#packaging
1 messages Β· Page 40 of 1
you would just live life with no laptop or pc than have a 32bit system?
I would rather not use Windows at all and get myself a random Linux distro, tbh
Unless you never ever connect to the net with that machine
and have barely any support for games?
Most Steam titles work fine on Linux
there are lots of games outside of steam, why limit yourself to only steam
we are on the unreal engine server so im assuming you also use epic games
i also have gog, and uplay and all of those, what happens if i wanna play games from those?
Steam has about 12,000 games running on Linux, so I'm talking about that because you said "barely any support for games". GOG has a lot of Linux supported titles, including mine
Anyway, no point debating on this forever
I just wanted to tell you why people don't support 32b with UE4 - it means targeting pirates, basically, as you mentioned, and at least a system not even getting security update
Not trying to convince you π
my games free so i don't really care tbh
also you'd be surprised how many people still use 32 bit, maybe not in europe or north america, but who am i to just leave 100's of millions of people out? including friends and family that love gaming
but anyways what games have you released?
32bit has max ram of 3gb + 1gb reserved for video
Most 32bit cases are mostly office computers
hi, can anyone help with me setting up a cutscene in UDK? I'm trying to use the DUMPMOVIE command to render out frames for this scene but when the cutscene begins it freezes on beginning of the level and continually renders out the same frame forever (until i stop it), heres my setup in kismet for reference:
it has worked before on a different scene so i dont know why its not working now
i am using gears of war 3 assets
Weird. with 4.25.3 shipping builds dont work with steam but development builds controllers dont work. Anyone else run into this? i know the shipping builds not working with steam is a known issue.
Is it possible for my ue4 project (which is in .exe form) to be ported to google sites?
Not really
There used to be HTML5 support (different platform than Win64) but it was broken all the time and now lives on as a presumably unsupported plugin
You have to use pixel streaming IIRC
Which is definitely not going to run on anything like google sites
I mean maybe, if you have a dedicated server spun up for every user on that page
Hi,
i am currently using the oculus version of UE, and everything works well inside the editor, but when i try building and packaging the project Windows or Android ASTC (does'nt matter which one) i get tons of errors.
The project is build without errors in Visual Studio 17
Any idea?
The packaging log would help
Mostly unknows structures, no longer existing pins, or unknown functions
Im getting the same results with 2 different computers, but my colleagues can build successfully. Did not found the problem yet, where should i look?
You should read the packaging log and fix all errors one by one
If your colleagues can build, you are using a different engine or a different project, check your source control process
It should be the same engine, but i'll try reinstall UE and VS
With ther version control everything is the same, no diff. The problematic BP-s are compiled without error in the editor.
Does your project version C++ binaries or do you need to compile every time the source code changes ?
The project uses mostly BP-s, so only when we change something in C++. Base classes and helpers
Does the broken Blueprint stuff depend on C++ ?
Must be a struct problem, as i see the problematic functions should also have a struct as an input/output parameter,
Is the struct C++ defined ?
I have created a huge open world map for my game, do I need to put every single map in this list before packaging or just the βmainβ one if you know what I mean?
Main = persistent one
Nut sure if all the structs, but looks like most of them defined in C++
So - you should check that you actually compiled recently, successfully, for DevelopmentEditor in VS
I have created a huge open world map for my game, do I need to put every single map in this list before packaging or just the βmainβ one if you know what I mean?
@amber estuary We include only the main/persistent ones there
Then make sure you have no local changes, and you'll be fine
VS build, editor closed, DevelopmentEditor, no local change - if you have Blueprint errors you just aren't running the same project.
This isn't a .Net issue or VS issue
It could be an UE issue but it's very likely just not the same project
Either you have local changes, or your colleagues do, or you didn't compile the right build config
The build configuration is correct, i dont have any local changes and its definietly that project π¦
Well, focus on one of your C++-defined structures or functions - one that's still there but missing pins or something like that
Ask your developers when that change happened, and whether you're supposed to have that behaviour or another one
That way you can know if you just have an older version of something ; or something truly broken
After that you can compare the source code for the working version and non-working version
Make sure that config redirectors in ini files are versioned, that you don't have something like a git ignore file disabling ini files...
There just isn't a lot that can break here
Okay, will do that in the morning, its getting late.
Thank you very much for your time and help.
I wonder if someone could help me locate my memory leak. Every time I close my packaged version, it always throws invalid free() mem location
the error occurs at the destructor for vimr_render.cpp which basically has only this
it is my main project source file and using default destructor. Does anyone know where to start debugging this properly?
Anyone know if there is a way for 2 modules to be in single dlls? Or thats not possible to achieve?
Hello guys, does any of you know where can I find full list of flags used by UAT BuildCookRun command? I would like to check if I'm not missing any option but can't really find it in the documentation nor in source code
Okay, I've found out that you UAT commandlets support -help flag, so if you run RunUAT BuildCookRun -help it will display all available flags
How can i get rid of these shared part? I am not even using these? Why they are visible in my size map?
Hello, all. My cooked builds crash with an error in AsyncLoading.cpp:1024: "No outstanding IO, no nodes in queue, yet we still have 71 AddedNodes in the graph (with 7 boot nodes)." This issue does not occur in PiE. This is issue is blocking me from cooking/submitting a milestone build.
All of the web searches I have done for this issue have no conclusions or are redirected to the new ticketing system with no resolution. Has anyone seen/solved this before?
When I package the packager uses debug.keystore instead of the one I assigned it
Iβve set the settings to for distribution
And included a generated keystore
How do I make sure it uses the assigned keystore for release?
Hello everyone, so I'm trying to export my project from Blender 2.90.1 to UE4.26, and every time I try to do that, the weird glitch you'll see in the video happens, I tried with an older versions of both UE and Blender, and the same problem occurs every time.
Hello! Please, help.
I want to test a project on android, but the engine does not see the mobile device.
I enabled USB debugging on my smartphone and the computer sees it.
What could be the problem?
has anyone ever used the project launcher to package iOS DLC? how do you generate the manifest file? setting it up for http chunk generation doesn't give any output.
@sage kayak go into project settings -> android and do all any configuration it asks you to do.
Hi am having an issue, my project in editor works perfectly but today I packaged without errors and to my surprise when I open the .exe the app shows a brief black screen and closes without message
What could this be?
@modern cave is there anything in the crash folder? usually something like : WindowsNoEditor\[ProjectName]\Saved\Crashes
hard to tell then, without some kind of crash output π¦
I know right? And after another packaging it doesnβt even generate logs!
My only plugin is Easy Firebase which supports windows and my unreal version
maybe try a different PC? could be a hardware/driver thing
kinda shooting in the dark here tho
Iβll try that
I got this log after building with other settings but issue persists
No crash generated
The program also crashed in other machine
Hey everyone, I've got a question about crash reports I hope someone can field
So I've been debugging a crash by opening the dump file in Visual Studio
I'm able to see that call stack which is really useful but none of the variable values
It looks like the dump file isn't saved with heap information
Does anyone know how to enable that? Is there a setting for that somewhere?
Sup all, getting this issue when I build my project. I have the HDRIBackdrop plugin loaded in Unreal but when I package and run the build, it never opens up. Looking at the generated log, it seems like it isn't opening because of this error:
LogPluginManager: Error: Unable to load plugin 'HDRIBackdrop'. Aborting.
Anyone know how to get the HDRIBackdrop plugin to be properly packaged in the build?
Hello there! Suddenly, i'm not able to package my games (Android). I have this error, any idea??
Error: ERROR: cmd.exe failed with args /c "...(path)...\Intermediate\Android\APK\gradle\rungradle.bat" :app:assembleDebug
(i'm using 4.23.3 and i have pack all lot. Then i installed some Skybox...I removed them... made some blueprint modifications.. nothing crazy... then now, i'm surprised to not be able to package my games with this obscure cmd message...)
