#packaging

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slate jetty
#

my packaging got stuck there for ~ 1hour now

fast harness
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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

tardy dew
#

@fast harness what issue are you getting?

west canyon
#

Guys I am getting an unknown cook failure while packaging any fixes?

mellow bane
#

Put the full packaging log over here.

west canyon
#

I am a little stressed as I have a deadline today ๐Ÿ˜…

#

Guys?

daring nebula
#

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)
rare relic
# west canyon this?

If you open the log and search for 'error' you'll see 8 physx errors, you'll need to fix those

west canyon
#

yeah what is that about?

#

I remember changing some static mesh collisions with box collisions @rare relic

elder heron
#

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.

west canyon
#

Are you using nativization for blueprints? Doing an inclusive also packages engine content which could bloat up the file size

elder heron
#

Nativization is disabled. And i dont understand the second part, pretty sure because of my bad english :c What should i check?

west canyon
#

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

elder heron
rare relic
west canyon
elder heron
#

Nop, should i enable it?

west canyon
west canyon
elder heron
west canyon
#

check if there is any other stuff being packaged which is not of use

elder heron
#

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?

open rapids
#

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 โค๏ธ

elder heron
open rapids
#

ohhh my god ! Thank you so much, i would have never found it

west canyon
elder heron
#

If i delete the folder with this files, i cant run the game. Pretty sure i did something bad in packaging.

west canyon
elder heron
#

I packaged in another folder, not in unreal's library. I hope i understand correct ur advice c:

west canyon
elder heron
#

Yes

west canyon
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dunno then

elder heron
#

Me neither, but thanks for ur help, u did some good advice, so im gratefull anyway.

west canyon
#

anytime

elder heron
west canyon
#

just fixed it

#

I deleted the conex colliders but the array did not get cleared for some reason

elder heron
#

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

west canyon
elder heron
#

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.

west canyon
west canyon
#

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

elder heron
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Okay. Thank you, i'll check them too.

fast harness
hexed stag
open rapids
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@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 ? ๐Ÿ˜ฆ

gritty helm
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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

mellow bane
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Does the project have a list of maps to package ?

open rapids
#

I keep getting this error ๐Ÿ˜ญ

gritty helm
mellow bane
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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 ?

gritty helm
mellow bane
#

I take it you made sure to resave all assets after removing the plugin physically - ensuring no reference left - and then put it back ?

gritty helm
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no, i didn't. simply moved them to another folder and removed from uproject. no warnings in cook or test run

mellow bane
#

Do try that

fast harness
#

It seems like the data assets in not level related (only in c++ code), so the engine does not include in the package

mellow bane
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C++ code that refers to the assets directly (like object finder in constructor) will definitely be included

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Searching for assets of that type in the asset registry, for example, won't

formal quail
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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

https://pastebin.com/khtHsnse

#

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'
gritty helm
# formal quail Anyone had this issue while trying to package plugins? output log says UE doesnt...

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

formal quail
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These are my includes on IntaxMovement.cpp

#include "DrawDebugHelpers.h"
#include "MeshOffsetRoot.h"
#include "Net/UnrealNetwork.h"```
#

Do I need to include Pawn manually?

gritty helm
#

yeah

formal quail
#

Oh, didnt know plugins work this way. Thanks for letting me know

gritty helm
formal quail
#

I see, I'll research this a little bit deeper, thanks for the input ๐Ÿ™‚

gritty helm
#

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

formal quail
#

Just to clarify, without unity build I literally need to include even UWorld and GEngine etc. , right?

hexed stag
# fast harness

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.

tight galleon
elder heron
fast harness
hexed stag
gritty helm
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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)

fast harness
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yes 4.25, there is a checkbox to include all data in content folder in the packaging section

earnest horizon
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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

wanton laurel
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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....

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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!"?

wanton laurel
fast harness
mellow bane
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Dunno

wintry wasp
valid shoal
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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?

muted kindle
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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

maiden galleon
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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

spark nacelle
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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

lyric ivy
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hey, custom 4.26 engine, when packing it fails to find BuildCookRun - any thoughts on why this would be happening?

mellow bane
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Put up the full packaging log on pastebin

lyric ivy
mellow bane
#

Ah, right

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Did you compile all of the programs in the engine solution ?

lyric ivy
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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

eternal oyster
#

yo, hello Stranger

mellow bane
#

@lyric ivy So the person compiling the engine did successfully try a cooking run ?

eternal oyster
#

I did the build, yep, all the automations tools built and submitted to p4, packages fine on my pc

mellow bane
#

Alright

eternal oyster
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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

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i tried submitted the UAT File hash xml

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with the references to the binaries in it

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but did not help (and checked previous builds, never submitted that before)

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sounds like a path issue to me, but i am really stuck can't figure out what's up

lyric ivy
#

it's a shame we don't get more info fromt he log, just "plarp"

eternal oyster
#

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```
mellow bane
#

UAT is doing a Win64 build there so the Win.Automation.dll should have been loaded

eternal oyster
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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

mellow bane
#

Does the Win.Automation dll exist ?

eternal oyster
#

@lyric ivy check you have it, it should be in - G:\ue4-2.26.0\Engine\Binaries\DotNET\AutomationScripts (equivalent root of course)

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It's there for me of course.

