#packaging
1 messages · Page 45 of 1
@fallow olive sent you dm
@mellow bane it's the screen
do you have an idea bro ?
No, this is mobile specific stuff, I don't know much about that
Okay
I speak to everyone, do You know the bundle system or so skip the bundle system for an Android package ?
Assertion failed: Index == 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/OpenGLDrv/Public\OpenGLES.h] [Line: 439]
Please help to fix this .
delete Intermediate file after once again build or package
Hi there. I keep having this crash when i try to package my game for windows 64. I use 2.26 chaos. This is the crash report. I dont know what it is about. Ca someone help? thx
Hi guys, when i package my game for HTML5, my skeletal meshe characters disapear. They are under 65k tris, and under 75 bones (which should be the limitations). Any idea why please?
Why do I have this when I open my rungradle in intermediate / android / Gladle in my project?
after the window closed self
Anyone know why Data Tables don't seem to load in a packaged game? I tried adding it through the Asset Manager as well, but still does not work (not sure if set up right, though). Can't really find much documentation about this unfortunately so wondering if anyone knows!
@fresh escarp They're probably not packaged at all because no asset refer to them and they're not forced to
Anyone know what to do against this?
When building a shipping build I had a silent exit, and in the process I added some flags to the game.Target.cs (bUseLoggingInShipping and bUseChecksInShipping), and of course the game started after a rebuild (need to investigate what checks are failing, etc.) - However, it seems that the console appears on the shipping build (pressing the ` key open/closes it), and I'm pretty sure I never enabled it (no sign of anything that enables it).. I've rebuild, deleted intermediate, etc. but each shipping build shows the console as available - anyone point me to any thing to check to get it disabled?
@mellow bane I'm guessing it is actually packaged. I just did some debugging, and seems the enum I'm using to look up the row name in the DT is somehow producing a slightly different result when packaged.
@mellow bane - Yes, it s a source engine build - I don't have bUseLoggingInShipping used in any XXX.target.cs file - just can't see any reason for the console to be there 🤔
ALLOW_CONSOLE_IN_SHIPPING rings a bell ?
If that's false there should be now way the console makes it there
I have a SSGI question I hope you guys can help me with. If this is the wrong group than please point me in the right direction, Issue: I ran some console commands that helped me reduce the FPS impact of using SSGI, r.SSGI.Quality 1 & r.SSGI.HalfRes 1. The results still look really nice but today I went to open my project with the plan to package (1st time packaging by the way) and those setting had reverted to the default. Question: How do I make those new settings permanent? Thanks in advance & sorry for the question, Google just confused things.
Put them in Config/DefaultEngine.ini
Probably under [/Script/Engine.RendererSettings]
thanks!
LogShaderCompilers: Warning: c:/Work/UE4Source_425/Engine/Binaries/Win64/(0): Shader FIndirectISMCS_ComputeGroupCounts, Permutation 0, VF None:
error: missing entry point definition
I'm getting this error while packaging a Shipping build - cooked and standard builds work fine
this is a function that I've removed recently from a shader and searching Entire Solution in VS is coming up empty
have already deleted my project's derived data cache folder
(and cooked and staging)
I'm compiling shaders via DXC if that makes a difference
Hi , do You know how to put my application on full screen for the package ?
Hello!
I can't package my project and I can't find where the problem could come from.
Here is the log file:
If anyone could give me a hand I would be really thankful to them😊
Please, do You know how to disable the controller tactile for of the game which display to start my project please ?
Ok; I was trying to run my shipping build.. and I find that because I have the released game on steam, that it appears to open the steam version instead of my shipping version (different location, etc.) - is there a solution to avoid this? Why would calling the unique shipping executable even get to launch the steam version 🤔
In our build batch file we have setted the builded map to be specific like this: -map=Fortress_Assault
How can i add a second map to package to that command?
separate them with +, for example: -map=Map1+Map2+Map3
Thanks 👌
Another question, how to open a map with command line argument when opening the game?
Is it just by adding /Game/MyMaps/TestMap01 ?
Or whatever the path is inside content folder
Correct.
some info on that here: https://docs.unrealengine.com/en-US/ProductionPipelines/CommandLineArguments/index.html
Hello. Does any body know where i can change my project name so that name will change on my icon after package ( shipping) and the most important if i press ctrl +alt+delete , then i can see my game name and not UE4 in process. Thank you
You need to rename the project
And there should be no mention of UE in a shipping build
Top level executable is ProjectName.exe, actual executable is ProjectName-Platform-Shipping.exe
Sorry i bit dont understand, you want to say that i have to change only the exe name? because if i change it then only game name changes but in my task manager still ue4. can you rewrite please?