@hollow delta Fixed. I removed the "Intermediate" Folder of my project to rebuild it. And package is progress again...
Hi am having an issue, my project in editor works perfectly but today I packaged without errors and to my surprise when I open the .exe the app shows a brief black screen and closes without message
@modern cave
Did you check if the package has any debug/warning stuff?
and or try running with -log
Hey guys. Getting this error all of sudden, when trying to launch our packaged app. This is build on our build server, which worked fine for the last years and hasn't had any configuration changes. None of those tricks like renaming the executable (that are proposed in various AnswerHub threads) work. Any ideas?
One thing I am confused by is that this file (the .uproject) doesn't seem to belong in a packaged build, does it? Or is it part of the .pak file?
At least I can say for certain that it did not exist in any of our previous releases (except, as I said, perhaps somehow part of the .pak file(s))
wtf? out of memory while packaging? that too at the last part? im using 32 gigs of ram
tf
should i disable compressed cooked package?
@modern cave
Did you check if the package has any debug/warning stuff?
@mint leaf only warning was about assets that could not be located but warnings and I have packaged projects with them. The generated log shows not errors
?????? can someone explain this? My ram is legit 90% free and yet it says ran out of bytes when literally reaching the last point of packaging ( executing child process )
I literally packaged my game 2 times yesterday all was good
I even noticed my game tells me 2000+ packages remain then goes to 500 then all the way to 80 remain , then starts from 2000+ again
Then finally comes down to executing unreal pak command , waiting for child process , then boom, this
That part is normal on first pack
What part exactly?
@zenith musk Going to 0 packages, then back to 2000, etc.
Ok, narrowed the problem down to specifically UPrimaryDataAsset objects
Why would those not show up as primary assets?
Maybe they need additional setup?
IIRC there is a lot of weird stuff going on with that
Hmm
Glad to know I'm not the only one experiencing some oddities here π
Btw, anyone know if you can name chunks? Asking for a friend...
Probably not
Though I don't think UE4 is that picky about packages
IIRC you can simply rename the files
At least when not using chunks, it's safe
Yeah I actually just added a renaming rule
Paks really aren't name sensitive
Same goes for patches etc
Yeah I actually just added a renaming rule
Curious how you did that. Somewhere in the cooker code I assume?
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000018
What is this error?
Seems like our UE4 is on a voodoo trip
@twilit fern I have a Python script around UAT to package all platforms and clean up the files
first it says 2340 packages remain, then 5801
@mellow bane whats the difference between cooking content for windows and packaging?
Cooking is part of packaging
it can/will go up as references are uncovered
you have a whole bucketload of errors / issues though
and here we go once again
it was just yesterday when i packaged my game with 16 gigs of ram without an issue
and now with 32 it says this?
as a matter of fact ive done it with 32 plenty of times
Packaging from K to F, and i got plenty of space
Ive got content folder redirected
Not sure is there something wrong with source engine or visual studio?
or my project?
Cause my project is just fine and so is my pc
I have packaging compression enabled
Put the log on pastebin or something.
You are not actually lacking RAM here
The amount UE tried to allocate is about 20 million terabytes
You do not actually need that much, because it's an error during package processing that resulted in a crash
why 20 million terabytes?
That's what the crash report says
"Ran out of memory allocating 18446744072184644705 bytes"
20 million for what π€£
The point is that this is likely an engine bug
Hi everyone,
I've been using unreal for several years, but yesterday I encountered a problem on the 4.25 that I don't know about.
When I package the game, I have a "memory" problem, despite my 64gb of ram and 400 gb of free disk space.
Packgaing error :
UATHelper: Packagin...
oh shit, but i have packaged this with 4.25.3 several times, how can this bug occur? what should I do now?
Im using source engine version btw
If you did package serveral times, you should try looking at changes you've made, try reverting to a previous working commit and check that it still does package
tbh I seriously havent made much changes, all I did was duplicate my game map, and reduced some texture resolutions
Should I migrate my content to a fresh new project and then package?
or re install the engine?
No you should try what I just suggested
But the last copy I made is a little backward from my latest progress
but okay...ill see
Just check out the last working commit in source control
I dont use source control
You should always set up source control before the first time you even open the editor
It's free, you can even get it hosted on the Web for free, so it acts as a backup too and you can share the work with other people
And when you have such a problem, it takes seconds to go back in time and back
In the meantime, I still suggest trying with a previous version that you know worked
I guess ill have to do that only
It's also possible that a 4.26.0 release comes with a fix
By the way there are many asset errors in that log so maybe some of them contribute
They are just warnings, I had fixed all the red fatal errors
I legit call this voodoo
No, some of these errors are serious - missing assets etc
Not saying that it is the problem, just you should look for the word "error" in the log and fix every message that says "this is an error"
There are many of them
Yeah i saw them, many assets are missing, ill check em
Also another thing, whenever I want to re package my game, I delete Intermediate, and saved folders, then re generate visual studio project files
then wait for asset discovery to complete
Why would you do that
To clear the packaging build data that gets stored in the project folder
everytime you package, it stores all that data in the StagedBuilds folder
and others too in the saved
.. yeah ?
But like I said, ive done this several times and had no issue
It also removes that folder every time you package
I know, but I just do it anyway
i'd start by fixing the massive spam errors with collision
the failed to load stuff, not as important
but all of the errors with quickhull
lots of messed up assets
like 40k errors
Yup
The engine part might be the crash on packaging
But we don't even know if that's not caused by one of these errors
i wouldn't be surprised if one of the errors is creating bullshit data, and packaging is tryuing to allocate for it
never in my life ever have I seen this allocating error on packaging, even when I packaged my freakin 94 gb project
with even more trash
did you have nearly 50k errors, in your 94gb project?
its not 96 anymore
its like 60 something, i plan to make it smalled to 24-27 gb
Yes same amount of errors then too
warnings and what not
i mean I have other packaging errors with 4.25 that nobody seems to anywhere have an answer for, I really need UDN sooner than later. lol
where packaging is different with UAT from source vs binary engine
even when the binary engine (installed build) is made from the exact same source, and same git revision
Yeah I saw that and I have no idea about it
@mellow bane do you not recommend using chunks?
I don't have any particular recommendation on them
They're kind of pointless on PC, they're useful on some consoles IIRC
Doesn't having only one pak file require users to redownload the entire game for an update?
what do they do?
Not on Steam, EGS, nor GOG or Itch if using the client
So those platforms do an actual binary comparison and splice the data? Figured they just redownload any files that change.
Of course they do a binary diff
If they didn't, the fix wouldn't be chunks either
The fix would be using the built-in patch system
Which, I think, is still needed on PS4 - don't take my word for it, haven't worked on that console
Ok so just one pak file is fine then, even if its huge? The client won't have to reload the whole thing. Nice.
Yes
Figured I had to turn off .pak entirely to get that type of behavior
I'm not 100% sure about using encryption, but I think it's like compression and works per-asset
Encryption isn't very useful anyway, but still, if you use it, check that it doesn't trigger full redownloads
Hmm if they key doesn't change then it shouldn't trigger a full redownload
Right
If it's on the whole pak, a single bit change will change the entire file
I have no idea which it is
I'll never use encryption anyway so I'll that up to you π
Yup π Don't use it either
Hard to measure performance cost too
Would really only encrypt ini files if anything
The intersection of people who know how to extract files from paks, but don't know how to break client-side encryption, is small
Yeah, fair point
There's a handy reverse-engineering tutorial on no less than 4.21 : https://blog.jamie.holdings/2019/03/23/reverse-engineering-aes-keys-from-unreal-engine-4-projects/
π
And of course, changing your key regularly is unfeasible since it would trigger full redownloads every time
So someone just needs to do it once
Says this when I switched my engine version from 4.25.3 to source
Sounds explicit enough, build in the IDE
whats IDE?
