#packaging

1 messages Β· Page 44 of 1

obtuse hollow
#

Hi, there is a way to debug an Editor crash when packaging ? I get code 25 Error_UnknownCookFailure

mellow bane
#

Put up the full log on pastebin

thorn oriole
#

@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.

mellow bane
#

Yeah, no idea what to investigate at this point 😦

thorn oriole
#

Well scratch that- a blank project on 26.1 seems to work fine, so its probably something in my project

mellow bane
#

Any particular plugin or library used ?

thorn oriole
#

@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)

open rapids
#

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]

mellow bane
#

I'm guessing a missing dependency on that library is the issue

thorn oriole
#

@mellow bane is there any way I can troubleshoot it?

mellow bane
#

Try depends.exe, it's a free tool to check which libraries an executable depends on

thorn oriole
#

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.

safe coyote
#

Anyone know what might be causing this?

safe coyote
#

Feel free to @ me if you can assist. 😊

mellow bane
#

Crash -> debug it

#

Open the executable in VS and debug it, it's very easy

#

@safe coyote

long abyss
#

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

mellow bane
#

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

long abyss
#

Nope but it might be that my "TravelManager" was soft referencing these maps

#

i deference them and still not working 😦

mellow bane
#

What does your project settings look like for the maps

long abyss
#

dont blame me on my bad naming convention ahah πŸ™‚

mellow bane
#

The packaged build should only be included these maps then

long abyss
#

Loading secondary levels for package 'RunnerDoorLevel' maybe this is the problem ?

mild acorn
#

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

mellow bane
#

@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

mild acorn
#

thank you i will try

long abyss
#

Are all cinematics packaged by defaults... then maybe they are loading the map they are tied to... :/ ?

mild acorn
#

tried to compile and resave all bp but still nothing. dont understand how it can fail in new project

tawdry prawn
#

There is any alternative way to export project to HTML5 ?

mellow bane
#

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

tawdry prawn
#

I want to connect my project with web , there I any way to do that instead of using HTML5 ?

mellow bane
#

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

thorn oriole
#

@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?

thorn oriole
#

@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.

thorn oriole
#

Apparently it fails to copy due to it being used "by another process"

bitter orchid
#

hello guys, is there any workaround for ue4 not supporting OpenGl below 3.1 ?

thorn oriole
#

@mellow bane Problem finally fixed, just had to make sure to properly copy my file to the binaries folder πŸ˜„ thank you so much for sticking with me through this and all the help ^^

mellow bane
#

@thorn oriole Hey ! Happy that you could fix all of it

#

@bitter orchid You can use an older engine

bitter orchid
#

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 ?

mellow bane
#

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

deep zinc
#

can someone help me please with this

mellow bane
#

Show the code

vernal elm
#

@deep zinc please do not cross post into multiple channels #old-rules

stark marsh
#

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?

mellow bane
#

Nope

#

Have your game installed through Steam, that works

stone meteor
gray oriole
#

if anyone can help me on fixing these packaging issues i'd greatly appreciate it. (nvm i fixed it myself)

rare relic
#

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.

stone meteor
#

@gray oriole did this start after upgrading your engine version? Mine was fine until I upgraded it

#

@rare relic ah thanks, I’ll do it tomorrow and see what comes up

loud bloom
#

@stone meteor @gray oriole Are you guys using Structure Blueprint ?

stone meteor
#

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

loud bloom
#

Some people used to say that structure can cause it

#

Yeh Ill try it too now

#

You know how to use it ?

stone meteor
#

Nope haha! Hoping Google will be my friend!

loud bloom
#

Aha same, let me know if you find something, Ill do the same

stone meteor
#

Yeah will do!

stone meteor
#

After reinstalling ue4.26.1 I can't even open my project without it crashing now

loud bloom
#

Oh man....

#

Mine is still installing, I'll see that

stone meteor
#

Coming up with the same error as the packaging

#

I tried creating a new project and transfer everything over. This comes up straight away

loud bloom
#

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

stone meteor
#

Oh man, I wonder why mine is crashing then

loud bloom
#

Same error more details

stone meteor
#

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

loud bloom
#

It works when you open it without the structure?

stone meteor
#

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

loud bloom
#

Damn....I use that structure everywhere in my project....

stone meteor
#

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

rare relic
#

What structure are you guys talking about?

#

Blueprint Struct?

