#packaging

1 messages ยท Page 38 of 1

marsh chasm
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do you get any errors in editor ? @stoic ether

stoic ether
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i asked one of my discord friends and he said that i had to install the debugging tools for ue4 so i am doing that right now.

marsh chasm
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hm, have you tried resaving your assets?

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not sure how debbuging tools will help with this

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i would resave every asset and then tried to validate them blobThink it can sometimes show some useful tips

stoic ether
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Regarding the packaging project problem: It still didn't work i tried deleting the corrupted model because i wasn't gonna use that model anyway: This is the new Log:

open rapids
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hello, I have successfully packaged my project for Windows 64bit. Everything works fine but my .exe file is only 185Kb which it sounds very unlikely. Does anyone know why?

mellow bane
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It's not the real binary, look into GameName/Binaries

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The root one is just a link

tidal pilot
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I'm having an issue where whenever I try to package a project on UE4.25, the whole engine freezes and my CPU is pinned to 100%. No matter how long I leave it, the engine doesn't unfreeze. My computer is relatively high-end so I have no idea what's going on. Has anyone got any idea why this is happening?

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Just downgraded to 4.24 and that seemed to fix the issue ๐Ÿค” I'll probably see whether it's present in the next engine version for me

rose dawn
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I have a character who picks up a sword by attaching the actor to a hand socket. In offline, play as client, and play as listen server in the editor, it always works fine. In the packaged build, the sword is never attached to that socket, and instead just goes to the root transform (bottom of the capsule).

The attachment code runs serverside, but in some tests it also seemed to happen when i moved it clientside.

I have tried changing my attachment code, changing how I am referencing the socket name to a field, verifying my ue4 installation (4.25.1), and a handful of other small changes. Its really hard to debug because it takes so long to repackage after making a change

What causes these sorts of discrepancies? Any ideas for debugging this?

rose dawn
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alright, partial solution: I am using mesh merging for all my characters. If I replace my merged mesh character with a pre-made character, he picks up the sword properly in the editor AND the packaged version.
so... anybody do mesh merging before and encounter something like this? I'm using the code provided in the docs for mesh merging without much modification

stoic ether
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I get this error when i try to package my project could someone help please and for those who have seen me ask this before this is a completely new log so please take a look can it be that i am currently using my laptop since i am away from home i am using my laptop which isn't nearly as powerful as my other pc?:

astral marsh
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hello. i need to package some *.png files in plugin Content/Pictures/ directory. i can't add +DirectoriesToAlwaysStageAsUFS=(Path="Pictures") to DefaultGame.ini, because it is plugin Content, so i made DefaultGoogleCloud.ini in my plugin Config directory with content:

[/Script/UnrealEd.ProjectPackagingSettings]
+DirectoriesToAlwaysStageAsUFS=(Path="Pictures")

but nothing happens, files not added. what i'm doing wrong?

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btw, if the file have name BaseGoogleCloud.ini files not added too, but i have error in the log:

UATHelper: Packaging (Windows (64-bit)):   LogCook: Display: Inisetting is different for Windows GoogleCloud /Script/UnrealEd.ProjectPackagingSettings, Current section doesn't exist
LogCook: Display: To avoid this add blacklist setting to DefaultEditor.ini [CookSettings] Windows.GoogleCloud:/Script/UnrealEd.ProjectPackagingSettings
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short question: how to add non-asset Content to packaged build from a plugin?

tidal pilot
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I get this error when i try to package my project could someone help please and for those who have seen me ask this before this is a completely new log so please take a look can it be that i am currently using my laptop since i am away from home i am using my laptop which isn't nearly as powerful as my other pc?:
@stoic ether try rebuilding all the maps in your project. that usually fixes that issue

stoic ether
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how do i do that? @tidal pilot

tidal pilot
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You can use the automation system to do it automatically, but if you don't have many levels in your project, just manually go through and hit 'build' for them all.

stoic ether
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I will test it soon.

sterile fulcrum
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I've got a bit of a conundrum and I'd be interested in some input going forward. Long story short, is there a way to share content between multiple different plugins? I'm making map mods for a game, and I have blueprint objects that I'd like to use in both of them. I'm trying to avoid copying the objects and putting duplicates in each plugin.

Ideally, both plugins would load from a shared plugin, but I wouldn't be sure how to go about doing this without packing that shared content into both of the .pak files. Any input would be appreciated.

waxen knot
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why can't my UAT find -utf8output ? ๐Ÿค” should i do full rebuild?

mortal umbra
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Is there a difference in performance between standalone and packaged build?

thorny tapir
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gameusersettings.ini where are the set in the ue4 engine ? thanks

hazy spruce
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Hello guys! Suddenly my Android app is not working on my second device. I'm testing the game on a samsung galaxy s8 and it's working without any problems but when deploying to a huawei p30pro the game crashes after the splash screen. I've attached the debug logs from Android Studio. Can somebody explain what the problem is? Thank you!

chilly latch
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Hey, I am running into a weird error when I try to build out my game to Android (ASTC) for Oculus Quest. ๐Ÿ™ƒ

Things to note:

I have already tried reinstalling Android Codeworks

I have already accepted the SDK license

I was able to successfully make a build using the same settings in a blank project

Android Studio is already installed

I've cleared the cache in my user folder

Right now, I am not sure what else to do. So help would be greatly appreciated!

bright owl
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i've been having trouble with packaging my game in 4.25.1 (and 4.25) and i can't find figure out what to do, its been a few days and i still got nothing so i'm asking here
the error

UATHelper: Packaging (Windows (64-bit)):     [1/7] SharedPCH.Core.cpp
UATHelper: Packaging (Windows (64-bit)):     f:\gamemakers\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)):     f:\gamemakers\ue_4.25\engine\source\runtime\core\public\Delegates/DelegateInstancesImpl.h(521): note: see reference to class template instantiation 'TBaseRawMethodDelegateInstance<bConst,UserClass,WrappedRetValType(ParamTypes...),VarTypes...>' being compiled```
and line 397 of DelegateInstancesImpl.h is `static_assert(!UE4Delegates_Private::IsUObjectPtr((UserClass*)nullptr), "You cannot use raw method delegates with UObjects.");`
quartz current
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how do you export the game for windows with the assets inaccessible to others

stoic ether
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I know that i have posted this problem so many times but i keep on getting this problem when exporting @tidal pilot i tried what you said didn't work unfortunately this is a completely new log so please take a look i have been trying to fix this problem for a while now so please help.

tidal pilot
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@stoic ether Ok, yeah it's a similar error again. I'm not really sure what the best way is to find the asset that the error is referring to, but I'll have a think and let you know if there's a good way to check

hazy spruce
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Hello everybody! I'm facing some strange problems when I'm trying to package my game for Android. Each time I want to package in dev mode using OBB files the game crash after the splash screen appears. It only works in dev mode if I package inside APK ( in this way I can't debug the game to see what the problem is because it's working). In shipping mode the game it's working with OBB files but only arm64. When trying to install to device the armv7 version it's the same. The game crashes after the splash screen. Does anyone had this problems and solve it?

mortal umbra
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Is there a difference in performance between standalone and packaged build?

hazy spruce
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Yes, big difference

tidal pilot
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@stoic ether what UE4 version are you on?

forest ocean
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hi! how are you guys making sure your players have the proper prerequisites installed when starting your games? (i.e. visual c++ redist stuff) nearly everytime i send a new tester a build of my game, they can't start it because of missing DLLs and stuff and i have to tell them to download them from https://support.microsoft.com/en-gb/help/2977003/the-latest-supported-visual-c-downloads which is obviously not ideal... i don't know when this started but it wasn't a problem 2-3 years ago

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i can select "include prerequisites installer" in the packaging settings, but that only adds an exe deep into the Engine folder structure in the export, where nobody will ever find it

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i would expect that the game would notice the missing DLLs on start and run that exe or something :/

mellow bane
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@forest ocean When you distribute through real platforms (Steam, GOG, EGS...), this issue is solved for you

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It always was a problem since the dawn of time, you just likely started using a newer VS version that your tester did not have the redist installed for another game

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The game cannot detect missing DLLs because what is missing is the C++ runtime

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Meaning, the very game executable itself, cannot run

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This is not UE's job but yours, or your distributor's.

forest ocean
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@mellow bane thanks for the reply, makes sense ๐Ÿ™‚ i just found the "include app-local prerequisites" option which copies the redist DLLs from the engine folder to the packaged game's binary folder - i hope that should help for builds that are distributed in a direct way and not through a launcher (i.e. I'm preparing a demo on Itch and it's directly downloaded as a zip and run from there)

mellow bane
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The redistributables just need to be installed

forest ocean
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hm? my issue is that i don't want to have to do tech support for everybody who wants to play the demo but doesn't have the current redistributables installed

mellow bane
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So you either need to switch platforms, explain to your users what they need to download, or use installer software that can run installers before copying the files

forest ocean
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so having all the proper visual c++ redistributable DLLs in the game's exe folder won't work?

mellow bane
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It may work for the particular case of VS C++ redistributables, with the caveat that they will never be updated by the system

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It won't work for the (also required) DirectX SDK

forest ocean
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It may work for the particular case of VS C++ redistributables, with the caveat that they will never be updated by the system
yes sure, but it shouldn't be an issue for a game demo that's just run from a folder a couple of times without being installed

mellow bane
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UE games don't need installing anyway

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The dependencies do

forest ocean
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the directx DLLs are also included in the AppLocalDependencies btw

mellow bane
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Then if you confirm this to be running well on a fresh Windows VM, I guess you solved it

forest ocean
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will have to test ๐Ÿ™‚

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but of course i agree with you, they usually should be installed - it's just in that scenario where i send a zip with the game around to be tested and it will be deleted a couple of days later anyways that having them come with that zip would be preferrable

mortal umbra
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@hazy spruce How big? Standalone has lower performance compared to packaged?

wicked void
mellow bane
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Your game crashed during packaging

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So the packaging process could not continue

wicked void
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u mean packaging in editor?

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its this error Error: Tried to access an uncooked shader map ID in a cooked application ?

mellow bane
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I mean your game crashed

wicked void
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thats obvious right, thats why im asking ๐Ÿ˜„

devout frigate
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I am trying to build my project to my oculus quest for the first time.

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I have managed to build it for my pc, but since I have scaled the settings down and tried to get onto the quest, I get this...

strange ledge
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Hi! how to enable audio mixer ? by config files or something else?
All is fine but works only when .exe runs with -audiomixer UE4_24
New: Audio Mixer Enabled
The new audio mixer is enabled by default bringing an enhanced audio feature set to all platforms supported by Unreal Engine!

