#packaging
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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.
hm, have you tried resaving your assets?
not sure how debbuging tools will help with this
i would resave every asset and then tried to validate them
it can sometimes show some useful tips
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:
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?
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?
Just downgraded to 4.24 and that seemed to fix the issue ๐ค I'll probably see whether it's present in the next engine version for me
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?
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
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?:
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?
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
Directories containing files that should always be added to the .pak file (if using a .pak file; otherwise they're copied as individual files) This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API Note: These paths are relat...
short question: how to add non-asset Content to packaged build from a plugin?
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
how do i do that? @tidal pilot
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.
I will test it soon.
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.
why can't my UAT find -utf8output ? ๐ค should i do full rebuild?
Is there a difference in performance between standalone and packaged build?
gameusersettings.ini where are the set in the ue4 engine ? thanks
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!
Hey, I am running into a weird error when I try to build out my game to Android (ASTC) for Oculus Quest. ๐
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!
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.");`
how do you export the game for windows with the assets inaccessible to others
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.
@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
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?
Is there a difference in performance between standalone and packaged build?
Yes, big difference
@stoic ether what UE4 version are you on?
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
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
i would expect that the game would notice the missing DLLs on start and run that exe or something :/
@forest ocean When you distribute through real platforms (Steam, GOG, EGS...), this issue is solved for you
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
The game cannot detect missing DLLs because what is missing is the C++ runtime
Meaning, the very game executable itself, cannot run
This is not UE's job but yours, or your distributor's.
@mellow bane thanks for the reply, makes sense ๐ 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)
The redistributables just need to be installed
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
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
so having all the proper visual c++ redistributable DLLs in the game's exe folder won't work?
It may work for the particular case of VS C++ redistributables, with the caveat that they will never be updated by the system
It won't work for the (also required) DirectX SDK
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
the directx DLLs are also included in the AppLocalDependencies btw
Then if you confirm this to be running well on a fresh Windows VM, I guess you solved it
will have to test ๐
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
@hazy spruce How big? Standalone has lower performance compared to packaged?
Hi, anyone willing to look at my packaged game log, Getting a crash 'Fatal error':
https://pastebin.com/7jK69yCM
u mean packaging in editor?
its this error Error: Tried to access an uncooked shader map ID in a cooked application ?
I mean your game crashed
thats obvious right, thats why im asking ๐
Anyone have a clue what might be happening here ?
I am trying to build my project to my oculus quest for the first time.
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...
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
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...
@tidal pilot 4.24.3 sorry for the late reply.
should I keep something in mind for patching my game in the future
like to keep the patch size to a minimal and such
not even stuff like asset bundles and shit like unity
No
cause I remember an old project not using the bundles and then every patch was just the whole game again lol
but reading the patch page unreal automatically compares post-cook content and makes the difference
that's pretty neat
Don't use the patch tool
Unless console
Just push your new package to Steam/GOG/EGS/etc
we're doing pc and console
On console, read your manufacturer's guidelines and rules on patching
yeah I know how to patch, was just wondering if I needed to do something specific in unreal to keep it small and clean
On PC, just push the latest packaged game and you'll be fine
On console you might or might not use UE4's patch tool
But your content is somewhat independent
Things like rebuilding lightmaps will be the biggest driver of updates
But it's not like you can skip on it
Hello, is it common/okay to actually use this setting?
i mean, i think i run into trouble with procedural spawn stuff etc, in cooked
It's not really okay because adding an asset pack you don't use will make it included automatically
What you should do instead is ensure you force assets you use procedurally to be packaged
like that ?
Like that, except there are much better solutions like using primary asset labels
yeah i actually saw someone say to check out that cook everything lol, but i dont seem to like that at all aswell
so like adding it outside the editor?
(inside configs, or?)
What I personally do is root assets that are a data asset that just store a list of soft pointers to other assets
The root assets are all in a force-packaged directory
When I want to include a new asset in the next build, I add it to the appropriate list
The list is then used at runtime with the asset manager to discover which assets exist
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.
it wont load the map
Maps are special and need to be in the list of maps to cook
ahh.. okay so that should help ๐
but well so i asked before, but still im not able to debug my game (no editor)
as some ppl said, it can be a engine crash, not project related, but well
im not very like to build from source at this point
@mellow bane is it possible that not well cooked games can crash,without using the symbols?