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and I see it in p4 depot

lyric ivy
#

yea it exists

mellow bane
#

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

lyric ivy
#

where would i see that? everything looks ok for me

mellow bane
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Then it's fine

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Weeiird

lyric ivy
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do we need to have anythign checked out from p4, it's not trying to write something isit

mellow bane
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The cooking process should not need any write access to the compiled files under Binaries

lyric ivy
#

yeah thought so, we didn;t have to do that with older engines

eternal oyster
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I have binary+S2w in p4 typemap as well so it should always be writable IF needs be

mellow bane
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I take it E:\Perforce\Engine_4_26_0\Engine\Programs\AutomationTool\Saved\Logs\Log.txt doesn't have anything

lyric ivy
mellow bane
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Yeah it's the same like I thought it'd be

eternal oyster
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i tried a "build" for all targets but everything was up-to-date and all automation tools as well so nothing to submit

mellow bane
#

Interesting that UAT whines about the NNSDK being too old - is that a difference between both your machines ?

lyric ivy
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mine is too old, havent updated it, but i was packaging for win54

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the other person on our project has an updated version but same buildcookrun error

eternal oyster
#

is there anything needed in windows environment variables that might've got lost between 4.24 and here

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looking at mine I don't see anything as it should all be relative to the engine directory right?

mellow bane
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I'm wondering if it's not actually trying to build for Switch here

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Clearly it thinks it is the only supported platform

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Which VS version is used here ? 2019 became mandatory in 4.25 IIRC

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Erm, nevermind, cookers shouldn't need MSVC

eternal oyster
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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 ๐Ÿ™‚

lyric ivy
#

oof

mellow bane
#

Yeah, I think the launcher engine dropped 2017, the source one still works, so likely not the issue anyway

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So Win64 is found, it's buildable, but it ends up in unsupported platforms within UAT

lyric ivy
#

how does it get confused between different machines

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the only difference is mike has built the engine on his machine and we only have the submitted engine

mellow bane
#

I would put some logs in CreatePlatformsFromAssembly (/Engine/Source/Programs/AutomationTool/AutomationUtils/Platform.cs)

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And InitializePlatforms I guess

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My take here is that for some reason Win64 is dropped between platform discovery and InitializePlatforms, where Win64 is no longer considered supported

eternal oyster
#

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!

mellow bane
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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

lyric ivy
#

cheers for your help man, better than floating around in the dark!

lyric ivy
#

Hi, I wasn't responding to you, sorry for confusion!

high cave
#

if i delete saves folder which is in my project folders, can this be problem?
is saves effecting package size ?

mellow bane
#

The saved folder is not packaged

#

Only assets under Content (and engine/plugin content) go to the pak file

high cave
#

@mellow bane thanks !

minor parrot
#

can someone help me figure out where im going wrong

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im trying to package and upload an android build to itch

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i already have a windows build working

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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

minor parrot
#

packaging gives me widows batch file obb aab apk

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i think my problem might be with android stuido, what do i need to do with athat

tardy dew
#

Guys, anyone here can help in in mobile patching? I want to build in game update. Happy to pay for guidance. ๐Ÿ™‚

left ferry
#

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?

mellow bane
#

Corrupted data ?

proud sparrow
#

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?

jade spade
#

I just zip the built folder. It works :)

proud sparrow
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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.

jade spade
#

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

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But you still don't need to install anything, you can still just run the .exe and it references those folders

proud sparrow
#

...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.

jade spade
#

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.

vital creek
#

The answer is no, you can't run without the MSVC redist. It might work if one is already installed for the correct version.

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If they don't trust you for some reason, they can manually download and install the required MSVC redist from microsoft.

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I guess technically you could ship the redistributable dlls yourself but I don't recommend it.

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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.

proud sparrow
#

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.

vital creek
#

it's not installing msvc

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it is just the redistributable. Which is something that almost every game out there does for windows.

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Install almost any game on steam - most of the time there will be an installation step for installing a redistributable.

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Most software for windows requires some version of an MSVC redistributable somewhere down the line.

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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

proud sparrow
#

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.

vital creek
#

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

proud sparrow
#

Oh, I'm aware and already told him that.

vital creek
#

and each one is usually ~20MB. It's not something that "bloats" the computer.

proud sparrow
#

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.

vital creek
#

Firewall popup is pretty normal.

