ALL THINGS" button

latent oak
#

can someone help me

jolly pawn
#

what's your issue @latent oak

latent oak
#

hi im trying to package in html5 and this what i got when failed...

#

@jolly pawn thats my log and issue

jolly pawn
#

do you have visual studio installed?

latent oak
#

yeah

#

which one do i need for 4.23

#

maybe i need diffrent visual studio

pine oak
#

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?

jolly pawn
#

@latent oak 2017 I think

latent oak
#

k ty

#

@jolly pawn it says i have it

jolly pawn
#

you might need to google for html5 packaging errors

#

I read something about unreal not supporting html5 anymore

latent oak
#

yeah it says later versions but think thats after 4.23

mellow bane
#

Yes, it was removed in 4.24

leaden storm
#

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?

blazing birch
#

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]?

viscid robin
#

Does anyone knows why FloatCurves from animation files disappear once the project is packaged? Any solution to this issue?

latent oak
#

@mellow bane does that mean my 4.23 version should work

latent oak
#

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

brisk thunder
#

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 😦

mellow bane
#

@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)

humble pulsar
#

Hey when i want to launch or pack my game this kind of error popup (when i playing in editor it works good)

earnest birch
#

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 ??

brisk thunder
#

@mellow bane perfect info! Thanks πŸ˜„

mellow bane
#

@earnest birch Probably their game mode has dependencies, like a particular pawn class

earnest birch
#

but i didnt change anything @mellow bane

#

but the name of the file

mellow bane
#

But you copied the Blueprint from another project, right ?

earnest birch
#

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

mellow bane
#

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

earnest birch
#

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

mellow bane
#

Usually you're right, it's a top object, though you never know how a developer made it

earnest birch
#

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

rigid dirge
#

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

open rapids
#

What is the difference between "By the book" and the other options?

#

it says it cant find the nodes from the plugin

open rapids
mellow bane
#

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

open rapids
#

I have used 4.25 and assets are from 4.24 i guess

#

But why they are not working?

mellow bane
#

No, the opposite is happening here

open rapids
#

Cant

#

There is no newer version πŸ™‚

mellow bane
#

Sure there is

open rapids
#

Have used the newest version from the github repo lol

mellow bane
#

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

open rapids
#

Hmm what can i do now?

mellow bane
#

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

open rapids
#

What

#

Its an official plugin

#

It tells me every startup that it was designed for 4.24

mellow bane
#

But you saved them in 4.27

#

Which is what dev-rendering is, basically

#

So now they need that to open

open rapids
#

So how do i revert them?

#

Because there is no previous version

mellow bane
#

Use your source control software

open rapids
#

You mean i must grab dev rendering branch?

mellow bane
#

No, I mean you revert the changes to your assets with your version control software

open rapids
#

From the whole engine??

#

Cant because there is no previous version

mellow bane
#

Then you'll have to recreate these assets

#

And hopefully you learned that version control with hourly commits is required

open rapids
#

Maybe you missunderstand

#

Its a plugin

#

Not made by my own

#

So there is not a previous version i can go to

mellow bane
#

If the assets are not yours, and come from a plugin, just reinstall the plugin

#

I think you misunderstood the issue tbh

open rapids
#

Ok so i can install it in 4.24 and open it then in 4.25?

mellow bane
#

That's not your issue

#

I'll explain one last time

open rapids
#

But it will solve it?

mellow bane
#

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

open rapids
#

ah okay

#

i copy all files from a different project made with the 4.25 version

#

think this will fix the issue

mellow bane
#

And then you can get yourself Git or Perforce or SVN

open rapids
#

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

mellow bane
#

Dunno, way too many errors in that project tbh

open rapids
#

mainly all are from one issue

#

that the nodes are not available during build

mellow bane
#

No idea

open rapids
#

okay, thx anyways πŸ™‚

#

helped me to find out the reason πŸ™‚

open rapids
#

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

mellow bane
#

Packaged projects don't contain the project file

open rapids
#

Also, initially I tried packaging as development for standalone game but it didn't open the game when clicking on application ??

mellow bane
#

Use Dev or Shipping for packaging

#

Test is only avaialble in source

rare totem
#

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 πŸ™‚

vapid ice
#

Hi guys, is it possible to package a game so the textures would be exposed in a folder and i could replace them?

mellow bane
#

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

vapid ice
#

That will do, thanks alot πŸ™‚

onyx bay
#

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.

mellow bane
#

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

onyx bay
#

thank you ill check that out!

mellow bane
#

And tweak them so that players can change the texture quality slider in your game and have the pool size driven by that

onyx bay
#

cheers

#

hmmm my project doesn't have any Scalability .ini files anywhere that I can see

mellow bane
#

BaseScalability is in engine

#

Default would be created by you

onyx bay
#

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?

mellow bane
#

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

open rapids
#

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?

rose robin
#

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

sharp saddle
#

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!!

fair pike
#

iirc i had to add the target somewhere and rebuild the engine

sharp saddle
#

sounds like fun

fair pike
#

i am working from the github master though, not the downloaded version from the launcher 😦

sharp saddle
#

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

fair pike
#

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...

sharp saddle
#

Let me check

#

yes I do

#

do I need to include it somewhere?

fair pike
#

not sure, I'm digging through what i did

sharp saddle
#

thanks for the help!

twilit fern
#

Can the game splash be whatever size we want?

sharp saddle
#

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

fair pike
#

maybe. i made git angry so it's taking me a bit

sharp saddle
#

annnddd that was it!

