#packaging

1 messages · Page 37 of 1

mellow bane
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No idea really. Shouldn't take more than 30min I think but as long as it's going, I wouldn't worry

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Depends mostly on how many rendering backends are marked as supported

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Since shaders need to compile once for each

safe spire
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Alright, thank you !

errant bloom
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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

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and,also,im new to UE4,so,sorry if its something obvious

faint mist
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I dont see a option to package it to xbox one?

mellow bane
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You need to ask Microsoft for their fork of the engine

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And a devkit

faint mist
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How and where

mellow bane
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Get in touch with Microsoft

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ID@Xbox

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You'll sign a NDA, get the devkit hardware, and get access to UE4

faint mist
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You mean this

mellow bane
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I mean ID@Xbox specifically

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Which is on this page yes

faint mist
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Its says studio name and legally registered business name etc

mellow bane
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Well yeah

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though you might be able to get through without a full company status

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But publishing on XBox will cost more than $1000

faint mist
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why

mellow bane
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ESRB

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Game ratings are mandatory on console

faint mist
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I am saying why would it cost more than 1000 just to put it on xbox

mellow bane
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Game ratings are mandatory on console

faint mist
mellow bane
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You still need an ESRB rating

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AFAIK

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Maybe it did change, but my understanding is that it will cost money to do it

faint mist
mellow bane
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Anyway, just go ahead and see

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Apparently PS4 does the free IARC rating now

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Maybe XBox does too

faint mist
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I might put it on Playstation dont know yet

mellow bane
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Apply to the developer program of each console and see how it goes

zealous remnant
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Is there anyway to debug the packaging step?

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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.

barren ermine
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Do I need xcode to build for mac?

mellow bane
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Yes

twilit fern
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Are there any good videos or tutorials for the Size Map tool?

limpid owl
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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.

mellow bane
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Should be entirely CPU really

zealous remnant
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Well, gee, packager...

left ferry
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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"

pure fjord
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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?

barren root
vernal elm
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error has occurred while receiving Error | 3536 | sz == -1Took 111.8947071s to run UE4Editor-Cmd.exe, ExitCode=-1073741571]

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anyone any idea?

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UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.```
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also see UATHelper: Packaging (Windows (64-bit)): UnrealEditorServer-TwinStick: failed to send package over the network, reason: The connection has been aborted.

worn badge
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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

vernal elm
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doesn't sound like a packaging question tho..

fickle ridge
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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?

mellow bane
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@fickle ridge Does the device actually supports ES 3.1 ?

stray maple
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What could be causing error 0x000007b happening when trying to launch packaged game?

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Visual redistributables are installed, direct x is reinstalled. vcruntime etc dlls are installed

mellow bane
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Package for development, get the log

plucky juniper
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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

mellow bane
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Right click uproject -> launch ?

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I've never used the "Launch" option myself but IIRC it cooks the current level and starts it

sly mulch
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anyone run into this error?

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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

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happends when i start a packaged game in ue4.25

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didn't happen in 4.24

sly mulch
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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)

stray maple
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@mellow bane it is development build but it doesn't generate logs because it crashes so soon

slate lagoon
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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!

snow wyvern
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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

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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?

fickle ridge
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I need help with android packaging

thorny cobalt
dusk musk
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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 :))

slow shell
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getting this odd error while packaging after upgrading engine version

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UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: SetReplicatedByDefault is preferred during Component Construction.

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Set replicated by default isnt even an member of actor component

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so i dont understand the error. im using the old way which was "SetIsReplicated(true);" but i cant find a new way

mellow bane
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Yeah it's SetIsReplicatedByDefault IIRC

slow shell
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uhh. huh. I get a compilation error if i try that though

mellow bane
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Still the correct function to call now

slow shell
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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)

fair night
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Hi! Anyone has the issue on Layered Materials being replaced by default grey chess material in a packaged game?

rancid gate
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Hello, im trying to package for iOS, and i get this error? Anyone familiar with how to fix this?

rancid gate
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found the fix. apparantly i had to set the region and language of the computer to US 🙂

wind sail
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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

calm shoal
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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?

hoary tiger
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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?

lethal pelican
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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..

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Tried moving the asset around, recompiling any materials using it and then finally deleting intermediate/binaries/saved and recompile project.. Error stayed around

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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!

dawn temple
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Guys, I was trying to speak with someone specialist in deploying for multiple platforms. Does anyone know an specialist in deployments for consulting?

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or for help me on decisions.

dull phoenix
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During packaing using the Project Launcher, how do I set 32 bit. By default it's set to 64 bit only.

rare totem
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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)
split iron
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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

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I just don't know what was changed that could cause this

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this morning everything was fine, but between my team and i, we must have done something : /

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One thing I thing I know i changed is that i upgraded to hotfix 4.25.1

fickle ridge
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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?

split iron
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Hmm ok just tried another project and that is crashing also

split iron
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Has anyone tried to package on Window 10 for Win64 on 4.25.1?