#

and this is a new problem for 4.26.1 ?

stone meteor
#

yeah bp struct and mine was fine before 4.26.1

loud bloom
#

I don't know ho to do, Ill just ignore that until they fix it

vital narwhal
#

@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?

mellow bane
#

Dependency on UnrealEd in a packaged build

#

Look in Build.cs file and .uproject file for UnrealEd or other editor only stuff

stone meteor
#

@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

mellow bane
#

ALright

#

Which part ?

deep zinc
#

i cant package either im in 4.25

mellow bane
#

@barren stag Is this a c++ project ?

deep zinc
#

for me no

mellow bane
#

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 ?

barren stag
mellow bane
#

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

loud bloom
#

@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

vital narwhal
loud bloom
#

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

vocal scroll
#

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?

south jacinth
#

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?

compact prism
#

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.

knotty sky
#

Hello, any idea where this error might come from? When starting the HelloServer.exe

gusty geyser
mellow bane
#

Full packaging log ?

gusty geyser
mellow bane
#

Using Incredibuild on purpose ?

gusty geyser
#

No

mellow bane
#

Well, uninstall it

#

You don't seem to have a license and so it fails

gusty geyser
#

How can I unistall it?

#

It's my first project

mellow bane
#

This is not an UE4 component, it's installed on your machine

#

Just remove it from installed programs

gusty geyser
#

Thanks a lot, didn't know I had that πŸ™‚

worldly sequoia
#

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 πŸ‘

#

Fixup fixed it

worldly sequoia
#

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]
mellow bane
#

Looks like you accessed a row that doesn't exist

#

Debug the packaged build to see why

worldly sequoia
#

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

mellow bane
#

Probably worth using VS for this

worldly sequoia
#

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 πŸ˜„

mellow bane
#

I just tried and it looks like VS has changed this recently

worldly sequoia
#

Ah πŸ˜„

#

What are the new steps?

#

I'm on 2019 tho

mellow bane
#

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"

worldly sequoia
mellow bane
#

"Start" will indeed debug the game

worldly sequoia
#

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

mellow bane
#

Make sure to pick the actual game executable

worldly sequoia
#

WindowsServer\GameServer.exe
or
WindowsServer\Game\Binaries\Win64\GameServer.exe

#

The latter?

mellow bane
#

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

worldly sequoia
#

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?

mellow bane
#

Call stack ?

#

It's the same alright

#

Show the "locals" for your calling code

#

Where you called GetRowNames

worldly sequoia
mellow bane
#

Data table isn't valid here

#

Go inside it all variables will be broken with like ???

worldly sequoia
mellow bane
#

I think that's just garbage

#

Check what GetFoliageDataTable does

#

Yeah no, static UObject UPROPERTY is a recipe for disaster

worldly sequoia
#

Lemme remove it again, but it wasn't there to begin with, same behaviour happened though

mellow bane
#

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

worldly sequoia
#

I think he checks here

mellow bane
#

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

worldly sequoia
worldly sequoia
worldly sequoia
#

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

mellow bane
#

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

worldly sequoia
#

Cheers Stranger

worldly sequoia
#

Thanks again, you're a gem

#

πŸ’Ž

mellow bane
#

np !

stone meteor
#

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

worldly sequoia
#

Open the packaged game's exe as a solution

stone meteor
#

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?

worldly sequoia
#

Anything in the callstack further down?

stone meteor
#

I don’t even know what a pdb is πŸ˜‚

mellow bane
#

Debug symbols that map executable to source

#

Should be near the packaged game exec unless you disable debug symbols in options

stone meteor
#

So what do I need to do? Debug symbols is installed and should be enabled

stone meteor
#

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

mellow bane
#

You need the debug symbols for your game

#

PDB file, next to the xxx-Win64-Shipping.exe file in packaged build

worldly sequoia
#

How bad would it be to ship a dev build? I'd like to retain the console

mellow bane
#

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

worldly sequoia
#

I do actually have the extra UI for my own console already, but I just need access to the "logic" part of it

mellow bane
#

PlayerController::ConsoleCommand

#

Only the UI is disabled in shipping, the logic isn't

worldly sequoia
#

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 )

mellow bane
#

Yeah, it is

#

IIRC

#

Console works fine though

karmic elm
#

how can I expose the console to users? I see the ` key is mapped in inputs but on a shipping build it's nonfunctional

vital creek
#

console is disabled in shipping builds, you need a source build to change that.

