#packaging

1 messages · Page 42 of 1

still quiver
#

for bug fixes

#

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

oak tiger
#

Right

#

Well, thanks again for your help!

still quiver
#

Another test could be to use the project launcher to package your game, instead of the file > package method

oak tiger
#

oooh. How do I do that?

still quiver
#

At the viewport > Launch > project launcher

#

i think its called

oak tiger
#

Ah that thing

#

Yeah ok, I'll look into that

still quiver
#

If you google ue4 project launcher there is some docs on it

oak tiger
#

why would that be different?

#

Actually, don't answer that

still quiver
#

I dont know - its just what I use and it works for me on 4.22 and 4.25

oak tiger
#

Alright, thanks

still quiver
#

out of the two, id try to blank project first prob

oak tiger
#

this has taken far too long. I'm just going to move it to UMG and declare it an engine bug

#

Wait a minute

still quiver
#

Haha, i feels packaging can be frustratingp

oak tiger
#

The build from the Project Launcher had a working cursor

#

wtf

still quiver
#

lol!

#

Is .pak on?

oak tiger
#

Yes

#

But it cooked SUPER fast

still quiver
#

Ohh your making a mac build?

oak tiger
#

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

still quiver
#

Maybe its trying to lod both the .tiff and png? Remove the png for a mac build?

oak tiger
#

Huh! I removed the .tiff, actually. The popup says that png should work for all platforms

still quiver
#

Id maybe try .tiff than just cause its listed first

oak tiger
#

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

still quiver
#

Youd have to swap it per build likely

oak tiger
#

LAAAAME

still quiver
#

yep

oak tiger
#

Nope. Removing png reverts the cursor to default pointer

#

LAAAAAAAAAAAAME

#

Well, thanks again

still quiver
#

Np!

idle granite
#

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?

vernal valve
#

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   
---------------------------```
mellow bane
#

Show the full packaging log

vernal valve
#

@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.

gentle river
#

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.

mellow bane
#

What's the full log ?

gentle river
#

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

mellow bane
#

Ah, right, I saw that one yesterday

gentle river
#

This is a new one

#

same project, but todays errors 😛

mellow bane
#

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

gentle river
#

It's a BP only project

mellow bane
#

The engine source

#

If you're not familiar with debugging C++, yeah, don't

gentle river
#

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

mellow bane
#

The whole log is filled with errors, it looks like a failed engine version upgrade or something

gentle river
#

I'll try redownloading it, see if that helps

idle granite
#

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?

mellow bane
#

Guessing not, though I don't know for a fact

gentle river
#

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

oak tiger
#

@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!

still quiver
#

@oak tiger Great! What a weird issue - I havent packaged mac builds yet

oak tiger
#

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

still quiver
#

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

oak tiger
#

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!

still quiver
#

Ofc np!

cunning chasm
#

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?

zenith musk
#

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?

vital creek
#

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.

zenith musk
#

@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

rare relic
#

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

pearl stratus
#

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

mellow bane
#

Full output log might help

pearl stratus
mellow bane
#

Any UMG UI in your game ?

pearl stratus
#

yeah

#

a lot

mellow bane
#

The issue seems to be an UMG Blueprint speciifcally

#

Any soft pointers used in there that you'd remember ?

pearl stratus
#

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

mellow bane
#

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

pearl stratus
#

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.

mellow bane
#

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

pearl stratus
#

Got it, let me try that ~
Thank you for taking your time to explain these

mellow bane
#

Feel free to post shots if you have trouble getting the info in debug

pearl stratus
#

I'll, Thanks again ~

pearl stratus
#

I've found 2 UMGs with soft references. Recreated them and replaced, everything is fine now.

Thanks again @mellow bane

mellow bane
#

Happy to help !

cunning chasm
#

@mellow bane by chance did you see my question above?

mellow bane
#

Not familiar with obb files

dapper pecan
#

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?

vital creek
#

It won't really speed up your packaging though, I can't imagine copying a few plugin binaries around takes much time.

mild current
#

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

verbal laurel
#

Guys anyone know why andriod show missing obb error sometimes and sometimes it works

mellow bane
#

@open rapids This is an infinite loop in your code

idle ridge
#

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

dawn meteor
#

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?

mellow bane
#

There is no need to use a blank project

#

Just configure packaging correctly so that only used assets are packaged

dawn meteor
#

How can I do that? Is there a UE guide to packaging only used assets?

#

Thank you btw

mellow bane
#

Skip the first advice which is pointless, and read the rest

dawn meteor
#

thank you!

glossy haven
#

?

#

seems to be a convenience method

#

if it does what you want, use it

#

well they are setting everything manually

marsh python
#

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

dire slate
#

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() []```
#

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

craggy vector
#

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?

dire slate
#

Update to my issue: Updating to 4.26.0 fixed the problem, so the forum post was true

dire slate
# craggy vector I am able to package my project successfully, but not launch it. I only get the ...

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.

craggy vector
#

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||

dire slate
#

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

craggy vector
#

No just BP

dire slate
#

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

craggy vector
#

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?

mellow bane
#

@craggy vector You should check what Target is when calling the node on it.

craggy vector
#

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.

vast knot
#

Hey lovely people, can someone please help me with a few questions regarding unreal engine 2.5?

mellow bane
#

Ask your questions, people will answer if they know

vast knot
#

Does anyone know any specific way to import 3d models into unreal engine 2.5?

mellow bane
#

I guess if you don't have the editor you'd need to reverse engineer the format used

vast knot
#

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?

mellow bane
#

Debug the binary step by step when it's loading your file and see what's in each field

vast knot
#

Would you like me to invite you to our server?

#

You can leave anytime if you don't like it

mellow bane
#

No, thanks, I won't help in that kind of work

vast knot
#

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

mellow bane
#

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

vast knot
#

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

mellow bane
#

Sounds like he knows more than I do

vast knot
#

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

mellow bane
#

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...

vast knot
#

I understand, thank you for your tips

mellow bane
#

UE2 had a handful of developers using it outside Epic so expecting experts on it is quite optimistic

vast knot
#

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

past anchor
#

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

worldly sequoia
#

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

abstract escarp
#

How does one diagnose an Unknown cook failure...

mellow bane
#

By posting the full packaging log here

#

But you can fix it yourself by searching for the word "error" in the full packaging log

abstract escarp
#

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

mellow bane
#

Put it on Pastebin.

abstract escarp
#

Pastebin couldn't handle it

mellow bane
#

@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

abstract escarp
#

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

mellow bane
#

[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

stone hollow
#

Hey guys I keep getting this error when I package to windowsx64

#

It says Void Tools.DotNETCommon.JsonWriter...ctor(system.string)

mellow bane
#

@stone hollow full packaging log

stone hollow
#

There u go @mellow bane

mellow bane
#

Looks like you have a problem with .NET on your system

odd salmon
#

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

molten dirge
#

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.

charred oak
#

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?

ocean lagoon
#

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.```
rustic valve
mellow bane
#

@rustic valve Your project likely has C++, or C++ plugins, compile it in VS

rustic valve
#

i have C++ in it

mellow bane
#

Then compile in VS like the error says, and retry

rustic valve
#

what do you mean compile in VS?

mellow bane
#

Open VS, compile project

rustic valve
#

but where do you compile the project in VS

mellow bane
#

If you don't know how to compile how do you even have C++ in the project ?

#

Build -> Build solution, btw

ocean lagoon
stoic ether
mellow bane
#

@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

glossy haven
#

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

mellow bane
#

Check for the dlls in the packaged engine binary folder

glossy haven
#

@mellow bane which folder is that? I'm on a source built engine btw

mellow bane
#

Packaged game -> engine -> binary, I guess

glossy haven
#

ah ok - they're not there

mellow bane
#

Sounds like you have APEX disabled or otherwise broken

glossy haven
#

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?

glossy haven
#

thanks checking

glossy haven
#

yup it was something I forgot to change there - thanks

#

any reason why it wouldn't throw an error or a warning during packaging?

mellow bane
#

If you're modifying the engine, you shouldn't expect nice warnings about what you're doing

glossy haven
#

maybe a developer setting to make the packaging process double check what it needs, who knows

mellow bane
#

Not really possible

#

Kowing whether a DLL is used at runtime can only be confirmed by running said runtime

glossy haven
#

well I've found the problem, they've hardcoded VS2015 in an nvcloth .cpp file

stoic ether
mellow bane
#

Remove Intermediate and retry

stoic ether
#

But does intermediate have content that i need?

#

/ do i lose any important stuff i do so?

#

Thank you so much! You saved me.

mellow bane
#

Nope

shadow swift
#
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

mellow bane
#

@shadow swift You're depending on an engine module for your game

#

Check you Build.cs file

shadow swift
plucky juniper
#

just upgraded to 4.26 and i am getting these errors while packing for android...

#

any ideas what could be the issue?

jolly nymph
#

Do I have to repackage the client even if I made a code change that's only within an HasAuthority() scope?

torn vortex
#

@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.

mellow bane
#

Debug it in VS

torn vortex
#

You mean use VS to build the shipping version and run through VS? Because the editor version works perfectly fine

mellow bane
#

Or just open the packaged executable in VS and debug it, but yes

torn vortex
#

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!

oblique gust
#

Hello!
I packaged my game and I got this error
Does anyone know where could it come from?

hybrid dove
#

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"

ebon plover
#

@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.

hybrid dove
#

in the end i deleted it and it worked

finite hull
#

Can anyone help me with this error

While making a shipping build this happens

open rapids
#

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.
mellow bane
#

What's the full packaging log ?

grim halo
#

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/"

open rapids
# mellow bane What's the full packaging log ?

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.```
open rapids
mellow bane
#

Need the full packaging log

open rapids
mellow bane
#

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 ?

open rapids
#

amazing!

#

i compiled ue4.24.3 source

#

i have visual studio 2019 and 2017

#

What should I do?unreal

mellow bane
#

Did you update VS recently ?

open rapids
#

no

mellow bane
#

Weird

#

Check that you do have .NET installed I guess, maybe update VS, rebuild the engine

open rapids
#

😦

mellow bane
#

This clearly isn't a project issue

open rapids
#

how can rebuild engine? I have done this once. Do I have to download it again?

mellow bane
#

No, just rebuild in VS

open rapids
#

thank you so much

sharp jolt
#

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.

mellow bane
#

Check the cooking log

sharp jolt
#

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

mellow bane
#

Yeah, the cooking log is saved

#

C:\Users\UserName\AppData\Roaming\Unreal Engine\AutomationTool\Logs\

sharp jolt
#

has it moved? because I found some documentation that says <projectdirectory>\Saved\Stats but it's not there.

mellow bane
#

No, never was there

sharp jolt
#

weird then

mellow bane
#

That's not the cooking log.

sharp jolt
#

This cook file

#

around 95kb

#

it's fairly large is there something in particular I'm looking for in here?

mellow bane
#

Errors

#

Put it on pastebin if you want me to take a look

sharp jolt
#

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.

mellow bane
#

Check if the folder exists in Content/

#

Otherwise, Map_KavaCreek_BuiltData seems broken, not sure if that's related

sharp jolt
#

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

mellow bane
#

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

sharp jolt
#

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?

plucky wind
#

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

sharp jolt
#

@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.

mellow bane
#

Packaged shipping builds (from Steam or elsewhere) are definitely not affected by that

sharp jolt
#

it is

#

as soon as he changed that it worked

mellow bane
#

Is it a Shipping build ?

sharp jolt
#

it is

mellow bane
#

That's weird

#

Though for what it's worth that folder doesn't exist here

sharp jolt
#

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

mellow bane
#

Well, that's a bug as far as i'm concerned

sharp jolt
#

a big one as well

#

a setting breaking every unreal project missing a shader.

mellow bane
#

Packaged shipping games should never read outside Appdata/Local/GameName

sharp jolt
#

it's been around since 4.17

mellow bane
#

TIL

sharp jolt
#

something to bookmark in case you see someone complaining of something similar

open rapids
#

hi. i rebuild my UE4 and now have another problem.

open rapids
#

at AutomationToolLauncher.Launcher.Main(String[] Arguments) in G:\UnrealEngine-4.24\Engine\Source\Programs\AutomationToolLauncher\Launcher.cs:line 29

hard kettle
#

i keep getting this error

turbid glen
#

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?

fiery terrace
mellow bane
#

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)

fiery terrace
#

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

mellow bane
#

"icnremental" is what you don't want

fiery terrace
#

yeah

#

how do I remove that then?

mellow bane
#

Untick the box

#

Should be in the "package" subsection in the profile

#

"icnremental packaging"

#

Remove the "version based on"

fiery terrace
#

thank you I will try later

fiery terrace
#

I thought that was to cook only new stuff

#

I was trying to speed up the cooking process

mellow bane
#

No it's really just a patch basically

#

Patch/DLC/Mod

fiery terrace
#

ok

#

how can I prevent my game from cook everything everytime?

mellow bane
#

The engine does that for you automatically

#

The second cook of the same unchanged assets will be very fast

fiery terrace
#

ok

#

sometimes ii have the feeling it cooks the shaders again and again

#

but thanks!

mellow bane
#

If it does, you changed materials, or updated the engine, or changed the supported rendering platforms

#

Or removed temporary folders used for that, etc

fiery terrace
#

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?

mellow bane
#

Yes

fiery terrace
#

Thanks for your help

vapid ice
#

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

open rapids
#

hi. which ue4 version is better for android. (support openGL ES 2/3/3.1 and easy packaging :l )

vapid ice
#

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 👍

plain lodge
#

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?

mellow bane
#

Test

#

Needs a source engine though

plain lodge
#

we are using a custom engine

#

Is it possible to build the frontend for a custom engine version?

mellow bane
#

Dunno, never used the frontend

elder heron
#

Hello
Someone can help me with this error?
The only supported platform is Windows.

remote stratus
#

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

mellow bane
#

Needs to be in project settings.

#

AFAIK the command line override doesn't work

#

Happy to be proved wrong

velvet hornet
#

Where could I find currentish tutorials on cleaning up extra unused assets and packaging.

mellow bane
#

Cleaning up extra assets = just set the list of maps to package

median knoll
#

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

sudden echo
#

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.

wooden drift
#

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?

obtuse hollow
#

Hi, I have to build ue4 from source to cross compil from Windows to Linux with clang toolchain v17 ?

grizzled swift
#

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

obtuse hollow
#

I use the latest version, 4.26

#

So don't need the legacy version

#

I think I will try from source

mellow bane
#

@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

#

@grizzled swift Please don't answer if you're not sure !

obtuse hollow
#

Yes, I have the v17 toolchain

grizzled swift
#

It was on the documentation, so pretty sure

mellow bane
#

No, it was not

#

You misread it

obtuse hollow
#

And re generate vs project

#

But get Linux platform is not supported from this engine distribution

mellow bane
#

@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

obtuse hollow
#

Oh I see, into the Epic launcher, I have to download the Linux editor

#

Thanks @mellow bane :)

mellow bane
#

Not nearly the full editor really, it's just the prebuilt shipping binaries IIRC

median knoll
#

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

hard kettle
#

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 )

mellow bane
#

Mobile stores handle updating themselves

#

Like Steam, GOG, etc

hard kettle
#

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

mellow bane
#

Well, that shouldn't happen

split iron
#

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?

desert anchor
#

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

upper elk
#

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?

mellow bane
#

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

desert anchor
#

okay, Don't turn on ChaosCaching plugin on UE 4.26.0, it cause built .exe game to crash

wary wasp
#

Hi!
Is it possible to exclude certain assets from server builds?

hard kettle
desert anchor
#

@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

obtuse hollow
#

Hello, I would like to release my own Engine with BuildGraph.
How can build only Development mode for Editor (avoid Debug mode)?

mellow bane
#

You can't release editor stuff

obtuse hollow
#

Why ?

mellow bane
#

Because the license explicitly forbids it

obtuse hollow
#

Ah, it's only for ci, not release for the public

mellow bane
#

Ah, alright

#

This example actually compiles Development alone for the editor target

obtuse hollow
#

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 ?

cold shore
#

Any way to fix this EXEPTION ACCESS VIOLATION issue?

frail ocean
#

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

obtuse hollow
mellow bane
#

Are you trying to compile Linux editor releases ?

obtuse hollow
#

Yes

#

On Linux host

mellow bane
#

Yeah, dunno about that

#

Did it raise errors ?

obtuse hollow
#

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=

obtuse hollow
#

Can we build and package without UBT and UAT ?

#

On Linux host ?

mellow bane
#

UBT is the build tool and UAT the shell running that stuff so no

#

Both should work fine on Linux though

mellow bane
#

I'm guessing you need both to run the build graph

#

If you don't, just mirror the UnrealHeaderTool setup for UBT/UAT

obtuse hollow
#

Nvm ,BuildGraph build it, but not export them into the output dir

swift shore
#

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

open rapids
#

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.

open rapids
#

now is in this state for an hour now and does not move.

tidal hazel
#

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

open rapids
#

its packaged.But it took a long time, maybe 2 or 3 hours 😦

reef condor
lapis thunder
#

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?

vital narwhal
lapis thunder
#

@vital narwhal
Thx it worked 💪 you saved my day 😀
Merry Christmas 🎄

broken osprey
#

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?

plucky wind
#

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

open rapids
#

hi. in ue4.24.3 source my packaging It takes a long time. maybe 3 or 4 hours for a blank project 😦

snow shuttle
#

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

mellow bane
#

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)

young tundra
#

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?

mellow bane
#

It's where pretty much all small indie games end up at

young tundra
#

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.

mellow bane
#

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

barren parrot
#

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.

barren parrot
#

Nvm. i just when throught the #plugin-dev and it seems to be quite common issue. I think i can figure it out.

tawny lotus
#

My built game crashes with this error when i load a level ingame, any ideas?

next turret
#

How do I change the build of my game from WindowsNoEditor to something else? Google was of no help at all in this regard.

obtuse hollow
#

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)

lunar heron
#

can't found anybody who alread encounter it 😒

#

Oh, finally just found one.

#

but doesn't look related unfortunally.

lunar heron
#

Ok so i finally found my issue : use a full rebuild after upgrading ue4 version.

final brook
#

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

lunar heron
#

@final brook do you try to regenerate project file and build first with your ide ?

final brook
lunar heron
#

Build your project first with IDE.

#

IDE = Visual studio.

#

are you okay with c++ ?

final brook
lunar heron
#

okay

#

so just delete your intermediate folder

#

then

#

Generate project studio file

#

then start the .sln file, and build the project.

final brook
#

in VS i build the tab with project name not UE4

lunar heron
#

is this an ask ?

final brook
#

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

lunar heron
#

no problem 🙂

#

glade it works.

true thistle
#

how do i package for UWP i don't see an option but in other game engines i have that option

vital hemlock
#

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)

mellow bane
#

@vital hemlock Not necessary, there's a "debug files" option in packaging settings for them

glossy haven
#

is there a way to package only maps that are under a certain folder, or maybe have some actor tag set on them?

small swallow
#

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

wild basin
#

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?

dusky fossil
#

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.

high flame
#

Is there a way to control what content goes into what .pak files.

hard kettle
#

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

quasi stone
#

What Engine version?

quasi stone
quasi stone
quasi stone
quasi stone
# small swallow Afternoon people 🙂 Having some issues packaging my project and I can't for the ...

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

hard kettle
quasi stone
#

Attach the log please

hard kettle
#

@quasi stone

quasi stone
#

Press compile

hard kettle
#

@quasi stone there is no compile this is a blueprint only project

#

literally a blank project with just a gamemode change

mellow bane
#

@hard kettle This is an error that comes up when renaming projects, AFAIK

#

Remove the Intermediate folder and retry

hard kettle
dusky fossil
mellow bane
#

@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)

hard kettle
quaint shoal
#

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?

quasi stone
#

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

quasi stone
quasi oasis
#

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

true thistle
#

but if its a standilone build then why would it bee looking for my project files

mellow bane
#

@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

stone light
#

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

mellow bane
#

Is it a shipping build

stone light
#

yes

#

Both shipping and dev open without steam but in binary only dev opens with steam and shipping doesnt open at all

stone light
#

I had to add a steam_appid.txt file. it works now

blazing wind
#

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. 😟

vital creek
#

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.

mellow bane
#

@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

wheat tiger
#

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?

haughty shoal
#

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?

vernal valve
haughty shoal
#

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

thick oar
#

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?

mellow bane
#

@acoustic steeple Not the correct channel, please remove this

#

Not the correct server at all, unless this is UE4

acoustic steeple
#

it is

mellow bane
light anvil
#

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?

thick oar
vital creek
#

Exactly what it says, that map isn't in your pak (assuming this is a packaged game)

thick oar
#

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?

thick oar
brittle geyser
thick oar
#

Why is this specific texture showing like this in the packaged build?

ancient sage
#

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?

mellow bane
#

Yes, cooking

#

Or use DebugGameEditor instead

#

Which doesn't require cooking and packaging

ancient sage
#

Alright. I'll try that. Thanks

ancient sage
# mellow bane Or use DebugGameEditor instead

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.

mellow bane
#

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

ancient sage
#

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.

mellow bane
#

Between VS Community, VS Code and Rider it's definitely a weird pick

ancient sage
#

Yes, I know.

mellow bane
#

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

ancient sage
#

Yes, I guess that works for me for now.

#

I cannot complain that I don't have a seamless workflow experience like in VS.

mellow bane
#

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

ancient sage
#

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.
mellow bane
#

Build.bat projectNameEditor Win64 DebugGameEditor "\path\to\projectName.uproject" -rocket

ancient sage
#

Oh

mellow bane
#

Though DevelopmentGameEditor is what you want 90% of the time

ancient sage
#

Cool

mellow bane
#

Since it's what the editor uses when you launch it

ancient sage
#

Sounds great. Thanks a lot for the help!

mossy tapir
#

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?

mellow bane
#

You can't

#

Well, not on PC anyway

mossy tapir
#

are the default packaging settings safe enough to upload? I mean, are there extra steps to take after WindowsNoEditor?

mellow bane
#

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

mossy tapir
#

even after it has been packaged?

mellow bane
#

Yes

#

It's trivial to unpack games

mossy tapir
#

but they wont get access to BP and uassets right?

mellow bane
#

Yes they will, except in their cooked form, which doesn't easily allow reuse

mossy tapir
#

they can decompile stuff but, they wont get back the same stuff

mellow bane
#

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

mossy tapir
#

I guess I have to prepare them a welcome screen then

mellow bane
#

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

mossy tapir
#

I know, that's something you can't avoid

#

even Cyberpunk though?

#

or do AAA companies care more?

mellow bane
#

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

vernal valve
#

I'm unable to save these checked. Any ideas? I believe this is the reason for my error when I run the packaged game.

mossy tapir
#

coool thanks

graceful marlin
#

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?
mellow bane
#

What's the full log

graceful marlin
mellow bane
#

Cooking failed because of assets that have invalid filenames

#

It's the big red lines

#

Fix that

graceful marlin
#

I'll give it a try, thx

stiff meteor
#

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.

unborn hamlet
#

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.

glossy haven
#

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

void kayak
#

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?

onyx kite
#

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?

open rapids
#

Hi! Does anyone have a link to a good tutorial on how to sign a package for Windows?

warm hare
#

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?

glossy haven
#

depends entirely on what the errors are

delicate obsidian
#

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

warm hare
#

@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:

  1. Installed launcher engine 4.25.4
  2. Downloaded marketplace plugins and installed to launcher engine 4.25.4
  3. Built source engine 4.25.4 (oculus branch as I need quest 2 compatibility)
  4. Copied marketplace plugins to source engine
  5. Built source again (for the plugins)
  6. Launch project agreeing with warnings/errors
  7. Enjoyed plugins in editor and preview
  8. Packaging fails throwing a bunch of warnings and errors
  9. 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.

glossy haven
#

where did you copy the plugins to

#

what dir

#

also do they actually not get packaged or are you just getting some warnings

warm hare
#

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.

glossy haven
#

copy them to Engine\Plugins\Runtime\ instead

#

(remove them from Engine\Plugins\Marketplace\)

warm hare
#

really!

#

I could kiss you, but we are both men and I am married

glossy haven
#

I'm married as well

warm hare
#

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.

glossy haven
#

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

long abyss
#

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

warm hare
#

even tried rebuilding all of ue4 again.

long abyss
#

It’s a component

rough obsidian
#

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.

mellow bane
#

Run the CPU profiler - stat startfile, stat stopfile, profiler tool in session frontend window

shadow storm
#

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?

rough obsidian
mellow bane
#

No it's not

rough obsidian
#

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??

mellow bane
#

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

rough obsidian
desert pawn
#

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?

tranquil furnace
#

Im getting this error when packaging with nativization on a few blueprints. Any saint can help me finding out how to solve this?

wide crown
#

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

mellow bane
#

Anything in D:\Src Build Of UE4\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\UBT-WraithEditor-Win64-Development.txt ?

wide crown
#

It has some stuff in there

mellow bane
#

The fuck is "dte80a.tlh"

#

Seems to be the issue

wide crown
#

I have never hear of that, any ideas?

mellow bane
#

no

#

Sorry

jagged dew
#

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

lusty ledge
#

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

rare relic
#

But I doubt it would be any quicker!

lusty ledge
#

thanks I try it

flat marten
#

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.

mint pond
#

Hey everyone! I keep getting this error when trying do pack my project, does anyone know how to fix it?

winged edge
jagged dew
#

no luck @winged edge , I’m moving my project into a new one without most of the plugins.

fleet mist
#

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

fleet mist
#

blah been at it for hours lol

#

no idea wtf is the issue lol

round sorrel
#

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

tardy dew
#

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.

fleet mist
#

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 🙂

winged edge
fleet mist
tardy dew
#

@fleet mist if you have done File > Refresh all nodes, it would have worked if issue was with BP

shy narwhal
#

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

fleet mist
#

@tardy dew i did that to all my blueprints and it didn't catch anything

tardy dew
#

@fleet mist catch fix or error? what is exact error you are getting?

fleet mist
# tardy dew <@!185874558165843971> 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

tardy dew
#

seems like problem is in naming

#

BP's look fine

#

Have to tried to rename?

fleet mist
#

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

tardy dew
#

not the BP name

#

might be some other object.

fleet mist
#

Yeah tried that as well

tardy dew
#

How do you know that problem is in BP?

fleet mist
#

Because I copied everything into a new one and it worked

#

Same names for vars etc

tardy dew
#

strange!

fleet mist
#

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

mellow bane
#

@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

shy narwhal
#

@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

thick oar
#

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

broken osprey
#

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

frank cosmos
#

Hello
how to use the "Secondary Encryption Keys" option?
I can't find any detailed info about it
thank you

remote bough
#

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

#

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.

rugged hearth
#

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

opaque latch
#

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

mellow bane
#

You can set game instance in project settings ? 😄

formal quail
#
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?

whole flame
#

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?

mellow bane
#

Check scalability settings

brittle geyser
#

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?

mellow bane
#

%LOCALAPPDATA%/ProjectName

#

Logs are disabled in shipping though.

brittle geyser
#

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?

mellow bane
#

Development build vs Shipping build

#

Should be Shipping with files in app data

brittle geyser
#

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

digital crest
#

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 ?

digital crest
forest stone
#

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

#

?

mellow bane
#

Remove it cleanly from the levels first

forest stone
#

its removed of the outiler

#

outliner

mellow bane
#

So undelete the plugin, right click that Blueprint, find references

#

You'll know

#

Once you no longer have references, save, close editor, delete again

forest stone
#

ok i try

delicate bough
#

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?

sinful slate
#

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

mellow bane
#

@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

delicate bough
#

@mellow bane Thank you! That helps a lot

edgy parrot
#

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.

elder heron
#

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?

mellow bane
#

Not with the base engine

elder heron
mellow bane
#

Clearly it wasn't tested with 4.26, might work, might need small changes, might need large ones

elder heron
#

Okay, thanks for info:)

mellow bane
#

Epic moved it out of the engine source, so it's basically abandoned

forest stone
#

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

mellow bane
#

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

fringe relic
#

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?

mellow bane
#

There is no need to uninstall, just change the environment variables

#

The toolchain installer does that automatically

fringe relic
#

Sure but the environment variable looks to be correct, yet Unreal still can't detect it's presens

mellow bane
#

Did you restart Unreal ?

fringe relic
#

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

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

fringe relic
#

Good to know! Cheers!

vast steppe
#

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

knotty valve
#

I haven't tried this, but what about code changes that are exclusively wrapped up inside #if WithStuff #endif for non-server functionality?

obtuse pasture
#

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?

obtuse pasture
#

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

remote stratus
#

has anyone used InstanceStaticMeshComponent as a child actor in another blueprint ? I get the following crash when cooking

#

4.24 btw

obtuse pasture
#

Is it the check function doing that?

#

I.e. is it returning false?

remote stratus
#
#

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

obtuse pasture
#

Oh sorry I should have checked that

#

Yeah it could be

obtuse pasture
#

I’ve seen your non-working code

#

Have you tried casting to uinstanced ...

obtuse pasture
#

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

solar mirage
#

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?

mellow bane
#

You are using UnrealEd as a dependency

#

You can only do that while not packaging the game

#

Check your build.cs file @solar mirage

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.

mellow bane
#

Yeah common issue too

plucky juniper
#

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...

hot steeple
#

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.

hot steeple
#

update, after checking logs I saw I had some cook errors, file path too long, how can I fix that ?

tardy dew
#

Hi guys, anyone can help me with patching?

#

I need to understand 3 things.

  1. Increment patching - when I create a patch it always generate single patch file regardless of I tick incremental patch or not.
  2. If I make some specific changes like "adding a new animation via montage" it don't update animation with patch.
  3. For multiplayer, how the patch will work? How will I able to update both server build and client build?
languid badge
#

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

mellow bane
#

@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.

hot steeple
opal estuary
#

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.

tardy dew
rare relic
#

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.

tardy dew
#

@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

dawn meteor
#

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

slate jetty
#

Anyone has idea on how to debug package cooking gets stuck after a # of cooking?

#

UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 4584 Packages Remain 4084 Total 8668