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even trying to package new projects created from the launcher/editor crashes

fickle ridge
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I have

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What is the crash?

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Can you send me?

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@split iron

split iron
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yes, the log?

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maybe unrelated but when i try to verify my installation i get an error

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This may be extreme but i'm going to try removing the install and re-installing

fickle ridge
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I would try reinstalling, I've seen some thing online saying that. @split iron

split iron
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yup. I just uninstalled. i'm going to reboot and then download 4.25.1

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brb

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fingers crossed

fickle ridge
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I'm sure it had something to do with installation process

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That is the reasonable conclusion, I mean you're starting from a fresh project not even touched, it has something to do with UE4.

split iron
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Yup. Ok, downloading now. Gonna take a little while

split iron
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@round wing I just reinstalled and i am still crashing when trying to package a new project

split iron
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4.24.3 packages a new project no problem!!!!

split iron
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If I click the three dots in Staging Directory I crash!!

split iron
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@fickle ridge sorry no idea about your issues, but i would try cooking before packaging

ebon pendant
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help

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i cant package my game

mellow bane
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The message in red tells you what to do

ebon pendant
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ATHelper: Packaging (Windows (64-bit)): ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
PackagingResults: Error: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.

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idk what it says

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what should i do

mellow bane
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Just read carefully what this says

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You just need to install or update .NET on your computer

ebon pendant
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how do i do that

mellow bane
ebon pendant
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thanks

split iron
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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

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This only happens with 4.25.1

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Uninstalled the shell Ext and all went right again

ebon pendant
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mine is 4.24

mellow bane
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Your issues are unrelated.

mellow bane
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This can't be discussed here since all of it is under NDA

solar palm
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damn...

gritty wren
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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.

tame shadow
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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

round wing
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Does anyone knows how to get console variables (consolevariables.ini) to be applied to the packaged game?

open rapids
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Hey

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Can someone help me make my UE4 scene into a .upk file? I'm planning on publishing it

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to a marketplace

ancient finch
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Hi all, Is it possible to package a "Game Plugin" for use in a Blueprints Only Project?

forest crow
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can anybody please help me, I can still not package my asset in ue4.25.
I have tried everything and googled for solution

mellow bane
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Did you compile the game in Visual Studio ?

forest crow
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no

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it is bp only

mellow bane
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Well, it doesn't look like it is

forest crow
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It goes fine in 4.24 4.23

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but not 4.25

mellow bane
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Any plugin ?

forest crow
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only the ones that are enabled by default

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the built in ones

mellow bane
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Which platform are you packaging for ?

forest crow
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win 64

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I tried to do a verify, I have updated visual studio, I have reinstalled ue4.25

mellow bane
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Which build configuration did you pick ? Development, test, Shipping ?

forest crow
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shipping

mellow bane
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Did you ever enable nativization on a Blueprint ?

forest crow
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no sorry, development

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yes

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there are nativization

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I will try to remove them

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it packages fine when nativization is disabled

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it is only when it is enabled I get that error

mellow bane
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Alright, so nativization means your Blueprint is converted to C++, making your project a C++ project

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So it will require Visual Studio with C++ support, Win10SDK, etc

forest crow
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oh.. thanks, that explains it

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is that the desktop development with c++ ?

mellow bane
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Yeah that's the C++ part

forest crow
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this one?

mellow bane
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Yeah

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You need that and W10 SDK

forest crow
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I had game development with c++

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installed

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this one

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thanks a lot stranger

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I will try to install the following and see if it works

mellow bane
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My advice would be to avoid nativization, for it commonly breaks packaging, fails to compile, and likely doesn't bring huge performance gains

forest crow
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I didnt want to put out the product for 4.25 without knowing that everything works

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thats a good advice, but it worked in 4.24 and 4.23

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and I currently have the product out on marketplace

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then I needed to update to 4.25 and thats when the error comes

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I also got a virus warning when packaging with 4.25

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that I did not get when packaging with 23 or 24

forest crow
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I have installed both components and I still get the error

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I have checked with release notes for ue4.25 and checked that I have all the components required

plush ocean
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Hi, I'm getting some errors when I package my app

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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```
livid ore
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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

open rapids
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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?

native jewel
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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)

hard otter
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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

calm shoal
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When I play Shipping build (for Distribution) and it crashes, the stack trace is always empty:

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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?