karmic elm
#

ah ok, thanks very much

dire slate
#

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?

jade hare
#

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

restive ermine
#

can i use Visual Studio Code to package a game

knotty canyon
#

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-

karmic elm
#

I tried to do a Test build using 4.26.1 and it says This Configuration is Not Supported ... ?!

gusty geyser
vivid bay
#

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).
restive ermine
#

do i have to use visual studio 2017 to package my game

restive ermine
#

bc i have 2015-2019

mighty lodge
#

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

restive ermine
#

i am using 4.24.3

dull phoenix
#

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.

mellow bane
#

Debug the packaged project.

mental cliff
#

any one here?

mellow bane
#

Just ask

shadow swift
worldly sequoia
#

That requires an IDE + source build

honest crescent
#

Anyone help

#

what do i put in company name and copyright notice

#

i am an individual

#

and i want to publish my game

mellow bane
#

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

honest crescent
#

Alright thanks !

gusty geyser
#

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

restive ermine
#

@shadow swift it does

still valve
#

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?

honest crescent
still valve
#

ye, pretty common, especially if its your first time packaging

shadow swift
vivid bay
#

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
sick flare
quiet token
#

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.

open rapids
#

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 πŸ˜› ? any ideas ?

rare relic
open rapids
#

okey i will test it one more time but i already check it in shipping and it did not worked :/

rare relic
#

Do you have the Steam OSS enabled as per that page?

arctic vine
#

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?

stone meteor
#

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

open rapids
#

i need some help

#

when i package my game it's saying: UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.

#

can anyone help me?

arctic vine
vivid bay
#

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

steady meteor
#

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 πŸ™‚

#

Taking a chance posting this here anyways.. If anyone could help it would be much appreciated.

steady meteor
#

Ok so I just disabled Vulkan support for now.. cooking progresses. Last time it completed it took 10 hours ..oh well.

tepid egret
#

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

neat pike
rare relic
cinder thorn
#

so when I package the project for a shipping build i get this error:

neat pike
oak tiger
#

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?

open rapids
rare relic
#
[OnlineSubsystem]
DefaultPlatformService=Steam
open rapids
#

yup

#

Should i tick For distribution also ?

#

even if i have shipping build configuration?

#

@rare relic

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?

open rapids
#

no

rare relic
#

does shipping produce anything in the log file?

open rapids
#

even if i log out of steam i will be able to play the game

open rapids
rare relic
#

if you run it, does it save a log file in the usual folder (gamedir/Saved/Logs/)

open rapids
#

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

brittle geyser
#

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

brittle geyser
#

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

rare relic
#

@open rapids looking through the code... did you also try defining UE4_PROJECT_STEAMSHIPPINGID ?

#

i.e. GlobalDefinitions.Add("UE4_PROJECT_STEAMSHIPPINGID=\"480\"");

oak tiger
#

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"?

brittle geyser
#

the same individual maps doesnt fail (if i treat them as individual maps)

brittle geyser
#

fml...it seems it was fixed on the git, post official 4.26.1

vital narwhal
#

It also links to the live stream I gave last week on it with more details

bold forge
#

Hi guys, does anyone one why i have this error?

brittle geyser
#

@bold forge hard to know without symbols

loud bloom
#

@bold forge Are you using Blueprint structure on your project ?

bold forge
#

No, but the easy solution was migrate the entire level into anther file

loud bloom
#

Cause I'm getting the same for days and didn't find any fix for that

loud bloom
stark void
#

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?

worldly sequoia
tight ravine
#

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.

trail willow
#

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

vital narwhal
#

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

west granite
#

I am getting this error while trying to Package a project with the DLSS plugin. Any ideas on how to fix this one?

open rapids
#

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 πŸ™‚ ?

mellow bane
#

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" ?

open rapids
#

@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

mellow bane
#

Yes this is normal

#

What's the question here ?

open rapids
#

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

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

open rapids
mellow bane
#

It has to be an additional packaging step AFAIK

open rapids
#

okey thx i will try 😁

mellow bane
#

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

open rapids
#

that is what i need πŸ˜„

open rapids
#

@mellow bane it worked ! thanks you sooooo much !

spice flower
#

Any of you know what this is all about?

open rapids
#

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...

open rapids
#

Hello guys I have prolem with packaging the game 😦

#

what to do to fix them?

steady meteor
#

Where to start fixing this? πŸ˜•

#

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..

neon cave
#

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

steady meteor
#

Another weird one, bounds contains NaN ?