NOTE
For developers using UE4.20-4.24, on some platforms, you may need to edit the platform engine config file to make sure your executable will use the new audio mixer at runtime. For example, on Windows, edit Config/Windows/WindowsEngine.ini and ensure the Audio section contains:

[Audio]
UseAudioMixer=true

this stuff from DOC not working

feral radish
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Anyone got tips for debugging the cooker? I'm trying to build a minimal IPA/APK by only cooking a single "LoadingLevel", but the cooker is clearly pulling content in from a different level as well. My asset references all look correct in that the things being pulled in are tagged as pakchunk1, but they still show up in the packaged game rather than the DLC...

stoic ether
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@tidal pilot 4.24.3 sorry for the late reply.

dusk briar
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should I keep something in mind for patching my game in the future

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like to keep the patch size to a minimal and such

mellow bane
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Not really no

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At least on PC

dusk briar
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not even stuff like asset bundles and shit like unity

mellow bane
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No

dusk briar
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cause I remember an old project not using the bundles and then every patch was just the whole game again lol

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but reading the patch page unreal automatically compares post-cook content and makes the difference

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that's pretty neat

mellow bane
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Don't use the patch tool

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Unless console

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Just push your new package to Steam/GOG/EGS/etc

dusk briar
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we're doing pc and console

mellow bane
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On console, read your manufacturer's guidelines and rules on patching

dusk briar
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yeah I know how to patch, was just wondering if I needed to do something specific in unreal to keep it small and clean

mellow bane
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On PC, just push the latest packaged game and you'll be fine

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On console you might or might not use UE4's patch tool

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But your content is somewhat independent

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Things like rebuilding lightmaps will be the biggest driver of updates

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But it's not like you can skip on it

wicked void
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i mean, i think i run into trouble with procedural spawn stuff etc, in cooked

mellow bane
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It's not really okay because adding an asset pack you don't use will make it included automatically

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What you should do instead is ensure you force assets you use procedurally to be packaged

wicked void
mellow bane
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Like that, except there are much better solutions like using primary asset labels

wicked void
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yeah i actually saw someone say to check out that cook everything lol, but i dont seem to like that at all aswell

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so like adding it outside the editor?

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(inside configs, or?)

mellow bane
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What I personally do is root assets that are a data asset that just store a list of soft pointers to other assets

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The root assets are all in a force-packaged directory

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When I want to include a new asset in the next build, I add it to the appropriate list

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The list is then used at runtime with the asset manager to discover which assets exist

wicked void
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hm so i added 'Game/Maps' to the list (as showed above image) , but still its not cooked:
SearchForPackageOnDisk took 0.585s, but failed to resolve LostIslands.umap.

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it wont load the map

mellow bane
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Maps are special and need to be in the list of maps to cook

wicked void
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ahh.. okay so that should help ๐Ÿ™‚

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but well so i asked before, but still im not able to debug my game (no editor)

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as some ppl said, it can be a engine crash, not project related, but well

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im not very like to build from source at this point

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@mellow bane is it possible that not well cooked games can crash,without using the symbols?

mellow bane
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Symbols are a debugging tool, they are useless to the game

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And yes, if you forgot to include required content, and your game doesn't check for nullptr where it has to, it will crash

wicked void
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yeah so i think thats the issue

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i guess, most likely

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its working in editor, not cooked

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even other maps work ๐Ÿ™‚

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anyway yeah so i was confused about the 'symbols' and just crashes without a good callstack

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as the symbols are for editor obviously ๐Ÿ™‚

mellow bane
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Symbols are for Visual Studio to map the addresses in the executable to the function names, when debugging

wicked void
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yeah its good, but u dont mention 'editor only'

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so its : when 'DebugGameEditor'

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still a packaged game dont need editor symbols, i need the project symbols?

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so e.g. when debugging a game, it would point to code on a crash, like in editor debug..

mellow bane
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You need editor symbols for debugging

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Packaged or not, that's unrelated

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Both the project and editor symbols really

wicked void
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sorry so i already have the editor symbols ๐Ÿ™‚

mellow bane
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So what's your question ?

wicked void
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its complicated, but well.. 2 questions ..

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it it common that everyone might get a crash without a good callstack, and is it still project related?

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so i might have to build the engine from source :/

mellow bane
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It's always project related

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If you don't have a good callstack, you just don't have the symbols you need

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And you don't have to build from source

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Since you mention packaged game, I suspect you just didn't run the packaged game with debug symbols

wicked void
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i guess so to

mellow bane
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In VS : file, open, pick the executable, debug

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Wait for crash

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When prompted for symbols, add the paths they are at

wicked void
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so why would it work then ?

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sounds kinda weird

mellow bane
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What do you mean ?

wicked void
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i dont know sorry ๐Ÿ˜„

mellow bane
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Just do what I did and you'll have the symbols for your crash

wicked void
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In VS : file, open, pick the executable, debug
why would that work and not some common things?

mellow bane
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I mean, you want to debug a packaged executable

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So you have to debug, well, the executable, in the package

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If you hit the regular debug option you will be debugging a new locally built executable

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Which might actually work too, but depends on whether you just packaged the game with the proper config, etc

cold shore
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anyone know how to fix this

sterile fulcrum
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Is there a way to cook base game content and exclude all plugins in the project from being cooked?

vital narwhal
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For crashes on packaged builds, you want to look at the log that will be in the Saved folder of wherever you put your packaged build, if it isn't Shipping the log should have a full stack trace

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It will cook everything in your game if you don't specify at least one map to cook (or turn off a flag in cook options). So that's the first thing to check, after that it will cook everything that's loaded in memory but most plugins shouldn't be loaded. And you can always disable plugins you don't need

stoic ether
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I get this error when packaging: UATHelper: Packaging (Windows (64-bit)): CookResults: Error: Couldn't save package, filename is too long: E:/ProjectsUe4MoreSpace/The_Running_Order43/Saved/Cooked/WindowsNoEditor/The_Running_Order43/Content/FNAF/Marionette/MarionetteTheMishaps_Anim_the_marionette_qc_skeleton_the_marionette_qc_skeleton_the_marionette_qc_skeleton_mario_000.uasset
UATHelper: Packaging (Windows (64-bit)): LogCook: Error: Couldn't save package, filename is too long :E:/ProjectsUe4MoreSpace/The_Running_Order43/Saved/Cooked/WindowsNoEditor/The_Running_Order43/Content/FNAF/Marionette/MarionetteTheMishaps_Anim_the_marionette_qc_skeleton_the_marionette_qc_skeleton_the_marionette_qc_skeleton_mario_000.uasset

native acorn
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I can package my game but it won't launch on windows and android.

spare comet
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Hi guys, facing some issue with android packaging of my project.
When packaging game data inside apk, the game runs flawlessly, but when I package it into an obb file, upon launching the game gives 'No obb found or google store key to try download'.
What am I doing wrong here? My project size is a little big so I don't want to package game files in apk.

NOTE: I generated a keystore file using cmd, and have filled in the details in project settings also.

open rapids
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"ERROR: System.ArgumentException" how to fix this?

mellow bane
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Full build log if you want help

wicked void
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Hi @mellow bane so i was trying to do what u suggested, i opened the executable and started debug, however there's no prompt for symbols on crash..?

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but well, i think there i need the PDB files? Cannot find or open the PDB file.

mellow bane
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Should be an option to set the symbols search paths on that screen

wicked void
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debug just ends, nothing pops up really

hazy sequoia
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@cold shore I think you're accessing something from a thread that is not supposed to be able to have access. Like non-game threads couldnt access the create notification method in slate when I tried to use that and I think it gave me the same type of error.

wicked void
mellow bane
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This isn't even a packaged game

wicked void
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yeah ๐Ÿ˜„

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its not my screenshot but just to imagine what u meant

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ill have to wait till cooking is done, hope the symbols then work

wicked void
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(it takes way longer to cook since i added the maps .. ๐Ÿ™„ )

mellow bane
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No shit, now the game is being cooked

wicked void
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ha yep, it seems so ๐Ÿ˜„

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its basically the first time i really try to cook, have had to do this way much earlier..

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So, well thanks for helping!, gg ๐Ÿ™‚

vital narwhal
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This channel isn't as busy as CPP, so a lot of people come in and ask a one line question with no details and then leave before anyone is around to respond. If people want help, they need to post logs or at least full stack traces and then some of us may recognize the problem and @ reply them later with a possible fix

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But saying something like "I can't package for android" is not going to get you any useful advice

cursive wyvern
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Hello all, I wanted to ask for your help. I am trying to test a game using the hair groom but the game crashes on load (using UE4.25.1). I first packaged the project using the regular file\package project\windows and it worked fine, but the hair was not animating. I saw that the log said this "LogStreaming: Error: Couldn't find file for package /HairStrands/Emitters/GroomSpringsSystem requested by async loading code. NameToLoad: /HairStrands/Emitters/GroomSpringsSystem" so I added the HairStrands/Emitters folder to "additional asset directories to cook"
But when I cook the game this way, the game crashes on launch.
I can't find anything in the log that serves as a warning of why this is happening (there are no warnings in the log).

The "minidump" file in the crash folder says this
Exception code: 0xC0000005
Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
(cont...)

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I also tried frontend and I did get some warnings:

LogUObjectGlobals: Warning: While loading '../../Plugins/Experimental/HairStrands/Content/Emitters/ReportGroomState.uasset' failed to load '/Game/Developers/michaelforot/GeometricCollision/ReportGroomState': Can't find file.
LogHairStrands: Warning: [Groom] ThirdPersonCharacter_167/Groom/newtest - Groom's material is not set and will fallback on default hair strands shader in editor.
LogInit: Display: LogHairStrands: Warning: [Groom] Groom_GEN_VARIABLE/newtest - Groom's material is not set and will fallback on default hair strands shader in editor.
LogInit: Display: LogUObjectGlobals: Warning: While loading '../../Plugins/Experimental/HairStrands/Content/Emitters/ReportGroomState.uasset' failed to load '/Game/Developers/michaelforot/GeometricCollision/ReportGroomState': Can't find file.
LogInit: Display: LogHairStrands: Warning: [Groom] ThirdPersonCharacter_167/Groom/newtest - Groom's material is not set and will fallback on default hair strands shader in editor.
WARNING: The config file 'hairtest/Config/DefaultNiagara.ini' will be staged, but is not whitelisted or blacklisted. Add +WhitelistConfigFiles=hairtest/Config/DefaultNiagara.ini or +BlacklistConfigFiles=hairtest/Config/DefaultNiagara.ini to the [Staging] section of DefaultGame.ini
WARNING: Win64 does not implement Deploy...

And then a bunch of errors similar to the ones in the image, right after the line
[2020.07.18-00.28.36:300][ 0]LogWindows: Error: begin: stack for UAT

Any ideas? :(
I'm guessing Niagara is doing something weird, because Niagara is the one that animates the hair (and the game compiles just fine if the hair is not animated).