What does your task manager look like
from windows) simple one)
i am repackaging again because after changing name in exe file that is in shipping folder - windows- projectname.exe i got an error
I don't see your game running here
1 min and will show you
so icon i changed. but the name shows me ue4. but need project name.
if i change in packaged project change name, then i receive an error @mellow bane
What is the name of your project ?
right now Z0006
Is this a Blueprint project
yes
To be clear your .uproject file is called Z0006.uproject ?
Not what I'm asking
Windows explorer
Does it work if you rename UE4Game-Win64-Shipping.exe to Z0006.exe ?
let me try
if i use old icon no . it show me this
but if i launch renamed icon, yes
i mean UE4Game-Win64-Shipping.exe
Right
in task manges same ue4
What's happening here is that since it's a BP project, the name stays UE4
In a source C++ project the name would be projectName-Win64-Shipping.exe
any advice how can i change? or what to search?
After making a backup of your project you can try converting it to a C++ project, without adding any real code
and then rename again. i see. ok thanks . will try later
No need to rename this time
Making it a C++ project will have the next packaged executable called Z0006-Win64-Shipping
got it. thank you
Trying to package my game. But some files cannot be found even though they do exist.
I realised there is wrong path in log.. But why is it wrong?
Probably an old path from when you moved the files and didn't save affected assets
Or moved in windows explorer
But it works in editor
That's great news, you can probably simple resave all assets and have no more errors
D:/UE4/Projects/Hannah/Content/OneMoreDay/Blueprints/OneMoreDay/Data/DataAssets/Levels/DA_Level_5_Street.uasset!
It inserts full path for some reason
And full path relative to Blueprints folder, but not project's one
Asset is located in
D:/UE4/Projects/Hannah/Content/OneMoreDay/Data/DataAssets/Levels/DA_Level_5_Street.uasset!
@mellow bane Resaving does not help, as it looks for wrong direction anyway
Don't think there's a cache for assets
Next best try is to run the packaging while debugging, and put breakpoints over these errors
Does anyone have experience packaging a project that's using the Web Remote Control API? We're getting it to work in editor, but can't seem to get it to work packaged.
I also am in the same situation, works like a charm in the editor but after packaging no dice. Any help would be great.
So I am getting an error when I go to package: NDK API requested 'latest' not installed
But I followed the steps, did the SetupAndroid.bat, pressed y, it downloaded the NDK, I restarted, but I'm getting this error.
Anyone have an ideas?
Do I gotta open up Android Studio or something?
Well. I managed to get by it. But now there are gradle problems?
It says is gradle 6.1
Failed in the app:processReleaseResources FAILED
does it matter if you change the name of the parent folder from "WindowsNoEditor" to whatever you want?
@grave kayak you can change the folder name
happy to help...and thanks. Been drumming a LONG time
oldy, but goody: https://youtu.be/sttlvPYdJH8
Hell Is What You Make It
by BREAKING SILENCE
Hard Rock band from Denver, Colorado
check us out on facebook!
www.facebook.com/BreakingSilenceCO
yeah, we're going to get in trouble for hijacking this channel 🙂
ahhh packaging, i tried the things given in unreal-engine (general) chat but they didn't work
I'm getting this error:
Can anyone help?
Just @ me
Hi all!
I'm working on a VR project, with a buddy of mine. One keeps himself busy with VR functionality and the other one with the final Archviz unit.
So at the end we just migrate both project into one. Now when doing so I get following result after packaging (see screenshot). Even preview play, works like a charm.
The problem as you can see is that 90% of these meshes disappeared with their collision. Has anyone experienced this before?
Should look at the packaging log for details, there are probably errors
We packaged with a shipping configuration, does that also log? Cause I can't seem to find it.
Sorry, my mind is just all over the place. I suppose you mean the Message Log > Packaging Result
That one does give me a few warnings with Asset
'../Content/Assets/Vegetation/AroundMedia/Vegetation_2018Aug/Main_Bark_Color.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.'
But tbh, there's like 80 of them. Most of which are just small props like shampoo, microwave, ... Not the walls, floor and roof :/
The whole thing would be helpful
this is the whole log
That's not nearly the full log
And yeah, these errors are probably harmless
Resave the assets to remove these errors
Okay, I found some more logs that are being created in the Automation Tool folder. There's like around 10 txt files being created here when I ran the packaging tool.
Well that level was first build in another project using streaming textures. But as my Graphics card couldn't handle it (with 700Mb+ streaming pool size exceedings). We deactivated it from the project Settings from my project. I couldn't even build or Unreal crashed.
Streaming levels, not streaming textures
The streaming pool warnings are very normal btw, the default settings are very conservative and also ignore actual GPU memory
I'd usually suggest using texture streaming
What I'm wondering is whether level streaming is used though
Yes that is used
Its also integrated in a package we use from the Epic Store (Advanced Framework - VR, Mobile & Desktop)
So, is the missing content part of a streamed level by any chance ?
yes, that map level is the last being loaded in
If the parts of the map that are in a streamed level are the one missing, then yeah I'd take a closer look as to how the levels are streamed into the map
Okay thanks, I will check it out later today 🙂 Need a break and fill the tummy
can anyone tell me why there is a huge difference between the actual source content and the cooked folder after packaging?
