#packaging

1 messages Β· Page 40 of 1

mellow bane
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Nah

open rapids
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you would just live life with no laptop or pc than have a 32bit system?

mellow bane
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I would rather not use Windows at all and get myself a random Linux distro, tbh

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Unless you never ever connect to the net with that machine

open rapids
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and have barely any support for games?

mellow bane
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Most Steam titles work fine on Linux

open rapids
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there are lots of games outside of steam, why limit yourself to only steam

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we are on the unreal engine server so im assuming you also use epic games

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i also have gog, and uplay and all of those, what happens if i wanna play games from those?

mellow bane
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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

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Anyway, no point debating on this forever

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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

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Not trying to convince you πŸ™‚

open rapids
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my games free so i don't really care tbh

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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

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but anyways what games have you released?

open rapids
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.

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yo i fixed the error with my game go check it out in #released

harsh cosmos
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32bit has max ram of 3gb + 1gb reserved for video

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Most 32bit cases are mostly office computers

grim surge
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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:

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it has worked before on a different scene so i dont know why its not working now

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i am using gears of war 3 assets

quasi sleet
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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.

kind tartan
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Is it possible for my ue4 project (which is in .exe form) to be ported to google sites?

mellow bane
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Not really

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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

mint leaf
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You have to use pixel streaming IIRC

mellow bane
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Which is definitely not going to run on anything like google sites

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I mean maybe, if you have a dedicated server spun up for every user on that page

keen folio
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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?

mellow bane
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The packaging log would help

keen folio
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Mostly unknows structures, no longer existing pins, or unknown functions

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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?

mellow bane
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You should read the packaging log and fix all errors one by one

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If your colleagues can build, you are using a different engine or a different project, check your source control process

keen folio
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It should be the same engine, but i'll try reinstall UE and VS

mellow bane
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Probably pointless tbh

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Check the project itself first

keen folio
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With ther version control everything is the same, no diff. The problematic BP-s are compiled without error in the editor.

mellow bane
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Does your project version C++ binaries or do you need to compile every time the source code changes ?

keen folio
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The project uses mostly BP-s, so only when we change something in C++. Base classes and helpers

mellow bane
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Does the broken Blueprint stuff depend on C++ ?

keen folio
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Must be a struct problem, as i see the problematic functions should also have a struct as an input/output parameter,

mellow bane
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Is the struct C++ defined ?

amber estuary
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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 β€œmain” one if you know what I mean?

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Main = persistent one

keen folio
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Nut sure if all the structs, but looks like most of them defined in C++

mellow bane
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So - you should check that you actually compiled recently, successfully, for DevelopmentEditor in VS

keen folio
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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 β€œmain” one if you know what I mean?
@amber estuary We include only the main/persistent ones there

mellow bane
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Then make sure you have no local changes, and you'll be fine

keen folio
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Did that multiple times :/

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Tried to install different .net sdks as well

mellow bane
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VS build, editor closed, DevelopmentEditor, no local change - if you have Blueprint errors you just aren't running the same project.

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This isn't a .Net issue or VS issue

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It could be an UE issue but it's very likely just not the same project

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Either you have local changes, or your colleagues do, or you didn't compile the right build config

keen folio
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The build configuration is correct, i dont have any local changes and its definietly that project 😦

mellow bane
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Well, focus on one of your C++-defined structures or functions - one that's still there but missing pins or something like that

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Ask your developers when that change happened, and whether you're supposed to have that behaviour or another one

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That way you can know if you just have an older version of something ; or something truly broken

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After that you can compare the source code for the working version and non-working version

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Make sure that config redirectors in ini files are versioned, that you don't have something like a git ignore file disabling ini files...

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There just isn't a lot that can break here

keen folio
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Okay, will do that in the morning, its getting late.
Thank you very much for your time and help.

fluid mirage
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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

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the error occurs at the destructor for vimr_render.cpp which basically has only this

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it is my main project source file and using default destructor. Does anyone know where to start debugging this properly?

exotic galleon
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Anyone know if there is a way for 2 modules to be in single dlls? Or thats not possible to achieve?

silk mesa
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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

silk mesa
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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

regal garnet
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How can i get rid of these shared part? I am not even using these? Why they are visible in my size map?

oak tiger
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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.

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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?

hard mica
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When I package the packager uses debug.keystore instead of the one I assigned it

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I’ve set the settings to for distribution

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And included a generated keystore

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How do I make sure it uses the assigned keystore for release?

simple aurora
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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.

sage kayak
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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?

burnt remnant
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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.

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@sage kayak go into project settings -> android and do all any configuration it asks you to do.

modern cave
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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

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What could this be?

pastel sparrow
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@modern cave is there anything in the crash folder? usually something like : WindowsNoEditor\[ProjectName]\Saved\Crashes

modern cave
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No, only the .ini

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Log shows not abnormalities

pastel sparrow
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hard to tell then, without some kind of crash output 😦

modern cave
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I know right? And after another packaging it doesn’t even generate logs!