EDIT: I forgot to mention the project is based on blueprints

open rapids
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@mellow bane not sure about uploading the log here due security reasons, i'll DM you about it l2^3r

open rapids
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k so

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i need someone else to help me solving the issue

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anyone up?

lament sable
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i have my own problem need solving sorry

open rapids
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the error is System.ArgumentException

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alright then just don't send

mellow bane
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Just put the log on pastebin, cover up names if you have to

open rapids
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@mellow bane this is going to expire in 60 minutes, so check this real quick

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tho i reinstalled the engine so it might work now (or not)

mellow bane
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Nothing useful in tjere, but you can try googling the error message as it's one I see popping from time to time

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Usually it's when people clone a project and keep some files they shouldn't, or things liek that

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Look for .target files in your project folder and delete them

open rapids
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there's no single .target file

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in the project folder

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now how do i fix this?

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i've googled the error message a fuckton of times already

mellow bane
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There should definitely be target files under binaries somewhere

open rapids
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i've searched .target in the Windows file explorer

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nothing

mellow bane
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Even under Binaries/Win64 ?

open rapids
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i've searched .target in my project folder itself

mellow bane
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Did you go into that folder and confirm ?

open rapids
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so that way it performs a full search

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not really,

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i'm gonna do it then

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where's "Binaries" or "Win64" ?

mellow bane
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So this isn't a C++ project ?

open rapids
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yeah

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this is a BP-based project

mellow bane
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But there is a Source folder

open rapids
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no .target file in there

mellow bane
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If you have source code it's a C++ project, so what's inside Source ?

open rapids
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there are some animation FBX files in there

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do i need to delete these?

mellow bane
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You should rename that folder because Source is where UE4 looks for source code

open rapids
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because some of them

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has the same name as actual .uasset files

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oh

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well then\

mellow bane
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Not an issue, just don't call the folder Source

open rapids
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i'll just back it up on another folder and then delete everything in Source

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no idea how animation assets got into Source, but i'm guessing that it's an HDD error

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since i'm using an ECC SSD but this project is on HDD

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it did nothing

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i deleted the files inside Source folder, but i'm still getting the same error

mellow bane
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Do you have nativization enabled

open rapids
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nativization?

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what's that

mellow bane
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Blueprint nativization

open rapids
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i have no idea what it is, i'll search for it

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do i have to enable it?

mellow bane
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No, definitely not

open rapids
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or disable it

mellow bane
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If you didn't enable that then I don't know why you have this error

open rapids
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how do i check if nativization is enabled or not

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it's set to Disabled inside the project packaging settings?

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do i have to delete the .sln file?

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i left the Visual Studio .sln just in case

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@mellow bane

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you there?

mellow bane
#

Why would you have a SLN file ?

open rapids
#

i made it just in case, so that way i could pass it as i get to have a trustworthy engineer to optimize the low-level stuff

mellow bane
#

Optimize what ? If you don't have source code there is nothing to optimize

open rapids
#

i was thinking of BP and C++ Hybrid when i made it, so expensive BPs could be replaced with C++ instead

mellow bane
#

Worry about that if you know you have expensive BPs that get your Game time higher than your target frame time

#

Close the editor, remove that, the Intermediate folder, Build folder, restart the editor and try again

#

I'll be off now

open rapids
#

alright, thanks

#

last question

#

whatbout .vs folder?

mellow bane
#

Same

open rapids
#

k

#

big ๐Ÿ‘

vital narwhal
#

You'll need to go up the stack and look at what UNiagaraComponent is, although based on the stack it's probably something to do with your hair assets.

cursive wyvern
#

@vital narwhal Thanks, I will take a look at that link. I am guessing some Niagara components are missing during cooking.

cursive wyvern
#

Well... this is what I got. I see it shows as a win32 application, and that's weird because it's compiled as a win64 app. Hmmm.

open rapids
#

hey all, i've finished my project entirely but its only main menu level is showing up, when i click my play button nothing happens(everything works flawless on editor)

hazy spruce
#

Hello guys! I get this error when opening my game on a mobile device.

#

2020-07-16 13:56:51.580 23751-23830/com.thelostroad A/libc: Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0 in tid 23830 (Thread-4), pid 23751 (MainThread-UE4)

#

Doesn anyone know what this means?

mellow bane
#

It's a crash

#

Segfault, so possibly your code accessing nullptr

hazy spruce
#

@mellow bane will you please explain more? My project is blueprint only. I'm trying to solve this for a week

#

The crash occurs only on armv7 and if I have a obb file

mellow bane
#

If you have no code or nativized Blueprint it's likely an engine issue

#

Or a packaging issue, anyway, but one that's hard to debug without more information

hazy spruce
#

I've deleted all the conten. Created a new empty map and packaged and still crashed

#

The thing is that on another new project it's working

#

The strange thing is why it's not working even if I deleted everything

mellow bane
#

It's not strange really, content is unlikely to crash the engine

#

Project settings are, like which shader platforms are compiled at cooking time

hazy spruce
#

I also migrated the content to another fresh project and didn't changed a thing. Only added the sdk to build for android and the crash still occurs

dull phoenix
wicked void
#

So i finally found that a actor (blueprint) was causing my crash

#

but why no crash info at all?

#

even diassembly had no line numbers

mellow bane
#

Disassembly doesn't have line numbers

#

If you want crash info use the debug symbols

wicked void
#

still the debug symbols seem not to work. i do have them, and set them in options

#

i doubt its a visual studio issue, or maybe there're just no debug symbols available for the crash

#

(maybe, cause its blueprint?)

mellow bane
#

If you have a call stack without debug symbols, it means you do not have the appropriate debug symbols configured at that point

#

For example if it's a packaged game you might have forgotten to add the symbols for that particular executable

#

The PDB file that's copied with the game package, specifically

wicked void
#

yeah, i added the one thats inside the Binaries folder, same name as the executable

mellow bane
#

What does a screenshot of the debugger look like ?

wicked void
#

it wont even let me browse for PDB

mellow bane
#

Try an uncropped version of the screenshot

mellow bane
#

But basically there's an option in settings to add a PDB path, and that works 100% of the time

#

There are no binary blobs without symbols in UE4

wicked void
#

hm, okay thats good to know

#

thats what ive had all the time testing it

#

and i opened just the executable in the same map as project, then hit debug..

#

however, good to know it should always work, atleast

mellow bane
#

This doesn't look like the final output path of your packaged project.

#

Ah, nevermind

#

Check in that folder for a PDB file ?

wicked void
#

yep, it has

mellow bane
#

How did you run the executable in that same folder to debug it?

wicked void
#

File > Open> Project/Solution > pick .exe

mellow bane
#

Well that's really weird

#

Are you doing it with your game project open in the same VS window ?

wicked void
#

nope, i do not have multiple vs instances running

#

so i actually fixed the blueprint bug by just replacing it by another blueprint, but yeah im willing to find out what it is though

#

so im gonna force crash it using c++ and see thats also not having symbols

#

if not, it could also be something really be broken inside blueprint (it was a sky system from marketplace, kinda crappy stuff anyhow)

mellow bane
#

I mean it might work if you actually open the exe from the project solution in VS

#

Not sure how the sources are mapped if not

dusky fossil
#

Does anyone know if it's possible to add custom files to the crash reporter?

mellow bane
#

Fork the crash reporter program and modify it

hazy spruce
#

Hello guys! After days I think I've found the problem to my mobile crash. I'm using target sdk 29 but with target sdk 28 it's working. I've downloaded Android SDK 29 with Android Studio but now I need to change the path inside UE4 on Android Studio SDK?

stark spire
#

How can I make it so if I add an update to my game, it just adds to the game instead of having to reinstall the entire game

mellow bane
#

Depends on your platform

#

On most PC platforms, that's entirely automated and not of your concern

stark spire
#

Platform as in windows/Mac/Linux or platform as steam/epic/itch.io

mellow bane
#

Platform as in sales platform

#

Steam, Epic, GOG, and Itch all have the same kind of updating infrastructure where you push your entire fresh build, and they handle the diffing between all versions to create minimal update downloads

#

The same thing goes for mobile platforms

#

I'm not familiar with consoles though

rancid gate
#

Anyone has any great tips for reducing package size in mobile games?

mellow bane
tardy dew
#

Hi all,

I want to DLC/patch for mobile devices and started testing from IOS. I am a bit confused about patching and DLC. On the top, due to poor docs, it's more confusing.

My understanding is that

DLC is downloadable content, where I released the initial map, and the rest of the maps will be downloaded by DLC HTTP content which I will place on the server by Mobile patching Utility. (to achieve that I create 2 profiles, (APP+DLC) one for release with intial map and other for rest of maps).

Whereas

patching is the process of additional fixes on the released version of the game.

My two questions are:

What if I made release 1.0, downloaded maps(DLC), and realised I want to change in Map1 something, lets say want to add an extra cube. Will I have to create DLC or patch? If DLC how and what I need to change in profile? If Patch how and what I need to change in profile? (where are docs)

Let's say for simplicity, I do not want to use DLC. Just a single release and keep making changes to the same release. I guess I need patches. I am able to create the first patch file (with _P) but on 2nd change, I can not get another patch file. It always creates one single patch for the same release. So how I will have multiple and incremental patch files for the same release? (where are docs)

mellow bane
#

You need neither DLC nor patch. Do a new build and send it to your platform, patching is handled there.

feral cobalt
#

My editor crashes every time I open the Package interface, while choosing a folder. The dump gives me the following info:

"
Unhandled Exception: 0xe0434352

KERNELBASE
clr
clr
System_ni
System_ni
System_ni
clr
clr
clr
shell32
shell32
windows_storage
windows_storage
windows_storage
explorerframe
explorerframe
explorerframe
windows_storage
windows_storage
windows_storage
SHCore
ntdll
ntdll
kernel32
ntdll"

It... looks like it's Windows somehow?

#

Interestingly, if I'm really quick and choose the default folder, packaging seems to happen. :/

tardy dew
#

@mellow bane I did not get? could you please help me to get docs or references? If i will do a new build how app store will know its patching?

mellow bane
#

It will know

#

It doesn't need to be told about it

tardy dew
#

hmm

#

any docs for help?

#

i am talking about IOS

mellow bane
#

Just send the new build to the app store

#

That's it

tardy dew
#

@mellow bane thank you will try this. Do you happen to know why unreal got mobile patching node if platform handle patching?

mellow bane
#

UE4 has a general purpose patching system because consoles require it, and it might be useful if you don't ship to Steam or mobile stores

tardy dew
#

@mellow bane Hi, I tried your solution and it did not work. I am using testflight in IOS and it forced me to download full game of size 1 gb. I am interested in in-game update for any fixes or if add a new map. For example: If I add a new map and map is of size 2 MB than only in game it will update 2mb not whole game of 1 gb.

#

Do you have any document please?

