#packaging

1 messages · Page 41 of 1

mellow bane
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Error: Error writing to file: ../../../../../CYKLON GAMES/DEATH BY WATER 0.0.5/Intermediate/AssetRegistryCache/c90e3f55.bin.tmp (There is not enough space on the disk.)

open rapids
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lmao

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omg

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ty

mellow bane
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There's your error.

open rapids
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I dleeted 4gb files

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let's try again now-lol

mellow bane
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Try 40GB...

open rapids
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I deleted 10gb-s

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will try more ofc

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xD

open rapids
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I need to delete more stuff-lmao

open rapids
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how the fuck my verison is 13gb

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wtf

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when I packaged the last version with my location it was 3.5gb, now in this "new version" I fixed ui problems, collusions and edited little bit the main menu and wrote what are the fixed things, and these things to be 13gb, I think something bugged or it is broken, hmmm

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@fair vault have you got idea?

mellow bane
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Well, check that you are using the list of maps to package in the project settings

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Otherwise the full project gets packaged

next dust
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Sup guys, has any of you used Unreal Frontend?

stark marsh
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I think that's a separate window, not part of Unreal frontend @next dust

azure viper
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Anyone have any idea what this error means? I only get it when packaging...

LogSavePackage: Warning: /Users/bb/UE4/Antiquitas/Content/Blueprints/UI/Board/OnBoardWidgets/OnBoardCivName.uasset: Non-deterministic cook warning - PreSave() has modified CDO 'Default__OnBoardCivName_C' - a resave may be required

On packaging for Mac, it just shows as a warning, and the game packages up fine. On packaging for Windows though, it's then followed by errors which then makes the build fail. These are all along the lines of:

LogWindows: Error: Windows GetLastError: The system cannot find the files specified. (2)
pure bronze
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i dont really know where to post this question, looked through the guide channel and this was the most relatable. I want to put my project into another compuer but its 55gb, Is there a way of makin it smaller? I know zipping a file compresses it but there were lots of things in folders that aren't important. I dont care about saves that i did 2 months ago for example

mellow bane
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You should ignore Build, Intermediate and Saved

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The rest is needed

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Look into source control, though, to synchronize projects

pure bronze
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@mellow bane sorry for late reply but my project is 55gb and saved folder is 32

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gb

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can i just delete saved and it will not effect the project

mellow bane
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You don't have to delete it, you don't have to copy it to a new location either

pure bronze
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ok gotcha

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thanks : D

sweet girder
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do i need to rebuild my project again on visual studio before i package it, if i added a new plugin lately? i built my game on visual studio before

cosmic hedge
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Hi, does anyone know how to fix this error? PackagingResults: Error: Unable to find target 'UE4Game'

brittle briar
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I finished packaging my game for andriod, now I have the packaged files, I wanna turn it into an unofficial app that my friends can download and use it on their andriod phone, anyone can recommend me what’s the best way to do this ?

frigid night
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how can i fix this error message (i tried deleting the.target file and even went as far as deleting the intermediate folder)

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PackagingResults: Error: System.ArgumentException: An item with the same key has already been added.

timber stump
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Anyone know why I get this weird error in the crash logs and game wont startup now packaging it?

Worked before but now that I downloaded an update yesterday it fails every time.

Found Pak file ../../../SFF/Content/Paks/WindowsNoEditor.pak attempting to mount.
Mounting pak file ../../../SFF/Content/Paks/WindowsNoEditor.pak.
Windows GetLastError: The operation completed successfully. (0)
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Doesnt actually tell me what crashed it :/

This also applies to all unreal engine projects it seems, i tested a few and they all fail to launch or package, but work standalone.

mellow bane
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Error during packaging -> give us the packaging log

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If it's a crash of the packaged game you should debug it

timber stump
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Sorry for the late response, The only error I get is array index out of bounds and that shows up in the crash log. And I've looked everywhere trying to debug it but cant find much info so came here. It seems to be something related to ue4 / visual studio

mellow bane
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@timber stump You need to run your packaged game in Visual and look at the call stack

fading rover
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Any idea on why my packaged game is totally different from the PIE version?

turbid kestrel
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hey unreal people. trying to migrate a blueprint only project from 4.22 to 4.25. packaging to win64 fails immediately with this line
"Log.WriteException: ERROR: System.ArgumentException: An item with the same key has already been added."
is there a simple solution? google turns up things related to visual studio and source code, but as mentioned i hvaen't touched c++ or any code for this entire project in 2 years! (Glitch Arena). cheers 🙂

peak geyser
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@turbid kestrel when you play in pie are there any bp compile errors

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could be a data table or struct

turbid kestrel
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thanks for the suggestion @peak geyser - but unfortunately not, everything seems smooth in editor.

peak geyser
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i know in early 4.2x versions , structs (at least in my projects) needed to be renamed after making changes (once they were initially made and changes were made)

peak geyser
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if that is an issue could migrate the maps in the project to a new project

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only thing after that would be setting up input / project settings

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it will take all linked objects with it to the new project (also a way of cleaning unused assets)

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or save the project as a new name in a different directory and see

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file > save project as i think

mellow bane
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@turbid kestrel Basically remove Intermediate & Saved directories first to see if that fixes it, and then migrate if it did not.

peak geyser
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yeah that is always true

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also the shader cache if you recently changed video cards

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ie amd to nvidia

turbid kestrel
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thanks guys. i had removed those directories, and haven't changed my setup at all. but i'll double check.

mellow bane
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Sounds like you'll need to migrate the project if removing Intermediate doesn't work

turbid kestrel
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reading your links above thanks @mellow bane

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does that mean migrating all assets and content manually to a new project?

mellow bane
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The content is easy to migrate from the content browser

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You'd need to copy config files too, etc

peak geyser
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in my experience , as long as you just select all the maps (levels) used in the project

turbid kestrel
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yeah i'm sure i can do it 🙂 would be nice to avoid of course.

peak geyser
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everything linked / used

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will migrate

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hence also a good way of cleaning up all the excess assets

turbid kestrel
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would moving the content folder in explorer work?

mellow bane
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Yes

turbid kestrel
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true (excess assets)

mellow bane
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Excess assets aren't a real issue anyway

peak geyser
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not for a packaged version

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but for source control / repo haha

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have to pay for space

turbid kestrel
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right, i have noticed that things to get packed in by default though. anyways thank you both for tips

peak geyser
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you can choose package only maps in the packaging options

mellow bane
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Only useful assets are packaged if the list of maps to package is correctly configured

peak geyser
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yeah

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could be a text changed to ftext after 4.2x

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i have seen those kind of issues before , but it was a while ago

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also 4.25 needs at least vs 2017

turbid kestrel
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oh i've just read that you dont need duplicate plugins in the engine plugin folder and that will cause problems, is that true? i've always thought you needed plugins in both engine and project

mellow bane
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Yeah that would cause your issue

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never install plugins in the engine folder, and never move them to your project folder

peak geyser
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plugins are for the engine not the project

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they should be found in the engine dir

turbid kestrel
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hm you guys are saying the opposite thing :p

mellow bane
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Built-in plugins in engine

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Project plugins in project

turbid kestrel
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these are victory bp and advanced sessions

mellow bane
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Project then

turbid kestrel
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cool ta

peak geyser
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did you get them from market place

turbid kestrel
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both no

mellow bane
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Doesn't matter

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Project

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And this means your project is not a Blueprint project, by the way

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It's a C++ project

peak geyser
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the engine handles most plugins , and should be able to put them in the plugins folder in the engine

mellow bane
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No

peak geyser
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ok i will concede , ive never had to put a plugin in a project though

mellow bane
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You should never install a plugin in the engine dir.

turbid kestrel
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so far so good

peak geyser
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not the base engine dir , but the plugins dir within the base engine location (where all the other plugins are located)

mellow bane
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Yes I'm aware

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You should not do that

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Install your plugins in the project dir

peak geyser
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curious what is the issue with installing plugins in the default location

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it just makes them engine wide for any project i thought

turbid kestrel
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the advice i read when starting this project was that they needed to be in both, maybe that has changed

mellow bane
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They literally can't be in both

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As you noticed

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That's why they need to be in the project dir instead

turbid kestrel
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sure, but didnt throw up any issues on 4.22

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but def was an issue in 4.25

peak geyser
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well you have 2 options now i guess

turbid kestrel
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as is packaging now i removed the plugins from the engine plugin folder

peak geyser
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try remove from engine

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if doesnt compile , try remove from project

mellow bane
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Anyway - remove duplicate custom plugins, keep them only in your project dir ; remove Intermediate, Build, Binaries folders ; and retry

turbid kestrel
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am trying now, seems good so far. it was failing immediately and has now passed that point

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with that being the only change

mellow bane
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Good to hear

peak geyser
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nice

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this is good learning for me too haha

turbid kestrel
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it'll be good to have replay system working. was bugged in 4.22

peak geyser
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thought plugins were meant to be in engine plugins for engine wide use

turbid kestrel
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maybe steam subsystem will be less buggy too, fingers crossed

peak geyser
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replay system was bugged for a long time

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i think i gave up on 4.23

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but also the code is c++

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to expose the bp's

turbid kestrel
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i haven't tried having the plugins only in the engine. but seeing as it's good now will leave in project

peak geyser
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fair enough

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if it works it works

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my thoughts were if you wanted to make a new project , then the plugin would be available engine wide instead of having to add them seperately to each project

turbid kestrel
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replay was apparently fixed up in 4.24 or around there, in 4.22 it killed frames to record a replay

mellow bane
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Basic problems with keeping plugins in engine dir are

  • you can't share your project to your team without that someone also needing to install plugins, which is annoying for paid plugins in particular
  • your project doesn't have the plugin versioned so if there are competing versions of open-source plugins you can't know which one to use
  • you can't modify the source code for a plugin without changes affecting other projects
  • you can't modify the source code for a plugin at all really since you don't even have source control for it
  • if someone shares a project with plugin in project dir, you'll have a duplicate
  • finally, hitting "verify" in launcher might remove the plugin too ; not sure about that one though
peak geyser
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i see

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makes sense now

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i guess though

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it depends how/if you need to modify a plugin

mellow bane
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There's no good argument to be made in favor of having the project in the engine dir except if you literally have five different projects that need the same plugin in the same state for the same engine version, which you probably don't

peak geyser
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from using repo with work , if you enable a plugin you get the option of pushing it

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no i wouldn't have the project in the engine dir

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but yeah fair enough i see the points

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i like to test things in duplicate projects as not to break the main is why i suggested that , but i understand 🙂

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just assumed with a bp only project there wouldn't be plugin modifying , i also see how you might want to modify a plugin's code for specific cases

mellow bane
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Again, there is no good reason to not put it on the project dir. That way you just need to install the engine, and you know you have everything else, cleanly versioned, ready to share

peak geyser
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lesson learnt 🙂

fading rover
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Assertion failed: GetAllPackageFilenamesFromAssetRegistry(OriginalAssetRegistryPath, PackageFiles) [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Editor/UnrealEd/Private/CookOnTheFlyServer.cpp] [Line: 7848]

0x00007ff853973b29 KERNELBASE.dll!UnknownFunction []
0x00007ffff737e9e6 UE4Editor-Core.dll!UnknownFunction []
0x00007ffff7381dc8 UE4Editor-Core.dll!UnknownFunction []
0x00007ffff710e53d UE4Editor-Core.dll!UnknownFunction []
0x00007ffff70997b5 UE4Editor-Core.dll!UnknownFunction []
0x00007ffff709baf0 UE4Editor-Core.dll!UnknownFunction []
0x00007ffff0fe1778 UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ffff0e51582 UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ffff0e7c57b UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ff617c3363a UE4Editor-Cmd.exe!UnknownFunction []
0x00007ff617c2b7ec UE4Editor-Cmd.exe!UnknownFunction []
0x00007ff617c2bb5a UE4Editor-Cmd.exe!UnknownFunction []
0x00007ff617c3e31d UE4Editor-Cmd.exe!UnknownFunction []
0x00007ff617c4040a UE4Editor-Cmd.exe!UnknownFunction []
0x00007ff854317c24 KERNEL32.DLL!UnknownFunction []
0x00007ff8569ccea1 ntdll.dll!UnknownFunction []

ProjectLauncher just failed, any idea what's wrong?

mellow bane
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Full packaging log

fading rover
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The cooking fails with ExitCode=25 (Error_UnknownCookFailure), there are no errors prior to the failure throughout the cooking, only 2 warnings that state:

LogScript: Warning: Script Msg: A null object was passed as a world context object to UEngine::GetWorldFromContextObject().

