#packaging
1 messages Β· Page 44 of 1
Put up the full log on pastebin
@mellow bane I have updated pretty much all of my drivers, everything is up to date and still... the same problem. Something must be different with the 4.18 version, maybe for my hardware at least.
Yeah, no idea what to investigate at this point π¦
Well scratch that- a blank project on 26.1 seems to work fine, so its probably something in my project
Any particular plugin or library used ?
@mellow bane Yes, thats what I was looking at right now. I'm using fmod library and source, not the whole plugin, more specifically, following the tutorial from here, https://www.parallelcube.com/2018/03/01/using-thirdparty-libraries-in-our-ue4-mobile-project. I've been using it for quite some time, I believe since last year and packaged it successfully multiple times on the past versions of the engine. I noticed that any project using those will have the same crash on packaging, I've tried multiple projects on 4.26 and 4.24 with no luck so far, and I'm going to migrate a small project to 4.18 to test it out (the project is too new). I can't remember what version the engine was on about 9-10 months ago (last packaged build that worked with the fmod dll and source files)
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Getting this error while packaging my game, can anyone help?
PackagingResults: Error: Ensure condition failed: Linker [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Blueprint/BlueprintSupport.cpp] [Line: 584]
I'm guessing a missing dependency on that library is the issue
@mellow bane is there any way I can troubleshoot it?
Try depends.exe, it's a free tool to check which libraries an executable depends on
Thank you Ill try that. But shouldn t the logs show a proper error if a library is missing? And Im only using one dll, the rest are source files.
Feel free to @ me if you can assist. π
Crash -> debug it
Open the executable in VS and debug it, it's very easy
@safe coyote
Hello guys, I can't seem to only Package the maps I want how can I do that? tried different solutions... but some are still showing up
Just fill the list of maps you want to package in the project settings section for packaging
That will also only package assets that are being used
Nope but it might be that my "TravelManager" was soft referencing these maps
i deference them and still not working π¦
What does your project settings look like for the maps
The packaged build should only be included these maps then
Loading secondary levels for package 'RunnerDoorLevel' maybe this is the problem ?
Hello. can any one help me please with cooking project ? i take new project v4.25.4 first person shooter variant, add there some content and all is cooking ok. but if i add in total more then 50 GB then it always fails. and it doesnt mather what exactly i add. I mean i am using free content from ue4 but if it is too much then cooked is failed/ as i see there are some mistakes that go more then 50 and appears problem. as a resault i took 2 paragon characters and it cooked ok. added 5-ok. 10-ok. 5 more and fail. change on other replaced, checked by one , all is the same. if i add 1-10 all is ok, when i add more paragon characters or other content failed. i did reboot many times. i reinstalled engine. i redownloaded all characters from store again. all time same problem/ i dont understand the problem and how it can be with new project. i didnt touched any settings / may be you know the problem/ here are example of last warnings
or this
@mild acorn Lots of warnings to fix but mostly you have one asset that has a broken reference
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
Unfortunately that error is difficult to understand without debugging the packaging process with VS
Right click cntent folder in content browser, try fix up redirectors, and resave all packages
Then you can retry
thank you i will try
Are all cinematics packaged by defaults... then maybe they are loading the map they are tied to... :/ ?
if you asking me then i am using free content from epic store and havent done any changes. i create project first person char + add paragon or other assets. open project and without changes try to cook, but again and again fail. only if i import few of assets, number pr warnings will be low and it will compile, otherwise no ... no ideya why it worcks so
tried to compile and resave all bp but still nothing. dont understand how it can fail in new project
There is any alternative way to export project to HTML5 ?
Nope
It's not really an export, IIRC, it's pretty much an entirely different platform
As in, the engine need to be compiled for the HTML5 platform
The engine has killed that platform and getting it to work again from the plugin will be harder with each new version
I want to connect my project with web , there I any way to do that instead of using HTML5 ?
Yeah, pixel streaming, by having one UE4 dedicated server for each connected user
If you're targeting Web you should probably look toward Unity instead
@mellow bane Hey, I started using depends.exe and I've profiled the packaged .exe and I get this error, could it be possible that the packaged game does not find the .dll as well?
@mellow bane I have found the issue! Apparently the fmod.dll wasn't being copied at all to the binaries folder in the packaged game. I have code in the build.cs to copy the dll from a thirdparty folder to the game's binaries which works in the editor but it won't copy the file in the packaged game.
Apparently it fails to copy due to it being used "by another process"
hello guys, is there any workaround for ue4 not supporting OpenGl below 3.1 ?
@mellow bane Problem finally fixed, just had to make sure to properly copy my file to the binaries folder π thank you so much for sticking with me through this and all the help ^^
@thorn oriole Hey ! Happy that you could fix all of it
@bitter orchid You can use an older engine
I already know that, it seems thats the only way,however is openGL associated with API versions ?
like API 20 has openGl version 3.0 or something like that ?
or they are unrelated ?
OpenGL versions are closely related to the hardware features required by the software
If you're asking about the Android API, yes, newer versions might require more features
Show the code
@deep zinc please do not cross post into multiple channels #old-rules
Anyone know how I can prevent windows firewall from blocking my game builds? Is it just a case of getting enough people to play? Does "Enable Pak Signing" help?
Does anyone know why im getting these errors? UE 4.26.1
if anyone can help me on fixing these packaging issues i'd greatly appreciate it. (nvm i fixed it myself)
You can start by downloading the debug symbols for the engine so you can see what functions are crashing.
If you're using Epic launcher engine version then you can download them from there.
@gray oriole did this start after upgrading your engine version? Mine was fine until I upgraded it
@rare relic ah thanks, Iβll do it tomorrow and see what comes up
Go the same and I can't get rid of it....
@stone meteor @gray oriole Are you guys using Structure Blueprint ?
Yeah I am
I'm sure this is apart of the new update
I'm downloading debug symbols now so I'll see what that says
Some people used to say that structure can cause it
Yeh Ill try it too now
You know how to use it ?
Nope haha! Hoping Google will be my friend!
Aha same, let me know if you find something, Ill do the same
Yeah will do!
After reinstalling ue4.26.1 I can't even open my project without it crashing now
Coming up with the same error as the packaging
I tried creating a new project and transfer everything over. This comes up straight away
Ok mine just finished ill launch to see if I get the same error
Ok mine is launching the project as expected, ill try packaging
Oh man, I wonder why mine is crashing then
That's the same error I get when opening my project. You said about a structure, and I was messing around with one in the project I was trying to open, I'll replace that one with one I think is working and I'll see if that opens it for me
It works when you open it without the structure?
Yeah it's just opened
It's definitely the structure breaking it
I'm going to try building the package to see if it works as well
Yeah package completed fine, definitely just the struct causing issues then
Damn....I use that structure everywhere in my project....
I reckon epic will fix it quick enough, three of us already had this problem and it's only been out a day. There must be a tonne who haven't said anything getting these issues
What structure are you guys talking about?
Blueprint Struct?
and this is a new problem for 4.26.1 ?
yeah bp struct and mine was fine before 4.26.1
I don't know ho to do, Ill just ignore that until they fix it
@stone meteor and @loud bloom do you have more details on the struct? This has not been reported yet as far as I am aware. Were you both upgrading from 4.25, or 4.26.1?
Dependency on UnrealEd in a packaged build
Look in Build.cs file and .uproject file for UnrealEd or other editor only stuff
@vital narwhal Upgrading from 4.26 to 4.26.1. It affected me when plugging more variables into the structure blueprint. If I then called that bp struct in a different blueprint, I can edit the variables there fine
i cant package either im in 4.25
@barren stag Is this a c++ project ?
for me no
Not asking you
Alright, then open the uproject file with a text editor
Look for UnrealEd
@deep zinc Post the full packaging log on pastebin
Yes, the .uproject file
Yeah, tough in a disappointing way
To be clear you don't have a Source folder in this project ?
What's inside ?
Dig until you find a .build.cs file
And show me that
Yeah. So this is a C++ project
Still no UnrealEd here though
What about the .target.cs file ?
Alright everything is fine here
Any plugins in project dir ?