I have the compress option on in the project settings. also excluding editor content
Lots of engine content
And you should check the Maps folder if you have static lighting
Hey, my UFileMediaSource assets are giving this warning, I tried packaging and the file won't get packaged. Is there any solution other than putting everything in the movies folder?
For some reason, if I place my mp3 files in any other folder but the projects' folder then it works, but the moment they have anything to do with the project i.e. (./Audio/Song.mp3, instead of D:Work/Project/Content/Audio/Song.mp3) it suddenly won't work, even in the editor.
packaging my game rips through all 16 gigs of my ram
what should i do
packaging for windows 64 fyi
Not sure if this is the right place to post:
I am trying to build derived data by running the command "UE4\Engine\Binaries\Win64\UE4Editor.exe ProjectName -run=DerivedDataCache -fill" (changing what I need to for my project and engine directories). When the command runs, it has been showing a warning in different maps within my project and then proceeding to crash with the following error:
"Fatal error: [File:D:\HeroDev\Engine\Source\Runtime\Engine\Private\TextureDerivedDataTask.cpp] [Line: 71] Texture Texture2D_0 has source art in an invalid format."
Before the crash, the commandlet displays LogTexture:Warning: Building texture with an invalid GUID: /Engine/Transient.Texture2D_0. This warning occurs when trying to load StarterMap.umap, but it has happened with other maps. For testing purposes, I removed the previously warned maps and then a different map pops up as the warning.
Does anyone have any information about this problem? Thanks in advance 😄
Random question, do you guys actual know if you need a full build of the engine anymore in order to build dedicated servers? When I was away from my pc I was on a Mac without a source build and the option was there for me. It got me thinking about it
AFAIK yes, dedicated servers still need to be built through an engine source install
@fresh sluice Check the log for previous errors or warnings, fix them - if the cooking occurs without warnings and this still happens, report it as a bug
IIRC this can be caused by collision issues on meshes, that also generate warnings
Hi @mellow bane yes, this happens in the Stage command. It is able to complete cooking with cook command completed in the output log
I'm getting these errors at the end though, which means my project fails to package
I read the warnings i get during cooking and they're not important, I also fixed them last time and still get the same error message at the end. The warnings are like its trying to find a map that is in the saved Autosave/Backup folder
What I'm asking is whether the cooking had warnings
If you're certain the warnings have nothing to do with this, then it looks like an engine bug
I can try deleting the maps in the backup folder again since I've tried a lot of things and am willing to try just about anything now 😂
If it really is an engine bug though, then can't be fixed whatever i try I guess!
but i try packaging a third person template game on the same engine version and its able to do that, for that reason I don't think its an engine bug that affects every project. Must be something in the project itself which it doesn't like...
Yeah it's something in the project, but if you have no warning there's not much you can do about it, except debugging the process and go through the engine code to find out
Yeah...after fixing the cooker warnings still get that :/ that's why i put the files it complained abt back in cuz I don't think its to do with that
Gonna try some solutions twice now 😂 😂
So I don't know if here is the right place to ask this? But when I rolled out an update, it gets rid of saved data. Is there a way around this?
I.e: say you earn points for playing. You get a highscore of 10. You update the game and that highscore goes away.
Or you have saved ul enough points to buy a skin in game and you do. But when you download the update it wipes everything
@minor orchid Depends on the save system, but I found the built-in serialization to be a problem for game updates because it's not really built to work with incompatible formats from old versions. I usually implement serialization myself explicitly so that I can work around that.
Is that possible using blueprints?
Probably not
fook
What's possible in Blueprint is to never rename or remove fields
(In the save structure)
AFAIK as long as you only add new fields at the end - it'll work
I didn't change anything by engine version and rebuilt
Well. And the SDKs. Since the version I was using was using codeworks
Now I did the android studio SDK route. Using 4.26.1
Engine upgrades might break serialized binariess yeah
I don't know if json is exposed to BLueprint
Should be a lot more resilient
That was my fear
I'll uhhh. Have to do some more digging.
Fun don't stop!
Apparently when you update on Google play it just. Uninstalls it and reinstalls
Seems a bit....odd
Yeah I don't believe save data is removed
Unless it's something dumb like a Development build
It's set to shipping.
And the things in question are local saves. So that makes sense if it uninstalls it
But there has to be a way. No game out there updates and sets you back to square 1 as far as I can tell / have played
But I also don't have external servers to check things and store on
I know uninstalling and then reinstalling if you haven't logged in resets things on games.....
