#packaging
1 messages · Page 37 of 1
Depends mostly on how many rendering backends are marked as supported
Since shaders need to compile once for each
Alright, thank you !
hey guys
i have a question,im currently trying to test my wip game on android
yet,when i package the project for android(any,multi,etc1,any of them)packaging takes about 6-7 hours,then,my UE4 either freezes,or the packaging just gives me an error
and when i tried to use the launch feature,the app just kept crashing on my device after the UE4 logo,no errors,just the logo
and,also,im new to UE4,so,sorry if its something obvious
I dont see a option to package it to xbox one?
How and where
Get in touch with Microsoft
ID@Xbox
You'll sign a NDA, get the devkit hardware, and get access to UE4
You mean this
Its says studio name and legally registered business name etc
Well yeah
though you might be able to get through without a full company status
But publishing on XBox will cost more than $1000
why
I am saying why would it cost more than 1000 just to put it on xbox
Game ratings are mandatory on console
You still need an ESRB rating
AFAIK
Maybe it did change, but my understanding is that it will cost money to do it
Anyway, just go ahead and see
Apparently PS4 does the free IARC rating now
Maybe XBox does too
I might put it on Playstation dont know yet
Apply to the developer program of each console and see how it goes
Is there anyway to debug the packaging step?
I'm having an issue where the packaging step fails with error code 5 and I don't know where to proceed from there. The log isn't really helping me either.
Do I need xcode to build for mac?
Yes
Are there any good videos or tutorials for the Size Map tool?
I'm thinking of buying a rig to automate packaging. Does anyone know if the load is CPU or GPU sided. My thought is to skip the dedicated GPU and instead getting a Ryzen processor with integrated graphics.
Should be entirely CPU really
does anyone know why I might be stuck building a linux server? It's been more than 4 hours on a desktop PC with an i7 9th gen. I'm building the server with the UE 4.25.0 I compiled from source.
It's stuck at "Launching UAT" phase which is stuck "setting up ProjectParams"
Still running into a weird error where upon packaging the build completes successfully with no errors or warnings but the resulting .exe when run doesn't open at all. Happens to any project I have in 4.24 so long as I have the FMOD plugin enabled and disabling the plugin before packaging allows the packaged .exe to open. Anyone got experience packaging a project with FMOD that can advise on what might be causing this to happen?
Anyone experiences this issue when trying to package a windows server? I built unreal from source already.
error has occurred while receiving Error | 3536 | sz == -1Took 111.8947071s to run UE4Editor-Cmd.exe, ExitCode=-1073741571]
anyone any idea?
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.```
also see UATHelper: Packaging (Windows (64-bit)): UnrealEditorServer-TwinStick: failed to send package over the network, reason: The connection has been aborted.
does anybody have experience using different OSs for dedicated servers? i initially tried launching my game's server on Windows Server and the initialization took like 150 seconds every time. on Win 10 for workstations that time was about 5 seconds, but i'm not convinced it's the right choice for the task
doesn't sound like a packaging question tho..
Alright so I need help.. I can get my app to pack for android but when I try to start it up on my android or even different types of emulators bluestacks/nox/meme it says "This device only supports OpenGL ES 2/3 which is not supported, only supports ES 3.1+" I can't seem to find anything on the internet about it and yes these are compatable devices.. What am I doing wrong?
@fickle ridge Does the device actually supports ES 3.1 ?
What could be causing error 0x000007b happening when trying to launch packaged game?
Visual redistributables are installed, direct x is reinstalled. vcruntime etc dlls are installed
Package for development, get the log
I noticed that "open level" does not work reliable when I use "Launch -> Device"
looks like UE only packs the current level because the startup map seems to ignored as well. is there a way to fully test a game with "launch"...?
file -> package project works fine, but the launch option is more convenient
Right click uproject -> launch ?
I've never used the "Launch" option myself but IIRC it cooks the current level and starts it
anyone run into this error?
Assertion failed: !Obj->HasAnyFlags(RF_NeedLoad)
[File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/Animation/AnimCompressionTypes.cpp]
[Line: 403] Failed to load AnimBoneCompressionSettings /Engine/Animation/DefaultAnimBoneCompressionSettings.DefaultAnimBoneCompressionSettings
in AnimSequence /Game/AIBehaviorToolkit/Assets/Mannequin/Animations/ThirdPersonJump_Start.ThirdPersonJump_Start
happends when i start a packaged game in ue4.25
didn't happen in 4.24
it goes away if i check Event Driven Loading, but no idea why...(and no clue to begin with why it was disabled for my 4.24 project)
@mellow bane it is development build but it doesn't generate logs because it crashes so soon
Anyone seen this one on 4.25 during packaging? Packages without error on 4.24:
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/RenderCore/Private/RenderResource.cpp] [Line: 149]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: A FRenderResource was deleted without being released first!
Anyone who can help me out?
I've packaged a project, but the game won't launch. "Couldn't start [game].exe" CreateProcess() returned 570"
Using the binary directly, results in "this binary is damaged and can't be read"
No log files are created as far as I can tell.
Trying to debug this for hours now, and I just can't figure it out
Alright, finally found the problem. There was a single warning line in the build logs that hinted at a plugin, and deactivating that helped.
But just for future problems: any way to get logs in cases where the binary itself can't be loaded?
I need help with android packaging
I need help packaging my game, these are the warnings and errors I get from packaging. I use 4.22
(SOLVED) - Update VS 2017
Is there any possibility to pack only the assets that are used? Because my project is quite big and I have some meshes and textures that I didn't use. Migrating the maps gives me many errors :))
getting this odd error while packaging after upgrading engine version
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: SetReplicatedByDefault is preferred during Component Construction.
Set replicated by default isnt even an member of actor component
so i dont understand the error. im using the old way which was "SetIsReplicated(true);" but i cant find a new way
Yeah it's SetIsReplicatedByDefault IIRC
uhh. huh. I get a compilation error if i try that though
Still the correct function to call now
Doh! i didnt notice that what you said is different from what the error message said, its not "SetReplicatedByDefault ", its ""SetIsReplicatedByDefault " (the error message is a filthy liar)
Hi! Anyone has the issue on Layered Materials being replaced by default grey chess material in a packaged game?
Hello, im trying to package for iOS, and i get this error? Anyone familiar with how to fix this?
found the fix. apparantly i had to set the region and language of the computer to US 🙂
Hey, does anyone now why my packaged project unreal is not opening? When I try to open, it starts to load the file and then it doesn't opens
When you guys make the Shipping build (For Distribution) for e.g. Steam, do you include debug symbols? I assume if I do, I will see the error stack trace when the crash happens, but the game will weigh more. Are there any other downsides, e.g. performance?
Hey guys, recently me and my team switched to UE 4.23.1 while developing our game for Android and now that I package the game, the FMOD plugin gets packaged outside .pak file (which can be found in .obb file) causing our application to not find relevant bank file and crash on startup. I’ve checked the settings but they are the same as while using the previous version, which was packaging FMOD’s banks correctly inside the .pak file. Do you have any suggestions what might have caused this and/or how do I make it package inside the .pak file?
Anyone know the cause of this?
LogPlayLevel: Error: ERROR: System.ArgumentException: Attempt to construct staged filesystem reference from absolute path (/Themes/S9_Theme/Sky/TX_Sky_MoonSmall_N.ubulk). Staged paths are always relative to the staging root.
Launched to my phone 3-4 times before this error showed up, didn't touch it or related assets to it in between any of the launches..
Tried moving the asset around, recompiling any materials using it and then finally deleting intermediate/binaries/saved and recompile project.. Error stayed around
Fixed, appears to be an issue that happens when you run out of storage on your device. Deleting the UE4 file directly on phone or simply unlocking some space fixes the issue!
Guys, I was trying to speak with someone specialist in deploying for multiple platforms. Does anyone know an specialist in deployments for consulting?
or for help me on decisions.
During packaing using the Project Launcher, how do I set 32 bit. By default it's set to 64 bit only.
I'm confused as to why an epic plugin would cause issues to a packaged project.
Packaging don't complain, but unable to launch the exec. This is what the logs say
LogCore: Engine exit requested (reason: EngineExit() was called)```
How am i supposed to deal with that ? (except disabling the plugin every single time i want to cook)
Hey all, something happened today and now when I go to File/Package/Win64 the window pops up to choose a package location and then UE4 crashes
I just don't know what was changed that could cause this
this morning everything was fine, but between my team and i, we must have done something : /
One thing I thing I know i changed is that i upgraded to hotfix 4.25.1
So I have 2 problems with packing for android, first as you can see is the textures don't load in all the way for the ground, (don't worry about the buildings they are not textures atm) and second as you can also see is that some of the grass/tree foliage is really dark almost black.. What could be the problem here?
Hmm ok just tried another project and that is crashing also
Has anyone tried to package on Window 10 for Win64 on 4.25.1?
even trying to package new projects created from the launcher/editor crashes
yes, the log?
@fickle ridge this is the crash folder. This is a brand new fresh project i just created
maybe unrelated but when i try to verify my installation i get an error
This may be extreme but i'm going to try removing the install and re-installing
I would try reinstalling, I've seen some thing online saying that. @split iron
yup. I just uninstalled. i'm going to reboot and then download 4.25.1
brb
fingers crossed
I'm sure it had something to do with installation process
That is the reasonable conclusion, I mean you're starting from a fresh project not even touched, it has something to do with UE4.
Yup. Ok, downloading now. Gonna take a little while
@round wing I just reinstalled and i am still crashing when trying to package a new project
4.24.3 packages a new project no problem!!!!
@fickle ridge sorry no idea about your issues, but i would try cooking before packaging
The message in red tells you what to do
ATHelper: Packaging (Windows (64-bit)): ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
PackagingResults: Error: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
idk what it says
what should i do
Just read carefully what this says
You just need to install or update .NET on your computer
how do i do that
thanks
Problem solved and bug found. In the version of plastic scm source I have. Cloud edition one before latest, the shell extension causes a crash when ue4 accesses the explorer
This only happens with 4.25.1
Uninstalled the shell Ext and all went right again
mine is 4.24
Your issues are unrelated.