Symbols are a debugging tool, they are useless to the game
And yes, if you forgot to include required content, and your game doesn't check for nullptr where it has to, it will crash
yeah so i think thats the issue
i guess, most likely
its working in editor, not cooked
even other maps work ๐
anyway yeah so i was confused about the 'symbols' and just crashes without a good callstack
as the symbols are for editor obviously ๐
Symbols are for Visual Studio to map the addresses in the executable to the function names, when debugging
yeah its good, but u dont mention 'editor only'
so its : when 'DebugGameEditor'
still a packaged game dont need editor symbols, i need the project symbols?
so e.g. when debugging a game, it would point to code on a crash, like in editor debug..
You need editor symbols for debugging
Packaged or not, that's unrelated
Both the project and editor symbols really
sorry so i already have the editor symbols ๐
So what's your question ?
its complicated, but well.. 2 questions ..
it it common that everyone might get a crash without a good callstack, and is it still project related?
so i might have to build the engine from source :/
It's always project related
If you don't have a good callstack, you just don't have the symbols you need
And you don't have to build from source
Since you mention packaged game, I suspect you just didn't run the packaged game with debug symbols
i guess so to
In VS : file, open, pick the executable, debug
Wait for crash
When prompted for symbols, add the paths they are at
What do you mean ?
i dont know sorry ๐
Just do what I did and you'll have the symbols for your crash
In VS : file, open, pick the executable, debug
why would that work and not some common things?
I mean, you want to debug a packaged executable
So you have to debug, well, the executable, in the package
If you hit the regular debug option you will be debugging a new locally built executable
Which might actually work too, but depends on whether you just packaged the game with the proper config, etc
Is there a way to cook base game content and exclude all plugins in the project from being cooked?
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
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
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
I can package my game but it won't launch on windows and android.
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.
"ERROR: System.ArgumentException" how to fix this?
Full build log if you want help
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..?
but well, i think there i need the PDB files? Cannot find or open the PDB file.
Should be an option to set the symbols search paths on that screen
debug just ends, nothing pops up really
@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.
@mellow bane need to set it here i guess? wont work though
i guess u mean it should prompt like this:
but well seems the same to me
This isn't even a packaged game
yeah ๐
its not my screenshot but just to imagine what u meant
ill have to wait till cooking is done, hope the symbols then work
(it takes way longer to cook since i added the maps .. ๐ )
No shit, now the game is being cooked
ha yep, it seems so ๐
its basically the first time i really try to cook, have had to do this way much earlier..
So, well thanks for helping!, gg ๐
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
But saying something like "I can't package for android" is not going to get you any useful advice
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...)
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
@mellow bane not sure about uploading the log here due security reasons, i'll DM you about it l2^3r
i have my own problem need solving sorry
Just put the log on pastebin, cover up names if you have to
@mellow bane this is going to expire in 60 minutes, so check this real quick
tho i reinstalled the engine so it might work now (or not)
Nothing useful in tjere, but you can try googling the error message as it's one I see popping from time to time
Usually it's when people clone a project and keep some files they shouldn't, or things liek that
Look for .target files in your project folder and delete them
there's no single .target file
in the project folder
now how do i fix this?
i've googled the error message a fuckton of times already
There should definitely be target files under binaries somewhere
Even under Binaries/Win64 ?
i've searched .target in my project folder itself
Did you go into that folder and confirm ?
so that way it performs a full search
not really,
i'm gonna do it then
where's "Binaries" or "Win64" ?
So this isn't a C++ project ?
But there is a Source folder
no .target file in there
If you have source code it's a C++ project, so what's inside Source ?
You should rename that folder because Source is where UE4 looks for source code
Not an issue, just don't call the folder Source
i'll just back it up on another folder and then delete everything in Source
no idea how animation assets got into Source, but i'm guessing that it's an HDD error
since i'm using an ECC SSD but this project is on HDD
it did nothing
i deleted the files inside Source folder, but i'm still getting the same error
Do you have nativization enabled
Blueprint nativization
No, definitely not
or disable it
If you didn't enable that then I don't know why you have this error
how do i check if nativization is enabled or not
it's set to Disabled inside the project packaging settings?
do i have to delete the .sln file?
i left the Visual Studio .sln just in case
@mellow bane
you there?