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can't speak for the crash

proud sparrow
#

I got no clue. Hopefully I will meet up with him this week and figure out what is up.

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...I wonder if he dropped the unzipped files in the same location as the old version.

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Welp, thanks for the help. Sounds like my gut was right.

drifting zodiac
#

ERROR: Platform Linux is not a valid platform to build. Check that the SDK is installed properly.

#

Getting this weird error

drifting zodiac
#

nvm fixed it

broken osprey
#

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?

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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

pulsar violet
#

Hello. I have a question about the cooking process.

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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.

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At during the cooking process.

slate fox
#

Anyone know why gpu fans blow hard (1080gtx) after packaging.

mellow bane
#

Did you disable framerate smoothing, vsync?

raven pagoda
#

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

winter ivy
#

I have build my exe file and now it asks for the .uproject file..... What did I do wrong?

#

I think I found it...

worldly sequoia
#

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

mellow bane
#

First one is likely a corrupt Blueprint

worldly sequoia
#

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

mellow bane
#

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

worldly sequoia
#

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?

mellow bane
#

look for these errors in engine source, put a breakpoint, debug the editor, run packaging

worldly sequoia
#

๐Ÿ˜†

worldly sequoia
mellow bane
#

Go higher in the stack to find out

worldly sequoia
#

This seems to be the parent that is requesting something

#

Hmm, this maybe?

mellow bane
#

Yeah definitely

#

Looks like it's saved to something wrong

worldly sequoia
#

Having a bit of trouble really grasping this, is it the FField variables there that are problematic?

mellow bane
#

It sounds like you have a GoalActor property on that BP_YoreDefaultPawn Blueprint that points to something wrong

worldly sequoia
#

It's actually on a behaviourtree service, which is activated on BP_YoreDefaultPawn. Lemme check that GoalActor prop

#

GoalActor is a BlackboardKey variable ๐Ÿค”

#

Hmm

#

Don't think I did anything strange there ๐Ÿค”

mellow bane
#

Which kind of object is that ? not familiar with blackboard, is it an asset ?

worldly sequoia
#

The blackboard itself is an asset, fed into the behaviour tree

#

The key is a reference to a value you set into the blackboard

mellow bane
#

So check the asset itself - that might be the one with the enum error

worldly sequoia
#

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

#

๐Ÿค”

mellow bane
#

What do you mean, populated at runtime ? I thought it was an asset

#

Assets are supposed to be constant

worldly sequoia
#

The blackboard is an asset, that at runtime will be populated.

#

Not sure how to explain ๐Ÿค”

mellow bane
#

The values of variables ?

worldly sequoia
#

Yes

#

And the variables themselves are just dead containers with a type

mellow bane
#

Assets are supposed to be constant so I'm not sure how that'll work

worldly sequoia
#

That you can add data to

mellow bane
#

Assuming multiple objects use this asset, everyone's changes will be shared

worldly sequoia
#

It's nothing more than a list of types

#

That you store things into

mellow bane
#

But why

worldly sequoia
#

Standard component of the behaviour tree to share information among your services

mellow bane
#

Alright i guess

#

Anyway did you use the enum in there

worldly sequoia
#

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.

mellow bane
#

Alright, not sure what's happening

worldly sequoia
#

You've already put me on a good track ๐Ÿ˜„

worldly sequoia
# mellow bane Alright, not sure what's happening

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 ๐Ÿ˜„

mellow bane
#

Great !

#

The basic debugger method is painful but it usually helps

worldly sequoia
#

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 ๐Ÿ˜…

#

Another tool for the toolbox

wooden grove
#

How do you change the optimization level you're compiling packaged projects with?

mellow bane
#

Package as Debug, Development, Test or Shipping

#

Though Debug & Development also feature debug tools and access save data differently

wooden grove
#

It seems that, given the behavior of the debugger, that there is still some optimization

#

some lines get skipped over, etc.

mellow bane
#

Anything but Debug has optimization, yes

#

Just different levels

wooden grove
#

We are using debug :/

#

but thank you! I think it might be something else

mellow bane
#

@wooden grove Debug does not have any optimization

abstract escarp
#

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?

proud sparrow
#

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?

brittle geyser
#

I got a question about a packaged game on console, can i ask it here?