This can't be discussed here since all of it is under NDA
damn...
Does anyone know why this crash would be happening on a packaged build when changing resolution? It works fine PIE or standalone on the same PC.
Hey guys! Does anyone know where the custom launch profiles from the project launcher are saved? I would like to share them with my team. Already looked at AppData/Local/UnrealEngine/4.24/Saved/Launcher/ but couldn't find the Launcher folder
Does anyone knows how to get console variables (consolevariables.ini) to be applied to the packaged game?
Hey
Can someone help me make my UE4 scene into a .upk file? I'm planning on publishing it
to a marketplace
Hi all, Is it possible to package a "Game Plugin" for use in a Blueprints Only Project?
can anybody please help me, I can still not package my asset in ue4.25.
I have tried everything and googled for solution
Did you compile the game in Visual Studio ?
Well, it doesn't look like it is
Any plugin ?
Which platform are you packaging for ?
win 64
I tried to do a verify, I have updated visual studio, I have reinstalled ue4.25
Which build configuration did you pick ? Development, test, Shipping ?
shipping
Did you ever enable nativization on a Blueprint ?
no sorry, development
yes
there are nativization
I will try to remove them
it packages fine when nativization is disabled
it is only when it is enabled I get that error
Alright, so nativization means your Blueprint is converted to C++, making your project a C++ project
So it will require Visual Studio with C++ support, Win10SDK, etc
Yeah that's the C++ part
I had game development with c++
installed
this one
thanks a lot stranger
I will try to install the following and see if it works
My advice would be to avoid nativization, for it commonly breaks packaging, fails to compile, and likely doesn't bring huge performance gains
I didnt want to put out the product for 4.25 without knowing that everything works
thats a good advice, but it worked in 4.24 and 4.23
and I currently have the product out on marketplace
then I needed to update to 4.25 and thats when the error comes
I also got a virus warning when packaging with 4.25
that I did not get when packaging with 23 or 24
I have installed both components and I still get the error
I have checked with release notes for ue4.25 and checked that I have all the components required
Hi, I'm getting some errors when I package my app
UATHelper: Packaging (Windows (64-bit)): [1/5] Default.rc2
UATHelper: Packaging (Windows (64-bit)): [2/5] SharedPCH.Core.cpp
UATHelper: Packaging (Windows (64-bit)): g:\epic\ue_4.25\engine\source\runtime\core\public\Delegates/DelegateInstancesImpl.h(397): error C2338: You cannot use raw method delegates with UObjects.
UATHelper: Packaging (Windows (64-bit)): g:\epic\ue_4.25\engine\source\runtime\core\public\Delegates/DelegateInstancesImpl.h(521): note: voir la r�f�rence � l'instanciation de classe mod�le 'TBaseRawMethodDelegateInstance<bConst,UserClass,WrappedRetValType(ParamTypes...),VarTypes...>' en cours de compilation
UATHelper: Packaging (Windows (64-bit)): Took 3,6673032s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\admin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\G+Epic+UE_4.25\UBT-Aston-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED```
I'm trying to package my game but .I'm having this issue with some android devices not being supported, can anyone give me a clue on that? Devices having the same issue: Redmi 6A, Motorola G5 s plus, LG G5, Galaxy S4
hey I’m trying to cook/package a level, when I do it for default level for third person it works. When I do it with premade assets it won’t work? Any solutions?
Might anyone here have an idea how I could package a specific plugin in a separate pak file instead of with my entire project (It's for content only for the China release)
hi, im getting this unknown structure error. the folder this component was in is deleted. everything compiles without errors. how do i find where this is coming from? fixed it
When I play Shipping build (for Distribution) and it crashes, the stack trace is always empty:
Which version of the game should I give to testers then, if I want to see proper stack traces when they run into a crash?
I'd assume the Development instead of Shipping build, but IIRC they won't run Dev build without Unreal Engine installed on their system?
why a lot of modules enabled at default? How I can optimize my package for win64 platform only, for example?
Needed for faster building..
585 modules... omg..
Nativization is disabled, the project is blueprint only but it keeps throwing me this error
Hello, I create a new c++ project, with 4.25.1. I can not build the example project into vs2019. I get Severity Code Description Project File Line Suppression State Error Unable to open C:\Users\ludov\Documents\UnrealProjects\MyProject\Intermediate\Build\Win64\MyProjectEditor\Development\Engine\SharedPCH.Engine.ShadowErrors.h.txt.tmp for output (0:00.07 at +0:00) MyProject C:\Users\ludov\Documents\Unreal Projects\MyProject\Intermediate\ProjectFiles\EXEC 1
the example project is first person shooter
Anyone get this issue and fix it ?
so bit of a weird question would I be able to put my game i have began to develop on ps4 for free ?
To develop games on the PS4 you need to get in touch with Sony, sign an NDA, get a PS4 devkit and ask them about the conditions to release your title
Maybe not for free, so, but likely a small amount of money, considering
and you also need a static IP instead of a dynamic one
And to get the game certified and... It's just more involved than Steam.
Doesn't Sony still require you to work as a registered company, though ?
yea, a company has a static ip indeed
Has anyone been able to package a project with replicated variables in nativized blueprints in version 4.25?? https://issues.unrealengine.com/issue/UE-93196
Is it possible to package Bp class in a DLC or patch?
Sure, it's just content.
I 'm trying to create a system where after the initial launch of application on mobile . I want the put up new assets regularly and each asset will have a user id and can be downloaded by the person logged in with just that user ID. Any suggestions how i can achieve that? By assets i mean Bp class with static mesh in it
Use the patch/DLC system
Hey all... I've run into a problem that for the life of me, I cannot solve. I am trying to package my game. The process works fine - but with one big issue: one of my plugins (BrainCloud) is not working in the packaged build.
It works perfectly while I run it in the editor.
Anyone seen this?
Has anyone had issues loading savegame files in a packaged version of their game?
I get 'Audio Buffer underrun' error when packaging a game, does anyone know how to fix it? Everything packages without a problem on the other computer and the project is identical on both PCs where one packages find and the other doesnt
so my editor got stuck at sandbox clean up again how do i fix this? somebody remind me please?
When I put a sphere or box reflection capture in my scene, my built map size increases by 300 mb, which is huge for my use case. I can't seem to decrease this at all even with an empty cubemap and size of 1
oi anybody have windows game bar not work in a packaged game?
nut sure if i need to change a setting somewhere...
Does anyone know how to change the folder names in packaged games?
Which one ?
The folder that says the game name. I used an old project file for my game for the materials I had loaded in. Now the name of the exe is correct and the other folder generated is the old file name @mellow bane
As far as I know that's the project name, if it's different I'm not sure why
Hmm Ok maybe I'll restart my computer
Hello guys...any fix to this?...I've been searching but not much came up, any hint or fix?
How do I identify it?
I have an open world level
look
it s this
could it be the ground itself or the size of the level? But it doesn t make sense
I've seen open world levels 3 times bigger than this, and unreal has a really good optimization system
Specifically it's lightmaps
If your game uses static lighting
Open world games usually use dynamic lighting to avoid the huge lightmaps
Just check the file sizes in explorer
well I have some that exceed that
I have a question
80 to 90% of my world is baked, static lighting, does this affect performance in a greater way? Because I've heard dynamic ligthing is really costly but at the same time, could they be beneficial for an open world games in the way that the more dynamic lights and fewer static, the better for the performance?
I guess I can't changethat folder name because whenever I try and rename the game it won't package... Not sure what to do
LogHttp: Warning: 000001D380D0FEC0: request failed, libcurl error: 6 (Couldn't resolve host name)
LogHttp: Warning: 000001D380D0FEC0: libcurl info message cache 0 (Connection 1 seems to be dead!)
LogHttp: Warning: 000001D380D0FEC0: libcurl info message cache 1 (Closing connection 1)
LogHttp: Warning: 000001D380D0FEC0: libcurl info message cache 2 (TLSv1.2 (OUT), TLS alert, Client hello (1):)
LogHttp: Warning: 000001D380D0FEC0: libcurl info message cache 3 (Could not resolve host: datarouter.ol.epicgames.com)
LogHttp: Warning: 000001D380D0FEC0: libcurl info message cache 4 (Closing connection 2)
LogHttp: Warning: Retry exhausted on https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID={19703213-4D9E-8C9D-31A3-71B4BE6531F5}&AppID=UEEditor.Rocket.Release&AppVersion=4.22.3-7053642%2B%2B%2BUE4%2BRelease-4.22&UserID=e8299ac84770e39915994f8d7b8b28e2|97aa8d9f49544a42be63c9984a3150c1|e103d4fa-8a97-47bf-9802-b71c5d4d9feb&AppEnvi
ronment=datacollector-binary&UploadType=eteventstream
now it is stuck at lazily loaded font
help
PLS
@open rapids Static lighting is much better for performance yes. By a lot. The reason people use dynamic lighting is that they want time-of-day
As to your actual issue, you need to reduce the size of large assets. if it's really the builtdata file, world settings has some compression settings IIRC, and then youll need to reduce lightmap resolution on large meshes
@vestal laurel This is not an issue, just wait for packaging to complete
It's not stuck, it's busy.
Maybe you upgraded Unreal, changed a big renderer setting or something. Wait for it to be done.
ok
its going the lipcurl again
its never gonna connect
how do i disable it
all it tries to do is fails at connecting and keeps connecting and this goes on for ages and it cant progress
yes the cooker has been done but now its trying to connect again
@mellow bane so you say it s the...first...whatever 7 8 assets that say 2 m and something textel data there?
at this point im traumatized of packaging projects
@vestal laurel tell me about it
@vestal laurel Go outside for a walk and come back in 1h. It's progressing normally. The connection errors are not relevant.
i mean why cant it be easier
ok ill do smth i guess good tip
i hope it doesnt get stuck at sandbox cleanup again
@open rapids You shouldn't use this stat windows, it's extremely unreliable
hmmm, so which way should I go?