Why would you have a SLN file ?
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
Optimize what ? If you don't have source code there is nothing to optimize
i was thinking of BP and C++ Hybrid when i made it, so expensive BPs could be replaced with C++ instead
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
Same
@cursive wyvern Yes, something weird is going on with Niagara, I don't think any of those warnings are related so it's probably a Niagara specific bug. If you want to see what specific particle system is crashing, you can try following the debug instructions here: https://www.ue4community.wiki/Debugging_a_Packaged_Build
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.
@vital narwhal Thanks, I will take a look at that link. I am guessing some Niagara components are missing during cooking.
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.
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)
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 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
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
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
It's not strange really, content is unlikely to crash the engine
Project settings are, like which shader platforms are compiled at cooking time
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
https://gyazo.com/e369302e6969d133b8a2311a4a55b307
DOes it speed things up anyway?
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
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?)
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
yeah, i added the one thats inside the Binaries folder, same name as the executable
What does a screenshot of the debugger look like ?
Try an uncropped version of the screenshot
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
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
This doesn't look like the final output path of your packaged project.
Ah, nevermind
Check in that folder for a PDB file ?
yep, it has
How did you run the executable in that same folder to debug it?
File > Open> Project/Solution > pick .exe
Well that's really weird
Are you doing it with your game project open in the same VS window ?
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)
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
Does anyone know if it's possible to add custom files to the crash reporter?
Fork the crash reporter program and modify it
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?
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
Depends on your platform
On most PC platforms, that's entirely automated and not of your concern
Platform as in windows/Mac/Linux or platform as steam/epic/itch.io
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
Anyone has any great tips for reducing package size in mobile games?
This is a start https://docs.unrealengine.com/en-US/Engine/Performance/ReducingPackageSize/index.html
How to reduce the size of your packaged game.
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)
You need neither DLC nor patch. Do a new build and send it to your platform, patching is handled there.
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. :/
@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 thank you will try this. Do you happen to know why unreal got mobile patching node if platform handle patching?
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
@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 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?
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
@mellow bane How this works than? If map is already download by app what is point in app its saying download?
Obviously the map is not downloaded by the app
@mellow bane yes, so how this is download? This is what I meant by in-app update
Better question is why.
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.
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
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.
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
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?
The pak file is the actual DLC
Should i prepare a doc of what exactly I did, if you can help me that would be best advise on Unreal community ever.
Just read the doc page on DLC
I did, spent almost a month endless reading and testing in phone, mac etc.
Then what's the blocker ?
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.
I see
Which is why I said you would
have a binary diff update system for the DLC, using something like butler
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.
If you want base game + patching and fixing, just push a fresh build to the app store
That's it
@mellow bane I agree with your point that just push fresh build. Why they using it?
In order to not need waiting a month in app store validation for a pure content update that comes with zero code change.
Hi all, on both 4.22 and 4.24 Iโm having an issue while packaging with ARkit plugin enabled
I have a โApple 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
[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 โค๏ธ
Did you try reverting to the last commit in source control ?
I did not. And if I do that the uncommitted changes which I want to rescue from corruption will definitely be lost
"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
I mean usually you have like 1 hour of work since the last commit
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 ๐ข
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?
is there a nice and easy way from commandline to "build & package" a custom unreal editor build to deploy on some other machine?
I've been receiving the same error as @prisma canyon after updating to 4.25.2. No-matter which plugin I use it gives an error.
If anyone knows how to fix this issue that would be wonderful!
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
Thank you so much!! That works :) Hopefully they fix it soon. It's a really weird issue
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?
I don't know, but you could try to clean-up redirectors.
Anyone have any experience with with RunUAT? Trying to get it to output to a certain directory...
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.
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
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
Is this your own game ? This is a developer channel, not tech support :/
yeah sorry someone pointed me here
just thought there was a chance anyone had crashes like this and if there was a fix
Is there a way to use RunUAT.bat to run UE4Editor-cmd.exe commandlets?
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. ๐
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.
Is there a way to prevent plugins' Startup()/Shutdown() from being called during packaging?
As in, disable that behavior completely?
@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
@undone oxide yes please let me know about your player character! I havenโt 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
@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!