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My only plugin is Easy Firebase which supports windows and my unreal version

pastel sparrow
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maybe try a different PC? could be a hardware/driver thing

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kinda shooting in the dark here tho

modern cave
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I’ll try that

modern cave
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I got this log after building with other settings but issue persists

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No crash generated

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The program also crashed in other machine

ashen elm
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Hey everyone, I've got a question about crash reports I hope someone can field

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So I've been debugging a crash by opening the dump file in Visual Studio

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I'm able to see that call stack which is really useful but none of the variable values

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It looks like the dump file isn't saved with heap information

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Does anyone know how to enable that? Is there a setting for that somewhere?

restive quest
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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?

hollow delta
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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

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(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...)

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@hollow delta Fixed. I removed the "Intermediate" Folder of my project to rebuild it. And package is progress again...

mint leaf
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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?

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and or try running with -log

loud violet
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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?

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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?

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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))

zenith musk
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tf

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should i disable compressed cooked package?

modern cave
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@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

zenith musk
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?????? 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 )

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I literally packaged my game 2 times yesterday all was good

zenith musk
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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

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Then finally comes down to executing unreal pak command , waiting for child process , then boom, this

mellow bane
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That part is normal on first pack

zenith musk
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What part exactly?

twilit fern
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I have this asset set to chunk 1 but Unreal puts it in chunk 0?! Why??

mellow bane
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@zenith musk Going to 0 packages, then back to 2000, etc.

twilit fern
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Where is chunk 1? 😦

twilit fern
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Ok, narrowed the problem down to specifically UPrimaryDataAsset objects

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Why would those not show up as primary assets?

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Maybe they need additional setup?

mellow bane
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IIRC there is a lot of weird stuff going on with that

twilit fern
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Hmm

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Glad to know I'm not the only one experiencing some oddities here πŸ™‚

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Btw, anyone know if you can name chunks? Asking for a friend...

mellow bane
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Probably not

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Though I don't think UE4 is that picky about packages

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IIRC you can simply rename the files

twilit fern
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Oh, really?

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Seems like that would break things

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But I'll try it

mellow bane
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At least when not using chunks, it's safe

twilit fern
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You can rename them, even with chunks, and it works

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Idk how that's possible

mellow bane
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Yeah I actually just added a renaming rule

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Paks really aren't name sensitive

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Same goes for patches etc

twilit fern
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Yeah I actually just added a renaming rule
Curious how you did that. Somewhere in the cooker code I assume?

modern cave
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LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000018
What is this error?

zenith musk
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Seems like our UE4 is on a voodoo trip

mellow bane
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@twilit fern I have a Python script around UAT to package all platforms and clean up the files

zenith musk
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first it says 2340 packages remain, then 5801

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@mellow bane whats the difference between cooking content for windows and packaging?

mellow bane
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Cooking is part of packaging

granite pulsar
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it can/will go up as references are uncovered

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you have a whole bucketload of errors / issues though

zenith musk
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it was just yesterday when i packaged my game with 16 gigs of ram without an issue

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and now with 32 it says this?

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as a matter of fact ive done it with 32 plenty of times

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Ive got content folder redirected

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Not sure is there something wrong with source engine or visual studio?

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or my project?

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Cause my project is just fine and so is my pc

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I have packaging compression enabled

mellow bane
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Put the log on pastebin or something.

zenith musk
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exceeded 512 kb for pasting lol

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its here

mellow bane
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You are not actually lacking RAM here

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The amount UE tried to allocate is about 20 million terabytes

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You do not actually need that much, because it's an error during package processing that resulted in a crash

zenith musk
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why 20 million terabytes?

mellow bane
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That's what the crash report says

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"Ran out of memory allocating 18446744072184644705 bytes"

zenith musk
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20 million for what 🀣

mellow bane
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The point is that this is likely an engine bug

zenith musk
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oh shit, but i have packaged this with 4.25.3 several times, how can this bug occur? what should I do now?

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Im using source engine version btw

mellow bane
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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

zenith musk
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tbh I seriously havent made much changes, all I did was duplicate my game map, and reduced some texture resolutions

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Should I migrate my content to a fresh new project and then package?

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or re install the engine?

mellow bane
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No you should try what I just suggested

zenith musk
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But the last copy I made is a little backward from my latest progress

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but okay...ill see

mellow bane
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Just check out the last working commit in source control

zenith musk
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I dont use source control

mellow bane
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You should always set up source control before the first time you even open the editor

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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

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And when you have such a problem, it takes seconds to go back in time and back

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In the meantime, I still suggest trying with a previous version that you know worked

zenith musk
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I guess ill have to do that only

mellow bane
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It's also possible that a 4.26.0 release comes with a fix

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By the way there are many asset errors in that log so maybe some of them contribute

zenith musk
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They are just warnings, I had fixed all the red fatal errors

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I legit call this voodoo

mellow bane
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No, some of these errors are serious - missing assets etc