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I'd assume the Development instead of Shipping build, but IIRC they won't run Dev build without Unreal Engine installed on their system?

open rapids
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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..

open rapids
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Nativization is disabled, the project is blueprint only but it keeps throwing me this error

obtuse hollow
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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

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the example project is first person shooter

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Anyone get this issue and fix it ?

open rapids
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so bit of a weird question would I be able to put my game i have began to develop on ps4 for free ?

mellow bane
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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

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Maybe not for free, so, but likely a small amount of money, considering

gusty flume
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and you also need a static IP instead of a dynamic one

mellow bane
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And to get the game certified and... It's just more involved than Steam.

gusty flume
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Tho you need 100 dollars on steam

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and im not sure but you also have to be 18+

mellow bane
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Doesn't Sony still require you to work as a registered company, though ?

gusty flume
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yea, a company has a static ip indeed

celest plover
umbral vale
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Is it possible to package Bp class in a DLC or patch?

mellow bane
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Sure, it's just content.

umbral vale
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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

mellow bane
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Use the patch/DLC system

jaunty tusk
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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.

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It works perfectly while I run it in the editor.

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Anyone seen this?

gritty wren
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Has anyone had issues loading savegame files in a packaged version of their game?

eternal lintel
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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

vestal laurel
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so my editor got stuck at sandbox clean up again how do i fix this? somebody remind me please?

worthy silo
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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

foggy estuary
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oi anybody have windows game bar not work in a packaged game?

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nut sure if i need to change a setting somewhere...

balmy steppe
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Does anyone know how to change the folder names in packaged games?

mellow bane
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Which one ?

balmy steppe
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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

mellow bane
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As far as I know that's the project name, if it's different I'm not sure why

balmy steppe
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Hmm Ok maybe I'll restart my computer

open rapids
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Hello guys...any fix to this?...I've been searching but not much came up, any hint or fix?

mellow bane
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One of your assets is too big (> 2GB)

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Usually that's a built data asset for a level

open rapids
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How do I identify it?

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I have an open world level

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look

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it s this

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could it be the ground itself or the size of the level? But it doesn t make sense

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I've seen open world levels 3 times bigger than this, and unreal has a really good optimization system

mellow bane
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Specifically it's lightmaps

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If your game uses static lighting

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Open world games usually use dynamic lighting to avoid the huge lightmaps

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Just check the file sizes in explorer

open rapids
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well I have some that exceed that

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I have a question

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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?

balmy steppe
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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

vestal laurel
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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

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now it is stuck at lazily loaded font

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help

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PLS

mellow bane
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@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

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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

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@vestal laurel This is not an issue, just wait for packaging to complete

vestal laurel
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now its stuck at cooking

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i dont have any large assets

mellow bane
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It's not stuck, it's busy.

vestal laurel
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i have very tiny assets it usally cooks the whole thing in 15minutes

mellow bane
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Maybe you upgraded Unreal, changed a big renderer setting or something. Wait for it to be done.

vestal laurel
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ok

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its going the lipcurl again

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its never gonna connect

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how do i disable it

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all it tries to do is fails at connecting and keeps connecting and this goes on for ages and it cant progress

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yes the cooker has been done but now its trying to connect again

open rapids
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@mellow bane so you say it s the...first...whatever 7 8 assets that say 2 m and something textel data there?

vestal laurel
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at this point im traumatized of packaging projects

open rapids
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@vestal laurel tell me about it

mellow bane
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@vestal laurel Go outside for a walk and come back in 1h. It's progressing normally. The connection errors are not relevant.

vestal laurel
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i mean why cant it be easier

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ok ill do smth i guess good tip

#

i hope it doesnt get stuck at sandbox cleanup again

mellow bane
#

@open rapids You shouldn't use this stat windows, it's extremely unreliable

open rapids
#

hmmm, so which way should I go?

mellow bane
#

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

open rapids
#

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?

mellow bane
#

Without compromising anything, you likely can't

open rapids
#

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

mellow bane
#

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

open rapids
#

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

mellow bane
#

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

open rapids
#

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

mellow bane
#

The limitation is because not all filesystems support files larger than 2GB

open rapids
#

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:))

mellow bane
#

If the machine you are playing on does not allow you to have files larger than 2GB, you're still fucked

open rapids
#

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:))

mellow bane
#

No, this is a well-known restriction implemented by UE4 because

not all filesystems support files larger than 2GB

open rapids
#

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?

mellow bane
#

You should try using streaming levels to work around this constraint, or reduce lightmap resolutions if you want an easier fix.

open rapids
#

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. :))

mellow bane
#

What do you mean the level itself ? the .umap file in explorer ?

open rapids
#

Minimal_Default_Builtdata is the name of the level :)))

#

*9.4 GB actually

#

for some reason, I couldn't bother chaging the name :))

mellow bane
#

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

open rapids
#

are you 100% definitive this will fix it? it sounds to easy to be true

mellow bane
#

I'm 100% definitive that lower lightmap resolutions will lower the size of the builtdata file

delicate vessel
#

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.

mellow bane
#

You can do it in Build.cs with c#

delicate vessel
#

@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.

mellow bane
#

Look at libraries in the engine source, they often copy dlls at build

#

The ThirdParty stuff

stone girder
#

Erm.. when I try to package it gives me that.. what should I do?

mellow bane
#

Install .NET

blazing marsh
#

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

stone girder
#

I am installing .NET

#

Il update you guys later.