#

Anyone please help me how in game updates works using patching for mobile?

mellow bane
#

The iOS update system should do just that

#

Straight from the Apple website

tardy dew
#

@mellow bane that sounds exact what i need except i have to build and upload whole game to app store which is fine. Do you know what is purpose of in game updates. Example games: fortnight, pubg etc.. If stores handling patch what is necessity of in game updates?

mellow bane
#

Not needing to wait a full month for your update to be reviewed by Apple

#

Games on console or mobile can't have in-game updates, except for pure content

tardy dew
#

@mellow bane How this works than? If map is already download by app what is point in app its saying download?

mellow bane
#

Obviously the map is not downloaded by the app

tardy dew
#

@mellow bane yes, so how this is download? This is what I meant by in-app update

mellow bane
#

Better question is why.

tardy dew
#

only difference in this use case and mine, is that this map is download by user action, I want automated.

#

agree, I think this is optional and so that app will not take much storage, it downladble.

mellow bane
#

The size will be the same in the end except you'll need a ton of work for that feature

#

Just do a new build of your game, send it to the platform, get optimized updates

#

No work required at all

tardy dew
#

I am not worried about ton of work, I just need path to go there

#

I have setup aws api to check new update there

#

I also managed to use aws s3 bucket to place downloabled content.

mellow bane
#

If you're happy doing work for nothing, then I guess you need to check out the DLC system, and everytime you update the game, you would update the base game, then build a new DLC for every map, push the base game to the app store, push the updated DLC to your own servers

#

The game would then have a binary diff update system for the DLC, using something like butler

tardy dew
#

That is exactly i will need. When I used this method i got 3 folders, manifest dir, cloud dir and dlc where .pak files were in.

#

What I am not getting is what is purpose of DLC folder there, if Clouddir contains binary difference, what is need of .pak file in DLC?

mellow bane
#

The pak file is the actual DLC

tardy dew
#

Should i prepare a doc of what exactly I did, if you can help me that would be best advise on Unreal community ever.

mellow bane
#

Just read the doc page on DLC

tardy dew
#

I did, spent almost a month endless reading and testing in phone, mac etc.

mellow bane
#

Then what's the blocker ?

tardy dew
#

Manifest file structure, DLC folder which you clarified and applying patch to DLC content.

#

So mainly applying patch to DLC content. For example: Map A downloaded and installed by DLC. Now how i patch to fix something in map. lets say remove or add a simple cube.

#

Do mobile patching need to download whole map again, or there is system or specific setting in profile launcher i need to use so that it only update cube by .pak file.

mellow bane
#

You can't patch DLC

#

You have to reissue it

tardy dew
#

I see

mellow bane
#

Which is why I said you would

have a binary diff update system for the DLC, using something like butler

tardy dew
#

now it's much clear. "You can't patch DLC". If I do not want DLC at all, just base game and patching/fixing, do you know if mobile patching node will be sufficient? I was reading in a thread and someone suggested to make .pak file for patch and place in /Saved/paks folder in android. Unreal will mount automatically. Not sure where to place in IOS. If mobile patch node can do only patch that would be even better.

mellow bane
#

If you want base game + patching and fixing, just push a fresh build to the app store

#

That's it

tardy dew
mellow bane
#

In order to not need waiting a month in app store validation for a pure content update that comes with zero code change.

soft kraken
#

Hi all, on both 4.22 and 4.24 Iโ€™m having an issue while packaging with ARkit plugin enabled

#

I have a โ€œApple folder restrictedโ€ issue, and looking online there are few informations, one of which is to disable the plugin, which in my case is not an option

#

Do you have any advice about it? Thanks in advance

vagrant nova
#

[also asked this in Platforms/ #linux ]
dear reader,
I think I f*cked up my source (Content, Blueprint) files while cooking for Linux from my Windows machine through probably incorrect commandline parameters. The cook was not successful and may have left my files in a corrupted / non-WindowsEditor compatible state.
UE... recognizes the files as being a certain type (blueprint, sound cue, audio etc) but it says the file has no engine version set and can't be loaded. Any help saving my files from this corruption would be greatly appreciated โค๏ธ

mellow bane
#

Did you try reverting to the last commit in source control ?

vagrant nova
#

I did not. And if I do that the uncommitted changes which I want to rescue from corruption will definitely be lost

mellow bane
#

"no engine version" sometimes means you saved the asset with a more recent version of the engine, like 4.25, before tryong to open them in like 4.24

#

Other than that, if it's corrupted it's corrupted

vagrant nova
#

I only touched this project with 1 engine version

#

so I'm afraid that's it ๐Ÿ˜ข

mellow bane
#

I mean usually you have like 1 hour of work since the last commit

vagrant nova
#

yes, usually. But in this case, many hours

#

or days

mellow bane
#

Well, don't do that

#

What does your log file say when opening the editor ?

vagrant nova
#

I restored all the raw files from backup, as I know for a fact I never touched them since import. leaves me 180 errors, almost all with these complaints:
Warning: Asset ... has been saved with empty engine version. The asset will be loaded but may be incompatible.
Unable to load package (...) . Post Tag is not valid. File might be corrupted.

#

guess I'm just going to have to manually fix each of these files 1 by 1 ๐Ÿ˜ข

prisma canyon
#

Hey all, I've updated to 4.25.2 and I'm now getting an error (shown in the pic) every time I package my game. The error happens for every plugin I use in the project.

#

"PackagingResults: Error: Expecting to find a type to be declared in a module rules named 'LowEntryExtendedStandardLibrary' in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool."
Anyone else come across this or know anything about it?

knotty osprey
#

is there a nice and easy way from commandline to "build & package" a custom unreal editor build to deploy on some other machine?

unique wind
#

If anyone knows how to fix this issue that would be wonderful!

prisma canyon
#

So I just tested something I read on the Unreal forums and it seems to work as a temp solution. Copying any used plugins from the engine plugins folder to the projects plugin folder will allow it to package

unique wind
#

Thank you so much!! That works :) Hopefully they fix it soon. It's a really weird issue

crisp patrol
#

PackagingResults: Warning: Instance base cache - integrity verification(3): Counter: 21 Size: 3, InvSize: 2 (Key: /Game/Level/Menu/MainMenu_Old.MainMenu_Old:PersistentLevel.S_Terrain_01_2.StaticMeshComponent0) Getting this warning when packaging even though the map MainMenu_Old has been deleted and no longer exists

#

any reason why it would be showing up or is it just some cache that needs to be cleared?

normal lantern
#

I don't know, but you could try to clean-up redirectors.

twilit fern
#

Anyone have any experience with with RunUAT? Trying to get it to output to a certain directory...

agile yoke
#

Hello, I'll try to be simple with this, we are about to launch an Android game, but we encounter a problem exporting, several times exported and worked before but now it's not working...the error is unknown but I think is related to the signing or the NDK (already updated)...don't know what else to do. Please help!

#

BTW I'm using Unreal Engine 4.24.3 and sorry if my english is not proper...I'm from Colombia and self taught so...anyway. Thanks in advance for the help.

jolly dragon
#

any way to use unrealpak on machine without UE main setup?

#

LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Developer/DerivedDataCache/Private/DerivedDataBackends.cpp] [Line: 89]
LogWindows: Error: Unable to create backend graph using the default graph settings (DerivedDataBackendGraph) ini=../../../Engine/Programs/UnrealPak/Saved/Config/Windows/Engine.ini.
LogWindows: Error:

#

trying to pack project - gives error

placid garnet
#

getting this error playing asgards wrath, tried reinstalling drivers UE etc... specs are well above recommended quality is set to low, i get this error and d3d11 device lost HUNG error
The UE4-WrathGame Game has crashed and will close

LowLevelFatalError [File:F:\dev\projects\Wrath\UE4\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 233]
Direct3DDevice->CreateShaderResourceView(TextureResource,&SRVDesc,ShaderResourceView.GetInitReference()) failed
at F:\dev\projects\Wrath\UE4\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Texture.cpp:1147
with error E_INVALIDARG


OK

mellow bane
#

Is this your own game ? This is a developer channel, not tech support :/

placid garnet
#

yeah sorry someone pointed me here

#

just thought there was a chance anyone had crashes like this and if there was a fix

modern marsh
#

Is there a way to use RunUAT.bat to run UE4Editor-cmd.exe commandlets?

signal bear
#

Hey guys. I'm assuming everyone that updated to 4.25.2 is having issues with the plugins packaging? I was able to get it to package build once all plugins were moved from the engine/plugins/marketplace folder to project/plugins folder. BUT in the package build, the game isn't recognizing ANY blueprints in my player character BP. Game modes and player controllers are fine, but anything inside my player character no longer works. I did a recent build in 4.25.1 and there were zero issues. Anyone seen this? I'm assuming i'm just going to need to wait it out until the next update. ๐Ÿ˜•

queen magnet
#

Hi guys, my spline mesh component that's dynamically constructed in the game has collision when I tested it in PIE, but when I package my game, the spline mesh no longer has any collision and my character just walked through it? I've googled this problem and there was a discussion on modifying the game engine... ? Does anybody have any experience with this? It's weird that it would work in PIE and then it behaves differently in packaged build.

modern marsh
#

Is there a way to prevent plugins' Startup()/Shutdown() from being called during packaging?

#

As in, disable that behavior completely?

undone oxide
#

@signal bear I've hit the packaging wall with plugins as well. Your fix of moving the plugins from one location to another fixed packaging enough that it doesn't immediately fail for me. I'll let you know if the Character BP issue pops up and/or if I can fix it, although my BP is the voxel_character class from the voxel plugin (hey maybe that'll help it though?)
Edit: To clarify, my project also packaged just fine as is before updating to 4.25.2. Hopefully there's already a fix in the works

signal bear
#

@undone oxide yes please let me know about your player character! I havenโ€™t made any major changes that mess it up on package, and I even did a packaged build twice just to see if it was the first run that messed. Still zero player character BP functionality. So strange

undone oxide
#

@signal bear Oh wow so it failed, and all the errors were because it couldn't find "x" variable, where "x" is literally any variable from the character_BP. So my guess (by no means qualified) is that it's something to do with either the Character class or a child class from it. My failure/errors could also be different in that the class is from the plugin rather than the stock class from the engine? I'm gonna move everything back to the original spot and keep searching for solutions. Will you keep posted!

blissful elbow
#

HTF should I remove disconnected device from Device Manager?! lol

#

Remove is disabled when the device is disconnected

open rapids
#

I got this error in my packaged project:
LowLevelFatalError [File:Unknown] [Line: 153] ICU data directory was not discovered: ../../../Engine/Content/Internationalization ../../../Engine/Content/Internationalizatio
Any idea ?

dusty axle
#

I want to get rid of some Engine/content assets in the .pak file, but can't manage to do that. Adding the directories to "Directories To Never Cook" seems to work for assets, but there is some stuff like

#

that are no assets, thus the entries won't work.