Visual studio
Alright lemme try that
Hmm this makes security seem kinda hard in terms of preventing reverse engineering
You can't do that anyway
Well not entirely yeah
Nothing on PC is preventing someone from running your game through Wine on Linux with a debugger attached
Well right
His method is using the engine code. For custom builds of the engine that have modified that encryption class, not sure his method would work in terms of intercepting the key
There are obviously other ways of intercepting tho
It would be slightly more complicated, but there is no going around the fact that the key is in the executable somewhere
Right
So i right clicked and clicked BUILD , now I hope this wont package the game or something right? im not too sure of VS commands
saying 36/2396
cause I didnt check what the solution configuration was
@mellow bane
Well yeah, you want UE4 compiled in order to use it
and before that it says "VT_Beta module is out of date, would you like to compile them now?" then i clicked yes, then it gives that progress push etc then said that IDE thing
Once again, this has never happened before when I used to convert my same project to source
You are using the source version of UE4, so you do understand that sources need to be compiled, right ?
it never said Engine modules out of date, build thrugh IDE, but it just said VT_Beta could not be compiled
and yeah it does
hello guys i'm facing a critical error with packaged project with this error
(LogUObjectBase: Error: Virtual functions table is invalid.)
inside the editor and standalone launches are working fine
any ideas ?
Debug it
LogAndroid: Error: [Callstack] 0x0000000000000000 (0x0000000000000000)!UnknownFunction []
this is from debug
Cool, then once you are debugging it, get the callstack, find out what is being done
how can i print the call stack to the log of a packaged project
thanks i'll try
Why isn't the packaging process multithreaded?
It is for the most part
When converting an enum to a string, on packaged builds, there is a MTT_ prefix in the name
Why is this?
PackagingResults: Warning: HierarchicalDerivedDataBackend: Put failed, keeping in memory copy TEXTURE_564290F8998644E39A2118D5C683187B_BC5_7F22F21E47DA2DD94BFA82B713AB2582___3A991B2EABDB2E9A9B213CDFC232EFDA4DD23242.
PackagingResults: Error: 0 (The operation completed successfully.)
Anyone can help?????
please?
Put the full log on pastebin
umm ok
hold on
i couldn't do it on pastebin sorry @mellow bane i have a text file though
wdym
oh yeah my package isn't complete
my bad
@mellow bane I'll dm you the packaging log
Isn't the package log the output?
I'm having issues with packaging a plugin with 3rd party static libraries to Android from Windows, and I keep encountering issues with the paths: UATHelper: Packaging (Android (ASTC)): ld.lld: error: cannot open C:/Users/$user/workspace/project/Plugins/myplugin/Source/myplugin/android: Is a directory UATHelper: Packaging (Android (ASTC)): clang++: error: linker command failed with exit code 1 (use -v to see invocation) PackagingResults: Error: cannot open C:/Users/$user/workspace/project/Plugins/myplugin/Source/myplugin/android: Is a directory PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)
for example, windows packages just fine using: PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "windows", Arch, "dependencies.lib")); in the plugin.build.cs file
but the same paths (adjusted for location of android static libs) has this error, which i attribute to msbuild vs clang (clang++ seems to run inside UAT for android builds)
Is there another convention I should be following that is more portable across compilers through ue4buildtool?
Hello can anyone help me with AdMob?
I'm running into an error with a function library:
Ensure condition failed: !HasAnyClassFlags(CLASS_LayoutChanging) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp] [Line: 3064]
Class named <assetname> creating its CDO while changing its layout.
Google is failing me. Any help would be appreciated.
Turns out the issue occurs when I call the function inside one of my classes, but it's not clear why it's occurring.
Is there a way in BP to force something to be compiled first during packaging?
help there's always a warning saying
UATHelper: Packaging (Windows (64-bit)): LogDerivedDataCache: Warning: FFileSystemDerivedDataBackend: Could not write temp file C:/Users/mohan/AppData/Local/UnrealEngine/Common/DerivedDataCache/2/5/4/temp.DE63B715479CD02D67796A85B41ED154! Error: 1392 (The file or directory is corrupted and unreadable.)
if the file is corrupted what should i do?
delete it?
somebody?
help please?
Try removing the contents of DerivedDataCache. Shaders will need recompiling
UATHelper: Packaging (Windows (64-bit)): LogContentStreaming: Display: There are 1 unreleased StreamingManagers UATHelper: Packaging (Windows (64-bit)): Took 21785.8484534s to run UE4Editor-Cmd.exe, ExitCode=1 UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed. UATHelper: Packaging (Windows (64-bit)): (see C:\Users\mohan\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\Log.txt for full exception trace) UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure) UATHelper: Packaging (Windows (64-bit)): BUILD FAILED PackagingResults: Error: Unknown Cook Failure
can anyone help me?
please
i will put the full log
there
anybody?
can anybody help?
@twilit flame
CookResults: Error: Unable to cook package for platform because it is unable to be loaded: C:/Users/mohan/OneDrive/Documents/Unreal Projects/TNAF_R/Saved/Cooked/WindowsNoEditor/TNAF_R/Content/Assets/Key.uasset
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: CookResults: Error: Error loading C:/Users/mohan/OneDrive/Documents/Unreal Projects/TNAF_R/Content/AI/SpringBonnie/SpringBonne_AI.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading C:/Users/mohan/OneDrive/Documents/Unreal Projects/TNAF_R/Content/AI/SpringBonnie/SpringBonne_AI.uasset!
These files are apparently corrupted or missing
Key.uasset in particular definitely didn't work, though
Make sure to resave it and retry
Failing that I would suggest re-creating the asset
how do i delete the key asset
i can't
how do i?
do i have to delete it with explorer?
windows explorer
I thought you could access it just fine in UE4 ?
not the key
the key is just
not loading
it keeps saying failed to load
@mellow bane my character which is my AI is working when i click it, why is it failing to load when packaging?
Alright, so remove it in Explorer as you suggested, and re-create the asset.
Try re-saving it and retrying, and if that doesn't work, re-create it too.
kk
@mellow bane its still saying that the AI is corrut even though i deleted it, do i have to reopen the project?
Remove it from explorer
i might have to reopen the project
i found out why
i deleted the file
i think it will work now
cause that file was causing the error
@twilit flame Just a hint, this is a server with other people in. They are not your personal support team just waiting for you to ask a question for them to answer. Also its the weekend and shock horror people might not want to look at work things.
@mint leaf i understand, im the type of person who panics when a problem happens and i ususally get impatient my bad.
Yes everything you said is very understandable
why does build -> win64 just redirect me to documentation? wasn't like this before
hi my game Doesn't Launch After Packaging how can i fix it i had no errors wihle packaging
v 4.25
@thick raptor Probably you don't have VS with C++ support + Win10 SDK, and it worked before because you packaged for development
I need some help I think my package size is way to big
I am making a game for ld and its 700mb
Check that you correctly set the list of maps to package
I only have like 2 maps in the project
ah I found the issue
I got a new computer on my old one I had StarterContent disabled automatically so I had the starter content which made the project much much bigger
Yes, of course
@vocal pulsar Filling the list of maps helps UE4 automatically cull content in the package
So it's step 1 on size optimization
I'm having issues with packaging a plugin with 3rd party static libraries to Android from Windows, and I keep encountering issues with the paths:
UATHelper: Packaging (Android (ASTC)): ld.lld: error: cannot open C:/Users/$user/workspace/project/Plugins/myplugin/Source/myplugin/android: Is a directory UATHelper: Packaging (Android (ASTC)): clang++: error: linker command failed with exit code 1 (use -v to see invocation) PackagingResults: Error: cannot open C:/Users/$user/workspace/project/Plugins/myplugin/Source/myplugin/android: Is a directory PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)
@rich jetty anyone seen this before?