#

I did everything you guys said and it give me that now..

mellow bane
#

Not an error, you can ignore this.

#

Cooking should be ongoing now

stone girder
#

Alright.

mellow bane
#

Which version of .NET was that?

stone girder
#

16.6.1

blazing marsh
#

doesn't seem right..

stone girder
#

I know..

blazing marsh
#

I mean the version.. .Net is at 4. something

mellow bane
blazing marsh
#

16.6.1 sounds like VS version

mellow bane
#

Should be 4.8 or something

stone girder
#

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

blazing marsh
#

In case you got vs.. you can just launch the Visual Studio installer and get it there..

mellow bane
#

Might need to reboot or at least restart UE4

blazing marsh
#

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.

stone girder
#

I restarted everything in my pc. Il update if it works or not

steep thorn
#

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

steep thorn
#

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

mellow bane
#

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

steep thorn
#

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

mellow bane
#

Well, what's in your build.cs and uproject ?

steep thorn
#

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

mellow bane
#

"UnrealEd" in modules is wrong

#

And yeah, sounds like factories are editor only and should be ifdef'd

#

Your game cannot depend on UnrealEd

steep thorn
#

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?

mellow bane
#

You do need unrealed

#

Just onmy in editor

#

Do the dependendy conditionally in build.cs

steep thorn
#

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 -_-

mellow bane
#

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

steep thorn
#

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)

blazing marsh
#

@steep thorn Can't you just change the Type from Runtime to Editor.. UE4 should then realize it's a Editor only module

steep thorn
#

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?

mellow bane
#

Moving it to an editor-only module would make sense

blazing marsh
steep thorn
#

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.

rancid night
#

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.

brisk kindle
#

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?

pine quartz
pine quartz
#

this is for the game jam btw

obsidian maple
#

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

foggy estuary
#

i think you need at least 2017

obsidian maple
#

ah man, we tried with 2017. error messages

#

last minute rush to download 2019 with unreliable internet 😦

vestal laurel
#

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

zealous remnant
#

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?

zealous remnant
#

@vestal laurel Oh, btw, forgot to tag you in case you didn't see

vestal laurel
#

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

hardy hawk
#
 ERROR: System.ArgumentException: An item with the same key has already been added.

How can I find the cause of this packaging error

dusk briar
#

are there ways to possibly speed up packaging?

mellow bane
#

It's quite fast once it's cooked once

#

Cooking is the slow part, the first time for each new asset

latent zephyr
#

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

#

'UnknownCookFailure'

keen folio
#

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

latent zephyr
#

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

keen folio
#

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

latent zephyr
#

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

sleek kelp
#

Licensing not accepted for android 28. I did delete the license in NVPACK, and reclicked accept in Unreal, still nothing.

sleek kelp
#

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.

haughty shoal
#

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```
slender mist
#

hey guys can you build a ue4 project with the free apple account?

pearl vale
#

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.

mellow bane
#

Not possible

#

All assets saved in 4.24 will be unusable in previous versions

pearl vale
#

so there is no way for me to build it on HTML 5 anymore ?

mellow bane
#

Source build of course

pearl vale
#

oh this is a life saver, didnt knew they have it on github

#

thank you very much

pearl vale
#

is this possible on UE4.25?

mellow bane
#

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 :/

lucid coral
#

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.

mellow bane
#

Prereqs will be required on most platforms

#

Steam will require you to have the game install on a fresh VM

slender mist
#

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

dusky fossil
#

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

latent zephyr
#

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 []

radiant trail
brave tiger
#

Hi guys, how can I set default scalability settings for my packaged game?

radiant trail
#

@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

brave tiger
#

@radiant trail tnks

radiant trail
#

No Problem

eager yoke
#

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.

radiant trail
#

Best guess is the textures are being loaded up

#

Maybe it works different in the editor

eager yoke
#

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.

radiant trail
#

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

eager yoke
#

Its happening when switching levels.
Not just a menu level.
In my current setup i can not stream.
Just rolled back from that yesterday.

radiant trail
#

Ohhh

#

Maybe there a way to disable the initial texture loading tho I suspect it will either increase the game size or decrease performance

eager yoke
#

My goodness, while we are talking i found to set the Texture to "Never stream".
Completely solved the problem.

