#packaging
1 messages · Page 42 of 1
But i would try a 4.24 package, on a blank project with the cursor
and if it works - it proves something in your project is preventing it from happening
Another test could be to use the project launcher to package your game, instead of the file > package method
oooh. How do I do that?
If you google ue4 project launcher there is some docs on it
I dont know - its just what I use and it works for me on 4.22 and 4.25
Alright, thanks
out of the two, id try to blank project first prob
this has taken far too long. I'm just going to move it to UMG and declare it an engine bug
Wait a minute
Haha, i feels packaging can be frustratingp
Ohh your making a mac build?
Yes. It should work on all supported platforms....right?
In case you're curious: yes, this appears to be a Mac-only issue
but I wanted to make sure I wasn't misconfiguring something before I send in a bug report
and abandon Hardware Cursor altogether
Maybe its trying to lod both the .tiff and png? Remove the png for a mac build?
Huh! I removed the .tiff, actually. The popup says that png should work for all platforms
Id maybe try .tiff than just cause its listed first
Trying it. Not sure how this will work for my Windows builds tho
removing the png made the engine want to delete the uasset file
Youd have to swap it per build likely
LAAAAME
yep
Nope. Removing png reverts the cursor to default pointer
LAAAAAAAAAAAAME
Well, thanks again
Np!
Hi everyone!
Is it possible to generate xcodeproject on windows machine (I will move that generated project project later on mac to build IPA).
I'm curious is this possible?
So I'm getting the classic error message when packaging. Any pointers as to what might be the issue?
---------------------------
Game files required to initialize the global shader library are missing from:
E:/..../myproject
Please make sure the game is installed correctly.
---------------------------
OK
---------------------------```
Show the full packaging log
@mellow bane I see that I've got some warnings about missing assets. I'll fix that and see what happens. Thx for the tip. Sometimes you just need someone to point at the obvious.
Any other illegal character I should search for other than " " to look for things that might cause the DoesPackageExist FAILED error ?
I deleted the build and intermediate folders and tried building again, that got rid of the weird IOS error
down to only one:
PackagingResults: 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.
What's the full log ?
I'll send it over if this build still fails
Did a data validation and got rid of all the old unused crap that had bad references
Ah, right, I saw that one yesterday
Probably the easiest way is to search for "DoesPackageExist FAILED" in the source code, put a breakpoint there, run the editor from VS, package, and see in the call stack which file breaks
It's a BP only project
Yeah I've been staying away from C++, hoping to avoid me breaking stuff and ending up here haha
also pretty weird that a tutorial asset had issues
The whole log is filled with errors, it looks like a failed engine version upgrade or something
I'll try redownloading it, see if that helps
Is it possible to generate xcodeproject on windows machine (I will move that generated project project later on mac to build IPA).
I'm curious is this possible?
Guessing not, though I don't know for a fact
Redownloaded the engine to a new folder, and did data validation on a brand new first person shooter template project
does the engine save a bunch of files somewhere that don't get removed if you uninstall an engine version from the launcher
AssetCheck: Error: [AssetLog] G:\UnrealEngine\UE4_426_2\UE_4.26\Engine\Content\Tutorial\InWorldBlueprintEditing\TutorialAssets\IWBE_Blutility.uasset: Default__IWBE_Blutility_C is not valid. See the MapCheck log messages for details.
Packaging that worked though, but it still spat out an error
@still quiver To close the loop on this, I just removed the hardware cursor and am now using a UMG widget for my menu cursor. While it doesn't work correctly in PiE, it works fine in cooked builds, so that's good enough for me. Thanks again!
@oak tiger Great! What a weird issue - I havent packaged mac builds yet
Yup. It's as much of a second-class citizen as everyone else makes it out to be. Oh well. I'm glad it's supported at all, so I'll work around what I have to
I'm just continually surprised at how often these kinds of issues seem to come up. I don't understand what Epic's quality thresholds are for releasing a feature as production ready
There are so many variables, could be a macOS version thing, who knows! Especially with it working in Project Launcher but not File Menu? Also without the .pak
Yeah it's really hard to say. But I'm ready to move on to other show-stopper bugs. This work-around is good enough. Thanks again!
Ofc np!
Hey everyone. We are trying to load our game onto Sidequest and there is a limit on .obb files: 4gb for Main .obb and 4gb. for Patch obb. Is there a way to load an extra .obb file?
Hey guys im planning on installing my source UE on my 250 ( 223 ) GB SSD along with my UE project , which is around 62.8 GB , now the source version of UE is around 152 GB itself, add that along with my project size the total size consumed is around 214.8 GB out of 223 GB, now the problem is that whenever I set my project for packaging the SSD will eventually run out of space, therefore not allowing me to package my project. What can be done to avoid this kind of a problem?
Get a bigger ssd or use a separate drive for your project.
I know that's the most obvious answer in the world, but there's nothing that will magically make everything take less space.
The only other thing you can do is delete any files you aren't using.
@vital creek but if I use my project in a mechanical HDD wont it destroy the purpose of the SSD speed?
Im planning on installing windows on an M.2 NVME
And keeping my UE4 engine and project on a normal 250 GB ssd
you should do it the other way round IMO, ue4 gets a huge benefit from NVMe, not sure about Windows
you can also use JUNCTION to map part of your D drive to a folder on the C drive, I've used this on projects in the past where the initial size outgrew the drive it was on
Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names
Anyone knows about this type of issue? Can't seem to find anything online
Full output log might help
Here's full log
Any UMG UI in your game ?
The issue seems to be an UMG Blueprint speciifcally
Any soft pointers used in there that you'd remember ?
I tried to remove UMGs one by one to check if the error fix, i needed to delete most of the UMGs.
Tried over and over, and found that, when i removed a specific UMG, in the error section, instead of saying (short package name 'NoneNone'!), it said (short package name '0.000'!)
Then i kept trying but no luck until i delete most of my UMGs
Maybe i should redo the process. There's no error in the project, but problem showing when trying to package.
This is so stressful
One way to fix it, if you're familiar with debugging C++, is to run the editor from Visual Studio and check the call stack
I'm not sure how to do that.
Can you tell me the process? Or any reference post/video?
I'm familiar with C++. But not debugging stuff.
Basically download the engine debug symbols in the launcher (engine options)
Run the editor, then launch Visual Studio and in the debug menu, attach to process, pick UE4
Then when it crashes you should break to Visual Studio with the call stack (basically the stack of functiosn being called, from the one crashing to the top level function calling it)
You'd then double click the "UMG" entry in that stack, and look around in "locals" and "auto" panels of the debugger to search for variables
The hope is that one variable contains the name of the Blueprint being compiled
Got it, let me try that ~
Thank you for taking your time to explain these
Feel free to post shots if you have trouble getting the info in debug
I'll, Thanks again ~
I've found 2 UMGs with soft references. Recreated them and replaced, everything is fine now.
Thanks again @mellow bane
Happy to help !
@mellow bane by chance did you see my question above?
Not familiar with obb files
Hey, I'm packaging my game to test on a server. And throughout the Output Log, I am seeing Modules for SteamVR and other things that im not using within my project. Is there a way to disable these things so the packaging goes faster?
A bunch of plugins (including SteamVR and others) are enabled by default. Just go and disable them in your project.
Why VR stuff is enabled by default I have no idea.
It won't really speed up your packaging though, I can't imagine copying a few plugin binaries around takes much time.
Hello. Map, instance blueprints and some blueprints that are from perforce are not saving in packaged game. Also it shows package failed while packing from perforce
Guys anyone know why andriod show missing obb error sometimes and sometimes it works
@open rapids This is an infinite loop in your code
Anyone got an idea how to fix this?
UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'E:\ProjectBravo\Content\A4d'
There's no folder named A4d
Nvm, I fixed it by creating a folder named A4d lol
I need to keep my project files as small as possible so the best way to do this would be to start with a blank project file, but I'd also like a 3rd person player character - would it be better to recreate the third person BP in the blank project or better to just start with a third person template?
There is no need to use a blank project
Just configure packaging correctly so that only used assets are packaged
How to reduce the size of your packaged game.
Skip the first advice which is pointless, and read the rest
thank you!
?
seems to be a convenience method
if it does what you want, use it
well they are setting everything manually
hey guys, not sure if this has been discussed but after ticking "compress cooked packages" in project settings I am getting an out of memory error, monitoring my stats the overhead is like 35% on memory and I have like 300 gigs available on the HDD
if it helps, it packages correctly when I don't tick that option
Hey all, I'm encountering an issue with launching/packaging game to Windows (UE4 4.25.4):
Assertion failed: IsInRenderingThread() || IsInGameThread || IsAsyncLoading() || GIsSavingPackage
[File:Runtime\Engine\Private\Materials/MaterialInstanceSupport.h] [Line: 39]
A shortened version of the logs: https://pastebin.com/PK9gepky
but if it's still tl;dr, there's some mention about Static Meshes/Material Instances, but this doesn't narrow it down much considering almost all materials I use are instances:
Error: [Callstack] 0x00007ff68e04febb PuzzleGame2021.exe!FDebug::AssertFailed() []
Error: [Callstack] 0x00007ff68e052110 PuzzleGame2021.exe!FDebug::CheckVerifyFailedImpl() []
Error: [Callstack] 0x00007ff6912bfc80 PuzzleGame2021.exe!FMICReentranceGuard::FMICReentranceGuard() []
Error: [Callstack] 0x00007ff6912e2387 PuzzleGame2021.exe!UMaterialInstance::GetMaterial() []
Error: [Callstack] 0x00007ff6915a9e0b PuzzleGame2021.exe!FPrimitiveSceneProxy::FPrimitiveSceneProxy() []
Error: [Callstack] 0x00007ff6917da18b PuzzleGame2021.exe!FStaticMeshSceneProxy::FStaticMeshSceneProxy() []
Error: [Callstack] 0x00007ff6917edeb5 PuzzleGame2021.exe!UStaticMeshComponent::CreateSceneProxy() []
Error: [Callstack] 0x00007ff68f570219 PuzzleGame2021.exe!FScene::AddPrimitive() []```
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Haven't seen the error at all while testing in the editor, but just as I planned to start packaging it
There's issues mentioning MaterialInstanceSupport.h on the forums, but it's mostly just unresolved stuff, foliage, text render actors, which I don't use. One included swapping the material instance out but I don't know which instance is causing this and it'd be a very bad work around if I had to split one material into 20 cause of this issue
Another post suggested the [File:Runtime\Engine\Private\Materials/MaterialInstanceSupport.h] [Line: 39] is planned to be fixed for 4.26? But I'm not sure if it'd be safe to upgrade
I am able to package my project successfully, but not launch it. I only get the error: Fatal Error! in a window titled: The UE4-GameJam2020 Game has chrashed and will...