#

also tons of .png for /Engine/Content/Slate

mellow bane
#

You kind of need these assets

dusty axle
#

surely not all of them.

#

e.g. Engine/Content/Slate/Testing

#

and internationalization I only want EFIGS as declared in the packaging settings

#

@open rapids Did you tell the engine via the packaging settings to package internationalization stuff? Do you have a blacklist that excludes internationalization? See my post above

open rapids
#

Interestingly enough, I tried creating a fresh project and migrating the content to the new project and it compiled and ran just fine

#

but for sure I'll check ur post and try applying it to the old project to see if it fixes the problem

zinc stump
#

I'm running into issues packaging after updating to 4.25 and Im not even sure where to begin.

wide brook
#

Anyone here has experience with runUAT/BuildCookRun using CLI? I'm wondering how to build a project for Android_ETC2. Setting the targetplatform to Android seems to do a kind of all-in-one build ๐Ÿค”

pearl vale
#

Uncaught abort(198) at Error at jsStackTrace (blob:http://localhost:53501/d8b3d5e0-ebe0-485e-8171-3a49cfed11f1:654:12) at stackTrace (blob:http://localhost:53501/d8b3d5e0-ebe0-485e-8171-3a49cfed11f1:669:11) at abort (blob:http://localhost:53501/d8b3d5e0-ebe0-485e-8171-3a49cfed11f1:21018:43) at nullFunc_viii (blob:http://localhost:53501/d8b3d5e0-ebe0-485e-8171-3a49cfed11f1:17200:2) at b198 (:wasm-function[128331]:0x3b202b9) at UObject::execCallMathFunction(UObject*, FFrame&, void*) [__ZN7UObject20execCallMathFunctionEPS_R6FFramePv] (:wasm-function[12645]:0x625a18) at UObject::execLetObj(UObject*, FFrame&, void*) [__ZN7UObject10execLetObjEPS_R6FFramePv] (:wasm-function[12667]:0x62b292) at ProcessLocalScriptFunction(UObject*, FFrame&, void*) [__Z26ProcessLocalScriptFunctionP7UObjectR6FFramePv] (:wasm-function[12776]:0x6398c5) at UObject::ProcessInternal(UObject*, FFrame&, void*) [__ZN7UObject15ProcessInternalEPS_R6FFramePv] (:wasm-function[12785]:0x63c6b2) at UFunction::Invoke(UObject*, FFrame&, void*) [__ZN9UFunction6InvokeEP7UObjectR6FFramePv] (:wasm-function[10702]:0x4da26d)

#

anyone has idea whats wrong ?

#

when i build it html5

#

i did custom solution for html5 video, which i play image by image

#

on event tick

#

and i get this stupid error now that i dont understand why. voice is playing in background but no image

sick dawn
#

Hello. I have a problem about device compatibility, I made a game on unreal engine, and the game is not a huge game, but only android +8 can run it, is there a way to set it for other android devices as well?

pearl silo
#

i think there is a packaging settings, in project settings that will allow you to set lowest and highest versions for packaging deployment, it can be reached in the menu bar, also set target devices might enable you as well ..... i'm a noob so be warned lol

sick dawn
#

Thank you for replying. There are many options and since uploading new update and waiting for Google approval takes days, I couldn't check and test every option there ๐Ÿ˜„๐Ÿ˜„

pearl silo
#

so, versions of android, go to menu bar. FILE package project, ANDROID, and maybe multi. also. PROJECTS supported platforms ANDROID & ANDROID SDK

sick dawn
#

OK thank you I will check it :)

pearl silo
#

disclaimer idk what the hell i'm doing trying to help hahah

sick dawn
#

๐Ÿ˜„

haughty crypt
pearl silo
#

you may require for some reason ANDROID STUDIO, also you may also need to set target hardware, android sdk, in project settings

haughty crypt
hazy spruce
#

Hello guys! After updating to 4.25.3 I can't package anymore. Even on a fresh project I get this errors. Does anyone knows what are this?

rare wren
#

i was thinking about updating to try and fix ue crashing my pc when i package

#

should i not do it @hazy spruce

hazy spruce
#

Well 4.25 broke my 8 months work and still can't find a solution. I would like to be in the place where I can upgrade ๐Ÿ™‚

#

Now I'm just searching the internet to find solutions

rare wren
#

im gonna install 4.24.3

#

maybe i can package it there.

hazy spruce
#

I can't downgrade the project and on 4.25 I've worked a lot since released

faint chasm
#

Anyone know how to fix this:
UATHelper: Packaging (Windows (64-bit)): ERROR: Couldn't touch header directories: Access to the path 'C:\Users\elect\Perforce\Office\Project-14\Plugins\AdvancedSessionsPlugin-4-25\AdvancedSessions\AdvancedSteamSessions\Intermediate\Build\Win64\UE4\Inc\AdvancedSteamSessions\Timestamp' is denied.
PackagingResults: Error: Couldn't touch header directories: Access to the path 'C:\Users\elect\Perforce\Office\Project-14\Plugins\AdvancedSessionsPlugin-4-25\AdvancedSessions\AdvancedSteamSessions\Intermediate\Build\Win64\UE4\Inc\AdvancedSteamSessions\Timestamp' is denied.
UATHelper: Packaging (Windows (64-bit)): Took 7.6560341s to run UnrealBuildTool.exe, ExitCode=6

dusty bramble
#

I had the Patch Profile setup for a long time and it worked , but after migrating to 4.24 the cooking always create the .pak file for the whole game. Did anyone encounter this problem? i dont see any changes in documentation that would sugest that the process is diffrent...

glass dagger
#

how get correct text?

#

compile OK packege project and get this errors

vital narwhal
#

@hazy spruce that looks like the ShaderCompilerWorker is crashing, like it's trying to use the 4.24 shader compiler on 4.25 content. You probably need to manually recompile ShaderCompilerWorker from visual studio

hazy spruce
#

@vital narwhal Can you please tell me how to recompile in vs?

#

Can this be a reason why my app is not working anymore on armv7 after updating to 4.25?

normal lantern
#

First find the Solution Explorer and in that find the ShaderCompilerWorker. Right-click that and find something that sounds like recompile. Don't remember the options from the top of my head, but it's something sane.

#

Maybe Build or Rebuild.

hazy spruce
#

Ah thank you! Just found and it's unavailable. I have to install it. hope will solve my problems

hazy spruce
vital narwhal
#

I don't know why you don't have symbols for that crash. You're deep in android territory it looks like, I don't know anything about the android textures

marsh heart
#

Hey I'm trying to package my 4.25 project and I keep getting this error: UATHelper: Packaging (Windows (64-bit)): LogNiagaraEditor: Error: Pin states that it is of class type, but is missing its class object. This is usually the result of a registered type going away. Pin Name 'None' Owning Node 'NiagaraNodeParameterMapGet_6'.
PackagingResults: Error: Pin states that it is of class type, but is missing its class object. This is usually the result of a registered type going away. Pin Name 'None' Owning Node 'NiagaraNodeParameterMapGet_6'.
Anyone know what's causing it?
I've already gone through all my niagara systems to make sure theres no errors

proper void
#

how to radius Final .apk file size,

#

i create a game that has just few components

#

but final .apk file is 1.5GB

#

content folder size is just around 300Mb

#

but .apk file is 1.5Gb

#

how i radius .apk file size

#

Can anyone Help me

rancid mountain
#

@haughty crypt I'll probably upgrade to 4.25 soon and do that, but first, need to figure out my issues with 4.24, it packaged fine, today it doesn.t Gradle issues. But in 4.24 we don't have the option to uncheck it. https://answers.unrealengine.com/questions/963060/view.html
https://answers.unrealengine.com/questions/867231/error-cmdexe-failed-with-args-1.html
https://answers.unrealengine.com/questions/955626/android-424-deployment-error-cmdexe-failed-with-ar.html

I should have put this as top 3 pet peeve actually... proper Android support/documentation. Actually documentation not just for latest builds

dusty axle
#

Any idea how to package a file next to the .uproject file?

mellow bane
#

File -> Package -> pick location of uproject I guess

dusty axle
#

Not how to package the project, how to include files. e.g. ProjectDir/ThirdParty.txt

dusty axle
#

Thats only for directories

mellow bane
#

Put the file into a directory, then

#

If you can't do that, you can code that yourself in the Build.cs file

dusty axle
#

ah, thats a good Idea, will try

mellow bane
#

Failing these two options, you can also just do the copy outside of the build process

#

Since your game deployment likely relies on other steps anyway

dusty axle
#

Currently its only package and upload to steam

mellow bane
#

And you didn't write yourself a script for these two steps ?

dusty axle
#

Currently I package via the Editor and then run a batch for the steam upload

#

And I want to keep the packaging stuff inside the project. I can only use batch for scripting (cause of knowledge). Even though I get more used to it, the language is just horrible

mellow bane
#

I found it quite useful to have multiple Python scripts for various steps of the packaging process, with configuration data for the project in json files

dusty axle
#

I don't wanna overdo it if not necessary.

mellow bane
#

It's not really overdoing it, since you then have a real programming language to control whether you want to copy additional files

dusty axle
#

Problem: We do not have a build machine. The project should be packageable from just everyone who gets it. Using phyton requires a local installation on every machine.

mellow bane
#

Yeha, you add Python as a dependency

#

On top of UE4, VS, .NET, and the Win10 SDK

dusty axle
#

hm, that would for sure be possible, just add it to source control. Though it would require a installation step?

mellow bane
#

I mean, your project already has a lot of very heavy dependencies

dusty axle
#

At the moment we only share Project and CustomEngine via Source Control

#

3 people team

dusty axle
#

The build.cs option works. Thanks

nova vessel
mellow bane
#

@nova vessel Can't see anything there, put the full log on pastebin

vital narwhal
#

If you squint real hard you can see it. You'll need to update the gamejolt plugin source to explicitly say Category= on blueprint exposed stuff like other engine classes. At some point it was changed so plugins need to be more explicit and that one is out of date

knotty valve
#

Question: Have you guys ever had level streaming (open stream level) crashes on packaged builds even though running that logic in the engine shows no issues?

harsh prism
#

just wondering could someone help me with this error im getting when clicking "launch"
1."Error: ERROR: Stage Failed. Missing receipt 'D:\Unreal Engine\Unreal Projects\ProjectIndiana2\ProjectIndiana\Binaries\Win64\ProjectIndiana.target'. Check that this target has been built."

and error 2. "PackagingResults: Error: Launch failed! Missing UE4Game binary. You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline: UE4Game "

I hope you can help me as I can't seem to figure this out! Thanks (link for the log: https://pastebin.com/q8Z1bJVk)

mellow bane
#

Well, did you compile in your IDE ? Is the project or a project plugin a C++ project ?

livid cove
#

Has anyone ran in to being unable to package a client build when using a source build of the engine? I can package my build fine using 4.25.3 that's downloaded from the Epic launcher but when trying to package a build using a 4.25.3 source build I get this error.