radiant trail
#

Ohhh

#

Nice

eager yoke
#

Now its instant 🙂

#

Yeah man, thank you for your efford!
Much Appreciated.

radiant trail
#

Glad I could be of some help

hazy spruce
#

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!

modern marsh
#

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?

silver harbor
#

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

shy void
#

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?

left ferry
#

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.

spare acorn
#

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?

dull phoenix
#

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.

stray current
#

@latent zephyr I'm having the exact same issue. Did you ever solve this by chance?

latent zephyr
#

@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

rugged iris
#

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?

stray current
#

@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.

latent zephyr
#

Yeah for sure

hazy spruce
#

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

winged dagger
#

;;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

ebon pendant
#

cook failure

#

why

hot rock
#

guys whats the JDK version used for Packaging for android. I am using 1.07 and its giving me error

ebon pendant
#

nvm i fixed it

open rapids
#

Everytime i package my game, it contains for example the uproject and some other things. How can i build as only 1 .exe file?

snow geode
#

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?

open rapids
#

a lot of problems here xD and no one has time to answer it i guess

#

wtf

#

can someone tell me if it means physical memory or RAM?

#

physical memory = file space lul

uneven pagoda
#

RAM. Just configure some swap.

lunar heron
#

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

lunar heron
#

@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.

royal moth
#

hello guys! for package android multiplayer game (ETC2 for example) is the same steps with VS like packaging for windows x64?

timid peak
#

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.

open rapids
#

@timid peak are you referring to it anywhere in blueprint or just in code?

timid peak
#

@open rapids yes i refer to it inside the level blueprint and my HUD blueprint. I dont refer to it in code.

open rapids
#

hmm, then it should work

#

maybe try force add the folder it's in?

timid peak
#

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.

open rapids
#

no idea then 😦

timid peak
#

But thanks anyway !

frosty pollen
#

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?

inner oriole
#

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?

ornate fractal
#

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.

timid peak
#

Are you using the Hot Reload Feature?

ornate fractal
#

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

timid peak
#

@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

ornate fractal
#

Yea I just read that too, i'll make sure to remember this.

frosty pollen
#

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?

mellow bane
#

Check the packaging log for errors

#

Check the "paklist" file in the packaging log dir to confirm the materials you used are packaged

frosty pollen
#

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

mellow bane
#

Is it packaged ?

frosty pollen
#

Its listed in the paklist file so I assume so, can check if it appears in game

mellow bane
#

The ML_SoftMetal_UE4 file specifically

frosty pollen
#

Yep, that specific material shows up just fine on the character

mellow bane
#

Well, that's weird

frosty pollen
#

Ill try doing a full rebuild and if that doesnt work build with only one level in there, to see if that works

lunar heron
#

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 ?

mellow bane
#

What do you mean "not built for this scalability" ?

lunar heron
#

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

inner oriole
#

can anyone make sense of this error

#

im attempting to package for iOS

mellow bane
#

@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

lunar heron
#

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".

mellow bane
#

Which setting ?

tacit bison
#

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

mellow bane
#

Probably missing the include

tacit bison
#

@mellow bane I wish that were the case, I just tried adding the include for AActor and got the same error :/

mellow bane
#

@tacit bison Nevermind, it's probably just editor only

lunar heron
#

@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)

mellow bane
#

Which one ?

#

There isn't a global scalability setting that I know of

lunar heron
#

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.

hazy basin
#

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?

timid peak
#

Can you try to set the reference at runtime? I was reading there are issues with defaults set in Editor

hazy basin
#

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

brisk seal
#

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 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

hollow delta
#

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?

mellow bane
#

@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

hollow delta
#

I think my game is more CPU. Simple graphics. Loops. Tick. Shoothemup.

mortal sleet
#

hello, im having a problem about convex meshes are invalid when packaging, is there a way to know which one is invalid ?

mellow bane
#

@hollow delta If you haven't profiled there is no way to know.

hollow delta
#

@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

ionic badger
#

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

grand bison
#

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

mellow bane
#

@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

hollow delta
#

@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?

vale monolith
#

Is there any online "packaging farm" ?

balmy leaf
#

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?

umbral parrot
#

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

mellow bane
#

@hollow delta Start with 'stat unit' and post the results

vapid epoch
#

Hi I am trying to package a level for my uni module but it keeps failing can anyone help me

fathom whale
#

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

vapid epoch
#

how do i do that? @fathom whale

#

oh figured it out

#

need to install the required files

#

should be installed in another 5-10mins

vapid epoch
#
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 
fathom whale
#

@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.

vapid epoch
#

ok

fathom whale
#

Ensure that level blueprints are valid and default maps in project settings > maps & modes are properly set up

vapid epoch
fathom whale
#

As warnings i'm no sure if those are the/a reason of crashing, but it's good practice to fix them anyways

vapid epoch
#

yeah I will try and fix them

daring nebula
#

When I right click on the built data in the maps folder it shows this:

#

deleting the builtData from Windows Explorer fixed it

vapid epoch
open rapids
#

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

delicate locust
#

@vapid epoch where did you locate that?

vapid epoch
#

build settings

#

under package

#

sections

#

you need to press the down arrow to see the option

delicate locust
#

could you screenshot im a bit confused sorry

vapid epoch
#

give me a minute

delicate locust
#

bet thank you

vapid epoch
open rapids
#

So, some help for me?