Alright, so let's do it again - .uproject, build.cs, for every one
We're looking for UnrealEd
There you go
Alright so - these plugins should be made editor-only if they're editor tooling with no runtime features
IIRC there's a uproject setting for that
Alright, let me explain
Right now your plugin uses code from the UnrealEd module (main editor module)
This cannot work for a packaged build
The license explicitly forbids it, and it's not possible technically anyway
Plus you don't even want that
Either the plugin isn't useful in the game - like, if it's editor tooling - and so you should edit the plugin's uproject to make it editor only
Or the plugin also does runtime stuff, and then the build.cs can only depend on UnrealEd when compiling with editor
Any that uses UnrealEd
And probably things like ANimGraph, BlueprintGRaph that I see
Any module under Developer or Editor in the engine source
MainFrame too, EditorStyle... Basically these plugins look very much like editor tools
No
Open the uproject file for the plugin
Look for a "Type" field that will be "Runtime"
Use "Editor" instead
No
Sorry, I might have been inaccurate here
I'm talking about the .uplugin file in each plugin folder
(It's basically the same thing internally but different name)
To be clear, the author of the plugin should do that
You can try it yourself but I outlined two possibilities
Either disable the whole plugin outside editor, or fix the plugin so that it still packages but doesn't use or depend on editor stuff
Second one will have to be done by the author
Yes
Just keep in mind that will remove the plugin from the packaged build
Alright, well, try packaging
VRM4U still set to "Developer"
Move it to Editor
Sure every single plugin in the project folder is set to Type : Editor now ?
Doe sany of them has "additional dependencies" inside with UnrealEd ?
Yes
@vital narwhal My project is new so I just created a 4.26.1 to start with
@stone meteor I can't take off my structure (since I'm using it pretty much everywhere) to test if it'll work without it
Okay that's bad, definitely shouldn't have that kind of regression from .0 to .1. Anything weird about the structure? Josh's issue might be different
I think mine is from structure too, after downloading the debug symbol the log show the file that cause the issue and it's always files containing my structure
Are there anyone, who had experience in registration as Playstation Partner for Indie Development? What are real requirements, what should i have to increase chances to be approved? Must i have own corporate unit to pass?
Trying to packege a project but get this error
Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names
4.26
Does anybody know what may be the problem?
I haven't tried this yet, but is it possible to 'embed' a material in the package of a blueprint object? I'm pondering different solutions to get around the inability to choose static switch material variants at runtime without a bunch of manual work and an explosion of material assets, and in theory if I could embed a material inside the package of the blueprint that uses the variant with the static switch I can avoid a bunch of manual headaches.
Hello, any idea where this error might come from? When starting the HelloServer.exe
Hi, anyone knows how to fix this?
Full packaging log ?
Using Incredibuild on purpose ?
No
This is not an UE4 component, it's installed on your machine
Just remove it from installed programs
Thanks a lot, didn't know I had that π
Hmm, I thought I might have an idea, so deleted my post, but still screwed up.
Getting this, even though packaging itself went fine:
Error: Couldn't find file for package /Game/TheGame/GameModes/Survival/GI_TheGame requested by async loading code. NameToLoad: /Game/TheGame/GameModes/Survival/GI_TheGame
Error: Found 0 dependent packages...
Error: Unable to load GameInstance Class '/Game/TheGame/GameModes/Survival/GI_TheGame.GI_TheGame_C'. Falling back to generic UGameInstance.
On Windows, I used to copy the server exe into the packaged client, but I stopped doing that when I noticed I don't need to do such things on Linux. Is this perhaps a difference between the platforms, or unrelated and different issue at play?
(Error occured on Windows)
Oh, it's apparently not packaging because the GI has a redirector, I think
Yep π
Fixup fixed it
Is there a gotcha that needs to be taken in mind for packaged datatables? Seem to be getting a crash on GetRowNames() in a packaged server build.
=== Critical error: ===
Assertion failed: StartIndex >= 0 && StartIndex <= Array.Num() [File:4_26_1\Engine\Source\Runtime\Core\Public\Containers/BitArray.h] [Line: 1766]
[Callstack] 0x00007ffed2c63b29 KERNELBASE.dll!UnknownFunction []
[Callstack] 0x00007ff7e85377d6 GameServer.exe!ReportAssert() 4_26_1\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformCrashContext.cpp:1627]
[Callstack] 0x00007ff7e853aa49 GameServer.exe!FWindowsErrorOutputDevice::Serialize() 4_26_1\Engine\Source\Runtime\Core\Private\Windows\WindowsErrorOutputDevice.cpp:78]
[Callstack] 0x00007ff7e828a62d GameServer.exe!FOutputDevice::LogfImpl() 4_26_1\Engine\Source\Runtime\Core\Private\Misc\OutputDevice.cpp:61]
[Callstack] 0x00007ff7e821ace5 GameServer.exe!AssertFailedImplV() 4_26_1\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
[Callstack] 0x00007ff7e821cee0 GameServer.exe!FDebug::CheckVerifyFailedImpl() 4_26_1\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
[Callstack] 0x00007ff7eb258f74 GameServer.exe!TMapBase<FName,unsigned char *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FName,unsigned char *,0> >::GetKeys<TSizedDefaultAllocator<32> >() 4_26_1\Engine\Source\Runtime\Core\Public\Containers\Map.h:294]
[Callstack] 0x00007ff7eb27847b GameServer.exe!UDataTable::GetRowNames() 4_26_1\Engine\Source\Runtime\Engine\Private\DataTable.cpp:871]
Looks like you accessed a row that doesn't exist
Debug the packaged build to see why
It's odd, it's just a GetRowNames() call, that it seems to fail at
But yes, good idea, lemme attach a debugger
I saw you teach someone the other day, looked nifty
Just gotta figure out how to do it with rider
Probably worth using VS for this
Yeah
I'm trying now, but having a hard time there too
I opened the exe
Which gives me an overview
But similarly to the other person you helped, I'm stuck there π
I just tried and it looks like VS has changed this recently
Yeah me too
When launching VS you needs to do "open project/solution"
Pick the exe
Should look like this
"nova" here is my packaged game exe
You now have the "Start" button for debug as opposed to "attach"
Oh yikes, I borked something
"Start" will indeed debug the game
Lemme see if that works
Hmm
It starts, and then exits again
Without showing anything really
It does actually launch the exe, but I imagine it then hits the error like the log showed before
And exits
Make sure to pick the actual game executable
WindowsServer\GameServer.exe
or
WindowsServer\Game\Binaries\Win64\GameServer.exe
The latter?
Second one yeah
If you can't get it to work, just set the game project solution to like DebugGame (not editor), cook in editor (file -> cook IIRC) and you can run as if packaged
Here we go
I have a crash on BitArray.h
Callstack?
Yeah, that's the same as the printout I gave earlier
Is there something extra I can see here?
Call stack ?
It's the same alright
Show the "locals" for your calling code
Where you called GetRowNames
I think that's just garbage
Check what GetFoliageDataTable does
Yeah no, static UObject UPROPERTY is a recipe for disaster
Lemme remove it again, but it wasn't there to begin with, same behaviour happened though
Plus I don't see how s_LoadedDataTable is initialized to nullptr
Nor how it's loaded
Nor how it's kept free from GC (UPROPERTY on static pointer, not sure that works)
If s_LoadedDataTable is never initialized to nullptr then your crash is explained by path being null
I think he checks here
If GetFoliageSettings() is nullptr then s_LoadedDataTable is a non nullptr dangling ptr
Move this stuff to game instance, drop the static stuff, use a good old UPROPERTY ptr
Always initialize to nullptr
You'll find the error in no time
I'm having a hard time wrapping my head around this π€
EDIT: Oh right, because it'll never update the s_LoadedDataTable variable as the if statement won't be true.
private:
static UDataTable* s_LoadedDataTable = nullptr;
Like so?
I did this, but same error apparently
Oh, it fails with a = nullptr init
a static data member with an in-class initializer must have non-volatile const integral type or be specified as 'inline'
Did this instead
Look
I don't know if data tables stay in memory with no UObject UPROPERTY reference
The module class is really not meant for that
Use world settings, game instance, something like that to hold an UPROPERTY pointer
Failing that, add it to root set
Initialize your pointer with nullptr
And add some logs to understand what fails to load
Cheers Stranger
This fixed it for now, useful to know. It's a dirty fix, but it's enough to get me going right now until the author of the plugin implements a proper solution
Thanks again, you're a gem
π
np !
Hey guys, my packaged game is getting a fatal error, but for some reason in saved>logs I'm not getting anything come up? So I can't see why it's crashing?
I have a crashcontext.runtime-xml, is that the same sorta thing?