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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"

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There are many of them

zenith musk
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Yeah i saw them, many assets are missing, ill check em

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Also another thing, whenever I want to re package my game, I delete Intermediate, and saved folders, then re generate visual studio project files

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then wait for asset discovery to complete

mellow bane
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Why would you do that

zenith musk
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To clear the packaging build data that gets stored in the project folder

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everytime you package, it stores all that data in the StagedBuilds folder

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and others too in the saved

mellow bane
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.. yeah ?

zenith musk
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But like I said, ive done this several times and had no issue

mellow bane
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It also removes that folder every time you package

zenith musk
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I know, but I just do it anyway

granite pulsar
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i'd start by fixing the massive spam errors with collision

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the failed to load stuff, not as important

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but all of the errors with quickhull

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lots of messed up assets

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like 40k errors

zenith musk
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Yeah

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If it says that error again, I will re install source engine

granite pulsar
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it's not the engine, it's your project

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probably marketplace garbage

mellow bane
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Yup

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The engine part might be the crash on packaging

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But we don't even know if that's not caused by one of these errors

granite pulsar
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i wouldn't be surprised if one of the errors is creating bullshit data, and packaging is tryuing to allocate for it

zenith musk
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never in my life ever have I seen this allocating error on packaging, even when I packaged my freakin 94 gb project

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with even more trash

granite pulsar
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did you have nearly 50k errors, in your 94gb project?

zenith musk
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its not 96 anymore

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its like 60 something, i plan to make it smalled to 24-27 gb

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Yes same amount of errors then too

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warnings and what not

granite pulsar
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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

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where packaging is different with UAT from source vs binary engine

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even when the binary engine (installed build) is made from the exact same source, and same git revision

mellow bane
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Yeah I saw that and I have no idea about it

twilit fern
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@mellow bane do you not recommend using chunks?

mellow bane
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I don't have any particular recommendation on them

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They're kind of pointless on PC, they're useful on some consoles IIRC

twilit fern
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Doesn't having only one pak file require users to redownload the entire game for an update?

zenith musk
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what do they do?

mellow bane
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Not on Steam, EGS, nor GOG or Itch if using the client

twilit fern
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So those platforms do an actual binary comparison and splice the data? Figured they just redownload any files that change.

mellow bane
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Of course they do a binary diff

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If they didn't, the fix wouldn't be chunks either

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The fix would be using the built-in patch system

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Which, I think, is still needed on PS4 - don't take my word for it, haven't worked on that console

twilit fern
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Ok so just one pak file is fine then, even if its huge? The client won't have to reload the whole thing. Nice.

mellow bane
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Yes

twilit fern
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Figured I had to turn off .pak entirely to get that type of behavior

mellow bane
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I'm not 100% sure about using encryption, but I think it's like compression and works per-asset

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Encryption isn't very useful anyway, but still, if you use it, check that it doesn't trigger full redownloads

twilit fern
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Hmm if they key doesn't change then it shouldn't trigger a full redownload

mellow bane
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Depends how the encryption is done

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If it's per-asset, it's fine

twilit fern
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Right

mellow bane
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If it's on the whole pak, a single bit change will change the entire file

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I have no idea which it is

twilit fern
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Good question actually

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Wanna test that

mellow bane
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I'll never use encryption anyway so I'll that up to you πŸ˜›

twilit fern
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Yup πŸ™‚ Don't use it either

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Hard to measure performance cost too

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Would really only encrypt ini files if anything

mellow bane
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The intersection of people who know how to extract files from paks, but don't know how to break client-side encryption, is small

twilit fern
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Yeah, fair point

mellow bane
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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/

Jamie Holding

This post is designed for Windows builds of Unreal Engine 4 titles made with 4.21. This will likely work with previous versions, and maybe even future versions of the engine. Your mileage may vary. DisclaimerNote: I will not be helping you find keys for specific titles. So don...

twilit fern
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πŸ‘€

zenith musk
mellow bane
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And of course, changing your key regularly is unfeasible since it would trigger full redownloads every time

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So someone just needs to do it once

zenith musk
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Says this when I switched my engine version from 4.25.3 to source

mellow bane
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Sounds explicit enough, build in the IDE

zenith musk
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whats IDE?

mellow bane
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Visual studio

zenith musk
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Alright lemme try that

twilit fern
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Hmm this makes security seem kinda hard in terms of preventing reverse engineering

mellow bane
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You can't do that anyway

twilit fern
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Well not entirely yeah

mellow bane
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Nothing on PC is preventing someone from running your game through Wine on Linux with a debugger attached

twilit fern
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Well right

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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

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There are obviously other ways of intercepting tho

mellow bane
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It would be slightly more complicated, but there is no going around the fact that the key is in the executable somewhere

twilit fern
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Right

zenith musk
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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

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saying 36/2396

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cause I didnt check what the solution configuration was

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@mellow bane

mellow bane
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You're now compiling UE4

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When packaging, you will compile it again, for Shipping

zenith musk
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so im doing the correct thing or no?