#

Doesn't say which mesh .. and there are 1000s...

mellow bane
#

Run the packaging through Visual Studio's debugger, and when the crash occurs, walk through the call stack to find out which mesh

steady meteor
#

@mellow bane thanks, yeah sounds like a good idea

mellow bane
#

It sucks but it's usually fast

slate shadow
#

anyone has experienced this? I cant build project at all

#

I use purely blueprint, dont have visual studio

slate shadow
south jacinth
#

@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.

slate shadow
#

oh thats really bad

#

I cant use that method to find problematic blueprint

south jacinth
#

Why not? You do not have control version?

slate shadow
#

dont use git

mellow bane
#

But you have another version control then right

south jacinth
#

Well, does not matter what CSM, if you have one. Almost all of them store versions and commits and allow you to revert

slate shadow
#

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

south jacinth
#

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

mellow bane
#

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

slate shadow
#

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?

mellow bane
#

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"

slate shadow
#

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

mellow bane
#

Almost every game production runs Perforce for source control

slate shadow
#

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

mellow bane
#

Yeah, all of these are different full time jobs

slate shadow
#

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

mellow bane
#

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

azure viper
#

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

slate shadow
mellow bane
#

That it doesn't tell you which variable is broken is annoying, but it's not a bug

wanton heron
#

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

worldly sequoia
#

I had something similar a while back

slate shadow
#

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

mellow bane
#

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

rare reef
#

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).

rare reef
#

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...

thick oar
#

System.ArgumentException: An item with the same key has already been added.

#

What is this?!

open rapids
karmic elm
#

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

rare reef
#

@karmic elm I'll try that thanks

karmic elm
#

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 =\

rare reef
#

@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?

karmic elm
#

I'm not familiar with that plugin.. for my issues it was in DefaultEngine.ini

rare reef
#

Thanks I'll start there

karmic elm
#

guess VS2019 is default as of 4.25

spice wraith
#

In a package build theese two particles from the UE4All projects dont show up. Does anybody know why?

rare reef
#

@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.

spice wraith
#

@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?

rare reef
#

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.

spice wraith
#

Thank you @rare reef - i just tried executing the console command fx.MaxCPUParticlesPerEmitter with extreme numbers allowed, but it doesnt work as well..

rare reef
#

By not as well do you mean you get fewer particles or you get performance issues?

spice wraith
#

They still dont show up in a packaged build @rare reef

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.

spice wraith
#

Thanks @rare reef! Much apreciated. I asked the same question in the niagara tab, hopefully someone there can help.

karmic elm
#

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...

rare reef
#

@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?

main wyvern
karmic elm
#

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

rare reef
#

@karmic elm It's a hard decision because currently I cannot build the project and am getting desperate.

karmic elm
#

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 πŸ˜‰

#

try to exclude anything from the project except what you are trying to ship

rare reef
#

@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.

karmic elm
#

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

rare reef
#

Do you think I should roll back my VS? I only recently installed VS2019. I was on VS2010 before that ><

karmic elm
#
#

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

rare reef
#

Thanks alot @karmic elm I'll read these and give it a try

karmic elm
#

let me know how it goes

rare reef
#

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.

karmic elm
#

no problem, looks like a handy plugin, hope you get it all working

#

don't forget you might want to check Full Rebuild

rare reef
#

@karmic elm Thanks I will check Full Rebuild as well. Great advice.

karmic elm
#

one should be able to build 4.26.1 Debug and Test configs using VS2017, right?

mellow bane
#

@karmic elm Yes

#

On a source build that is, for Test

#

Though Epic uses 2019 now

delicate isle
#

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...

mellow bane
#

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)

delicate isle
#

There's just one map in all project. I created a new blank project and migrated the finished content just to be sure.

mellow bane
#

Doesn't really answer the question !

open rapids
mellow bane
#

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"

#

Like checks that your game doesn't come with 500MBs worth of optional PDB files

delicate isle
#

I already read that, and the map it's defined in the engine maps settings

mellow bane
#

Did you configure the list of maps to package in project settings ?

delicate isle
#

I'll try that, thanks for the help

mellow bane
#

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

rare reef
#

@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.

rare reef
#

@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.

rare reef
#

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.

rare reef
#

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.

thick oar
#

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?

crisp patrol
#

Anyone know why tubrojpeg.dll has randomly appeared next to my packaged binaries? Is it just a plugin that somehow got enabled by accident?