You can try the size map in content browser instead, but your log mentioned Minimal_Default_Builtdata so I would guess straight away that this particular file is too big
You can check in explorer to see that it's big
i ll chech on the minimal default build data size
just 4.9 GB 🙂
imma jump in front a moving turtle
how do i reduce the size of my level without compromising anything?
Without compromising anything, you likely can't
ok, so the closest fix would be?
how the fuck do they create games like GTA if the limitations like this are still in place
I have once read about...level segmentation?
I guess
GTA does not use Unreal Engine, and it's likely dynamic lighting everywhere anyway
Level streaming could be one way
Though I'm not sure if level streaming splits the builtdata too
if it s errors from the light maps it s an easy fix, I just replace the static lights in that area with dynamic, bring it to like 512 on the assets in the matter, but then again
If you're using static lighting you probably don't want to downgrade to dynamic over a simple size issue. Reduce the lightmap resolution and you'll still have better lighting than dynamic
I've built this level with maximum care for resources, low poly, low textures, going up from there, this because I did not knew how well my pc will cope, so in fear of that, everything is low on data but alltogheter it s a big file
Yes, that was to be sure that it won t occur, especially that in the areas where the texture LM exceedes 2 GB, I couldn't go lower than 1024, so actually in that area dynamic would suit best (I have a big intersection plate with light poles on it and the LM caused issues with the pixelation of the shadows)
i ll search to see if there is possible to hame some sort of size limitation removed or what to do in this direction
I am not that keen on packing this project, but it would be nice to have it packed
The limitation is because not all filesystems support files larger than 2GB
yes, but the level itself?:))
that should be size free, or at least, not to 2GB in an era where small games slowly get to 3GB
remember the times when 3GB was a triple A thing? Well now 100GB is a triple A thing:))
If the machine you are playing on does not allow you to have files larger than 2GB, you're still fucked
is there a posibility that this could be from my pc?:)) if that s the case I will just take 2000 dolars to origin pc and get over with this bs:))
No, this is a well-known restriction implemented by UE4 because
not all filesystems support files larger than 2GB
Hello guys! I'm getting the Error: FMemoryWriter does not support data larger than 2GB.
The problem is with the BuildData file that contain the lightmaps but
this is what i ve found so far
"This means that if any variables dealing with file sizes or byte offsets into the files are int32, they would need to be changed to int64 too" this actually, what does this mean?
You should try using streaming levels to work around this constraint, or reduce lightmap resolutions if you want an easier fix.
Level streaming is out of the question at this point because it was not a problem forseen in time. this is why you need to carefully plan ahead with your work load, resources, work flow, plan, etc Level streaming would mean I have to chop an already constructed level, which will be time consuming and could prove a futile effort. Reducing the lightmap resolutions could be a fix but then I have the level itself which is 4.9 GB in size. It is still a huge number and a solution would be getting rid of the constraint. Yet again, this is a thing a backend engineer knows how to do. I for sure do not know. Just saying this here for other people to know how to plan ahead. For me this was only a project, maybe I'll never pack it or I'll find a solution, but it's an important matter when you want your game to be published. :))
What do you mean the level itself ? the .umap file in explorer ?
Minimal_Default_Builtdata is the name of the level :)))
*9.4 GB actually
for some reason, I couldn't bother chaging the name :))
Alright, just confirming we were talking about the _builtdata file, not the level file
In this case, yes, reducing lightmap resolutions will fix it
_builtdata is mostly lightmaps
And scene captures, and distance fields, etc
are you 100% definitive this will fix it? it sounds to easy to be true
I'm 100% definitive that lower lightmap resolutions will lower the size of the builtdata file
Is there a way to automatically include a non-asset file from a project directory into the build directory? In my case, I have a README file in the top-level project folder. I would like it automatically copied to the Build folder each time I build rather than having to do it by hand. I've been looking at packaging settings and having no luck.
You can do it in Build.cs with c#
@mellow bane Ah, I had not thought of that. I've never done anything with that file besides adding modules. I'll go see if I can find some examples.
Look at libraries in the engine source, they often copy dlls at build
The ThirdParty stuff
Erm.. when I try to package it gives me that.. what should I do?
Install .NET
Actually: "Install a version of .NET ....." (what ever is cutoff in the Screenshot :D)
@stone girder
A bit weird though.. Seems to be related to SwarmAgent used for Lightbuilds. Might want to try to Build lighting first and then package. Maybe it works. Still worth the time to look into the error message for later
I am installing .NET
Il update you guys later.
I did everything you guys said and it give me that now..
Which version of .NET was that?
16.6.1
doesn't seem right..
I know..
I mean the version.. .Net is at 4. something
16.6.1 sounds like VS version
Should be 4.8 or something
Il download this one
.NET Framework 4.8 or a later update is already installed on this computer.
That is what I get when I try to install it
In case you got vs.. you can just launch the Visual Studio installer and get it there..
Might need to reboot or at least restart UE4
I guess it needs the sdk not the runtime.. So his computer can have the most recent runtime but not the most recent sdk of the .NET Framework.
I restarted everything in my pc. Il update if it works or not
Hey guys.
Having a weird problem packaging my WIP game for "Shipping".
Quite a bit of time passed since my last build, so it's hard to easily pinpoint which changes started demanding a "EditorStyle" module. Would really appreciate any help identifying this issue.
In short, this:
UnrealBuildTool.Main: ERROR: Missing precompiled manifest for 'EditorStyle'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in EditorStyle.build.cs to override. UnrealBuildTool.Main: BuildException: Missing precompiled manifest for 'EditorStyle'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in EditorStyle.build.cs to override.
My main suspicion falls upon changes I made in game module's .h and .cpp files, while following a shader file addition tutorial (using .ush in material editor)
Here are the files that contain the edits as well as build.cs file
I also created my first asset factory, so that might or might not be related too
For now the consensus is that a UFactory subclass UMeshMaterialManagerFactory might be the one causing trouble, since I am trying to add an Editor-aimed class in my main game module (named "HazeAndBlaze"). Will try tomorrow to move it into a separate module and then exclude it from non-editor builds.
If someone can confirm/disprove my assumption or give a new one - I will be grateful
This issue is more likely caused by adding an editor dependency (build.cs or uproject), than just code
It's not possibly to use editor components in packaged games
I tried removing any new dependencies since last build, but the error is still the same, so I’m kinda grasping at straws here
I mean, the module that unreal says is the problem seems purely slate related, and I don’t really know how that fits into the changes I made
The ones above are obviously not the only ones I made, but still
Well, what's in your build.cs and uproject ?
My build.cs is above in the screenshot with 3 files, and here’s my .uproject:
{ "FileVersion": 3, "EngineAssociation": "4.23", "Category": "", "Description": "", "Modules": [ { "Name": "HazeAndBlaze", "Type": "Runtime", "LoadingPhase": "Default", "AdditionalDependencies": [ "Engine", "CoreUObject", "AIModule", "Blutility", "UnrealEd" ] } ], "Plugins": [ { "Name": "Niagara", "Enabled": true }, { "Name": "EditorScriptingUtilities", "Enabled": true } ] }
I have since tried disabling “EfitorScriptingUtilities” and removing “Blutility” manually
I also tried removing “UnrealEd”, but got a new packaging error, which said that “UMeshMaterialManagerFactory” inherits from a class not found in any of the modules.
So I assumed it’s defined in “UnrealEd”. And I’ve seen online that many problems do in fact come from certain parts of the game depending on “UnrealEd”.
So I assume, for now, that UMeshMaterialManagerFactory might be responsible, in some weird way, for my initial error
"UnrealEd" in modules is wrong
And yeah, sounds like factories are editor only and should be ifdef'd
Your game cannot depend on UnrealEd
Ifdef’d the whole class with if WITH_EDITOR but that didn’t help. How likely is moving factory to a different module to yield the same (negative) result?
You do need unrealed
Just onmy in editor
Do the dependendy conditionally in build.cs
I believe I did try that. Will try again tomorrow.
What if it is “EditorStyle”? Definitely tried conditionally including it in private dependencies. Seems I’m not very good at this, maybe I should have tried conditionally but in public dependencies? So many combinations to brute force -_-
EditorStyle is just likely the first module referenced by UnrealEd that's editor only
UnrealEd is 100% not usable in shipped games
The UE4 license specifically forbids it
Yeah, I read that much. I just don’t understand why the engine doesn’t tell so as soon as it detects an UnrealEd dependency. It’s very frustrating to search for errors in unrelated places (at least the first time, until you learn what actually causes the error)
@steep thorn Can't you just change the Type from Runtime to Editor.. UE4 should then realize it's a Editor only module
You mean the module I’m defining a factory in? I was following a third-party tutorial, and ended up implementing it all in my main game module (the one that has the same name as project). So that’s why.
Or you meant something different?
Moving it to an editor-only module would make sense
Oh.. I thought you created a new modul for the editor stuff (I assume the factory was meant Editor only?). Hmm.. You could just add another module in the uproject file and move the Code that is editor only into that module (Something like this: https://sandordaemen.nl/blog/creating-an-editor-module-in-unreal-engine-4/).
Yeah, I already figured that as mentioned in one of my previous messages. Might work. I just didn’t have an explicit need for separate modules yet.
Is there any resource or ideas on what contributes to the module binarysize?