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since that message said build through your IDE

mellow bane
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Well yeah, you want UE4 compiled in order to use it

zenith musk
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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

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Once again, this has never happened before when I used to convert my same project to source

mellow bane
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You are using the source version of UE4, so you do understand that sources need to be compiled, right ?

zenith musk
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it never said Engine modules out of date, build thrugh IDE, but it just said VT_Beta could not be compiled

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and yeah it does

valid minnow
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hello guys i'm facing a critical error with packaged project with this error
(LogUObjectBase: Error: Virtual functions table is invalid.)

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inside the editor and standalone launches are working fine

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any ideas ?

mellow bane
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Debug it

valid minnow
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LogAndroid: Error: [Callstack] 0x0000000000000000 (0x0000000000000000)!UnknownFunction []

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this is from debug

mellow bane
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Cool, then once you are debugging it, get the callstack, find out what is being done

valid minnow
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how can i print the call stack to the log of a packaged project

mellow bane
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You don't print

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You use a debugger

valid minnow
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thanks i'll try

twilit fern
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Why isn't the packaging process multithreaded?

mint leaf
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It is for the most part

twilit fern
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When converting an enum to a string, on packaged builds, there is a MTT_ prefix in the name

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Why is this?

twilit flame
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PackagingResults: Warning: HierarchicalDerivedDataBackend: Put failed, keeping in memory copy TEXTURE_564290F8998644E39A2118D5C683187B_BC5_7F22F21E47DA2DD94BFA82B713AB2582___3A991B2EABDB2E9A9B213CDFC232EFDA4DD23242.
PackagingResults: Error: 0 (The operation completed successfully.)

Anyone can help?????

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please?

mellow bane
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Put the full log on pastebin

twilit flame
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umm ok

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hold on

mellow bane
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That's not a packaging log though

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And it doesn't end with a packaging result either

twilit flame
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wdym

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oh yeah my package isn't complete

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my bad

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@mellow bane I'll dm you the packaging log

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Isn't the package log the output?

rich jetty
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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)

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for example, windows packages just fine using: PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "windows", Arch, "dependencies.lib")); in the plugin.build.cs file

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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)

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Is there another convention I should be following that is more portable across compilers through ue4buildtool?

faint nymph
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Hello can anyone help me with AdMob?

glacial forum
#

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.

glacial forum
#

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?

twilit flame
#

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?

mellow bane
#

Try removing the contents of DerivedDataCache. Shaders will need recompiling

twilit flame
#

umm why is my shading compiling stuck? it's on 6 for a long time

#

anyone ?

twilit flame
#

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?

mellow bane
#

@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

twilit flame
#

I can access them just fine though

#

i reimported them

mellow bane
#

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

twilit flame
#

how do i delete the key asset

#

i can't

#

how do i?

#

do i have to delete it with explorer?

#

windows explorer

mellow bane
#

I thought you could access it just fine in UE4 ?

twilit flame
#

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?

mellow bane
#

Alright, so remove it in Explorer as you suggested, and re-create the asset.

twilit flame
#

what bout my AI

#

i can access it but

#

it fails to load when i package

mellow bane
#

Try re-saving it and retrying, and if that doesn't work, re-create it too.

twilit flame
#

kk

twilit flame
#

@mellow bane its still saying that the AI is corrut even though i deleted it, do i have to reopen the project?

mellow bane
#

Remove it from explorer

twilit flame
#

i might have to reopen the project

twilit flame
#

i found out why

#

i deleted the file

#

i think it will work now

#

cause that file was causing the error

mint leaf
#

@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.

twilit flame
#

@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

thick raptor
#

why does build -> win64 just redirect me to documentation? wasn't like this before

grizzled venture
#

hi my game Doesn't Launch After Packaging how can i fix it i had no errors wihle packaging

#

v 4.25

mellow bane
#

@thick raptor Probably you don't have VS with C++ support + Win10 SDK, and it worked before because you packaged for development

vocal pulsar
#

I need some help I think my package size is way to big

#

I am making a game for ld and its 700mb

mellow bane
#

Check that you correctly set the list of maps to package

vocal pulsar
#

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

grizzled venture
#

Yes, of course

mellow bane
#

@vocal pulsar Filling the list of maps helps UE4 automatically cull content in the package

#

So it's step 1 on size optimization

rich jetty
#

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?

potent sierra
#
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.```
stark marsh
#

@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

dapper ember
#

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 πŸ˜„ i checked all errors and cleaned up warnings but still can't figure what is wrong

dapper ember
#

nvm, i found out that actor owner is not set if you use add child actor outside of construct inside function :/

slate jetty
#

Hi, Any idea on why the spinemeshcomponent's collision does not work in packaged build?

real bridge
#

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?

fair needle
#

i'm packaging via project launcher
how can i tell it to not include pdb file?