#

The line number where the error occurs is actually line 580, I've just been poking around with log statements.

harsh prism
#

Iโ€™m not sure if the project is a C++ but Iโ€™m guessing it is

#

And I donโ€™t know really Iโ€™ve looked how to do this and canโ€™t find anything

#

Does it matter that using the unreal engine from the epic launcher?

livid cove
#

Well, I need to use a source build of the engine in order to compile dedicated servers so I'd prefer not to keep two copies of the engine around.

true thistle
#

Can I package my project for Linux as a x86_64 instead of a shell script and also possible package for Linux ARM devices

mellow bane
#

@harsh prism If you do have C++ code you will need to compile it, so you'll need VS, W10 SDK, etc

#

@true thistle The shell script is just a link

#

Linux ARM is basically Android at this stage

true thistle
#

When I do run my games shell script it will still give the game a window border even if itโ€™s set to borderless is that a bug with UE or the OS

harsh prism
#

i do have vs, and the .net framework vs 6 + SDK

#

, game development with C++ package with the unreal engine addon

mellow bane
#

@harsh prism Then compile in VS

#

@true thistle Likely an OS / desktop environment issue

harsh prism
#

still not working, same error. maybe its something else?

red stirrup
#

from what i can see is that /Script/Composure.CompositingElementPass:Reset is called to early?
I dont call it manualy so im not sure whats up with that

#

Build on /for Windows 10 X64

mellow bane
#

@harsh prism Does the game compile fine in VS, DevelopmentEditor ?

red stirrup
#

it runs fine in the editor

#

i dont have any issues with VS (i only use blueprints)

zinc stump
#

PackagingResults: Error: Could not save memory cache ../../../../Unreal.

Packaging Error: AutomationTool exiting with ExitCode=6 (6)

#

I'm not sure what is going on here. I updated from 4.23 to 4.25.3, and also integrated wwise into my project

red stirrup
#

@zinc stump are you running low on disk spalce?

zinc stump
#

@red stirrup ive got ~100gb free

mellow bane
#

What's that '\mystudio.net\DDC' thing ?

#

Sounds like it was unreachable.

zinc stump
#

I think thats for a shared derived data cache, which I am not using

#

I have since pointed that to my local DDC which no longer has a warning for that., but Im still getting the memorry cache error

#

Is there an easy way, something like the reference viewer, to help me sort out the 'Failed to load' warnings?

#

PackagingResults: Warning: Failed to load '/Game/SideScrollerBP/SideScrollerOverview': Can't find file.
PackagingResults: Warning: Failed to load '/Game/SideScrollerBP/SideScrollerOverview': Can't find file.
PackagingResults: Warning: Failed to find object 'Class /Game/SideScrollerBP/SideScrollerOverview.SideScrollerOverview_C'

#

These files were deleted a long time ago, and I made sure to fix up redirectors on them, but I'm unsure of what could still be referencing them for the project to want to load them in the first place

mellow bane
#

So what's the new error log after removing the unreachable DDC ?

#

Is the new path user accessible ?

zinc stump
#

LogDerivedDataCache: Error: Could not save memory cache ../../../../Unreal.

#

is still the issue

#

I dont think so? I just put a hard path in

#

since I'll be the only one cooking it

#

This is what my DefaultEngine.ini has in it for the DDC

#

Pass -ddc=noshared on the command line.

That means I just add -ddc=noshared to my ue4 shortcut right?

#

Just to make sure, I went though the same steps decribed in the ddc documentation to set up the local ddc, made sure to reopen the engine with this shortcut, and now all my shaders are compiling on this build we'll see

mellow bane
#

Never used a shared DDC so I don't know really, just seems like that's the issue

zinc stump
#

hrmmm that still didnt seem to work. There must be something else I'm doing wrong. Im going to try packaging a completely new project and see if Im getting the same issue

#

A build based off of sidescroller template works, so its definitely a project thing

#

sheeeeeeeeeeeeit! I got it!

#

I just deleted the DDC section from my projects DefaultEngine.ini because I noticed it wasnt there in the sidescroller example projects' DefaultEngine.ini

#

and it cooked

#

I have ~19 warnings still to work through now, but at least its packagaing

mellow bane
#

๐Ÿ‘

silk dagger
#

Question: while playing in PIE, spawned AI actors lower FPS pretty fast, as little as 100 spawned AI actors can cause FPS to drop from 60fps to to 20FPS; Question: is this fps drop only happening during PIE play? or this FPS drop is also going to happen In-game after packaging the game? Since FPS is always faster while playing a packaged game than PIE, maybe it will, since it's logicall, but not as heavy as PIE so it wont be such a great factor and FPS and we should use it without worry

proper void
#

how to decrease android app size

mellow bane
#

@silk dagger It's impossible to predict performance, depends on the machine used and how the game works. Package your game, run on your target hardware, and check the framerate.

proper void
#

Thanks

harsh prism
#

@mellow bane it seems to be fine when loading in to the Development Editor

#

looked thought the game doesn't look like there is any C++ code just blueprints

mellow bane
#

So it did compile with no errors ?

harsh prism
#

nope still the same error when clicking "launch"

mellow bane
#

Does the project compile in Visual Studio ?

silk mesa
#

Hi guys, I ran into issue when packaging project using UAT. For some reason it does not set the game icon that is normally used when packaging project using Editor. It is specified in project settings. Does UAT require explicit definition of some variable in order to use non default icon?

inland solar
#

Hey Anyone up?

inland solar
#

guys when i package my project for android, i get a warning saying that the derived data cache is very slow, what shall i do? anyone please help???

mellow bane
#

Move it somewhere fast

inland solar
#

what?

#

the ddc?

mellow bane
#

Well yes

#

Since it's slow for cooking

inland solar
#

okay ill try that

#

thank you ๐Ÿ™‚

cinder tartan
#

i try to share my PROJ with my friend and after some search. the only folder i need is "config", "content", and ".uproject", however, my friend have problem open it. so it try share all the folder in the proj file, stilll had some issue open it. any thoughts about it?

mellow bane
#

Well, what is the issue opening the project ?

cinder tartan
#

Mainly texture problems

plush fiber
#

guys i have problem package my android app

#

its stuck on the latest line for about 1-2 hours

#

i have compiled the engine from the source code

#

engine version 24.0

plush fiber
#

any help please ?

quartz current
#

i only have a small map being exported on my build and the game export size is 1.6 gb. whats up with that?

mellow bane
#

@quartz current You probably didn't configure packaged maps and the entire project content is packaged as a result

quartz current
#

you mean "list of maps to include in packaged build" @mellow bane?

mellow bane
#

Yeah

quartz current
#

i do it by default when i add a new map i am using in the build

#

its a new project so only one map, but i did do that and its still 1gb

mellow bane
#

What's the size of the mapname_builtdata file in content ?

quartz current
#

let me check

#

50 kb @mellow bane

open rapids
#

im pretty sure it has c++ lol

lament acorn
#

@open rapids does your project compile?

#

like when you open VS and build from there

#

there's no errors?

open rapids
#

how do i do that lmao

#

do i use the sln file

lament acorn
#

yeah

#

you open it

#

then after it all loads

#

right click your project and select build

open rapids
#

yes

lament acorn
#

also close the editor

#

or your ears will be assulted

open rapids
#

oof

#

ok im in the vs

lament acorn
#

the hot reload ping is a wee bit loud

open rapids
#

so do i just click the build button?

lament acorn
#

no

open rapids
#

im not really that good at this

lament acorn
#

it's ok ๐Ÿ™‚

#

give me a second to open VS

#

I don't normally use VS

open rapids
#

yep

#

also for some reason

#

i dont have options to complie with vs when i rightclick my files?

#

didnt there used to be a option to do that

lament acorn
#

ยฏ_(ใƒ„)_/ยฏ

#

in VS

open rapids
#

yes

lament acorn
#

my project name is OSSEOS

#

your's is Locomotion something

open rapids
#

its unloaded for me ๐Ÿ™‚

#

ye

lament acorn
#

okkkkkkkk

open rapids
lament acorn
#

right click your .uproject file and select generate files

open rapids
#

the thing is

#

there is no generate files

lament acorn
#

ok

#

open editor back up

#

we'll do this the fun way

open rapids
#

okay

#

and btw yes i do have all the stuff for vs

lament acorn
#

i figured

#

once editor is open

open rapids
#

what if i all ready have one?

lament acorn
#

just select character, Next, then create class

open rapids
#

okay

lament acorn
#

that will give you the generate files option in your .uproject file

#

if it doesn't

#

oof

open rapids
#

done

#

nope

#

still no option ;/

#

this might work

#

As suggested in the bottom of the thread I manually copied the 'UnrealVersionSelector.exe' from 'C:\Program Files (x86)\Epic Games\Launcher\Engine\Binaries\Win64' to the engine binaries folder: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\Win64'

lament acorn
#

What does your right click menu say?

open rapids
#

thats all

#

but let me try that thing quick

lament acorn
#

If that doesn't work

#

Reinstall ue4

open rapids
#

yeh

#

IT WORKED

#

that thing worked so ye

#

want me to generate vs files

lament acorn
#

Yup then open vs and try to build

open rapids
#

Running C:/Program Files/Epic Games/UE_4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="D:/Unreal Projects/AdvancedLocomotion/AdvancedLocomotion.uproject" -game -rocket -progress -log="D:\Unreal Projects\AdvancedLocomotion/Saved/Logs/UnrealVersionSelector-2020.08.06-16.54.04.log"
Discovering modules, targets and source code for project...
While compiling D:\Unreal Projects\AdvancedLocomotion\Intermediate\Build\BuildRules\AdvancedLocomotionModuleRules.dll:
d:\Unreal Projects\AdvancedLocomotion\Source\AdvancedLocomotion\AdvancedLocomotion.Build.cs(13,3) : error CS0103: The name 'DynamicallyLoadedmodulenames' does not exist in the current context
d:\Unreal Projects\AdvancedLocomotion\Source\AdvancedLocomotionEditor.Target.cs(12,14) : error CS1002: ; expected
ERROR: Unable to compile source files.

#

....