As in, is it just blueprints, what things would be more expensive etc.
have a weird error where our side scroller game when played in viewport has the camera viewing side on as intended, however after packaging the build has the camera in first person. any thoughts on how to fix this?
can anyone point me in the right direction as to whats going on, UE 4.25 c++ project
from waht i can bather it has to do with the "UMGEditor", i cant remove it other whise the game crashes, any ideas?
this is for the game jam btw
Last minute issues with packaging - Visual studio 2019 needed with Unreal version 4.25? Can it be done with VS 2017? which is what we have
i think you need at least 2017
ah man, we tried with 2017. error messages
last minute rush to download 2019 with unreliable internet 😦
so ugh
i tried to package after renaming my project file
and i dont know how to fix this
UATHelper: Packaging (Windows (64-bit)): C:\Users\user\Documents\Unreal Projects\verax\Intermediate\Source\Vera_X.cpp(4): error C2084: function 'void operator delete(void *,size_t,const std::nothrow_t &) throw()' already has a body
UATHelper: Packaging (Windows (64-bit)): C:\Users\user\Documents\Unreal Projects\verax\Intermediate\Source\bio2.cpp(4): note: see previous definition of 'delete'
UATHelper: Packaging (Windows (64-bit)): C:\Users\user\Documents\Unreal Projects\verax\Intermediate\Source\Vera_X.cpp(4): error C2084: function 'void operator delete[](void *,size_t,const std::nothrow_t &) throw()' already has a body
UATHelper: Packaging (Windows (64-bit)): C:\Users\user\Documents\Unreal Projects\verax\Intermediate\Source\bio2.cpp(4): note: see previous definition of 'delete[]'
UATHelper: Packaging (Windows (64-bit)): Took 56.7169244s to run UnrealBuildTool.exe, ExitCode=5
i renamed it from bio2 to Vera_X
SOMEBODY HELP ME
Have you deleted your Saved/Intermediates and build again since you renamed?
Otherwise, it would make sense it's failing on files that are not correct.
Anyone knows if there's a way to control what goes in the .apk and what ends up in the .obb?
@vestal laurel Oh, btw, forgot to tag you in case you didn't see
ah yes i indeed did delete those in hopes that it will be fixed and it did fix it
but that was before your coment unfortunatly
but thank you for confirming that this might fix this for the future projects
thank you for taging
sadly i never got involved in any andoird development so i cannot assist you
ERROR: System.ArgumentException: An item with the same key has already been added.
How can I find the cause of this packaging error
are there ways to possibly speed up packaging?
It's quite fast once it's cooked once
Cooking is the slow part, the first time for each new asset
ProcessResult.StdOut: LogOutputDevice: Error: Ensure condition failed: DestinationExpression->AssociatedVarProperty [File:D:/Build/++UE4/Sync/Engine/Source/Editor/KismetCompiler/Private/KismetCompilerVMBackend.cpp] [Line: 1388] ProcessResult.StdOut: LogOutputDevice: Error: ProcessResult.StdOut: LogOutputDevice: Error: Stack: ProcessResult.StdOut: LogOutputDevice: Error: [Callstack] 0x00007ffdd7b6d2b9 UE4Editor-KismetCompiler.dll!UnknownFunction []
Any idea what's causing this error?
Win 10 64-bit, have packaged successfully many times in past
Full exception
'UnknownCookFailure'
Hello,
how can i debug what happens during packaging?
The output log does not give enough information.
With exclusive nativization, the packaging starts after the (LogCook: Display : Finishing up...) line, it hangs for ~20 hrs and at some point it continiues. No error, no warnings related to nativization.
After the 20 hrs, it starts the nativization (1/800 classes) without any more hang.
How do i figure out what is happening during that 20 hrs?
@latent zephyr Install debug symbols in the epic launcher to indentify unknown functions
Thanks @keen folio, do you think it will help considering I haven't built my project for C++? Just using blueprints ATM
might at least help track down the issue I guess
if u use any plugins thats written in c++, you should create an empty c++ class, close the editor, then right click on the ProjectName.uproject and hit generate project files, if its complete, then run projectname.sln with visual studio -> clean, rebuild your project
OK Interesting I'll try that but haven't used vis studio with UE4 before. LMK if any further setup is required to get that to work
Question: Trying to package for Android, getting this error: https://cdn.discordapp.com/attachments/689948189591077007/720710112901333032/unknown.png
Licensing not accepted for android 28. I did delete the license in NVPACK, and reclicked accept in Unreal, still nothing.
saw this forum post, but that didn't help: https://forums.unrealengine.com/development-discussion/android-development/1408155-android-packaging-isn-t-working-because-of-gradle/page2
Saw other posts say on stackoverflow which didn't help because commands were not available for licenses: https://stackoverflow.com/questions/39760172/you-have-not-accepted-the-license-agreements-of-the-following-sdk-components
Turns out android sdk's error handling of reporting a license not being accepted was actually because the SDK build tools version it referenced wasn't even installed (according to the Android SDK Manager). Garbage error reporting there while I troubleshoot licensing issues. Time to post feedback to the Unreal forum.
Has anyone experienced problems with generating a patch for 4.24?
i am getting the following error.. if you kno why that could be i would really appreciate a small @ me or pm :3
Project.RunUnrealPakInParallel: LogPakFile: Display: Parsing crypto keys from a crypto key cache file
Project.RunUnrealPakInParallel: LogCompression: Display: FCompression::GetCompressionFormat - Unable to find a module or plugin for compression format -multiprocess
Project.RunUnrealPakInParallel: LogPakFile: Display: Loading response file C:\Users\0001\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\PakList_Sync-WindowsNoEditor_0_P.txt
Project.RunUnrealPakInParallel: LogPakFile: Display: Added 2053 entries to add to pak file.```
Project.RunUnrealPakInParallel: LogPakFile: Display: Finished loading pak order file D:\0001___Sync_4_24\Sync\Build\WindowsNoEditor\FileOpenOrder\CookerOpenOrder.log.
Project.RunUnrealPakInParallel: LogPakFile: Display: Generating patch from D:\0001___Sync_4_24\Sync\Releases\1.24.0.0\WindowsNoEditor\Sync-WindowsNoEditor*.pak.
Project.RunUnrealPakInParallel: LogWindows: Error: === Critical error: ===
Project.RunUnrealPakInParallel: LogWindows: Error:
Project.RunUnrealPakInParallel: LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/PakFile/Private/IPlatformFilePak.cpp] [Line: 4910]
Project.RunUnrealPakInParallel: LogWindows: Error: Corrupted index in pak file (SHA hash mismatch).
Project.RunUnrealPakInParallel: LogWindows: Error:
Project.RunUnrealPakInParallel: LogWindows: Error:
Project.RunUnrealPakInParallel: LogWindows: Error:
Project.RunUnrealPakInParallel: UnrealPak terminated with exit code 3
Log.WriteException: ==============================================================================
Log.WriteException: ERROR: UnrealPak failed```
hey guys can you build a ue4 project with the free apple account?
Hello, i have a hard deadline and i really need quick way to downrade project from 4.25 to 4.23. The project was meant for mobile but now it has to have HTML5 version. Can anyone suggest me quickest way to do it. It's not relying on 4.25 on anything, i just started it on 4.24 but i dont even use the sky atmosphere or some new features.
so there is no way for me to build it on HTML 5 anymore ?
Source build of course
is this possible on UE4.25?
No idea, it's a community plugin since Epic stopped supporting HTML
Try following the instructions and see if that works
It's your only option though :/
Do we have to include prerequisites Installer in 4.25 packaging? It seems like it may be over rated at this point
I think most gamers are going to have their PC updated to the latest and greatest these days.
Prereqs will be required on most platforms
Steam will require you to have the game install on a fresh VM
can anyone help me i keep getting an error when i try to run my game from ue4 to my iphone
i have a picture of the error
Has anyone dealt with the prerequisites part of packaging? We want to make sure our players have the VC redist installed before running the game, but not sure how best to do it
Does anyone know what could be causing this unknown packaging error? I'm on Win 10 with a blueprint-only project that I've just upgraded to 4.25.
Excerpts:
Ensure condition failed: DestinationExpression->AssociatedVarProperty [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Editor/KismetCompiler/Private/KismetCompilerVMBackend.cpp] [Line: 1424]
...
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffb0a8b7bd4 KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffb0ab8ce51 ntdll.dll!UnknownFunction []
Whenever I try to package my game I get this error https://pastebin.com/rpU34uLM
Hi guys, how can I set default scalability settings for my packaged game?
@brave tiger I'd probably set the defaults on launch then make a save game so I know next time the game is launched not to do it again
@radiant trail tnks
No Problem
Hey guys i would like to know what is happening here. I have my game setup to Open new levels. (not streaming for reasons) When it opens the level the colors look weird for 10 seconds, and then they suddenly appear normal. This only happens after packaging. In the editor the transition is instant. I would like to understand whats going on and how to fix it. Thank you in advance.
This is how its supposed to look.
Best guess is the textures are being loaded up
Maybe it works different in the editor
Would you know of a way to hide this? I searched for checking uppon when loading is complete. But that seems only possible with streaming levels.
Honestly I'm not sure
If this is just a menu level then why not just stream it
Then maybe add a loading screen on begin play then take it off once streaming is complete
Its happening when switching levels.
Not just a menu level.
In my current setup i can not stream.
Just rolled back from that yesterday.
Ohhh
Maybe there a way to disable the initial texture loading tho I suspect it will either increase the game size or decrease performance
My goodness, while we are talking i found to set the Texture to "Never stream".
Completely solved the problem.
Glad I could be of some help
Hello. Each time I package my game I have this warnings. Can somebody explain what this warnings are and how to solve it? I've resaved the files and maps but still the same. I have this warning for all the maps. Thank you!
The staging phase of the packaging process naturally creates a Intermediate\Staging[ProjectName][ProjectConfiguration].exe file. In the final output of the whole packaging process, this .exe does indeed exist as expected on my end, but running the exact same command on a different machine, through a GitLab runner, somehow doesn't create it. This leads to the final build requiring to be started as:
WindowsClient\Engine\UE4Client-Shipping.exe WindowsClient\[ProjectName]\[ProjectName].uproject
Has anyone encountered this before?
Hello guys, where can an absolute newb go for packaging help? google didnt yield the desired results.. I have a simple level that I would like to pack for a presentation but it packs to around 10gb and is sluggish] I can help with concept art/asset creation in exchange
Hello
I want to create an application in UE but want to make sure I can deliver/get it in a finished form without having to go through the launch each time you want to run it. is this possible? Have done some searching and the best answer i find is
https://docs.unrealengine.com/en-US/Engine/Basics/Projects/Packaging/index.html
Which doesn't clearly answer my question. I might guess, but need to 'know' before I spend whole bunch of time...