mellow bane
#

Untick "debug files" or something called like that in packaging options in project settings

fair needle
#

it's checked off
afaik it's for File->Package packaging

mellow bane
#

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

fair needle
#

it could be passed as command line options
but i can't find any usable doc with the params

mellow bane
#

IIRC UAT takes a "-list" option for that

#

You can also do file->package and copy the command from the log

#

The "commandLine" part

#

(Not that it would match your project's needs, just a small example)

fair needle
#

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

mellow bane
#

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

fair needle
#

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

mellow bane
#

Just ignore the launcher really

#

Write yourself nice clean scripts

drifting needle
#

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

fair needle
#

launcher is just a little more convenient for iterative builds
like you don't have to jump out of the editor to build

granite pulsar
#

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

open rapids
#

Well

#

Pay attention to the last statement unless you're on the beach with seals

#

Or jungle with apples 🍏

woven mango
#

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!)

little berry
#

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.

short meadow
#

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?.

mellow bane
#

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

zenith musk
#

like you told me to do

mellow bane
#

Output log

zenith musk
mellow bane
#

You still have thousands of errors that needs fixing here :/

zenith musk
#

Why would those allocate ram?

#

Should i re install the source engine?

mellow bane
#

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

zenith musk
#

I clicked redirect content folder and it crashes

mellow bane
#

That's not a fix

#

Take every error one by one and investigate the asset

zenith musk
#

But i have had these millions of errors before and it never "ran out of memory allocating bytes"

mellow bane
#

And now you do

#

These are errors

#

They need to be fixed

#

That's why they are called errors and not warnings

zenith musk
#

even if they are yellow warnings?

mellow bane
#

You do understand that each of these errors is likely causing a bug in your game, each ?

zenith musk
#

wasnt it like all you have to worry about is the red errors?

mellow bane
#

You have to worry about every single time the word "error" comes up

zenith musk
#

oh well, I have too many to fix i guess

#

any quick way to fixing them?

mellow bane
#

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

zenith musk
#

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

mellow bane
#

"Warning: Failed to cook convex: /Game/LucernePiece/Lucerne_EndSet_5.Lucerne_EndSet_5 0 "

#

Just after that

zenith musk
#

this is the entire error only log

#

i filtered it out

mellow bane
#

The name of the failing assets is printed just after the error in the original file

zenith musk
#

what does failed to cook convex mean? like its collision?

mellow bane
#

Yeah, collision is probably messed up

#

You can remove collision and add a new simple one

#

Or generate new convex collision

zenith musk
#

I think ill set collision to complex

#

maybe it will solve?

mellow bane
#

No, the collision data is broken, just recreate a new one in editor

zenith musk
#

okay

#

added the hulls, now re packaging

#

"failed to load" warnings should be ignored?

mellow bane
#

They should not

short meadow
#

Thanks Stranger, I wanted to make sure to use the right ones to avoid any issues !

drifting zodiac
#

@lusty cobalt hey did u ever figure out how to do tests by a test group?

clever tundra
#

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?

mint leaf
#

I do them via CLI builds in the CI system

mellow bane
#

@clever tundra A branch in source control works fine for this.

#

You can then build every branch on your build system

zenith musk
#

@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?

mellow bane
#

Show the log

#

Reinstalling the engine, as I said many times, is pointless

zenith musk
#

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

mellow bane
#

Did you enable encryption for this project ?

zenith musk
#

No

#

never done that

mellow bane
#

How do you trigger the packaging ?

zenith musk
#

File > Package Project > Windows 64 bit

#

and development build

#

not shipping or test

mellow bane
#

Show me your DefaultGame.ini

zenith musk
mellow bane
#

Weird

zenith musk
#

It is

#

I have packaging compression enabled, but keeping that enabled or disabled makes no difference

mellow bane
#

The "patch padding" thing is just weird and unknown to me and looks related to the crash

#

Let me check

#

Back in 10

zenith musk
#

alright

mellow bane
#

So I also have that log line - ' -patchpaddingalign=2048 -platform=Windows -compressionformats= -multiprocess ' etc, and crypto stuff

zenith musk
#

I see so whats that line about?

mellow bane
#

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

zenith musk
#

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

mellow bane
#

Feel free to try

#

You still want 0 error or warning in your project anyway

zenith musk
#

Yeah i do

zenith musk
#

What does data validation do?

mellow bane
#

Tools to process assets in bulk or something

zenith musk
#

isnt there a feature that checks all your content folder's BP, materials etc to see if they throw errors?

mellow bane
#

No

#

The packaging does that tbh

zenith musk
#

migrated the project to a blank one, the size reduced from 79 gb to 32, yet i get that allocating error

mellow bane
#

Not exactly a huge surpride

zenith musk
#

Yeah

#

I have some duplicates of my main game level, ill delete them and try

twilit flame
#

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 :(

mellow bane
#

Output log

twilit flame
#

This is the output log, or do you want the full one?