#

something plugin related (power IK)

obtuse pasture
#

Can I package my server build on source and my client build on the installer build? Iโ€™m guessing theyโ€™d have to be the same version

#

Installer version*

bright kelp
#

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.

open rapids
open rapids
open rapids
#

@everyone please help if anyone know the solution

open rapids
#

@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

wintry wasp
desert anchor
#

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:
desert anchor
#

Cannot create SoftObjectPath with short package name '('! what is this supposed to mean?

proud sparrow
desert anchor
#

I never name anything with "("

#

is there anyway i can search in engine for all the variables if there is "(" such thing exists?

proud sparrow
#

Any folders in your computer that have ( in their name?

desert anchor
#

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!

proud sparrow
#

You using any plugins?

desert anchor
#

Advanced Session plugin only

open rapids
proud sparrow
#

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.)

desert anchor
#

oh damn, everything in my project are connected to DataTable and child/parent

proud sparrow
proud sparrow
#

Ok, are you trying to build to android?

open rapids
#

yes

proud sparrow
#

Have you taken a look at powerManager.addThermalStatusListener ?

open rapids
#

noo

#

what is that I don't know about that

#

I am using blueprint

proud sparrow
#

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.

open rapids
#

what you are saying

proud sparrow
#

How did you install unreal and are you using C++ or blueprints

open rapids
#

I install by github and I am using BP only

proud sparrow
#

Ok, so yes a source build.

proud sparrow
#

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?

open rapids
#

I haven't try for other

proud sparrow
#

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)

open rapids
#

yes git hub took me around 16 hours to build and it is around 100 gb I need to use simple version I guess

proud sparrow
#

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. ๐Ÿ˜ฆ

#

And I wouldn't call it the simple version, it is just a version that comes ready to go.

proud sparrow
#

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.

proud sparrow
#

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.

open rapids
#

ok

desert anchor
#

@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 ๐Ÿ™

proud sparrow
desert anchor
#

oh wow! hahahaha...

proud sparrow
#

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.

desert anchor
#

bluescreen is usually to lack of power if i'm not mistaken

#

but damn...

#

hahahaha... yeah, it is pretty frustrating

proud sparrow
#

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.

desert anchor
#

waaaaad! maybe something wrong with your motherboard

proud sparrow
#

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++.

desert anchor
#

i see...

#

I never get blueprint, I rarely write C++

proud sparrow
desert anchor
#

i see... interesting

pearl robin
#

Iโ€™ve never bluescreened with c++ before, thatโ€™s interesting

#

But then again I donโ€™t play around with features where itโ€™s more likely to happen (aka multi threading, raw pointers)

proud sparrow
#

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.

open rapids
#

@proud sparrow I installed launcher ue4 and this error I faced

mellow bane
#

The actual error isn't here, post the full packaging log through pastebin or analog

open rapids
#

is this helpful??

#

@mellow bane @proud sparrow

mellow bane
#

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

open rapids
#

ok buddy let me try

open rapids
#

@mellow bane any idea about this error

mellow bane
#

Which one ?

open rapids
mellow bane
#

Yes but which error, the last one ? there are hundreds of problems in this project

open rapids
#

yes the last one

mellow bane
#

Sounds like out-of-date Android SDK

open rapids
#

I have updated it yesterday

mellow bane
open rapids
#

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

mellow bane
open rapids
#

I got it buddy but do I need to downgrade my android studio

mellow bane
#

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.

open rapids
#

he is using studio that is 3.5.3 something

open rapids
#

thanks @mellow bane it worked

short path
mellow bane
#

Problem's fixed

#

Please don't spam

open rapids
#

@mellow bane I am facing a problem with my video I have use as a widget it is not playing in mobile

loud hamlet
#

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?

loud hamlet
mellow bane
#

What's the full packaging log

loud hamlet
mellow bane
#

No packaging was ran here

loud hamlet
#

Do you have any idea?

mellow bane
#

You did not run the packaging here

#

This is just the editor starting

#

So try packaging and come back with the log

loud hamlet
#

as always and now don't work

mellow bane
#

So do that and then get the log again

#

The one you sent did not have any packaging process ever started

loud hamlet
mellow bane
#

Did your browser open a tab to the doc page ?

#

What happens when you click package ?

loud hamlet
#

just get log information in right corner and that is all

mellow bane
#

??

loud hamlet
#

Yes, I think same ๐Ÿ˜„

mellow bane
#

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

loud hamlet
#

and after that

#

this

#

and that is all

mellow bane
#

Do you have writing rights in that disk

loud hamlet
#

yes

#

i was try on other 3 disks

#

its same

mellow bane
#

No idea what's happening here then, sorry.

loud hamlet
#

๐Ÿ˜ญ

#

thanks anyway

jolly nymph
#

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

mellow bane
#

Some of these are plugins, so, disable plugins you don't use

#

Most of those you are using

jolly nymph
#

Thanks, where should I be disabling plugins? Is it through the editor's plugins manager, or somewhere in the ini files?

mellow bane
#

The editor plugin manager

#

ControlRig and MagicLeap are the only one in this window that are actually plugins though

true ingot
#

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?

round sorrel
#

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 itโ€™s the latest version but they donโ€™t show up.