HTF should I remove disconnected device from Device Manager?! lol
Remove is disabled when the device is disconnected
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 ?
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
You kind of need these assets
surely not all of them.
e.g. Engine/Content/Slate/Testing
and internationalization I only want EFIGS as declared in the packaging settings
The blacklist file works: https://docs.unrealengine.com/en-US/Engine/Performance/ReducingPackageSize/index.html
How to reduce the size of your packaged game.
@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
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
I'm running into issues packaging after updating to 4.25 and Im not even sure where to begin.
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 ๐ค
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
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?
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
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 ๐๐
so, versions of android, go to menu bar. FILE package project, ANDROID, and maybe multi. also. PROJECTS supported platforms ANDROID & ANDROID SDK
OK thank you I will check it :)
disclaimer idk what the hell i'm doing trying to help hahah
๐
Hey guys, got here a problem.
I tried to pack a freshly created 2DSideScroller as C++ project to Android.
The problem here is that it will just open this site here
https://docs.unrealengine.com/en-US/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial/index.html
I also have downloaded the Android thing here
you may require for some reason ANDROID STUDIO, also you may also need to set target hardware, android sdk, in project settings
I followed now this here and it works now :)
https://www.youtube.com/watch?v=rbqjQmP0aVs
This Video:
In this video, I cover the process to install and setup Unreal for Android builds with the new process for Unreal version 4.25 and above.
AR / VR / Mobile:
This playlist will cover a range of topics focused around working with mobile devices including augmented r...
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?
i was thinking about updating to try and fix ue crashing my pc when i package
should i not do it @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 ๐
Now I'm just searching the internet to find solutions
I can't downgrade the project and on 4.25 I've worked a lot since released
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
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...
@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
@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?
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.
Ah thank you! Just found and it's unavailable. I have to install it. hope will solve my problems
๐ฆ
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
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
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
@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
Any idea how to package a file next to the .uproject file?
File -> Package -> pick location of uproject I guess
Not how to package the project, how to include files. e.g. ProjectDir/ThirdParty.txt
Thats only for directories
Put the file into a directory, then
If you can't do that, you can code that yourself in the Build.cs file
ah, thats a good Idea, will try
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
Currently its only package and upload to steam
And you didn't write yourself a script for these two steps ?
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
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
I don't wanna overdo it if not necessary.
It's not really overdoing it, since you then have a real programming language to control whether you want to copy additional files
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.
hm, that would for sure be possible, just add it to source control. Though it would require a installation step?
I mean, your project already has a lot of very heavy dependencies
At the moment we only share Project and CustomEngine via Source Control
3 people team
The build.cs option works. Thanks
@nova vessel Can't see anything there, put the full log on pastebin
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
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?
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)
Well, did you compile in your IDE ? Is the project or a project plugin a C++ project ?
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.
Iโm not sure if the project is a C++ but Iโm guessing it is
And I donโt know really Iโve looked how to do this and canโt find anything
Does it matter that using the unreal engine from the epic launcher?
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.
Can I package my project for Linux as a x86_64 instead of a shell script and also possible package for Linux ARM devices
@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
When I do run my games shell script it will still give the game a window border even if itโs set to borderless is that a bug with UE or the OS
i do have vs, and the .net framework vs 6 + SDK
, game development with C++ package with the unreal engine addon
@harsh prism Then compile in VS
@true thistle Likely an OS / desktop environment issue
still not working, same error. maybe its something else?
Currently Struggeling with a wird crash on application start
https://hatebin.com/avkzqaysre
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
@harsh prism Does the game compile fine in VS, DevelopmentEditor ?
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
@zinc stump are you running low on disk spalce?
@red stirrup ive got ~100gb free
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
So what's the new error log after removing the unreachable DDC ?
Is the new path user accessible ?
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
https://docs.unrealengine.com/en-US/Engine/Basics/DerivedDataCache/index.html
Using a Local DDC
Lone developers or developers working remotely generally just use a local DDC. To tell the engine not to use a shared DDC, use one of the methods below:
Pass -ddc=noshared on the command line.
Overview of the Derived Data Cache and the storage of assets in formats used by UE4 and its target platforms.
Pass -ddc=noshared on the command line.
That means I just add -ddc=noshared to my ue4 shortcut right?
Like so?