It does not make sense to remove saves
I mean, I've never shipped mobile games, so maybe it's actually that dumb, but I would be very seriously surprised
Like, every mobile app under the sun would lose all data at any update
How's that save system set up ?
Looks fine :/
So any new build with no change resets the progress ?
Hi, do You know how to make an Android project on full screen ? I already use the code : project settings +set full screen. But it not works
You can build a binary that can package it though
ooo that sounds promising. Do you have some docs you can send? Atm I solely keep a source build for the engine just so I can produce a linux server
You'll need the engine source
there is little documentation for it, but you have to clone source, then make a rocket (installedenginebuild) build via a buildgraph
How does that help with dedicated servers ?
it gives you a distributable binary that can build DedicatedServer target
Alright
how do i package a project for html5?
Depends which UE version you use
As of 4.25, you don't
4.24 is supported through an external plugin available on Github, 4.23 and earlier have support
sad, i am using 4.26. is there a way to upload on itch.io and have it be playable in browser?
Technically yes, but you won't like it - you need one dedicated server running the game for each connected player
So it's quite complex to set up and quite costly
The short version is that Epic doesn't do Web anymore
Do we know why? It seemed like The Thing for a while.
Of course we know why, the market for it does not exist
thats very bad news. means i gotta produce games people are willing to download and play. i cant do that 🤷♂️
And Unreal being a giant 100MB executable always meant HTML5 games would have a long download before they'd be playable
i have a game on itch.io which was made with ue4(4.23 i think) and the download size is 50 mbs thought?
Then the author was very good at optimizing the game
The absolute minimum for no content at all and extensive stripping is 30MB, so a 50MB game is quite a feat
The Windowe executable alone is about 60MB with no engine changes
https://chimiware.itch.io/dodge-the-cubes if i remember correctly i deleted basically almost everything from the final product
hold on a second
well i was mistaken, the download size is 128mbs. and thats only using cubes and nothing fancy
anyway, not being able to package in html5 is very sad news for me. i might have to stick with 4.24 for a while, or create better content i guess
Even 4.24 HTML5 support is through a plugin
i'll take a look at the plugin. thanks for the help
Hi you know why my project is not full screen on mobile, do you have an idea? I put 1920x1080 in all my widgets
Anyone experienced with pak compression?
Ask your questions
I'm having a strangely long pak compression time for Windows builds. Just insanely long. Other platforms are fast, but Windows takes 10-20x more.
So the same project compresses quickly for like Mac or Linux but 10x slower for Windows ?
The same project compresses in a few minutes for, let's say "a platform" (wink, wink), from 30 to 3GB. Any of those several platforms. But the PC... Can Zlib be replaced with something else, like 7Z?
As far as I know the pak compression is the same but depending on which kind of platform we're talking I guess the methods could be very different
I don't have console SDKs to check
When is Xbox going to become public? Microsoft was promising homebrew dev for Xbox for a while and then suddenly all silent...
Hello guys, I’d like some advice or goood documentation on how to implement delta updates or delta patching ? Can’t seem to find any ? If you have already done it and looking for a freelane / permanent position It could also be possible 🙂
No no, they did it
Except it was exclusively for UWP apps
Which absolutely no one wants
@long abyss If you just want a working solution, get itch.io's Butler tool
It's open-source and does the entire infrastructure for download / patching
You need chunking and pak file management with the release flag during build to generate a release 1.0 upon which you can then patch.
Yeah I implemented it once for internal testing
Well, the Windows 10 GamePass builds are the UWP packaged, but actually are mostly Win with a manifest. Mostly, since they still require GDK. Does this mean that we can build a Windows GDK and run it on an Xbox? Or there is yet another model of releasing for the homebrew UWP itself?
I have my own electron launcher / updater
IIRC it's basically pointless for anything but an "app"
@mellow bane does it require a particular data architecture / asset manager ... ?
It's just a tool that processes files and does delta patching on them
That’s neat
It's the tool Itch devs use to upload or update builds
But as an offline tool it creates diffs, basically
Cool !
It also does resumable upload/download
In other words it's a command line tool that does everything you'll need
Just needs integration into your client software, the game itself doesn't need anything
That’s almost to good to be true ... I was thinking of going into rethink the whole data architecture of my game to be able to patch certain PaK ...
But if this works ...
The other option like Rosemary said is the built-in patch system where you can create named releases and generate new pak files that are patches against a named release, so you just need to put the patch pak in content dir
But it doesn't handle the executable (needs to be replaced), after 10 patches you have possibly twice the actual useful size on disk because the 10 patches re-patched the same content, and it's not as efficient as e.g. Steam as far as the algorithm goes
It might be useful on consoles, but on PC, if you're not using Steam/Itch/GOG/EGS or any other - all of those have the update system - then Butler is a really great choice
@mellow bane yes, that's really nice. This tool is a full launcher+patcher for desktops? Not itchio locked?