LogStreaming: Warning: Failed to read file '../../../../../../Users/Darkilon/Documents/Unreal Projects/SoulHackers/Releases/0.1/WindowsNoEditor/AssetRegistry.bin' error.

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@mellow bane Is that enough or should I paste the whole log?

mellow bane
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I asked for the full log, so I guess that's what I need to help you

fading rover
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@mellow bane Sorry, didn't know it would add it as a file and didn't want to fill the chat with my message.

mellow bane
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Looks like you removed the data for your version 0.1

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So you can't build a patch for it

fading rover
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I was building it as a release and not a patch though, unless I misunderstood

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How do I fix it?

mellow bane
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Well, the command line is doing a patch here. You probably filled "based on version..."

fading rover
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Right, it does state 0.1 in the option you mentioned, should I leave it blank and retry?

mellow bane
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"based on" means "patch against"

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Your release version is also set to your project name, as opposed to a version number

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Not that it's a problem

fading rover
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Oh, I had made a mess then, thank you for your help, that solved it!
One last thing tho, do you have any idea on as to why I'm getting the following warning?

LogInit: Display: LogScript: Warning: Script Msg: A null object was passed as a world context object to UEngine::GetWorldFromContextObject().

mellow bane
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You would need to run the packaging process from VS's debugger with a breakpoint on that particular log line.

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The callstack will give you hints, probably the offending C++ or BP class

fading rover
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I'll try that, thanks. Would such a warning break my standalone / packaged game? Since, somehow, the standalone / packaged game is different than the in-editor play version

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In fact, I just ran it and it is indeed different

mellow bane
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No way to say that without knowing your own code in depth.

fading rover
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I see, so I'll try to fix that warning and see what happens, thanks for your help!

mellow bane
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As to "different" packaged game, you need a whole lot more information in you want answers 🙂

fading rover
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Ahah, yeah, sorry.
The differences I'm encountering are:

  1. sometimes textures do not appear;
  2. my tilemaps' hidden layers are not hidden;
  3. my level transition is incorrect;
  4. (something that happened for the first time ever) some sprites are rotates and scaled
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Regarding to (3), that's just a "shattering glass"-like transition made with a widget

mellow bane
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You should try running your game outside the editor without packaging - right click the Uproject file and hit "launch", or run from Visual Studio with -game

fading rover
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Everything works fine in PIE

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@mellow bane Apparently the first 2 issues seem to be resolved by launching it, however the other 2 persist

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Such a mess ahah

mellow bane
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Issues that also happen in "launch" are game-related (your game doesn't work outside PIE), issues that don't happen may be packaging related

fading rover
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Alright, so I'll fix the warnings first and see what else is wrong, thanks for your time, appreciate it

stray maple
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I have a strange problem. I'm using amd fidelity fx CAS sharpening with a source build engine. The sharpening works well in editor and testing packaged game without uploading to steam. But when playing the same build that is uploaded to steam the sharpening no longer works. Any ideas?

meager ridge
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I have some questions. 1) Is it possible to package a game remotely? I have a laptop that I develop in and a PC that has way better hardware so I am wondering if it’s possible to develop from laptop and package the project remotely using the PC. 2) Is it possible to package for multiple platforms at once? Like WindowsNoEditor, LinuxNoEditor and Linux server ?

mellow bane
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  1. Yes, just run the UAT command through remote desktop, or SSH or whatnot
  2. No, run the UAT command once for each platform, proabbly using a script
meager ridge
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@mellow bane the project is on the laptop not on the pc

mellow bane
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The project obviously need to be on the PC along with UE, VS, etc

meager ridge
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@mellow bane then this would be considered a local packaging not remotely

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I’m asking something different

mellow bane
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Then the answer is no

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You would just clone the latest revision of your project on the PC and run your pack scripts

meager ridge
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Okay thanks!

stray maple
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I have a strange problem. I'm using amd fidelity fx CAS sharpening with a source build engine. The sharpening works well in editor and testing packaged game without uploading to steam. But when playing the same build that is uploaded to steam the sharpening no longer works. Any ideas?
@stray maple Found the problem. One of widget native construct was missing a super call

azure agate
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After Disabling EDL, the project started crashing on android devices.
It gives me this error log Failed to load AnimBoneCompressionSettings /Engine/Animation/DefaultAnimBoneCompressionSettings.DefaultAnimBoneCompressionSettings in AnimSequence /Game/PathToAnimationAsset
and when I checked the source in C++. I found this as shown in the image.
How do I preload this particular animation asset?

fading rover
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You would need to run the packaging process from VS's debugger with a breakpoint on that particular log line.
@mellow bane Sorry to bother you, I just tried to do that and I get the following on the breakpoint I've set:
"The breakpoint will not currently be hit. No executable code of the debugger's target code type is associated with this line.
Possible causes include: conditional compilation, compiler optimizations, or the target architecture of this line is not supported by the current debugger code type."
I've been trying to figure out what's wrong to no vail

mellow bane
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The line is probably optimized out, try one just before or after

fading rover
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@mellow bane I'm getting the following now:
"The breakpoint will not currently be hit. No symbols have been loaded for this document."
While debugging it does load quite a bunch of libraries, but by checking the Modules' window, most of their statuses say "Cannot find or open the PDB file."
If I right-click on them, it asks me to find and select them, but at this point I guess I don't even have them otherwise it would've fetched them itself.
Any idea on where I'd need to download them?

mellow bane
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You need the engine debug symbols in the options for this engine in the launcher

fading rover
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@mellow bane Thank you! You're such a life saver. Apparently I've yet to download 27GB worth of symbols.
Again, sorry for bothering you.

open rapids
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hello guys lastly when I packaged my game it became from 3.5 gb to 13gb

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the update was only fixes

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one friend told me that the problem can be of the size of the intermediate or saved folder

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the whole project is 64gb, idk why it is so big

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lastly when I checked it, it was 38 or 48gb

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so the question is what will happen if I delete the whole content from the "Saved Folder"

mellow bane
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Nothing

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Saved is not packaged

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Your content is

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You either added content, or expanded a level with larger lightmaps, or you added uused assets without a full map list

open rapids
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I didn't add anything new

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I just did fixes like ui fixes, systems

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little stuff

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so what I can do to reduce the size of the project? @mellow bane

mellow bane
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Read the doc page on that

open rapids
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where is it?

mellow bane
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Google it

jaunty mortar
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is it possible for the project launcher to only package content, not a binary

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either that, or run a script after packaging so i can move the content and delete the rest

flint flax
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Hi! I want to make some incremental patches for a game (just testing now). If I make a release version 1.0.0 and a patch 1.0.1, everything is working, but if I make a 1.0.2 patch based on 1.0.1, the staged folder and files are replaced entirely. Do I have to make a release version of 1.0.1 as well and after that the 1.0.2 patch?

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Hope I managed to explain my problem

mellow bane
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@flint flax Not really an answer but first, no PC platform requires the patching system at all

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So be sure you actually need it

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And then IIRC you need to patch against 1.0.0

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Patches are supposed to be issued against the last release version, so you do release 1, then patches 1.1, 1.2... and release 2, patch 2.1...

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@jaunty mortar You should be able to achieve that through the UAT command line, though I think it's simpler to script something with Python to fetch only your content

jaunty mortar
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@mellow bane do you mean in-editor python scripting? or writing a standalone script to move the files

mellow bane
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Either should work

worldly stump
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Hi, so I've recently recovered an old UT4 level I made a while back and I'm attempting to package it again for release. However in the output log I seem to get a number of errors pertaining to assets failing to load. Would anyone have an idea as to what I may be doing wrong? I doubt its an error with the map itself as its been packaged before and played, but nonetheless I cant seem to have it work. I could post more screenshots but it would seem to be the same error over and over.

worldly stump
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NVM? I think it worked...

violet otter
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I packaged a game and want it to act as if the -nosteam -port 7777 command line arguments were used whenever it runs, but without the end user having to know to use a particular shortcut or type those in themselves. Anything I can do in ini file or something like that?

empty scarab
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is this a good channel for issues with building UE4?

violet otter
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you mean building the engine as opposed to building your game project from the engine? I think if you're building the engine I would imagine the c++ channel is better

oak shell
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(4.26) Hey so I'm trying to export this test multiplayer base game that I have been working on for a few days. For whatever reason, when I go to package or export I get booted with automation tool error=25 and Cannot create SoftObjectPath with short package name 'NoneNoneNoneNone'! You must pass in fully qualified package names. The full log is here: https://pastebin.com/38W1234J

For any who have the same issue: Basically when I started working on the project I accidentally corrupted a file. This is why version control is important.

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.

Any help would be much appreciated! Please @ me if you have an answer!

shadow storm
vital creek
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you don't have enough memory to compile the game

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you could try increasing your pagefile size

left ferry
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Is it normal for UE4 to give me a build error when trying to build to linux server if one of my cpp files is UTF-16?
fatal error: UTF-16 (LE) byte order mark detected in <path to .cpp file> but encoding is not supported

hollow delta
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I got this constant crash when i package my game the second time.
Assertion failed: !Export.ClassIndex.IsNull() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SavePackage.cpp] [Line: 4957]
I have to restart UE then it export again with no crash.
This is chronical. Any idea how to fix that?

hollow delta
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C'mon i can't be the only one. That occurs so many times, on several different projects.

mellow bane
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Show the log.

static spruce
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anyone still up?

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need some help/advice

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i keep running into a missing binary issue

mellow bane
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Show the log if you have packaging issues

shadow swift
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UATHelper: Package Plugin Task (Windows):   ERROR: Visual Studio 2017 must be installed in order to build this target.