#

I can see that if I deploy to phone directly from unreal

#

Anyone else had this issue?

wanton condor
#

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

mossy tapir
#

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?

mellow bane
#

Define "error state"

mossy tapir
#

bp compiler error

#

invalid pin and alike

#

cant screenshot compiling it at the mo

mellow bane
#

Put the log on pastebin

warm hare
#

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

warm hare
mossy tapir
# mellow bane Put the log on pastebin

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

mossy tapir
mellow bane
#

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

mossy tapir
#

slashes?

mellow bane
#

Find SpawnActor and check the parameters

mossy tapir
#

it compiles like a charm in the editor no issues at all

mellow bane
#

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

mossy tapir
#

possibly

#

the plugins was designed for 4.25, there is a 4.26 version too

warm hare
#

Thanks @mossy tapir, good idea, I didnt think of doing that!

mellow bane
#

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

mossy tapir
#

yes, I get the errors where I use it, but how come it works in the editor but cant be packaged?

mossy tapir
warm hare
#

did a validation test and it flagged engine content!

#

I think i accidentally did it on engine content folder ๐Ÿ™ƒ

#

maybe I should not work at 1:30am

mossy tapir
#

if you super tired you can do more harm than good ๐Ÿ˜„ take abreak

warm hare
#

I think maybe you are right

open rapids
#

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

mellow bane
#

@open rapids What are you tagging me

vernal elm
#

@open rapids stop tagging people randomly. I have seen this a couple of times now.

loud hamlet
subtle glade
#

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?

subtle glade
elder galleon
#

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.

warm hare
#

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

wind parcel
jade spade
#

Anyone else have packaged builds that don't include your icon or splash screen?

forest crow
#

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

round sorrel
#

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? Itโ€™s takes an hour to test every single thing. Itโ€™s so frustrating.

versed flint
#

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 ๐Ÿ™‚

But I dont know how to do it. If anyone could help me that would be great.

Thanks in advance.

silent warren
#

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?

jade spade
#

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

silent warren
#

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

pearl robin
#

wdym, just follow those intructions @versed flint

pearl robin
#

when they say debugger they are referring to visual studio

wheat pulsar
#

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

mellow bane
#

@wheat pulsar Gonna need to be more clear about what you want

wheat pulsar
#

i want to package my game to linux

#

but the pc dosent support vulkan

#

@mellow bane

mellow bane
#

For LInux client builds you should enabled Vulkan and OpenGL in the rendering settings page of the project settings

#

Default is OpenGL AFAIK

wheat pulsar
#

yeah i dont know how to disable vulkan and enable opengl

mellow bane
#

You shouldn't disable Vulkan.

wheat pulsar
#

why?

#

my pc dosent support vulkan

#

the game just crashing and saying no vulkan device detect

mellow bane
#

Because supposedly your game is for more than one PC

wheat pulsar
#

ok

mellow bane
#

Go to project settings, supported RHIs, make sure OpenGL is there

wheat pulsar
#

let me see

#

one sec

mellow bane
#

Though IIRC OpenGL is not longer supported for linux

wheat pulsar
#

why

mellow bane
#

Because it's dead

wheat pulsar
#

like if my pc linux and i dont have vulkan its GG

mellow bane
#

Yeah, as of 4.26 OpenGL support was dropped, only Vulkan left now

wheat pulsar
#

oh i should install unreal engine 0

#

๐Ÿ˜†

#

you mean i should work on ue 4.25 for opengl

mellow bane
#

You should investigate first why you drivers don't support Vulkan, support should be pretty good by now

wheat pulsar
#

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

mellow bane
#

You can't convert a 4.26 project to 4.25 though

wheat pulsar
#

i think i can

mellow bane
#

Nope

wheat pulsar
#

like this

mellow bane
#

All assets will be incompatible

wheat pulsar
#

oh

#

but you can make from 4.25 to 4.26

#

right?

mellow bane
#

Yes

wheat pulsar
#

oh no

mellow bane
#

Just not the other way around

wheat pulsar
#

GG

#

Ok thank you helped me a lot

#

stranger

silent warren
#

any thoughts on my question as well ๐Ÿ˜ข ?
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

urban moss
#

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

jade spade
#

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.

inland frigate
#

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

open rapids
#

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 ?

mellow bane
#

What do you mean "remove a key to the game or switch steam accounts"

open rapids
#

@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

rare relic
mellow bane
#

@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

open rapids
#

i think i found it thanks ! ๐Ÿ˜„

jade aspen
#

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

mellow bane
#

Is it a shipping build, if yes, launch it from Steam

jade aspen
#

how can i launch through s team?