@long abyss I'm fairly sure all consoles are very much not okay with any self-update - all content should go through the system update mechanism. This is PC only stuff if you're doing your own store.
It's somewhat itch.io-dedicated but I'm pretty sure you can use it as a full installer/updater from your servers without code changes
Hi you know why my project is not full screen on mobile, do you have an idea? I put 1920x1080 in all my widgets
Set the game to fullscreen with game user settings in Blueprint
Already do but it not worked
So how did you do it
How did you try setting the game to fullscreen
Wait, i send à picture
in my resolution variable i put 1920x1080
and in my widget loading screen i put it too on the scale canvas
@mellow bane
You forgot to apply the settings
You need the ApplySettings node
I find not it
@mellow bane
I have find it
Apply settings or just apply resolutions settings ?
In this case the resolution
the package works, but it's not on full screen
Do you think that my problem can to come of the sdk or ndk ?
It's probably your Blueprint
OK
UATHelper: Packaging (Windows (64-bit)): Took 20.1305927s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Baron\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
LogD3D11RHI: CreateSwapChainForHwnd failed with result 'DXGI_ERROR_INVALID_CALL' (0x887A0001), falling back to legacy CreateSwapChain.
can't package and save map in my project any more for some reason after a reboot
Hi guys, I'm having problems packaging a project. I can play it in the editor and I can play it in the launcher, but when I got to package it it says, UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
Anyone has used Courgette : https://www.chromium.org/developers/design-documents/software-updates-courgette for delta patching?
Read the log to get the cook error
hello I have a problem and find nothing about it when I try to package in android for my Oculus Quest can someone help me please
Seems like a Chaos project with Async loading is causing issues on lines with
check(IsInGameThread());
However I pretty much need Async in since I stream in content and it's rather cursed right now
Hey folks, does anyone have experience with creating Chunks? Got a lot of stuff that should be in a chunk going to chunk 0
Another question if anyone knows... how do I actually set up MaxChunkSizes? Setting high values dont seem to work
Apparently packaging a saved game into the pak is a bad thing? And could be causing the saved games to get wiped when people download the update from Google Play.
Is there a way to package without the saved games but still have the game save a local save to their device? I don't think I quite understand it, but maybe that makes sense to someone?
I've tried finding the shipping save in the Users/[USER]/AppData/Local/[GAME NAME]. directory, but I can't find it in there at all. So~?
I've also tried seeing if the save game is actually getting packed into it, using UnrealPak.exe, but I can't seem to get it to work.
can somebody hell me to disable debugging of my packaged APK?
when I use android:debuggable="false" in the advanced apk packaging setting I get this error:
PackagingResults: Error: AndroidManifest.xml is invalid System.Xml.XmlException: 'android:debuggable' is a duplicate attribute name. Line 26, position 13.
As long as you use the correct Saved directory in your code, it's not getting into your packages
It's very easy to check too, just save your game in editor with a particular state, package and see if that save is available?
So my computer restarted since the last build, and I rebuilt. DUnno if that was what did it, but I rebuilt without changing anything and the pak file is 30,750kb
Which is basically the same as the other version (The one built from a previous engine)
Do you think if I just, upload this to google play it'll be the same and not get rid of peoples data? As in, could the fact the pak file being 1kb (Which is the build I uploaded to google play) have caused the players data to reset?
I have no idea about the mobile stuff, just saying save data is not packaged with the game, as long as you are not going out of your way to make it so
Right on.
never mind, i found the issue. it was the "for distribution" checkbox 🙂
https://docs.unrealengine.com/en-US/RenderingAndGraphics/Textures/SupportAndSettings/index.html
this page is long in need of an update, it doesn't cover the "Optional" settings. the optional settings allow you to have higher resolution assets in their own pak files like for a HD texture pack
Information over texture support both within the engine and hardware.
more packaging than rendering because it's for cooked textures and is set on a device profile basis
Anyone here know how to disable the Android Write Permissions? We've tried doing a manifest override but it ignores android:name="android.permission.READ_EXTERNAL_STORAGE entirely
hi all. I have a Quest 2 project with multiple videos (using media players as materials/textures as per https://docs.unrealengine.com/en-US/WorkingWithMedia/MediaFramework/HowTo/FileMediaSource/index.html). When I launch to the Quest they play fine, but when I actually build and install they do not play; all surfaces are just black. All movies are h265/mp4, quite small, all in Game/Content Folder. The apk file is only ~400mb. Is there anything I'm missing? Why would it work in Launch but not build? thnks
Anyone have tips on handling platform specific assets in UE4?
not sure how to fix this
Trying to get an editor-only actor.... that is saved in the map. Getting this warning :
LogSavePackage: Warning: A dependency 'MyActor/Script/Default__MyActor' of 'BP_MyActorr_C /Game/Gameplay/Common/BP_MyActorDefault__BP_MyActor_C' was filtered, but is mandatory. This indicates a problem with editor only stripping. We will keep the dependency anyway (1).