PackagingResults: Error: Missing precompiled manifest for 'SteamVR'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SteamVR.build.cs to override.```
@potent sierra Try disabling SteamVR when you package for Android? You're also using a binary build, might be better to switch to a source build if you want to package for Android
hey guys, is there a way to get the message output of a packaged game? I have an endless runner that works well in editor but in packaged build it doesn't after short time π i checked all errors and cleaned up warnings but still can't figure what is wrong
nvm, i found out that actor owner is not set if you use add child actor outside of construct inside function :/
Hi, Any idea on why the spinemeshcomponent's collision does not work in packaged build?
Hey all. When I'm launching the project from console command using -game parameter, it takes 5 to 20 minutes to start the game: InitializeObjectReferences takes a lot of time. It was OK for quite a while and usually it takes about 30 secs to launch a game in this way, but few weeks ago this happend. Any tips about fixing it?
Here is a screenshot from the Insights
i'm packaging via project launcher
how can i tell it to not include pdb file?
Untick "debug files" or something called like that in packaging options in project settings
it's checked off
afaik it's for File->Package packaging
Check that the launcher doesn't have a duplicate one
TBH I haven't used that in half a decade, calling UAT directly within your own script is the much better way to go
it could be passed as command line options
but i can't find any usable doc with the params
IIRC UAT takes a "-list" option for that
You can also do file->package and copy the command from the log
Failing that, here was our UAT script a few years ago : https://github.com/arbonagw/HeliumRain/blob/master/Scripts/1-Build.py
The "commandLine" part
(Not that it would match your project's needs, just a small example)
thanks for the link
it appears to be -nodebuginfo
but it should be passed to ue4-cmd, project launcher doesn't allow that
forget that, got it wrong
it is still passed to UAT, bot for some reason it didn't affect anything
UAT is order sensitive
Namely the build, cook, package commands also define "sections" in the command line, of sorts
... At least I remember something like that ? UAT is just weird
apparently this additional command line args are passed to project on launch, and not UAT
description text is a little misleading
so no way to pass this param from the launcher, delightful
Does anyone know if it's possible to query the quality of lighting which has already been built on a map (into _BuiltData.uasset)? I'd like to be able to detect whether a map has had a Production lighting pass on it, ideally from the command line
I could just always do it as part of my packaging step I suppose but it would be nice to re-use what 'd already done if poss
launcher is just a little more convenient for iterative builds
like you don't have to jump out of the editor to build
another one of those weird 4.25 things as well: LogPakFile: Display: DISABLING pak file index freezing (all must be true: HasPlatformInfo? true - TargetIs64Bit? true - NoRuntimeUnloading? true - Unencrypted? true, 'Windows' != 'Windows')
unless it's one of those things that just cannot be done with windows?
lol
Well
Pay attention to the last statement unless you're on the beach with seals
Or jungle with apples π
Hi all. I have a really strange issue with my packaged game. When I run it from Steam, the game seems to open twice. I see one tiny window appear and then a second copy of the game starts in full screen. The full screen game then suddenly shuts down to desktop, starts again. Sometimes the game will reboot itself 3 times before it finally stays open. No crashes reported in the logs. Anyone seen this behaviour before? This is using 4.24 from a source build and I've packaged the game using the shipping config
Oh I should note that this also happens in debuggame and development configs too (I know that shipping versions of games don't log anything!)
Hi guys can somebody pls help with my problem ? I packed my game for Windows64bit and it worked just fine, i updated some pictures in the game then when i tried to pack it again it gives me this error : "The Binaries for this Target Platform are not currently installed, would you like to use the Launcher to download them?" And if i say Yes then the launcher opens but does nothing.
I was about to package my game when I thought about splash screens and logos, where can I find the suitable logo image for unreal engine?.
If you want to add logos to your game, Epic has a branding page with guidelines on how to use their logos
It's not required though
@mellow bane Here we go, the same error again, and this is when i packaged an older version of the same project
like you told me to do
Output log
You still have thousands of errors that needs fixing here :/
You should fix your project
If you have no errors reported in the log and it still crashes, you can at least report the issue to Epic
I clicked redirect content folder and it crashes
But i have had these millions of errors before and it never "ran out of memory allocating bytes"
And now you do
These are errors
They need to be fixed
That's why they are called errors and not warnings
even if they are yellow warnings?
You do understand that each of these errors is likely causing a bug in your game, each ?
wasnt it like all you have to worry about is the red errors?
You have to worry about every single time the word "error" comes up
Take every error one by one and investigate the asset
Errors are often reported multiple times so you likely only have a few dozens of these
Another tip for you - make sure you have the list of maps to package configured in project settings
If you don't, even unused assets will be packaged, including broken assets you don't want to fix
I have the list of maps included
3 maps, one main persistent level map with sub levels, one lobby map, and one transition map
PackagingResults: Warning: PHYSX: (D:\Build++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\convex\QuickHullConvexHullLib.cpp 937) eINTERNAL_ERROR : QuickHullConvexHullLib::findSimplex: Simplex input points appers to be coplanar.
its given multiple of these warnings
but hasnt referenced any asset for it
"Warning: Failed to cook convex: /Game/LucernePiece/Lucerne_EndSet_5.Lucerne_EndSet_5 0 "
Just after that
The name of the failing assets is printed just after the error in the original file
what does failed to cook convex mean? like its collision?
Yeah, collision is probably messed up
You can remove collision and add a new simple one
Or generate new convex collision
No, the collision data is broken, just recreate a new one in editor
okay
added the hulls, now re packaging
"failed to load" warnings should be ignored?
They should not
Thanks Stranger, I wanted to make sure to use the right ones to avoid any issues !
@lusty cobalt hey did u ever figure out how to do tests by a test group?
hey all, not sure if this is the best channel to ask this question (do let me know if there is a better one where I should post this).
I'm attempting to find a way to easily package different versions of my game (let's say different builds for different distribution platform, like one build for steam, another build for discord and another for GOG) with the main differences being some of the initialization code being run to set up user auth and platform specific SDKs. I had assumed that the best way to do something like this is to just create different Target files, which all have the target type Game, adding a different value to ProjectDefinitions and using that value in the .Build.cs for the game and make them accessible in code for #ifdef checks.
If I use the package menu in the editor and set the Build target to one of my targets, and packaging from the menu, seems to work fine, however if I try to use Project Launcher with a custom launch profile, I can't seem to find any way to specify which target to use, and just trying to run a profile, I always get the ERROR: There can be only one Game target per project. message and the build gets interrupted (I've tried this in the launcher binary version of the engine and a built from source version of the engine, no difference).
Is having multiple Game targets not supported? If not, what would be a better way to set up packaging different builds for different distribution platforms while keeping the convenience of the Project Launcher?
I do them via CLI builds in the CI system
@clever tundra A branch in source control works fine for this.
You can then build every branch on your build system
@mellow bane Im not sure whats wrong with my project, but what i have noticed is when the unreal pak command is being executed thats when it says ran out of memory
because the packaging build says successful with 0 errors
and also i have cleared 99% of all the messages that said "error"
I even re installed the engine
I guess the only thing I can do is transfer content to a fresh blank project?
I reduced the warnings from 23k to 3k
holup
ignore the smooth sync errors thats just because i had to use an older version on purpose
Did you enable encryption for this project ?
How do you trigger the packaging ?