On that i'm getting this error message: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
@stone meteor Try this, so you can debug
Open the packaged game's exe as a solution
Okay i'll give it a go
I was launching the wrong exe haha, but I got the right one and now getting this
Anyone know why this is coming up?
and this on VS
I donβt even know what a pdb is π
Debug symbols that map executable to source
Should be near the packaged game exec unless you disable debug symbols in options
So what do I need to do? Debug symbols is installed and should be enabled
This is what comes up in the call stack
CassidyDemo-Win64-Shipping.exe!00007ff755bdf363() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff755bef3da() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff75545c238() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff75546c176() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff75546daf4() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff7554dff29() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff7551d0879() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff755502e3f() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff7554efbce() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff7554f9d69() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff754b2018b() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff755b86a12() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff755b87763() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff754c64feb() Unknown
CassidyDemo-Win64-Shipping.exe!00007ff754c606b1() Unknown
kernel32.dll!00007ff9f8ea7034() Unknown
ntdll.dll!00007ff9f8fdd241() Unknown
You need the debug symbols for your game
PDB file, next to the xxx-Win64-Shipping.exe file in packaged build
How bad would it be to ship a dev build? I'd like to retain the console
Bad
Save data written in the install directory, to start with - meaning shared data across all users, potentially read-only location or requiring admin privileges
If you want the console, build the engine from source after enabling it in shipping
Or just do your own console
Not really a huge piece of UI
Neat, didn't know we could do this
I do actually have the extra UI for my own console already, but I just need access to the "logic" part of it
PlayerController::ConsoleCommand
Only the UI is disabled in shipping, the logic isn't
How about CheatManager?
As I heard this is removed, is that correct?
( @shadow swift made a neat plugin to extend the console with your own extra commands, but inherits from CheatManager. Trying to figure out if there's a way around the fact that it would get stripped )
how can I expose the console to users? I see the ` key is mapped in inputs but on a shipping build it's nonfunctional
console is disabled in shipping builds, you need a source build to change that.
ah ok, thanks very much
Hey, I'm not sure if this is the proper channel for this sort of thing, but one of my players gets this error when opening a new level in my game:
My guess is their graphics card doesn't support direct 11 fully?
Hey guys is there a way I can change the GameServerQueryPort of an already packaged game or do I need to repackage it to use another one? Being able to change it in the package would make it so I don;t always have to repackage to change the port
can i use Visual Studio Code to package a game
Hey guys I am developing for IOS and used XCode on a virtual machine to import a provision and p12 certificate to use for signing.
In the project settings it says that my provision and certificate are "valid" but they are not green! When I try to package or launch, it says that the Provision and Certificate were not even found despite being valid in my settings. I made sure that the bundle identifier in XCode is the same as UE4 but I don't know what else to try and I need to get this working!
Any help appreciated-
I tried to do a Test build using 4.26.1 and it says This Configuration is Not Supported ... ?!
Hi! Does anyone knows why Steam Subsystem can't be packaged?
I have lately this kind of warning:
LogUObjectHash: Warning: Ambiguous path search, could be MaterialGraphNode /Engine/Transient.M_BackroomWall:MaterialGraph_0.MaterialGraphNode_8 or MaterialGraphNode /Engine/Transient.M_WindowLightFunc:MaterialGraph_0.MaterialGraphNode_8
LogUObjectHash: Warning: Ambiguous path search, could be MaterialGraphNode /Engine/Transient.M_BackroomWall:MaterialGraph_0.MaterialGraphNode_8 or MaterialGraphNode /Engine/Transient.M_WindowBrick:MaterialGraph_0.MaterialGraphNode_8
LogUObjectHash: Warning: Ambiguous path search, could be MaterialGraphNode /Engine/Transient.M_BackroomWall:MaterialGraph_0.MaterialGraphNode_8 or MaterialGraphNode /Engine/Transient.M_WindowLight:MaterialGraph_0.MaterialGraphNode_8
LogUObjectHash: Warning: Ambiguous path search, could be MaterialGraphNode /Engine/Transient.M_BackroomWall:MaterialGraph_0.MaterialGraphNode_8 or MaterialGraphNode /Engine/Transient.M_Wood2Main:MaterialGraph_0.MaterialGraphNode_8...```
What can cause this "Ambiguous path search" and how to resolve it? I already used "Fix up redirections in folder" option (jsut in case, I don't think it is related).
do i have to use visual studio 2017 to package my game
bc i have 2015-2019
that would depend on which version of the engine you're using
whichever version you're compiling the project with is what you'll need to package
i am using 4.24.3
What are some ways to debug something that only occurs in packaged project?
In my case, I'm seeing my HUD getting created when I use Create Widget.
Debug the packaged project.
any one here?
Just ask
No you don't does it refuse to package and tell you to install it ?
@restive ermine It does depend if you want to build a dedicated server
That requires an IDE + source build
Anyone help
what do i put in company name and copyright notice
i am an individual
and i want to publish my game
No one really cares about what you put in there
It just ends up in an obscure Windows property tab
So put what you want
Alright thanks !
Hi, does anyone knows why Steam Subsystem doesn't work when I package my project? It's a multiplayer and I can't create and join sessions
@shadow swift it does
Hi there
Does anyone know how Chunk Size actually works?
Or rather, what's the actual size it uses?
Using huge number but it's always complaining it's too small?
While Packaging my cpu is on 100% is that common ?
ye, pretty common, especially if its your first time packaging
Well in that case heres a fix I always suggest for that, not the nicest but gets it done:
#plugin-dev message
anyone got problem where after migrating from 4.25.4 to 4.26.1 packaged game crashes but in editor everything works? Error:
Null SRV (resource 0 bind 0) on UB Layout FInstancedStaticMeshVertexFactoryUniformShaderParameters```
it seems to be related to spawning hismc or adding new entry to hismc
Hi guys, somebody knows how to fix this error while packaging?
After UPDATE(not ADD) an UPrimaryDataAsset derived DataAsset, and package the project, the DataAsset looks like not updated correctly.
Why?
I just added a new member variable and set a default value In the DataAsset base C++ class.
But the packaged variable value is different from the default I set.
Hi guys, anyone knows how i can block starting a game without steam, i have steam ready, i download a game and open it as normal, but i can take a disk and move game to another pc and open it as normal :/ that should not be possible π ? any ideas ?
I think if you make a Shipping build it will behave in this manner
https://docs.unrealengine.com/en-US/ProgrammingAndScripting/Online/Steam/index.html
In shipping builds, the engine will check to make sure that the logged-in user is properly subscribed to the game and will shutdown if the engine's test returns false (this is one way to help secure the game). Additionally, using Steam DRM (see the Steamworks SDK) should further protect the game from being tampered with.
okey i will test it one more time but i already check it in shipping and it did not worked :/
Do you have the Steam OSS enabled as per that page?
I've tried everything in my wits to resolve this, nothing works. Tried: Fixed Redirectors, cloning, migrating, delete local Saved/Intermediate folders, enable "full rebuild". Ideas?
Hey guys, I'm getting a fatal error come up every so often with my packaged game, this is what comes up in vs when it crashes
i need some help
when i package my game it's saying: UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
can anyone help me?
Never mind, I found it: Was using whitelist of maps to cook, and needed to add the correct map there... phew.
how I can force packager to include certain resource? It is not included because it is loaded dynamically in c++ code, so there is no reference in reference viewer
Hmm, this is a channel for #packaging, but where could I possibly get some help with #cooking ? I have a few cooking errors that I have no idea how to get around..
Isn't cooking sort of part of packaging? I feel stupid.. I wanted to test performance of Nativize on blueprints, my project is 3 years in solodev, mostly blueprint but more and more c++ now, I have 30 years of experience programming, 4 years Unreal Engine, but till now I never packaged/cooked the project successfully, just kept testing (working) in PIE..
Kindof about time to get packaging/cooking to work I reckon π
Taking a chance posting this here anyways.. If anyone could help it would be much appreciated.
Ok so I just disabled Vulkan support for now.. cooking progresses. Last time it completed it took 10 hours ..oh well.
LowLevelFatalError [File:Unknown] [Line: 153]
ICU data directory was not discovered:
../../../Engine/Content/Internationalization
../../../Engine/Content/Internationalization
so i came across this error
i have tried building my project multiple times but either the exe refuses to open or i get that error when it tries to
has anyone encountered this and or know how to fix this
here are my build settings
getting this error packaging a linux server, any ideas? new to linux builds
You need to compile the engine from source with support for Linux and Server
Yeah im using source version, got the tool chain, watching a video right now showing him rebuild unreal frontend for the project in VS with linux and development selected, so i think that should fix my issue, seems unreal frontend didnt have the linux target!
Hello, all! I FINALLY got intro movies set up and working!.... but they only actually function on macOS. When I enable them on Windows, launching the game shows the UE4 intro movie and then the game hangs forever. Any ideas what might be going on?