mellow bane
#

It probably is yeah

crisp patrol
#

Weirdly I didn't change my plugins since the last build and can't find anything directly related to it in the plugins browser

rare reef
#

@thick oar Have you tried: Fix Up Redirectors => close UE4 => delete Save and Intermediate folders => restart and try again?

thick oar
#

I could actually fix it with some regedit windows trick

karmic elm
#

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

mellow bane
#

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

karmic elm
#

what type of release should I be trying to make in order to create Test or Debug builds?

mellow bane
#

To create Test builds you need a source engine build

karmic elm
#

ah I see

mellow bane
#

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

karmic elm
#

thanks for the insight πŸ™‚

open rapids
#

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

glossy iris
#

Hey dudes, is there any way to change the location of project's save game files without modifying the engine code?

fair vault
#

@open rapids do you have code in your level blueprint in that map? if so it says its bad

mellow bane
#

@glossy iris Nope

#

Has to be %LOCALAPPDATA%/ProjectName

glossy iris
#

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

mellow bane
#

Steam cloud can work with that just fine

glossy iris
#

and if I understand it correctly, steam requires it to be AppData/CompanyName/ProjectName

open rapids
mellow bane
#

Nah

open rapids
fair vault
#

and that is all the code in there?

open rapids
#

and on the game map

#

I saw this

fair vault
#

yep

open rapids
#

ty thatyou told me

#

I will remove it

#

hope to package it successfully

#

lol

mellow bane
#

@glossy iris

#

Replace 'HeliumRain' with your game

open rapids
glossy iris
#

@mellow bane alright, I'll try that, thanks a lot! πŸ™‚

fair vault
#

@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

open rapids
#

okay

fair vault
#

one of them is a drop down for enable alpha in post process and it might show disabled

open rapids
fair vault
#

change it to the first option, then it should ask to restart (dont), then change it back to disabled, then restart

open rapids
#

which option I need?

#

okay

#

done

fair vault
#

restart and see if it packages

open rapids
#

okay

fair vault
#

before it was true and false, now it changed to 0, 1, or 2 and no idea why it didnt update

open rapids
#

aha

#

okay

#

YES GOD

#

IT IS PACKAGED

#

nice

#

❀️ u MathewW

#

you're god

mental cliff
#

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..............

safe night
#

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."

mental cliff
#

can anyone tell me what does it mean??

elfin depot
#

@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}."

signal birch
#

-snip-

I'm troubleshooting this crash report, so if anyone saw that, nvm (unless it crashes again.. 🀞!!)

#

Yeah idk what's going on here chiefs. ;n; Any help is appreciated πŸ™

delicate isle
#

@mellow bane thanks for the help, packaging in release mode left the size to 2 gb, much more acceptable.

digital tapir
#

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

mellow bane
#

Use the migrate tool

rare relic
#

Is there a way to automatically include all maps within a subdirectory in the package?

mellow bane
#

The "force cooks directory" setting in packaging options might help

#

There used to be an "-allmaps" flag for UAT too

tight galleon
#

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.

mellow bane
#

The expert on primary asset labels to the rescue.

tight galleon
#

Haha last I commented on that topic was a good while ago, nice memory πŸ˜„

digital tapir
#

@mellow bane Thanks for the thought, but with the migrate tool it's still taking error. looking for missing file that has been deleted. 😦

mellow bane
#

Files you want to migrate should be fixed first for missing dependencies, yeah

digital tapir
#

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?

mellow bane
#

The referencing tool might help for that not sure if it shows broken links

#

Alternatively resaving all assets resets broken refs to null

wide pecan
#

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 πŸ™‚
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.

raven mica
#

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

devout frigate
#

Hi all,
Fairly noob question.
Where do I go to change the location my packaged project ends up ?
is that even possible ?

open rapids
#

@devout frigate this?

devout frigate
#

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 ?

open rapids
#

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 πŸ™‚

devout frigate
#

thank you @open rapids !
very grateful for the info!

true ingot
#

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

vital narwhal
#

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

acoustic void
#

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

remote wasp
#

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...

β–Ά Play video
strange ledge
#

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

open rapids
#

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.

strange ledge
open rapids
open rapids
#

Oh I saw where the problem is. It's a Zoom feature thing.

#

FOV is set to 0 for some reason.

#

Fixed.

indigo frigate
#

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""

steady root
#

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!

obtuse pasture
#

If I make modifications to the engine do I have to rebuild before packaging?