File > Package Project > Windows 64 bit
and development build
not shipping or test
Show me your DefaultGame.ini
Weird
It is
I have packaging compression enabled, but keeping that enabled or disabled makes no difference
The "patch padding" thing is just weird and unknown to me and looks related to the crash
Let me check
Back in 10
alright
So I also have that log line - ' -patchpaddingalign=2048 -platform=Windows -compressionformats= -multiprocess ' etc, and crypto stuff
I see so whats that line about?
Nothing out of the ordinary apparently
So I still have no idea what's wrong
I'd still suggest clearing the many "failed to load" files - cmearmy some of these files are still corrupted
Don't know if that's the problem
It's also possible that you actually lack disk space or memory since the project looks big, but that'd be weird
definitely I dont lack disk space or memory, since i packaged the same project before with same amount of errors , successfully
I can try migrating to another project
Yeah i do
What does data validation do?
Tools to process assets in bulk or something
Developers can extend this system to validate assets with custom-scripted rulesets.
isnt there a feature that checks all your content folder's BP, materials etc to see if they throw errors?
migrated the project to a blank one, the size reduced from 79 gb to 32, yet i get that allocating error
Not exactly a huge surpride
UATHelper: Packaging (Windows (64-bit)): LogCook: Error: Could not clear asyncdelete root directory 'C:/Users/mohan/OneDrive/Documents/Unreal Projects/TNAF_R/Saved/Cooked/WindowsNoEditor_Del'. LastError: 145. PackagingResults: Error: Could not clear asyncdelete root directory 'C:/Users/mohan/OneDrive/Documents/Unreal Projects/TNAF_R/Saved/Cooked/WindowsNoEditor_Del'. LastError: 145.
can anyone help idk what to do with the error
anyone?
the directory is corrupted :(
Output log
Yes, the full one
can you help me with that error though @mellow bane
Show the full output log
Remove C:/Users/mohan/OneDrive/Documents/Unreal Projects/TNAF_R/Saved/Cooked/WindowsNoEditor_Del and retry
Failing that, try putting it elsewhere than oneDrive which might conflict with file deletions etc
What does that mean
So remove that folder
I can't though
why?
idk i hit delete and literaly nothing happens
i even tried shift + delete
i restarted to make sure too
So it's not an UE issue, it's a OneDrive issue
You shouln't be using that for your projects
Put it in a real folder and use source control
the directory for some reason is one drive tho
not sure if it will work properly though
Why not ?
if i just move the project through windows
K
@mellow bane Just curious how you keep all the branches in sync for the different versoins
@mint leaf and @mellow bane thanks for your answers.
Fuego, yeah this is sort of how I was getting around it, but we liked the convenience of Project Launcher's ability to deploy and launch on the test machines, and essentially as soon as we add a new Game target the Project Launcher is unfortunately unusable, so while I can just jump in and use the CLI or the CI just builds with CLI commands, less technical team members can't really accomplish what they could before through UnrealFrontend.
Stranger, I do like this approach, and might end up being something I go for then. Would you say basically have a release branch which you have your generic release on, and then every time just push to release-steam, release-gog, release-discord branches when there is a new release, and just update the target file's ProjectDefinitions specific to that "sub-branch" every time? I'll try this workflow and see how we feel about it. It is slightly inconvenient when you want to do any of this stuff out of CI, but should be fine.
@clever tundra The CI I have built and used by a few clients uploads all the built archives so testers can simply download the binary (and trigger a build in say debug via commit message, branch or tag)
Yeah I assumed as much, but Project Launcher's deploy and launch on console is so much more convenient for some people π
@mint leaf (and @clever tundra ) I just merge the latest changes on master to the platform branch
With Git it's quite easy
If you have content changes on Perforce it's more annoying
I have a bunch of scripting on top of UAT so it's easier
@mint leaf (and @clever tundra ) I just merge the latest changes on master to the platform branch
@mellow bane
Ahh k, I dont like that, its too much manual for me (also doing this for 10+ clients would get reaaaaalllly tedious)
My CI stuff is completely automated which means I get less messages because no humans involved to screw it up
Can anyone tell me why if i reinstalled UE 4.25 why when i package my game steam will no longer come up. The plugins are still installed all files from steam redistributable are still in the engine files. My brain is fried from looking through everything and trying to figure this out. Please Help
Are you packaging in shipping
if yes, then Steam only works when the game is launched from Steam
no ive been doing it in development 480 only works for development builds
480 works fine in shipping too
You also need no additional plugin or setup for Steam to work
It was working fine until i reinstalled the engine
Ove checked my ini file its still all there could it have reset to the Null subsystem Im so lost on what could have happened
What does the Steam setup in your ini file look like
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-800.000000
bSubstepping=True
bSubsteppingAsync=True
MaxSubsteps=4
Looks fine I think. Make sure you are packaging Development, still
sorry didnt mean to keep the physics part in there. Ive tried development and shipping nothing worked
Shipping can't work unless started from Steam so that's normal
In Development you should get the Steam overlay working
it just doent show up anymore. i did have it up and was able to test with others but not now
If you have a clean engine with no changes, this above is enough and works
do i need to put in any # include to any files that I could of hade in there but got wiped when i reinstalled it
You need nothing more than the ini section on top of a clean engine
Thats what i thought thats why im so frustrated
Ok finally got it up and going i had to take out steam advanced sessions but it is giving me the overlay now thanks for the hlep @mellow bane
ok anyone know how to fix this??? Assertion failed: ProcessedTexture [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/Rendering/SkyLightImportanceSampling.cpp] [Line: 395]nd
no matter what i do to fix it it says 'Packaging Failed'
I've tried everything i can find and nothing owkrs
We need a bit more to go on than that....
just add the steam_appid.txt with 480 in it, and it works regardless of whether you launch from steam or not, as long as steam is actually running.
That too
Hi slackers, hope you are all well,
I have a question regarding macOS builds: I am able to create a dev build on my mac without a problem (and it works) but when i send the .app file to someone else using mac they are unable to open the .app file. Can someone please shed some light on why this is happening? Do I need some special configuration for this?
Thank you all, cheers!
does it say unidentified developer?
@mint leaf
@mint leaf nope. On one mac it doesnt do anything and on another it says it cant open
Checked security settings, its all legit
Ah soz no idea then
can anybody help me pls.
I get this warning from my AVG when packaging game
I'm having issues with packaging a plugin with 3rd party static libraries to Android from Windows, and I keep encountering issues with the paths: UATHelper: Packaging (Android (ASTC)): ld.lld: error: cannot open C:/Users/$user/workspace/project/Plugins/myplugin/Source/myplugin/android: Is a directory UATHelper: Packaging (Android (ASTC)): clang++: error: linker command failed with exit code 1 (use -v to see invocation) PackagingResults: Error: cannot open C:/Users/$user/workspace/project/Plugins/myplugin/Source/myplugin/android: Is a directory PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)
anyone seen this before? I suspect an argument order issue with clang as UAT invokes it but I'm not really sure how to go about debugging.
ie if i set the paths to the .a static libs directly, it complains about the parent directory being a directory...
anyone have examples of interacting directly with UAT for their android packaging?
Guys, why UE4 stores savegame files in different locations if you package with "developement" and "shipping"?