#

thanks a bunch for your help

fair pike
#

nice xD

sharp saddle
#

sorry if I mangled your git haha

fair pike
#

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 =\

twilit fern
#

error: Failed to identify the asset package that"MyEnum" belongs to

#

How do I set this to be apart of an asset package?

balmy steppe
#

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

mellow bane
#

Which UE version ? IIRC 4.23 has a bug on fullscreen

woeful timber
mellow bane
#

Compile before you launch

woeful timber
#

Alright

#

Nevermind it wasnt building because visual studio was out of date,

#

Oh wait nevermind still doesnt work

mellow bane
#

What are you doing exactly ?

woeful timber
#

Im packaging my project for windows 64 bit

mellow bane
#

Alright, so how are you doing it ?

woeful timber
#

wdym

mellow bane
#

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

woeful timber
#

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

mellow bane
#

So to clarify, you did File-> Package -> Win64 ?

#

And then launched the produced executable in the folders you picked ?

woeful timber
#

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

deft pecan
#

hey guys, can anyone tell me why custom created collision types arent working anymore after packaging??
or has anyone ever came across that

woeful timber
#

same thing is also happening with me too

#

@deft pecan

wispy tendon
#

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 []```
mellow bane
#

@woeful timber Well, check the output log for compile errors and fix them

reef bridge
#

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!

balmy steppe
#

@mellow bane I'm using 4.24 is the bug still in there?

mellow bane
#

No

lean roost
#

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

abstract escarp
#

I’ve experienced REALLY bad performance from a packaged build in 4.25 compared to 4.24 - has this happened to others?

#

Packaging for windows

deft pecan
#

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?

hazy spruce
#

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

proven glade
#

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

wispy tendon
#

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
#

nvm

keen folio
#

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

wispy tendon
#

no its was a mesh

mellow bane
#

It's a packaging issue, no user code is involved here

keen folio
#

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

mellow bane
#

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

delicate bough
#

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?

mellow bane
#

Where is that file exactly ? Save files should be in Saved and won't be packaged

delicate bough
#

\Documents\Unreal Projects\CW\Saved\SaveGames

#

I removed it from there and It is still using the save in the packaged version

mellow bane
#

Did you package as Shipping or Development ?

delicate bough
#

shipping
and checked "for distribution"

mellow bane
#

Then I think your problem is not that, because the contents of Saved are never packaged

delicate bough
#

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

mellow bane
#

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 ?

delicate bough
#

Yes

mellow bane
#

Check in %LOCALAPPDATA%/ProjectName/Saved to check the actual save files (you should clear this folder when you want to simulate a first installation)

delicate bough
#

okay I found the save files. and that has worked. Thank you!

feral smelt
#

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

hazy spruce
#

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?

spice flower
#

how do I get it to ignore warnings when I delete content?

#

any help would be highly appreciated πŸ‘

#

this happens when I Cook for Windows

spice flower
#

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.

spice flower
#

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.

slim pebble
#

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

mellow bane
#

@slim pebble How did you conclude, that they were not included ?

mighty pivot
#

the map specified on the command line could not be found

#

this is the problem i have ^

hazy spruce
#

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

slim pebble
#

@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.

slim pebble
#

So my project's blueprints are fine if not using .pak file

mellow bane
#

@slim pebble Show the code

#

For retrieving the assets

slim pebble
#

        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.

mellow bane
#

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

slim pebble
#

It does, it is included during packaging

#

From what I see online, there is some path mismatch when .pak file kicks in

mellow bane
#

or LoadBlueprintsFromPath just loads Blueprints aka editor assets

slim pebble
#

And UObjectLibrary uses asset manager under the hood.

mellow bane
#

What's the path here ?

slim pebble
#

/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

mellow bane
#

Should not change anything

slim pebble
#

I agree

mellow bane
#

I'd look at LoadBlueprintsFromPath not loading generated classes

slim pebble
#

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

mellow bane
#

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

slim pebble
#

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

mellow bane
#

Alright, then can you open the Paklist file in %APPDATA%\Unreal Engine\AutomationTool\Logs<version> ?