This is for desktops non streaming, often times wouldn't have the internet when application would need to start...
Packaging Unreal game projects for distribution.
I am a newbie so if you have suggestions on keywords that is helpful, so can do a better search.
I am thinking distribution is a good keyword, or is deployment what i am looking for?
When packaging results in cook error, is it normal that the error goes away on it's own after attempting to cook multiple times?
I had a cook error, then I kept trying to cook more times without changing anything on the project and then it worked on the 5th cooking attempt. This happens very often so I'm not sure if I'm doing something wrong or if this behavior is normal.
on the 4th packaging attempt I got this error:
Then on the 5th cooking attempt it succeeded as you can see:
I want to package my project to target macOS. When I go to File->Package Project, I can't find an option that says macOS, I can see iOS (I am using Windows and I have the remote compilation setup prepared)
How do I package it for mac?
Everytime I build my project is there anyway to show the build number in the HUD? Let's say Alpha 1 (b123). So bXXX will get updated every build.
@latent zephyr I'm having the exact same issue. Did you ever solve this by chance?
@stray current Yes I had to trace it back through the commits and diffs.
The culprit was setting an int array by ref from a select statement
Hey i got an issue when i pack my project and play the main menu pops up but when press play nothing happens even though i packed both the menu and the game level. How do i solve this?
@latent zephyr Thank you very much! Had quite a few of those selects being used on a few C++ library functions. But that cleared it all up by branching instead. Really wish there was at least a warning about that in the editor.
Yeah for sure
Hello! I want to upload my game to Google Play and I need to create OBB file and I don't know what it's about 'Disable verify OBB on first start/update'. Should I let it checked or should I uncheck it? Thank you
;;LogLauncherProfile: Unable to use promoted target - ../../../../haha/MyProject2/Binaries/Win64/UE4Game.target does not exist.;; when tried to package exe. end nothing create in folder
guys whats the JDK version used for Packaging for android. I am using 1.07 and its giving me error
nvm i fixed it
Everytime i package my game, it contains for example the uproject and some other things. How can i build as only 1 .exe file?
Hi! Im packing a game for shipping on Windows 10, but when I run the game I get the Fatal error message. When I packaged it yesterday, it worked completely fine, did a few simple changes with some static meshes, foliage and character movements, and now the error everytime.
The log says:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000008
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
kernel32
ntdll
Can anyone help?
a lot of problems here xD and no one has time to answer it i guess
that means 16GB Ram is not enought????
wtf
can someone tell me if it means physical memory or RAM?
physical memory = file space lul
RAM. Just configure some swap.
Suddently, when i try to start my packadged game (developpement), got a CTD :
[2020.06.16-19.22.02:548][ 0]LogWindows: Error: Attempted to load bulk data from an invalid filename '../../../ETL/Content/Meshes/MS_Blood/Decal/22_High_Velocity_Blood_Spatter_sfcsbflp/sfcsbflp_8K_Normal.uptnl'.
so i remove the texture, but i don't understand how it can happen, this texture was here from a long time, and didn't move at all.
and how we can fix this without removing the texture
@snow geode : don't package your game in shipping without debug options (or package as debug). Cause rn, we can't know what is the error.
hello guys! for package android multiplayer game (ETC2 for example) is the same steps with VS like packaging for windows x64?
Hello Unreal Community! I hope to find some help. If i package my project, everything is packaged correctly except my custom class blueprint (UCLASS). I cant figure out why? The custom class is placed in the same folder where the rest of the blueprints get packed corectly. There are no errors and the logs dont even mention my custom class blueprint. The custom class is simply missing inside the packed files.
The custom class blueprint is running correctly without any errors in Editor Mode.
@timid peak are you referring to it anywhere in blueprint or just in code?
@open rapids yes i refer to it inside the level blueprint and my HUD blueprint. I dont refer to it in code.
I tried this. Every blueprint gets packed correctly in that folder, except my custom class blueprint.
The problem is: i dont get any error or else in the log files. When i try to spawn the custom class inside the packaged game, it simply says in the log, that it cant spawn the class cause the class is NULL.
I can spawn the custom class in the Editor without any problems.
no idea then 😦
But thanks anyway !
Hey everyone, I'm having an issue with action mappings in development vs shipped builds, it seems like in shipped builds none of my action mappings work but they do in dev builds
does anyone have any experience with this or know the exact differences between development and shipping builds?
UATHelper: Packaging (iOS): rsync error: error in rsync protocol data stream (code 12) at /home/lapo/packaging/rsync-3.0.4-1/src/rsync-3.0.4/io.c(632) [sender=3.0.4]
UATHelper: Packaging (iOS): ERROR: Error while running Rsync (exit code 12)
PackagingResults: Error: error in rsync protocol data stream (code 12) at /home/lapo/packaging/rsync-3.0.4-1/src/rsync-3.0.4/io.c(632) [sender=3.0.4]
PackagingResults: Error: Error while running Rsync (exit code 12)
im trying to package for iOS and I keep getting this error
deos anyone know how to fix it?
Hi guys, i'm always having this same error multiple times during cooking 'PackagingResults: Error: HOTRELOADED_CPP_MyGameMode_0 has an inappropriate outermost, it was probably saved with a deprecated outer' and cant find the exact reason.
Are you using the Hot Reload Feature?
if you are talking about the compile option in the editor, yes i am. And i figured out my problem by disconnecting every node in the specified blueprint.
Thank you for your attempt to help nevertheless
@ornate fractal as far as i have read ... no one recommends to use "hot reload". Most of the post were talking about problems using this instaed of building from Visual studio
Yea I just read that too, i'll make sure to remember this.
During packaging unreal seems to build all shaders, but when I play the packaged game most shaders are missing and there are no warnings in the build log. I'm packaging all content in the project. Anyone who knows what's going wrong?
Check the packaging log for errors
Check the "paklist" file in the packaging log dir to confirm the materials you used are packaged
Checking the paklist file was a great suggestion but from what I can see all materials are being packaged. I did notice that there are a few warnings in the build process which don't really make sense to me, for example:
M_UE4Man_Body.uasset' failed to load '/Game/Mannequin/Character/Materials/MaterialLayers/ML_SoftMetal_UE4': Can't find file.
I checked the file location specified but the file is there, not sure why Unreal cant find it
Is it packaged ?
Its listed in the paklist file so I assume so, can check if it appears in game
The ML_SoftMetal_UE4 file specifically
Yep, that specific material shows up just fine on the character
Well, that's weird
Ill try doing a full rebuild and if that doesnt work build with only one level in there, to see if that works
quick ask : When a user change scalability setting (high to low for example), the reflection capture are not built for this scalability, any clue ? how to package all reflection capture ?
What do you mean "not built for this scalability" ?
you have default scalability setting in UE4
like low, meduim, high @mellow bane
the fact if (my memory is good) if you change something like effect quality
you need to rebuild shader
if you change shadow quality, you need to rebuild reflection capture
or something like this
and i try to wonder why, this is the case, on packaged and how you can "package" those reflection build
@lunar heron All scalability levels of shaders are cooked when you package.
Reflection captures are not shaders, they're textures, so they're always cooked at their normal resolution
There is nothing to do at all
thanks for the answer @mellow bane,
The little ask is : why if one of my customer change their scalability, they have the message "x reflection capture need to be build" ? The package is on config is on "test".
Which setting ?
I'm getting an error when trying to package.
So compiling/building my game succeeds, but when packaging I get the error "'SetPivotOffset': is not a member of 'AActor'.
I use the SetPivotOffset function in another function. That function is clearly a member of AActor so I dunno what's going on
Probably missing the include
@mellow bane I wish that were the case, I just tried adding the include for AActor and got the same error :/
@tacit bison Nevermind, it's probably just editor only
@mellow bane Scalability = preset low, the default one of UE4.
or even if you go to meduim
or high.
it's just changing the salability.
(overall)
hum, let me check that, one sec, need to open ue4
So @mellow bane you have global scalability settings
node "set overall Scalability level"
from 1 (low), to 4 (cinematic)
after, i wonder i will do my own, and i will wich specific setting change the "texture" and ask to rebuild capture.
Hello guys, so I have actors in a level which reference DataAssets. The level is a sub-level which is being used with World Composition feature. It's all working in the editor but in the build all my DataAssets references are gone. Does this have to do something with the DataAssets not being loaded? Can I force them to be loaded at the beginning of the game?
Can you try to set the reference at runtime? I was reading there are issues with defaults set in Editor
I can replace the asset with my ID for the asset and fetch it at runtime, but I wanted the game designers to set the asset directly for ease of use instead of typing the ID manually
hello devs.
I would like to have a second launch option for my game in which it opens the game with a specific map (not the default one). Unreal docs has a page that describes exactly what I want, except it isn't working...
I open my game by running the line Game.exe /Game/Maps/Console (my map) and I get this
I can't seem to find any more documentation on this either
I have tried including/not-including paths and .umap extension and none of these work. I seem to remember seeing a -map argument somewhere before but I have not got that to work either
I have found a fix but it seems pretty random, it works if you include maps in launcher configuration AND packaging settings
Hi there! Yesterday, i tried to nativalize my game to check i f i have a better FPS. The game run but all enemys do not fire anymore. There size seems to be reset by default, etc... I'm looking for a notice about what is compatible or what is not, when we are packaging to Android (Quest) with Nativalizer... any idea?
@hollow delta Before attempting to use nativization, which is the cause of about a third of packaging issues on this channel, did you profile your game to ensure CPU bottlenecks were the cause of low FPS ?
It's possible that you do not need it at all, for example if your game is GPU bound (nativization would give you 0% more fps)
If you do need it, enable it only for the actors you measured to be very costly
I think my game is more CPU. Simple graphics. Loops. Tick. Shoothemup.
hello, im having a problem about convex meshes are invalid when packaging, is there a way to know which one is invalid ?