Shipping also makes them available to clients very easy... so they can hack them
Save files are in %APPDATA% in shipping like they should be
And well, save files are always client accessible
but this way... I mean i can open them and edit
Sure
And they have to be in appdata
They can't be with the game, because that would require your game to run in administrator al lthe time
Which is terrible
If you want to prevent people from cheating at your game, you have to keep the save data entirely on your dedicated servers and never let the client change it
yeah.... but, then if my game has score and there is a price for geting to 1 million points.... as client i just have to open them and hack it
but how you avoid UE to create those files in Appdata then.... and use a server.... wich I guess, must be ultra expenssive
The only way this works is if your game is always-online multiplayer with dedicated servers hosted by you, anti-cheating, and a lot of security
Computers are 100% under the user's control
There's no way to have save files that can't be hacked
Unreal saves are easy to cheat then
no because, if you play ortnite and you get to level XYZ,,,, then you get some trashi boots and keep that info in your savegame, but if as client I don't even have to play, just hack the inventory
Fortnite*
Fortnite does not save on the client, obviously
The only way yo prevent cheating on the save file, is to have
- all of the game logic run (on your own servers)
- have only that server process save data (stored on your own servers)
Like Fortnite does
So good luck with that
Ok, I understand.... your point, but for games I have played, most dont even have dedicated servers, people kind of make the multiplayer available like hosts
Then the save files can be hacked easily
Let me be clear : anything that happens on a computer can be hacked by its owner
np
You should try console games if you want somewhat reliable save files
I think some of them aren't compromised enough
Thanks Stranger!
But just being clear about packaging, you canot then use "development" and make it place savegame files in appdate, because I wanted to use the developement, then when full release change to shipping.... but this sound like it is impossible to use development for a release
unless you can make it place those files on Appdate.... somehow
You should use Shipping for shipping
If you want to release your game with log files, in order to ease debugging, you should use the Test configuration (engine source required)
You should not release Development builds
Ok, thanks Stranger!
Hello guys please how do I set my ue4 project to use api 29 as requested by Google play. Ue4.25
Maybe my question is best served here as I narrowed it down to packaging.
I have an issue where my lightmap is not displaying in Standalone mode or when I package the build. One of the errors I get is this where it is confirming my suspicion!
What could possibly be going wrong where it doesn't want to accept a bake it has done and works in the editor in play / simulate mode
Hi all, when packing for Android ... what should i pick ? Multi ? Atc ? Dxt ? etc
Can project redirects break packaging?
Hello, my project takes forever to package in the version 4.25.3 and my game is only 50mb. Do i need a new Incredibuild or something ? Because in 4.24.3 it finishes in 20 seconds and both are blank projects.
@mellow bane I'm trying to reduce size of android package file that it is only an empty level. nothing more.
and i did what unreal doc mentioned, the apk size is about 50MB.
is it possible to reduce it more?
@mild current First packages take a lot of time, so every engine update is like 1h spent packaging the first time
@severe ember Why are you tagging me
Ah i see, okay thank you so much.
@severe ember Why are you tagging me
@mellow bane
sorry about that
Cuz i saw you answered something about it before
You can get to 20MB with engine changes
Specifically you need to look for large assets in the pckaging logs, and resize them
Stuff like the default bloom kernel etc
Specifically you need to look for large assets in the pckaging logs, and resize them
@mellow bane
yeah, you're right i saw this file but not sure exactly what to do?
how can i resize default bloom kernel?
Find out the largest assets in your pak file and then edit the resource in the engine
You'll have to do that every time you update or upgrade the engine
Find out the largest assets in your pak file and then edit the resource in the engine
@mellow bane i did it and reduced to almost 40MB
dunno what's going on there cuz my apk file is about 40MB
but android_ETC1 folder in project name\Saved\Cooked is 11MB
i used directory never cook and the path is /Engine/EngineMaterials
also created an android.ini file in config folder and copied the below
[/Script/Engine.Engine]
; DefaultBloomKernel is not used on mobile
DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture
@severe ember The ETC1 stuff is shaders, if you have made sure to reduce shader permutations in prioject settings by disabling unused features, there's no going lower
A lot of the rest is going to be Unreal Engine code
and even tried to resize the texture in 3rd party software and reimport it ,there is no outcome
@severe ember The ETC1 stuff is shaders, if you have made sure to reduce shader permutations in prioject settings by disabling unused features, there's no going lower
@mellow bane well i did all those points in ue4 docs reduce package size
Then that part is likely as small as it can be
It's Unreal Engine
It's more tailored to 40GB games than 40MB games, all things considered
Unreal Engine 4 is considered to be a big, bulky engine that generates a lot of data and has huge build sizes. Such feature might be a serio...
This guy went down to 30MB
Though some major features got removed in the process
https://damnow.blogspot.com/2018/12/reducing-build-size-of-android-game-in.html
@mellow bane i'll check it out
Unreal Engine 4 is considered to be a big, bulky engine that generates a lot of data and has huge build sizes. Such feature might be a serio...
I've heard something like 25MB once for a major strip down of the engine, dunno where
Likely an absolute minimum
It's more tailored to 40GB games than 40MB games, all things considered
@mellow bane is that what they will say ??!
i mean epic guys
It's the truth
I've heard something like 25MB once for a major strip down of the engine, dunno where
@mellow bane i will try the link you've sent
UE4 doesn't really do 2D in any serious capacity, and they're not really targeting the mainstream mobile game market, but more premium 3D titles
Unity is hard to beat in that market so they're not trying
i think epic game's engineers should do something to make it even more optimize , meanwhile i agree with you about ue purposes to make huge games
We all have wishlists for the engine
haha , does it ascertain it in UE5
@mellow bane Idk why, but it was the folder of my HLOD'd level architecture that was causing that memory to be eaten on pak command
i had to delete it
Is it possible to package a project remotely? Similar to remote building for iOS but for Windows/Linux?
Hi, I tried to package the game but it's not working as expected, instead of running gamemode and lauching the level it's showing me something like this
Can someone help me?
Step 1 : right click your uproject file and click "launch"
Does it behave correctly ?
Well it's not that weird
You probably didn't set the initial map to the one you use in editor
Just do that in the Maps & modes sections of packaging settings
So - you are playing in editor from "StartupLevel", right ?
When playing from "Launch" on the uproject, if you open the console and do "open StartupLevel", does it work ?
how do I do that?
I mean open the console
to do this thing
okay
I launched FirstPersonExampleMap
and it's working
so there is something wrong with the level apparently
but I still don't know what is wrong
I mean - is FirstPersonExampleMap the map you want, or StartupLevel ?
StartingLevel
there is something wrong in this level I guess
fuck
okay
I'm so dumb
I don't have PlayerStart
on the level

That's a common one
Question- when I build a project with tons of assets that I don't use. do they go into the final build aswell and contribute to its size?
what is the io store?
Can I just sanity check with people, is anyone using 4.25 source and actually have packaging showing and working for win32
Hello what is the best way to clean up? I've changed my package name but I think it isn't cleaned up nicely so it still generates with the old setting. So I want to clean build an android build. What files should i delete? is there any way to make a clean build?
Packaging always recreates 100% new stuff
Hi, where to set -fobjc-arc linker flag on the project launcher?
yesterday i packaged a project for my q2, it does create an apk but doesnt seem to wanna install
what could be the issue? if i packaged errorless it should work?
Good morning everyone...I had a quick question. I can't seem to get my packaged build to include the prerequisite files...I've been trying different checkboxes (def have include prerequisites ticked) and shipping/dev settings...but now its causing my build to fail too...Does anyone know the correct configuration to send a win10 build to users and have it work?
You need to distribute your game with the redistributables for your VS version
Or you need to use the version used by Epic
im not exactly sure how to do that...ive been distributing builds for 4 years on this game and always just hit the include prerequisites and it works...
People probably happened to have the prereqs already installed
Just get the VS redist for your VS version and distribute that
2500 users seems unlikely, or i figured this out years ago and forgot all about it lol
It's not unlikely at all
k looking into that, thank u for the insight
So I basically need to install these for the user? No way to just include them in the build?
No, it has to be installed
Like the DX SDK etc (which fortunately has only one version which is in the redist)
dang this is all new to me...literally never ran into this issue during 5 years of distributing...haha shit guess I need to update our installer
Do I just use the UE4PrereqSetup_x64.exe in the engine?