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
Never used a shared DDC so I don't know really, just seems like that's the issue
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
๐
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
how to decrease android app size
@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.
How to reduce the size of your packaged game.
@proper void https://docs.unrealengine.com/en-US/Engine/Performance/ReducingPackageSize/index.html
@mellow bane
How to reduce the size of your packaged game.
Thanks
@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
So it did compile with no errors ?
nope still the same error when clicking "launch"
Does the project compile in Visual Studio ?
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?
Hey Anyone up?
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???
Move it somewhere fast
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?
Well, what is the issue opening the project ?
Mainly texture problems
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
any help please ?
i only have a small map being exported on my build and the game export size is 1.6 gb. whats up with that?
@quartz current You probably didn't configure packaged maps and the entire project content is packaged as a result
you mean "list of maps to include in packaged build" @mellow bane?
Yeah
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
What's the size of the mapname_builtdata file in content ?
im pretty sure it has c++ lol
@open rapids does your project compile?
like when you open VS and build from there
there's no errors?
yeah
you open it
then after it all loads
right click your project and select build
yes
the hot reload ping is a wee bit loud
so do i just click the build button?
no
im not really that good at this
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
like this part
yes
so this
right click your .uproject file and select generate files
what if i all ready have one?
just select character, Next, then create class
okay
that will give you the generate files option in your .uproject file
if it doesn't
oof
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'
What does your right click menu say?
Yup then open vs and try to build
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
give me the gist of your .cs
yep
DynamicallyLoadedmodulenames is incorrect
i know i did the same form the video
let me try
still error
it should of updated
ok so the error is in my editor section but what line
so like this
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "OnlineSubsystemUtils", "Steamworks", "Networking" , "OnlineSubsystemSteam" });
the other error is in my editor section
bUsesSteam=true;
๐
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
first compile takes a bit
ok
so you're going to need to learn to read your errors
what's the line above that say?
there is a error in line 8 about unrealnetwork
as the file is not found
so should i make a UnrealNetwork.h script
#include "UrealNetwork.h"
letter by letter
๐
the "you don't have sufficient rights" thing is the standard UE4 junk error
ah ok
it's the lines above that you need to read
it's ok
we can't all have triple monitor setups /flex
Let me know if it works. My net died :(
Still progress
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
no
oh
you need to add Networking to your build.cs
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
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 )
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
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
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 ๐
someone ??
what i can do with my problem?
the application used to work fine before 2 patches
Does anyone know what generates the UE4Editor-Cmd.exe?
Yup already on it, thanks heaps tho!
It's basically a second build of UnrealEd as console
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?
Depends how you package
If they are referenced elsewhere, or if you failed to provide a map list, then yes it is
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
So did you provide a map list
a map list?
In the packaging options
No I'm wondering why they are included in the pak despite the fact that nothing is referencing them anymore
is it possible to export games for mac
im on windows
No
@rare sun Did you provide a map list in packaging options ?
If you did not, then 100% of the project content is packaged
UE4 keeps freezing whenever I package, and I always get these warnings
now I get your question. Yes I did.
I'm going to delete the cooked content in saved and try again
That's unlikely to help
Check the referencing assets for that particular background image first
is there any way to converte the windows file to mac?
@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
oof
also can anyone help me out?
At least put the full log on pastebin to start with
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
If it crashed, you should have a crash report window
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 ==========
Close the editor and try again.
I've done this about 5 times now
oh ok
that actually makes a little bit of sense
since the editor may not be giving VS the permissions to build
while it's open
It does, but hot reload (compiling w/ editor open) is horribly unsafe
well would you look at that that fixed the VS problem
now let's try packaging again
i don't recommend hot reloading
why am I only learning this now
Because Epic somehow doesn't feel like removing the 'feature'
what h o t r e l o d i n g
now it just freezes in the middle of the cooking process
Cooking is mainly CPU bound
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
So, setting a framerate is not a thing
And it sounds like separate issues, so investigate them separately
Two of these look like a physics issue, but without more context it's hard to help
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.
Are you talking about framerate smoothing ?
Because you don't set a framerate
It's entirely a performance metric
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
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
I am talking about the fixed framerate. I set it to a lower value
Yeah, don't use that
Ever
I mean unless you're porting a Japanese console game to another console I guess ?