@hollow delta If you haven't profiled there is no way to know.
@hollow delta Before attempting to use nativization, which is the cause of about a third of packaging issues on this channel, did you profile your game to ensure CPU bottlenecks were the cause of low FPS ?
Sorry, i havn’t see that was an answer. What are you using to profile? Renderdoc? Regards
Im having an issue regarding packaging
After packaging my project the camera is all messed up
It works fine in standalone game, but after packaging it the camera like, zooms in all the way
This is what I see when I package it
Hello,
I have a problem with packaging my project on android.
I set r.Shadow.RadiusThreshold to 0.02 in scallability.ini
When i play in standalone game (android - es 3.1) all fine, but on device it is 0.06 :(
Help pls
@hollow delta "stat unit" in console is a start
Will give you CPU, GPU numbers
Then there is a GPU profiler and a CPU profiler
"profilegpu", and the CPU profiler is a bit more involved
@mellow bane like i said in my post 1, This is a game that play on a Quest. So I'm using OVR Metric Tool. This tool give this info: FPS
CPU level, GPU level, Stale frame count, CPU utilization, GPU utilization, Available memory, App GPU time, Extra latency mode, Foveation level, Prediction, Eye buffers, Used memory, Asynchronous TimeWarp GPU time. Witch one do you need to know if my game is able to be nativizate?
Is there any online "packaging farm" ?
Hello everyone. I was wondering if someone could help me with this question. When you are packaging a project for use on a Mac, do you use IOS, or Linux?
Sorry if this is a dumb question but do unused assets in your project get added to the final game? I can't seem to figure out the answer online
@hollow delta Start with 'stat unit' and post the results
Hi I am trying to package a level for my uni module but it keeps failing can anyone help me
Hi I am trying to package a level for my uni module but it keeps failing can anyone help me
@vapid epoch
Try enabling debug symbols for a clear log
how do i do that? @fathom whale
oh figured it out
need to install the required files
should be installed in another 5-10mins
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error:
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: Assertion failed: LoadedWorld [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/LevelActor.cpp] [Line: 1318]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error:
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error:
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error:
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error:
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: end: stack for UAT
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Assertion failed: LoadedWorld [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/LevelActor.cpp] [Line: 1318]
PackagingResults: Error: end: stack for UAT
UATHelper: Cooking (Windows (64-bit)): Took 981.1900366s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Cooking (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Cooking (Windows (64-bit)): (see C:\Users\edwar\AppData\Roaming\Unreal Engine\AutomationTool\Logs\H+Epic+UE_4.25\Log.txt for full exception trace)
PackagingResults: Error: Cook failed.
UATHelper: Cooking (Windows (64-bit)): AutomationTool exiting
@vapid epoch i'm sorry i thought it'd bring more info. Maybe someone else can help you with that.
Other thing i could think of is build > verfication > map check see if it is complete with no issues.
ok
Ensure that level blueprints are valid and default maps in project settings > maps & modes are properly set up
As warnings i'm no sure if those are the/a reason of crashing, but it's good practice to fix them anyways
yeah I will try and fix them
Is there any way to fix the corrupted built data
When I right click on the built data in the maps folder it shows this:
deleting the builtData from Windows Explorer fixed it
I manage to solve my problem by doing this
I have pretty big problem with building on Android
When I try to encrypt .pak
It says "Invalid sh_type for string table section"
I already turned off my laptop
But that happened in module_engine_28_of_47.o or smth like that
Engine 28 of 47 definetely
About Java extension not sure
Some help?
I really want to encrypt it so it will be unhackable
Or Android has it's own protection?
Not sure
@vapid epoch where did you locate that?
build settings
under package
sections
you need to press the down arrow to see the option
could you screenshot im a bit confused sorry
bet thank you
The fix was switch to ARMv8 only
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
what do that mean
I'm packaging for windows 64bit I always get that when packaging is there anything to worry about ?
Hi, everyone, I have a problem with "Fatal error".
My packaged game crashes, when i'm transiting from one map to another. I hope, someone can help me..... Ping me, Please!!!!!!!😭 😭 😭
@fair vault we can transit here to make it clearer
@fair vault so, where are the logs located?
@elder galleon Hey, Discord search pointed me to a log spam you encountered about a month and a half ago, regarding BSPs having vertices that weren't aligned. Could you please tell me how you identified those specific BSPs? Or did you just fix them all at once somehow?
@modern marsh unfortunately, there was no real way of identifying the problem. I just went through each bsp geometry, clicked "align vertices", then converted them to static meshs.
I believe that problem can occur when your editor crashes before you save the bsp. I'm not sure otherwise.
Thank you! Sounds like it's time to put editor utility UMGs to good work 💯
Hey everyone. Trying to Package the Project for Linux from a Windows computer and I keep having this error. I've been following the advices given here (https://docs.unrealengine.com/en-US/Platforms/Linux/GettingStarted/index.html) but I just don't get what is going wrong.
how do i fix ue4 opening a level but just restarting the existing level
Hey so... Should my android build be compiling shaders over and over and over again for over an hour, if it's literally just the default project?
Because I feeeeeeeeeeeeeeeeeel like that's wrong
when packaging i need to include all my sublevels of the gameplay map? because my gameplay map tiled and have 0x to 7x by 0y to 7y tiles i need include them all? for totall is 56 submaps
for packaging i need include all the tiles maps? 56 tiles
I'm building a Linux server in a modular/non-monolithic fashion. Then I get all sorts of look-up errors, indicating that the .so's are not being pre-loaded. Manually pre-loading them works, but this should be done automatically. Does anyone know of any fixes, please?
hi everyone, I'm currently having some problems packaging my game. (it says that it failed to lunch UAT)dose anyone has an idea why?
Anyone who might be able to help me figure out why ATHelper: Packaging (Windows (64-bit)): LogAssetManager: Error: Registered PrimaryAssetId One-Handed_Sword_Blades:DA_BroadSwordBlade_01 for asset /Game/Blueprints/Items/Weapons/Swords/Components/Blades/One-Handed/DA_BroadSwordBlade_01.DA_BroadSwordBlade_01 does not match object's real id of ! This will not load properly at runtime! this is happening
I got some directories listed in the asset manager, for some data assets, but whenever I try to package my game, it gives me this
I'm having trouble packaging. I get ERROR: Cook failed. and a reference to the cook log. In there, I've found the following errors:
LogInit: Display: LogFileManager: Error: Error deleting file '../../../../../../Projects/aTinyTale/Platformer/Intermediate/AssetRegistryCache/2657c409.bin'.
LogInit: Display: LogFileManager: Error: Error deleting file '../../../../../../Projects/aTinyTale/Platformer/Intermediate/AssetRegistryCache/866581fd.bin'.
LogInit: Display: LogFileManager: Error: Error deleting file '../../../../../../Projects/aTinyTale/Platformer/Intermediate/AssetRegistryCache/8c0e1344.bin'.
LogInit: Display: LogFileManager: Error: Error deleting file '../../../../../../Projects/aTinyTale/Platformer/Intermediate/AssetRegistryCache/6bead350.bin'.
LogInit: Display: LogFileManager: Error: Error deleting file '../../../../../../Projects/aTinyTale/Platformer/Intermediate/AssetRegistryCache/c9e91a3f.bin'.
LogInit: Display: LogFileManager: Error: Error deleting file '../../../../../../Projects/aTinyTale/Platformer/Intermediate/AssetRegistryCache/50a675f9.bin'.
LogInit: Display: LogFileManager: Error: Error deleting file '../../../../../../Projects/aTinyTale/Platformer/Intermediate/AssetRegistryCache/8e9331e2.bin'.
LogInit: Display: LogFileManager: Error: Error deleting file '../../../../../../Projects/aTinyTale/Platformer/Intermediate/AssetRegistryCache/52ed2538.bin'.
LogInit: Display: LogFileManager: Error: Error deleting file '../../../../../../Projects/aTinyTale/Platformer/Intermediate/AssetRegistryCache/f0d5030c.bin'.
LogInit: Display: LogFileManager: Error: Error deleting file '../../../../../../Projects/aTinyTale/Platformer/Intermediate/AssetRegistryCache/1f683343.bin'.
@final cosmos It looks like unreal is having a hard time deleting those files. I would just delete the AssetRegistryCache folder, restart unreal and try again
unreal keeps restarting the startup level when i pakage it
package
the game starts and when i click on continue to open a level it restarts the one im on
?? anyone
@open rapids there may be a problem with the Chaos Plugin. Try deactivating it and see if tha cook would end with a success
okay
Hi everyone, apologies if this is a known thing, but I did some Googling and came up with conflicting information. I am running a Windows machine that I do my development on, do I need anything special to package a MacOS version of my game? I have seen information online suggesting it can only be done from a Mac development environment, or that I need some kind of special license from Apple to release a Mac version or something? I'm hoping this isn't the case, but thought it best to double check
@woven mango to package a MacOS version, you have to use Mac development environment (i.e. Unreal running on a Mac)
Hello. I'm trying to do a test packaging on macOS, which is failing. macOS Mojave 10.14.6, Unreal Engine 4.25.1. I'm attempting to package ThirdPersonExampleMap. First I found out that UE 4.25.1 fails to package with various problems if my project is not on my primary disk Volume (it was failing while on a mount point Volume on a Mac OS Extended Journaled filesystem). Then I found that packaging also fails with various errors (including multiple Sharing Violations) if UE 4.25.1 itself is not installed on my primary disk Volume. I have removed and re-installed both the project and UE4 on my primary disk Volume, which is an Apple SSD SM1024F running APFS with 560 GB free. Packaging for development now only gives a single Sharing Violation. Any insights on this?