I mean C/C++ programs need a C/C++ runtime, it's not exactly new
its new to me in that ive been building packages from UE for a long time and distributing them without ever seeing this...just imagined that UE was taking care of it
all good, we built an installer/updater system that works remotely on all users, I just have to setup a new class in it to install deps i guess
Yeah it's somewhat simple and the VS redist has a helpful registry key to check
On Steam, GOG etc it's a checkbox
And they check in a fresh VM that you have all the required deps
gotcha, ok, that's not so bad, already have the perfect spot to run all that i guess
thanks, im testing this with one of our users who ran into the issue, if it fixes, will figure out that reg key and hook it up
I'm trying to enable logging in a packaged shipping build because I'm having a crash that only happens with shipping... anyone know how to do this?
there seems to be some bUseLoggingInShipping value in the build target cs file, but enabling that just causes the packaging process to immediately error out
Try with Test instead of Shipping
It's Shipping with logs
Engine source required for that
Ah, thanks. I did figure out my crashing issue, but that's good to know for future reference :)
i got this error please help 
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\XD\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
(ping me)
Put the full log up.
Put the full log up.
@mellow bane
Error: DoesPackageExist: DoesPackageExist FAILED: '/SunPosition/SunSky' is not a standard unreal filename or a long path name. Reason: La ruta no comienza con una raΓz vΓ‘lida.
Read that file - lots of project errors in it
You currently have references to stuff that doesn't exist
So you need to find out where it's used and remove it
Hey just got my new Quest 2 and wanted to upload a test project to it. I followed a guide and am now stuck with this failiure.
ERROR: cmd.exe failed with args /c "D:\Unreal\Quest2\Test01\Test02\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
There is probably a longer log before that
Execution failed for task ':downloader_library:compileDebugJavaWithJavac'.
LogPlayLevel: > Could not find tools.jar. Please check that C:\Program Files\Java\jre1.8.0_261 contains a valid JDK installation.
LogPlayLevel: * Try:
LogPlayLevel: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
LogPlayLevel: * Get more help at https://help.gradle.org
the interweb tells me to go to D:\NVPACK\android-sdk-windows\tools\android.bat but when I run that it doesent open a windows, guessing it should be bart of the android studio now. So opening the sdk thru that, it doesent show "Android Support Repository"
also there is no "Enable gradle instead of Ant" in project settings.
@sharp sail What did you set your Java location to?
Also what version of UE4 are you using? It's different for 4.25.
I'm getting the following warning during packaging in 4.26 preview 3
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Warning: Unable to generate long package name for E:/Articy Unreal Projects/ManiacManfred_4_25/Plugins/ArticyImporter/Content/UI/W_ArticyDebugger.uasset because FilenameToLongPackageName failed to convert 'E:/Articy Unreal Projects/ManiacManfred_4_25/Plugins/ArticyImporter/Content/UI/W_Art
icyDebugger.uasset'. Attempt result was 'E:/Articy Unreal Projects/ManiacManfred_4_25/Plugins/ArticyImporter/Content/UI/W_ArticyDebugger', but the path contains illegal characters ':'
2 weird things here:
- It's looking for ManiacManfred_4_25 instead of ManiacManfred_4_26 (I initially copied the 4_25 project, renamed and upgraded it to 4.26 so internally it stays the same)
- It complains about the paths containing a ":". I don't think this is anything I can influence.
It still packages but I'd rather get to the bottom of it
noteworthy thing here is that all those 3 assets are part of plugin content rather than game content
Hi guys, this is my command line for BuildCookRun , but can anyone tell me how I can make sure it rebuilds all the assets from scratch?
-noP4 -platform=Win64 -allmaps -build -ClientConfig=Development -cook -pak -stage -prereqs -CrashReporter
is it as simple as adding -clean ?
or does that just clean the exe?
@rare relic What do you mean by rebuilding assets ?
I thought I had a problem with a corrupted packed asset but it turned out to be something else.
I just wanted to do a non incremental build but it seems to do that by default anyway.
Yes it is
are there any advantages to packaging a game via build graph as opposed to BuildCookRun if I only have a single computer so not distributing the compilation?
Greetings, gentlemen, I have weird packaging problem with localization: ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'E:\Epic Games\UE_4.25\Engine\Content\Localization\Engine'. Two questions, 1) Why this path could be missing as I have not touched engine installation folder? 2) Why packaging process ever look for this path, as I don't have any Engine targets or Game targets that depend on Engine localizations?
Alrighty! Creating empty "Engine" folder fixed the issue!
So you need to find out where it's used and remove it
@mellow bane oh i understand
thanks
DOes anybody know how i can pack to Android with Api29 ? Im using UE4.18 with NvidiaCodeWorks 1R6u1. I can pack games but GooglePlay does not let me upload them sais i need APi29 or higher . Please help me π«
Does anyone know why I can't launch my packaged project? I though it was just my antivirus but I have that disabled, so I don't know what the problem is
Anyone having issues with packaging for Steam? The sdk isn't being copied. Isn't is supposed to? (4.25)
The SDK should be built into the executable, there is nothing to copy
For shipping builds started outside Steam, you can copy an appid file next to the executable in projectname/binaries/platform/, so that your game uses Steam without launching from Steam
Does anyone know how to reduce the package size of a shipping build? I did everything that is listed in this guide https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/ReducingAPKSize/index.html
but the apk is still 70 MB in size. My whole content folder is only 13 MB. I uncompressed the apk and found out that the libUE4.so file is 114 MB in size. How is that possible? It's only a simple 2D game with a few Blueprint classes.
How to reduce the size of your packaged Android game.
To get below that point you have to blacklist engine files from packaging, remove all plugins you don't use, etc
You can go down to around 30MB + content with effort
I've been looking into how small we can really get a project packaged to, more precisely how small an empty project could be.
In Unity for example an empty project
Anyone seen anything like this? Very strange issues appeared out of nowhere on our massive project and canβt seem to crack it
PackagingResults: Warning: FRenderManagerOperation::OwnerID is not initialized properly
PackagingResults: Warning: FRenderManagerOperation::OperationType is not initialized properly
PackagingResults: Warning: FRenderManagerOperation::Color is not initialized properly
PackagingResults: Warning: FRenderManagerOperation::P1 is not initialized properly
PackagingResults: Warning: FRenderManagerOperation::P2 is not initialized properly
PackagingResults: Warning: FRenderManagerOperation::Thickness is not initialized properly
PackagingResults: Warning: FRenderManagerOperation::OwnerID is not initialized properly
PackagingResults: Warning: FRenderManagerOperation::OperationType is not initialized properly
PackagingResults: Warning: FRenderManagerOperation::Color is not initialized properly
PackagingResults: Warning: FRenderManagerOperation::P1 is not initialized properly
PackagingResults: Warning: FRenderManagerOperation::P2 is not initialized properly
PackagingResults: Warning: FRenderManagerOperation::Thickness is not initialized properly
PackagingResults: Warning: Cannot import unqualified delegate name; no object to search
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Handled ensure: ===
Sorry on my phone and it wonβt let me format
how do i fix this error
PackagingResults: Error: System.ArgumentException: An item with the same key has already been added.
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
Anyone having issues with packaging for Steam? The sdk isn't being copied. Isn't is supposed to? (4.25)
@midnight glacier
My problem is when I launch in engine steam works but when I package the project its gone... same for you ?
@mellow bane Thank you. After disabling not used plugins I saved only 2 MB and the game crashes now on startup. I will now try the blacklist thing.
Well it was the disabled AISupport plugin, which caused the crash. And I'm not using ai at all. Seems legit
@open rapids steam works for us. We have a server browser that doesn't work when we package, but works in Pie etc.
hey, I have a weird issue. I'm rotating a plane so it always faces the camera and it all works fine within the editor, but on the packaged build it doesn't turn, it's just static. any clue as to why this is? at this point I'd assume it's an engine bug. using ue 4.25.3
how can I turn off the builds for mobile platforms/linux?