Looks weird, is that a problem ?
Any media thats played by a media player needs to be in a folder called Movies in your content directory, you won't be able to see the video in the content browser but it'll be in the project on build
thanks, yes, I wasn't as specific as I should have been; that was already the case right from me setting it up. I'm currently going down the path of testing the filenames; removing caps and spaces.
Ahh yeah strange, not sure then sorry 😐
hey, I have a directX error but did nothing on the project just try to run it (the error is LogD3D11RHI: CreateSwapChainForHwnd failed with result 'DXGI_ERROR_INVALID_CALL' (0x887A0001), falling back to legacy CreateSwapChain. ) can someone help me please?
It did it when I click on edit, right click on the log page etc...
Is it an error or just a warnng?
It's white but it never happend before today
And technically the game on my quest run it just did a black screen. So I think it can come from there
It shouldn't be giving DXGI error calls on the Quest because it doesn't support DirectX, but that sounds like a problem at a lower level
ok so if I find nothing I post a request on the vr section. thank you!
It'd be worth posting in #virtual-reality and #graphics, seems like something thats been introduced in a shader or code, do a verify of Unreal 4 to make sure its fine and then maybe run debug on VR Preview via Oculus Link to make sure its not a code issue on your end
When specifying primary assets to scan, do i need to add all the sublevels or just the persistent map is enough?
Hello Guys, quick question on how would you package a game with separate audio file that you patch depending on User language
Turns out must have no spaces in video file names. You can test anything in edit and launch modes, which is good but build must have no spaces, I guess that's consistent w Ue in general , but a warning i n the doco would hv been nice (prhaps I missed it.) Thx for yr help anyway!
All good, glad you found out what it was
Check that cooking log quoted just after the big red "cook failed" message
Looks like a folder access was denied here
it look like the automation tool folder got denied for some reason
for anyone who come across this issue just run unreal in admin mode.
it work after i did that smh.
Hi, do You know how to make that when i Click on a text box, which the virtual keyboard of my Android don't display, i have create my self keyboard
Hi, can someone explain me how can I force having steam enabled to run the game?
I have steam integration enabled in shipping build, but when i start the game and steamapp_id does not exist in correct place, the game just launches without steam. When i have steamappid it launches with steam overlay etc.
But i want the game to force having steam enabled and checking if player can actually run the game.
The docs:
https://docs.unrealengine.com/en-US/ProgrammingAndScripting/Online/Steam/index.html
say that:
"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)."
I do not observe such behaviour, i can launch the game with steam disabled so nothing can be checked.
An overview of Online Subsystem Steam, including how to set up your project for distribution on Valve's Steam platform.
Hi all.
I'm packaging for oculus quest 2.
When packaging in shipping configuration the app crashes upon starting.
In development configurations it works fine.
Any ideas what to look for?
Hey guys! I'm trying to build Linux server with
D:/UE_4.24/Engine/Build/BatchFiles/RunUAT.bat BuildCookRun -project=D:\PlasticWorkspaces/MyProject/MyProject.uproject -noP4 -noclient -serverconfig=Development -utf8output -server -targetplatform=Linux -serverplatform=Linux -build -cook -unversionedcookedcontent -compressed -stage -package -Messaging -prereqs -archive -nodebuginfo -separatedebuginfo -archivedirectory=D:\TeamCity\buildAgent\work\3f18059b8ef4fe93/Build -pak -compile command. But it end up generating errors each code line : D:\TeamCity\buildAgent\work\3f18059b8ef4fe93\Intermediate\Build\Win64\UE4Editor\Inc\MyProject\EnablingComponent.generated.h(190): error C2007: #define syntax D:\TeamCity\buildAgent\work\3f18059b8ef4fe93\Source\MyProject\ActorComponents\EnablingComponent.h(10): error C2059: syntax error: 'user-defined literal' D:\TeamCity\buildAgent\work\3f18059b8ef4fe93\Source\MyProject\ActorComponents\EnablingComponent.h(11): error C2059: syntax error: 'public' D:\TeamCity\buildAgent\work\3f18059b8ef4fe93\Source\MyProject\ActorComponents\EnablingComponent.h(12): error C2143: syntax error: missing ';' before '{' D:\TeamCity\buildAgent\work\3f18059b8ef4fe93\Source\MyProject\ActorComponents\EnablingComponent.h(12): error C2447: '{': missing function header (old-style formal list?) D:\TeamCity\buildAgent\work\3f18059b8ef4fe93\Source\MyProject\ActorComponents\EnablingComponent.cpp(11): error C2039: '{ctor}': is not a member of 'UEnablingComponent' and so on.