#

About what I wrote above

open rapids
#

The fix was switch to ARMv8 only

open rapids
#

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 ?

visual berry
#

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!!!!!!!😭 😭 😭

visual berry
#

@fair vault we can transit here to make it clearer

#

@fair vault so, where are the logs located?

modern marsh
#

@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?

elder galleon
#

@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.

modern marsh
#

Thank you! Sounds like it's time to put editor utility UMGs to good work 💯

open rapids
cold shore
#

how do i fix ue4 opening a level but just restarting the existing level

quick kayak
#

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

royal moth
#

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

modern marsh
#

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?

dawn prawn
worldly sable
#

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

final cosmos
#

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'.
peak patrol
#

@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

cold shore
#

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

open rapids
#

how to fix this problem?

open rapids
#

?? anyone

dusty lichen
#

@open rapids there may be a problem with the Chaos Plugin. Try deactivating it and see if tha cook would end with a success

open rapids
#

okay

woven mango
#

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

spare acorn
#

@woven mango to package a MacOS version, you have to use Mac development environment (i.e. Unreal running on a Mac)

open rapids
#

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?

woven mango
#

@spare acorn thanks, that was what I feared. None of the team use a Mac. Hmm... will have to think of something

spare acorn
#

@woven mango np, yeah we also had to buy a Mac specifically for it

sinful beacon
#

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)

unborn hamlet
#

As far as I know, you still need a source-compiled version of the engine to build dedicated servers

sinful beacon
#

Thanks, I will try it.

slow shell
severe star
#

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.

dawn prawn
#

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?

wooden prawn
#

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?

sharp crystal
#

Hello, Anyone know why a webpage opens when i try to press package apk.

dapper ember
#

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?

dapper ember
#

nvm I found the loop there was a get of 1st lib in the 2nd lib ... still prev version didn't complain tho

hazy spruce
#

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!

wintry gull
#

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

hazy spruce
#

Delete Intermediate folder and try again and see if it works 🙂

wintry gull
#

ok

#

i just tried it and itz still the same error

wintry gull
#

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

limpid socket
#

@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.

open rapids
#

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 adding mono-sgen64

wintry gull
#

@limpid socket ok...thank you so much, but where do i locate Binaries, Saved and DerivedDataCache

limpid socket
#

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

wintry gull
#

ow ok...thanks again trying it now

brisk thunder
#

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

dry tendon
#

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?

wanton laurel
dry tendon
#

thanks, i think i will figure it out

cold shore
#

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

hybrid mango
#

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?

rich jetty
#

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?

wintry gull
#

please can anyone help with this error Could not initialize class org.codehaus.groovy.reflection.ReflectionCache

warm sigil
#

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*

#

so frustrating

undone sleet
open rapids
#

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.

karmic elm
#

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?

green vault
#

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

hybrid mango
#

@green vault Have you tried deleting the Intermediate and Saved folders and trying to build?

dawn prawn
#

hi everyone each time I'm trying to package my game I'm getting a UAT error

latent jay
#

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

lean kite
#

#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

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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?

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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

lean kite
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*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?

marsh chasm
#

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

haughty quarry
#

Seems like 4.25 had an update that caused this afterwards

remote stratus
#

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

dull phoenix
#

How do you debug build project? My level loads in standalone but not in build project.

dull phoenix
#

Any idea why All Actos of Class on PlayerStart won't work in a packaged game?

wintry gull
#

i keep getting this error when i try to play my packaged game on android. any help please

open rapids
#

Anybody used VS2019 for building engine?

gusty fog
#

@brisk thunder have you find a solution i got the same type of problem?

royal moth
#

for packaging i need include all the sublevels maps of my tiled map ?

dull phoenix
#

My Player Save is not being found in the packaged game. It works fine in standalone mode. Anyone knows why?

icy bane
#

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
#

@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

viscid tiger
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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?

gusty fog
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@brisk thunder thx

devout frigate
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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 ?

hybrid mango
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@latent jay Thanks for the reply!

sinful beacon
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@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

devout frigate
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Thank you @sinful beacon !