#

?

mellow bane
#

Yes, the full one

twilit flame
#

im guessing its cause the directory/file is corrupted

#

also you have to wait

twilit flame
#

can you help me with that error though @mellow bane

mellow bane
#

Show the full output log

twilit flame
#

but the packaging is not finished

#

so um any help?

mellow bane
#

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

twilit flame
#

ah

#

so i do have to delete it

#

but the folder is corrupt @mellow bane

mellow bane
#

What does that mean

twilit flame
#

like there's a file in the folder which is corrupt

#

like its unreadable

mellow bane
#

So remove that folder

twilit flame
#

I can't though

zenith musk
#

why?

twilit flame
#

idk i hit delete and literaly nothing happens

#

i even tried shift + delete

#

i restarted to make sure too

zenith musk
#

go into the directory

#

and delete the folder

mellow bane
#

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

twilit flame
#

the directory for some reason is one drive tho

mellow bane
#

So make it not onedrive

#

Move the project elsewhere

twilit flame
#

not sure if it will work properly though

mellow bane
#

Why not ?

twilit flame
#

if i just move the project through windows

mellow bane
#

Then just copy it and you'll be fine

#

You can delete the OneDrive version later

twilit flame
#

K

mint leaf
#

@mellow bane Just curious how you keep all the branches in sync for the different versoins

clever tundra
#

@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.

mint leaf
#

@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)

clever tundra
#

Yeah I assumed as much, but Project Launcher's deploy and launch on console is so much more convenient for some people πŸ˜„

mellow bane
#

@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
#

@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

warm atlas
#

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

mellow bane
#

Are you packaging in shipping

#

if yes, then Steam only works when the game is launched from Steam

warm atlas
#

no ive been doing it in development 480 only works for development builds

mellow bane
#

480 works fine in shipping too

#

You also need no additional plugin or setup for Steam to work

warm atlas
#

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

mellow bane
#

What does the Steam setup in your ini file look like

warm atlas
#

[/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

mellow bane
#

Looks fine I think. Make sure you are packaging Development, still

warm atlas
#

sorry didnt mean to keep the physics part in there. Ive tried development and shipping nothing worked

mellow bane
#

Shipping can't work unless started from Steam so that's normal

#

In Development you should get the Steam overlay working

warm atlas
#

it just doent show up anymore. i did have it up and was able to test with others but not now

mellow bane
#

If you have a clean engine with no changes, this above is enough and works

warm atlas
#

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

mellow bane
#

You need nothing more than the ini section on top of a clean engine

warm atlas
#

Thats what i thought thats why im so frustrated

warm atlas
#

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

frosty sluice
#

no matter what i do to fix it it says 'Packaging Failed'

#

I've tried everything i can find and nothing owkrs

mint leaf
#

We need a bit more to go on than that....

granite pulsar
#

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.

mellow bane
#

That too

elder umbra
#

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!

mint leaf
#

does it say unidentified developer?

elder umbra
#

@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

mint leaf
#

Ah soz no idea then

forest crow
rich jetty
#

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?

silk dagger
#

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

mellow bane
#

Save files are in %APPDATA% in shipping like they should be

#

And well, save files are always client accessible

silk dagger
#

but this way... I mean i can open them and edit

mellow bane
#

Sure

silk dagger
#

and hack them

#

LOL....

#

why not keeping them with the game

mellow bane
#

Don't use save files if you don't want them hacked

#

Doesn't matter where

silk dagger
#

LOL.....

#

ok

mellow bane
#

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

silk dagger
#

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

mellow bane
#

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

silk dagger
#

Unreal saves are easy to cheat then

mellow bane
#

Every single game save is

#

The concept of a game save means you can cheat

silk dagger
#

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*

mellow bane
#

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

silk dagger
#

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

mellow bane
#

Then the save files can be hacked easily

silk dagger
#

......omg......

#

this is really disappointing

mellow bane
#

Let me be clear : anything that happens on a computer can be hacked by its owner

silk dagger
#

yes, I understand

#

and Tahnk you very much for responding so fast Stranger

#

thank*

mellow bane
#

np

silk dagger
#

But still........ 🀬 ahaha...

#

πŸ₯Ί

mellow bane
#

You should try console games if you want somewhat reliable save files

#

I think some of them aren't compromised enough

silk dagger
#

I just think Unreal should already be a bit more secure...