Please, help me understand what's the problem.
So what's on EnablingComponent.h(10) ?
Its my Actor component. Nothing wrong with it, everything works nice and dandy for win, but when I build for linux every my cpp file have errors on almost every line.
So what is the code, is what I'm asking really
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "EnablingComponent.generated.h"
UCLASS( ClassGroup=(Components), meta=(BlueprintSpawnableComponent) )
class MYPROJECT_API UEnablingComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UEnablingComponent();
//BP delegate. Shoots whenever bEnabled changes.
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnActorEnabled, AActor*, Actor, bool, bNewEnabled);
UPROPERTY(BlueprintAssignable)
FOnActorEnabled OnActorEnabled;
//Cpp delegates. Shoots whenever bEnabled changes.
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnEnableChanged, AActor*, bool);
FOnEnableChanged OnEnableChanged;
protected:
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Enabled, EditAnywhere)
bool bEnabled;
//Should this call delegates at start?
UPROPERTY(BlueprintReadOnly, EditAnywhere)
bool bStartNotify;
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
static UEnablingComponent* GetEnablingComponent(const AActor* Actor);
UFUNCTION(BlueprintCallable, BlueprintPure, meta = (hidepin = Target, DefaultToSelf = Actor))
static bool GetActorEnabled(const AActor* Actor);
//Returns the new enabled state.
UFUNCTION(BlueprintCallable)
static bool SetActorEnabled(AActor* Actor, bool bNewEnabled);
//Returns the new enabled state.
UFUNCTION(BlueprintCallable)
bool SetEnabled(bool bNewEnabled);
protected:
// Called when the game starts
virtual void BeginPlay() override;
UFUNCTION()
virtual void OnRep_Enabled();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
private:
void CallNotify();
};
Weird, looks like the GENERATED_BODY macro is broken
Try regenerating project files and rebuilding
Already
Is this on a released engine tag ?
It's source build 4.24
Taking that as a yes, not sure what else can go wrong
Maybe confirm the cross-build toolchain is the correct one
Hi, do You know how to make that when i Click on a text box, which the virtual keyboard of my Android don't display, i have create my self keyboard
Something happened and when I try to package my game it tells me that ue4game.target doesn't exist. What did I do? 😨
What's the build log
LogUObjectHash: Compacting FUObjectHashTables data took 0.56ms
LogMainFrame: Project requires temp target (LowEntryExtStdLib plugin is enabled)
LogLauncherProfile: Unable to use promoted target - ../../../../../Projects/Unreal/Mayhem/Binaries/Win64/UE4Game.target does not exist.
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject=D:/Projects/Unreal/Mayhem/Mayhem.uproject BuildCookRun -nocompileeditor -installed -nop4 -project=D:/Projects/Unreal/Mayhem/Mayhem.uproject -cook -stage -archive -archivedirectory=D:/Projects/Unreal/Mayhem/Build -package -ue4exe=D:\UnrealEditor\UE_4.26\Engine\Binaries\Win64\UE4
Editor-Cmd.exe -ddc=InstalledDerivedDataBackendGraph -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -target=UE4Game -clientconfig=Development -utf8output
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for D:\Projects\Unreal\Mayhem\Mayhem.uproject
UATHelper: Packaging (Windows (64-bit)): Mayhem.uproject requires a temporary target.cs to be generated (LowEntryExtStdLib plugin is enabled)
UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to find target 'UE4Game'
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\eCode\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEditor+UE_4.26\Log.txt for full exception trace)
PackagingResults: Error: Unable to find target 'UE4Game'
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
do you need the full log?
Is this a Blueprint or C++ project
blueprint i think
(I know that I never made any cpp classes but I might have generated vscode project files 😬 )
So it's a Blueprint project with C++ requirement because of LE Extended Standard Library and you need the regular C++ build tools - Visual Studio etc
ohhhh 🤔
that makes sense
I do have vs2019 tho
do I need to explain this project that it's now a cpp?
yes
🙏
- Close all editor or VS instances open
- Remove Build, Binaries and Intermediate folders (keep backups just in case but shouldn't but needed, also this is where I tell people to use source control)
- Try opening editor, if it doesn't, regenerate project files and open .sln in VS to compile the solution
- Once opened, try packaging again
I do have source control but Build, Binaries and Intermediate are excluded 😅
they should be artifacts 😬
will try and report back 🤞
ok, built, rebuilt, cleaned and built again with visual studio, no problems.
but unreal gives the same error 😦
I am creating an empty actor cpp class to see if this shakes something up 🤞
I think this might be the problem... how do I change that "build target"? 🤔
Not sure what channel to post this in, but we have a few team members on low end machines.