#

steam*

mellow bane
#

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

jade aspen
#

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

mellow bane
#

480, new line

#
480
 
jade aspen
#

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

mellow bane
#

If you get the overlay you have Steam running

jade aspen
#

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

mellow bane
#

What's your Steam setup like in DefaultEngine ?

jade aspen
#

[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[OnlineSubsystem]
DefaultPlatformService=Steam

[OnlineSubsystem]
bHasVoiceEnabled=true

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480

mellow bane
#

Looks fine - this is from a launcher build ?

jade aspen
#

yes

#

there are no such options like default engine or game in packaged build

#

but in dev build all works like a charm

#

beside the steam_api64.dll file and it fix it

#

but nothing helps

mellow bane
#

You shouldn't touch this at all

jade aspen
mellow bane
#

There is zero need to copy any dll

jade aspen
#

no, i need to place this txt beside this dll

#

in this folder

#

not editing the dll

orchid star
#

is it normal for packaged build to have higher latency than in the editor

mellow bane
#

@jade aspen The steam_appid file should be next to your game executable

#

@orchid star Define latency

orchid star
#

the numbers below stat fps

mellow bane
#

That's not latency, that's frame time

#

What are the values ?

orchid star
#

ohhh

#

has 9-12ms in editor, and 16ms in built game

jade aspen
#

hm weird, even if i place it beside my executable, still doenst work..

mellow bane
#

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

orchid star
#

ahh ok thats good to know

jade aspen
#

in a dev build can i use my real appid too so it wont show my game as spacewar " 480 id " ?

mellow bane
#

Yes

jade aspen
#

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 ?

mellow bane
#

No, you need to use a shipping build

jade aspen
#

i cant put a dev build even if its not showing any debugs to steam?

mellow bane
#

No, you really shouldn't

#

Debug your actual issue - print to screen to see the values you get from the Steam API, etc

jade aspen
#

yea I'll have to dig into it..

#

are you familiar with these kind of stuffs, what can be the issue ?

mellow bane
#

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.

jade aspen
#

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?

mellow bane
#

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.

jade aspen
#

well thanks for the help though, ill take a look abit later, im too exhausted now ๐Ÿ˜„

#

have a great day ! โค๏ธ

urban moss
latent zephyr
#

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

tame spoke
#

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.

tame spoke
#

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.

latent zephyr
#

I put bUseLoggingInShipping = true; in my target.cs but it's still not giving logs when my shipping build crashes :*(

cerulean parcel
#

Generally speaking, how long does your first win64 package take?

mellow bane
#

First one is probably about half an hour for a small project

#

@latent zephyr Source engine builds only

cerulean parcel
#

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?

mellow bane
#

Check what's happening in there I guess

#

Are you on a release tag ?

cerulean parcel
#

yeahhhhhhhhhhh

#

Should I be on master?

mellow bane
#

No

#

Definitely very not

cerulean parcel
#

lol

mellow bane
#

Disable the water plugin if you don't need it I guess

cerulean parcel
#

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?

cerulean parcel
#

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?

mellow bane
#

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

cerulean parcel
#

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 '{'```
mellow bane
#

Just disable water plugin if you don't need it

cerulean parcel
#

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?

mellow bane
#

Looks like a typical unity build error to me

#

You're sure you're on a release tag right ?

cerulean parcel
#

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
tacit mulch
mellow bane
#

@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 ?

cerulean parcel
#

Sure

#

Just restarted my comp JIC heh

#

2bf1a5b83a7076a0fd275887b373f8ec9e99d431

#

Is it possible the engine build is doing a unity build?

mellow bane
#

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

cerulean parcel
#

gah

#

Anything I can do?

mellow bane
#

Yeah, fixing the actual bugs - probably simple missing includes or syntax issues

#

GEngine undeclared is just Engine/Engine.h missing for example

cerulean parcel
#

yeah

#

ugh that sucks

mellow bane
#

Or wait 4.26.1, or use binary engine

cerulean parcel
#

Can't. Dedicated server build

#

Which built fine.

#

I might have to redownload the entire engine here

#

Fucking nightmare

mellow bane
#

Just fix the errors outside plugins, disable plugins

cerulean parcel
#

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

north ice
#

oh, I move the question to the plugin channel

zealous tree
#

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

mellow bane
#

Debug it ๐Ÿ™‚

#

Segfaults are easy

violet python
zealous tree
worldly sequoia
#

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? ๐Ÿค”

mellow bane
#

@zealous tree The Visual Studio debugger

#

@worldly sequoia Did you install the Linux platform under launcher settings + Linux toolchain from Epic's doc

worldly sequoia
#

I did not! But I shall! Thanks ๐Ÿ˜„

zealous tree
#

i think you are assuming Im seeing the segmentation fault like a regular exception

worldly sequoia
cerulean parcel
#

How do you guys do package distro? Git? Maybe hosting on a server direct?