Anyone know how to fix this issue? Apparently its a bug in 4.25?

orchid granite
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I have this exact same issue as i am currently trying to package a plugin in unreal 4.25 ^

shadow swift
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I've been stuck on this issue for the past 5 Hours, no matter what I do it won't go away

wet patio
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if my game is using steamworks, how do I tell the game not to package with steamworks when I am packaging for mobile? When i try to package for mobile I get undefined symbol errors

kind sandal
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when i try launch the engine i keep getting this error and sometimes it crashes my engine
thats the error log

azure scaffold
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if i have a FSoftObjectPath set to a particular asset, is there a way to tell ue4 to actually package that asset into a build, even if there is no other reference?

mellow bane
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TSoftObjectPtr does it, thought FSoftObjectPath woud as well

azure scaffold
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thanks @mellow bane ill try that. ive been testing it by packaging a test build without pak files to see if the file ends up in the Build's content folder. maybe that not a good way to test it?

mellow bane
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Should be fine

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By the way the object that has the pointer itself needs to be packaged and the pointer needs to be UPROPERTY

azure scaffold
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hm, im trying to create custom project settings, the TSoftObjectPtr would be part of that. that's probably why its not working.

mellow bane
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Yeah that'd be why

azure scaffold
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im trying to use a data asset now. but its not being packaged... i have a map thats being packaged, which references a UMG thats being packaged and shown on screen. the umg references the dataasset and reads data from it. in editor, that works fine. but in a build, the data isnt being found and it seems the data asset isnt packaged. 😦

mellow bane
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What's the header like ?

mighty surge
#

Hey, I need help 😅 I'm new to UE. I don't know how to unpack

#

Got everything from the game's github repository, but not sure how to progress from there

mellow bane
#

Unpack what ?

mighty surge
#

Found out the issue. Turns out the project was in 4.25.3, not .4

mellow bane
#

Not a problem

#

Minor versions are binary compatible

mighty surge
#

ahh then yeah i don't know how to open it

mellow bane
#

Right now it's associated to Visual Studio, which it should not be

#

Just install UE4 in the launcher, hit Launch, browse for that project

mighty surge
#

thank

#

*thanks

#

turns out the version i had was fine

mint violet
#

How do I pak files for Darksiders 3 correctly ? I can’t find anything about that game. I know it uses UE 4.19... but the game keeps crashing. 😓😫😩

fast acorn
#

LogPluginManager: Error: Unable to load plugin 'SteamShared'. Aborting.

#

anyone can assist would be grateful

open rapids
#

Hi! Anybody knows a free cloud streaming platform such as Furioos? I would like to test my project. Doesn't require heavy calculations.

shadow storm
#

has anyone here had issue where they would pack a game but couldnt find any games online?

mellow bane
#

If using Steam, and shipping build, game needs to be started from Steam (or place an appid.txt file with your appid next to the packaged binary under project/Binaries/...)

fair junco
#

Unreal is throwing this Error at me (when packaging the game). It's not telling me what's wrong. It was working yesterday. Only changed some ChunkIDs (.pak files) and worked on a widget. I already undid ("undo") everything I did from yesterday but this error still shows up.

Anyone know a fix?
Is this my fault or is the Engine/memory/hard drive corrupted?

mellow bane
#

Show the full log

#

Sounds like a widget has a problem, you should try reverting to your last commit in source control

fair junco
#

Sounds like a widget has a problem
@mellow bane I thought the same and just deleted the last few widgets I worked on. (I made a backup before deleting). Still, same problem

#

Never used Source control. Maybe have to look into it.

mellow bane
#

You should always use source control from day one

#

Alright, not seeing anything in that log

fair junco
#

You should always use source control from day one
@mellow bane Is it already activated? Can I just revert back or is it too late?

#

Ok. Seems like I can't use Source Control.

mellow bane
#

Source control is not an UE4 feature

#

Git, SVN, Perforce, PlasticSCM...

#

As to your issue, we might see more if you reproduce with the engijne debug symbols installed in the launcher

fair junco
#

As to your issue, we might see more if you reproduce with the engijne debug symbols installed in the launcher
@mellow bane I've been using Unreal for years but the only debugging I did was "Print String" or looking through logs. Could you please guide me to where I should begin? Blueprint debugging?

#

The weird thing is: The error only occurs when packaging. Playing the game in editor (e.g. as "Standalone game") works fine.

mellow bane
mighty slate
#

What happens?

mellow bane
#

Go there, install engine debug symbols, reproduce the crash, and we might understand better

#

@mighty slate Scroll up

mighty slate
#

Oh @fair junco

#

Right what he is saying

fair junco
#

24 GB 🤯

mellow bane
#

Yup

#

And it might be useless

fair junco
#

That's... a lot

#

It's only 3GB to download. So it shouldn't take that long...

fair junco
#

I packaged with "Full rebuild" enabled. Hoping it would change something

#

I checked [File:D:\Build++UE4\Sync\Engine\Source\Runtime\UMG\Private\UserWidget.cpp] [Line: 380] and there is a comment stating this: In editor, renaming a NamedSlot widget will cause this ensure in UpdatePreviewWidget of widget that use that namedslot

#

@mellow bane Do you see anything?

#

I will now try to delete every widget one by one and maybe I find the widget that causes this error.

mellow bane
#

So you renamed a named slot, whatever that is

#

You could see the error quickly using Visual's debugger but it's a lot to learn

#

So deleting (with backups) sounds good

vast coral
#

Need help: When i package something (I only make mods with ue4) i make sure nothing is encrypted, clear encryption key, everything. But when i extract with quick BMS it's encrypted. Is this a bug or am i doing something wrong?

jagged copper
#

hey guys and gals. I am having a super hard time trying to follow devsquad's UE4 tutorials cuz 1, its an older version, two, he goes way to fkn fast, and three, he messes up himself alot so i really am not learning crap from him. could someone suggest a video tutorial series that takes its time and describes things in depth for UE4? links would be much appreciated. youtube preferably

grand sonnet
#

Is anyone here using the -allmaps argument to package? When I use it instead of -map=... only the startup map gets packaged. I'm using a source build of 4.25, I don't know if that's a bug. Has anyone else experienced this?

vast coral
#

No one in this server even helps xd

sharp kindle
#

@vast coral ik like what is the point of this dead server now lol

acoustic oriole
#

If you look at the screenshot below you will see the packaging problem I'm having. Does anyone know how to fix this please? I'm trying to package it for Android

vast coral
#

What’s your PC specs

#

@acoustic oriole

#

Looks like a hardware issue to me, I could be wrong tho

#

Or you may need to reinstall ue4

#

Looks like there are missing or damaged files in that error

mellow bane
#

@acoustic oriole Full packaging log please (it's not a hardware issue, no need to reinstall UE4)

#

@grand sonnet What's your full UAT command line

grand sonnet
#
-ScriptsForProject=... BuildCookRun -project=... -noP4 -clientconfig=DebugGame -serverconfig=DebugGame -nocompileeditor -ue4exe=...\UE4Editor-Cmd.exe -utf8output -platform=Win64 -server -serverplatform=Win64 -targetplatform=Win64 -build -cook -map=... -pak -createreleaseversion=dev -manifests -compressed -stage -package -stagingdirectory=... -compile```
And the only thing that changes if all maps or only the startup map gets packaged is if I change the 

-map=...

to

-allmaps

mellow bane
#

Does the project settings have a list of maps to package ?

#

This issue has come up before, I'm starting to think allmaps is deprecated

grand sonnet
#

What do you mean with list of maps? Do you mean in the Asset Manager the Primary Asset Types to Scan?

#

It Shows me all my Maps as PrimaryAssetType in the Asset Audit, I even changed the default config to set the Cook Rule to Always to Test if that fixes it. It didn't.

mellow bane
#

No I do mean the list of maps to package in project settings

vale jay
#

I'm trying to package my game for the first time and I followed this https://docs.unrealengine.com/en-US/Engine/Deployment/Releasing/index.html documentation page. The problem I have is that I keep getting:

LogStreaming: Warning: Failed to read file '../../../../../Unreal Projects/Picross/Releases/1.0/WindowsNoEditor/AssetRegistry.bin' error.
``` during the "Cook content for Win64" part.
I'm obviously doing something wrong here, but what and how do I do it correct?

Creating a release versioned project with cooked content for distribution.

mellow bane
#

You probably filled the "version based on" field

#

Meaning you're trying to create a patch against version 1.0

#

WHich apparently doesn't exist

vale jay
#

Ooooooh, I thought that one was "This build is this version" derp.

#

Oh hell yeah, it works now! Thanks a lot, had been stuck on that for a few hours now. 😛

grand sonnet
#

@mellow bane So you were right, allmaps is probably deprecated, after adding a map to the list, it was packaged, I also tried it without any map arguments in the command line with the exact same result. allmaps seems to make no difference at all. Thanks for your help.

odd canyon
#

Could I get some help with packaging my game? Im trying to package for oculus quest and it keeps saying unknown error

drifting zodiac
#

"C:/UnrealEngine4-25/Engine/Build/BatchFiles/RunUAT.bat" BuildCookRun -rocket -NoCompile-installed -nop4 -project="%WORKSPACE%/HVS.uproject" -cook -maps=MainMenu -stage -archive -archivedirectory="%WORKSPACE%/temp" -package -clientconfig=Development -serverconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -distribution -nodebuginfo -targetplatform=Win64+Win32 -build -utf8output

#

how do i include debug symbols?

mellow bane
#

Remove -nodebuginfo

feral radish
#

Hello! I'm setting up a build pipeline for a dedicated server. If I'm only building a dedicated server, do I need to run ShaderCompileWorker? Or can I just disable it?

flat glade
#

Could anyone point me in the right direction to learn proper PAK mounting/loading flow? Most of what I find is very old and don't wanna get started on the wrong foot....Thank you! 🙂

static reef
#

<--- noob release query. First release is 3gb. Now I need to patch a single typo. Can I just push the difference and share it with people? Gotta be somewhere ^^ . I hope I don't have to create a release server and a launcher just like in many other games 🙂

static reef
#

for anyone ever looking for this query, it is done via window project launcher. leaving it here just in case.

mellow bane
#

@static reef You only need the patch system if you are releasing on console

#

Every other platform is able to patch by itself based on a full new release

#

Steam, EGS, GOG, Itch, mobile stores all do it

static reef
#

@mellow bane I am sending my levels to testers who don't have good internet connection or else capped. I can make use of itchio in this regard then. Thank you so much.

mellow bane
#

All of these stores will be able to patch efficiently (more efficiently than UE4, at times) using their client software

nova zodiac
#

Has someone tried to package a project in 4.26 preview?

#

Mine packaged successfully but crashes on startup

vital creek
#

packaging works fine in 4.26

nova zodiac
#

But when you run it does it crash?

vital creek
#

no

nova zodiac
#

Huh

#

Running standalone game works just fine

#

Oogle didn't give any results to this

#

Seems like it's isolated to my project and maybe engine version

wary wasp
#

Anyone had an issue that when packaging Development Windows everything was fine and when packaging Shipping Windows there is error that startup map package could not be loaded? How is it possible if I am only changing the binary target?

static reef
#

@wary wasp Make sure you include everything in your shipping build. Project settings Maps are the place.

wary wasp
#

It looks like the map is getting cooked, but it fails to find it afterwards. What is interesting is that for Windows the same setup works, but fails for Android

#

And only fails for Shipping Android, but works for Development Android.
I don't get what might me the issue. There is nothing interesting in the logs though, just :
Couldn't find file for package "MapName"
and
Found 0 dependent packages...

wary wasp
#

I will try the cook everything anyway

midnight glacier
#

Am I able to run multiple UAT at a time?

celest viper
#

I have this error when previewing ES 3.1 android shaders - when I enable it, the engine crashes and wont open until I delete the Binaries/Build/DervivedDataCache/Intermediate folders which will let me rebuild the game. In the Oculus Quest headset, when the second menu map loads it also crashes there. I am using the oculus branch of UE4.25.3. Any help would be super helpful! Thank you!

Fatal error: [File:D:/Applications/OculusBranchUE4/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 855] Rendering thread exception: Assertion failed: Texture->ResourceRHI [File:D:/Applications/OculusBranchUE4/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderGraphBuilder.cpp] [Line: 834]

(Line 829-838 of RenderGraphBuilder.cpp for Ref)
`case UBMT_RDG_TEXTURE:
{
if (FRDGTextureRef Texture = Parameter.GetAsTexture())
{
check(Texture->PooledRenderTarget);
check(Texture->ResourceRHI);

            BarrierBatcher.QueueTransitionTexture(Texture, FRDGResourceState::EAccess::Read);
        }
    }`
wooden jolt
#

Hi frends check this please tell me how to fix this ?

fair junco
#

Looks like you told your game to package for IOS or to support IOS but you never enabled the IOS Plugin/SDK?

sturdy magnet
#

for the last 24 hours my package fails if enable compression at the very last stage when exiting the child proccesses for insufficient memory. I have 64 gb and I added another SSD and manually changed the memory limit

#

I am trying to release this game before i go broke and I want to break something very very badly, any help would be greatly appreciated, I have uninstalled and reinstalled 4.25, I am verifying now, I have toggled UnrealPak to read only, I even reverted to a previous build and that failed last sec as well

#

the core build ( without any levels ) built properly so worst case scenario I have to manually move each level one at a time

midnight glacier
#

How can I specify what steam appid to use for dedicated server?

sturdy magnet
#

pak only fails if compression is enabled

lapis thunder
#

Hi Guys I need your help. I want to package my first Game for android but every Time i try, the process fails and i get this Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ERROR: Stage Failed. Could not build OBB C:\Users\User\Documents\Unreal Projects\Monster_Mash - HalloweenV9\Saved\StagedBuilds\Android_Multi.obb. The file may be too big to fit in an OBB (4 GiB limit)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): (see C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\Log.txt for full exception trace)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): AutomationTool exiting with ExitCode=155 (Error_AndroidOBBError)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): BUILD FAILED
PackagingResults: Error: Failed to create valid OBB. OBB may have exceeded 2 GiB limit; check log for details.

I read that this error is displayed when the game is too big.
How can I solve the problem?

dusty imp
#

PackagingResults: Error: System.ArgumentException: An item with the same key has already been added. I was referenced here by devaddict, I keep getting this error, any help?

#

I could screenshot the console if you want

dusty imp
#

alright let me get a screenie of the console

#

sorry if this is considered spam but idk how else to send it

#

nevermind that works too

mild current
#

Hello, im getting this error when i respawn the third time or restart game the third of 4th time in a packaged game.

worthy birch
#

When i package my game i have now nowindowseditor folder... i am about to upload on steam for release should i upload that noeditor folder or i have to do somthing else please help me

#

Its my first unreal game

tawny lotus
#

What did i do wrong?

#

It worked now! I had to re save the Asset..? wtf

humble pumice
#

Hi
I have a simple blueprint project and when I try to cook or package that it fails to build after a while

it is the log message
I don't understand what is wrong
please help me

humble pumice
#

I fixed it ... I deleted every unused asset was in my project and tried again to build and it worked...

cold shore
#

whenever i try to package i keep getting this error

#

and the logs arent even very helpfull

dusty imp
#

any time I try to package, I get this error, and this is with every game: PackagingResults: Error: System.ArgumentException: An item with the same key has already been added.

dusty imp
#

the output log mentions something about source

onyx lantern
#

i was so exhausted at trying to get unreal on Google play i put it on itch.io until i get the packing and shipping worked out for goofle play.

lusty ivy
#

Hello, anyone here have experience with cross platform development? Particularly for Desktop and Mobile? Like how to manage things so that the game can be easily packaged for either platforms while at the same time targeting the correct configurations, asset compatibility etc?

#

i.e the game will have same codebase, but ofc the assets will have different qualities for desktop vs mobile, and deployment settings will automatically take care of that when packaging

#

not sure if I make sense 😂

simple eagle
#

If I change the max texture size in the editor, when I package the project the editor will use that resolution and the overall package size will be smaller?

jagged seal
#

Is there a way to package your project where all Blueprints are in one pak, textures are in another, models in another, etc. This way when update happens, only paks with changes will need to be uploaded.

oak tiger
#

Hello, all. I am running into a crash on game startup in cooked builds only:
Fatal error: [File:/Users/build/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 1024] No outstanding IO, no nodes in the queue, yet we still have 971 'AddedNodes' in the graph (with 9 boot nodes). I have no idea what this means or how to fix it. Any ideas? Thanks!

#

PiE works just fine, and my build from last month worked fine, but I really don't want to bisect two weeks of work to figure out what is causing this. Any shortcuts to help out would be greatly appreciated!

amber dawn
#

If I have multiple GPUs, will unreal engine packaging/building automatically make use of the available resources during bake/build time?

mellow bane
#

@amber dawn All of the build and baking is 100% CPU, except for the newest, 4.26 optional GPU Lightmass that AFAIK can't be used through commandlets

#

And I doubt GPULM could use two GPUs at all anyway

shadow storm
#

my game is crashing I packed it in development mode but I see it has a debug mode also, which one is better to find out the crash?

mellow bane
#

Run the packaged game from VS, use the PDB from the package when prompted, get the callstack and find out what happens

amber dawn
#

@amber dawn All of the build and baking is 100% CPU, except for the newest, 4.26 optional GPU Lightmass that AFAIK can't be used through commandlets
@mellow bane ok good to know, I'm new to this toolchain and still learning. I've read in some places that people have upgrade GPUs and seen performance improvements, what would have resulted in that pre 4.26?

#

Maybe something else also changed? Are there any docs anywhere on preferred computer specs for build servers?

mellow bane
#

Packaging does not use CPU

#

Not much in UE4 uses GPU at all, except rendering the game of course

#

And as of 4.26, the new opt-in light baking plugin, which is not run at packaging time anyway

amber dawn
#

Sorry forgive my terminology I'm referring to the end to end process of building a release binary and packaging it for distribution as a holistic process

mellow bane
#

Yes

#

Does not use GPU

amber dawn
#

Understood, thanks a second ago you said "doesn't use CPU" as well lol

#

I assume that's a typo?

#

It's gotta do something 🙃

mellow bane
#

I explained it correctly the first time

#

So yes I made a typo the third time I said it

#

CPU only

amber dawn
#

Gotcha, was just making sure I didn't misunderstand something

#

So then I assume it'll saturate any number of CPUs I can throw at it? The performance limiting factor is ultimately my budget?

#

I imagine memory is important too. I've seen folks recommend 32Gb as a baseline

mellow bane
#

CPU, fast SSD, some memory

amber dawn
#

Cool nothing unusual then, thanks for the tip

still valve
#

Hey guys, I asked this over at #multiplayer but maybe it's best ask here.
I'm trying to create a dedicated server.
When I do it in a relatively empty project, everything seems to work fine, and I can join through my game builds. But in my actual project, the server runs but doesnt seem to work. It just keeps logging non-stop this:

shadow storm
#

So I downloaded the debug symbols and packed my game as debuggame and my game crashed but my game logs say the same thing as the other development mode , where is all the good stuff debug game is suppose to show?

#

do I need to do anything else?

blazing thorn
#

Ran out of memory allocating 18446744072132011725 bytes with alignment 0

#

anyone

mellow bane
#

@shadow storm Run from VS, use the PDB from the packaged build when prompted

jagged seal
#

Is there a way to package your project where all Blueprints are in one pak, textures are in another, models in another, etc. This way when update happens, only paks with changes will need to be uploaded.

mellow bane
#

Sure there is

#

Just assign to chunks

#

But this is useless on every modern platform

#

Steam, EGS, Itch, GOG, mobile stores will handle binary patching in a perfectly efficient way

hybrid falcon
#

Trying to package my game for early access and my level loaders don't come along for the ride. I have gone to the package and project settings and added all my maps but still the level loaders don't show. Anyone run into this before?

mellow bane
#

What's a level loader ?

hybrid falcon
#

@mellow bane basically I have a trigger Box that when you run into it loads another level

#

think "a portal"

mellow bane
#

If it's something you created, there's no telling you why it doesn't work, you need to debug it and understand what happens

hybrid falcon
#

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogScript: Warning: Script Msg: A null object was passed as a world context object to UEngine::GetWorldFromContextObject().
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogTemp: Warning: I am a level loader come hit me

#

yeah thats the best "log message" i got

#

anywho thanks for even replying @mellow bane , will grind on the debug and see what is up

#

yeah converted to "blueprint" and it works so something fuzzy here

amber dawn
#

is there any material impact/concern choosing AMD for building UE4 projects?

jagged seal
#

Steam, EGS, Itch, GOG, mobile stores will handle binary patching in a perfectly efficient way @mellow bane is that why games have massive several gigabyte patches? 😛

#

How do I assign assets to chunks? Is there an official doc about it ?

mellow bane
#

Game updates have content, news at 11

jagged seal