#

And triple check that these Blueprints are there ?

slim pebble
#

Where do I look for it if I have custom engine built

mellow bane
#

<Source build folder>\Engine\Programs\AutomationTool\Saved\Logs<version> IIRC

#

You're looking for PakList_Projectname-WindowsNoEditor.txt

slim pebble
#

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"

mellow bane
#

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

slim pebble
#

I am thinking, how the hell can I debug it

mellow bane
#

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

slim pebble
#

Guess what

#

Registry.GetAssetsByPath actually returns 6 assets in my directory

#

Which is 100% correct

#

How do I then retrieve UBlueprintGeneratedClass from FAssetData?

mellow bane
#

@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

slim pebble
#

Casting GetAsset()->GetClass() to UBlueprintGeneratedClass is nul

#

null

#

So GetAsset()->GetClass() name is "Blueprint"

#

and I can't spawn my actors using it.

mellow bane
#

So it's a UBlueprint

#

Call GetBlueprintClass() on it ?

slim pebble
#

on that class?

mellow bane
#

Cast<UBlueprint>(Asset.GetAsset())->GetBlueprintClass()

slim pebble
#

Yeah, but is UBlueprint giving me possibility to then spawn actor using it/

#

?

#

Sorry, I am not very familiar with these interfaces

mellow bane
#

What I just wrote returns an UClass for use with SpawnActor etc

slim pebble
#

Okay so, I cannot spawn anything using this class

#

It throws
LogSpawn: Warning: SpawnActor failed because BlueprintGeneratedClass is not an actor class

mellow bane
#

Well, what's Cast<UBlueprint>(Asset.GetAsset())->GetBlueprintClass()->GetName()?

slim pebble
#

"BlueprintGeneratedClass"

mellow bane
#

Asset.GetAsset()->GetName() is a valid Bluerprint in your game right ?

#

Asset.AssetName should work too

slim pebble
#

Yeah

#

Asset.AssetName is correct

#

I just checked what is in Cast<UBlueprint>(Asset.GetAsset())->BlueprintDisplayName

#

and apparently, it's empty

#

Althought cast is valid because I did validity check and it passes

mellow bane
#

What was your parameter to GetAssetsByClass ?

slim pebble
#

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

mellow bane
#

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

slim pebble
#

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

mellow bane
#

What's your code like now ?

slim pebble
#

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

mellow bane
#

Maybe they aren't loaded.

slim pebble
#

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

mellow bane
#

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.

slim pebble
#

    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.

mellow bane
#

Let me check something here

slim pebble
#

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.

mellow bane
#

Yeah I have the same issue. Warning: Failed to find object 'Object /Game/Gameplay/BP_GameMode.BP_GameMode'

slim pebble
#

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.

mellow bane
#

Which version is this ?

slim pebble
#

4.25

mellow bane
#

Yeah, me too. It's possible that it's a bug.

slim pebble
#

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

mellow bane
#

Nope

slim pebble
#

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.

short aurora
#

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

mellow bane
#

512

short aurora
#

You’re saying the file will be the size of the reduced 512?

#

So you can import textures at any resolution?

mellow bane
#

Yes

#

And yes, though IIRC 8K is opt-in, and more than 8K will be a virtual streamed texture

brisk seal
#

this error gives zero context to anything

brisk seal
#

does anyone know what LogImageWrapper is??

errant gulch
#

How can I fix this error? Assertion failed: World [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Editor/UnrealEd/Private/CookOnTheFlyServer.cpp] [Line: 3594]

dreamy panther
#

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]

prime smelt
#

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

delicate hatch
#

Hello. Does anyone know can I build blueprint only project with code plugin without converting project to c++?

lyric tulip
#

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?

burnt lion
#

Hello
I need some tips to reduce the size of the package

mellow bane
#

How big is it right now ?

steady meteor
#

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.

burnt lion
#

@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

mellow bane
#

That's weird, did you package with debug symbols maybe ?

delicate bough
#

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
#

@mellow bane what are debug symbols?

#

Also I'm using version 4.21

mellow bane
#

@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

burnt lion
#

ok thanks

faint chasm
#

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

burnt lion
#

@mellow bane i didn't find the PDB files in the engine folder

open rapids
open rapids
#

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?

dusk path
#

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?

open rapids
#

when you install VS I know that you need to install some packages to can package games in ue 4

mellow bane
#

Just C++ support basically

open rapids
#

about my problem?

mellow bane
#

Rename it to your project's name

open rapids
#

So this should be equal to this?

dusk path
#

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
#

I renamed it but I can't package it

steady meteor
#

@open rapids The Errors say there is not enough space on your disk...

twilit fern
#

Error: Failed to identify the asset package that '/Game/MyEnumType' belongs to.

#

How do I set an asset package for a specific file?

open rapids
#

really? I have 115gb free space

#

@steady meteor

#

I package in disk E

mellow bane
#

The derived data cache is on C

#

You have the full path printed right before the error

open rapids
#

why the path is on C?

mellow bane
#

Because that's where Windows put app data.

open rapids
#

so?

#

what I need to do to can package the game?

mellow bane
#

Free up some 50GB on your C

#

Or try moving the DDC

obtuse sluice
#

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?

pure fjord
#

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.

mellow bane
#

Does it run on your machine ?

pure fjord
#

No doesn't run on mine or my colleagues.

#

or my laptop

mellow bane
#

Then it's neither redistributables nor antivirus imho

#

Maybe a bug in the game

#

Or missing content that's actually required

pure fjord
#

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.

mellow bane
#

Do a Development package and get the log, too

safe spire
#

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?
mellow bane
#

No errors here, it's packaging

#

First packages are slow

safe spire
#

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.