glossy haven
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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.
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I've not had a problem w/ packaging for a while now

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tried it from the editor and from my usual bat file

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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

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is there a "packaging cache" somewhere I should be deleting?

mellow bane
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@glossy haven Check uproject file, build.cs file.

glossy haven
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I did

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I've even rolled back in version control to a week ago when I didn't even have the plugin

mellow bane
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AFAIK there is no caching

glossy haven
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first I've put the plugin under engine/plugins, then moved it to mygame/plugins

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does that make a difference?

mellow bane
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Yes, plugins should always be in game

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But still, don't think there is caching

glossy haven
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plugin binaries/intermediates seem to be constrained to the plugin directory yeah

mellow bane
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Still can you share the uproject and build.cs to ensure it's fine ?

glossy haven
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I can share parts of the uproject and build.cs, let me know what you need

mellow bane
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Everything with your project name and stuff like that erased I guess

glossy haven
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it's more the file sizes but let me put them up on pastebin

mellow bane
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Yeah sure

mellow bane
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Looks fine I think

glossy haven
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this is the error itself

mellow bane
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What was the plugin ?

glossy haven
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can't say unfortunately

mellow bane
#

Alright, but check the build.cs for it and either tell me or look at which editor dep it was ?

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It's probably UnrealEd but...

#

Also I would confirm you've compiled the engine since

mellow bane
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Well I don't get it, the plugin isn't even editor only

glossy haven
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yeah it's got two modules or w/e they're called

glossy haven
#

anyway thanks for trying, I'll leave the pastebins up in case anyone spots anything

shy narwhal
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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.

mellow bane
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They are indeed required in UE4

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You'll need to modify these resources and make them smaller

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TBH, I think the binary itself is going to be larger than minimal engine resources

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A simple game is a 60MB executable on Windows, plus about 20MB of third party binaries

shy narwhal
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the current pak file only with UE Engine Content is 70Mb

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of those 70Mb I think I dont need any

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@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

mellow bane
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No you indeed can't

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You need engine changes to make this smaller

shy narwhal
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so creating a /Engine/Content in my project will do not it

mellow bane
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No, definitely not

shy narwhal
#

I was thinking also of another way, to change the way certain objects are initialized

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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?

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like I see the defaul pawn is initialized, but I dont have a pawn in my app, as its only UI

mellow bane
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You absolutely can do that

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In the engine

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Not in the project

shy narwhal
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so if I set no HUD and No Pawn class, maybe it will not try to load some

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and in the same way there can be other overrides like that

mellow bane
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These classes have no resources associated

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So it won't change a thing

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Did you follow the UE4 guide on lowering the package size first ?

shy narwhal
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yes, I've checked all resources on line

#

did all that

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stil the final package is 180Mb for a simple UI

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btw this UI is the launcher/updater of the actual game which is another full app

mellow bane
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UE4 is obviously a terrible choice for apps

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That's not a surprise

shy narwhal
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I'm saying app, as application

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not as mobile app

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I'm shipping on windows/linux/mac, not mobile

mellow bane
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I understand

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It's a terrible choice for computer applications

shy narwhal
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the other choice is to build the launcher/patcher with another technology, but then multiplatform issues can arise

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so I prefer to keep it in the same UE technology

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I think it can be done pretty minimal, but UE is not prepared for that

#

there is no easy way to exclude subsystems

mellow bane
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There isn't indeed

shy narwhal
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for example I dont need the particle subsystem

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will be nice to exclude it

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I dont even need skeletal animation

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and I guess that's a big part of the code

mellow bane
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UE4 doesn't do that

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It's a game engine for 100GB games, not for launchers

shy narwhal
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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

mellow bane
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For what it's worth I only have a 135MB package here

shy narwhal
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like just redirecting /Engine/Content to a dir you want

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for loading purposes

mellow bane
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60MB binary, 60Mb content, and the third party stuff.

shy narwhal
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the funny part is , if I delete Engine\Content\EngineMaterials\DefaultBloomKernel.uasset

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and then repackage, it doesnt complain about it

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and that file is not packaged

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but I need to physically deleted it from UE dir

#

if you open BaseEngine.ini , there is this section: [Engine.StartupPackages]

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with a list of all packages it needs to load at startup

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but removing things there doesnt work

mellow bane
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Not loading required assets isn't going to stop the engine from crashing when it needs them

shy narwhal
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in my app it will not need those

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like WorldGridMaterial

mellow bane
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Sigh

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You personally not using the feature, and the engine not needing it, are two very different things

shy narwhal
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If you dont use it at runtime, its not needed

mellow bane
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But the engine has no such feature

shy narwhal
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the problem here is that the engine assumes you will need it, and so it loads it at startup anyway

mellow bane
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Exactly

shy narwhal
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its not the best way for sure

mellow bane
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🤷

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Feel free to do the required changes in the UE4 source code and do a pull request