rare relic
cerulean parcel
#

coo

#

I'm not up to using Steam yet, but so far it seems very intimidating.

mellow bane
#

@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.

rare relic
#

@cerulean parcel easiest is probably ZIP up the packaged build and copy to Google Drive or equivalent ๐Ÿ™‚

mellow bane
pearl robin
#

@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

cerulean parcel
#

@pearl robin yeah I just realised that after speaking to Stranger

#

Sorted me out. Learnt something new

pearl robin
#

Ah ok, nice

shadow swift
pearl robin
#

see above conversation, looks like something you can fix by just editing that file

#

or disabling that plugin

umbral mantle
#

Alright so I have an issue where when ever I package my game it breaks all my lighting.

plucky wind
#

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

raw heath
#

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

dark shadow
#

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.

mossy tapir
mellow bane
#

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

mossy tapir
#

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.

mellow bane
#

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

mossy tapir
#

gotcha, but how do you hide the contents of the project, that you don't want the modders to see?

mellow bane
#

Like I said, remove them

#

Of course that means modders can't mod them

mossy tapir
#

I need a new m2 ssd than ๐Ÿ˜„ ๐Ÿ˜„

#

game project is over 200 gbs keeps growin

mellow bane
#

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

mossy tapir
#

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

mellow bane
#

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)

mossy tapir
#

they must come in somehow, AFAIK skeletalmeshes are impossible to import at runtime

mellow bane
#

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

mossy tapir
#

not really a game this is

#

or not an everyday game ๐Ÿ˜„

mellow bane
#

Well, I explained what I know anyway, so you can go ahead with it

mossy tapir
#

yea man, much appreciated! thanks!

mellow bane
#

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 ๐Ÿ˜›

mossy tapir
#

I'm just an employee ๐Ÿ˜ฆ

mellow bane
#

Good luck with the massive shitshow it is

rough obsidian
#

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 ...

โ–ถ Play video
open rapids
#

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)

plucky wind
#

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

latent zephyr
#

What version of steamworks is latest for 4.26? I know once I had to use an older steamworks for compat

zealous tree
#

@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

forest stone
#

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

forest stone
#

FIXED , i deleted the file in the editor

knotty heath
#
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

worldly sequoia
#

Felt like it was getting some TLC

worldly sequoia
#

It's manual, annoying work, but fixable. I had something similar.

#

For reference, you can find my debug and fix above (thanks to Stranger ;))

mellow bane
#

@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

worldly sequoia
#

Yikes :(

#

I wonder why not use the way Unity does it

#

It loads in packages, modding is pretty easy

mellow bane
#

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

worldly sequoia
#

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

mellow bane
#

You cannot ever release the editor outside the EGS

worldly sequoia
#

๐Ÿค”

#

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.

mellow bane
#

Yes

#

On the EGS

worldly sequoia
#

Ah ๐Ÿ˜„

mellow bane
#

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

worldly sequoia
#

Is there an actual reason for this, outside of silly legal stuff?

mellow bane
#

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

worldly sequoia
#

Sad, from a non lawyer perspective, seems like something easily fixable.

#

But there's probably considerations above my pay grade

mellow bane
#

I mean yeah it is easily fixable, Epic just doesn't want to fix it

#

it's not a bug

#

Unreal = Epic launcher

worldly sequoia
#

Yeah

obtuse pasture
#

Anyone know my packages server build might not be able to find files from path?

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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)

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Or would it be better to find files by type using c++?

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IFileManager perhaps?

mellow bane
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Gotta need to explain your problem here

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What did you do, what should it do, what does it do instead ?

obtuse pasture
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Apologies I was a bit vague

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I fill a TArray with materials using their paths with c++

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But when I package, no surprises the server build doesnโ€™t work

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Iโ€™ve set the arrays as blueprintreadwrite now and Iโ€™m filling them manually but I was hoping there was a way to fill them automatically from a folder

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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

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And they can do it with multiple hence an array

mellow bane
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So what's the C++ code

obtuse pasture
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apologies, I uncommented

mellow bane
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The content dir is a pak file in release builds, and it's read only in program files anyway

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You should be reading from another directory like saved dir

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Which is in %LOCALAPPDATA% in packaged builds

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Plus I'm pretty sure uassets in the content dir are automatically discovered through the asset manager

obtuse pasture
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so could you theoretically specify any directory on a computer? Any they'd be loaded in at runtime

mellow bane
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No

obtuse pasture
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oh right, that would have been ideal

mellow bane
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But if you're doing this you shouldn't be loading uassets at all

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Just read PNG files and WAV files

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Both are rather easy to use at runtime

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Reading uassets means users will need UE4 to convert the files beforehand