I'm not sure what the issue is, or how to google for results because idk where the logs are stored?
Any able to direct me to the right direction?
Update to my issue: Updating to 4.26.0 fixed the problem, so the forum post was true
Those two posts might help?
Changing packaged configuration to development https://answers.unrealengine.com/questions/471990/how-to-make-sure-packaged-game-is-producing-logs.html
Location of logs (Within the Saved folder of the packaged game) https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/104483-shipped-game-logs
Sorry, I haven't done much of project packaging, but I found those two.
Build powerful visual scripts without code.
I'm getting the error
````Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000``` in my packaged project, but not in the editor.
Full log attached, a quick google results in mixed reasons. Anyone able to take a look? ||while I try the many different solutions||
Are you using C++ for your project?
If so, then EXCEPTION_ACCESS_VIOLATION 0x00000000 (null) means you've attempted to get or set a property, or call a method of a pointer to a class instance. Since it's null/doesn't exist, it crashes
No just BP
Okay, then since the callstack is made up of unknown functions it's very hard to tell, it may be an issue with the engine or somewhere in BP
You could try looking for a way to enable function names to make this easier, or worse try setting up logs to see where exactly the crash occurs/removing bits from the project, which will be a pain.
Maybe UE4 has a better solution, but again I haven't done much of packaging, even more so debugging the builds
So I have a function inside my BP that is causing my fatal error. I have a log before, inside and after.
The function has been modified so it's literally, function node -> print -> return node.
the before & inside prints, get logged. but then I get the Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000 error so my after log never get's called.
I know it's this function, cuz if I either skip it or not connect to it, I don't get an error.
Why is the `Return node causing this issue?
@craggy vector You should check what Target is when calling the node on it.
Oops forgot to mark this as resolved, It turned out I had my Input String Level named the same as my output Array Level which messed things up with the packaged project but not the in game viewport or standalone game.
Hey lovely people, can someone please help me with a few questions regarding unreal engine 2.5?
Ask your questions, people will answer if they know
Does anyone know any specific way to import 3d models into unreal engine 2.5?
I guess if you don't have the editor you'd need to reverse engineer the format used
Hm. Our project is already reverse engineered
And we don't have the source code
But I like the sound of your suggestion, how does that work?
Debug the binary step by step when it's loading your file and see what's in each field
Would you like me to invite you to our server?
You can leave anytime if you don't like it
No, thanks, I won't help in that kind of work
Since I am merely a community manager... The developing/programming part isn't my expertise
I don't mean you have to work on it
Just advicing or telling my devs what to do... Unless that'd be too much of a burden for you
Otherwise I can pass it to them too that's fine
Reverse engineering things is not a skill you pick up in a day, you do that when you're already an expert in the subject
I actually have a dev who's really talented in this kind of job
But his main expertise is in web coding
And he's my lead dev, who got the game 70% finished through reverse engineering
And it's truly fascinating
Sounds like he knows more than I do
Well
He might in the coding part
But he has no idea how modeling works
Or importing packages of models into the game
Sadly I can't find anyone who's truly experienced with it either
No shit
Like I said, this is not something you just learn from someone. Spend a few years reversing the engine and you'll be fine. That's what emulator developers do...
I understand, thank you for your tips
UE2 had a handful of developers using it outside Epic so expecting experts on it is quite optimistic
Problem is I am not really a coder or a dev
Yeah I think that's the problem right now
This version of UE was used for Lineage II
And then modified for Exteel
But the game itself is rather very simple
It's basically login>lobby>shop>room>pvp
Just like any fps games
So it's a tiny bit of good news that it's not too complicated and we have recorded packages as manuals
PLease I need urgent help for game jam. I have a vr project that runs great in editor, and runs on quest, but desktop vr the headset just shows black and viewport shows camera is sitting on floor
Appologies for the cross-post, I believe I posted in the wrong channel earlier. Has anyone come across the following in a packaged game? Editor is fine.
The Game has crashed and will close
---------------------------
Assertion failed: UniformExpressionCache.bUpToDate [File:4_26_0/Engine/Source/Runtime/Renderer/Private/ShaderBaseClasses.cpp] [Line: 350]
UniformExpressionCache should be up to date, RenderProxy=MaterialInstanceDynamic_2 Material=Volumetric_Clouds FeatureLevel=3```
This happens whenever after packaging, my game loads into a level where UltraDynamicSky is in the scene (material it references is also from the pack). I've already emailed the author, but was hoping there might be a general fix I can apply.
The material itself seems to be fine, and I can't find squat on google for UniformExpressionCache should be up to date
How does one diagnose an Unknown cook failure...
By posting the full packaging log here
But you can fix it yourself by searching for the word "error" in the full packaging log
I tried searching for error and I don't get anything besides:
[2020.12.11-17.17.56:937][520]UATHelper: Packaging (Windows (64-bit)): LogPhysicsCore: Error: PHYSX: (D:\Build\++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\src\PsFoundation.cpp 180) eINVALID_OPERATION : Foundation destruction failed due to pending module references. Close/release all depending modules first.
which I have gotten before and it still packaged correctly
File is too big for upload
Put it on Pastebin.
@abstract escarp There are a lot of errors in the project that needs fixing. I can say I've never seen that many errors in any project, really
See /Game/ConstructionSite/Meshes/ConstructionSite/SM_ReinforcementBar01.SM_ReinforcementBar01 for the asset that may be the one that breaks packaging
But seriously, give yourself a week and fix any error you can see in here
There’s a lot of assets that project uses - some things are unused so we can definitely optimize memory of the package size.
@mellow bane I don’t see any errors though, do you mean warnings?
Because yea, there’s a considerable amount of warnings
[2020.12.11-17.07.00:752][656]UATHelper: Packaging (Windows (64-bit)): LogPhysicsCore: Warning: PHYSX: (D:\Build++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\convex\QuickHullConvexHullLib.cpp 937) eINTERNAL_ERROR : QuickHullConvexHullLib::findSimplex: Simplex input points appers to be coplanar.
There are hundreds of errors
[2020.12.11-17.07.16:478][109]UATHelper: Packaging (Windows (64-bit)): LogMaterial: Display: Function MatLayerBlend_Standard: (Node MakeMaterialAttributes) Error on property BaseColor
[2020.12.11-17.07.16:478][109]UATHelper: Packaging (Windows (64-bit)): LogMaterial: Display: Function MatLayerBlend_Stain: (Node MakeMaterialAttributes) Error on property BaseColor
[2020.12.11-17.07.16:478][109]UATHelper: Packaging (Windows (64-bit)): LogMaterial: Display: Function MatLayerBlend_Standard: (Node MakeMaterialAttributes) Error on property Metallic
[2020.12.11-17.07.16:478][109]UATHelper: Packaging (Windows (64-bit)): LogMaterial: Display: Function MatLayerBlend_Standard: (Node MakeMaterialAttributes) Error on property Roughness
[2020.12.11-17.07.16:478][109]UATHelper: Packaging (Windows (64-bit)): LogMaterial: Display: Function MatLayerBlend_Stain: (Node MakeMaterialAttributes) Error on property Roughness
The first one is likely the cause of crash
Second type of error will just make the material broken in game
Hey guys I keep getting this error when I package to windowsx64
It says Void Tools.DotNETCommon.JsonWriter...ctor(system.string)
@stone hollow full packaging log
Cmd: MAP LOAD FILE="../../../../../../Users/mtthw/Desktop/AtriumLevel/Content/Maps/theshard.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3 LightingResults: New page: Lighting Build LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true LogSlate: InvalidateAllWidg...
There u go @mellow bane
Looks like you have a problem with .NET on your system
Hello! We ran into this problem tonight (it's the only error) and we really don't know what to make of it:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'FalseNone'! You must pass in fully qualified package names
If anyone can shed some light it would be greatly appreciated
Hey guys! I package two different versions of my AR project. Android and IOS. But for some reason, only the Android version can scan QR codes and Images. The IOS version can sometimes scan QR codes but never images. I'm pretty sure that the processes for image tracking work are the same... So I really don't know why IOS devices can't scan images but can scan QR codes. It just doesn't make sense.
Hi guys, I'm trying to package my archviz project. The level has a lot of high res textures and during development I've had warning messages about texture.Streaming.Poolsize being to small and textures appearing blurred. This has been easily fixed with console commands to make the warning disappear and textures to fully load during runtime in editor.
But when I'm packaging my project some of the textures (when switching materials with variant manager) appear blurred without warning.
I've tried adding these lines in the projects DefaultEngine.ini and also in engines BaseScalability.ini file.
r.Streaming.PoolSize=0
r.Streaming.MaxTempMemoryAllowed
Does anyone know what I can do to fix this issue?
Hello
Since 4.26 I can't package my project. What's weir that it works fine on friend's PC. Something related with shader compiler. Any help?
I need to compile it on clean project, so I can't change "r.ShaderDevelopmentMode" but I read even that doesn't help.
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 5227]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Failed to compile global shader FSubsurfaceIndirectDispatchCS . Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.```
when I try to package my file i get this error
@rustic valve Your project likely has C++, or C++ plugins, compile it in VS
i have C++ in it
Then compile in VS like the error says, and retry
what do you mean compile in VS?
Open VS, compile project
but where do you compile the project in VS
If you don't know how to compile how do you even have C++ in the project ?
Build -> Build solution, btw
VS = Visual Studio
https://pastebin.com/7RPT2LQe I get the error Unknown error twice and also LogD3D11RHI: Error: D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:(244): BackBuffer->GetResource() has 2 refs, expected 1
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@marsh fern You haven't been getting answers the first 4 times you asked, probably need to share a lot more detail about this, what you're trying to do, how, why, what happens
packaged my game for the first time in 4.25 but it won't even start:
Failed to load '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll' (GetLastError=126)
File '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll' does not exist
Failed to load '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll' (GetLastError=126)
File '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll' does not exist
Failed to load '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll' (GetLastError=126)
File '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll' does not exist
Failed to load '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll' (GetLastError=126)
File '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll' does not exist
Failed to load '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll' (GetLastError=126)
File '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll' does not exist
Failed to load '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll' (GetLastError=126)
File '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll' does not exist
Warning: Failed to load module '../../../Engine/Binaries/ThirdParty/PhysX3/Win64/VS2019/APEX_Clothing_x64.dll'
Warning: Exists: false
Warning: FileSize: -1
Warning: Able to read: false
Warning: Library does not exist.
Engine exit requested (reason: EngineExit() was called)
shipping configuration
the weird thing is it's the packaged game that's looking for them
I have similar errors for APEXFramework_x64.dll and APEX_Legacy_x64.dll
Check for the dlls in the packaged engine binary folder
@mellow bane which folder is that? I'm on a source built engine btw
Packaged game -> engine -> binary, I guess
Sounds like you have APEX disabled or otherwise broken
I did do some modifications to physx but haven't touched APEX
do you know where it's specified how to copy APEX libs/dlls during packaging?
thanks checking
yup it was something I forgot to change there - thanks
any reason why it wouldn't throw an error or a warning during packaging?
If you're modifying the engine, you shouldn't expect nice warnings about what you're doing
maybe a developer setting to make the packaging process double check what it needs, who knows
Not really possible
Kowing whether a DLL is used at runtime can only be confirmed by running said runtime
well I've found the problem, they've hardcoded VS2015 in an nvcloth .cpp file
So i am pretty much done with my game, but i wanted to change the name of the project so i did in the file explorer and since my game was done, i packaged it but after i changed the name it won't compile even if i change it back https://pastebin.com/UaeGGzBf
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Remove Intermediate and retry
But does intermediate have content that i need?
/ do i lose any important stuff i do so?
Thank you so much! You saved me.
Nope
UATHelper: Package Plugin Task (Windows): ERROR: Missing precompiled manifest for 'EditorStyle'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in EditorStyle.build.cs to override.
Anyone know a fix? Obviously I can't go into that file and add that
@shadow swift You're depending on an engine module for your game
Check you Build.cs file
@mellow bane Thanks, found out which module, it packaged! :)
just upgraded to 4.26 and i am getting these errors while packing for android...
any ideas what could be the issue?
Do I have to repackage the client even if I made a code change that's only within an HasAuthority() scope?
@jolly nymph Yes, when you package a unique ID is created for the application. If you do not repackage the client, the two IDs will mismatch, and it will not let the clients join to the server.
I'm gonna drop this here as well, hoping someone can answer:
Debug it in VS
You mean use VS to build the shipping version and run through VS? Because the editor version works perfectly fine
Or just open the packaged executable in VS and debug it, but yes
Tried hooking to the built version in VS but it closes so fast almost impossible. When hooked to it gives just an Access Violation 0xc0000005 nothing else
I fired up rider, and this one gives me some debugging options, now I see what died exactly and try to fix it. Thank you!
Hello!
I packaged my game and I got this error
Does anyone know where could it come from?
can someone help me with this error? i dont know what it means
"PackagingResults: Error: [Compiler BP_SceneRoot] In use pin Scene Root no longer exists on node Set . Please refresh node or break links to remove pin. from Source: /Game/Blueprints/FBXImporter/BP_SceneRoot.BP_SceneRoot"
@hybrid dove look at the SceneRoot Blueprint. It might have some compilation errors. Just open the BP and you should notice some red stuff immediately.
yes it was broken, but i didn't edit it so i had no idea why or how
in the end i deleted it and it worked
I'm looking for some help or suggestions with this error.
Your application is built to load COOKED content. No COOKED content was found; This usually means you did not cook content for this build. It also may indicate missing cooked data for a shader platform (e.g. OpenGL under Windows): Make sure your platform's packaging settings include this Targeted RHI.
Alternatively build and run the UNCOOKED version instead.```
I'm working on a project which was upgraded from 4.11 to 4.22. We were encountering issues during our build/packaging steps that indicated a problem with some Blueprints and also OpenGL. Our project does not (or should not) use OpenGL at all.
What's the full packaging log ?
Is there anyone that managed to solve or at least figure out the source of the kind of error that makes the game crash right when its opened after using Nativization ? "Cycle Node /Game/Blueprints/Objects/ParentUnit 1 Export_StartIO /Game/Blueprints/Objects/ParentUnit/ParentUnit_C/"
I don't think I can copy the whole thing here (w/o checking on permissions) to print here but I am getting these errors that seem relevant
LogModuleManager: Warning: ModuleManager: Unable to load module '<Path>/Unreal4/Engine/Binaries/Win64/ShaderCompileWorker-ShaderFormatOpenGL.dll' because the file couldn't be loaded by the OS.```
Need the full packaging log
error MSB4019: The imported project "C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Roslyn\Microsoft.CSharp.Core.targets" was not found.
Sounds like a problem with .NET on your system
Is that a launcher engine ?
amazing!
i compiled ue4.24.3 source
i have visual studio 2019 and 2017
What should I do?
Did you update VS recently ?
no
Weird
Check that you do have .NET installed I guess, maybe update VS, rebuild the engine
😦
This clearly isn't a project issue
how can rebuild engine? I have done this once. Do I have to download it again?
No, just rebuild in VS
thank you so much
anyone ever seen anything like this before? This is off our built package downloaded from steam. The game launches perfectly fine for me and one other coworker, but a third coworker says they get this when trying to launch it.
Check the cooking log
is that saved somewhere? I built this several days ago
https://issues.unrealengine.com/issue/UE-72888 I'm wondering if it could possibly be related to this bug. This person mentions ray tracing, and this third person for which it's not working has a 2060, while the rest of us have 10X0 cards
Yeah, the cooking log is saved
C:\Users\UserName\AppData\Roaming\Unreal Engine\AutomationTool\Logs\
has it moved? because I found some documentation that says <projectdirectory>\Saved\Stats but it's not there.
No, never was there
That's not the cooking log.
This cook file
around 95kb
it's fairly large is there something in particular I'm looking for in here?
https://pastebin.com/JzkZtxNP thanks, appreciate that
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
There is one error that makes no sense to me LogUObjectGlobals: Warning: Failed to load '/Game/StylizedSky/Documentation_BP': Can't find file. LogUObjectGlobals: Warning: Failed to load '/Game/StylizedSky/Documentation_BP': Can't find file. This is something I got off the marketplace, but it's not being used on this project or basically any of my project, but for some reason, every project I open throws this error. It's not even a plugin or anything that I can tell
in the launcher it's an "add to project" and not "add to engine" and I've never added it.
Check if the folder exists in Content/
Otherwise, Map_KavaCreek_BuiltData seems broken, not sure if that's related
oh? in what way?
and no, that stylized sky folder doesn't exist on this project.
I see the error now, it's pretty vague
It's also possible one of the objects in the game does refer to it - because it was migrated from a project, I don't know
Not your issue, anyway
okay I'll have to keep digging, I've noticed that on so many projects.
I don't migrate much though. but thanks on that
Could all these missing files be a result of someone not fixing up redirectors?
hi, when packaging for android with unrealfrontend, it publishes these files and Android_ASTC.obb in the parent directory, is there some way to pack an APK, and possibly generate the bat files to install/uninstall it on the test device, similar to when its launched via editor
@mellow bane it was related to that bug I posted. My coworker had a setting in C:\Users\WindowsUser\AppData\Local\Unreal Engine\Engine\Config
flagged which apparently affects any unreal game ever on your machine. Your projects, packaged builds from steam, everything. what a setting.
Packaged shipping builds (from Steam or elsewhere) are definitely not affected by that
Is it a Shipping build ?
it is
Enabling the "Force all skinned meshes to recompute tangents" sets the value at a Windows user level so that it affects all UE4 projects opened by that user, including unrelated packaged projects.
at some point in the past, he must have enabled that.
This could potentially prevent anyone (not just a UE4 developer) who happens to have that .ini file with the setting enabled from being able to run any packaged UE4 project (including games purchased from Steam) that do not include the shaders required by the setting.```
and it mentions steam
Well, that's a bug as far as i'm concerned
Packaged shipping games should never read outside Appdata/Local/GameName
it's been around since 4.17
TIL
something to bookmark in case you see someone complaining of something similar
at AutomationToolLauncher.Launcher.Main(String[] Arguments) in G:\UnrealEngine-4.24\Engine\Source\Programs\AutomationToolLauncher\Launcher.cs:line 29
I want to override a setting in the DefaultEngine.ini for WindowsServer builds; I created a /Config/WindowsServer/WindowsServerEngine.ini in my project - but the change is not being carried through to the built game (it's a "test" / debug build, not shipping..) - I can see that the builder is reading the WindowsServerEngine.ini (via procmon.exe) but the change isn't happening - is there something I'm missing?
Hello all, don't know where to post this question, can someone tell me why I am having this issue?
You're trying to generate a patch but without using versioned releases
You probably don't want this to be a patch (this system is only useful on some consoles)
I've never used this feature before
what do I have to unticked?
what I want to do is just to simply build a version not a patch
i want to use a custom profile to have more advance options when cooking the game like discard things
Maybe I ticked something on Release/DLC/Patching Settings. section but I can't open the project right now
"icnremental" is what you don't want
Untick the box
Should be in the "package" subsection in the profile
"icnremental packaging"
Remove the "version based on"
thank you I will try later
Ok I found the option that it's giving trouble:
I thought that was to cook only new stuff
I was trying to speed up the cooking process
The engine does that for you automatically
The second cook of the same unchanged assets will be very fast
ok
sometimes ii have the feeling it cooks the shaders again and again
but thanks!
If it does, you changed materials, or updated the engine, or changed the supported rendering platforms
Or removed temporary folders used for that, etc
ok good to know
makes total sense
so if I close the editor and open it again after a first cook and launch on a platform
it should not cook new things only updated things
right?
Yes
Thanks for your help
Hi, could anyone tell me how could i find what is the problem, i get this same error everytime i open the editor or try to package, i thing its blueprint related problem, but i was trying to fix it all day with no luck 😦
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names
hi. which ue4 version is better for android. (support openGL ES 2/3/3.1 and easy packaging :l )
Followup, i managed to fix this error. Somehow when i created variables from event input they got corrupted and the event got corrupted, 0 errors nothing, sneaky Unreal, and worked fine. but once i deleted them and replaced with new ones iv got everything fixed had to recompile event. After all day breaking down my project from scratch at almost 4AM i can finally go to sleep 👍
Hello! What is the build configuration that gives the most performance and still allows to record profiles using "stat startfile" and "stat stopfile" console commands?
we are using a custom engine
Is it possible to build the frontend for a custom engine version?
Dunno, never used the frontend
Hello
Someone can help me with this error?
The only supported platform is Windows.
I am building my project using commandline and UAT
where do I give list of the maps I want to be cooked ? commandline ini , .. where is that ?
I tried -Map=TestMap0+Startup+LobbyMap+MainMenu
as command line but it did not work
Needs to be in project settings.
AFAIK the command line override doesn't work
Happy to be proved wrong
Where could I find currentish tutorials on cleaning up extra unused assets and packaging.
Cleaning up extra assets = just set the list of maps to package
I can package the game no problem but I can't seem to build the DLC
I didn't see dmp file anywhere to run through either
I need some advice. Packaged build was crashing after a huge commit. I reverted the commit and spent a ton of time doing each change one by one, packaging after each change. I got to a certain point where it was working so I made a fresh commit to save my place. I began working again and was able to reproduce the crash. Thinking that I found the problematic file, I deleted that BP that caused the issue and re-packaged. It still crashes. I revert back to my working commit and it's still crashing. I'm really at a loss here and have spent multiple days on this.
HI,
I've tried to package my project and I'm getting the fallowing Error c++ LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
Could anyone tell me what could be causing this issue?
Hi, I have to build ue4 from source to cross compil from Windows to Linux with clang toolchain v17 ?
I think support for cross compiling was removed
Cross-Compiling for Linux (Legacy)
For engine versions older than 4.14, this page shows users how to set up cross-compilation for the Linux Platform.
From documentation
Only supported 4.14 before

Cross-Compiling for Linux (Legacy)
For engine versions older than 4.14, this page shows users how to set up cross-compilation for the Linux Platform.
Unreal Engine 4.14
Advanced
This reference is an archive for users who need to set up their cross-compilation toolchains in Unreal Engine 4 (UE4) versions that were released prior to 4.14
I use the latest version, 4.26
So don't need the legacy version
I think I will try from source
@obtuse hollow There is no need to build from source
It's also perfectly supported on 4.26 and pretty much every UE4 version since 4.07 or something
Doc is here : https://docs.unrealengine.com/en-US/SharingAndReleasing/Linux/GettingStarted/index.html
Download the Linux cross-compile toolchain.
@grizzled swift Please don't answer if you're not sure !
Yes, I have the v17 toolchain
It was on the documentation, so pretty sure
And re generate vs project
But get Linux platform is not supported from this engine distribution
@obtuse hollow There is no need to generate anything, just install the Linux platform in your launcher options for that engine, get the toolchain, and package from the menu
The doc page is intended for source engine users so it skips the platform support part
Oh I see, into the Epic launcher, I have to download the Linux editor
Thanks @mellow bane :)
Not nearly the full editor really, it's just the prebuilt shipping binaries IIRC
I cannot seem to even cook a content plugin where the only file is an empty actor without it throwing an error on 4.26
How does mobile games deliver content with just downloading only updates on google play ( eg: game size initial download 1gb and then auto updates 200mb etc )
i meant delivering updates in smaller sizes @mellow bane
when i release an update the whole game has to download all over again
i upload the apk and obb seperately everytime for the update
Well, that shouldn't happen
I'm trying to package a simple plugin w a c++ actor comp and my package is failing with UATHelper: Package Plugin Task (Windows): ERROR: Visual Studio 2017 must be installed in order to build this target. UATHelper: Package Plugin Task (Windows): Took 0.5119167s to run UnrealBuildTool.exe, ExitCode=6
i have no problem building in VS 2019
fresh windows install
game tools installed o course
engine version 4.26 epic launcher provided
Can anyone advise do i rly need to install vs 2017?
or maybe something like this is enough?
After I switch my game from 4.25.4 to 4.26.0, when i Build the game, the game doesn't start or show any error, do you guys experience the same issue??
Even i tested by building a blank project
Hello! We're looking for someone to scope out and build a custom launcher for our simulations built on UE4 ﹣ what sort of talent should we seek? Does anyone here have experience with doing that?
Look into Itch's Butler tool for the updating system, and build a Qt or web-based frontend on top of it
Probably a few months of work for a C++ developer
okay, Don't turn on ChaosCaching plugin on UE 4.26.0, it cause built .exe game to crash
Hi!
Is it possible to exclude certain assets from server builds?
it does apparently, is there anything i need to do to set up
@wary wasp I don't recall any option to specify single/list of assets, you can include maps or exclude folders during packaging, in Packaging section of project settings look for Directories to never cook or List of Maps to include in a packaged build
Hello, I would like to release my own Engine with BuildGraph.
How can build only Development mode for Editor (avoid Debug mode)?
You can't release editor stuff
Why ?
Because the license explicitly forbids it
Ah, it's only for ci, not release for the public
Ah, alright
This example actually compiles Development alone for the editor target
Ah perfect, exactly what I need
I can't see where I can specify the mode
RunUAT.bat BuildGraph -Script=Engine/Build/Graph/Examples/BuildEditorAndTools.xml -Target="Compile UE4Editor Win64"
Maybe -set:EditorTarget=UE4Editor development ?
I see https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Build/Graph/Examples/BuildEditorAndTools.xml#L74, it answers to my question ^^
Does anyone know how to fix this issue? I go to where the error occurs but the Blueprint is able to compile successfully so I am lost. Thanks in advance
Arg, @mellow bane, we can not use https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Build/Graph/Examples/BuildEditorAndTools.xml on Linux
Are you trying to compile Linux editor releases ?
Yes. I change all Win64 with Linux and get Error : Source file UnrealEngine\Engine\Binaries\Linux\We Controller.exe is not under UnrealEngine while executing task <Copy File=
I think it comes from Windows path https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Build/Graph/Examples/BuildEditorAndTools.xml#L67
UBT is the build tool and UAT the shell running that stuff so no
Both should work fine on Linux though
Yes, but https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Build/Graph/Examples/BuildEditorAndTools.xml doesn't build them
I'm guessing you need both to run the build graph
If you don't, just mirror the UnrealHeaderTool setup for UBT/UAT
Nvm ,BuildGraph build it, but not export them into the output dir
im having this issue where a destructible is not showing up in standalone or packaged until it is "hit" then it appears and works as intended. also works in PIE. any ideas?
it seems like this happens iwth all destrutible meshes even new ones i create
Hi, in Unreal 4.24.3, when I package, for a long time, it only writes the packaging and does some things, and then nothing happens, and it still write the packaging after a few hours.
has anyone seen this error before or have any idea how to fix it?
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names
its packaged.But it took a long time, maybe 2 or 3 hours 😦
@tidal hazel it has to do with how you address the object in c++, if I am not mistaken, you need to specify full path to the object, probably missing some part in 'ClassName Outermost[.Outer].Name', as specified here https://docs.unrealengine.com/en-US/API/Runtime/CoreUObject/UObject/UObjectBaseUtility/GetFullName/index.html
Overload list
hi guys 👋
Merry Christmas🎄
I wanted to package my final version of a Christmas test game and unfortunately I get this error ... How can I fix this?
You can probably fix that by editing one of your config files, finding the variable it complains about it, and deleting it. It's probably defaultengine.ini. I'm not sure why that's causing a full error though,I thought that usually just caused warnings
@vital narwhal
Thx it worked 💪 you saved my day 😀
Merry Christmas 🎄
Hello I want to create an Android game I installed the Android Studio 3.5.3 according to the documents, but SetupAndroid.bat file is not working, it opens for a second and then nothing happens, can anyone help?
you can open powershell/command windows in that directory and then run setupandroid.bat, the window should remain open and display an error, possubly firewall issuie
hi. in ue4.24.3 source my packaging It takes a long time. maybe 3 or 4 hours for a blank project 😦
hey guys my game does not package for html55
it gives me a lot of errors
lemme screen shot the errors
done
ping me or dm me if you have a solution please thank you
HTML5 is pretty much dead at this point, you should stay on the engine version that last supported it for real (before the move to a plugin)
Hi folks, I have programmed a free game, without adds, etc. I want to publish the game for android and Windows, but only on my website (Wordpress) and not on a big store ... How do I do it best?
THX but i want to uplade it to my own webside 🙂 Do you have any idea how I can do that? If I just upload the folder, the game is just a folder in your downloads ... Maybe that can be solved with a launcher? Never used one befor.
That's how the game is on regular stores
If you truly want to pay for the hosting yourself, you have to ask yourself whether you need updates first
If you don't, you can do like in the 2000's and use Innosetup or something
If you do, you can build your own launcher using Itch's Butler software that processes updates to games, have players download that launcher instead, and have that custom launcher fetch updates on your servers
Does anyone have info / link how to package plugin so I can distribute it without source and how it can be included in the packaged games. I am quite new to c++ I managed to put the plugin together. Now I am struggling how to share and included it in blueprint only packages with minimum effort.
Nvm. i just when throught the #plugin-dev and it seems to be quite common issue. I think i can figure it out.
My built game crashes with this error when i load a level ingame, any ideas?
How do I change the build of my game from WindowsNoEditor to something else? Google was of no help at all in this regard.
logs
Hello, I get these when building my project
I build my own engine from sources
I can build a dedicated server, but not a Game
(I'm on Linux host)
someone already has this issue after packaged a game ?
can't found anybody who alread encounter it 😒
Oh, finally just found one.
but doesn't look related unfortunally.
Ok so i finally found my issue : use a full rebuild after upgrading ue4 version.
can i get some help made a fresh new project added a C++ class and when i go to package it it gives me an error if you can help plz tag me or DM
@final brook do you try to regenerate project file and build first with your ide ?
Im new to packaging and all of this so idk how to do any of that
yes
okay
so just delete your intermediate folder
then
Generate project studio file
then start the .sln file, and build the project.
in VS i build the tab with project name not UE4
is this an ask ?
its building and its done
now just launch the project ??
THX on saving me, spent 2h looking for a solution and was just about to give up its woring now
how do i package for UWP i don't see an option but in other game engines i have that option
Hey !
I've recently build a windows client and a linux server for my game.
But as you can see there are 2 huge files.
So I was wondering if that files are necessary. If not how can I get rid of them in the building process ? (building the server and the client took me 1 hour 30 minutes).
My game is nearly the same as the TopDown template from UE
Thanks !
(I use the source built unreal engine 4.26)
@vital hemlock Not necessary, there's a "debug files" option in packaging settings for them
Thanks a lot !
is there a way to package only maps that are under a certain folder, or maybe have some actor tag set on them?
Afternoon people 🙂 Having some issues packaging my project and I can't for the life of me figure out why.... I'm attaching a text document with the log, if someone could point me in the right direction I would be massively grateful for it! I think it's a memory issue, I'm running 16gb DDR4 at 3200mhz, ryzen 7 2700x and an RTX 2080ti
Hi guys, I'm packaging an android game but it always refuses to be installed on these devices no matter which package extension i use (ETC/DXT/ASTC)
Huwawi y6p android v10
Samsung galaxy J7 android v6
However, it installs normally on Samsung galaxy note 9 and 10+
I'm setting the "Package all files in apk" to true and dragging the apk directly to the devices.
What should I do?
Does anyone know of a programmatic way to specify folders/files to include when packaging, from C++?
There are some files we use that are specified in XML, but I don't want to just include the whole folder.
Is there a way to control what content goes into what .pak files.
does any one know a fix for this?
i keep getting this error even if i make a new project ( solution found online)
been trying to fix this for the past week still no solution
this is a blank blueprint project configured to build on android
so i have no maps or nothing that should have duplicates
What Engine version?
double click on the APK or launch the apk on the playstore, then Click on install
Check the youtube channel or the documentation
What Do you mean?Do you mean to Include Folders? Do You mean to Include Files? or do you mean your trying to include a file inside a folder?
You need more RAM.First get a usb which has at least 16GB Space.(If it has content, back it up if it's important and format it.)Then Plug it in.Now,Right Click on your USB Drive and select properties then click on the ready boost tab.after the click on use this device.after that package your game ,when finished, then you can go to the ready boost window again and click on do not use this device.then you format that usb drive and put the data back if you like(if you had some content before).then eject your USB Drive
4.26 tried on 4.25 same issue
Attach the log please
Press compile
@quasi stone there is no compile this is a blueprint only project
literally a blank project with just a gamemode change
@hard kettle This is an error that comes up when renaming projects, AFAIK
Remove the Intermediate folder and retry
i just made the project... removed the intermediate folder same issue
Thanks for the reply! I would like to specify individual assets to include in Packaging. Because the assets are only mentioned in XML, they're not automatically included in packaging. So I want to be able to parse the XML in C++, and tell Unreal "Hey please include these assets when packaging"
@dusky fossil Should be able to achieve that by having an actor constructor fetch the desired assets in C++
Only when not in shipping, so that the game doesn't do it
(And maybe when not in PIE, etc)
solved the issue making the project in unreal engine 4.25, the issue is still there in 4.26
When packaging a project or when running as Standalone, Data Tables don't seem to exist unless I specifically do Load Asset Blocking somewhere (I do it in the GameInstance). Surely there's a better practice for ensuring that data tables are available at runtime, right?
create a xml.h file then type "#include<filename.xml>", (replace filename with the file's name).then go to your cpp file and type "#include<xml.h>".or , you can try to go to settings and include the xml files there.if not then there could be something wrong with the 3D models/Maps.Check the UV's
tell epic games the issue and they will fix it.unreal engine 4.26 is currently very glitchy.so wait.
Anyone knows how I can package a game in unlit mode?
I added this line to the DefaultEngine.ini but every time I package the game the line is being removed
after pakaging for linux and when i run the sh file i get this error
but if its a standilone build then why would it bee looking for my project files
@quasi oasis This is debug stuff that's not available in shipping
Try "viewmode unlit" in console command instead, though that may also not be available
When i open up the exe that was made when packaging it does not load steam with it but if i go into my binaries folder and open up the exe there is does open steam with it. Not sure why my packaged exe will not load steam
Is it a shipping build
yes
Both shipping and dev open without steam but in binary only dev opens with steam and shipping doesnt open at all
I had to add a steam_appid.txt file. it works now
Hey guys! I have a question... How would you go about Packaging different versions of a game (say a Demo and a Full Release)? Seems like I have to edit the packaging settings/.ini files everytime I want to change between versions. 😟
Most (all?) options for packaging can be passed on the command-line to UAT. If you have a CI system setup, you just have different configurations that run with different options. If you don't use CI, you could make a few different batch files to call into UAT for different purposes.
@stone light This is working as intended FWIW. Shipping only works with Steam when started from Steam
Or, as you saw, when adding appid file
Thank you
Hi everyone, sorry if I'm in the wrong channel but I've been trying to package a test APK for Android and whatever I try, the packaging keeps failing, can someone help please?
Here is the log 🙂
So I have packaged my software, no errors or problems in the process.. however the packaged exe will not execute. No crash, nothing. Bootstrapped game and the software process will be created in the task manager but close soon after
any ideas?
Ok I give. Ideas folks?
so I have tracked everything down to this crash which now happens when trying to package everything or trying to run in standalone mode:
`Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000054
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
libvorbisfile_64
libvorbisfile_64
libvorbisfile_64
libvorbisfile_64
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_AudioMixer
UE4Editor_AudioMixer
UE4Editor_AudioMixer
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll`
I can not find anything regarding that online. The logs dont seem to be really helpful aswell
I tried to disable all audio plugins but that did not help
I have a plugin in my project/Plugins folder that won't let me package the project. How can I not delete it from the project and tell unreal to exclude this directory or something?
@acoustic steeple Not the correct channel, please remove this
Not the correct server at all, unless this is UE4
it is
Hi!
About a week ago I was packaging my project (Blueprint only) fine.
Now when I try to package, it says:
LogMainFrame: Project requires temp target (FacialAnimation plugin is disabled)
LogLauncherProfile: Unable to use promoted target - ../../../../../../Users/conta/OneDrive/Documents/Unreal Projects/LD_Test_2020/Binaries/Win64/UE4Game-Win64-Shipping.target does not exist.
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject="C:/Users/conta/OneDrive/Documents/Unreal Projects/LD_Test_2020/LD_Test_2020.uproject" BuildCookRun -nocompileeditor -installed -nop4 -project="C:/Users/conta/OneDrive/Documents/Unreal Projects/LD_Test_2020/LD_Test_2020.uproject" -cook -stage -archive -archivedirectory="C:/User
s/conta/OneDrive/Documents/Unreal Projects/LD_Test_2020/PACKAGES" -package -ue4exe="C:\Program Files\Epic Games\UE_4.26\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -ddc=InstalledDerivedDataBackendGraph -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -clientconfig=Shipping -utf8output
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for C:\Users\conta\OneDrive\Documents\Unreal Projects\LD_Test_2020\LD_Test_2020.uproject
UATHelper: Packaging (Windows (64-bit)): LD_Test_2020.uproject requires a temporary target.cs to be generated (FacialAnimation plugin is disabled)
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********```
emoteini="C:\Users\conta\OneDrive\Documents\Unreal Projects\LD_Test_2020" -skipdeploy -Manifest="C:\Users\conta\OneDrive\Documents\Unreal Projects\LD_Test_2020\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\conta\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\UBT-LD_Test_2020-Win64-Shipping.txt"
UATHelper: Packaging (Windows (64-bit)): WARNING: No Visual C++ installation was found. Please download and install Visual Studio 2017 with C++ components.
PackagingResults: Warning: No Visual C++ installation was found. Please download and install Visual Studio 2017 with C++ components.
UATHelper: Packaging (Windows (64-bit)): ERROR: Visual Studio 2019 must be installed in order to build this target.
PackagingResults: Error: Visual Studio 2019 must be installed in order to build this target.
UATHelper: Packaging (Windows (64-bit)): Took 0.6544241s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\conta\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\UBT-LD_Test_2020-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error```
Any idea why?
What is this? new error.
Exactly what it says, that map isn't in your pak (assuming this is a packaged game)
I think I figured it out
Had blank array path in "directories to never cook"
I have a plugin in my project/Plugins folder that won't let me package the project. How can I not delete it from the project and tell unreal to exclude this directory or something?
maybe this?
I got 2 projects with almost the same core modules. One project builds fine but the other is having this stack error. can anyone help me out? https://pastebin.pl/view/89e31df1
Pastebin.pl is a website where you can store code/text online for a set period of time and share to anybody on earth
Why is this specific texture showing like this in the packaged build?
looks fine in the editor
Hello everyone,
I'm trying to build and run my game all from the command prompt in a 64 bit Windows 10 machine. I'm using the latest version of the engine (4.26.0). My project name is "fpsperson.uproject".
The command I used to a generate a standalone Debug build:
Engine\Build\BatchFiles\Build.bat fpsperson Win64 DebugGame "path\to\fpsperson.uproject" -rocket
It generates a .exe file without any errors but when I try to execute it, I get the following error: "Game files required to initialize the global shader library are missing from: fpsperson/Content/
Please make sure the game is installed correctly."
I tried to cook my shaders. Even that didn't help.
Am I missing something in the command line build process?
Yes, cooking
Or use DebugGameEditor instead
Which doesn't require cooking and packaging
Alright. I'll try that. Thanks
I used this command,
Engine\Build\BatchFiles\Build.bat fpspersonEditor Win64 DebugGame "path\to\fpsperson.uproject" -rocket
It builds fine but there is no .exe file generated. How do I run my game from the command prompt?
It generates a .dll file instead.
Yes, that's normal
Either you want an editor build (needs the full editor, game is a DLL, content is uncooked)
Or you want a packaged build, and that command is going to be 10 lines long instead of one
Basically building, then cooking and packaging
You can do File -> Package in the editor and copy the resulting UAT command line
If you just want to run the game in Debug for debugging purposes, just pick DebugGameEditor in VS, add -game to command parameters, hit F5
Yes, that make sense. I'm only try to get my build setup working in Qt Creator. You may want to ask me why Qt Creator? It's a licensing issue.
Between VS Community, VS Code and Rider it's definitely a weird pick
Yes, I know.
Anyway if the only problem is just compiling the game, you just want to compile DebugGameEditor
Same way you're doing now
And then you'd run the editor itself
That's the way 99% of UE4 game development is done - you don't really debug packaged games unless you actively have a packaging issue
Yes, I guess that works for me for now.
I cannot complain that I don't have a seamless workflow experience like in VS.
There is no reason you wouldn't get a seamless workflow
Just tell QtCreator to build the way you do except DebugGameEditor, and tell it to run the editor when debugging
VS doesn't do it any differently
Okay, that's perfect then.
Anyway, I just wanted a clarification with the command itself. When using DebugGameEditor, The command is,
Build.bat projectNameEditor Win64 DebugGame "\path\to\projectName.uproject" -rocket```
We just need to append 'Editor' at the end of the project name and not for the target, right? As in it is still DebugGame and not DebugGameEditor in the actual command.
Build.bat projectNameEditor Win64 DebugGameEditor "\path\to\projectName.uproject" -rocket
Oh
Though DevelopmentGameEditor is what you want 90% of the time
Cool
Since it's what the editor uses when you launch it
Sounds great. Thanks a lot for the help!
hey guys, how's it going? how can I make it really difficult for hackers to break into our game and do stuff to it, after it has been packaged and distributed?
are the default packaging settings safe enough to upload? I mean, are there extra steps to take after WindowsNoEditor?
Define safe
Anyone on PC can run your game through a debugger and do whatever they want
Unless you're using something drastic and extremely expensive like Denuvo
even after it has been packaged?
but they wont get access to BP and uassets right?
Yes they will, except in their cooked form, which doesn't easily allow reuse
they can decompile stuff but, they wont get back the same stuff
But the entire content is available to your users if they really want it
Textures, models, text, etc
The original Blueprint graphs should be safe
Though there's no reason hackers couldn't use the Blueprints as they are
I guess I have to prepare them a welcome screen then
There really is little point in attempting to slow that down
PCs are wide open, anything you release will be hacked if anyone cares to try
I know, that's something you can't avoid
even Cyberpunk though?
or do AAA companies care more?
AAA only care about piracy
And cheating, of course, for competitive games
Both focus on preventing tampering of the game's files
Preventing access is literally not possible
Most games get datamined quickly when people want to
I'm unable to save these checked. Any ideas? I believe this is the reason for my error when I run the packaged game.
coool thanks
My packaging keeps failing and it gives me this message:
FUdpSocketBuilder: Failed to create and initialize socket UdpMessageMulticastSocket (last error: 0)```
Anyone knows what this means and/or how I can fix it?
What's the full log
Just sensored the path name, ik there are a lot of errors
Cooking failed because of assets that have invalid filenames
It's the big red lines
Fix that
I'll give it a try, thx
Hello Guys, I am trying to build DLC for my project but I am getting some errors, can anyone help me in resolving this error.
Has anyone encountered issues with Shipping target builds on dedicated clients not writing to log files? I was able to configure them to output to console, and I'm prepared to just turn that into a pipe if that's the best available option for me, but I feel like this has to be me doing something wrong. I've already set bUseLoggingInShipping = true; in the target .cs file and added the following to my project's DefaultEngine.ini:
LogOnline=Display```
This may be the wrong channel for this, but it was my best guess for which would apply.
suddenly I've started getting an error during packaging a Shipping build:
Message dialog closed, result: Ok, title: Message, text: The game module 'HoruShaders' could not be found. Please ensure that this module exists and that it is compiled.
``` I've had the module HoruShaders for years, no clue why it's not detecting it all of a sudden anymore
.uproject
{
"Name": "HoruShaders",
"Type": "Runtime",
"LoadingPhase": "PostConfigInit",
"AdditionalDependencies": [
"Engine"
]
},
.build.cs
PublicDependencyModuleNames.Add("HoruShaders");
cooked builds and editor work fine
hello I have been dealing with android packaging for a few weeks. I installed it with help from videos on Youtube. But there is a rungradle.bat problem that I cannot solve. Is there anyone who can help with this problem?
Hi! I'm getting these harmless warnings about a file that's supposedly looking for, but I never even added it to this project.
I found the .ini that holds that garbage once, but I forgot where it was
Again, it's not in this project, it's just garbage that the engine got baked somewhere for some reason
Anyone that can give any input on where it is?
Hi! Does anyone have a link to a good tutorial on how to sign a package for Windows?
I have installed marketplace plugins to a source built engine. they work fine in editor but do not package as they are built with 4.25.0 and I am on 4.25.4. These plugins do work in launcher version 4.25.4. How can I get these plugins to package on source build and why do they work on same version from launcher?
depends entirely on what the errors are
Hi everyone. I am trying to reduce the size of my packaged build, and I'm looking at my pak by using UnrealPak <Pak> -List
Right now I'm just trying to make a Windows build and eliminate unnecessary junk. For example I see,
Engine/Content/MobileResources/
in my pak. I want to exclude MobileResources entirely, this is a Windows build. However, I saw there's a way to exclude these in DefaultPakFileRules.ini, but even with the exclusion of
+Files=".../Engine/Content/MobileResources/*"
I'm still seeing this in my Pak
@glossy haven
The warning when I launch project:
"The 'xxx' plugin was designed for build 4.25.0. Attempt to load it anyway?"
And when I package the log warning:
LogPluginManager: Warning: Plugin 'xxx' is not compatible with the current engine version (4.25.0) LogPluginManager: Display: Skipping load of 'xxx'.
During packaging it fails because it cannot find the plugins which it skipped.
Basically what I have done:
- Installed launcher engine 4.25.4
- Downloaded marketplace plugins and installed to launcher engine 4.25.4
- Built source engine 4.25.4 (oculus branch as I need quest 2 compatibility)
- Copied marketplace plugins to source engine
- Built source again (for the plugins)
- Launch project agreeing with warnings/errors
- Enjoyed plugins in editor and preview
- Packaging fails throwing a bunch of warnings and errors
- Question my life choices that lead to this moment and resist the urge to build a cabin in the woods far away from any technology...
If you try to reproduce, step 9 is optional.
where did you copy the plugins to
what dir
also do they actually not get packaged or are you just getting some warnings
copied to engine plugins folder
UnrealEngine\Engine\Plugins\Marketplace
They work in editor, but loading is skipped during project packaging
Somehow the launcher engine 4.25.4 is happy with marketplace plugins installed to it by the launcher even though the plugins are 4.25.0, but when they are used in source engine build they only work in editor/preview and are skipped when packaging projects.
copy them to Engine\Plugins\Runtime\ instead
(remove them from Engine\Plugins\Marketplace\)
I'm married as well
lol
Building UE4 in VS now, see how it goes but going by your confidence I am sure this will work
Oh man it wants to rebuild the whole thing by the looks of it.
I might go see if I can allow VS to use more resources.
still can't seem to get to the bottom of this:
suddenly I've started getting an error when packaging a Shipping build:
LogModuleManager: Warning: ModuleManager: Unable to load module 'HoruShaders' - 0 instances of that module name found.
Message dialog closed, result: Ok, title: Message, text: The game module 'HoruShaders' could not be found. Please ensure that this module exists and that it is compiled.
I've had the module HoruShaders for years, no clue why it's not detecting it all of a sudden anymore
.uproject:
{
"Name": "HoruShaders",
"Type": "Runtime",
"LoadingPhase": "PostConfigInit",
"AdditionalDependencies": [ "Engine" ]
},
.build.cs:
PublicDependencyModuleNames.Add("HoruShaders");
cooked builds and editor work fine
Hello guys any ideas as to why in Package build my Text 3D is always spawning at 0,0,0 ? I think it's 100% reproductible
Didn't work, same issue...
even tried rebuilding all of ue4 again.
It’s a component
hello everybody... I am quite new here so i am hoping i am writing to the right place. I have some optimization problem with my project. I am all done but my level only run at 25 fps max... i tried to use the profiler to sort out the problem. It said that the most performance goes to world tick .. i tried to google search how could i optimise that but couldn't find any result. Just for testing purposes i unconnected all the tick in my character BP and also in the map BP but didnt made any changes. Does anybody here faced the same issue before? Or know how or where could i optimise the world tick? Thank You in advance.
Run the CPU profiler - stat startfile, stat stopfile, profiler tool in session frontend window
I have a question say I have 1 persistent map and say 5 levels , when packing do we need to list all the maps or just the persistent map?
Hey thaks for your answer.. i admit i am quite new to this .. my main profile is modelling not programming.. frankly i taught that the thing on my screenshot is the profiler itself...
No it's not
so if i am getting it right i should start with entering the stat startfile ... run the game after i enter stat stopfile and than go to profiler tool??
You'd run both commands with about a second or two inbetween while the game runs
And open the resulting file in session frontend window
Window, developer, session frontend, profiler tab, click load, get the file from saved/profiling or something
Select the time frame you want and look in the game thread line at the bottom for high times
Thank You for the explanation.. i got it open in the session front-end i got the graph and there are a lot of these TaskGraphThreadHP and BP s that have a huge duration times.. now i try to google it where and how can i optimise these.. but so far i didn't find any useful info about it.
I am having an issue where certain static meshes added from the Unreal Marketplace to my level will crash the game in the build versions only. I use shipping configuration and this occurs on both Windows and Mac versions. I have tried merging the meshes to no avail and the only thing that works is to remove them. Anyone familiar with this issue? What can I do to debug?
Im getting this error when packaging with nativization on a few blueprints. Any saint can help me finding out how to solve this?
Here is the log I mentioned in #cpp I am trying to build dedi servers for linux; but I exited automation tool; with exit code 6
Anything in D:\Src Build Of UE4\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\UBT-WraithEditor-Win64-Development.txt ?
I have never hear of that, any ideas?
I’m on 4.26 I keep running into an issue where it says can’t find target ‘UE4Game’ while packaging
UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to find target 'UE4Game'
There is a new selection option under the packaging platform that says target, and it’s stuck on UE4Game. However on a new project the target option doesn’t even exist. Any help is appreciated
Hello I want to porting my game by default for Windows x64 platform to test and debug my unfinished game but I have some issues with packaging, basically it take me a lot of time to finish package for windows (2-3hours) I don't have any compilation errors from logs tab, after these 3 hours it frozen my PC while restart was required and of course I don't had any backup in this case, so I want to ask is any tool or separate program that package my game project faster and better than from editor?
my spec are: Ryzen 7 2600, Radeon rtx 570, 32gb ram
HDD disks
Look into RunUAT.bat BuildCookRun command. Allows you to build from CMD line (easier to do from another machine or overnight etc).
But I doubt it would be any quicker!
thanks I try it
hello all
I have updated a project from 4.23 to 4.26 and so far everything works.
However, when cooking I get the following errors:
UATHelper: Cooking (Windows (64-bit)): LogStreaming: Error: Couldn't find file for package /Script/VaRestPlugin requested by async loading code. NameToLoad: /Script/VaRestPlugin
PackagingResults: Error: Couldn't find file for package /Script/VaRestPlugin requested by async loading code. NameToLoad: /Script/VaRestPlugin
UATHelper: Cooking (Windows (64-bit)): LogStreaming: Error: Couldn't find file for package /Script/UWorksWeb requested by async loading code. NameToLoad: /Script/UWorksWeb
PackagingResults: Error: Couldn't find file for package /Script/UWorksWeb requested by async loading code. NameToLoad: /Script/UWorksWeb
The plugins UWorksWeb and VaRestPlugin are no longer installed and are no longer used.
Does anyone have a tip on how I can find out if all links to the plugins have really been removed?
Solved:
I was able to solve it by using "Refresh All Nodes" in two Blueprints.
I found the two Blueprints because I tried a "Shipping Build". The logs then showed that the two blueprints still had links to the plugins.
Hey everyone! I keep getting this error when trying do pack my project, does anyone know how to fix it?
did this work for you? I had the same issue and I assumed it was plugins in the end, had to disable AutoSave and Water 4.26
no luck @winged edge , I’m moving my project into a new one without most of the plugins.
Hey fellas
Running into this error
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names
Does any one know how to get the Google Play License Key to put in the project settings?
No tutorial for that
the guy on the unreal engine official video says we have documentation for it but it doesnt say anything and just links to google's pages
Hi everyone, can someone with me with patching? I am able to create the first patch file (with _P) but on 2nd change, I can not get another patch file. It always creates one single patch for the same release. So how I will have multiple and incremental patch files for the same release.
So any ideas on how to debug the packaging process? seems like this is being fired off during cooking
but I'm not sure what SoftObjectPath does exactly, from what I gather it seems to be a string container
I think the issue lies in some of my blueprints, but after examining them I don't see an issue (but they do set the error off in the cooking)
not sure what the SoftObjectPath part does inside the blueprints, any assistance would be greatly appreciated 🙂
are you only packaging for Windows, you could disable other outputs (Android, etc). Also disable plugins you dont need. I am no expert on packaging as I am currently having issues as well, but the brute force fix in case of odd bugs is to migrate all to a new project
Thanks!, I actually just managed to work around it, one of the blueprints was either corrupted or I just don't know what was wrong, I rebuilt it and it's been working since (I legit just copy pasted the entire graph lol, still worked)
@fleet mist if you have done File > Refresh all nodes, it would have worked if issue was with BP
Hi, any idea how to avoid RunUAT appending [projectname]-Win64-Shipping.exe when packaging?
I would like the final app to be named only with the project name, so PSUnreal.exe and not PSUnreal-Win64-Shipping.exe
@tardy dew i did that to all my blueprints and it didn't catch anything
@fleet mist catch fix or error? what is exact error you are getting?
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names
And the blueprint refresh didn't indicate anything, no error, warning etc
The blueprint was uniquely named
In fact the new one that works is the same name
Something in that BP isn't good, but I'm not sure what
Yeah tried that as well
How do you know that problem is in BP?
strange!
Yep
I also needed to fix other blueprints, but thankfully I just had to recreate certain vars on them to make them cook
Mainly the ones that in some way reference that BP
Idk lol
@shy narwhal Packaged builds have a GameName.exe executable at the root of the WindowsNoEditor folder
Thazt's what end-users should be running
If you want to change all of the names for files, get the engine source, change the paths, rebuild and you're good to go
@mellow bane I found it, you need to add to Target.cs
UndecoratedConfiguration = UnrealTargetConfiguration.Shipping;
on Mac the main dir gets the suffix and main exe as well
Hey! My project won't package when I have some editor related plugin installed. (or rather just placed there in <Project>/Plugins
Is there a way to have unreal ignore that folder when packaging? I am tired of deleting it every time I need to package
Hi guys, im having issue, when packaging, my game comes fullscreen, i setted in the level blueprint, set to window mode but its still coming out Fullscreen. Im actually looking to integrate maybe a key to do fullscreen and one for window mode
Hello
how to use the "Secondary Encryption Keys" option?
I can't find any detailed info about it
thank you
can someone please tell me where i am suppose to add my c++ primary data asset class. i have been trying to fix this cooking crash for three days
i added it to the asset manager. doesnt seem to change anything
ive tried just about every loading phase possible for the source plugin
i have plotted the entire plugins include tree for possible circular references
i have basically done every single debugging trick i know.
Does anyone know how to export a mobile game in portrait
i can export the apk
but it exports in landscape and my came wont work in landscape
after packaging my game, casts to game instance keep failing for some reason. I'm stuck on this and can't figure out why. What am I missing here? I have the correct game instance set in project settings and I'm basically casting like this:
so apparently there's a bug in 4.25.3 - no idea if it's been fixed later on
where you set your game instance in project settings but it doesn't end up in the /Config/DefaultEngine.ini file
so I had to edit it manually
glad I lost idk how many hours on this debugging my blueprints in 50 ways
You can set game instance in project settings ? 😄
UATHelper: Package Plugin Task (Windows): [1/7] Default.rc2
UATHelper: Package Plugin Task (Windows): fatal error RC1109: error creating C:\Users\User\Desktop\Plugin\IntaxMovementPlugin\HostProject\Plugins\IntaxMovementPlugin\Intermediate\Build\Win64\UE4Editor\Development\IntaxMovementPlugin\Default.rc2.res
UATHelper: Package Plugin Task (Windows):
UATHelper: Package Plugin Task (Windows): [2/7] ERROR: Unable to open C:\Users\User\Desktop\Plugin\IntaxMovementPlugin\HostProject\Intermediate\Build\Win64\UE4Editor\Development\Engine\SharedPCH.Engine.ShadowErrors.h.txt.tmp for output
Anyone knows why this is happening?
Hey @everyone, I have a question regarding VR game Packaging. In editor I get about 70-75 fps but when packaged it's only 25-30. I tested some console commands already but that didnt help. Did anyone of you guys ever encounter anything like that?
Check scalability settings
My game uses ProjectSavedDir to save the data. On a packaged game it seems to be working fine but i can't find the save data file anywhere (also, i can't find the logs). Anyone knows other path i should be looking at other than the Package game directory?
i could have sworn i did a search on appdata
yes, the files are there
thanks
now i got a different question tho
i got 2 projects, on the other project the save and all this folders are stored on the same folder as the packaged game
is there a config for this that i missed?
Ill double check but I think im using the same process for packaging both projects
ok, it was my bad, other project was set to development. Thanks
Hello for some reason when i try to pack a dlc ( using the project launcher ) it always return me an error for some reason , i tried it on fresh empty project and it's always the same result , the UnrealAutomationTool return a critical error ( and that even before the dlc start to build ) . Anyone know whats happening and how i it could be resolved ?
It was an error on the name of the release the plugin was based on , gonna message people who had the same error ( saw few people getting the same issue ) . Thx Folks Take Care!💜
Hello , i have deleted a Plugin (SkyPlugin) and there is a reference to it making my packaging fail
UATHelper: Packaging (Windows (64-bit)): LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/SkyPlugin/BP_Sky' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root.
How to completely reboot the reference
?
Remove it cleanly from the levels first
So undelete the plugin, right click that Blueprint, find references
You'll know
Once you no longer have references, save, close editor, delete again
ok i try
I've seen a lot of conflicting answers on this but I thought I'd ask.
but if there is a static mesh or blueprint that was made or imported into the project but never used is that packaged into the game under the "shipping" build?
Hi all,
I have a issue when I packaging android .apk file.
After I remove UnrealEd module in build.cs file, it can not build successfully
@delicate bough Depends if you add maps to the list of maps to package. If yes, then only used assets (based on maps + dependent assets) are used. If the list is empty there's no way to know what's actually used so the entire project goes
@mellow bane Thank you! That helps a lot
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
I have no clue what this means
Using a plugin.
UATHelper: Packaging (Windows (64-bit)): C:/Program Files/Epic Games/UE_4.26/Engine/Plugins/Marketplace/YetiOS/Source/YetiOS/Public/YetiOS_Types.h(744) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows (64-bit)): C:/Program Files/Epic Games/UE_4.26/Engine/Plugins/Marketplace/YetiOS/Source/YetiOS/Public/YetiOS_Types.h(747) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.```
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
uint8 Major;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
uint8 Minor;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
uint8 Patch;
These are those lines in the code
I read somewhere that UPROPERTY got changed
fixed. thank you.
Hello.
In 4.26 is there any option to package a game, which can be run in browser? I know something was in earlier versions, but is there any way to do it in 4.26?
Not with the base engine
HTML5 was moved to a plugin : https://github.com/UnrealEngineHTML5/Documentation
is this working with 4.26? I only see 4.24.3 mentioned.
Clearly it wasn't tested with 4.26, might work, might need small changes, might need large ones
Okay, thanks for info:)
Epic moved it out of the engine source, so it's basically abandoned
Can someone help me with the following package error:
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names
There is tons of people having this issue when packaging in 4.26
I have tried everything to track th bug
Please i don't want to do everything from 0
i pay someone to fix it
This appears to come up a lot in 4.26 when Blueprint are corrupt with broken paths
Other than debugging the packaging process with a breakpoint there, and finding the Blueprint responsible in call stack, no good solutions
I'm on Windows trying to Package a project for Linux.
My Clang version was too old (The one for 4.23, this project is in 4.26) so I updated to the latest one.
However, Unreal still tried to use the old one, so I uninstalled Clang 8 and kept only Clang 17.
This time around Unreal just throws me straight to the Cross-Compiling for Linux documentation website.
I uninstalled Clang 17 and reinstalled it again but still get the same result.
TL;DR: It seems to me that Unreal can't find the new Clang. Anyone know how to fix this?
There is no need to uninstall, just change the environment variables
The toolchain installer does that automatically
Sure but the environment variable looks to be correct, yet Unreal still can't detect it's presens
Did you restart Unreal ?
Yeah multiple times
Hmm... now it works.
It seems restarting Unreal wasn't enough. You have to restart the Epic Games Launcher aswell
Thanks, @mellow bane
That would make a lot of sense
Environment variables are only read when a program starts and programs started within another one get them from the original program, so that would explain it
Good to know! Cheers!
What code changes require me to re-build the dedicated server exe?
I send the packaged game and the server exe file to the dedicated server
I'm wondering what code changes I can make without having to re-build the dedi exe file
If any
I haven't tried this, but what about code changes that are exclusively wrapped up inside #if WithStuff #endif for non-server functionality?
I have a question about external libraries
So if I packaged this up and used it with my CUDA library would it work still?
And then if I sent it to a friend and they tried using it I’m guessing it wouldn’t?
But I don’t really know
So I was wondering if there’s a way to scan for libraries if it had the same name or something so it works on all pcs?
I realised after that actually the libs might be fine but the external nvidia ones possibly not
I can imagine that happening to me
Followed by frantic googling hahaha
So if the person also had c drive as main drive and installed CUDA to it it might work?
I’m thinking possibly yes
Tbf I’ve got my PC I’ll package it and try it on there
Thanks tho
I didn’t know that but I had a feeling that was the case
But I was thinking as long as the pc has it installed it’ll work
It’s for a masters project
I’m certainly not stuck with it, this is just out of interest
Atm I’ve done something trivial (added numbers with a GPU and printed it to UE_LOG)
But if I prove it can work we can use uni supercomputers to simulate things in real time
And that will likely be someone else’s project (PhD) or something
I’ll probably end up using PhysX for my actual project
has anyone used InstanceStaticMeshComponent as a child actor in another blueprint ? I get the following crash when cooking
4.24 btw
@obtuse pasture yea but its not my check its engine code.
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1704415-instanced-static-mesh-component-perinstancerenderdata-isvalid-assertion-fail-when-cooking
Hi everyone
In my project I have an Actor programmed in C++ which spawns floor panels as UInstancedStaticMeshComponent. When this actor is placed in a map the project failes to cook. With the following error message. There is an other thread with the exact same error message but the cause is different.
UATHelper: Cooking
It must be engine bug and I am not sure moving to 4.25 would solve it or no. I already have lots of 4.24 bug
You said it only happens when you have a) more than one and b) when it’s a child actor in another one, it sounds like your main actor is referencing the same object twice, is there anyway you can just put it in the body of the main actor. You’d have to make sure it’s creating seperate instances
I'm having some serious problem here. I'm trying to package the project to see if everything work and, of course, it's not. I keep getting the error:
UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
UATHelper: Packaging (Windows (64-bit)): (referenced via Target -> UnrealSFAS.Build.cs -> Blutility.Build.cs -> MainFrame.Build.cs)
PackagingResults: Error: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
UATHelper: Packaging (Windows (64-bit)): Took 2,1443835s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\feder\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\UBT-UnrealSFAS-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
Here's my log file if you need it. I have no idea how to fix this and I can't package the game because of this. Any idea?
You are using UnrealEd as a dependency
You can only do that while not packaging the game
Check your build.cs file @solar mirage
I did, and UnrealEd was not there. I discovered that issue was this one in the main .uproject file:
For some reason, Blutility appeared there without me knowing. Removing that fixed the issue.
Yeah common issue too
does anybody know how to change the name install name of an UE android app?
named my project something_VR with an underscore which is a habbit and I would like to remove that from the installed app...
Hi, when I puck my project, in the time of compiling shaders my PC freezes. Does something have to do with Cmd: MAP CHECKDEP NOCLEARLOG ?? Is there a setting that I need to look out for ?? My project is big also (50gb so I dont know if that has to do with anything) Im new to unreal in general so I dont know what I might be doing wrong.
update, after checking logs I saw I had some cook errors, file path too long, how can I fix that ?
Hi guys, anyone can help me with patching?
I need to understand 3 things.
- Increment patching - when I create a patch it always generate single patch file regardless of I tick incremental patch or not.
- If I make some specific changes like "adding a new animation via montage" it don't update animation with patch.
- For multiplayer, how the patch will work? How will I able to update both server build and client build?
You need to decrease the names of the directories and the files so that the overall length is accepted by UE4. I think it should be aboit 256 characters at max
But if you intend to keep them long, you need to enable Long file names in the UE4 setting and also in the Windows 10 settings as Win10 allows for larger file names than the previous versions
@tardy dew First question is whether you need patches at all. On PC platforms - Steam, GOG, Itch.io, EGS, etc - the updating is handled by the store, not the developer.
Dedicated servers will typically need to be stopped, updated and restarted quickly when the patch goes out, yes.
Cool thank you I’ll try renaming them and if still doesn’t work go to windows
Hello all, I am trying to get my game setup for android/google and ios/apple. If anyone is willing to help me, please dm me.
I believe I have majority of things already setup properly.
hey Stranger, thank you. So you mean - i will need to build a release for server on every update/patch? For patch we need release, so how i will sync server build with client patch?
Actually updating the servers is up to you, but there is a version number you can set in the code to ensure client can only join server with the same version number.
@rare relic @mellow bane game i am working is on for mobile. so i guess app store do not push updates as same way steam do
yo! when adding to the "list of maps to include in a packaged build", do you choose the umap or uasset?
i'm assuming it's the umap but i've never done this before so just double checking
i have absolutely no idea what is going on here. gonna start troubleshooting but if anybody knows what's up, i'd rlly appreciate some suggestions. cheers!
edit: installing VS2017 lol