#

Like a full rebuild?

obtuse pasture
#

oh I've found the error

#

any takers? Can GetImportedModel() only be used in the editor?

obtuse pasture
#

It’s with editor only, apologies

tough harness
#

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.

sage hazel
#

Hi, can someone help me with this error?

steady root
steady root
# sage hazel Hi, can someone help me with this error?
sage hazel
steady root
#

Sounds like you need to delete it and recreate it.

sage hazel
#

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

obtuse hollow
#

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

obtuse hollow
#

The custom path is Path=%GAMEDIR%DerivedDataCache

#

Into DerivedDataBackendGraph and local

steady root
#

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!

gusty geyser
#

Does anyone knows if the cook failed because Xsolla or was it due to StreamingManagers?

mellow bane
#

xsolla stuff

gusty geyser
#

But I deleted the plugin and it's content

mellow bane
#

Yeah that's likely the issue

#

It's still referenced by some content

gusty geyser
#

When I press on any of this content nothing happens

mellow bane
#

Check all of these assets referencing deleted content and fix them, then resave them

gusty geyser
#

There are too many assets with "Image" or "TextBlock" :/

mellow bane
#

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

gusty geyser
#

I deleted this plugin a long time ago

mellow bane
#

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

gusty geyser
#

Thanks a lot πŸ™‚

solid holly
#

hey get this error when packaging

#

no idea what it means

plush fiber
#

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??

mellow bane
#

Put the full packaging log on pastebin

plush fiber
#

Huh ok i ba back in 10 min and i will do so

plush fiber
mellow bane
#

@plush fiber Looks like you're missing Visual Studio for packaging

plush fiber
#

its becuse i have format the pc

#

i using the epic games launcher version

mellow bane
#

Okay I guess

#

Still need it

plush fiber
#

Ok i will try

obtuse pasture
#

Is it possible to package clients on a different version to the server?

steady meteor
#

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..

mellow bane
#

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

steady meteor
#

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..

mellow bane
#

There is no need for that

#

Just make sure you have the editor debug symbols installed

steady meteor
#

@mellow bane Ah yeah that might help

mellow bane
#

Run the editor, attach VS to UE4, start packaging and you should break automatically on the error

steady meteor
#

Nice, I'll try

mellow bane
#

The only hard part is finding out the broken asset - need to look at variables and possibly navigate the call stack

steady meteor
#

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..

mellow bane
#

I don't believe it's a bug, though people are quick to call it that when their project no longer packages

steady meteor
#

Hehe yah, might be..

mellow bane
#

Saving the asset in question can be enough to fix the issue

#

So re-saving all assets in content browser can actually fix it

steady meteor
#

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 πŸ™‚

mellow bane
#

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++

steady meteor
#

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 .. πŸ™‚

mellow bane
#

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

steady meteor
#

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 πŸ™‚

#

Hopefully porting to c++ will get easier

steady meteor
#

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..

#

Debugger in VS just says "External Code"

mellow bane
#

No breakpoint fired on ensure, with VS's debugger attached to the editor ?

steady meteor
#

@mellow bane correct

mellow bane
#

Search the code for "with short package name", put breakpoint there

#

Package again, this time it should break on the first error

steady meteor
#

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

mellow bane
#

No

steady meteor
#

the filepaths aren't mine in the msgs

mellow bane
#

You do not need to compile the editor at all

#

Doesn't matter

steady meteor
#

to the cpp

mellow bane
#

Doesn't matter

steady meteor
#

So if I find the editor code I can add breakpoints..?

#

It's in editor install dir? hmm..

mellow bane
#

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

steady meteor
#

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 πŸ™‚

mellow bane
#

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)

steady meteor
#

I am trying running with F5 now

mellow bane
#

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

steady meteor
#

Cool, thanks a bunch, learned some valuable things!

mellow bane
#

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

steady meteor
#

mmm, thanks πŸ™‚

steady meteor
#

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 πŸ™‚

steady meteor
#

The error has been resolved, and I learned how to run the debugger while cooking, great.

paper raptor
#

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

mellow bane
#

Put the full packaging log on pastebin

paper raptor
#

yes im pasting it right now

#

it doesnt seem to fit

#

exceeds 512 kb

#

I'll upload a text file instead

mellow bane
#

How much RAM on this computer ?