#

I am only concerned with Oculus Store (mobile) at this moment (I don't think I ever needed this on Steam)

#

I think I'd also need to be able to put certain chunks into specific OBB files.

mellow bane
#

Ask Oculus how patching works on their platform but I doubt you need manual patching

#

Anyway just read the chunking doc page

kind sandal
open rapids
#

I have a Sharedpointer.h error after compiling. :/

#

I mean when launching the .exe.

#

I don't see what caused this since I'm offline and I complied builds already.

mellow bane
#

Debug it, likely a pointer error in code

#

Run ftom VS with pdb from the build

amber dawn
#

maybe a dumb question but I presume there are no issues building unreal projects on Window Server 2019 (vs Windows 10 Pro) correct?

open rapids
#

can someone help me? when i build my game, i get this PackagingResults: Error: Cook failed. UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure) UATHelper: Packaging (Windows (64-bit)): BUILD FAILED PackagingResults: Error: Unknown Cook Failure

simple summit
#

Im trying to build a quick Android package and for some reason I get this. Anyone know any solutions?

#

Im using the launchers Unreal (not github), and the game is made with Blueprints

finite gull
#

My pak chunk 0 is ending up with a lot of assets that shouldn't be there. Things that should be in other chunks. Has anyone had this issue before?

#

I am using primary asset labels

#

For example, I have a weapons label. Some of my weapons are ending up in the correct chunk and some are ending up in chunk 0 somehow

vital narwhal
#

It applies things in priority order, but if something in chunk 0 and 1 have equal priority and reference x, x will get pulled into 0 because 0 is the "Base" pak

finite gull
#

yeah I tried looking at the references. The odd thing is the engine shows chunk 0 as being tiny when viewed through asset audit

#

Asset audit shows it as being 50 MB

vital narwhal
#

You might need to look at a cooked version

#

with the platform selector. By default it shows a preview which is sometimes wrong

finite gull
#

ah okay, I'll try that

#

Also the chunk it should be in has a priority of 1

#

What priority is chunk 0 by default?

vital narwhal
#

Also 1

#

So bumping your other chunk to 2 or whatever might fix it

finite gull
#

okay cool, I'll give that a go

#

Also, do you recommend using a max chunk size?

vital narwhal
#

That depends on the platform from what I remember. Doesn't matter on PC

finite gull
#

Okay, well my goal is to reduce update times

#

I'm talking PC currently

#

I noticed that valorant uses a max chunk size

vital narwhal
#

Probably depends on the store then. Steam's delta patcher is pretty good

finite gull
#

Yeah we are on Steam

#

And it's very bad in our case. But I fixed various cooking indeterminism that was contributing to it

vital narwhal
#

You would need to opt into the code that tries to keep the cooked data the same from build to build, which I assume the valorant thing talks about

#

I haven't set that part up myself, but I know there are cook params for it

finite gull
#

As in a UE4 project setting?

#

Or what do you mean by opt in?

vital narwhal
#

Let me find the commands...

finite gull
#

ah okay interesting, thank you. I'll do some testing after I get these pak files chunked properly

vital narwhal
#

you also want -UNVERSIONED, which strips the version number out

finite gull
#

Cooking now with increased chunk priorities. Hoping that fixes chunk 0

vital narwhal
#

with Unversioned theoretically it might load old data and crash, but the patch will be smaller

finite gull
#

Increasing priorities of other chunks didn't help

#

And chunk 0 shows no references

#

But it's 1.4 GB

#

The size map shows a lot of blueprints in it

#

But I have a blueprint label

#

Do I need a primary asset label for pak 0?

#

Or is it automatically taken care of?

vital narwhal
#

I meant references on the thing that is getting put in by accident

#

Are those blueprints referenced by C++? Those would be hard refs from chunk 0 because they have to be loaded very very early

#

They appear to be top level in the size map so that's my best guess

finite gull
#

They are blueprints of c++ classes

vital narwhal
#

There's no CDO refs to them?

#

or ini refs like default game mode

finite gull
#

As in hardcoded class names in c++?

vital narwhal
#

Yes, although now that I look at the code it doesn't force those into 0, only /engine content like that bloom kernel

finite gull
#

No we don't have any hardcoded class names at all

vital narwhal
#

You might need to breakpoint UAssetManager::GetPackageChunkIds and see why it thinks those top level BPs should go in 0

#

If it was via normal manager refs there should be primary assets above them in the size map hierarchy

finite gull
#

We do have data tables that hold references to gamemodes, weapons, etc.

#

But those are supposed to be in a chunk of their own

vital narwhal
#

There are some default rules in UAssetManager::ShouldSetManager you might need to voerride for those tables. But again I would expect those tables to show up in the size map if that was the problem...

finite gull
#

hm actually that GlobalsLabel chunk is missing from the generated chunks for some reason

worthy birch
#

Hi i uploaded my unreal engine game to steam but steam does not launch my game i dont know why...

#

Its my first unreal engine game

vital narwhal
#

Anyway I need to head out ethan but you're at the point where you'll need to breakpoint various asset manager functions. It tries to keep hard referenced things in the same chunk so you might need to override the default behavior

worthy birch
#

I set everything correctly in steamworks but i dont know why its not lauching

finite gull
#

Well the tables are in the size map here

vital narwhal
#

Oh okay, then it might just be putting the other BPs as top level in size map for some weird reason... That implies you'll need to override ShouldSetManager to break that chain

finite gull
#

hmm okay, I'll do some digging in the code then. Thank you for your help, I really appreciate it

simple summit
#

Trying to package a Multi Platform Android game on a project thats built out of Blueprints and I am getting this. I am not using the Github version.

finite gull
#

@vital narwhal I figured out why globals is getting shoved into chunk 0. We are referencing it in DefaultEngine.ini file via

#

GameSingletonClassName=/Game/Globals/PortalWarsGlobals_BP.PortalWarsGlobals_BP_C

#

Any idea how to fix this?

vital narwhal
#

Ah that makes sense. The engine assumes that only chunk 0 will be available at startup so it wants all the hard refs to be in 0, and that singleton loads very early. This comes in as ExistingChunkList in GetPackageChunkIds, so if you override that to ignore in this specific case that could work

finite gull
#

Would boosting my global label to priority of 10 also fix?

vital narwhal
#

No, this trumps labels, look at the top of that function

finite gull
#

ahh okay

finite gull
#
bool UPortalWarsAssetManager::GetPackageChunkIds(FName PackageName, const ITargetPlatform* TargetPlatform, const TArray<int32>& ExistingChunkList, TArray<int32>& OutChunkList, TArray<int32>* OutOverrideChunkList) const {
    const int32 GlobalsChunkID = 21;

    // Include preset chunks
    OutChunkList.Append(ExistingChunkList);
    if (OutOverrideChunkList) {
        OutOverrideChunkList->Append(ExistingChunkList);
    }

    if (ExistingChunkList.Contains(GlobalsChunkID)) {
        OutChunkList.AddUnique(GlobalsChunkID);
        if (OutOverrideChunkList) {
            OutOverrideChunkList->AddUnique(GlobalsChunkID);
        }
    } else if (PackageName.ToString().StartsWith(TEXT("/Engine/"), ESearchCase::CaseSensitive)) {
        // Some engine content is only referenced by string, make sure it's all in chunk 0 to avoid issues
        OutChunkList.AddUnique(0);

        if (OutOverrideChunkList) {
            OutOverrideChunkList->AddUnique(0);
        }
    }

    // Add all chunk ids from the asset rules of managers. By default priority will not override other chunks
    TSet<FPrimaryAssetId> Managers;
    Managers.Reserve(128);

    GetPackageManagers(PackageName, true, Managers);
    return GetPrimaryAssetSetChunkIds(Managers, TargetPlatform, ExistingChunkList, OutChunkList);
}
#

@vital narwhal Is this what you mean?

vital narwhal
#

No, you need to stop OutChunkList from getting 0 added to it for your object

#

0 comes in as part of ExistingChunkList, so the very first line is the part that does it

#

If you breakpoint with a hacked name check you'll see what Imean

finite gull
#

Is my object the primary asset label? Or do you mean I have to do this for everything that is supposed to be in the globals label, checking by name? That seems a bit messy

vital narwhal
#

That part is up to you. You're doing something the engine doesn't want you to do

finite gull
#

Are there other options besides hardcoding string comparisons to every asset that GameSingletonClassName is causing to be brought into 0?

vital narwhal
#

You could probably just skip it in all cases, since your other chunks will be available at startup

#

The engine assumes all chunks other than 0 will come in after startup

finite gull
#

oh okay, so I can just remove this?

#
    OutChunkList.Append(ExistingChunkList);
    if (OutOverrideChunkList)
    {
        OutOverrideChunkList->Append(ExistingChunkList);
    }
vital narwhal
#

That will probably work

finite gull
#

okay, I'll give that a test. And as far as breakpointing. The breakpoint should be hit when cooking? Or is there an easier way to iterate on this?

vital narwhal
#

The refresh button in the audit should recompute the chunks

#

oh hrm, except it may not hit this case

#

because only the cooker passes in that existing chunk list

finite gull
#

ahh okay

finite gull
#

Thank you so much for your help, that worked beautifully 🙂

amber dawn
#

Trying to package a dedicated server build for Deployment to PlayFab/Window Server Core which doesn't have DirectX. When it runs, it says d3dcompiler_43.dll is missing as expected, however, I don't know the best way to include it...I see in my Engine thirdParty that DirectX has a version called d3dcompiler_47.dll, can I copy that in as a dependency and have it work ?

#

Or, what in UE controls which d3dcompiler DLL to point to

golden delta
#

How do I package my game in HTML5

light elm
#

im running into a infurating issue with media player and a umg widget, my videos are running perfectly fine in the engine but upon building now only one video plays and just ends and ignores the rest of my code to run other videos

#

this seems to be simple enough

#

and this is waht its being assigned to

#

but for some reason only one of the 4 videos i have run and it just ends execution leaving the last frame of the animation almost as if it cant switch to the other 3 image sequences

#

i tried researching this question on other forums and it only seems to be the solution of just getting the video to run not allowing other image sequences to run

light elm
#

ok so i solved my problem

#

turns you you cant put your image sequences just anywhere

#

you have to put in a folder specifically called movies under the folder content

#

this is the only way the image seqence is ledgible

shut kelp
#

i have managed to package my application for android, resulting in an apk file and an obb file, while the obb file contains multiple pak files. is there any way i can have one obb file per pak file, meaning having multiple obb files?

rare sun
#

Is it possible to only cook chunks with a specific ID and createchunkinstall enabled?

tired abyss
#

anyone knows how to export settings from one project to another? I use migrate assets for better packaging, so I need to copy all settings from previous project, but I change a lot.

mellow bane
#

Why do you migrate assets @tired abyss ?

tired abyss
#

@mellow bane , to package game

mellow bane
#

Why would use migration to package your game ? That's a feature used to copy assets between projects

#

Just package the game using the packaging feature ?

tired abyss
#

I don't know why, but that help to package project successfully and fast@mellow bane

#

I just need export project settings

mellow bane
#

This is not needed in any way

#

It doesn't help

#

Just package directly

oak tiger
#

Hello, all. Once again, my cooked and packaged builds throw an error on launch [File:Unknown] [Line: 1024] No outstanding IO, no nodes in the queue, yet we still have 971 'AddedNodes' in the graph (with 9 boot nodes)., and I have still been unable to find a resolution or cause for this issue. Does anyone have any insight into this error? Thanks!

tired abyss
#

@mellow bane package directly, second time, solve all bugs which seen

mellow bane
#

Put the full log on pastebin, post the link here, fix the issues in your project

finite gull
#

Anyone have any ideas on why _BuiltData files would be changing between packages when the maps/build data wasn't changed?

mellow bane
#

Run a bin diff on it maybe, but it's probably a timestamp or something like that

finite gull
#

Good idea

#

It's strange that it is _BuiltData because those are prebuilt

tired abyss
#

@mellow bane ParallelExecutor.ExecuteActions: c1xx: fatal error C1083: �� 㤠���� ������ 䠩� �஬������ ��� ���������: D:\Epic Games\�?�?�?���'\��?�?�� 4.23\Intermediate\Build\Win64\��?�?��\Development\Core\SharedPCH.Core.h.pch: No such file or directory,
UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError

#

problem after that

#

there symbols, because some text not on english

mellow bane
#

That's not the full log

tired abyss
#

Full log can give info about error?

#

I thought only a place with error can tell were... error

mellow bane
#

Alright, you probably found out the correct error in the project

#

Remove Intermediate folder, regenrate project files, rebuild in VS and restart the packaging process

tired abyss
#

"regenrate project files" - what do you mean?

#

"rebuild in VS" - I use blueprints, not C++ (looks like u mean Visual Studio)

#

@mellow bane

mellow bane
#

If you don't use C++ or C++ plugins, then just wipe Intermediate and retry

tired abyss
#

@mellow bane same error

#

I deleted Intermed. folder

#

it looks like ue4 need current file

#

I copied one of files, change name, no help

#

now no idea what try next

mellow bane
#

I have no idea what you're saying

#

Intermediate is generated, UE doesn't need anything from there

rare sun
#

I want to create a subclass of UPrimaryAssetLabel in order to add some additional information for some automation tool. Now I ran into the problem that all the instances of this subclass are ignored by unreal. Does anybody know a solution for the problem?
Log:

LogAssetManager: Display: Ignoring PrimaryAssetType PrimaryAssetLabel - Conflicts with MyAssetLabel
open rapids
#

I am getting an error when trying to package, it seems cryptic
Error: Failed to find BP class: [Blueprint'/Game/Blueprints/Characters/BP_Character.BP_Character']
This BP is in the indicated path so I'm not sure what is happening here

oak tiger
#

@open rapids Have you done "Fix Up Redirectors" in your Content directory?