#

cant even generate my files

#

cause of that build.cs file

lament acorn
#

give me the gist of your .cs

open rapids
#

yep

lament acorn
#

DynamicallyLoadedmodulenames is incorrect

open rapids
#

i know i did the same form the video

lament acorn
#

it should be DynamicallyLoadedModuleNames

#

capitalization matters

open rapids
#

let me try

#

still error

#

it should of updated

#

ok so the error is in my editor section but what line

lament acorn
#

you can just add it to PublicDependencyModuleNames

#

no need to dynamically add it

open rapids
#

oh

#

so can i just r eplace that wit the one u put

#

replace*

#

oh i see

lament acorn
#

yeah, you can just add it to that list, and remove the Dynamic call

#

should fix it

open rapids
#

so like this

#

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "OnlineSubsystemUtils", "Steamworks", "Networking" , "OnlineSubsystemSteam" });

#

the other error is in my editor section

lament acorn
#

bUsesSteam=true;

open rapids
#

ok

#

omg

#

ty so much

#

its done

#

so now let me try package

lament acorn
#

๐Ÿ˜„

open rapids
#

and build failed xD

#

keeps telling me that the target aint built

#

but im building it now

#

is this a error or is this ok

#

1>------ Build started: Project: AdvancedLocomotion, Configuration: Development_Editor x64 ------
1>Creating makefile for AdvancedLocomotionEditor (no existing makefile)

#

nvm it wasnt done haha im dumb

lament acorn
#

first compile takes a bit

open rapids
#

ah ok

#

error

#

i have no rights?

lament acorn
#

ok

#

so you're going to need to learn to read your errors

#

what's the line above that say?

open rapids
#

there is a error in line 8 about unrealnetwork

#

as the file is not found

#

so should i make a UnrealNetwork.h script

lament acorn
#

no

#

look closer

#

read it letter by letter

open rapids
#

oh

#

could not include ?

lament acorn
#

nope

#

keep looking

open rapids
#

oh haha

#

Nworking.h

#

this was wrong

lament acorn
#

and?

#

no

#

look again lol

open rapids
#

#include "UrealNetwork.h"

lament acorn
#

letter by letter

open rapids
#

this....

#

LMAO

#

there was no n

#

๐Ÿ˜‚

lament acorn
#

๐Ÿ‘Œ

open rapids
#

i have some old as tv

#

so i cant see well

lament acorn
#

the "you don't have sufficient rights" thing is the standard UE4 junk error

open rapids
#

ah ok

lament acorn
#

it's the lines above that you need to read

#

it's ok

#

we can't all have triple monitor setups /flex

open rapids
#

true

#

so now i should try it?

#

gonnna try build it now

lament acorn
#

Let me know if it works. My net died :(

open rapids
#

oh lol

#

im buildin the package with ue4 so far its working

#

but might have a error

lament acorn
#

Still progress

open rapids
#

yeh

#

its on 8

#

lets hope it gets past 14

#

failed

#

ok so its that unrealnetwork.h file

#

D:\Unreal Projects\AdvancedLocomotion\Source\AdvancedLocomotion\Steam.h(10): fatal error C1083: Cannot open include file: 'UnrealNetwork.h': No such file or directory

#

i might just make that file

lament acorn
#

no

open rapids
#

oh

lament acorn
#

you need to add Networking to your build.cs

open rapids
#

oh

#

i have networking

#

ok done

#

yeh na failed

#

let me look at the log

#

i feel like my unreal engine 4.24 might be broken

#

UnrealBuildTool.cs:line 517 cause these files have errors

proper void
#

how to remove this warning

#

UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): LogUObjectGlobals: Warning: Failed to load '/Game/ThirdPersonBP/ThirdPersonOverview': Can't find file.
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): LogUObjectGlobals: Warning: Failed to load '/Game/ThirdPersonBP/ThirdPersonOverview': Can't find file.
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): LogUObjectGlobals: Warning: Failed to find object 'Class /Game/ThirdPersonBP/ThirdPersonOverview.ThirdPersonOverview_C'
PackagingResults: Warning: Failed to load '/Game/ThirdPersonBP/ThirdPersonOverview': Can't find file.
PackagingResults: Warning: Failed to load '/Game/ThirdPersonBP/ThirdPersonOverview': Can't find file.
PackagingResults: Warning: Failed to find object 'Class /Game/ThirdPersonBP/ThirdPersonOverview.ThirdPersonOverview_C'

#

( How to solve it )

mellow bane
#

You can try right-clicking your content folder in content browser and pick "fixup redirectors"

#

Failing that, try to remember where this asset was used

#

For example if it's a pawn/character Blueprint, it was very likely referenced in a game mode Blueprint, or in a world settings override

plush fiber
#

guys i have problem with obb key , my app is already signed

#

but in my phone its keep say no obb file found or key missing

rare relic
#

regarding RunUAT - does anyone know how I include the CrashReportClient with the Win64 package?

#

it works fine when I tick the box and package from inside UE4-Editor

#

but using RunUAT there's no crash reporter...

#

-CrashReporter is the option I just found ๐Ÿ˜„

plush fiber
#

someone ??

#

what i can do with my problem?

#

the application used to work fine before 2 patches

vague hare
#

Does anyone know what generates the UE4Editor-Cmd.exe?

vague hare
#

Yup already on it, thanks heaps tho!

mellow bane
#

It's basically a second build of UnrealEd as console

rare sun
#

Is it normal that assets that are referenced via properties that are inside of a WITH_EDITORONLY_DATA macro still get included into a shipping build?

mellow bane
#

Depends how you package

#

If they are referenced elsewhere, or if you failed to provide a map list, then yes it is

rare sun
#

I'm wondering about the background image for UMG widgets. This property is EditorOnly but it currently gets packaged with the project in shipping and development

mellow bane
#

So did you provide a map list

rare sun
#

a map list?

mellow bane
#

In the packaging options

rare sun
#

No I'm wondering why they are included in the pak despite the fact that nothing is referencing them anymore

silver lotus
#

is it possible to export games for mac
im on windows

mellow bane
#

No

#

@rare sun Did you provide a map list in packaging options ?

#

If you did not, then 100% of the project content is packaged

fierce arrow
rare sun
#

now I get your question. Yes I did.

#

I'm going to delete the cooked content in saved and try again

mellow bane
#

That's unlikely to help

#

Check the referencing assets for that particular background image first

silver lotus
#

is there any way to converte the windows file to mac?

fierce arrow
#

not that I know of

#

also can anyone help me out?

mellow bane
#

@silver lotus You need to buy a Mac and package your project there

#

And then you will also need to pay some fees to Apple to allow publishing your game

silver lotus
#

oof

fierce arrow
#

also can anyone help me out?

mellow bane
#

At least put the full log on pastebin to start with

fierce arrow
#

that's the annoying part. It doesn't save the log when it crashes, so I only have the point in the process when it crashes

mellow bane
#

If it crashed, you should have a crash report window

fierce arrow
#

I should stop saying "crash", cuz it's really just freezing and sucking up all my RAM

#

so I have to force quit it in Task Manager

#

all I have regarding a log is this rebuild log from Visual Studio:
1>------ Rebuild All started: Project: HNHiddenSpirits, Configuration: Development_Editor x64 ------ 1>Cleaning HNHiddenSpiritsEditor Binaries... 1>UnrealBuildTool : error : Unable to clean target while hot-reloading. Close the editor and try again. 1> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace) 1>Creating makefile for hot reloading HNHiddenSpiritsEditor (.uproject file is newer) 1>Compiling game modules for hot reload 1>Using Visual Studio 2017 14.26.28801 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10). 1>Target Platform -- Win64 1>Target is up to date 1>Deploying HNHiddenSpiritsEditor Win64 Development... 1>Total build time: 4.86 seconds (NoActionsToExecute executor: 0.00 seconds) 1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(49,5): error MSB3073: The command "C:\UE4\UE_4.21\Engine\Build\BatchFiles\Rebuild.bat HNHiddenSpiritsEditor Win64 Development "C:\Users\owenc\OneDrive\Documents\Unreal Projects\HNHiddenSpirits\HNHiddenSpirits.uproject" -WaitMutex -FromMsBuild" exited with code -1. 1>Done building project "HNHiddenSpirits.vcxproj" -- FAILED. ========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========

mellow bane
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Close the editor and try again.

fierce arrow
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I've done this about 5 times now

mellow bane
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Never compile with the editor open

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That's the first thing

fierce arrow
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oh ok

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that actually makes a little bit of sense

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since the editor may not be giving VS the permissions to build

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while it's open

mellow bane
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It does, but hot reload (compiling w/ editor open) is horribly unsafe

fierce arrow
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well would you look at that that fixed the VS problem

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now let's try packaging again

wispy tendon
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i don't recommend hot reloading

fierce arrow
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why am I only learning this now

mellow bane
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Because Epic somehow doesn't feel like removing the 'feature'

wispy tendon
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what h o t r e l o d i n g

fierce arrow
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now it just freezes in the middle of the cooking process

mellow bane
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That might be normal at first cook

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It can last for an hour or so

fierce arrow
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hmm

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if it's normal then I'll just wait then

wispy tendon
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but what out for your ram

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cuz ue4 like ram

mellow bane
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Cooking is mainly CPU bound

dusty venture
#

I encountered a huge problem with packaging my game in Unreal. I set a demo release date in two days and I'm panicking over this.

In the editor everything works perfectly. But when I package my game, certain features like the inventory system and the wall jump stop working properly.

Elaboration: The inventory system stops adding items to the inventory. The wall jump gets all glitchy and sticks the player to the wall at times. The physics go all over the place even when I set a specific framerate. There are 0 errors in packaging and/or blueprints.
Note that all of this works in the editor just fine. Does anyone know a cause or a fix for this?
I tried migrating my stuff to a new project, but once I build it, it gives the same results.

Using latest 4.25

mellow bane
#

So, setting a framerate is not a thing

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And it sounds like separate issues, so investigate them separately

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Two of these look like a physics issue, but without more context it's hard to help

dusty venture
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So, setting a framerate is not a thing
@mellow bane The FPS? There is a thing inside the settings to lock or change the range.

mellow bane
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Are you talking about framerate smoothing ?

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Because you don't set a framerate

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It's entirely a performance metric

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The game runs as fast as it can on the hardware, you can restrict it to some lower values but you can't make it faster

dusty venture
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And it sounds like separate issues, so investigate them separately
@mellow bane And I did. I've been searching for 12+ hours about anything that could be causing it, and as I mentioned above, there are also 0 errors in the entire project

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I am talking about the fixed framerate. I set it to a lower value

mellow bane
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Yeah, don't use that

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Ever

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I mean unless you're porting a Japanese console game to another console I guess ?

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"Fixed framerate" only tells the engine "all DeltaTime parameters will now be 1/this value, regardless of actual time"

dusty venture
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Well good to know, I'll disable that later. But that's not the main problem-

mellow bane
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Well it might just be

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Physics are time sensitive to an extreme degree

dusty venture
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What I'm mostly worried about is how the packaged version of my project pops up with all these bugs when the editor doesn't.

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I dunno if I'm missing something, or my packaging settings aren't right or anything like that.

mellow bane
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Sounds like plain old bugs in your code

dusty venture
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There's the problem, zero bugs when I play in the editor.