paper raptor
#

8 GB

mellow bane
#

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

paper raptor
#

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

mellow bane
#

Yeah it tells you how to fix it

paper raptor
#

oh so cooking will fix that as well

#

thanks a lot

mellow bane
#

please resave the asset and recook

open rapids
#

hello, im getting this warning

#

and in the packaging game i cant change the language

mellow bane
#

Well, did you localize your game ?

open rapids
#

yes all is than for english and polish, the buttons for switching are ready and everythings works in editor (standalone game)

mellow bane
#

What does it look like in your localization dashboard ?

open rapids
mellow bane
#

There's a conflict but that's probably not your issue

open rapids
#

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

mellow bane
#

Check "localizations to package" in project settings

open rapids
#

no results

mellow bane
#

It's under packaging

open rapids
#

i cant find it

mellow bane
#

Dunno what to tell you, it's always been there

open rapids
#

OMG yesss πŸ˜‚ i found it!

#

@mellow bane Thank you ! πŸ˜„

woven mango
#

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

sick cape
#

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?

mellow bane
#

Packaging should just stop with an error

sick cape
#

hmmmm od

mellow bane
#

If you have an issue, best to just explain what happens

rare relic
woven mango
#

@rare relic Will do when I have a chance, thanks!

rare relic
mint leaf
low plover
#

Hello, why when i try to do a package for my android application UE send me on the documentation ? Have you an idea

mellow bane
#

Missing requirements

#

Like the Android SDK, etc

#

The doc should tell you what's required

low plover
#

i use the good sdk , ndk and jdk , what is the problem so ?

#

i don't see how doc can help me

mellow bane
#

The doc should tell you clearly what is required with which version

#

If it keeps opening, your environment isn't complete

low plover
#

yes, i use ndk r21 For UE4.26

mellow bane
#

NDKROOT environment variable ?

low plover
#

what ?

mellow bane
#

Check that your NDKROOT env variable points to the valid NDK

low plover
#

Where ?

mellow bane
#

In your environment variables

#

Windows

low plover
#

i don't undersand

mellow bane
#

Look for a variable call NDKROOT and confirm it points to the correct SDK root on your filesystem

low plover
#

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 ?

mellow bane
#

Look for a variable call NDKROOT and confirm it points to the correct SDK root on your filesystem

low plover
#

i don't see the NDKROOT Variable

mellow bane
#

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

low plover
#

i use android studio , so how to do ?

#

@mellow bane

mellow bane
low plover
#

OK

#

in the doc i don't see where we speak of variable

#

@mellow bane

mellow bane
#

Did you re-install the ANdroid NDK by following the doc steps and confirm the paths in editor as the page explains ?

low plover
#

no , also i re-install Android Ndk

minor orchid
#

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?

low plover
#

@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 ?

mellow bane
#

Try packaging once everything is like the doc suggests

low plover
#

I don't know that i should to do

#

Do you are an idea ?

low plover
#

@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

mellow bane
#

Did you try packaging

low plover
#

I try but that's to change NothingπŸ˜”

#

You are an idea @mellow bane ?

mellow bane
#

Not really, except that that 'NDKROOT' environment variable is the main thing the engine looks at

low plover
#

The cause can be that the NDK folder which is putted in UE is not the same that in NDKROOT ?

#

@mellow bane

mellow bane
#

No idea

low plover
#

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 ?

mellow bane
#

Since you only have one NDK, I suppose one is wrong

low plover
#

IDK, explict pls

#

I dont understand

mellow bane
#

If you have two different paths, one is wrong

#

So fix the wrong one

low plover
#

Okay, thanks i try it, you so good bro πŸ™‚

low plover
#

Thanks bro, it worked

mellow bane
#

@low plover Alright, happy that we finally could solve this !

low plover
#

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

#

?

mellow bane
#

No, I don't

low plover
#

Okay

hearty widget
#

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

fallow olive
#

anyone managed to get groom assets to be visible in packaged build?

hearty widget
#

we're using a groom and it shows with no issues

fallow olive
#

thanks @hearty widget did you have to do anything special to make that happen?

#

are you using a binding asset?

hearty widget
#

we are using a binding asset, yeah

#

I don't remember doing anything special for it to show

fallow olive
#

hmm, is the groom applied to a playable character? or is it applied to an object/mesh within the scene/level?

hearty widget
#

no it's the hair on our main character

#

it works okay for the most part, other than the fact that it casts a shadow even when it shouldn't