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Or just do it locally

shy narwhal
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another thing it packages is internationaliztion/localization files

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about 700 files

mellow bane
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Yes

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I mean just change these things if you feel like you can improve the engine

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It's not a secret that UE4 has huge package sizes out of the box

shy narwhal
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I think can be done, not sure if it will be me doing it

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but I want to share the need, and see if someone else tackled it already

mellow bane
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Yeah many people did that before

shy narwhal
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google has quite some for Android packaging on that

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as obviously for them is a real issue

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and on Android there are less dependencies

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UE already stripped some

mellow bane
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Yeah, no one really cares about file sizes on Windows since a single texture can be larger than the base engine

misty basin
near dagger
#

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

mellow bane
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@misty basin butler tool

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And no, UE4 doesn't support HTML5 anymore, only native binaries

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You can try getting the unofficial plugin that maintains compatibility

misty basin
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@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

vital narwhal
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There are multiple ways to put things on itchio, I don't think the html is actually required for a zip donwload

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@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

mellow bane
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Looks like he specifically wants html5 to play there

glossy haven
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@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

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you can tell it to skip localization etc.

shy narwhal
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Hi @glossy haven , its for the launcher/patcher of a game

glossy haven
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yeah that's an "app"

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just make a program out of it

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have a look at the crash report client for how it's done

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and some other programs

shy narwhal
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where is that?

glossy haven
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engine source

shy narwhal
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ok I see it

glossy haven
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you can skip localization by putting this in your program's target.cs:

bCompileICU = false;```
shy narwhal
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nice!

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Im checking the crashreporter

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but I cant determine if its still using Engine Content

glossy haven
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crash reporter is a good reference as it's got a GUI

shy narwhal
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I guess it does

glossy haven
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        bCompileAgainstEngine = false;
        bCompileAgainstCoreUObject = true;
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this is how you compile against uobjects but w/o engine

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(in target.cs again)

#

etc.

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yeah just look through the build/target.cs of engine programs and you should get a good idea on how to do this

shy narwhal
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ok, let me try to ship with those 3 parameters

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and see how it changes

glossy haven
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(make sure it's Type = TargetType.Program)

quick kayak
#

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.

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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

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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

shy narwhal
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@glossy haven if I switch to "program" I get this error:

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ERROR: Unable to find target 'PSLauncher'
(see C:\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)

glossy haven
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don't switch to program - make a new one

shy narwhal
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I see

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ok, I will try, thanks for your help

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@lethal fiber seems not to be present in the standard templates

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I check all categories, and all are sort of 3d scene

glossy haven
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??

shy narwhal
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There is no template for "Target=Program"

glossy haven
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are you on a source build?

shy narwhal
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yes

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4.24.3

glossy haven
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yeah just pick a simple enough existing program in the engine program folder, copy it and off you go

shy narwhal
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ok I can try , but this is what I did already with my PSlauncher program

glossy haven
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what I did is symlink it there so source control-wise I could still have it in my game's repo

shy narwhal
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but I try again from scratch

glossy haven
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yeah just keep at it, if you want a min size exe that's not a game program is the way to go imo

shy narwhal
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@glossy haven tried from scratch, blank project template

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as soon as I switch to Type=Program in the Target.cs

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and I package with:

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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"

glossy haven
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no no... take a program

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that exists already

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in the engine

shy narwhal
#

I get the error ERROR: Unable to find target ''

glossy haven
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copy it

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and tweak it until it works

shy narwhal
#

ah

#

I see

glossy haven
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there aren't any templates for this

shy narwhal
#

you mean copy the code of CrashReporter

glossy haven
#

yes

shy narwhal
#

ok

royal moth
#

error packaging with UE4.24 for win64 but is successed for Android what is the problem with win64 packaging please?

rare sun
#

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

slender sail
#

Does anybody have an issue with light shafts not working in a shipping build? (Development or Debug is fine)

dreamy heath
#

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

daring herald
#

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

dapper ember
#

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

stark spire
#

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?

shy narwhal
#

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.

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do you know how to avoid these duplications?

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Seems that removing the Map primary asset from the packaging options and clicking on "hard dependencies only" fixed the issue.

stoic ether
marsh chasm
#

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

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you can also use python installer, after the installation it will ask you if you want to unlock long paths

stoic ether
#

Sketchfab and imported workshop models from source film maker to blender and then to unreal. @open rapids

stoic ether
#

still didn't work now i get this error when packaging? @marsh chasm

stoic ether
#

Can Somebody Please Help I Get This Error When Trying To Package My Project For Windows 64 Bit: