#packaging
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Hi, anyone knows if I need to build every content of the package, to have all the game functionality?
for some reason my game didn't work as expected if I don't include every content in the package
@fast harness what issue are you getting?
Guys I am getting an unknown cook failure while packaging any fixes?
Put the full packaging log over here.
is it possible to compile a 64 bit library for android?
LogPlayLevel: F:/NewNDK/android-ndk-r21d-windows-x86_64/android-ndk-r21d/toolchains/llvm/prebuilt/windows-x86_64/lib/gcc/aarch64-linux-android/4.9.x/../../../../aarch64-linux-android/bin\ld: cannot find -lmariadb
LogPlayLevel: F:/NewNDK/android-ndk-r21d-windows-x86_64/android-ndk-r21d/toolchains/llvm/prebuilt/windows-x86_64/lib/gcc/aarch64-linux-android/4.9.x/../../../../aarch64-linux-android/bin\ld: cannot find -lmariadbclient
LogPlayLevel: Error: clang++: error: linker command failed with exit code 1 (use -v to see invocation)
If you open the log and search for 'error' you'll see 8 physx errors, you'll need to fix those
yeah what is that about?
I remember changing some static mesh collisions with box collisions @rare relic
Hello. I have 2 maps like this (image below), but the packaged project's size is 3 GB. There in the games folder is a folder with ue files, thats 2.5 GB, there is any method, to reduce this?
I checked the UE forum, and i did things from there, but i reduced only 0.2 GB.
Are you using nativization for blueprints? Doing an inclusive also packages engine content which could bloat up the file size
Nativization is disabled. And i dont understand the second part, pretty sure because of my bad english :c What should i check?
its a nativization thing nevermind
have you specified which map to package?
there is an array of maps you can fill which go into the build. Chances are all maps including editor stuff could be in
Yep.
I don't know I never seen that before, but maybe running Validate on the folder where you think they are will help track down the problem assets
is cook only maps enabled?
Nop, should i enable it?
hmmm I was able to package 2 days ago
yes or that array is useless try packaging again after that. Did this mistake once and had a 1.9 gb build
It reduced it to 2.4 GB, slowly but im going down :)).
Thanks for u advice.
check if there is any other stuff being packaged which is not of use
was helpful to me
How to reduce the size of your packaged game.
I went down on this, but i'll go one more time, to be sure not missed something.
Btw, is that normal, that in packed folder is an unreal project, like this?
Hii guys, not sure if thats the right place to ask :/ Everytime I build the light it crashes after its done..so I read that it might be helpful to clear the swarm cache, but I cant find it. Any help would be appreciated โค๏ธ
Open that up, there will be the swarm, if the engine running.
If lightmass crashed i can say exactly what u need to do.
ohhh my god ! Thank you so much, i would have never found it
Dont think so. I make a separate folder to build into outside project directory
If i delete the folder with this files, i cant run the game. Pretty sure i did something bad in packaging.
Just try making a new folder outside your project to keep things clean and build there. It should not package as a project
I packaged in another folder, not in unreal's library. I hope i understand correct ur advice c:
outside the project location?
Yes
dunno then
Me neither, but thanks for ur help, u did some good advice, so im gratefull anyway.
anytime
No good ๐ฆ
if u open the message after failed package, there the error will be highlighted red btw, easier to make a screenshoot about it and copy here, but i checked the log anyway.
Mb check this
https://answers.unrealengine.com/questions/570233/physx-cookingcookconvexmesh-user-provided-convex-m.html
just fixed it
I deleted the conex colliders but the array did not get cleared for some reason
So u still get errors?
Btw i dont used pak files (it was unchecked), that helpet a lot to, and and the unreal engine project files is not there anymore
So what is your export size now? also how many models , blueprints ,etc in this level?
Around 800 MB, but i deleted some trees, which was 1.3 GB in beginning, idk what would be the size with them using pak files.
Wait maybe check the max texture resolution maybe? like you wont need a 4k texture for a tiny rock
where i can found this?
double click the texture the asset uses
it has a lot of options you could play around with search for maximum texture resolution there and set it in a power of 2 value as in 2^n as it is faster to process
Okay. Thank you, i'll check them too.
I fix the issue, some DataAssets were not included in the package, so I needed to include the folder manually
@fast harness Hi my savior ! I've the exact problem, it drives me crazy ! How did you fix the issue exactly, is it in the packaging settings ?
@elder heron hii i cleaned the cache, and its still crashing after the light is build, do you know why that would be the case ? ๐ฆ
Hi. I'm having troubles finding out the reason why all disabled plugins with content are still included when running cook (WindowsNoEditor), entire log is filled with hundreds of
[2021.01.19-13.45.42:062][ 0]LogInit: Display: CookResults: Warning: Unable to generate long package name for X:/ProjectA/Plugins/ZMenu/Content/.../WBP_CreditOverlay.uasset because FilenameToLongPackageName failed to convert 'X:/ProjectA/Plugins/ZMenu/Content/.../WBP_CreditOverlay.uasset'. Attempt result was 'X:/ProjectA/Plugins/ZMenu/Content/.../WBP_CreditOverlay', but the path contains illegal characters ':'
but all of these plugins are disabled in uproject and not used anywhere
"Name": "ZMenu",
"Enabled": false
},
I did try search anything with "Unable to generate long package name" and "plugins" but found zero answers. Fixup redirectors didn't help
Does the project have a list of maps to package ?
yes, but none of them reference disabled plugins
The point is that a list of maps to package should discard all content not used in the game
Sure you don't have any reference left to that particular asset ?
yeah, there are no references to any of disabled plugins, removing them safely packages with no warnings. but i'm tasked to fix the problem without removing them
I take it you made sure to resave all assets after removing the plugin physically - ensuring no reference left - and then put it back ?
no, i didn't. simply moved them to another folder and removed from uproject. no warnings in cook or test run
Do try that
It seems like the data assets in not level related (only in c++ code), so the engine does not include in the package
C++ code that refers to the assets directly (like object finder in constructor) will definitely be included
Searching for assets of that type in the asset registry, for example, won't
Anyone had this issue while trying to package plugins? output log says UE doesnt recognize engine classes, or anyone knows a proper plugin packaging tutorial? I think I am missing something and the ones I found looks like outdaded
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Snippet from error log:
Task (Windows): C:/Plugin/plugin/IntaxMovementPlugin/HostProject/Plugins/IntaxMovementPlugin/Source/IntaxMovementPlugin/Private/IntaxMovement.cpp(217,2): error: use of undeclared identifier 'GEngine'
C:/Plugin/plugin/IntaxMovementPlugin/HostProject/Plugins/IntaxMovementPlugin/Source/IntaxMovementPlugin/Private/IntaxMovement.cpp(39,15): error: member access into incomplete type 'class APawn'
C:/Plugin/plugin/IntaxMovementPlugin/HostProject/Plugins/IntaxMovementPlugin/Source/IntaxMovementPlugin/Private/IntaxMovement.cpp(113,34): error: member access into incomplete type 'const AController'
most likely missing includes of pawn and controller
These are my includes on IntaxMovement.cpp
#include "DrawDebugHelpers.h"
#include "MeshOffsetRoot.h"
#include "Net/UnrealNetwork.h"```
Do I need to include Pawn manually?
yeah
Oh, didnt know plugins work this way. Thanks for letting me know
with unity build it merges cpp files into single file. this merges includes in them as well. sometimes it passes compilation sometimes don't (dependent on order files got merged).
I see, I'll research this a little bit deeper, thanks for the input ๐
there are many engine plugins on marketplace that simply won't build with unity build disabled. had to manually fix all missing includes in each cpp file
Just to clarify, without unity build I literally need to include even UWorld and GEngine etc. , right?
Arf, sadly, it didn't work out for me... I've seen 3 similar questions in this channel that didn't get answers too. When I start my game directly on the game scene, they are added to the build. But if I start from the menu, they aren't. I call black magic.
I'll just duplicate the assets and replace them with the missing ones like a sad man.
You can include CoreMinimal.h to not have to always manually include all of those different often-used classes.
Can u make a screenshoot about error in engine?
Try to right click in Content folder and Fix up redirections
Yeah I tried that - didn't work out. I tried with the Asset Manager too and no progress.. ๐ฆ which version are you on ? Just curious
is it possible somehow to include all dataassets to be included in cooked build? they are spread across multiple directories so having just DirectoriesToAlwaysCook to add all is too much (same as adding all, but some of them contain assets that should not be included)
plus multiple indirectly loaded assets that now missing from cooked build (previously project had bCookAll=true)
yes 4.25, there is a checkbox to include all data in content folder in the packaging section
Hiya, I'm trying to figure out how I can package just the contents of a content only plugin. I know there is a manual way of creating a pak file for this but I can't wrap my head around the idea
Why do I get a bunch of divide by 0 warnings when packaging? I checked where it references and the defaults of the variables are not 0 and they should never be 0 at any point. Ignoring it for now, but odd that it does that....
Also, what does this mean "LogUnrealEdMisc: Warning: Heartbeat event firing too frequently (47.128 sec). This should never happen. Something is wrong with the timer delegate!"?
Ah, I guess this is engine specific and nothing to do with the project. Read it is safe to ignore.
Do you know if UObjectLibrary::CreateLibrary include the assets?
Dunno
Im trying to package my game but it is constantly failing with this error message:
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Handled ensure: ===
PackagingResults: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
PackagingResults: Error: Cannot create SoftObjectPath with short package name '0.000000'! You must pass in fully qualified package names
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007ff8770fda88 UE4Editor-KismetCompiler.dll!UnknownFunction []
Ive checked and I have nothing named '0.000000'. is there anything i can do to debug this error and find out what is causing it?
i may have found the source to my problem, this asset corrupted a couple days ago so i replaced it with an autosaved version, i then deleted the corrupted version and everything worked as usual. validating this file seems to make ue4 try to reload the corrupted version? this loaded corrupted version wont let me delete or edit the file as it doesnt exist, anyone know how to fix this?
Hi !
I try yo package my game and 90% of the time i have this issue:
Crash 4.26 -- Works fine on 4.25
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Fatal error! UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffa3737159c UE4Editor-Engine.dll!SetHitResultFromShapeAndFaceIndex() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Collision\CollisionConversions.cpp:217] UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffa37336fc7 UE4Editor-Engine.dll!ConvertQueryImpactHit() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Collision\CollisionConversions.cpp:346] UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffa373121d5 UE4Editor-Engine.dll!ConvertTraceResults<physx::PxSweepHit>() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Collision\CollisionConversions.cpp:423]
this come from an BP actor of mine. The issue is with linetrace on my main map.
I use to do those steps: I disable linetrace I can load the map re-enable the linetrace and all good, but now even with that i can't package.... i try to change the material of the landscape (internet say it's because of physical material ...) but I don't want to repaint all the landscape only for testing ...
(the BP do linetrace to spawn some meshes(HISM) in a zone and replace them by a BP on game start)
Thanks
So i am trying to pack my game but it gives this error, i tried to search online but it wasn't too helpful
I'm using version 4.26.0
ERROR: Unable to find target 'UE4Game'
here is the full log too
when I tried to pack the game for testing, an error appeared. When i launched a new project there is the same problem. please help
hey, custom 4.26 engine, when packing it fails to find BuildCookRun - any thoughts on why this would be happening?
Put up the full packaging log on pastebin
https://pastebin.com/abFJygzQ
there's not much info there unfrtunately
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I think all were compiled, I didn't do the actual engine build, the package works for the guy who built it, but not for me
yo, hello Stranger
@lyric ivy So the person compiling the engine did successfully try a cooking run ?
I did the build, yep, all the automations tools built and submitted to p4, packages fine on my pc
Alright
basically it looks like when the guys get the engine from p4, and hit package, it doesn't detect the binaries are there, so it can't package
i tried submitted the UAT File hash xml
with the references to the binaries in it
but did not help (and checked previous builds, never submitted that before)
sounds like a path issue to me, but i am really stuck can't figure out what's up
it's a shame we don't get more info fromt he log, just "plarp"
here's a verbose log from problematic machine
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This is the bit that gets me, it can't locate any DLL's
ScriptCompiler.FindAndCompileAllScripts: Found 1 project files in 0,174s
ScriptCompiler.FindAndCompileAllScripts: F:\Unreal\Engine_4_26_0\Engine\Platforms\Switch\Source\Programs\AutomationTool\Switch.Automation.csproj
ScriptCompiler.FindAndCompileAllScripts: Parsed project files in 0,044s
ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: F:\Unreal\Engine_4_26_0\Engine\Platforms\Switch\Binaries\DotNET\AutomationScripts\Switch.Automation.dll
ScriptCompiler.FindAndCompileAllScripts: Loaded assemblies in 0,070s```
UAT is doing a Win64 build there so the Win.Automation.dll should have been loaded
yeah, super weird, i'm sure it's something simple, i'm stuck though, been reading all the c# for the automation tools trying to see if it's a weird path issue or something else
Does the Win.Automation dll exist ?
@lyric ivy check you have it, it should be in - G:\ue4-2.26.0\Engine\Binaries\DotNET\AutomationScripts (equivalent root of course)
It's there for me of course.
and I see it in p4 depot
yea it exists
If it exists, check in the properties that it's not marked by Windows as "coming from the internet" or whatever that prevents it from working ? long shot here
where would i see that? everything looks ok for me
do we need to have anythign checked out from p4, it's not trying to write something isit
The cooking process should not need any write access to the compiled files under Binaries
yeah thought so, we didn;t have to do that with older engines
I have binary+S2w in p4 typemap as well so it should always be writable IF needs be
I take it E:\Perforce\Engine_4_26_0\Engine\Programs\AutomationTool\Saved\Logs\Log.txt doesn't have anything
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Yeah it's the same like I thought it'd be
i tried a "build" for all targets but everything was up-to-date and all automation tools as well so nothing to submit
Interesting that UAT whines about the NNSDK being too old - is that a difference between both your machines ?
mine is too old, havent updated it, but i was packaging for win54
the other person on our project has an updated version but same buildcookrun error
yeah engine built with 10.4, just needs NDI updating, but the verbose pastebin I dropped above is from a machine with the right NNSDK: https://pastebin.com/NfUvSbbG
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is there anything needed in windows environment variables that might've got lost between 4.24 and here
looking at mine I don't see anything as it should all be relative to the engine directory right?
I'm wondering if it's not actually trying to build for Switch here
Clearly it thinks it is the only supported platform
Which VS version is used here ? 2019 became mandatory in 4.25 IIRC
Erm, nevermind, cookers shouldn't need MSVC
oh really? I think I built this with 2017 thinking ue4 was still angry about 2019, but if all else fails i can rebuild the entire engine on 2019. but yeah rick and the other guys have never needed VS to package, that's always been my pain to bear ๐
oof
Yeah, I think the launcher engine dropped 2017, the source one still works, so likely not the issue anyway
So Win64 is found, it's buildable, but it ends up in unsupported platforms within UAT
how does it get confused between different machines
the only difference is mike has built the engine on his machine and we only have the submitted engine
I would put some logs in CreatePlatformsFromAssembly (/Engine/Source/Programs/AutomationTool/AutomationUtils/Platform.cs)
And InitializePlatforms I guess
My take here is that for some reason Win64 is dropped between platform discovery and InitializePlatforms, where Win64 is no longer considered supported
sweet, thanks for your help, really appreciate it! I'll dump some logs into the automationtools and see what we come up with. I'm currently looking at the ScriptCompiler which does the gamefolder discovery to see what I can turn up there. Appreciate your time!
Should be rather easy to find the issue at this point - painful to add logs but UAT isn't that big and the SDK detection works
cheers for your help man, better than floating around in the dark!
what do i have to do?
Hi, I wasn't responding to you, sorry for confusion!
if i delete saves folder which is in my project folders, can this be problem?
is saves effecting package size ?
The saved folder is not packaged
Only assets under Content (and engine/plugin content) go to the pak file
@mellow bane thanks !
can someone help me figure out where im going wrong
im trying to package and upload an android build to itch
i already have a windows build working
i think i need to manually fill in the sdk and ndk locations im working on that rn , just trying to find the solution more quickly
packaging gives me widows batch file obb aab apk
i think my problem might be with android stuido, what do i need to do with athat
Guys, anyone here can help in in mobile patching? I want to build in game update. Happy to pay for guidance. ๐
My build is finishing with this exit code error:
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
and I also get this error before it fails to cook:
LogInit: Display: LogAssetRegistry: Error: Package ../../../../Users/Jenkins/AppData/Local/Jenkins.jenkins/workspace/HVS_Game/Content/Maps/ThirdPersonExampleMap_BuiltData.uasset has malformed tag
any ideas what's causing this?
Corrupted data ?
Is there a way (or a recommended way) to get a portable version of a packaged game? That is to say, one that requires no installation of prerequisites?
I just zip the built folder. It works :)
I'm not trying to cut down on file size. (Well I am but that is something I've got well in hand so far) I'm talking explicitly about needing to install prerequisites. I want to run the exe and it runs.
Just an .exe I haven't seen in awhile. UE4 will typically build out a few folders such as "Engine" and "YourGameName" and an .exe
But you still don't need to install anything, you can still just run the .exe and it references those folders
...I'm aware that there are several folders. I'm not asking about that either. It has been my experience so far that when trying to run the program on computers other than the one I build on it attempts to install C++ redistributable. The guy I am trying to send it to is unwilling to install anything. If it can't run entirely off of the content in the folders, it won't work for him.
Ahh, I see. I haven't encountered that before but the C++ redist is required by a lot of stuff so not surprising. Not sure offhand.
The answer is no, you can't run without the MSVC redist. It might work if one is already installed for the correct version.
If they don't trust you for some reason, they can manually download and install the required MSVC redist from microsoft.
I guess technically you could ship the redistributable dlls yourself but I don't recommend it.
and you won't find any documentation on it since it's not really a supported scenario. You'll just have to try it and see what happens.
The issue isn't trust of me, they don't want to bloat their computer.
They are also concerned about putting the program on Itch.io and peeps needing to install MSVC and noping out.
it's not installing msvc
it is just the redistributable. Which is something that almost every game out there does for windows.
Install almost any game on steam - most of the time there will be an installation step for installing a redistributable.
Most software for windows requires some version of an MSVC redistributable somewhere down the line.
It's possible to statically link to the C++ runtime (which the redistributable usually provides) but I don't believe there's any config in unreal that supports it and as I said manually shipping the dlls isn't really supported
I was told it had a pop up that said "it's asking me to install microsoft visual c++ library." I'm not sure exactly what he meant.
And yes, I told him that I can't recall the last time except for from Steam or Epic store that didn't have something like that.
I'm trying to find out if it is an option because he won't go with Unreal for this project unless there is no additional installs and I'm not interested in programming for him in something other than Unreal.
ask him to open up his list of installed apps in settings and search for "redistributable"
if he's had his computer for more than a few years and has installed any games on steam he probably has a large number already installed
Oh, I'm aware and already told him that.
and each one is usually ~20MB. It's not something that "bloats" the computer.
His concern is moreso it turning off peeps from running the program.
And I got another email for the second attempt. "It got further, but then did some firewall thing and crashed."
I don't even know how it is triggering the firewall because it shouldn't even be going out to the internet.
I got no clue. Hopefully I will meet up with him this week and figure out what is up.
...I wonder if he dropped the unzipped files in the same location as the old version.
Welp, thanks for the help. Sounds like my gut was right.
ERROR: Platform Linux is not a valid platform to build. Check that the SDK is installed properly.
Getting this weird error
nvm fixed it
Hi guys! Im pretty new to this, but im working on a pc and id like to package my game for windows and mac. I think theres no way to do it on the pc directly right?
and if not what kind of power do i ned, i have a 2017 macbook air i tried to package with it and it took 3 hours just to open unreal haha
Hello. I have a question about the cooking process.
When unreal cook is it using the gpu, cpu, or both? Is there a way to tell it cpu? Would a video driver cause problems when cooking? Project cooks in Ubunto 16.04 nvidia driver 4.18 but when I switch to Ubuntu 20.04 using highest driver. It seems to hang.
At during the cooking process.
Anyone know why gpu fans blow hard (1080gtx) after packaging.
Did you disable framerate smoothing, vsync?
Is anyone able to package my project to android? I will send you the project file. I've tried for so long, if anyone can help that would be great
I have build my exe file and now it asks for the .uproject file..... What did I do wrong?
I think I found it...
Running into 2 weird errors that I can't seem to solve while packaging.
The first is Unreal tripping over an enum:
there is an enum property of type 'E_CharacterSpecies' with an invalid value of 'NewEnumerator6'LogEnum: Warning: In asset 'None', there is an enum property of type 'E_CharacterSpecies' with an invalid value of 'E_CharacterSpecies_MAX'
The above are warnings, but the second issue presents itself right after that on the next line, through a UAT crash:
LogOutputDevice: Warning:
Script Stack (0 frames):
LogOutputDevice: Error: begin: stack for UAT
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error:
LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
LogOutputDevice: Error: Cannot create SoftObjectPath with short package name '('! You must pass in fully qualified package names
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ffc04992f39 UE4Editor-CoreUObject.dll!DispatchCheckVerify<bool,<lambda_e43c4c9fec6ce2e705f111a0bc03fc7e> >() [Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:164]
LogOutputDevice: Error: [Callstack] 0x00007ffc0486c5fc UE4Editor-CoreUObject.dll!FSoftObjectPath::SetPath() [Engine\Source\Runtime\CoreUObject\Private\UObject\SoftObjectPath.cpp:79]
Not sure if these are connected
That enum is in CPP, and seems to work fine in the editor
First one is likely a corrupt Blueprint
Hmmm
It's in a pair of structs ( with an invalid value of 'NewEnumerator6' )
Though that "none" I have no idea of, doesn't tell me the actual asset
Yeah it's weird
Easiest way here is to look for these errors in engine source, put a breakpoint, debug the editor, run packaging
Then search through the call stack for the asset path
The UAT crash I could possibly put a breakpoint on, I've seen that error out even when just starting a debug session, but for the enums I'm not sure where to put a breakpoint. Do you happen to know that?
look for these errors in engine source, put a breakpoint, debug the editor, run packaging
Oh right, the actual warning. Gotcha, that's clever.
Go higher in the stack to find out
Having a bit of trouble really grasping this, is it the FField variables there that are problematic?
It sounds like you have a GoalActor property on that BP_YoreDefaultPawn Blueprint that points to something wrong
It's actually on a behaviourtree service, which is activated on BP_YoreDefaultPawn. Lemme check that GoalActor prop
GoalActor is a BlackboardKey variable ๐ค
Hmm
Don't think I did anything strange there ๐ค
Which kind of object is that ? not familiar with blackboard, is it an asset ?
The blackboard itself is an asset, fed into the behaviour tree
The key is a reference to a value you set into the blackboard
So check the asset itself - that might be the one with the enum error
That's the strange part, the blackboard is only populated at runtime, so while in the editor that blackboard value is actually just empty
It's a container to be filled
Yet it errors before runtime
๐ค
What do you mean, populated at runtime ? I thought it was an asset
Assets are supposed to be constant
The blackboard is an asset, that at runtime will be populated.
Not sure how to explain ๐ค
The values of variables ?
Assets are supposed to be constant so I'm not sure how that'll work
That you can add data to
Assuming multiple objects use this asset, everyone's changes will be shared
But why
Standard component of the behaviour tree to share information among your services
Tons, but not the one that is erroring. I'm even having trouble locating "GoalActor". I renamed it in a bunch of places, but it still errors with the original name. Doing some more digging now.
Alright, not sure what's happening
You've already put me on a good track ๐
Found an asset actually called "GoalActor". Which also errored out, and again the same error when I opened a level BP that contained this asset. Resaved, fixed. Probably a stuck reference that screwed up each time, after my own components were referencing an asset that in turn referenced that goal actor.
Don't think it had anything to do with the enum, just coincidence that it happened at the same time
On to fixing that one now ๐
Yeah, I hadn't even thought I could just go further up the callstack to narrow it down. I just saw it error without telling me which asset was fucked up, and started sweating bullets ๐
Another tool for the toolbox
How do you change the optimization level you're compiling packaged projects with?
Package as Debug, Development, Test or Shipping
Though Debug & Development also feature debug tools and access save data differently
It seems that, given the behavior of the debugger, that there is still some optimization
some lines get skipped over, etc.
@wooden grove Debug does not have any optimization
For some reason, packaging fresh does not work for me. I get unknown cook error and it stops before the packaging stage.
However, when I check create compressed cooked packages, it works
But then I have to uncheck and check in order to get this to work subsequent times
This must be a bug?
I am having a problem with "fatal error" (I didn't see any extra info) on a guys computer when he tries to run the packaged project. It errors immediately upon launch. However when I run the packaged project on my computer, it runs fine. I made sure he installed the C++ dependencies. Any idea how I can go about troubleshooting this?
I got a question about a packaged game on console, can i ask it here?
something plugin related (power IK)
Can I package my server build on source and my client build on the installer build? Iโm guessing theyโd have to be the same version
Installer version*
Hey all you geniuses, could someone please help me with SteamCMD and getting my build onto Steam for the first time? I've followed all the steps yet still nothing on the builds tab of Steamworks. I think something is off with the depots, but not sure what.
getting this error while packaging for android
@everyone please help if anyone know the solution
@open rapids I have done that once I used to successfully package when I was using 4.25 but it is giving problem from the time when I am using GitHub 4.26 version
So I don't know what changes took place and settings are also same internet saying some plug-in problem but I haven't enable any plugin all those which were tick before
This is my settings which I do from watching you tube in earlier version it worked is it visible to u
@open rapids
done @open rapids
server crash every time when clients join
does anyone ever experience this?
UATHelper: Cooking (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Cooking (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Cooking (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error:
UATHelper: Cooking (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: Cooking (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Cannot create SoftObjectPath with short package name '('! You must pass in fully qualified package names
UATHelper: Cooking (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Stack:
Cannot create SoftObjectPath with short package name '('! what is this supposed to mean?
Do you have anything named ( ? Or anything with ( in the name?
I never name anything with "("
is there anyway i can search in engine for all the variables if there is "(" such thing exists?
Any folders in your computer that have ( in their name?
no, i never use "(" for any naming, not even folder, which i got doubt if windows allow it
this is crazy, i have delete everything one by one to find it out!
You using any plugins?
Advanced Session plugin only
@everyone help me also please
Hmm, it could be a corrupted file but if so I doubt a search would find it.
A good trick for speeding up finding the file would be to delete half (or as close to half as you can) and the references to those and try again. If it has the same error, repeat until you have only one option left.
If at any point it doesn't have that error, the issue is in the files you deleted.
(Do all of this in a copy of course.)
oh damn, everything in my project are connected to DataTable and child/parent
Do you have custom code called "powermanger"?
no
Ok, are you trying to build to android?
yes
Have you taken a look at powerManager.addThermalStatusListener ?
Ok, it looks like somehow an extra space was added before a . in there
Are you running a source build of unreal?
I do not know what that means.
what you are saying
How did you install unreal and are you using C++ or blueprints
I install by github and I am using BP only
Ok, so yes a source build.
..
If you are only using blueprints, a source build is almost certainly a waste of your time.
As an fyi
And it appears that somehow the powerManager class for Android has an error in it, probably because somehow the source build had an error.
Does it build for other platforms?
I haven't try for other
Give it a go. My guess is that you have more issues with your build than just this one.
If that is the case, it would probably be faster to redownload unreal than to try and fix every error.
And if you are redownloading, I would recommend using the Epic store version of Unreal unless you have a specific reason to use a source build. (which it sounds like you don't)
The epic store version should work for almost everything you need to do. You only need the source version if you are going to modify the engine itself or do a few other high level things. (like create a server only version of the game)
yes git hub took me around 16 hours to build and it is around 100 gb I need to use simple version I guess
Yes, that sounds about right. There is also lots of ways it can fail, I had to run mine three times before it succeeded. A new version of Unreal came out a week later. ๐ฆ
And I wouldn't call it the simple version, it is just a version that comes ready to go.
yes
If you do things right, the only real difference is that the source version also lets you modify engine code. Unless you know what you are doing, you shouldn't be modifying the engine code anyways.
The ability to mess things up goes up exponentially with a source build.
ohh
Also, for reference in the future. If you are asking for help on a forum, never message everyone and definitely don't send private messages to people unsolicited.
I flipped a coin on whether to help you because of those two things.
Both of those things are considered bad form and will significantly reduce the likelihood people will help you.
Another thing that is considered bad form is that when you solve your problem yourself you just say "fixed it" Instead you should say how you fixed it. That helps people who do searches later.
ok
@proud sparrow found it, it was a reference to a scene component in my character bp, however it works perfectly in editor but not when building the project
so i delete it and recreated it, now it compile without any error
what a strange life!!!
thanks for your help ๐
Sweet. Glad you got it working. I've seen weirder.
...I had unreal bluescreen my comp last night while moving files in the content browser.
oh wow! hahahaha...
Yep, no clue. I haven't had the time to open unreal since then sooo I hope it isn't reproducible.
Interestingly it bluescreened in a way that kept my second monitor displaying what it was displaying before.... which was notepad and 15 minutes worth of writing that I was about to save. That was fun watching that torment me for an hour.
bluescreen is usually to lack of power if i'm not mistaken
but damn...
hahahaha... yeah, it is pretty frustrating
Not this one. I have had issues with power outages lately. Though none of them bluescreened and my power supply is overkill. I get maybe a bluescreen once every six months.
waaaaad! maybe something wrong with your motherboard
Not that bad, just moderately irritating, I was about to save and close everything. :L Ended up slowing me down a bit and didn't lose much.
Nah, I swapped my mboard a year ago. If anything I get less now.
It is pretty easy to bluescreen your comp with C++.
i see... interesting
Iโve never bluescreened with c++ before, thatโs interesting
But then again I donโt play around with features where itโs more likely to happen (aka multi threading, raw pointers)
Typically it is caused by a bad driver interaction or running out of memory in a weird way or closing things it shouldn't.
Though I don't think I have had C++ cause a blue screen since I swapped from 7.... (RIP windows 7) Well, unless you count whatever happened last night.
The actual error isn't here, post the full packaging log through pastebin or analog
Package C:/Users/saurabh/Documents/Unreal Projects/Drive/Content/Texture/bensound-dubstep.uasset has malformed tag
Also no less than 84 warnings that you should read and fix
But that line is the breaking one
Remove the asset, reimport it or something
ok buddy let me try
Which one ?
this
Yes but which error, the last one ? there are hundreds of problems in this project
yes the last one
Sounds like out-of-date Android SDK
I have updated it yesterday
For 4.26, per the release notes (https://docs.unrealengine.com/en-US/WhatsNew/Builds/ReleaseNotes/4_26/index.html ) it needs to be Android Studio 3.5.3, Android NDK r21b
Overview of new and updated features in Unreal Engine 4.26
Ndk is correct I guess
@mellow bane the first one shown here I am using that
and I don't think I am using android studio 3.5.3 I have 4.1 I guess
@mellow bane this is my android studio version
Check this out : https://forums.unrealengine.com/development-discussion/android-development/1838986-4-26-cannot-package-for-android?p=1840181#post1840181
Hi everyone,
I am having a hard time packaging for android on UE4.26. I keep getting the same error over and over no matter what I do.
My entire environment is set up to package for android below 4.25 as well as "for and above" 4.25 so I know the problem isn't some missing environment variable or SDK/NDK
I got it buddy but do I need to downgrade my android studio
No idea, read the post by the person who fixed the problem on 4.26 and repeat the instruction, I guess. I don't use Android.
he is using studio that is 3.5.3 something
thanks @mellow bane it worked
oh hey, i cant help you about your problem but you can change windows theme to dark mode it's better for your eyes
@mellow bane I am facing a problem with my video I have use as a widget it is not playing in mobile
Hello guys, I have a problem and going crazy. I'm using 4.24v, I was trying to package few projects, it's successful but the folder is empty. I was trying to reinstall the engine, same. Don't have antivirus, have VS2017 and VS2019, etc. Can someone help?
Now try in 4.22 and 4.25 it's same ๐
What's the full packaging log
No packaging was ran here
Do you have any idea?
You did not run the packaging here
This is just the editor starting
So try packaging and come back with the log
So do that and then get the log again
The one you sent did not have any packaging process ever started
just get log information in right corner and that is all
??
Yes, I think same ๐
I don't understand what you describe
In any case, the log file has 0 information, the packaging never started
Your browser should have opened a link to the doc page if the packaging has unmatched requirements
Do you have writing rights in that disk
No idea what's happening here then, sorry.
Why are all of these modules being packaged in my game? I just want a simple playtest package
Where can I change the settings of what gets packaged? This is taking forever
Some of these are plugins, so, disable plugins you don't use
Most of those you are using
Thanks, where should I be disabling plugins? Is it through the editor's plugins manager, or somewhere in the ini files?
The editor plugin manager
ControlRig and MagicLeap are the only one in this window that are actually plugins though
Is there a way to test your game on a smartphone from the engine, or do you have to make a whole beta to see it?
I have a weird issue. I package my game and upload to internal testing. I get a link and download it to my phone. When I run it I can see that it is an old version of the game.
Like in my main menu I added some text to make sure itโs the latest version but they donโt show up.
I can see that if I deploy to phone directly from unreal
Anyone else had this issue?
Has anyone got DefaultPakFileRules.ini working completely in UE 4.26?
It seems that it only works for some files and not others. For example if I exclude .../Engine/Content/EngineMaterials it excludes it and the game crashes which is ok, but .../Engine/Content/MobileResources/ or .../Engine/Content/Tutorial won't get ignored no matter what. I still see it in the CookerOpenOrder.log and in Saved\Cooked\Android_Multi\Engine\Content
after upgrading from 4.25 to 4.26, I have a few bps that do compile in the editor and do work fine in pie, but on packaging in shipping config, they are in an error state, I refreshed all of them without any errors, deleted binaries, intermediate etc recompiled sln etc, but they are still in an error state. anyone run into this?
Define "error state"
Put the log on pastebin
has anyone had a
Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names
while packaging?
I assume it means a BP node is expecting an input, but all my BPs compile
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [AssetLog] D:\UE_4.26DQS\Projects\ModdableAlpha\Content\BuildableMaps\ALSVR.umap: [Compiler] Invalid pin connection from ' Return Value ' to ' Target '. You may have changed the type after the connections were made. from Source: /Game/BuildableMaps/ALSVR.ALSVR:PersistentLevel.A
LSVR
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPluginManager: Warning: Plugin 'RuntimeTransformer' is not compatible with the current engine version (4.25.0)
hundreds of those
and works fine in the editor and pie
someone else had similar issues just hit crtl f and copypaste your error message
Check that out :
Error: [AssetLog] D:\UE_4.26DQS\Projects\ModdableAlpha\Content\Blueprints\ObjectFamily\WBaseSkelObject.uasset: [Compiler] COMPILER ERROR: failed building connection with 'Actor Object Reference is not compatible with Pawn Object Reference.' at SpawnActor from Source: /Game/Blueprints/ObjectFamily/WBaseSkelObject.WBaseSkelObject
This one seems clear enough
slashes?
Find SpawnActor and check the parameters
it compiles like a charm in the editor no issues at all
Doubtful
Same asset here btw :
Error: [AssetLog] D:\UE_4.26DQS\Projects\ModdableAlpha\Content\Blueprints\ObjectFamily\WBaseSkelObject.uasset: [Compiler] In use pin Editor Pawn Class no longer exists on node Get . Please refresh node or break links to remove pin. from Source: /Game/Blueprints/ObjectFamily/WBaseSkelObject.WBaseSkelObject
Maybe one plugin you use is failing and custom types derived from it fail too
Thanks @mossy tapir, good idea, I didnt think of doing that!
I mean the 10th line in the log is
LogPluginManager: Warning: Plugin 'RuntimeTransformer' is not compatible with the current engine version (4.25.0)
Anything you use from that is likely broken
yes, I get the errors where I use it, but how come it works in the editor but cant be packaged?
I do it all the time I get stuck, it's pretty fast!
did a validation test and it flagged engine content!
I think i accidentally did it on engine content folder ๐
maybe I should not work at 1:30am
if you super tired you can do more harm than good ๐ take abreak
I think maybe you are right
the packaging size is going big and I don't wish to make it that big any thing I can do to make it more compact
@open rapids What are you tagging me
@open rapids stop tagging people randomly. I have seen this a couple of times now.
@mellow bane
I fixed the problem. if anyone has the same problem, let them know. I was trying everything, absolutely everything. The only thing that fixes this is to install fresh windows.
I have been running into a problem with stereo layers for my VR project that I was wondering if any1 could help me with
Basically I am trying to draw a texture onto a stereo layer so it appears on top of all level geo, now this works fine when I run it from the editor
But if I make a package and view it from there the stereo layer get occluded by level geo
Does anyone know what is going on?
Here is a screenshot when running from the editor
And this is what it looks like when I view from a package
My lighting seems to break sometimes on different machines with different specs when loading a level after packaging. Some other times, it loads fine, but sometimes it doesn't.
Anyone know what I should look for? It seems to be inconsistent between computer specs and headsets. Using GPU Lightmass 4.26.
Anybody know where to put a breakpoint to debug packaging? this is launcher build 4.26 with debugging symbols
i have attached to the ue4 editor process, just need to know what function to add the breakpoint to
Anyone else have packaged builds that don't include your icon or splash screen?
Hi guys. I have a huge issue with nativized build.
Now, I spawn an actor of a class. (not a child class), every packages fine. I run the game, it is working as expected.
After that I switch the spawn with a child of the same actor (no additional code, just a child) , then it packages fine, but when I run the game it gives me this.
there is nothing in construction script, nothing on event begin play, it inits trough the spawn
This spawns fine, works in packaged game
this spawns fine in pie, does not work in packaged game
Is there any way to test Google play services like leaderboards other than packaging, uploading to Google play console and downloading through play store on my mobile device? Itโs takes an hour to test every single thing. Itโs so frustrating.
Hey, everyone I'm getting this error while packaging:
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]
I basically tried everything I could find on google. None of them worked.
I want to try this solution:
Run editor with debugger attached.
Enter the game - above error occurs, it will point you to the SoftObjectPath.cpp, but there is no info, so go to the callstack, and search for call in the file BlueprintEditorUtils.cpp. This function there will have FProperty as input, if you hover over it with debugger attached, it will show you EXACTLY which variable is causing the issue. Write its name down.
Go even deeper into the callstack down to the KismetCompiler.cpp. It must have gone through the function PropagateValuesToCDO. This method has UObject* InNewCDO as parameter, hover over it and write down the name of that variable.
Restart UE editor, find that asset, and that specific variable. Renaming won't work. I found that removing that variable completely, and adding brand new one WITH DIFFERENT NAME and manually replacing references missing after old one is removed fixes that error! Voila ๐
But I dont know how to do it. If anyone could help me that would be great.
Thanks in advance.
Here is my log file
I am packaging the iOS build using remote on a mac device. Everything works, however, the remote build location on the Mac is taking a lot of space so I have to clean that directory constantly. I have another storage device I would like to point the remote build to. Is there any way to change this directory path?
You can use the "Launch" button drop-down and select launcher config (forget the actual name) and build a custom launch profile
In there you can specify a new place for storing your packages
I think I am asking a slightly different thing
so my question is:
I am building the iOS package using Remote build on a macOS device. The resulting files that get created on said mac device I would like them to be stored somewhere else, so a different path
but I can't find this anywhere in configs
wdym, just follow those intructions @versed flint
when they say debugger they are referring to visual studio
Hello guys
anyone can help
how do i disable the vulkan packaging
i want my game run on vulkan not supported devices
any one can help mention me
@wheat pulsar Gonna need to be more clear about what you want
For LInux client builds you should enabled Vulkan and OpenGL in the rendering settings page of the project settings
Default is OpenGL AFAIK
yeah i dont know how to disable vulkan and enable opengl
You shouldn't disable Vulkan.
why?
my pc dosent support vulkan
the game just crashing and saying no vulkan device detect
Because supposedly your game is for more than one PC
ok
Go to project settings, supported RHIs, make sure OpenGL is there
Though IIRC OpenGL is not longer supported for linux
why
Because it's dead
like if my pc linux and i dont have vulkan its GG
Yeah, as of 4.26 OpenGL support was dropped, only Vulkan left now
oh i should install unreal engine 0
๐
you mean i should work on ue 4.25 for opengl
You should investigate first why you drivers don't support Vulkan, support should be pretty good by now
my pc amd rx 56 and its supporting but my brother working on an old laptop
i mean can i just download ue 4.25 and everything should work
You can't convert a 4.26 project to 4.25 though
i think i can
Nope
All assets will be incompatible
Yes
oh no
Just not the other way around
any thoughts on my question as well ๐ข ?
I am building the iOS package using Remote build on a macOS device. The resulting files that get created on said mac device I would like them to be stored somewhere else, so a different path
Hello everyone. I have a problem with UE4Editor-cmd.exe and the SSH.
I want to execute a commandline to launch a build of light, so I use
PATH_TO_ENGINE\Engine\Binaries\Win64\UE4Editor-Cmd.exe PATH_TO_PRROJECT/PROJECT_NAME.uproject -run=resavepackages -buildlighting -quality=Preview -allowcommandletrendering -map=MAP_NAME
Everything works fine if I execute this command on the machine who build, but, if I connect in SSH to this machine and I launch this command, I get an error
there is my log, in direct or via SSH
And, I have noticed something; If I execute the command from the machine who build, SwarmAgent works fine, but nothing if I use SSH
I'm stuck with this from few weeks, if someone can help me/have an idea, I'll appreciate that a lot. Thank you
FYI: I discovered the custom icon issue. Your .ico file needs to be created with multiple resolutions packed into the same .ico file or Windows won't display it. Specifically you need 16x16, 32x32, 64x64, 128x128, and 256x256.
Hi. I am trying to package my apk from Unreal 4.25.4 for Oculus Quest. But the apk is not launching as an immersive VR, instead it is launching on a screen inside Quest 2 (target hardware). Please suggest what to do
Hi, I have a problem, maybe someone will help, i package my game and upload it on steam, its all good, until i remove a key to the game or switch steam accounts, on new account i can still open a game and play normal, how to add something that checks if the game is on account ?
What do you mean "remove a key to the game or switch steam accounts"
@mellow bane Like when you buy a game on steam you can play it on your account, but when you log in into another account that dont have this game, you will not be able to play it. But with my game i can log into another account and still play the game
I'm not sure but I vaguely remember seeing this is only enabled by default for Shipping builds.
@open rapids Do you mean it appears in your Steam game list, even through you do not own it, or do you mean you can still launch it ? Because the latter is pretty much 90% of Steam games
But yeah, make sure to test in shipping
i think i found it thanks ! ๐
Can some1 help me or free to be hired? im packaging my game in shipping build but steam doesn't recognize it only in dev build
i tried placing manually steam_appid.txt manully in win64 folder but doesnt help either
Is it a shipping build, if yes, launch it from Steam
Open Steam, click on your game in the library, hit launch
If you don't have a real appid yet, the steam_appid.txt file in the packaged game approach works well
If you don't get the overlay it might not have the 480 appid
do i just write the app id in the txt or needs something else beside it?
like steamappid480 or something?
or just the numbers itself
hm, now steam shows that im playing with the game, but still not getting steam avatars, names, friendlist etc
totally different from a dev build
not even travelling from lobby to main level
If you get the overlay you have Steam running
if i shift tab, steam recognizes im in a steam game, but my codes wont get steam avatars, steam names, friends etc like it used to be in dev build
What's your Steam setup like in DefaultEngine ?
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
[OnlineSubsystem]
bHasVoiceEnabled=true
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
Looks fine - this is from a launcher build ?
yes
there are no such options like default engine or game in packaged build
but in dev build all works like a charm
Ive seen multiple posts that needs to place only a steam_appid.txt
here
beside the steam_api64.dll file and it fix it
but nothing helps
You shouldn't touch this at all
There is zero need to copy any dll
is it normal for packaged build to have higher latency than in the editor
@jade aspen The steam_appid file should be next to your game executable
@orchid star Define latency
the numbers below stat fps
hm weird, even if i place it beside my executable, still doenst work..
That's vsync
If your monitor is 60Hz, vsync will synchronize to 16.67ms
Without vsync it'll use 100% of the GPU regardless of what the screen can show
ahh ok thats good to know
in a dev build can i use my real appid too so it wont show my game as spacewar " 480 id " ?
Yes
maybe i just turn off all the trace debugs and print strings
and i use it as a main build?
or is there a huge difference in any way between dev and shipping build ?
No, you need to use a shipping build
i cant put a dev build even if its not showing any debugs to steam?
No, you really shouldn't
Debug your actual issue - print to screen to see the values you get from the Steam API, etc
yea I'll have to dig into it..
are you familiar with these kind of stuffs, what can be the issue ?
No idea, I use a launcher build here with just the DefaultEngine.ini changes, DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam"); / AddEngineThirdPartyPrivateStaticDependencies(Target, "Steamworks"); in build.cs, and steam_appid.txt file next to packaged executable - works fine.
wait, do i need to put any SDK files to my shipping project?
f your application meets Valve's requirements, go ahead and download the latest version of the Steamworks SDK . The SDK needs to be unzipped and copied to /YourUnrealEnginePath/Engine/Source/ThirdParty/Steamworks/Steam[Current Version]/sdk
I thought i only use sdk and its tools to upload it to steamworks from my repo
or it has nothing to do with my issue?
There is no SDK step or requirement
That stuff in the doc is only for if you need the latest Steam SDK
You shouldn't touch any of it
Like I said :
launcher build with just the DefaultEngine.ini changes, DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam"); / AddEngineThirdPartyPrivateStaticDependencies(Target, "Steamworks"); in build.cs, and steam_appid.txt file next to packaged executable - works fine.
well thanks for the help though, ill take a look abit later, im too exhausted now ๐
have a great day ! โค๏ธ
Hello ! UP to this message : #packaging message Anyone has an idea ? Thank you
Does anyone know why my BP stays dirty after compile, but gives no errors? This is after upgrading UE4.24 -> 4.26
Also the BP is causing a lot of lag in the editor now when it's open
Moved this to where I think I should have asked it:
I am compiling from source build a server.
Map built from new level -> default, using just a landscape + player. No other assets - compiles successfully.
When server is started, I get several Error: Could not find outer LandscapeComponent_<#> to create LandscapeLODStreamingProxy
I've not had much luck finding solutions with Google.
Again, thanks for any help provided.
Follow-up:: Ok, I ran the server and connected anyways, ignoring the red error and everything seems to run just fine. But I'd still like to understand how to correct whatever this is related to. Thanks again.
I put bUseLoggingInShipping = true; in my target.cs but it's still not giving logs when my shipping build crashes :*(
Generally speaking, how long does your first win64 package take?
First one is probably about half an hour for a small project
@latent zephyr Source engine builds only
fcccccccccccck
Build failed Took 7111.2907673s to run UnrealBuildTool.exe, ExitCode=6
UnrealEngine\Engine\Plugins\Experimental\Water\Source\Runtime\Private\GerstnerWaterWaveViewExtension.cpp(10): error C2059: syntax error: ')'
How the hell do I get around that?
lol
Disable the water plugin if you don't need it I guess
I haven't done a pull on release for a while, but I've had no issues to-date with packaging. Packaged fine on Linux for my server build
I am packaging via a dev editor version.
And I didn't go through the UE4 Source Engine - maybe that's why it failed?
Is there a difference in packaging from a Git-build vs a project debug editor build?
Let me try again - In my Source UE I open it in VS and run it as a development environment. Is that different to opening it in VS via a project, and opening THAT in a dev. environment?
I'm not sure I understand what you're saying but as long as you use the same engine build for your project everything should be fine
mmm damn
Well, regardless I get this error
C:\Users\Brent\Documents\UnrealEngine\Engine\Plugins\Experimental\Water\Source\Runtime\Private\GerstnerWaterWaveViewExtension.cpp(10): error C2059: syntax error: ')'
- a few others in that ilk. Surely I don't update the engine myself?
For some reason it's throwing a fit over GEngine not being defined;
UATHelper: Packaging (Windows (64-bit)): C:\Users\Brent\Documents\UnrealEngine\Engine\Plugins\Experimental\Water\Source\Runtime\Private\GerstnerWaterWaveViewExtension.cpp(11): error C2143: syntax error: missing ';' before '{'
UATHelper: Packaging (Windows (64-bit)): C:\Users\Brent\Documents\UnrealEngine\Engine\Plugins\Experimental\Water\Source\Runtime\Private\GerstnerWaterWaveViewExtension.cpp(18): error C2065: 'GEngine': undeclared identifier
UATHelper: Packaging (Windows (64-bit)): C:\Users\Brent\Documents\UnrealEngine\Engine\Plugins\Experimental\Water\Source\Runtime\Private\GerstnerWaterWaveViewExtension.cpp(20): error C2065: 'GEngine': undeclared identifier
UATHelper: Packaging (Windows (64-bit)): C:\Users\Brent\Documents\UnrealEngine\Engine\Plugins\Experimental\Water\Source\Runtime\Private\GerstnerWaterWaveViewExtension.cpp(20): error C2059: syntax error: ')'
UATHelper: Packaging (Windows (64-bit)): C:\Users\Brent\Documents\UnrealEngine\Engine\Plugins\Experimental\Water\Source\Runtime\Private\GerstnerWaterWaveViewExtension.cpp(21): error C2143: syntax error: missing ';' before '{'```
Just disable water plugin if you don't need it
So I'm diabling the plugin
Yeah
And getting some of these bad boys
C:\Users\Brent\Documents\UnrealEngine\Engine\Source\Runtime\Engine\Private\ReplaySubsystem.cpp(167): error C2065: 'GEngine': undeclared identifier
I'm unsure as to why the engine only now is throwing this error?
Looks like a typical unity build error to me
You're sure you're on a release tag right ?
Positive
But I've been wrong before
This is my Sourcetree.
Should I actually detach for the tag that's for 4.26?
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.Add("DMKart");
bUseUnityBuild = false;
bUsePCHFiles = false;
}```
This is also my DMKart.Target.cs
Hi Guys, Any idea?
@cerulean parcel I don't see your current commit here - can you open a Git command in the engine dir (regular command if git is installed system wide) and do git rev-parse HEAD to get the hash ?
Sure
Just restarted my comp JIC heh
2bf1a5b83a7076a0fd275887b373f8ec9e99d431
Is it possible the engine build is doing a unity build?
The engine should be doing unity build, if you don't want the build to last four days
2bf1a5b83a7076a0fd275887b373f8ec9e99d431 is 4.26.0 release so it should work
I'm guessing Epic just pushed out a release that has include issues and it just worked by accident for them because of unity build
Yeah, fixing the actual bugs - probably simple missing includes or syntax issues
GEngine undeclared is just Engine/Engine.h missing for example
Or wait 4.26.1, or use binary engine
Can't. Dedicated server build
Which built fine.
I might have to redownload the entire engine here
Fucking nightmare
Just fix the errors outside plugins, disable plugins
Well now the engine itself won't build
@mellow bane thanks for your help so far regardless. It's good to have someone who can work with you on this stuff.
And now the great build begins
oh, I move the question to the plugin channel
hello, if anyone can help me, Im getting a segmentation fault while loading the exe built, the only big difference is we added new version of our software library which worked before even is we revert to certain commits the built exe works
if anyone can dm me i can explain a little more
Any Ideas?
yeah if i could use any debugging tool is really easy, but not even the windows event logger giving me any reason
Trying to build a dedicated server on Windows, for Linux, through UAT. Getting the following:
Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -project="%uProjectPath%".uproject^
-nop4 -build -cook -compressed -stage ^
-noclient -server -serverplatform=Win64+Linux -serverconfig=Development ^
-pak -archive -archivedirectory="%buildPath%"
-utf8output
What would be my mistake? ๐ค
@zealous tree The Visual Studio debugger
@worldly sequoia Did you install the Linux platform under launcher settings + Linux toolchain from Epic's doc
I did not! But I shall! Thanks ๐
ok, do you have the best practice to launch a packaged standalone .exe on visual studio debugger, I used to work a lot with IDA but long time ago i might be missing steps or new features???
i think you are assuming Im seeing the segmentation fault like a regular exception
Installing clang got me a lot further already ๐
How do you guys do package distro? Git? Maybe hosting on a server direct?
I use Steam for game package, and S3 for dedicated server packages.
@zealous tree Literally file, open, grab the executable, debug it in VS. If prompted for a symbol file pick the PDB built with that release. Reproduce the seg fault, you'll be debugging exactly like a regular build.
@cerulean parcel easiest is probably ZIP up the packaged build and copy to Google Drive or equivalent ๐
@cerulean parcel when it throws errors like that as Stranger was saying looks like just some simple syntax issues, you can just fix them instead of re-downloading the entire engine
@pearl robin yeah I just realised that after speaking to Stranger
Sorted me out. Learnt something new
Ah ok, nice
Anyone experience this before?
see above conversation, looks like something you can fix by just editing that file
or disabling that plugin
Alright so I have an issue where when ever I package my game it breaks all my lighting.
hi, I have a problem , when I package on android its stuck on 'building apk'with gradle' then creates a tempoary drive on the machine and freezes
This is a brand new project, default AR setup (no added features)
I have a compile error of a file that has never existed in this project, how do I remove it looking for something that was never meant to be looked for in the first place?
This problem persists through all project packaging to the phone, started recently
UPDATE : I figured out a little more, but still not fixed
If I create a new project under a different name and compile, it works fine so something is being remembered via the original naming conventions even though its a completely new project
hi everyone, I have a question about building projects. I would like to prepare the demo version of my game and I wonder what is the best way to easily manage such task. Ideally I would like to have like two different pre defined build configs which i just click and they build demo/full version of game with some changes between them (in most primitive way just a bool "demo" in the game which decides which stuff is available and which not). The title of the game in the window bar should be different too. I know i can just set the bool myself and build as usual, but this does not seem safe way to alternate between building game in different modes. I am searching docs to find some info on customizing builds but i have hard time finding anything i see useful or could understand on the topic.
has anyone played around with the SimpleUGC plugin?https://github.com/EpicGames/UGCExample/blob/release/Documentation/QuickStart.md#building-the-ugc-example-project
I 'd like to create mods, without giving my content away, and not sure how I do that. This plugin requires the original game project to package mods right?
@dark shadow https://docs.unrealengine.com/en-US/SharingAndReleasing/Deployment/ProjectLauncher/index.html tried this?
A reference for the Project Launcher used to deploy projects using in Unreal Engine 4.
You will indeed always need the original project in one form or another
Also editor builds will have to be released on EGS and not nay other store
Basically a moddable UE4 game needs to have, with each update, a modding SDK distributed to the EGS - precompiled editor build for your game, basic Blueprints and content to run the game, with some of the content cut in order to not make the entire game free
Needs release artifacts ("version") and then players can use the project launcher tools
I copied over the BPs I want to modify to the mod creator project from the dev project, and the assetregistry files as outlined in the guide. Created a simple mod, packaged and copied over to the game. It starts, and even recognizes the new folder, but not the new content, although I migrated it over. All I'd like to do now is, to get the game to recognize these contents somehow.
That can't work
The mod creator project needs to be the same project, save the content changes
You need to have built a named release, and then mods are DLC, built against that named release
Basically patches
(That's what mods in UE4 are)
So basically every time your game is updated :
- copy the game project somewhere (or move to the "mod project" branch in your source control)
- remove the content you want to not be in the mod editor (only needs be done once if branch in source control)
- build a new named release of the mod project
- you can then distribute that mod project
- people can now add content in a folder, package that folder as DLC for that named version
Only works of course if all the content provided in mod project is actually (and identically) in main project
gotcha, but how do you hide the contents of the project, that you don't want the modders to see?
My advice : mod support in UE4 is a lot more work than it's worth
If you do it, do it when the project is complete and will never see another content update
well, all we want to do for now to bring in levels, and skeletal meshes and morph targets, and it is a must for the game
Consider that this "must" means the modders will have to download the Epic launcher, download your 200GB mod editor, create and import skeletal meshes (quite difficult as far as 3D content goes) and then build DLC for your game
(For what it's worth our ~12k copies sold game got one modder, one who didn't author new 3D content IIRC)
they must come in somehow, AFAIK skeletalmeshes are impossible to import at runtime
I'm just being honest with you about the business case for the game here
Don't expect 1% of your players to do it
It's gonna be less
Well, I explained what I know anyway, so you can go ahead with it
yea man, much appreciated! thanks!
I just spent three months doing that stuff a few years ago and it was a total waste of time imho
So I'd rather warn others ๐
I'm just an employee ๐ฆ
Good luck with the massive shitshow it is
Hi.. I hope i am writing to the right place. I have some problem regarding to the sort of new groom hair feature. I am trying to use an xGen hair made with Maya on my character in UE. I followed this tutorial video which is really helpful https://www.youtube.com/watch?v=__BScFPJy3E&list=FLira9SQQ1DnDAB-tB4CQjNQ&index=1&t=510s&ab_channel=UnrealEngine It works perfectly in editor.. The hair simulates really nice and also collide with the body mesh.. But when i packaging my project the hair wont collide with the mesh anymore. it still simulates but it just goes trough the head...I am wondering could be some options at the packaging settings which i forgot to tick or what could be the problem? Anybody have any suggestion or maybe solution for this issue?
Unreal Engine 4.26 introduced a new way of rendering hair onto characters - taking a huge step towards closing the gap between real time and film quality. In this presentation by Epic Evangelist Mario Palmero, you'll be guided through the incredibly easy process of having your groom imported, setting different kinds of groom, creating a variety ...
Hi, when package i got this error c1xx: fatal error C1076 and c1xx: error C3859 any one had that, it is not red and it returns PackagingResults: Error: Unknown Error at the end. where should i start.
here are error codes, it is in polish but it reads "can not use virtual memory for PCH optymalization" (or something like this)
anyone know how to manually download gradle and install it to the engine?
it seems like it downloads an extracts to C:\Users\USERNAME\.gradle\wrapper\dists\gradle-6.1.1-all\randomstring
What version of steamworks is latest for 4.26? I know once I had to use an older steamworks for compat
@mellow bane thanks for the help, it wasn't like this i found it, but it was a Singleton not using Check or ASSERT to validate so the exception never exploded
Hello , i have added the ForestPackv1 from the market place and i have deleted the folder "Maps" and now i cant package because i have 1 error which is:
LogBlueprint: Error: [AssetLog] C:\Users\Jordan Ferrad\Desktop\mystic_world_project\Content\FoliagePackV1\Maps\Overview.umap: [Compiler] Couldn't find object for bound event node OnTakeRadialDamage (None) from Source:
i have tried to reinstall the package
the file "Overview.umap" is there
i have tried to delete the "save" folder in the explorer
but nothing
i have also tried to fix up redirectors in the content folder
FIXED , i deleted the file in the editor
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 '0.000000'! You must pass in fully qualified package names
I've got this after upgrading to 4.26
I am not sure how to even find the assets that have these invalid package names
Interesting convo Stranger, didn't modding get better? I remember Epic making some noise about it a little while ago
Felt like it was getting some TLC
Heya, this sucks, but is fixable. You'll need to find where in the engine this error message is located, put a breakpoint, and see which asset is causing the problem
It's manual, annoying work, but fixable. I had something similar.
For reference, you can find my debug and fix above (thanks to Stranger ;))
@worldly sequoia The main blocker for modding is difficult to fix - it's using the patch pipeline so it's entirely designed assuming you're a regular developer for the game with access to all tools.
Hence the EGS requirement, need to release at least part of your project files, etc
Obligatory "maybe UE5" but really I don't see that stuff going away
Yikes :(
I wonder why not use the way Unity does it
It loads in packages, modding is pretty easy
Dunno how Unity does it. IMHO, a simple license change to allow redistributing the editor for your game on your preferred platform would be huge
Isn't that already the workflow? You need to get epic to OK that right? As a step to allow modding
So you can release an editor
You cannot ever release the editor outside the EGS
๐ค
I thought the Ark folks did that
Released their editor I mean, and that that was the whole process anyone would have to go through.
Ah ๐
And yes it's exactly the process we went through
But as a result you cannot tie the SDK to sales, or ship the SDK on the platform that actually has mod support
Is there an actual reason for this, outside of silly legal stuff?
The entire reason is the UE4 license
I guess Epic understands that any UE4 modding tool is basically UE4, and they forbid anyone from releasing UE4
Sad, from a non lawyer perspective, seems like something easily fixable.
But there's probably considerations above my pay grade
I mean yeah it is easily fixable, Epic just doesn't want to fix it
it's not a bug
Unreal = Epic launcher
Yeah
Anyone know my packages server build might not be able to find files from path?
Or how I might be able to get around this by adding their paths in the editor (using an automatically filled array from a folder)
Or would it be better to find files by type using c++?
IFileManager perhaps?
Gotta need to explain your problem here
What did you do, what should it do, what does it do instead ?
Apologies I was a bit vague
I fill a TArray with materials using their paths with c++
But when I package, no surprises the server build doesnโt work
Iโve set the arrays as blueprintreadwrite now and Iโm filling them manually but I was hoping there was a way to fill them automatically from a folder
The ideal/end goal is that the user loads a texture in at runtime and creates a material instance from it to add to a mesh
And they can do it with multiple hence an array
So what's the C++ code
The content dir is a pak file in release builds, and it's read only in program files anyway
You should be reading from another directory like saved dir
Which is in %LOCALAPPDATA% in packaged builds
Plus I'm pretty sure uassets in the content dir are automatically discovered through the asset manager
so could you theoretically specify any directory on a computer? Any they'd be loaded in at runtime
No
oh right, that would have been ideal
But if you're doing this you shouldn't be loading uassets at all
Just read PNG files and WAV files
Both are rather easy to use at runtime
Reading uassets means users will need UE4 to convert the files beforehand
And since those will be uncooked they'll be very heavy
oh yeah that's true, so either way it can't be done at run time
right-o I'm getting you now
thanks dude!
@knotty heath I fixed this error by deleting the audio component variables i was using in a BP
you can add audio component directly in the list of the components
but if you make variables ( in blue) of audio components it generate this error
that's not the only way to have this error but it is one of the reasons that make packaging fail with softobjects message
it can also come with using enumerations in BP mode
and using enumerations variables not coded in c++
I'm getting there weird crashes on my Packaged game. I open it and it immediately crashes with "Fatal error". This is the callstack. I'm not sure whats going wrong.
when i run the packaged game in debug mode I get an exception on this line
and if I continue debugging from here it just crashes completely
Does the game run correctly in non packaged mode ?
yes
Although sometimes it does the crash that I told you about- the Pure virtual function thingie whenever I enter or exit PIE
However it doesn't seem to do it in debug mode for some reason, it is very random, most of the time right after I build in vs
Before the callstack pointed to a line in my pawn's BeginPlay() however after commenting the whole block the debugger crashes earlier, on the invoke_main function
That's quite weird
Before I got rid of the BeginPlay issues, the debugger would actually stop at the start at the same function invoke_main and only after I hit continue it would move on to the BeginPlay issues that broke it
I have no idea what to do to fix it ๐ซ
But I'm pretty sure it also has something to do with the crash I'm usually getting when not in debug mode in the editor https://cdn.discordapp.com/attachments/221799439008923648/807204655872081960/unknown.png
so right now I'm trying to make the editor crash through vs so I can look at the data
Hello fellow UE users. I'm having a problem downloading and using the UE4 HTML5 plugin to use with my project. Has anyone downloaded and used it before? I'm going insane trying to get this thing to work.
It looks dead as of 4.25
Theres a github repository that can be used to do HTML5
Yeah
It's dead though
Epic abandoned HTML5 when they made it a plugin because they didn't want to maintain it anymore
Dang it! Really? I wasted a whole bunch of time then
Thank you so much
Do you know any alternative ways of getting my game to be an HTML5
Last commit is for 4.24 6 months ago
And yeah, pixel streaming
But you probably don't want that
why?
Because you'll need a dedicated server running UE4 for every player
I have an AWS server but that sounds like a real pain
@mellow bane I haven't been able to reproduce a crash while debugging however, I have packaged multiple other projects other than mine with the same version of the engine and they all end up having the exact same crash and error
Hit Verify on that engine in launcher options
I have just updated to 26.1 but I'll do it- it seems its installing something lol
Well if it's installing you should wait for it to end
I have installed 4.18 and things work perfectly, I can open any project without issues.
the verifying process on 26.1 is still taking a while
@mellow bane Still nothing- same old same old
Still crashing within dbghlp ?
What exactly happens when startinh that executable without debugging ?
At a glance I would start blaming the system here
Specifically required dependencies
Try running the redistributable installer
I have seen people with amd/rtx3070 combos getting unusual crashes on the nets
I reinstalled the prereq that come with the packaged game, still nothing
It must be something going on with the engine though- seeing as 4.18 works like a charm
what do you mean variables in blue?
I've read about some people fixing the crashes on the same lines of code by building the engine from source, would you recommend that as another option?
I wouldn't because it's very likely to be a total waste of time
I would suggest getting the latest drivers for the GPU
Since that can do things like this
Understood. Ill try it first thing tomorrow, thank you for the help!
@mellow bane Thank you so much for the help, I was losing my mind a bit
@knotty heath There is two ways of audio in a bp,
By creating variable
Or by pushing the add component button
you mean creating blueprint properties with audio cue as type?
Yes
Well i use a bunch of properties to set up sound effects for various actors :C
And for the ones that don't have sound effects yet, i've left them empty
is this what causing the problem?
Well I can't just erase the property from all my actors lol :/
You have to re recreate all sounds by pushing the add component button
Then you can see them in the list
Next to the Mesh or Other components
Under what circumstances is a dedicated server rebuild necessary? Is it required whenever any cpp file is changed?
I'm wondering if I'm wasting time building the dedi exe and deploying it to the server everytime I make code changes
I believe you should update the server everytime you make important changes that may affect the gameplay, as far as i know there's some sort of unique key generated for each unreal project so this way the game knows if it's connecting to the right game type / version. Not sure about that, someone more familiar with the way ue4 networking works, could confirm this more accurately
How does it recreate all sounds? I have a quite large project already with lots of components, and all predefined settings would be lost
How can i find out which asset causes the problem specificly?
recently i create game it's have simple mechanic just endlees runner. just single sprite for character and one tile, and i follow all instructions and file size become 75MB is there any way to reduce apk size further......if yes plz let me know
No, they will most likely contain necessary binaries that are required for your game to run.
Make sure you go through the list of Plugins, disable all the ones you arent using.
@frank garnet , I apologize for the repeated message.. I tried to find any of the above, but seems like I can't find a way do not include them.. Like my project doesnt include any VR functionality or even sounds, so it would be natural to disable OGG/Vorbis and OpenVr
yeah I disabled most of the stuff with the same naming, but no success, I know windows is a required one and Nvidia is a plugin to support older graphic cards..