@spare acorn thanks, that was what I feared. None of the team use a Mac. Hmm... will have to think of something
@woven mango np, yeah we also had to buy a Mac specifically for it
You could use this too if you want https://www.macincloud.com/
MacinCloud is a Mac cloud platform that provides on-demand Mac cloud servers, flexible dev workload infrastructure and comprehensive Mac in the Cloud solutions
Hello, I am trying to package my server, but all I get is this error Server targets are not currently supported from this engine distribution.
Any help with that please? (Running UE4.25 installed from EPIC client)
As far as I know, you still need a source-compiled version of the engine to build dedicated servers
This appears to be a clone of the old wiki page on how to do that: https://michaeljcole.github.io/wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_&_Linux)/
A static site pulled from the internet archive
Thanks, I will try it.
Im trying to exclude some client only plugins for the dedi build of the game. found this but not sure how to use this, is this something you set through the UBT? https://docs.unrealengine.com/en-US/API/Editor/UnrealEd/UCookerSettings/ModulesExcludedOnDedicatedServer/index.html
List of module names to exclude when cooking for dedicated server
I am working on a project that contains some architectural functions (measuring, selecting objects,...) for our customers. But I'd like to create a stand-alone program (.exe file) that enables customers to import their 3D models into it. Does anybody do it before or have any suggestions?
Thanks.
hi everyone, I'm currently having some problems packaging my game. (it says that it failed to lunch UAT)dose anyone has an idea why?
@dawn prawn any ideas?
Hi all, a custom plugin is missing from the packaged build. I tried copying into the build's Plugins/Runtime folder but still says it can't find it.
Has anyone had this issue?
(Plugin is a TTS thing from https://github.com/skeskinen/UnrealMimic. Works like a charm in the editor)
Hello, Anyone know why a webpage opens when i try to press package apk.
Hey guys, I'm trying to migrate my 24.3 project to 25.1 , but Cooking fails detecting Cycle Node on a bp function library function that calls other bp function library function. There is no looping cycle and 24.3 does not complain about it. Any way to avoid this false positive error?
nvm I found the loop there was a get of 1st lib in the 2nd lib ... still prev version didn't complain tho
Hello guys! Can somebody explain to me what this warnings are and how can I solve this? I'm getting this errors from UE 4.24 and now I'm on 4.25 and still can't fix it. Thank you!
please am in trouble i cant package to android . i keep getting error: UATHelper: Packaging (Android (ETC1)): :app:mergeDebugResources FAILED
please any help at all....pleaseeeeee
this is my log
Delete Intermediate folder and try again and see if it works 🙂
please am in trouble i cant package to android . i keep getting error: UATHelper: Packaging (Android (ETC1)): :app:mergeDebugResources FAILED
please any help at all....pleaseeeeee
@wintry gull
@wintry gull Are you using Play services?
Also @wintry gull , I would suggest that, in addition to purging intermediates that you also remove the Binaries, Saved and DerivedDataCache before rebuilding, just to be 100% certain you're getting a clean build.
Packaging for development now only gives a single Sharing Violation. Any insights on this?
Solution: It is necessary to add UE4Editor.app to Full Disk Access in order to successfully build from the editor.
System Preferences>Security & Privacy>Privacy>Full Disk Access
Add: .../UE_4.25/Engine/Binaries/Mac/UE4Editor.app
If you are using CI then I'm guessing you will probably have additional hoops, possibly addingmono-sgen64
@limpid socket ok...thank you so much, but where do i locate Binaries, Saved and DerivedDataCache
They're in your project directory; wherever your project is on your HDD.
If you're using the launcher, the default location is inside Documents/Unreal
IIRC
ow ok...thanks again trying it now
uhhm guys... my animations and sounds aren't playing after I package 😦 they work in-editor, and I trigger them through Class References in-code
i have one question
i baked and packaged my "game" and when i open it, it opens game world, not mainmenu world
how can I change the opening order?
from game world to mainmenu world?
can anyone help me?
@dry tendon Does the project's game default map determine the default map when packaging? I have never tried packaging yet, but look here: https://docs.unrealengine.com/en-US/Engine/Levels/HowTo/ChangeDefaultLevel/index.html
How to set the default editor and game Levels for your project
thanks, i think i will figure it out
why is it that when i package my project when i open a level form the main menu using the open node it just opens the main menu and restarts it
Hey ya'll... I'm on a Windows PC trying to build for macOS but the option isn't listed under 'Package'. I've selected it in 'Supported Platforms' but still nothing. Any ideas?
I have includes that are missing when packaging a plugin, but how could I trigger these errors when compiling as I work? Is it related to unity builds somehow?
Can I set a compiler flag or something in ue4 build tool?
please can anyone help with this error Could not initialize class org.codehaus.groovy.reflection.ReflectionCache
hi everyone, so im trying to package up a mod override level for a game. My editor is giving me this when i try to package the mod:
Any deas?
ideas*
Ive managed to change it to this:
so frustrating
Does someone know that error. Please answer with @undone sleet
So I am having some issues with getting my post process materials working when I package the game for Mobile. I have been trying to get it working by myself for the past few days with little luck, And “Mobile HDR” is enabled in my project.
whenever I package, my navmesh stops working.. it generates and functions when using PIE and when testing the individual level or via the streaming level in editor, and the build completes ok.. packaged game nothing will move.. anyone know a fix?
Hey guys. I can't package my project I get this error:
UATHelper: Packaging (Windows (64-bit)): ERROR: Missing object file C:\Program Files\Epic Games\UE_4.25\Engine\Intermediate\Build\Win64\UE4\Development\Renderer\Module.Renderer.1_of_15.cpp.obj listed in C:\Program Files\Epic Games\UE_4.25\Engine\Intermediate\Build\Win64\UE4\Development\Renderer\Renderer.precompiled PackagingResults: Error: Missing object file C:\Program Files\Epic Games\UE_4.25\Engine\Intermediate\Build\Win64\UE4\Development\Renderer\Module.Renderer.1_of_15.cpp.obj listed in C:\Program Files\Epic Games\UE_4.25\Engine\Intermediate\Build\Win64\UE4\Development\Renderer\Renderer.precompiled
@green vault Have you tried deleting the Intermediate and Saved folders and trying to build?
hi everyone each time I'm trying to package my game I'm getting a UAT error
Hey ya'll... I'm on a Windows PC trying to build for macOS but the option isn't listed under 'Package'. I've selected it in 'Supported Platforms' but still nothing. Any ideas?
@hybrid mango afaik you cannot package for mac on win, you need to do it from a mac machine with the mac version of UE editor
#help. I tried to package my game yesterday, but ran out of space on my other drive where the cache is being stored, and I tried to package again today but my laptop said UE4 has been blocked at accessing my graphics card and it crashed after like 6 hours of packaging. I never realised but my game is apparantly 60GB, as I havent deleted things I'm not using etc
but now, I can open my project but if I close or minimise the Output Log window the engine crashes every time
This is my last crash file
Editor seems to work fine if I leave the output log window open? do I load everything back from an old savefile or is there a known issue/solution?
Looks like something inside the editor after trying to package is now pulling too much graphic memory and is forcing it to close? my screen goes black before it crashes
*Extra info, I've got 2 graphics card on here, one built into the motherboard and the main one, I've disabled the one on the motherboard so only the main one runs and it seems to be working now.. i think?
Is there a way to add extra defines when running a command like BuildCookRun ? It should work like adding extra entries to PublicDefinitions in my Build.cs
is it possible to cook by command line on a PC without DX support ? I am getting weird error . actually I don't know what's my error
How do you debug build project? My level loads in standalone but not in build project.
Any idea why All Actos of Class on PlayerStart won't work in a packaged game?
i keep getting this error when i try to play my packaged game on android. any help please
Anybody used VS2019 for building engine?
@brisk thunder have you find a solution i got the same type of problem?
for packaging i need include all the sublevels maps of my tiled map ?
My Player Save is not being found in the packaged game. It works fine in standalone mode. Anyone knows why?
Does anyone know a way to distribute a project, but keep certain assets zipped or locked up somehow? in a way that those assets still work?
I'm trying to find a way to distribute an example project, but not to giveaway the assets.
not sure if UE can read assets from pak files or something like that
@brisk thunder have you find a solution i got the same type of problem?
@gusty fog yeah, it ended up being a networking error in my code. But there's some settings in the project settings that allow you to package everything, or whitelist folders etc
so Packaging works but when I load the game it spawns me under the map and i dont have any control. I've made sure the right map and gamemode is set correctly and it works fine in Standalone so what am I doing wrong?
@brisk thunder thx
Hi guys.
I am going to try packaging for the first time ever today...
I believe this is how I get an exe to play my app without the editor inthe background ?
My project has a few packs from the marketplace but only a couple of items are actually being used from each...
Will they all be packaged?
(This will inflate the file size with unused assets if so)
If so, is it possible to quickly/easily stop that from happening ?
@latent jay Thanks for the reply!
@devout frigate I believe you can include only some maps to your build and then only assets needed for that build is included. Not 100% sure tho
Thank you @sinful beacon !
Can't seem to package for shipping anymore as ue4 keeps complaining about editor modules being used. I've recently installed a plugin that might have referenced some, but have later deleted it. I can't find any references to it now in my game files and deleted binaries/intermediate/saved/ddc/build/etc. still failing though.
ddContentDialog', 'PackagesDialog', 'CollectionManager',``` etc.
I've not had a problem w/ packaging for a while now
tried it from the editor and from my usual bat file
call RunUAT -ScriptsForProject=C:/Work/Horu/Horu/Horu.uproject BuildCookRun -nocompileeditor -nop4 -project=C:/Work/Horu/Horu/Horu.uproject -cook -stage -archive -archivedirectory=D:/Work/HoruTest/PACKAGED -package -clientconfig=Shipping -ue4exe=D:\Work\UE4Source_422\Engine\Binaries\Win64\UE4Editor-Cmd.exe -compressed -SkipCookingEditorContent -pak -prereqs -applocaldirectory=d:/Work/UE4Source_422/Engine/Binaries/ThirdParty/HoruAppLocalDependencies -targetplatform=Win64 -build -CrashReporter -utf8output -compile
is there a "packaging cache" somewhere I should be deleting?