open rapids
#

I have not done so but I'll try that out, thanks for the suggestion

oak tiger
#

@open rapids You might need to open that Blueprint as well before trying to cook. I've noticed that UE4's cache occasionally drops assets that haven't been opened for while

open rapids
#

So tried both redirectors and then resaving, no luck. No errors in the BP compilation either

oak tiger
#

@open rapids Maybe you need to make sure the Magic Leap plugin is disabled?

oak tiger
normal field
#

How in the hoo-hah do I push my UE4 project to steam? Do I have to package it? I DO have a steamworks account and depot set up

pseudo dune
#

Is there a version of FPackageName::RegisterMountPoint() that doesn't override the existing mount point? Try to mount mod content to /game but it's gutting the core content

mint violet
#

Is there a video tutorial on how to unpack a mod, edit it (textures etc.) and than pack it again for an UE4 game?

#

I have umodel viewer and the UE4 version the game is using.

pseudo dune
#

@mint violet I assume the game would have pak signing enabled if its not meant to be modded

crude tapir
#

I need some help here. Im developing a game using UE4 and i need access to the XboxOne version of UE4. I need to contact my microsoft account representative and they need to inform Epic that i am a developer for microsoft. Is anyone a xboxOne dev here? Has anyone dealt with this before? I have no idea how to contact my partner account representative?? I didnt know i even had a account representative? Im already a partner with microsoft and have my xboxOne set up in Dev mode. I just want to test my game on an XboxOne basically..any help would be appreciated..

mellow bane
#

@crude tapir AFAIK (not an XB dev) you need a proper devkit from Microsoft after registering with them as a developer, signing NDA, etc.

crude tapir
#

Its all good! I forgot i was only in the creators club with microsoft..not the ID@ program. I have to submit my new game for approval. You can turn any xboxOne into a devkit. I did it last night. Very easy!

mellow bane
#

I suspect you still actually need the real thing for UE4.

#

IIRC it's UWP only

#

For UE4 you will need a real devkit from Microsoft

crude tapir
#

Oh? Hmmm...i can atleast see how the game runs and functions on xbox at home using a regular xbox with dev mode enabled. I need the UWP branch of UE4 by the looks of it..

#

Atleast be able to compile as UWP and see it run. As limiting as UWP is..

#

All new to me. Im only one person..deving alone.

mellow bane
#

Just get a devkit. You'll need it, and it will come with the ID program anyway.

crude tapir
#

@mellow bane Im probably past the prototyping stage. Have you done the process? I want to do some more so i can increase my chance of getting my concept approved. Im only solo but im serious about it.

mellow bane
#

I haven't done the XBox process specifically

#

Here's my advice : ship the game on PC first, and if it works well enough (say a few thousand sales in the first month) get in touch with Microsoft and Sony to get devkits and port the game

crude tapir
#

Not the biggest fan of steam anymore.

#

@mellow bane See what you mean, but although my two other games were pretty basic compared to what im making now. Steams over saturation and community makes me shudder slightly these days. As much as a love valve..But your probably right. Just keep making the game i guess..

mellow bane
#

If your game is any good, GOG or EGS might pick it up

#

But honestly this is just some advice, feel free to get devkits and release directly to consoles

crude tapir
#

Love to work with GOG..or EGS really..have a look. Early environment test. Far beyond what i've shown here. Weapons and ballistics, zombies and human soldier AI..think Half-Life cross resident evil or something..based on a modified asset as a starting platform..and to learn UE4..https://www.youtube.com/watch?v=CGnaAv267lk

A gameplay test of a game im working on. In early visual prototyping stage.

**All rights to the music go to Naughty Dog, Sony, and Gustavo Santaolalla. (I do not own the copyrights to music)

#game #gamepreview #alpha

▶ Play video
#

Sound advice. My last game turned me off steam for a while. Thats why wanted to aim for consoles...probably botched the steam launch..took a year to make and nobody played it..

mellow bane
#

Games that flop on Steam aren't going to magically work on consoles

#

Or any other PC platform

crude tapir
#

thats a good point also. But what about exposure?

#

I figured consoles would be better for that atleast..

mellow bane
#

Not in this day and age, no

crude tapir
#

Steams the wildwest now..

#

What are you working on? If you mind me asking..

mellow bane
#

You're about a decade too late if you want a game store to drive exposure to your indie game

crude tapir
#

Not wrong..

#

Very true

#

The gates were a little tighter to get through then though. Its all relative..

mellow bane
#

Gatekeeping, saturation, pick your poison

crude tapir
#

Aint easy..

mellow bane
#

Making successful commercial games is a job for a large experienced team today, simply put

#

Not that it invalidates creating solo art projects

crude tapir
#

Your probably right! But i dont care...i'll brute force what im making into existence.. whether it succeeds or not.

mellow bane
#

Yes that's what I'm saying

small swallow
#

Hello guys and girls 🙂 Just looking to get a bit of advice if that would be okay? Currently trying to package my environment demo for Windows 64 bit, but it always seems to fail on "AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)" I do have a full output log if anyone would be so kind as to take a look for me and point me in the right direction, I've been through just about every google link imaginable up to now to try and solve this to no avail. Any help is appreciated

mellow bane
#

Show the log

small swallow
#

My first time packaging a project so it's all a bit Alien to me, thought I had an idea of what it could be, I've got several level streaming volumes in the project, but was nothing to do with those 😦

mellow bane
#

Does 'ABoxWithBallInspection' ring a bell to you ?

#

Because that, from the "ObjectInspection" module, is causing the crash

#

Guessing it's a plugin, so you can take it up with the developer

small swallow
#

YES! Thank you so much for your help, I do believe that's a plugin inside HorrorEngine, I'll give the dev a nudge, thank you so much for your help, I'll stick around I think, real nice little community of people here 🙂

small swallow
#

All built perfectly now I've disabled the plugin @mellow bane You're a godsend

jaunty mortar
#

so ive managed to get custom map support fully working with steam workshop and all

#

and maps work great on windows, both server and client

#

but since the maps are packaged for WindowsNoEditor, linux has an issue

#

bsp and non-engine static meshes dont have collision on a linux server

#

is there a way i can properly package a map for linux without needing a separate pak file for it?

final glen
#

Hello. Is it possible to assemble unreal projects automatically? As in, assemble pre built assets and package / export an executable?

mellow bane
#

Define "assemble"

#

You can package your UE4 projects, that's what this channel is about

final glen
#

Sorry, spot the newb 😀

I got some input from the main channel, suggesting what I´d like to do isn´t possible. I´m looking for ways to automate a process, where UE imports a set of assets, puts together a project and packages it as an apk. Or, more accurately,

The actual goal is to store a coordinate and a BIM house model, download a set of terrain and diffuse map data, import the BIM model and place it at 0,0,0, lower the terrain to 0 minus coordinate height above sea level, import a set of vr related blueprints, and finally spit out an apk.

chrome ferry
#

help

#

when i package my project up the water moves down

#

the 4.26 preview water

#

it has moved downwards

vestal laurel
#

UATHelper: Packaging (Windows (64-bit)): LogModuleManager: Display: Unable to bootstrap from archive C:/Users/RYZEN/AppData/Local/Temp/UnrealXGEWorkingDir/0B5B2EA645C989881E6FF9BBF9BC50D2//Bootstrap-134F03E0-C5CF-4C96-B666-0AA66051AFAB.modules, will fallback on normal initialization
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Unable to bootstrap from archive C:/Users/RYZEN/AppData/Local/Temp/UnrealXGEWorkingDir/0B5B2EA645C989881E6FF9BBF9BC50D2//Bootstrap-134F03E0-C5CF-4C96-B666-0AA66051AFAB.inis, will fallback on n help

#

help

#

it seems to be stuck

#

what the fuck is bootstrap?

#

its not red or yellow

#

its just stuck

#

its been like 30 minutes

#

my project is quite small this is ridicolous

vestal laurel
#

ok i fixed my problem

tight galleon
# final glen Sorry, spot the newb 😀 I got some input from the main channel, suggesting what...

It's very possible, but you'll likely have to get your hands dirty a bit with C++. Also the whole cooking process is invoked from the command line, all of that can also be automated. I don't know why someone is telling you that you can't do it, many companies automate way more things than that. At Housemarque for example, we've automated building our game, sending it to dev kits, have the game play itself and report playsession statistics and crashes to a centralised dashboard.

For your pipeline it's of course a bit of work of course to set it up, but I can recommend starting by looking into UE's C++ code to see what functions get called when a user does this manually and then just create for example a commandlet that would call those same functions. And for building automatically, that's what UBT is for (Unreal Build Tool), it's a .bat file you basically call to do any build steps you want.

south jacinth
#

Can anyone explain, why this error might appear?
Project was successfully packaged day before on the same PC. But now I cannot build it, whenever it is a Shipping build or a Dev.

sinful dome
rare sun
#

Does anybody know how to generate a PakList_pakchunk{N}-{Platform}.txt via command UAT?

remote stratus
#

are cooked assets the same for all build configurations ?
can I use the DebugGame assets in Shipping or Test ?

mellow bane
#

Yes

#

As logn as it's not editor

abstract escarp
#

All of a sudden, my debugging symbols in the engine version have disappeared, kapoof

#

I get stuff like:

#
[2020.11.29-01.47.54:928][  2]LogWindows: Error: === Critical error: ===
[2020.11.29-01.47.54:928][  2]LogWindows: Error: 
[2020.11.29-01.47.54:928][  2]LogWindows: Error: Fatal error!
[2020.11.29-01.47.54:928][  2]LogWindows: Error: 
[2020.11.29-01.47.54:928][  2]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00000000
[2020.11.29-01.47.54:928][  2]LogWindows: Error: 
[2020.11.29-01.47.54:928][  2]LogWindows: Error: [Callstack] 0x0000000000000000 UnknownFunction []
[2020.11.29-01.47.54:928][  2]LogWindows: Error: [Callstack] 0x00007ff8726bc8c3 UE4Editor-ProjectCore.dll!UCDLocalPlayer::HandleSteamEncryptedAppTicketResponse() []
[2020.11.29-01.47.54:928][  2]LogWindows: Error: [Callstack] 0x00007ff8726adeeb UE4Editor-ProjectCore.dll!?ExecuteIfSafe@?$TBaseUObjectMethodDelegateInstance@$0A@VUCDLocalPlayer@@$$A6AX_NH@Z$$V@@UEBA_N_NH@Z() []
[2020.11.29-01.47.54:928][  2]LogWindows: Error: [Callstack] 0x00007ff8832073b7 UE4Editor-OnlineSubsystemSteam.dll!FOnlineEncryptedAppTicketSteam::OnAPICallComplete() []
[2020.11.29-01.47.54:928][  2]LogWindows: Error: [Callstack] 0x00007ff883238cbe UE4Editor-OnlineSubsystemSteam.dll!FOnlineAsyncTaskSteamRequestEncryptedAppTicket::TriggerDelegates() []
[2020.
#

no lines anywhere

#

why would this have happened? I rebuilt the custom engine and it still happens

final glen
rapid fulcrum
#

has anyone managed to nativize BPs with added standard macros? trying to avoid macros as much as possible, but my quality of life is dwindling

gentle river
#

If someone is dumb enough to package a game without a default game map, is there a config file I can add one in retroactively?

round wing
#

I think the best would be to roll a patch out, or recompile the whole project again
If you shipped the developer console, you can launch maps with that still

open rapids
#

Hey, I'm currently developing a game for steam. so far it seems promising. but now ive made my first update to the steam build and my local Savegame objects files are deleted!
How can i make sure these don't delete on updates
I create a file for every level that the player completes containing Score, amount of stars, times played this level and the level name.
Should this be saved elsewhere?
Sorry if its the wrong channel

mellow bane
#

Are you using a Shipping build, @open rapids ?

open rapids
#

@mellow bane yeah default settings just changed to shipping nothing else

#

Could it be because that my old build at steam was a debug or development build configuration?

mellow bane
#

Shipping builds save to the proper dir in app data, where they should

#

Development builds save locally, where they should not (on someone else's machine)

#

So yes

open rapids
#

So this could be the reason that we lost savegames when changing this. good gonna export a new build shortly.
guess ill have to playtest a bit at the steam version to get a few files and check if they are still there after

#

Thanks

mellow bane
#

You probably didn't lose them really

#

Just have your players copy the files to the new save dir and you'll be fine

#

Something like %LOCALAPPDATA%/GameName/Saved/

open rapids
#

yeah i see that. thanks

waxen knot
#

does anyone know why once my game is packaged the input stops working? i bound togglemenu control into tab, it works in the editor but not working on packaged version

open rapids
#

Hey everyone, getting the following error when trying to generate a packaged build. I'm not having any luck tracking down how to resolve this kind of error.

PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: 'FeaturesTestLevel' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'```

I did a search in UE4 Editor of all blueprints and found no reference to this FeaturesTestLevel map (this is a real map file, however). I'm currently doing a text search of all BPs to see if there's something not found by the editor search
mellow bane
#

@open rapids If it's a Blueprint, trying to remove the map file and closing the editor might prompt you to save Blueprints referencing it

cold shore
#

any idea how to fix this?
UATHelper: Packaging (Windows (64-bit)): LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
i have a valid app ID but it still wont work

mellow bane
#

This is not an error

#

OSS do not work in editor, that's by design

cold shore
#

im packagin it

mellow bane
#

Yes I'm aware

#

Not an error

#

Perfectmy normal log line

#

Explain your actual issue

cold shore
#

when i package it steam wont initialize

#

when i run the packaged game

mellow bane
#

Is it shipping

cold shore
#

yes

mellow bane
#

Is it started from the Steam library

cold shore
#

ye

mellow bane
#

Does the Steam overlay work

cold shore
#

nope

mellow bane
#

Did you change anything in the engine related to Steam, other than the ini file to enable the Steam OSS ?