#

But I understand

mellow bane
#

It

#

Is

#

Not

#

Possible

silk dagger
#

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

mellow bane
#

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

silk dagger
#

Ok, thanks Stranger!

wintry gull
#

Hello guys please how do I set my ue4 project to use api 29 as requested by Google play. Ue4.25

raw heath
#

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

little berry
#

Hi all, when packing for Android ... what should i pick ? Multi ? Atc ? Dxt ? etc

twilit fern
#

Can project redirects break packaging?

mild current
#

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.

severe ember
#

@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?

mellow bane
#

@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

mild current
#

Ah i see, okay thank you so much.

severe ember
#

@severe ember Why are you tagging me
@mellow bane
sorry about that
Cuz i saw you answered something about it before

mellow bane
#

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

severe ember
#

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?

mellow bane
#

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

severe ember
#

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

severe ember
#

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

mellow bane
#

@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

severe ember
#

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

mellow bane
#

Then that part is likely as small as it can be

severe ember
#

i think it sucks to package an empty level with 40 MB

#

thx for your help

mellow bane
#

It's Unreal Engine

#

It's more tailored to 40GB games than 40MB games, all things considered

#

This guy went down to 30MB

#

Though some major features got removed in the process

severe ember
mellow bane
#

I've heard something like 25MB once for a major strip down of the engine, dunno where

#

Likely an absolute minimum

severe ember
#

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

mellow bane
#

It's the truth

severe ember
#

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

mellow bane
#

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

severe ember
#

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

mellow bane
#

We all have wishlists for the engine

severe ember
#

haha , does it ascertain it in UE5

zenith musk
#

@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

proper delta
#

Is it possible to package a project remotely? Similar to remote building for iOS but for Windows/Linux?

mystic fjord
#

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?

mellow bane
#

Step 1 : right click your uproject file and click "launch"

#

Does it behave correctly ?

mystic fjord
#

no, still the same

#

it's weird, in the editor it's working as it supposed to work

mellow bane
#

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

mystic fjord
#

I've done it already

mellow bane
#

So - you are playing in editor from "StartupLevel", right ?

mystic fjord
#

yeah StartingLevel

#

like it's set right there

mellow bane
#

When playing from "Launch" on the uproject, if you open the console and do "open StartupLevel", does it work ?

mystic fjord
#

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

mellow bane
#

I mean - is FirstPersonExampleMap the map you want, or StartupLevel ?

mystic fjord
#

StartingLevel

#

there is something wrong in this level I guess

#

fuck

#

okay

#

I'm so dumb

#

I don't have PlayerStart

#

on the level

mellow bane
#

That's a common one

thick oar
#

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?

open rapids
mint leaf
#

Can I just sanity check with people, is anyone using 4.25 source and actually have packaging showing and working for win32

regal garnet
#

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?

mellow bane
#

Packaging always recreates 100% new stuff

undone iris
#

Hi, where to set -fobjc-arc linker flag on the project launcher?

tropic dawn
#

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?

flat glade
#

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?

mellow bane
#

You need to distribute your game with the redistributables for your VS version

#

Or you need to use the version used by Epic

flat glade
#

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...

mellow bane
#

People probably happened to have the prereqs already installed

#

Just get the VS redist for your VS version and distribute that

flat glade
#

2500 users seems unlikely, or i figured this out years ago and forgot all about it lol

mellow bane
#

It's not unlikely at all

flat glade
#

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?

mellow bane
#

No, it has to be installed

#

Like the DX SDK etc (which fortunately has only one version which is in the redist)

flat glade
#

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?

mellow bane
#

I mean C/C++ programs need a C/C++ runtime, it's not exactly new

flat glade
#

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

mellow bane
#

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

flat glade
#

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

potent flax
#

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

mellow bane
#

Try with Test instead of Shipping

#

It's Shipping with logs

#

Engine source required for that

potent flax
#

Ah, thanks. I did figure out my crashing issue, but that's good to know for future reference :)

open rapids
#

i got this error please help catsad

#

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

open rapids
#

(ping me)

mellow bane
#

Put the full log up.

open rapids
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

open rapids
#

wat

#

but how

#

ho wcan i fix it

#

like

#

that doesnt exist?

open rapids
#

no man

#

i broke all my project

mellow bane
#

You currently have references to stuff that doesn't exist

#

So you need to find out where it's used and remove it

sharp sail
#

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

mellow bane
#

There is probably a longer log before that

sharp sail
#

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.

stark marsh
#

Also what version of UE4 are you using? It's different for 4.25.

warped crystal
#

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

rare relic
#

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?

mellow bane
#

@rare relic What do you mean by rebuilding assets ?

rare relic
#

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.

mellow bane
#

Yes it is

glossy haven
#

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?

slender sail
#

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!

open rapids
#

So you need to find out where it's used and remove it
@mellow bane oh i understand

#

thanks

little berry
#

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 😫

mellow bane
#

Use a newer UE4

#

4.18 is literally 2 years old

dull crane
#

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

midnight glacier
#

Anyone having issues with packaging for Steam? The sdk isn't being copied. Isn't is supposed to? (4.25)

mellow bane
#

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

past nymph
#

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.

mellow bane
#

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

flat glade
#

Anyone seen anything like this? Very strange issues appeared out of nowhere on our massive project and can’t 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 won’t let me format

frigid night
#

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

open rapids
#

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 ?

past nymph
#

@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.

past nymph
#

Well it was the disabled AISupport plugin, which caused the crash. And I'm not using ai at all. Seems legit

midnight glacier
#

@open rapids steam works for us. We have a server browser that doesn't work when we package, but works in Pie etc.

wanton mist
#

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

eternal flare
#

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

mellow bane
#

Is it atually compiling them ?