"Fixed framerate" only tells the engine "all DeltaTime parameters will now be 1/this value, regardless of actual time"
Well good to know, I'll disable that later. But that's not the main problem-
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.
I dunno if I'm missing something, or my packaging settings aren't right or anything like that.
Sounds like plain old bugs in your code
There's the problem, zero bugs when I play in the editor.
Everything works perfect
For example, if your code mis-handles delta time on tick, the performance difference will make your game run differently while packaged
In that case the code is wrong, and it works in editor because that's what you used for development
Would you suggest redoing it?
Redoing what ?
Well no, I would suggest investigating each bug one by one
And fix them
If you can explain in detail each bug here, you can get some help fixing it
You are correct, maybe I'm panicking too much
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
Oh yeah, someone mentioned to add logs where the problem might be, but I didn't know they were saying it to me
How can I add those logs?
You'd use the print node in Blueprint I guess
Then you can package a development build, and fetch the logs in the Saved/Log dir of the packaged game
Oh, of course, I thought adding logs meant something like, opening up a file and doing some wizard stuff with the BP
But thank you I'll see what I can do
Is it possible to add my own packaging templates/platforms to UE like different Linux sdks or am I stuck with what UE has
So do I just need add a platforms SDK to package for it
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 .
Check your dependencies, you have an editor module in there.
damn your fast thanks :p
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?
Hi, I am trying to make patch pak files using the Project Launcher and UE 4.22 and have the following profiles:
- Release profile with only my MainLevel.map, set to version 1.0.0
- Patch-1 profile with only my PatchLevel1.map, set to version 1.0.1 and based off version 1.0.0
- 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
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!!!!
what version of androind should i export my game as, idk what those thinngs mean
or how. . .
how do i export my game as android or iOS
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
<@&213101288538374145> I guess
@true thistle Please don't spam
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?
you can set the path to the ndk manually in your project settings under Android SDK
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.
Could someone help with this? https://discordapp.com/channels/187217643009212416/402958499660955658/741632719368224768
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?
DLC looks like the correct path
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
start "Cooking - %__PROJECT_NAME%" /D %@ENGINE_BUILD_ABS_PATH% %@CLIENT_COMMAND% pause
EngineBuildAbsPath terminates to C:\Program Files\Epic Games\UE_4.16\Engine\Build\BatchFiles
and clientcommand is
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
Any help would be appreciated!
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!
using 4.21.2
heartbeat warning is not the reason your cook is failing
look over the logs carefully for logs labeled as errors
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
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
can i cook just one file or do i need to alway check the whole project ?
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?
So instead of, say, "WindowsNoEditor" it would just say "Win64" or whatever
That would be an engine change
Though if you're talking about the packaging folder name, it doesn't matter since that's not client visible
Just upload the contents and you're fine
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:
these are my dlc settings
After that I copy over my DLC pak file to the packaged build's Pak folder
but it does not open the DLC map
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
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.
What are your scalability settings in editor ?
@mellow bane everything set to epic
Is vsync enabled in the packaged build ?
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
just checked - I didn't fix the framerate - hence I'd assume vsync is off
about the packaging - I set it to 'shipping' quality
it looks the same in the editor in terms of quality, however there I have rather stable 80 fps
also I don't include debuging in the build
"shipping" packaging is not a quality, it means debug tools are not included
And debug only means debug symbols
Try reproducing with a Development build and use profiling tools to understand the issue
And no, "fix framerate" does not enable vsync
can i somehow change packageversion and maxexpected in SDK before compiling it ?
@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?
@near dagger Try profilegpu
@mellow bane I did, found nothing strange.
I mean, compare with the editor version
20ms is too high for you so find what's costly and reduce it
Hello. anyone knows why its flickering? this only happens on menu and only on one android device and everything else works fine.
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.
The log is too long to fit here so here is a text file.
Hello?
sigh ghosts... ๐
@open rapids Steam doesn't support ARM I guess. Remove Steam support and it might work.
Though I have no idea which device will run UE4 games on Linux ARM today
does anyone here have experience setting up the editor to cook a dedicated server version of the game at build time?
PackagingResults: Error: macro name must be an identifier
@mellow bane Alright, I will try that.
By the Void! It actually worked! Disabling Steam's Online Subsystem finally allowed me to package Linux AArch64!
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).