cold shore
#

yes

#

i had to add my app id

mellow bane
#

That's the ini change, yes

#

Did you confirm the behaviour with the test app id ?

cold shore
#

with the dev app id it works when launching the project file

#

but with my app id it doesnet work

mellow bane
#

Then it looks like it's an appid issue - maybe your game isn't far enough in the approval process

cold shore
#

ok

dense basin
#

Does anyone know of a render farm for Ue4 lighting builds?

fervent harbor
#

Hello @all I am wondering... this is the first time pondering this question. Instead of just downloading and running. How do you create an installer. I am not even sure i explained myself correctly, I am sorry if I am confusing. How to make installer? Maybe some quick info and some links would be extremely helpful. I mean obviously Google. But...

mellow bane
#

In this day and age you don't

#

You go through a store like Steam, the App Store, EGS, GOG, PS Store, etc, etc

fervent harbor
#

Interesting oh so you use there API... that does help thank you kindly 🙏 😊 ☺

mellow bane
#

@open rapids Perfectly normal, just wait

abstract terrace
#

Hello! Has anybody else had 'Missing precompiled manifest' error when packaging a project while using bUsePrecompiled = true in your plugin's <file>.build.cs ? How would you recommend handling it?

mellow bane
#

Isn't that only for engine plugins built as part of the engine ?

abstract terrace
#

@mellow bane I always thought it was a way to distribute a binary only plugin builds but to be honest without documentation on the subject it is mostly guesswork on my part...

mellow bane
#

No idea either tbh, just skeptical it's supposed t owork that way

abstract terrace
#

@mellow bane yeah, I have a strong feeling it wasn't specifically designed to work this way and we're pretty much just exploiting a side effect. However since we made it this far, it would be really awesome to be able to package it up . I'm happy to go off script here so any feedback could be of use 😃

sage kayak
#

Hello everyone
I am trying to package a project on Android, but I get this error. Help me understand what the problem is

mellow bane
#

Show the full log

sage kayak
dusky swift
#

Hello. I'm having somoe trouble with something

#

some

open rapids
#

Hey i try to Package My Game to mobile But it dosnt work....the mobile preview work but Package the Game works Not

jolly hearth
#

Hello, I tried to run a nativization test with the Exclusive method and No blueprint asset selected to nativize.

I thought this would mean virtually no nativization but when I looked into the [ProjectDirectory]\Intermediate\Plugins\NativizedAssets
folder I saw header and .cpp files for all the structs and enums of my project.

Why is this?

jolly hearth
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To add to my question: I expected no changes by choosing these settings (because nothing should be nativized) but that clearly wasn't the case since the game now crashes on startup

modern anvil
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is there any way to make a patch for a development build cooked like this?

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@jolly hearth I don't know the answer to ur question, all I want to say is that my experience with any kind of nativisation was a total failure. From not packing at all (various errors, including "unknown error" which actually leaves you clueless) to weird crashes, hangs, failure to run the exec etc. In one word, I gave up. This was back in 4.18 or so, after nativisation was supposed to be "mature".
Maybe we're just doing something wrong, or it's not really working - idk the conditions for it to actually work.

dusk plinth
open rapids
jolly hearth
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Hmm giving up on nativization is not an option. We are using 4.21. Any issues in that version with nativization?

plain lodge
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Hello. Anyone know what this error is about?
ensure(EPropertyAccessOperator::None != AccessOperator);

Project has nativization exclussive enabled on 3 blueprints (we're trying to get nativization to work)

mellow bane
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@plain lodge The unhelpful answer here is that nativization usually doesn't work. If you really need to use it, it's probably best to ask on UDN because I doubt anyone here can actually fix that

plain lodge
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Understandable, was just checking if anyone had any similar issues or has an idea what could be related to the errors

modern anvil
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Is there any way to cook a patch w/o cooking maps?
Context: I've only changed data - in data table - for balancing purposes, and I don't need to package the maps. If I don't select any map and make the patch, the data doesn't modify. I'm using the project launcher to create patches. Am I missing something?

rare relic
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Is there a quicker way to just Cook data from Editor rather than packaging the project (which also builds exe)?

mellow bane
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@modern anvil Any reason you are using the launcher to create patches ? Every platform except some consoles has much better patching thn UE4.

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Just build the fiull game and drop it on your sale platform's system

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@rare relic File -> Cook content for Windows

rare relic
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omg 🙈 thanks!

modern anvil
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@mellow bane Well, I don't know any Cpp at all, the whole game is made in bps. The game will be hosted for downloading for free on the website, we won't sell it - maybe if it goes well, we will try to monetize, that's the point, but for now, it's going to be free.

rare relic
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Either upload full versions each time to your website (version number in the installer) or use a platform like itch.io which handles patching for you.

modern anvil
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itch.io...uhm...never heard of it will check it out. As for uploading the whole game for every bug is not going to work, the game will be ~20gb at least by the looks of it. First act is 6 gb, and we are going to have 5 acts so yea...

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bsides, how does a website "handle" patching, if I don't have a patch file to send over? I'm sorry but this is confusing...My problem is not distributing the patch but actually making it in UE w/o cooking maps.

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I could make an installer for every patch and put the patch file on the website (like it used to be back in the days, before launchers). That's not the problem. The problem is cooking the patch w/o maps 😐

mellow bane
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itch.io does not require uploading the full game

rare relic
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Well, actually IMO the patching IS the problem.
How do you guarantee that all the content you already provided in older versions works with the new versions. It's an absolute nightmare you're setting yourself up for here!

So for Steam (or Itch or console patching systems) you basically give it a folder of the entire game with all content.
It scans the folder and compares to what is already uploaded to the site. Then it only uploads the bits that have changed and this is the 'patch'.

mellow bane
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Patching is done locally

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The way itch works is, it compares your new build to latest build, creates the patch automatically

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Uploads the patch

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Then when player has V3 and itch has v7, the patch for v3 to v7 is provided to the player through the itch client

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Or the player can download v7 directly if they don't use th eclient

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It's alll perfectly optimal

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Just like Steam and pretty much every other store

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EGS, GOG, etc

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In other words, just package the game, tell itch's Butler tool "hey this is the latest build" and that's it

modern anvil
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ok, so basically, there are some services from these websites which i donwload, and dig into the problem from there?

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Jesus I probably sound retarded 😂 sry

mellow bane
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Same process for itch, Steam, EGS and GOG (having used all four) : get their tools, process every new build through their tool

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Players get a perfectly optimal size patch, smaller than the UE4 patches

modern anvil
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oh wow lol wtf...

rare relic
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I've not shipped a UE4 title yet, but there must be some requirements on the packaging to make patch more optimal? Is there a best practices anywhere?

mellow bane
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Not really no

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UE4 is patch friendly already

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Encryption might be a no-go

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But I'm not even sure

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And encryption is pointless

modern anvil
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ok ok, so i'll dig into their tools then. But doesn't that mean I need to publish on their websites? and the game is launched through their clients? Don't get me wrong I intended to do that anyway, but was thinking of only publishing at a later date, after I make sure it has some success...

rare relic
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It will be easier to use Itch initially (and I think free?) than roll your own.

mellow bane
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You have to use their website, but the game can be private, keys can be given to specific players etc

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I have my three latest unreleased game prototypes on itch

modern anvil
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hm...oke, I'll definitely check that out, look into their tools and so on, probably will pester you again if I can't handle something 😄 thanks alot!

mellow bane
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And itch is open source

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You can always use their patch system without their website

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But it's the default go-to for game developers doing playtesting these days

abstract terrace
mellow bane
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👍

plucky juniper
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i built an unreal app which runs perfectly on a galaxy s7 but crashes instantly on startup on my pixel 3 and a galaxy tab A. does anybody have an idea what could be the issue?

valid hatch
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does anyone know how to package a save game in with a build?

modest sierra
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The said in the 4.26 patchnotes that:
"Bug Fix: No longer load pak verification data if pak verification is turned off, this leads to a slight reduction in memory footprint."
So I'm thinking... what's pak verification? Where can you turn it on or off?

valid hatch
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Project Settings -> Under the Project section select Packaging and the first option in 4.25 is "Use Pak file" not sure if they changed it in 4.26 but I don't think they would have

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@modest sierra

modest sierra
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@valid hatch I wouldn't have expected that option would have anything to do with verification

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so what does verification actually verify?

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Can't find any documentation on this subject

valid hatch
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maybe not, umm if I had to take a guess it would probably check to see if the pak file has no errors upon generation, but it will probably be a while before they have the documentation up on it

modest sierra
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Since you're already here answering my noob questions - I noticed that you can delete .pak files from cooked builds if you pick a non-essential asset-filled pak. The log spills out errors but lets you play anyway. I'm currently having trouble finding information on how one would go about preventing games with missing paks from starting.

valid hatch
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oh I have no clue man, I'm in the same boat as you

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sorry

modest sierra
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Thanks anyway. 🙂

plucky juniper
river haven
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Instead of all these, I only see ETC2, DXT and ASTC only 😦 help, I wanna try my game on my galaxy grand prime

gentle river
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Is there some way of having the engine automatically check what's in use before packaging? Would be nice to keep all the content in the project during development, but less nice including 4Gb of noise textures in every test build

mellow bane
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@gentle river The engine does that as soon as you configure the list of maps to package in the project settings / packaging options

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Only used assets will be included

gentle river
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Aaah

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thanks

gentle river
upbeat lichen
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hi, I wanted to pack the project, but I got this error, can you tell me how to solve it?

amber dawn
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It seems like "Custom Launch Profiles" are not synced in our perforce repo...is there a way to share those?

rare sun
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Is there a way to generate one specific pak file from an asset label? This would be a huge timesaver

mellow bane
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@amber dawn No, they are stored in your appdata folder. Call UAT directly through a Python script, for example, to have you build script versioned.