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And since those will be uncooked they'll be very heavy

obtuse pasture
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oh yeah that's true, so either way it can't be done at run time

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right-o I'm getting you now

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thanks dude!

forest stone
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@knotty heath I fixed this error by deleting the audio component variables i was using in a BP

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you can add audio component directly in the list of the components

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but if you make variables ( in blue) of audio components it generate this error

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that's not the only way to have this error but it is one of the reasons that make packaging fail with softobjects message

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it can also come with using enumerations in BP mode

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and using enumerations variables not coded in c++

thorn oriole
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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

mellow bane
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Does the game run correctly in non packaged mode ?

thorn oriole
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yes

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Although sometimes it does the crash that I told you about- the Pure virtual function thingie whenever I enter or exit PIE

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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

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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

mellow bane
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That's quite weird

thorn oriole
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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

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I have no idea what to do to fix it ๐Ÿ˜ซ

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so right now I'm trying to make the editor crash through vs so I can look at the data

verbal narwhal
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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.

mellow bane
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It looks dead as of 4.25

verbal narwhal
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Theres a github repository that can be used to do HTML5

mellow bane
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Yeah

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It's dead though

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Epic abandoned HTML5 when they made it a plugin because they didn't want to maintain it anymore

verbal narwhal
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Dang it! Really? I wasted a whole bunch of time then

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Thank you so much

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Do you know any alternative ways of getting my game to be an HTML5

mellow bane
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Last commit is for 4.24 6 months ago

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And yeah, pixel streaming

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But you probably don't want that

verbal narwhal
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why?

mellow bane
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Because you'll need a dedicated server running UE4 for every player

verbal narwhal
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I have an AWS server but that sounds like a real pain

mellow bane
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A huge cost, more like

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A tiny website could end up costing multiple $ per hour

thorn oriole
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@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

mellow bane
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Hit Verify on that engine in launcher options

thorn oriole
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I have just updated to 26.1 but I'll do it- it seems its installing something lol

mellow bane
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Well if it's installing you should wait for it to end

thorn oriole
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I have installed 4.18 and things work perfectly, I can open any project without issues.

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the verifying process on 26.1 is still taking a while

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@mellow bane Still nothing- same old same old

mellow bane
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Still crashing within dbghlp ?

thorn oriole
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I'm not sure what dbghlp is but yes, it is the exact same error as before

mellow bane
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What exactly happens when startinh that executable without debugging ?

thorn oriole
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black screen as its loading and a fatal error prompt

mellow bane
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At a glance I would start blaming the system here

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Specifically required dependencies

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Try running the redistributable installer

thorn oriole
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I have seen people with amd/rtx3070 combos getting unusual crashes on the nets

mellow bane
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This isn't it

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Well, it likely isn't

thorn oriole
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I reinstalled the prereq that come with the packaged game, still nothing

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It must be something going on with the engine though- seeing as 4.18 works like a charm

knotty heath
thorn oriole
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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?

mellow bane
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I wouldn't because it's very likely to be a total waste of time

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I would suggest getting the latest drivers for the GPU

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Since that can do things like this

thorn oriole
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Understood. Ill try it first thing tomorrow, thank you for the help!

verbal narwhal
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@mellow bane Thank you so much for the help, I was losing my mind a bit

forest stone
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@knotty heath There is two ways of audio in a bp,

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By creating variable

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Or by pushing the add component button

knotty heath
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you mean creating blueprint properties with audio cue as type?

forest stone
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Yes

knotty heath
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Well i use a bunch of properties to set up sound effects for various actors :C

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And for the ones that don't have sound effects yet, i've left them empty

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is this what causing the problem?

forest stone
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This is not the only way to get this error

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But it is one of them

knotty heath
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Well I can't just erase the property from all my actors lol :/

forest stone
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You have to re recreate all sounds by pushing the add component button

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Then you can see them in the list

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Next to the Mesh or Other components

vast steppe
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Under what circumstances is a dedicated server rebuild necessary? Is it required whenever any cpp file is changed?

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I'm wondering if I'm wasting time building the dedi exe and deploying it to the server everytime I make code changes

knotty heath
knotty heath
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How can i find out which asset causes the problem specificly?

chilly ivy
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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

open rapids
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is there a way to remove these from the shipping/package?

frank garnet
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No, they will most likely contain necessary binaries that are required for your game to run.

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Make sure you go through the list of Plugins, disable all the ones you arent using.

open rapids
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@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

frank garnet
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But did you disable their Plugins?

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They might be enabled by default

open rapids
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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..

frank garnet
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Well the only one thats there which doesnt make sense is OpenVR

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All the others are pretty much required.

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Also why are you concerned about removing them?

open rapids
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ok, so I will stop chasing them and focus on the OpenVR one

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๐Ÿ™‚ thank you