#

I mean I don't suppose you actually have the tools to build Aarch64 or iOS here

eternal flare
#

that's the next message 😦

mellow bane
#

Alright

#

How are you doing the packaging ?

eternal flare
mellow bane
#

If you are packaging a plugin, I guess the plugin's uproject file should state which platforms are supported

eternal flare
#

@mellow bane BUILD SUCCESSFUL, thank you very much! πŸ™‚ πŸ‘

noble lark
#

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?

mellow bane
#

Does the list of maps look fine in the pakaging settings in the project settings menu ?

noble lark
#

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

mellow bane
#

Alright - what's yout UAT command line ?

noble lark
#

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?

mellow bane
#

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

noble lark
#

That's true Good point

mellow bane
#

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 ?

noble lark
#

Ok, I'll try the -package, to see if it makes any difference. Thanks!

noble lark
#

I think I found my issue, in my line it said "-compress" instead of "-compressed", no the size is the same.

next dust
#

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?
brittle briar
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why does packaging for andriod take me to a unreal engine documentation link?

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nvm found the andriod documentation page,they moved it somewhere else

pastel sparrow
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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?

timber bronze
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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?

mellow bane
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Rebuilding derived data cache would definitely take an hour or so

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You should just be patient while it recreates the deleted data

open rapids
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Hello guys I packaged my projetc 2 hours and half and now failed

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thisis the error

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how I can fix it?

timber bronze
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Rebuilding derived data cache would definitely take an hour or so
@mellow bane How do I do that?

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@open rapids Give me your log.txt

open rapids
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how to give you this file? where is it? @timber bronze

timber bronze
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how to give you this file? where is it? @timber bronze
@open rapids windows+r, then %appdata%

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Roaming\Unreal Engine\AutomationTool\Logs\E+Softwares+Unreal+Engine+UE_4.25

open rapids
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this is

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@timber bronze

timber bronze
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wait lemme have a look

open rapids
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okay

timber bronze
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Is yours a C++ project? @open rapids

open rapids
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no

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iti s only bp

timber bronze
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good for you

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create a new project

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@open rapids

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Make sure it is an empty project

mellow bane
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These are not issues

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Just wait for the packaging to go on

timber bronze
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@mellow bane These caused issues for me

open rapids
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These are causing issues
@timber bronze these are materials so?

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Just wait for the packaging to go on
@mellow bane I waited the whole project to cpmpile a lot shaders and then failed

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like if I start it again, again will fail

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how i can fix it?

timber bronze
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sorry I misunderstood

mellow bane
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If it failed, then put the full packaging log up here

timber bronze
mellow bane
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These are errors in your project

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Warnings really

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Still not what caused the project to fail packaging

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If it failed, then put the full packaging log up here

flat glade
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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

timber bronze
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I'

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m not sure

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but did you use breakpoints for testing?

flat glade
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yea its currently hitting that breakpoint right there

mellow bane
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So is BP nullptr, or the generated class is ?

flat glade
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but doesnt give much info...it points to a single asset, but that asset is fine and seems to not have any issues

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not sure?

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i dont do c++ much and just am using VS to run debugger during cook

mellow bane
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Well, check it in the locals / auto panel in the debug view of VS

flat glade
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re running now w/ debugger so I can dig in there

mellow bane
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You should also look at the call stack to find out if your code was running

flat glade
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it was a lot of linkerloader stuff

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this is the callstack

mellow bane
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So clearly nothing related to your game

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Well, if you have no particular error or warning on this asset, no idea what happened

flat glade
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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

mellow bane
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What's the log like at that point ?

flat glade
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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

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this shows up last line before the error throws

open rapids
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If it failed, then put the full packaging log up here
@mellow bane so what to do?

mellow bane
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Did packaging fail ? if yes then put up the log

open rapids
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yeah it failed

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I sent the log upper

mellow bane
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No, that log doesn't have a failure

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It's stil packaging, as of the end of the log

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"ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Landscape, compiling."

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This is entirely normal and it just needs time

open rapids
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no

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the packaged failed

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it wrote with red

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that it is failed

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I waited until the end but it failed

mellow bane
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So find the log that says it failed

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Because this one is still going on

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And it doesn't have any error yet

open rapids
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wtf

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hmm

flat glade
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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...

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as i delete one file, something else is at the end of the stack

open rapids
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you saw that it writes it is failed?
@mellow bane

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it didn't print new log for now

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hmmmm

mellow bane
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@open rapids Just copy the output log itself

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You're not looking in the correct folder here

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Build fails with 4.24, log is for 4.25

open rapids
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a okay

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hmmm

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lol

mellow bane
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The actual log file path is written in your screenshot

open rapids
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The actual log file path is written in your screenshot
@mellow bane yeah, but I am blind, lol

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I didn't see it