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Everything works perfect

mellow bane
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For example, if your code mis-handles delta time on tick, the performance difference will make your game run differently while packaged

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In that case the code is wrong, and it works in editor because that's what you used for development

dusty venture
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Would you suggest redoing it?

mellow bane
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Redoing what ?

dusty venture
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The code

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Well, the blueprints having problems in the packaged

mellow bane
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Well no, I would suggest investigating each bug one by one

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And fix them

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If you can explain in detail each bug here, you can get some help fixing it

dusty venture
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You are correct, maybe I'm panicking too much

mellow bane
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Take each bug individually, add some logs, debug lines, etc, take some video of the issue, share the stuff, lots of people here can help

dusty venture
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Oh yeah, someone mentioned to add logs where the problem might be, but I didn't know they were saying it to me

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How can I add those logs?

mellow bane
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You'd use the print node in Blueprint I guess

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Then you can package a development build, and fetch the logs in the Saved/Log dir of the packaged game

dusty venture
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Oh, of course, I thought adding logs meant something like, opening up a file and doing some wizard stuff with the BP

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But thank you I'll see what I can do

true thistle
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Is it possible to add my own packaging templates/platforms to UE like different Linux sdks or am I stuck with what UE has

true thistle
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So do I just need add a platforms SDK to package for it

boreal dragon
#

Unreal . I have a test game with two colors of Coins (yellow and Blue) the objective is for the player to pick up all these coins inorder to get to the next level. But after packing (development) the Blue Coins Disappeared from the Packaged Build .

Both Coins are visible and works perfectly in the Engine viewport. But The blue coins are not appearing in the package build .

stoic cove
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anyone know how to fix the UnrealEd error?

mellow bane
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Check your dependencies, you have an editor module in there.

stoic cove
#

damn your fast thanks :p

cursive mango
#

Hello, is there any reference how to pack a lot of level stream? i got error code=25 when i use streamed level, and when i remove it, the packacking is work!

Also how we include our /Content/Videos to .pak files?

wheat junco
#

Hi, I am trying to make patch pak files using the Project Launcher and UE 4.22 and have the following profiles:

  1. Release profile with only my MainLevel.map, set to version 1.0.0
  2. Patch-1 profile with only my PatchLevel1.map, set to version 1.0.1 and based off version 1.0.0
  3. Patch-2 profile with only my PatchLevel2.map, set to version 1.0.2 and based off version 1.0.1

When I run the profiles, 1 and 2 work correctly and am able to navigate between the maps (there's a button in the UI that calls Open Level) ie. MainLevel and PatchLevel1 and it generates two pak files - the default one and the 0_P file. But when I run the 3rd profile it deletes both the older pak files and just has a single file ie. the 0_P file. All of this is inside the StagedBuilds folder, and when I run the game it only shows MainLevel and I cannot even navigate to PatchLevel1. My maps are setup to go from Main -> Patch1 -> Patch2, but this is broken after launching the Patch-2 profile (3rd profile).

#

I also tried using the Add Patch Tier when making Patch-1 and Patch-2 but it still produced the same result

inland solar
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While packaging ,First I had some warnings like Derived Data cache is slow , then I moved it to Other drive now my logs look like this
LogCook: Display: Discovering localized assets for cultures: en UATHelper: Packaging (Android (ASTC)): LogCook: Display: Inisetting is different for Windows Game /Script/UnrealEd.ProjectPackagingSettings StagingDirectory 0, value (Path="D:/Epic Games/Final_Destiny - Copy") != (Path="D/Epic Games/Final_Destiny") invalidating cook UATHelper: Packaging (Android (ASTC)): LogCook: Display: To avoid this add blacklist setting to DefaultEditor.ini [CookSettings] Windows.Game:/Script/UnrealEd.ProjectPackagingSettings UATHelper: Packaging (Android (ASTC)): LogCook: Display: Clearing all cooked content for platform Android_ASTC UATHelper: Packaging (Android (ASTC)): LogCook: Display: Sandbox cleanup took 2.890 seconds for platforms Android_ASTC
What shall I do? Anyone PLEASE HELP!!!!

silver lotus
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what version of androind should i export my game as, idk what those thinngs mean

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or how. . .

silver lotus
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how do i export my game as android or iOS

rare sun
#

Is it normal that UE4.25 only shows Chunk_0 when auditing assets? I migrated from 4.24, which was showing all chunks, to 4.25, which only shows the first

mellow bane
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<@&213101288538374145> I guess

finite gull
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@true thistle Please don't spam

true thistle
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k

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sorry

pale sequoia
#

Hi guys, so I'm trying to run my project on my phone but when I launch it, it says "Android toolchain NDK r14b not supported". Ive tried updating and reinstalling the NDK but nothing changes. Am I missing something?

rare sun
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you can set the path to the ndk manually in your project settings under Android SDK

pale sequoia
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I thought that might help but I couldent actually find the filepath for them. When I installed android studio I didnt specify any custom location for it or anything, but when I search for 'android-sdk' (as Unreal says the directory should contain) I get nothing.

wheat junco
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Are patches even allowed to have different content built on the previous version or should I be looking to use DLC if I want to have separate maps in separate pak files?

mellow bane
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DLC looks like the correct path

coral rover
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Greetings, I hope this is the correct place to put this. I'm creating a batch script that will cook our game on a build server. The script works on my development machine, however when I pushed it to the server, the script cannot locate the BuildCookRun command inside the RunUAT batch file. The specific error is "Windows cannot find 'BuildCookRun'. Make sure you typed the name correctly, and then try again."

#

What I can ascertain is that our build server is running Windows 7 and executes the batch script from command prompt whereas my dev machine is running Windows 10 and executes the batch script in powershell

#

here is the command that i am using

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start "Cooking - %__PROJECT_NAME%" /D %@ENGINE_BUILD_ABS_PATH% %@CLIENT_COMMAND% pause

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EngineBuildAbsPath terminates to C:\Program Files\Epic Games\UE_4.16\Engine\Build\BatchFiles

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and clientcommand is

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RunUAT BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=%@PROJECT_PATH% -cook -stage -archive -archivedirectory=%archivedirectory% -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output

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Any help would be appreciated!

fierce arrow
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Packaging keeps failing for me and the log is absolutely filled with this message:
[2020.08.09-00.15.00:490][492]LogUnrealEdMisc: Warning: Heartbeat event firing too frequently (0.002 sec). This should never happen. Something is wrong with the timer delegate!

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using 4.21.2

coral rover
#

heartbeat warning is not the reason your cook is failing

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look over the logs carefully for logs labeled as errors

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you might be getting heartbeat warnings because your machine may be overloaded in terms of memory or cpu usage creating a bottleneck in the engine but like i said that will not cause a cook to fail

fierce arrow
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I actually found why it's failing. There are a lot of corrupted assets that don't show in the Editor, so I'll be deleting those and hopefully it won't fail the next time

inland solar
#

Hey Guys

#

Anyone Up?

spare hull
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can i cook just one file or do i need to alway check the whole project ?

slate lagoon
#

I know I read somewhere that it was possible to remove the "noeditor" from packaged builds, but I can't find it anymore. Does anyone have that doc?

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So instead of, say, "WindowsNoEditor" it would just say "Win64" or whatever

mellow bane
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That would be an engine change

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Though if you're talking about the packaging folder name, it doesn't matter since that's not client visible

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Just upload the contents and you're fine

wheat junco
#

I am trying to make DLC that contains a map, but no matter what I am unable to open the DLC level. Here are my release settings:

#

After that I copy over my DLC pak file to the packaged build's Pak folder

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but it does not open the DLC map

pale sequoia
#

Hey everyone, sorry for asking again but Im still having the same issue. Im following these instructions https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/Setup/AndroidStudio/index.html to set up the Android SDK so I can run my project on my phone for testing and I get to the end with the same error of it saying its an outdated SDK. It does say you can manually target the SDK paths as well but I dont know what to put there. Can anyone help?

How to set up your Android development environment for Unreal 4.25 and later

near dagger
#

does anyone know why my frame rate is 50%-100% higher in the editor compared to the packaged game, even if I press F11 to enter full screen.
I also made sure the 'monitor editor performance' setting is switched off.

mellow bane
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What are your scalability settings in editor ?

near dagger
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@mellow bane everything set to epic

mellow bane
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Is vsync enabled in the packaged build ?

near dagger
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I don't think so as the framerate there is between 35-45 depending on where I am in the level

#

framerate smoothing is turned of too

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just checked - I didn't fix the framerate - hence I'd assume vsync is off

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about the packaging - I set it to 'shipping' quality

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it looks the same in the editor in terms of quality, however there I have rather stable 80 fps

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also I don't include debuging in the build

mellow bane
#

"shipping" packaging is not a quality, it means debug tools are not included

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And debug only means debug symbols

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Try reproducing with a Development build and use profiling tools to understand the issue

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And no, "fix framerate" does not enable vsync

spare hull
#

can i somehow change packageversion and maxexpected in SDK before compiling it ?

near dagger
#

@mellow bane thank you for getting back to me. OK, but vsync is off by default I think, right? Alright, so it packages with the editor quality settings? I did some profiling and found that it's GPU bound, with a value of 20 ms. What could cause the difference in performance?

mellow bane
#

@near dagger Try profilegpu

near dagger
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@mellow bane I did, found nothing strange.

mellow bane
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I mean, compare with the editor version

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20ms is too high for you so find what's costly and reduce it

sick dawn
open rapids
#

Folks, is there a way I can get the AArch64 packaging for Linux to work? No matter what I do, I keep getting errors on packaging for Linux AArch64. Linux normal (X86) will compile without problem. yet the AArch64 version fails every time.

open rapids
open rapids
#

Hello?

open rapids
#

sigh ghosts... ๐Ÿ˜Ÿ

mellow bane
#

@open rapids Steam doesn't support ARM I guess. Remove Steam support and it might work.

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Though I have no idea which device will run UE4 games on Linux ARM today

fierce nexus
#

does anyone here have experience setting up the editor to cook a dedicated server version of the game at build time?

native acorn
#

PackagingResults: Error: macro name must be an identifier

open rapids
#

@mellow bane Alright, I will try that.

open rapids
#

By the Void! It actually worked! Disabling Steam's Online Subsystem finally allowed me to package Linux AArch64!

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Thank you @mellow bane!

#

Though I have no idea which device will run UE4 games on Linux ARM today
I heard of AArch64 is rather new tech as well as a special mode settings on some Linux OS, and for those supporting an ARM processor chip.

Since I had to disable Steam to get it to work, meaning Steam features are impossible on this build, i will release it via retail (Game Jolt).

buoyant thunder
#

was there folders i could try deleting and to try again?
vaguely remember there were folders i could try deleting last time i had trouble building something