I'm just pressing "package" on a plugin I have source access to
and all other platforms are switched off in the unreal project options
Is it atually compiling them ?
I mean I don't suppose you actually have the tools to build Aarch64 or iOS here
If you are packaging a plugin, I guess the plugin's uproject file should state which platforms are supported
@mellow bane BUILD SUCCESSFUL, thank you very much! π π
Hi All,
In our project we build and cook our package from the command. In the DefaultGame.ini we define what maps should be cooked. In the command line we took out the -allmaps, but still all maps get cooked and packaged. Does anyone know how we can package our project from the command line with just the maps that are set in the DefaultGame.ini?
Does the list of maps look fine in the pakaging settings in the project settings menu ?
Yes, the maps look fine in the project settings. In fact, when packaging from the editor it only packages the maps assigned, saving 1.5Gb in size
Alright - what's yout UAT command line ?
RunUAT.bat" BuildCookRun -project="$env:projectpath$env:projectname.uproject" -noP4 -platform=Win64 -clientconfig="$env:buildconfig" -cook -build -compress -stage -pak -prereqs -archive -archivedirectory="$env:buildlocation"
Looking at it again, could it be the -archive that's being saved in the same location?
I'm not familiar with archive but I don't see why it would cause other unwanted maps to package
Looks fine really
Erm, actually I am
That's true Good point
I do use archive too and it works
# Executable
engineBuildTool,
'BuildCookRun',
'-ue4exe=UE4Editor-Cmd.exe',
# Project
'-project="' + projectFile + '"',
'-utf8output', '-nop4',
# Build
'-nocompile',
'-clientconfig=' + projectBuildConfiguration,
'-build', '-targetplatform=' + platform,
cleanOption,
installedOption,
# Cook
'-cook',
'-createreleaseversion=' + buildVersion,
# Package
'-stage',
'-package',
'-pak', '-compressed',
'-distribution',
'-archive', '-archivedirectory="' + outputDir + '"'])```
Doesn't look too different
Except you don't have -package, maybe ?
Ok, I'll try the -package, to see if it makes any difference. Thanks!
I think I found my issue, in my line it said "-compress" instead of "-compressed", no the size is the same.
Sup guys.
I want to include only some of the maps while building with UAT and from what i see DefaultEngine maps are note overriden by -map= flag, the maps in this flag are getting added as extra ones.
Soo im trying to use -MapIniSection= but no luck there either because right now UBT or even UE4Editor-Cmd.exe dont care what i put in there.
My command is:
RunUAT BuildCookRun -ue4exe=UE4Editor-Cmd.exe -utf8output -project="ShooterGame.uproject" -noP4 -clientconfig=Development -nocompileeditor -nocompile -platform=Win64 -targetplatform=Win64 -cook -MapIniSection=NormalMaps -stage -pak -package -archive -archivedirectory=E:\Tests\TestBuilds\TestBuild
and on the bottom of DefaultGame.ini i have 2 extra ini sections added:
+MapsToCook=(FilePath="/Game/Maps/Sanctuary.umap")
[NormalMaps]
+MapsToCook=(FilePath="/Game/Maps/Highrise.umap")
+MapsToCook=(FilePath="/Game/Maps/Highrise1.umap")
+MapsToCook=(FilePath="/Game/Maps/Highrise_2.umap")```
but the result is the same when i use UE4Editor-Cmd.exe or RunUAT.bat with CustomMaps or NormalMaps as my MapIniSection.
Am i doing something wrong here?
why does packaging for andriod take me to a unreal engine documentation link?
nvm found the andriod documentation page,they moved it somewhere else
Am I missing a setting somewhere, or is it not possible to have UE use PAK files directly instead of zipping them into an OBB when packaging for Android?
That night, I came back home after being out for 3 days. I noticed my HDD was almost full. So I deleted my derived data cache. The next morning I opened up my project and my maps were taking forever to load up. So I waited and they opened up. I finished my work and decided to package it. Guess what? It wouldn't package and my whole PC would freeze. I noticed some things were turned off(Such as EQS). I turned them on. Then, I tried to package again. I wouldn't get those warnings, but my PC would still freeze and I would get blue screen some 15-20 minutes later. Today, I migrated my project to a new one and retried. My PC would still freeze. So just some time ago, I cancelled right when my PC was about to freeze and got this:
Any solution?
Rebuilding derived data cache would definitely take an hour or so
You should just be patient while it recreates the deleted data
Hello guys I packaged my projetc 2 hours and half and now failed
thisis the error
how I can fix it?
Rebuilding derived data cache would definitely take an hour or so
@mellow bane How do I do that?
@open rapids Give me your log.txt
Is this something to worry bout?
how to give you this file? where is it? @timber bronze
how to give you this file? where is it? @timber bronze
@open rapids windows+r, then %appdata%
Roaming\Unreal Engine\AutomationTool\Logs\E+Softwares+Unreal+Engine+UE_4.25
wait lemme have a look
okay
Is yours a C++ project? @open rapids
good for you
create a new project
@open rapids
Make sure it is an empty project
These are causing issues
@mellow bane These caused issues for me
These are causing issues
@timber bronze these are materials so?
Just wait for the packaging to go on
@mellow bane I waited the whole project to cpmpile a lot shaders and then failed
like if I start it again, again will fail
how i can fix it?
sorry I misunderstood
If it failed, then put the full packaging log up here
look at these
These are errors in your project
Warnings really
Still not what caused the project to fail packaging
If it failed, then put the full packaging log up here
Morning everyone...been trying to debug this for a week...during Cook phase, we keep hitting this ensure(BP->SkeletonGeneratedClass) error...started out of nowhere...any ideas? Traced down the errors and the BP's referenced seem fine and havent been edited in a while
yea its currently hitting that breakpoint right there
So is BP nullptr, or the generated class is ?
but doesnt give much info...it points to a single asset, but that asset is fine and seems to not have any issues
not sure?
i dont do c++ much and just am using VS to run debugger during cook
Well, check it in the locals / auto panel in the debug view of VS
re running now w/ debugger so I can dig in there
You should also look at the call stack to find out if your code was running
So clearly nothing related to your game
Well, if you have no particular error or warning on this asset, no idea what happened
weird part is that nothinig really changed...i tried doing a shipping build, then it crashed, and moving back to development it stopped working there too
What's the log like at that point ?
UATHelper: Packaging (Windows (64-bit)): Warning: Cannot import unqualified delegate name; no object to search PackagingResults: Warning: Cannot import unqualified delegate name; no object to search
this shows up last line before the error throws
If it failed, then put the full packaging log up here
@mellow bane so what to do?
Did packaging fail ? if yes then put up the log
No, that log doesn't have a failure
It's stil packaging, as of the end of the log
"ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Landscape, compiling."
This is entirely normal and it just needs time
no
the packaged failed
it wrote with red
that it is failed
I waited until the end but it failed
So find the log that says it failed
Because this one is still going on
And it doesn't have any error yet
Error: Ensure condition failed: BP->SkeletonGeneratedClass [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Editor/Kismet/Private/BlueprintCompilationManager.cpp] [Line: 2232]
Can anyone give me insight on this error? Ive been trying to crack this for days, but the debugger stack is just a neverending trail of different files, all of which were working fine...
as i delete one file, something else is at the end of the stack
you saw that it writes it is failed?
@mellow bane
it didn't print new log for now
hmmmm
@open rapids Just copy the output log itself
You're not looking in the correct folder here
Build fails with 4.24, log is for 4.25
The actual log file path is written in your screenshot