@glossy haven Check uproject file, build.cs file.
I did
I've even rolled back in version control to a week ago when I didn't even have the plugin
AFAIK there is no caching
first I've put the plugin under engine/plugins, then moved it to mygame/plugins
does that make a difference?
plugin binaries/intermediates seem to be constrained to the plugin directory yeah
Still can you share the uproject and build.cs to ensure it's fine ?
I can share parts of the uproject and build.cs, let me know what you need
Everything with your project name and stuff like that erased I guess
it's more the file sizes but let me put them up on pastebin
Yeah sure
Looks fine I think
What was the plugin ?
can't say unfortunately
Alright, but check the build.cs for it and either tell me or look at which editor dep it was ?
It's probably UnrealEd but...
Also I would confirm you've compiled the engine since
Well I don't get it, the plugin isn't even editor only
yeah it's got two modules or w/e they're called
anyway thanks for trying, I'll leave the pastebins up in case anyone spots anything
Hi, im trying to produce a minimal app for windows, which contains only a UI, the problem is that the engine is packaging quite some assets from Engine/Content. dir, which are not needed in my app, but still are loaded by the engine at startup. Does anyone have tips on how to avoid that? I tried to use the blacklist text file to exclude those files, but then my packaged app crashes saying those are initiatlized. Items like DefaultBloomKernel, HairDefaultMaterial, WorldGridMaterial, DefaultDeferredDecalMaterial. These are all large files which I dont need in my app.
They are indeed required in UE4
You'll need to modify these resources and make them smaller
TBH, I think the binary itself is going to be larger than minimal engine resources
A simple game is a 60MB executable on Windows, plus about 20MB of third party binaries
the current pak file only with UE Engine Content is 70Mb
of those 70Mb I think I dont need any
@mellow bane When you say make the resouces smaller, do you think can I override those in my project without changing the ones in UE main dir? As my main UE is used also for other apps
so creating a /Engine/Content in my project will do not it
No, definitely not
I was thinking also of another way, to change the way certain objects are initialized
so for example I guess WorldGridMaterial or HairDefaultMaterial may be used when initializing certain engine components
what if in my project I ovverride those components and change the init?
like I see the defaul pawn is initialized, but I dont have a pawn in my app, as its only UI
so if I set no HUD and No Pawn class, maybe it will not try to load some
and in the same way there can be other overrides like that
These classes have no resources associated
So it won't change a thing
Did you follow the UE4 guide on lowering the package size first ?
How to reduce the size of your packaged game.
yes, I've checked all resources on line
did all that
stil the final package is 180Mb for a simple UI
btw this UI is the launcher/updater of the actual game which is another full app
I'm saying app, as application
not as mobile app
I'm shipping on windows/linux/mac, not mobile
the other choice is to build the launcher/patcher with another technology, but then multiplatform issues can arise
so I prefer to keep it in the same UE technology
I think it can be done pretty minimal, but UE is not prepared for that
there is no easy way to exclude subsystems
There isn't indeed
for example I dont need the particle subsystem
will be nice to exclude it
I dont even need skeletal animation
and I guess that's a big part of the code
I think the idea to substitute the assets with nearly empty ones is the best one
if there was an option to override those in your project would be done
For what it's worth I only have a 135MB package here
60MB binary, 60Mb content, and the third party stuff.
the funny part is , if I delete Engine\Content\EngineMaterials\DefaultBloomKernel.uasset
and then repackage, it doesnt complain about it
and that file is not packaged
but I need to physically deleted it from UE dir
if you open BaseEngine.ini , there is this section: [Engine.StartupPackages]
with a list of all packages it needs to load at startup
but removing things there doesnt work
Not loading required assets isn't going to stop the engine from crashing when it needs them
Sigh
You personally not using the feature, and the engine not needing it, are two very different things
If you dont use it at runtime, its not needed
But the engine has no such feature
the problem here is that the engine assumes you will need it, and so it loads it at startup anyway
Exactly
its not the best way for sure
🤷
Feel free to do the required changes in the UE4 source code and do a pull request
Or just do it locally
Yes
I mean just change these things if you feel like you can improve the engine
It's not a secret that UE4 has huge package sizes out of the box
I think can be done, not sure if it will be me doing it
but I want to share the need, and see if someone else tackled it already
Yeah many people did that before
google has quite some for Android packaging on that
as obviously for them is a real issue
and on Android there are less dependencies
UE already stripped some
Yeah, no one really cares about file sizes on Windows since a single texture can be larger than the base engine
how do i upload a game on itch.io? i am reading from their guide that i need a zip file which includes an "index.html" file. i zipped the project up pressing this button but there's not index.html in there edit : i found out unreal dropped support for html5? how do i package my game for itch.io then? https://docs.unrealengine.com/en-US/Platforms/HTML5/GettingStarted/index.html
Setting up UE4 for HTML5 development.
does anyone know why my frame rate is 50% higher in the editor compared to the packaged game, even if I press F11 to enter full screen
@misty basin butler tool
And no, UE4 doesn't support HTML5 anymore, only native binaries
You can try getting the unofficial plugin that maintains compatibility
@mellow bane the game is just a quick project for an in house game jam. i am re writing most of the functionalities and fixing bugs while using an older version(4.22) which should still support html5. hopefully i wont have to use any unofficial stuff
There are multiple ways to put things on itchio, I don't think the html is actually required for a zip donwload
@misty basin I wrote up what I did for a game jam 2 years ago: https://doublebuffered.com/blog-1/2018/1/10/game-jamming-with-ue4 You can put zip files up just fine on itch, just pick the right platform that isn't html5
Looks like he specifically wants html5 to play there
@shy narwhal UI-only: is that for a game or more of an app? if app then you can build a UE4 "program" instead which is minimal in size
you can tell it to skip localization etc.
Hi @glossy haven , its for the launcher/patcher of a game
yeah that's an "app"
just make a program out of it
have a look at the crash report client for how it's done
and some other programs
where is that?
engine source
ok I see it
you can skip localization by putting this in your program's target.cs:
bCompileICU = false;```
nice!
Im checking the crashreporter
but I cant determine if its still using Engine Content
crash reporter is a good reference as it's got a GUI
I guess it does
bCompileAgainstEngine = false;
bCompileAgainstCoreUObject = true;
this is how you compile against uobjects but w/o engine
(in target.cs again)
etc.
yeah just look through the build/target.cs of engine programs and you should get a good idea on how to do this
(make sure it's Type = TargetType.Program)
Hi, I can't compile with unreal engine to android on 4.25.1
I have completely uninstalled Android Studio, along with the associated SDK, NDK, JDK, and old Codeworks installs, then followed the instructions closely on the Unreal Engine guide. When I get to the point of launching the SetupAndroid.bat file, it gives me this error.
I have discovered that there are NO android studio registry values at all, and I don't know how to fix the problem I'm having
Android studio seems to run and build fine.
I can only find one thread about this error online, and it just states "Well, you should have a registry entry" lol
@glossy haven if I switch to "program" I get this error:
ERROR: Unable to find target 'PSLauncher'
(see C:\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
don't switch to program - make a new one
I see
ok, I will try, thanks for your help
@lethal fiber seems not to be present in the standard templates
I check all categories, and all are sort of 3d scene
??
There is no template for "Target=Program"
are you on a source build?
yeah just pick a simple enough existing program in the engine program folder, copy it and off you go
ok I can try , but this is what I did already with my PSlauncher program
what I did is symlink it there so source control-wise I could still have it in my game's repo
but I try again from scratch
yeah just keep at it, if you want a min size exe that's not a game program is the way to go imo
@glossy haven tried from scratch, blank project template
as soon as I switch to Type=Program in the Target.cs
and I package with:
C:\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -project="C:\PSLauncher\PSLauncher.uproject" -noP4 -platform=Win64 -clientconfig=Shipping -target=PSLauncher -Prereqs -cook -allmaps -build -stage -pak -archive -archivedirectory="F:\temp\psunreal_shipping_launcher"
I get the error ERROR: Unable to find target ''
there aren't any templates for this
you mean copy the code of CrashReporter
yes
ok
error packaging with UE4.24 for win64 but is successed for Android what is the problem with win64 packaging please?
Does anybody know of a way of adding and removing sublevels on a per platform basis? I need a sublevel that is included in a desktop build and an other sublevel that is included in a build for mobile
Does anybody have an issue with light shafts not working in a shipping build? (Development or Debug is fine)
Hey!
Does anyone know about this error "An item with the same key has already been added.". I get it as soon as I start packaging
does anyone have an idea how I would package a pdf file when packaging a plugin? I have instructions for example, and would want them to be iin the root folder of the plugin
hey guys, does anyone know if is normal for hmtl5 packaging for 2.24.3 to takes ages? it took me awhile to build the engine and now I see that emcc compiles 500 modules each taking 30-40 sec ... that is quite a lot
Ok so if I upload my game to itch.io etc. Does it automatically make a launcher so when I upload the windows no editor folder they sort it out?
Hi, does anyone here have experience in Chunks for packaging? I managed to have the chunks created by folder in my content browser, but now my total pak size went up a lot (9.5Gb -> 12Gb). This is because assets are duplicated between .pak files. I think UE does this due to dependencies in certain assets. But my purpose is just to split into smaller .pak, not to be able to load those separately.
do you know how to avoid these duplications?
Seems that removing the Map primary asset from the packaging options and clicking on "hard dependencies only" fixed the issue.
I get an error when i try to package my project.
first thing to solve would be Error: Couldn't save package, filename is too long (262 >= 260):
you have to enable long paths in windows and the error should go away
https://www.howtogeek.com/266621/how-to-make-windows-10-accept-file-paths-over-260-characters/
this looks like a reasonable guide @stoic ether
you can also use python installer, after the installation it will ask you if you want to unlock long paths
Sketchfab and imported workshop models from source film maker to blender and then to unreal. @open rapids
still didn't work now i get this error when packaging? @marsh chasm