@rare relic I dont know how can i check
Do you have something like this in your DefaultEngine.ini
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
[OnlineSubsystem]
DefaultPlatformService=Steam
yup
Should i tick For distribution also ?
even if i have shipping build configuration?
@rare relic
I don't think that's needed
sorry I've never tried it myself - I just read about it in the docs
what's your problem?
on the other PC you copied it to - does it have Steam running?
no
does shipping produce anything in the log file?
even if i log out of steam i will be able to play the game
dont know :/
if you run it, does it save a log file in the usual folder (gamedir/Saved/Logs/)
no, i dont see anything like this
i dont have a logs folder in build for shipping
i have it in prev build when i build as development build
Im trying to build lightning from command line. It worked fine pre 4.26 but now i'm getting this error
Ensure condition failed: LevelVolumetricLightmaps.Num() == 0 [File:G:/UE4.26src/Engine/Source/Runtime/Renderer/Private/RendererScene.cpp] [Line: 2337]
LogOutputDevice: Error: All volumetric lightmaps should have been removed before ~FScene(). Removing them anyway to avoid crash.
Tried deleting all volumetric volumes and still got the same result
Build from editor works fine
If i build the lighting on each map with the command line it works fine, but i always get that last error when using MapsOnly switch
@open rapids looking through the code... did you also try defining UE4_PROJECT_STEAMSHIPPINGID ?
i.e. GlobalDefinitions.Add("UE4_PROJECT_STEAMSHIPPINGID=\"480\"");
Hello, all. When I use the Project Launcher with the configuration in this screenshot, BP nodes that are marked as "Development Compile Only" still run. What am I missing about how to create a "Compiled for shipping, ready for release to customers, no debug code, no extraneous assets, compressed, signed, and secured game build"?
This only happens if i have a map with streaming levels on it and it only happens on 4.26.1. Anyone knows if it's a bug?
the same individual maps doesnt fail (if i treat them as individual maps)
fml...it seems it was fixed on the git, post official 4.26.1
i'll go commit suicide
People who read this channel might be interested in this page I put up on the community wiki talking about the Asset Manager: https://www.ue4community.wiki/using-the-asset-manager-qj38astq
Explanation of the purpose of the Asset Manager and tips for using it
It also links to the live stream I gave last week on it with more details
Hi guys, does anyone one why i have this error?
@bold forge hard to know without symbols
@bold forge Are you using Blueprint structure on your project ?
No, but the easy solution was migrate the entire level into anther file
Cause I'm getting the same for days and didn't find any fix for that
Migrate the level .umap into another brand new empty .umap file ?
Hey, So i had a timer implemented in my game which works fine, Its made like the first 2 screenshots.
This timer works fine when im playing in the editor however when i am trying to package my project and then start up the game the timer doesn't work anymore.
Has someone else also ever encountered this problem and if so how did you fix it?
Might be worth adding some debug prints to all the points where it could possibly fail, so you can narrow it down
Not totally sure if this is the right channel, but is there a way to get additional windows resources (.rc) files bundled into the app? I have one and it seems to be "compiling" as it gave me an error when it had one, but it doesn't seem to actually get included in the build.
how do the primary asset labels work?
i want to apply asset labels to a subdirectory but it seems to apply it to everything
and im not sure why
everything is always chunk 0
oh wait nvm i have to package it before i can see the chunk IDs
oh
Make sure you have the use chunks packaging option enabled, you also might need to hit the "refresh" button on the audit UI to make the chunks show up right
I am getting this error while trying to Package a project with the DLSS plugin. Any ideas on how to fix this one?
hi guys i have a problem for some time with steam overlay, using 4.26 there is no overlay in standarone game and in package game, the only way to get steam overlay is to load game to steam and open it by steam client, but even then i dont get full steam functionality, only overlay, any help plis π ?
No overlay at all in a shipping game is perfectly normal if you didn't start the game from Steam
So that part is fine
Define "full Steam functionality" ?
@mellow bane So for example, i download my game from steam, then log out of steam and close steam, and when i open .exe of my game i should not be able to play it but i can, i can also take a pendrive move it to another computer and play as normal without steam
so can i do like a anty piracy method for people with no steam or no game key valid , not to play the game. when you click exe it checks for steam, opens steam, check for game be on your account and then it allow it to be open @mellow bane
You want the Steam DRM, I guess
Though it's very easy to get rid of it
Anti-piracy is a complete waste of time
i heard that it is already implemented, but does i need to enabled it ?
Read the doc for the Steam DRM : https://partner.steamgames.com/doc/features/drm
It has to be an additional packaging step AFAIK
okey thx i will try π
Again, do note that this will be automatically removed by any piracy group
Not even something they'll notice
You're just preventing people from copypasting the game to their friends
that is what i need π
@mellow bane it worked ! thanks you sooooo much !
Any of you know what this is all about?
Probably copy and pasted as a asset file from some other project. If you can open it, just open it, modify something trivial and save it, see if the warning still pops up...
Where to start fixing this? π
I've been thinking to port the structs I have defined in the editor to c++, now they're user defined structs, not sure why I get this packaging error though..
@open rapids for the yellow ones I would first take a backup of the project, then just go into the content folder and find those files and if you're not using them in the game you can just delete them. Maybe against advisable way of deleting things but I have done so with lots of assets I had issues with and it has worked then..
@open rapids And I have the exact same problem with the red one, alpha False.. IDK I'm still running cooking here and waiting. But I would go into settings and enable/disable that feature, depending on if you use it, and maybe just switching it on/off might clear up some old stuff, other than that might be going into some .ini file and remove a line if I can find it
It might report files missing when you reload the project but that clears up when you save it, close and reopen, for me anyways the not found issue seemed to just disappear..
connecting my pixel stream to web useing webturn but i got some error here i follow tutorial on youtube called setup remote pixel streaming exactly but still
Another weird one, bounds contains NaN ?
Doesn't say which mesh .. and there are 1000s...
Run the packaging through Visual Studio's debugger, and when the crash occurs, walk through the call stack to find out which mesh
@mellow bane thanks, yeah sounds like a good idea
It sucks but it's usually fast
anyone has experienced this? I cant build project at all
I use purely blueprint, dont have visual studio
hi, did you solve it? I have similar issue
@slate shadow I did.. I had problem with one blueprint. Do not what exactly, but I had to rewrite couple of functions from scratch in this blueprint. I found this blueprint by reverting commits one by one using Git.
Why not? You do not have control version?
dont use git
But you have another version control then right
Well, does not matter what CSM, if you have one. Almost all of them store versions and commits and allow you to revert
I dont
I recently merged multiple projects inside of one
its seemed to worked well, in editor it does exactly what it is supposed to
Well, the only way is to create new project and migrate blueprints there until you find the broken one.
By the way, I saw, that this error might apeear, if someone names variables with reserved names. Like if or False
But that was not our case
No source control is suicidal, so you should get onto that today
In the meantime, like I said earlier for someone else,
Run the packaging through Visual Studio's debugger, and when the crash occurs, walk through the call stack to find out which mesh
so far what I did is opened up blueprints and found in notepad++ that in player blueprint is that NoneNone so will check that out
sorry Im kinda new to managing projects, is source control just different name of having backup?
No, it's not
Source control is a complete history of every change you stored into it
It usually gives you backups too because you have at least one history of the project either locally or remotely but backups aren't the point, the point is "let's restore that file i deleted 2 years ago"
Or "Let's see all changes to this file since ever"
oh
I come from vfx, where it would be tons of data and everyone just worked with one file so weekly backkups were more than enough
Almost every game production runs Perforce for source control
ok once I get to package project I can take a look at it
there are tons of new things from learning to draw for concept art, learning game design and game logic up to these tech/support things
Yeah, all of these are different full time jobs
have to do them all myself so its easy to skip lots of things that dont visually help
at least I figured out what was problematic and have backup of older player file
still this is insanely serious engine bug, especially when it doesnt tell what is wrong or it works perfectly in editor
It's not a bug
Your asset is corrupted
4.26 has just been getting less okay than previous versions about packaging assets with broken references
Hey, I've got a custom hardware cursor that works fine in PIE and in windows packaged builds but gives me a corrupted-looking image of cyan and yellow boxes in MacOS packaged builds... anyone know what might be up with that?
Looks like this...
All the relevant files are in /Content/Slate/
These are the hardware cursor settings...
To be on the safe side, I've added the Slate directory to be packaged explicitly as well...
Am on 4.23
it had to be bug, I had two exact variables A and B and just one of them was bugged, and fact that it doesnt tell what variable is broken is reallyfrustrating
That it doesn't tell you which variable is broken is annoying, but it's not a bug
Hello I have an problem The output say map.. Can be... Or...
And I have 20 of this but my real problem is in the viewport all work but if I open the exe some widget changes don't save and some project settings don't save (an example is the defaultmap) I watched many videos but it saves nothing (I'm new to Unreal engine)
And my Version is 4.26.1
@slate shadow Also look here: #packaging message
I had something similar a while back
so I solved it, and literally I had to open all actors in notepad and findband pinpoint error string there
@mellow bane by bug I mean it randomly corrupted variable
Oh, it probably did not randomly corrupt either
Either hot reload was used, or after deleting or moving an asset you didn't save all assets with pending changes, or you got a crash after renaming ana sset before saving all dependencies, etc
Or you disabled a plugin that was used somewhere, etc, etc
Variables don't usually nuke themselves
Hi everyone. Anyone here to help me with a packaging issue? I have some unknown error and I'm trying to work it out, but I think I'm making things worse somehow.
My project runs fine in the editor in all of the maps. I've opened all of the blueprints (of which there are hundreds) and did a select all => refresh node => compile => save and everything's fine. When I try to package the project for windows strictly following the guidance here: https://docs.unrealengine.com/en-US/SharingAndReleasing/Deployment/Releasing/index.html I get a number of errors (many hundreds of errors) and the build fails
Creating a release versioned project with cooked content for distribution.
Firstly it says I'm running out of memory during the build, which I don't understand.
Next, I'm getting errors that fall into one of three main categories: 1) ForeachShape(Convex): ScaledElem[505] invalid:: missing ConvexMesh 2) struct type mismatch Unknown structure or 3) LogCook: Warning: Could not resolve package in in ...AssetRegistry.bin
The result is ExitCode=25 (Error_UnknownCookFailure)
The structure errors all seem to pertain to a structure I made for a player inventory system which works fine in the editor. The structure doesn't appear to have any errors or problems, so I don't know why the structure is Unknown in the build. I don't even know what a ConvexMesh is. I didn't have the AssetRegistry errors until I tried resinstalling the engine (in a failed attempt to fix the packaging problem I'm having).
Quick update: I created a new blank project and packaged it using the same guidance in 'releasing your project' above and the build succeeded.
So it's not that I can't build anything - I just can't build my project. I don't know how to solve the memory issue or any of the errors I've encountered. In checking the blueprints in the project everything seems to be in working order...
System.ArgumentException: An item with the same key has already been added.
What is this?!
can you help me for this?
I don't care for the yellow ones cus they are not problems I think
any ideas why I can't build in Test or Debug configurations but it will happily build up Shipping exe files?
it would seem to be something with either 4.26.1 or my project.. because I just installed VS2017 on this box and have the same issue on Win10 host as with another PC with essentially the same spec hardware
could it be because I have marketplace plugins that are paid / compiled or something?
@rare reef try using the config file from the build that works and adjust any customizations back one by one
@karmic elm I'll try that thanks
yea good luck, that fixed some 3 year bugs for me.. i think upgrading projects can lead to a mismatch in the editor representation of how things will actually build up
e.g. the prefs will show things other than how they build and settings will reset themselves between instances of running the editor =\
@karmic elm So I'm looking in my Config folder and there are multiple files there. Two of which are customised to work with a plugin (AutoSettings). Should I replace all of these with the ones from a fresh (blank) project and then re-edit the ones needed for AutoSettings?
I'm not familiar with that plugin.. for my issues it was in DefaultEngine.ini
Thanks I'll start there
guess VS2019 is default as of 4.25
In a package build theese two particles from the UE4All projects dont show up. Does anybody know why?
@karmic elm I hae VS2019 Community installed here. Do you think that's causing any problems?
@spice wraith Could it be something in video settings? Did you set up a video settings control for your project? Sometimes the default particle settings don't allow for some more complex particles unless settings have been set up to control them in in CVARs. Just a guess though.
@karmic elm So the builder is still cooking the package but I can already see some (new versions) of familiar errors in the output log... AssetRegistry.bin errors, ConvexMesh errors... still waiting for the Unknown Structure but that may appear... dreading the possibility that it will give me an out of memory error again.
Oddly the errors do seem to be in a slightly different format, though.
@rare reef Maybe? haven't touched the video settings control for my project.. tried packaging the UE4All demo, to see if they shows up in a package build, but no - they don't. Not sure how i can control them in CVARs?
Someone who developed a marketplace settings system also made some solid documentation for editing console variables (CVARs) to enable things like audio and video settings manipulation in a widget.
You can download his example project use his CVAR blueprint if you want
It could be your project was packaged and (for whatever reason) doesn't have a setting that allows for the type of particle count or complexity you have there.
The CVAR settings in this example have a setting called 'Epic' which allows everything.
I can't guarantee this will solve your problem but it's where I'd start.
@karmic elm so I used the DefaultEngine.ini from a new blank project (which successfully packaged). When packaging my project with this I still got the same errors and the package failed again, with ExitCode=25. So no luck there I'm afraid. Thanks for the suggestion.
Thank you @rare reef - i just tried executing the console command fx.MaxCPUParticlesPerEmitter with extreme numbers allowed, but it doesnt work as well..
By not as well do you mean you get fewer particles or you get performance issues?
They still dont show up in a packaged build @rare reef
Ah I see. Well bad luck. With that in mind... I really have no idea! I'll think about it and let you know if I come up with anything.
Thanks @rare reef! Much apreciated. I asked the same question in the niagara tab, hopefully someone there can help.
might be materials or lighting
do you need to build the editor/engine from source to do a Test or Debug build?
UATHelper: Packaging (Windows (64-bit)): ERROR: Targets cannot be built in the Test configuration with this engine distribution.
PackagingResults: Error: Targets cannot be built in the Test configuration with this engine distribution.
still getting that error when trying to build Test of Debug configuration in 4.26.1, now using VS2019...
@karmic elm I'm running a DebugGame package now. Oddly I don't see options in the drop-down for the Debug or Test builds, even though I know they exit re: the documentation.
@karmic elm I got the AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
BUILD FAILED
Lots of Unknown Structure errors
I ran the launcher with a DebugGame package and excluded all of the maps except the title screen map (just to simplify) and still got lots of errors. I doesn't look as though I ran out of memory, because it doesn't say I did... but I still had some memory reporting: LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb
In other builds it actually says ran out of memory
@karmic elm I found someone else in the UE4 forum that had a similar issue: https://answers.unrealengine.com/questions/961542/view.html but the solution offered (to refresh all the nodes and recompile) did not work for me. It looks like their problem started when they upgraded to 4.25. I also upgraded from 4.23 to 4.25 partway through development.
Would it be worthwhile for me to upgrade again?
hard to say but I would only upgrade a copy of the project to a new engine until you are sure you don't need the old one
@karmic elm It's a hard decision because currently I cannot build the project and am getting desperate.
if you have the disc space then you should backup your project files and stuff and duplicate the project off and only upgrade that , because if the upgrade fails it can get stuck in a half state
but you can ignore some error messages, it's the stuff in red that you will need to address one way or another in order to build, though
you can try ditching that plugin it's mentioning and see if it build the rest of it successfully with degraded functionality perhaps.. depends on what you are doing I imagine.. it's not really my specialty π
try to exclude anything from the project except what you are trying to ship
@karmic elm Thanks again. I'll continue to explore that. I have the project backed up and archived on a cloud so I'm safe. I can uninstall the whole engine, install a newer version and run the project in that to see if I get fewer errors, and just revert back if I have to. It'll just be an annoying time sink.
The frustrating thing is that I get no errors or warnings in the editor. All this stuff just happens when I try to package.
Ideally I'd like to figure out a way to address the errors in red in the output for the build when packaging, but I have no idea how. It's showing errors like Unknown Structure on a structure that completely works as intended with no errors in the editor.
looks like I can't build at all in VS2019, it's failing to Cook with an Unknown Failure
actually I suppose it might be still using some VS2019 stuff.. hmm
Do you think I should roll back my VS? I only recently installed VS2019. I was on VS2010 before that ><
Hi,
i have Visual Studio2017 and VS2019 installed on my system. I changed the Editor-Preferences to VS 2019, but UE4.25 still runs VS2017.
I don't want to delete VS2017. Is there a way to register the filepath of VS2019 to UE?
Thanks!
EDIT:
Solved it accidently myself:
- Close VS & UE
- Delete Project Folder: .vs,
yeah might be more mismatch, you can export your entire Content folder and try Migrate assets and stuff, also check the link..hoping this will fix me up
Thanks alot @karmic elm I'll read these and give it a try
let me know how it goes
I will. I'll have to wait until tomorrow to test it out as I'm out of time, but I'll definitely tell you the result. I really appreciate your help.
no problem, looks like a handy plugin, hope you get it all working
don't forget you might want to check Full Rebuild
@karmic elm Thanks I will check Full Rebuild as well. Great advice.
one should be able to build 4.26.1 Debug and Test configs using VS2017, right?
I have a single map and two characters (and of course the game logic at full) but the exe weights 10 gb, why? There's some way to make it lighter? I tried with the asset cleaner but it frees very little. I compiled it in development mode...
Did you configure the list of maps to package in project settings ? If you didn't, Unreal can't know what you need so the entire project goes
(Also it has to be shipping if you intended to release)
There's just one map in all project. I created a new blank project and migrated the finished content just to be sure.
Doesn't really answer the question !
In this video will go in details about how to use the UnrealPak commandline tool to unpack a game packed *.pak file, modify it, remove what might not be needed for the game in order to reduce the final game size, and then pack and compress the game data into a *.pak file again.
More stuff@
http://www.mamoniem.com/
http://www.ue4u.xyz/
There is no need to unpack anything - just start with item 1 on packaging which is "tell the engine what to use"
Item 2 being "package for shipping"
Then you can actually start opimizing by following the doc here : https://docs.unrealengine.com/en-US/TestingAndOptimization/PerformanceAndProfiling/ReducingPackageSize/index.html
How to reduce the size of your packaged game.
Like checks that your game doesn't come with 500MBs worth of optional PDB files
I already read that, and the map it's defined in the engine maps settings
Did you configure the list of maps to package in project settings ?
I'll try that, thanks for the help
This right there is the very first thing to do
Making sure packages are compressed, moving to Shipping, disabling debug symbols and prerequisites, is next
After that you can start looking into the pak file size since the rest will be like 80MB
@karmic elm So far I've followed those instructions which seem to have rebuilt my project files. The first result was that it wanted source code which (maybe due to blueprint) wasn't there (i.e. no source folder). I created a source folder using a blank C++ project and changed all the names over. That worked and it rebuilt, but now there are compile errors in the build. I'm going to reinstall everything and start again.
@karmic elm So I've reinstalled everything. I also uninstalled VS2015, VS2010 and VS2008. I had the old VS2010 express still on my machine, so I completley removed that suite.
I went into UE4 editor and updated preferences to select VS2019. I had previously been set to default.
I was able to build. During cooking I had a high number of errors: Unknown Structure. I tried for hours to fix this until finally I managed to remove these errors by simply renaming the structures. This forced a recompile of all the associated blueprints.
The only thing that remains an issue is that I get an out of memory critical error during the cooking process, which ends the cook and fails. I've been searching how to resolve out of memory errors while cooking but no luck so far. The machine I'm using has excessive RAM at 32gb but I'm not a hardware guy.
Further update: I kept trying it... just re-running the launcher after each failed cook due to memory loss. On the third try it just worked. That's some science for you.
Long names - not packaging. Tried renaming them manually but still same error
although those files dont exist anymore in this name
What can I do?
Anyone know why tubrojpeg.dll has randomly appeared next to my packaged binaries? Is it just a plugin that somehow got enabled by accident?
It probably is yeah
Weirdly I didn't change my plugins since the last build and can't find anything directly related to it in the plugins browser
@thick oar Have you tried: Fix Up Redirectors => close UE4 => delete Save and Intermediate folders => restart and try again?
I could actually fix it with some regedit windows trick
that's great. I can't get a build from 2019, tried to go back to 2017 only to have troubles building there then.. discovered I still had 2015 installed, now I'm wondering if I'd been building with that.. but I seem to have gotten a build out of 2017 just now
I had a list of levels to include specified before. Then I was working with, and packaging, a different map, not linked to anything. So since it was set as the default, the specified map list was not (i think) being included into the build. So I removed that list. Then it wouldn't build at all. So I put the new working map into that list as the single entry and now it's built
It looks like you have a bunch of different and unrelated issues
Take it step by step, one problem at a time
any ideas why I can't build in Test or Debug configurations but it will happily build up Shipping exe files?
Test isn't supported in binary (launcher) releases
As to other issue, put up your packaging log on pastebin and we'll see what happens
what type of release should I be trying to make in order to create Test or Debug builds?
To create Test builds you need a source engine build
ah I see
Debug might work though it's a weird target for packaging, Development is probably the one supported for debug packages
Shipping being the one you actually release
thanks for the insight π
hello guys I have problems with packaging my runner game
how I can send you the output file cus I forgot where it is on my PC
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Hey dudes, is there any way to change the location of project's save game files without modifying the engine code?
@open rapids do you have code in your level blueprint in that map? if so it says its bad
I'm trying to configure steam cloud saves according to steam guidelines, but my save game files are still being placed in AppData/Local/ProjectName/Saved/SaveGames
Steam cloud can work with that just fine
and if I understand it correctly, steam requires it to be AppData/CompanyName/ProjectName
I have code in my main menu level blueprint, it is for creating the main menu widget
Nah
and that is all the code in there?
yep
@mellow bane alright, I'll try that, thanks a lot! π
@open rapids at some point a variable changed in your project from one version to another, it needs to be fixed
go to project settings, and search for alpha
okay
one of them is a drop down for enable alpha in post process and it might show disabled
change it to the first option, then it should ask to restart (dont), then change it back to disabled, then restart
restart and see if it packages
okay
before it was true and false, now it changed to 0, 1, or 2 and no idea why it didnt update
hi
anyone here?
i am facing a problem to packeging a project for apk
i have built the lightings and others things
but when i click to package the game as apk,the shaders are always compiling............................
the message :-"Compiling Shaders 74" has showing up for the last 2 hours................
what should i do now?
that's my project..............
Hello. I have a wierd problem when trying to package my game. If there was changes to project source code, everithing works well, but if there was no changes to source (so project doesn't need to recompile) I get this error, and build breaks:
"LogModuleManager: Warning: ModuleManager: Unable to load module 'AdvancedSessions' - 0 instances of that module name found."
can anyone tell me what does it mean??
@mental cliff Bug Fix: Added a warning to resave static meshes that invalidate physics when loaded. Meshes that generate the new warning need to be resaved to suppress the warning and ensure deterministic cooking. The warning text is, "Mesh {MeshName} is recomputing physics on load. It must be resaved before it will cook deterministically. Please resave {MeshPath}."
-snip-
I'm troubleshooting this crash report, so if anyone saw that, nvm (unless it crashes again.. π€!!)
Yeah idk what's going on here chiefs. ;n; Any help is appreciated π
@mellow bane thanks for the help, packaging in release mode left the size to 2 gb, much more acceptable.
Trying to sort out errors with migrating to another project, with coping folder to migrating but seems to be moving missing files? Is there a better way than doing it singulary by file? cheers
Use the migrate tool
Is there a way to automatically include all maps within a subdirectory in the package?
The "force cooks directory" setting in packaging options might help
There used to be an "-allmaps" flag for UAT too
That's something that custom primary asset rules is perfect for I'd guess:
Then you make sure to only cook the maps and what they reference instead of everything in the folder, referenced or not.
/Maps/Dir should be /Game/Maps/Dir of course, oops.
The expert on primary asset labels to the rescue.
Haha last I commented on that topic was a good while ago, nice memory π
@mellow bane Thanks for the thought, but with the migrate tool it's still taking error. looking for missing file that has been deleted. π¦
Files you want to migrate should be fixed first for missing dependencies, yeah
done fix redirects on folder, cant see missing assets in a folder to fix so how do you fix them ,.
Is there a way of seeing what files a folder things is contained?
The referencing tool might help for that not sure if it shows broken links
Alternatively resaving all assets resets broken refs to null
Thanks that's a good idea
Hello, Im trying to launch my game on my mobile device but I'm having some issues.
I try to launch on Mobile, it gets stuck at UAT, specifically it gets stuck at this exact line. I let it run for 15 min yesterday and it made no progress from this line. I have installed Andriod Studio and followed the instructions on the link below but still no luck. Any help is appreciated π
https://docs.unrealengine.com/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/index.html
How to set up your Android development environment for Unreal 4.25 and later
Additionally I tried to launch on my mobile device but the process seems to get stuck on "LogSlate: Window 'Output Log' being destroyed". Not sure what to do at this point.
Im getting this error, but when I try to install the .NET package it says I already have it
nvm I just realized I had the framework but not the SDK
Hi all,
Fairly noob question.
Where do I go to change the location my packaged project ends up ?
is that even possible ?
@devout frigate this?
tyvm @open rapids I would guess thats it!
If I am going to repackage it with changes and I want to delete the old one
I have been going into UE4 > QuestBuild > saved > StagedBuilds > WindowsNOEditor and deleting all the files in the WindowsNoEditor folder.
is that ok ?
The saved folder is a temp convenient folder when using the editor, you can safely ignore it, or clean up once in a while if you run out of storage π
thank you @open rapids !
very grateful for the info!
I am trying to package my game for iOS and i keep getting this error message:
UATHelper: Packaging (iOS): ERROR: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.
PackagingResults: Error: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.
my game is all in blueprints so i dont see why i could need a server (mac) to process it
Apple has it set up so only macs can do ANYTHING with iOS. The remote build stuff doesn't really work well, you're better off using xcode on a physical mac
I am packaging a project (Windows 64-bit), and there are no errors, but when I launch the .exe I see this strange error message
I googled it and saw this: https://answers.unrealengine.com/questions/879614/no-outstanding-io-no-nodes-in-the-queue-packaged-g.html, but im still not sure what I should be looking for in my project
Hi there everyone, I'm having trouble with the AI Movement in the packaged shipping game. Everything seems to be working fine in the editor but when I pack the game it doesn't work. I was following this tutorial - https://www.youtube.com/watch?v=h36bJFyTaMg
Hey guys, in today's video, I'm going to be showing you how to create another jumpscare for your horror games. This time the ghost, or enemy, will run directly at the player or the camera, play a sound effect and then disappear afterwards.
Ghost Mesh: https://drive.google.com/drive/folders/1iEyADR1Hptw87J25DUskJZU3Rtfpbg-v?usp=sharing
#Ue4 #Un...
Hi! Whats wrong with android build with 4.26 ? use Android Studio 3.5.3 as main doc says. but SetupAndroid.bat is not working properly
I have a big problem when packaging for Windows. In-game the camera is all blured, which does not happen in Editor.
I think it happened after I deactivated Raytracing in the Project's options.
resolved by manually setting STUDIO_PATH var in SetupAndroid.bat and skip FOR /F "tokens=2*" %%A IN ('REG.exe query "%KEY_NAME%" /v "%VALUE_NAME%"') DO (set STUDIO_PATH=%%B) this step
I tried to deactivate all camera effects, DOF, Motion Blur, Bloom, etc... Still have the issue.
Oh I saw where the problem is. It's a Zoom feature thing.
FOV is set to 0 for some reason.
Fixed.
Anyone here has experiences with Unreal's AutomationTool? For whatever reason it always builds the Hololens stuff, eventhough I have disabled it in the file InstalledEngineBuild.xml.
I run "AutomationTool.exe BuildGraph -target="Make Installed Build Win64" -script="Engine/Build/InstalledEngineBuild.xml""
Hey all, I had a quick question, Anyone know if there's a way to fail a cook build process on warnings? I was expecting some warningsaserrors or something like that which I could pass to UnrealBuildTool, but I have yet to find anything. Help much appreciated! thanks!
If I make modifications to the engine do I have to rebuild before packaging?
Like a full rebuild?
oh I've found the error
any takers? Can GetImportedModel() only be used in the editor?
Itβs with editor only, apologies
Hi guys, currently our game packages perfectly as a Development build and plays intended on steam, but when we package as a shipping build, Steam decides to close 75% of the time and refuses to create lobbies... during the small 25% of the time the game loads while steam is active in shipping build but lobby creation crashes the game, Steam does know what game is playing, so it isnt an APP ID issue.
UE 4.25.3
Steamv147
Any ideas? thanks for any responses.
Hi, can someone help me with this error?
Have you loooked at the games log file, usually found in the Saved directory.
Looks like you are going to have to do some archaeology on blueprints.
Hello everyone !
I have an error in recent days that I can not fix. Here is the error in the console. Can someone help me or explain to me where this error comes from? Thank you.
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path)
I found the variables, but i dont know how to solve it
Sounds like you need to delete it and recreate it.
Look, i get a duplicated blueprint everytime i reload my bps
But this duplicated bps have the exact same name and doesnt appear in the explorer
any ideasΒΏ
Hey, I specify a custom path for DDC into BaseEngine.ini but shaders and textures are stored into default path when packaging. It is an issue ? I use 4.26.1 from Windows10
The custom path is Path=%GAMEDIR%DerivedDataCache
Into DerivedDataBackendGraph and local
Re-posting this to see if anyone knows, thanks!
Hey all, I had a quick question, Anyone know if there's a way to fail a cook build process on warnings? I was expecting some warningsaserrors or something like that which I could pass to UnrealBuildTool, but I have yet to find anything. Help much appreciated! thanks!
Does anyone knows if the cook failed because Xsolla or was it due to StreamingManagers?
xsolla stuff
But I deleted the plugin and it's content
When I press on any of this content nothing happens
Check all of these assets referencing deleted content and fix them, then resave them
There are too many assets with "Image" or "TextBlock" :/
Easiest is to cancel the deletion in your source control software (or roll back to the state before deleting) and check the referencing content at that point
Failing that (like people not using source control for some ungodly reason), check your assets based on where you think the content might be used
Failing that, run the packaging through VS's debugger and debug the engine code to find the asset names
I deleted this plugin a long time ago
Source control should have the full history of the project so that's not an issue
Assuming you are using it of course
Anyway, these are your three options
Thanks a lot π
hey guys i have a problem and i reallly!! need your help
recently i have installed wwise on my project
since that i cannot package the game
its transfer me to unreal engine wiki page
by using project launcher its give me an error that UE4.24 does not exist
its since the installation of the wwise , before i was available to package the game
so now i dont know how to uninstall wwise
someone know how to help me??
Put the full packaging log on pastebin
Huh ok i ba back in 10 min and i will do so
ops
@plush fiber Looks like you're missing Visual Studio for packaging
Ok i will try
Is it possible to package clients on a different version to the server?
When cooking for windows I get this error, didn't get it before I think.. I have added some c++ defined structs and whatnot.. Finding lots of others with similar errors googling, but seems to be a 4.26 issue. Any ideas? The google results one says I have to run the editor in debug mode to find out which variable(s) cause the issue..
4.26 requires every asset reference to be valid, breaking projects that have broken references in old assets
And yeah, the quickest way to find out is to run the packaging through VS, break on the error, find out in call stack which assets broke
Yeah, I thought I had fixed it, I had an uncompiled new header file, built the project outside of editor and restarted but it still fails
I guess I might need to compile editor too locally? To get proper debugging.. I might put it off for a while if so..
There is no need for that
Just make sure you have the editor debug symbols installed
@mellow bane Ah yeah that might help
Run the editor, attach VS to UE4, start packaging and you should break automatically on the error
Nice, I'll try
The only hard part is finding out the broken asset - need to look at variables and possibly navigate the call stack
Yeah that is what someone said, search the call stack for some Utils file and the call will have the variable named as input
Several say you need to treat it like a file corruption, seems like a bug in 4.26 from the sound of it and might not be corruption but some fixed it by recreating variables
I had to replace a lot of references to structs in blueprints with my new c++ struct version..
I don't believe it's a bug, though people are quick to call it that when their project no longer packages
Hehe yah, might be..
Saving the asset in question can be enough to fix the issue
So re-saving all assets in content browser can actually fix it
Trying to cook, its been 3+ years and mostly blueprints, then half a year porting lots to c++, but never successfull cooked the project. Sort of excited to get it nativized to see how much that helps on performance..
I should've obviously cooked it regularly from the start, noob error π
Yeah, nativization is not what I would suggest too much, it honestly works 50% of the time
If you're truly CPU bound, move stuff to C++
I reckon I just get to test it and see, but yeah agreed, I've already done some tests porting a blueprint class to c++, a shame overloading doesn't work for functions it seems, if you make a blueprint actor (which some need to be because of editor work with meshes and scene), so it will be some work... workarounds.. Till now I've just made blueprint libraries mostly
I mean, a blueprint actor inheriting from a c++ actor won't be able to override functions in blueprints.. from my experience.. but this convo is better in #cpp .. π
Blueprints can override stuff, the C++ class just needs to allow it and it's not always the call Epic made - usually events are used instead, like for Tick or BeginPlay
Yeah, I guess I have to try more things..
A while back they changed from overriding events to make functions with same name, maybe the c++ side isn't all caught up with that..
It seems like it is WIP, as when I make a c++ class of a bp class, trying to port it, define the same functions and then reparent the bp class to the c++ class, it lists the functions with the name of the c++ class as header, inside the blueprint, but compiling it gives a naming conflict
Anyways, a bit digression π
Hopefully porting to c++ will get easier
No luck searching callstack, I might have to compile editor? No breakpoint fired, I just chose break all after these msgs, but can't find anything in the callstack.. I resaved all the possibly inflicted blueprints, recompiled them too. Hmm..
Following this (the post with 13 upvotes) https://answers.unrealengine.com/questions/944064/error-when-packaging-2.html?sort=oldest
Debugger in VS just says "External Code"
No breakpoint fired on ensure, with VS's debugger attached to the editor ?
@mellow bane correct
Search the code for "with short package name", put breakpoint there
Package again, this time it should break on the first error
Well, to get that breakpoint I need to compile the editor too no? I guess. As said I am not compiling from source, just the added c++ gets compiled
No
the filepaths aren't mine in the msgs
to the cpp
Doesn't matter
So if I find the editor code I can add breakpoints..?
It's in editor install dir? hmm..
If you have a C++ project for your game, assuming you have engine source + engine symbols, which you probably should have - here are the steps
- search the code for "with short package name"
- put breakpoint there
- press f5, should open editor
- run packaging
Looking at the code though this might be difficult
On it, have to rebuild. had LiveCoding enabled too and it hindered the F5 rebuild.. Might try attach again, but I did find the sourcefile with that msg
I put a breakpoint on the last part of failing ensure, well.. WIP..
I'm a fairly experienced c++ programmer from before, but just 4 years into UE now.. So, one never stops learning π
I just checked again that ensure calls PLATFORM_BREAK so no breakpoint is required, and the one I told you to add probably breaks all the time without the ensure actually triggering
(PLATFORM_BREAK triggers a breakpoint automatically if running from VS)
I am trying running with F5 now
I have to go here but basically it should 'just work' - run with F5 with no breakpoint, package, and wait for VS to open up with the breakpoint and context
Cool, thanks a bunch, learned some valuable things!
Hoping the callstack search quickly gets you the name of the object being packaged when the error happens, it's the only tricky part
The biggest nuisance in the packaging process is not telling you which file fails
Good luck
mmm, thanks π
Sweet I think I found it! At least one of them..
So now I reopen the project without F5, delete and remake that variable with another name, and hope π
The error has been resolved, and I learned how to run the debugger while cooking, great.
Hello im having an error while packaging a project where I only imported assets from the marketplace and changed the project settings. There is no code or any asset manually added yet im still getting the error
there is only 1 level in it which is also empty
Put the full packaging log on pastebin
yes im pasting it right now
it doesnt seem to fit
exceeds 512 kb
I'll upload a text file instead
How much RAM on this computer ?
8 GB
UE4 ran out of memory during packaging, if you can't get more RAM you'll have to see if you can close all applications used while packaging
oh i see
is thee anything else>
UATHelper: Cooking (Windows (64-bit)): LogReflectionCaptureComponent: Warning: /Game/LSS_LoadingScreenSystem/Maps/Streaming/ExampleGameLevelB_05_Map contains a legacy UReflectionCaptureComponent and is being non-deterministically cooked - please resave the asset and recook. im getting a lot of tthese as well
im not sure if its a major issue
but im pretty sure ii should solve the reflectioncomponent error
Yeah it tells you how to fix it
please resave the asset and recook
Well, did you localize your game ?
yes all is than for english and polish, the buttons for switching are ready and everythings works in editor (standalone game)
What does it look like in your localization dashboard ?
There's a conflict but that's probably not your issue
the warning says : No paths for game localization data were specifed in the game configuration.
So should i specifie a directories for the localiztion like with levels ? because it seems like it but i cant find where i can do it
Check "localizations to package" in project settings
no results
It's under packaging
i cant find it
Hi everyone, I have a bit of an issue with building a shipping version of my Linux dedicated server. If I build a debug or development version, then the server operates fine and boots up. If I build a shipping version however, all that happens is I get some output saying that the steamclient.so binary was found, and that is it. The process just hangs and never does anything else from there. It seems like the engine is never initialised. I can confirm this by the fact that the server is not visible in the browser, and no log is created (I have enabled bUseLoggingInShipping in my target.cs file)
The profile in the project launcher for debug, development and shipping are all identical except of course for the fact that each one targets a different mode
In fact, to be sure, I took the working development profile and just made it target shipping instead. Same issue
Any ideas on what could be causing this? I don't even know where to begin troubleshooting a problem like this
I'm running mostly in C++, and I have NOT chosen to nativize any blueprints, as I've had problems when doing that in the past
This is using 4.24 source build
Question will the engine just crash and or freez up if you try packaging your game in a location where there may not be anof space for it?
Packaging should just stop with an error
hmmmm od
If you have an issue, best to just explain what happens
Can you try a shipping windows dedicated server locally? Hopefully it has the same problem but it's easier to debug.
@rare relic Will do when I have a chance, thanks!
Actually another tip if you need to debug Linux, setup WSL on your Windows machine and I think it's possible to debug remotely. (Not 100% sure on that tho)
Or just install the clang chain and test via xcompilation?
Hello, why when i try to do a package for my android application UE send me on the documentation ? Have you an idea
Missing requirements
Like the Android SDK, etc
The doc should tell you what's required
i use the good sdk , ndk and jdk , what is the problem so ?
i don't see how doc can help me
The doc should tell you clearly what is required with which version
If it keeps opening, your environment isn't complete
yes, i use ndk r21 For UE4.26
NDKROOT environment variable ?
what ?
Check that your NDKROOT env variable points to the valid NDK
Where ?
i don't undersand
Thoughts from Ryan Hoffman, an experienced team leader, software architect and developer.
Look for a variable call NDKROOT and confirm it points to the correct SDK root on your filesystem
Okay,i check it thanks
i don't see always where find the environment variables
but you believe that that's it my problem ?
i find the environment variable
okay , after ?
Look for a variable call NDKROOT and confirm it points to the correct SDK root on your filesystem
i don't see the NDKROOT Variable
Yeah, that's why packaging fails
You probably had the option during installation of the Android NDK to set this variable, and didn't
Try re-installing the NDK and do it
Follow the doc here : https://docs.unrealengine.com/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/index.html
How to set up your Android development environment for Unreal 4.25 and later
Did you re-install the ANdroid NDK by following the doc steps and confirm the paths in editor as the page explains ?
no , also i re-install Android Ndk
So, I was using 4.19 for a long time. I just installed 4.6.1. I was able to package in 19, but following some new guides and the unreal docs, I've uninstalled CodeWorks and I'm gonna start from the ground up setting up the packaging.
I have Android Studio already installed and it was using the NVPACK directory before. I used Android Studio for app signing, would it be safe to uninstall it and reinstall the version they suggest and use the directories they set up? Or will I have to fuss around with the keystore again?
@mellow bane that's good, i have the NDK ROOT. I do what ?
There are too, ANDROID HOME et JAVA HOME, i change juste it ?
Try packaging once everything is like the doc suggests
@mellow bane
I have put on the correct file. Do we need to change the content in the ROOT NDK ANDROID HOME JAVA HOME or do I leave what is currently there?
@mellow bane
Did you try packaging
Not really, except that that 'NDKROOT' environment variable is the main thing the engine looks at
The cause can be that the NDK folder which is putted in UE is not the same that in NDKROOT ?
@mellow bane
No idea
The cause can be that the NDK folder which is putted in UE is not the same that in NDKROOT ? Yes or no for it ?
Since you only have one NDK, I suppose one is wrong
Okay, thanks i try it, you so good bro π
Thanks bro, it worked
@low plover Alright, happy that we finally could solve this !
Sorry, do You know why when i do a package there an error message which says that in my folder ndk there is not API 29 so that yes
?
No, I don't
Okay
Hey everyone, has any of you had issues with wwise audio not playing in a shipping build? It kinda works in debug, and ofc the editor, but in shipping some sounds are not playing
anyone managed to get groom assets to be visible in packaged build?
we're using a groom and it shows with no issues
thanks @hearty widget did you have to do anything special to make that happen?
are you using a binding asset?
we are using a binding asset, yeah
I don't remember doing anything special for it to show
hmm, is the groom applied to a playable character? or is it applied to an object/mesh within the scene/level?