graceful saddle
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Fails after about 8 seconds after starting

desert gale
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Hello fellows,
I have packaged my game without problems, but i want to publish it on Steam. The official tutorial form Steamworks confused me a bit, for they start their tutorial after setting up the game.
Do you know a god tutorial for setting up an unreal game for Steamwork?

tender mist
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Hello. I have a BP game which is targeted for release on steam and as a DRM free version. The problem is that either those platforms are Win64. Currently I have to enable/disable a lot of stuff when packaging in order to have steam subsystem enabled or disable. That's kind of time consuming, so I'd like to know if there is a way to create a custom packaging "platform" for my non steam version. I know that starting from UE4.23 there are platform extensions, and I can create a custom platform, but that requires a lot of codding/experimenting and using of Source Built Engine. I'm willing to stick to Binary Engine (from EGL). Please let me know if you have any ideas of how to speed up my packaging process. Thanks in advance.

mellow bane
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@tender mist It's perfectly fine to ship your Steam release on your other platform

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UE4 with Steam enabled doesn't require Steam

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Steam features will be available when started from Steam, and when the game has an appid.txt file next to the binary

graceful fable
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Anyone know if a differential local engine build is possible with BuildGraph + MakeInstalledBuild.xml?

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I don't want to rebuild everytime I change something in a single module, why couldn't it just build that module.

open rapids
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hey does anyone know if target points are packaged when rendering out a game?

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ah solved my own issue - if anyone else comes across this, before packaging your game - if you're using get world location of any target points, you'll need to change them to get actor location rather it seems

plucky juniper
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can somebody point me into the right direction on how to pack for multiple devices (tablet & oculus) at the same time with different APK Packaging settings?

eternal ether
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Can you help me steb by step how to setup Android Studio and Package Apk

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step*

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Looks like SDK is missing

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What should I install?

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This setupAndroid noto working :/

plucky wind
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I am packaging for ios, set to just include content for maps

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exclude editor content

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it still needs to build shaders for editor materials, and it is transferring a bunch of editor assets to the device (iOS)

ornate echo
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Hey !
I've added Localization to my game recently and it works perfectly in the editor and in standalone but once I package the game, it doesn't work anymore. I really don't get it.
Anyone ever had the same issue ?

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Ahah i lost every thing

mellow bane
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You should only have one Game target

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And you should confirm which language was being used in packaged

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It's probably different than editor, resulting in apparen tloss of localization

ornate echo
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Thanks ! I'm trying this out !

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It works ! Thanks a lot !

clever aspen
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So I'm trying to play my packaged game but I keep getting this error when trying to play. Does anyone know how to fix this?

mellow bane
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Any warning about FMod i, the packaging log ?

clever aspen
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Nope

mellow bane
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Is that plugin supposed to be in the packaged game ?

clever aspen
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tbh I'm very new to working with FMOD, but I linked it with my project and am able to transfer sound assets and everything works in the editor so I assumed that when packaged it would have already been taken care of. But when packaged I get the above error and don't know why.

mellow bane
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Is the project a pure Blueprint project ?

gentle river
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UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '' is not a standard unreal filename or a long path name. Reason: Path should be no less than 4 characters long.

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Anyone seen that error before? getting it trying to package a 4.26 project that packaged just fine in 4.25

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Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

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That's the final line, which doesn't help a lot

mellow bane
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What's the full log

gentle river
mellow bane
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Alright, can't find more context either :/

gentle river
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Thanks for the help though

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it seems to me it's naming something blank and that messes it up

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but no clue what or why

mellow bane
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Lots of missing assets in that project so maybe one of them ends up required

gentle river
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Non of the errors seem to be related to anything that's my fault though if I'm reading this correctly

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lots of warnings for stuff that's missing, but no errors

mellow bane
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You should still try to have 0 warning

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Not that it's likely the issue here

gentle river
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Yeah I know, but most of that is due to impact effect I'm planning on redoing at some point anyway

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LogObj: Error: LoadConfig (/Script/IOSRuntimeSettings.Default__IOSRuntimeSettings): import failed for MinimumiOSVersion in: IOS_11

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This seems pretty odd when only trying to package for windows

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Guess it might be time to revert back to 4.25

mellow bane
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Yeah, packaging and playtesting the package is one of my tests before merging a new engine branch to master

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.0 releases are always funky

clever aspen
gentle river
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Anyone else getting that IOS thing?

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Seems very out of place to me

oak tiger
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Hello, all. I am using a Hardware Cursor for my menu cursor. In PiE, it works exactly as expected, but in a cooked build, it looks like crap. Any idea why this might be happening only in a cooked build or how to solve it? The posts I've found so far have not provided any answers. Thanks!

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Vs the PiE, correct version:

still quiver
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@oak tiger Are you making sure the slate folder has both the .uasset file and the .png file + force the entire Slate folder to be packaged?

oak tiger
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@still quiver How can I ensure that is happening? Do I have to add it to the cooked directories manually?

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Still no good

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The tooltip for the hardware cursor lookup says that the Slate directory is always cooked. Sigh.

mellow bane
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My HW cursors are in the "list of maps to cook"

still quiver
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@oak tiger I would still go to project settings and set the whole folder to force packaging, there is no reference to the .png file so it wont cook unless told in mu experience

oak tiger
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The second screenshot I sent shows that I added /Game/Slate to "Additional Asset Directories to Cook". Is that was you mean?

still quiver
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Yea, and make sure the png file name is the same as the uasset

oak tiger
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"DefaultCursor", yup

still quiver
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And set correctly is user interface settings

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“typed” correctly

oak tiger
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Again, works fine in PiE

still quiver
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Yea ive had the same issue, usually setting the slate directory, putting both png and uasset is the same directory and ensuring the naming is correct does the trick

mellow bane
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PIE works because all assets are loaded

oak tiger
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Right, so that probably means its configured correctly, just not loaded correctly in Cooked

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Alright. What else should I try?

still quiver
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Try packaging not as a .pak and see if the slate folder loads with it all in

oak tiger
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How do I do that?

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Just uncheck "Use Pak file"?

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I think that did it!

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That seems to have done the trick @still quiver !

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So....... Pak files are broken for use with Hardware Cursors? Lame. Well, now what? I don't know enough about Pak files to know if that's a big problem or not

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Thank you very much for helping me through that

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@still quiver

still quiver
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No Id always suggest to package with .pak for release, it was just a troubleshooting step to not do .pak

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I would keep settings the same, repackage with .pak again and see if it works

oak tiger
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hmm ok

still quiver
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And np 🙂 happy to help

oak tiger
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Re-enabled Pak, cursor broken

still quiver
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Hmm, is it for the jam? Or a different project

oak tiger
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No, my own project

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But this has been an issue for a very long time

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and I'm getting close to public alpha

still quiver
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I think there are player controller settings for the cursor as well, try adding it there too

oak tiger
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So I can't ignore it anymore

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Adding what there?

still quiver
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If you go to the player controller, search in the details panel for cursor

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and i believe you can set it to the cursor you created in ui settings

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Not at my PC atm, cant screenshot

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The next thing id try is a new blank project on your current ue4 version and test the cursor setup / packaging

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and if the same problem exists, it might be an engine bug to report

oak tiger
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🤷

still quiver
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On the default mouse cursor is yours available in the drop down?

oak tiger
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What? I don't understand. The hardware cursor is set up in the settings to override a particular existing cursor (such as "Default" or "I-Bar" or "Hand")

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So, yes

still quiver
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Yea that should be fine than, just was checking

oak tiger
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it should be set up

still quiver
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At this point it weird that it works with no .pak checked, id try it in a blank new project to see if it is an engine version bug

oak tiger
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It was not fixed when I tried 4.26

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I guess the only recourse from here is possibly to move it to be a UMG-based cursor

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☹️

still quiver
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Are you working on 4.26?

oak tiger
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I'm currently using 4.24

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but tried upgrading to 4.26 this weekend

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there were Niagara issues and other problems

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so "no", I think

still quiver
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Yea i typically wait for the extra releases that come after a version release