I have them using lower TextureLOdGroup settings in the Windows device profile so they can load the editor and not run out of texture memory.
But I would also like to have them discard the highest LOD on meshes. Everything I see only allows that to happen on cook, but not working in the editor. Is there a way to discard the highest LOD from memory on editor load?
No, there isn't much scalability for the editor, other than the main-editor-window scalability panel
In particular the source assets still need to be loaded AFAIK
Hmm yeah that doesn’t actually discard from memory, only kinda for preview purposes. The nice thing about the texture sizes is they can be stripped or clamped prior to editor load.
@mellow bane Fixed my problem with the target. It was indeed a halfass c++ project.
I removed the Modules field in my uproject and we are golden! 😄
No idea how I got my project halfassed like that, but good to know 😅
Fun fact: Apple is a restricted word
yeah, platform names or platform families are forbidden words in directories
unless it's cooking for that platform

So... if I build for Apple then Apple is fine but for any other platform is a forbiden word?!
adding WhitelistDirectories to the DefaultGame.ini is likely a workaround
example in BaseGame.ini:
; Games can set options used during the Staging process by adding lines in this section to DefaultGame.ini or platform-specific ini files
; These are examples, the full list is described in DeploymentContext.cs:
; +RemapDirectories=(From="Engine/Platforms/SecretPlatform/SpecificPlugin", To="Engine/Plugins/SpecificPlugin")
; +WhitelistDirectories=GameName/SuspiciousFolderName
; +BlacklistConfigFiles=GameName/Config/EditorOnlySystem.ini
; +WhiitelistConfigFiles=GameName/Config/SuspiciouslyNamedSystem.ini
; +BlacklistLocalizationTargets=Engine
looks like we had to do it too for a similar reason

Ok, new bug:
If I have a Plugins folder in my project, unreal tries to build it no matter what and since that plugin is the GIT LFS plugin, it clashes with the git plugin unreal already has and the build fails:
UATHelper: Packaging (Windows (64-bit)): ERROR: System.ArgumentException: An item with the same key has already been added.
Is there a way to mark that plugin as "don't build this when building my game. thx" ? 🤔
if I delete my plugins folder the package works so I know the problem is there
You should not have duplicate plugins in engine and project

the plugin asks me to do so:
https://github.com/SRombauts/UE4GitPlugin
Hey I don't know if it is even still around anymore or works for 4.26, but does anyone have a link to that UE plugin / thing that would show you (in your Content Browser) which assets are actually in-use or being referenced and which aren't? Seems like a great tool to clean up a project
how do i solve this error when packaging: error LNK2019: unresolved external symbol
Put up the full build log here
So here's the error :
error LNK2019: unresolved external symbol "protected: float __cdecl ABaseCharacter::GetSpeed(void)const " (?GetSpeed@ABaseCharacter@@IEBAMXZ) referenced in function "public: static void __cdecl ABaseCharacter::execGetSpeed(class UObject *,struct FFrame &,void * const)" (?execGetSpeed@ABaseCharacter@@SAXPEAVUObject@@AEAUFFrame@@QEAX@Z)
It means you declared a function called ABaseCharacter::GetSpeed, used it in ABaseCharacter::execGetSpeed, but GetSpeed was never implemented
I'm using Advanced locomotion system so it must be that
No idea, just telling you what the error is.
Thanks for the help
Hello all
I have a few questions about log messages that delay the start of the standalone client from the editor. Unfortunately I could not find much about the message. I am therefore grateful for any tips.
Can someone tell me why I have to wait 5 minutes between these two lines? Or can I find out which packages are loaded here and why?
[2021.03.19-09.22.47:786][ 0]LogStreaming: Display: FlushAsyncLoading: 32 QueuedPackages, 0 AsyncPackages
[2021.03.19-09.27.37:628][ 0]LogUObjectGlobals: Warning: Calling StaticLoadObject("Class /Script/CoreUObject.Object", "None", "/Engine/Animation/DefaultAnimBoneCompressionSettings") during PostLoad of AnimSequence /Game/Rawdata/3DAsset/Animations/Custom/anim_Default_DrinkPotion.anim_Default_DrinkPotion may result in hitches during streaming.
Anyone know why I get this every time I try to package? I can access the drive, I don't think it's a problem with the drive itself
I've tried:
- restarting PC
- updating drivers
Hello guys, anyone knows how chunk downloader will update pak file? I updated manifest file but it doesnt detect changes.
Hi everyone, I made my first packaging of an archviz project, but the file is large.
So I tried to reduce each texture from 4k to 1k (with Maximum Texture Size or LOD Bias) but nothing changes.
Some advice?
How to reduce the size of your packaged game.
LOD bias should effect the packaged game though since that's a cook-time thing
look at the log file that is mentioned in the error message
what's special about vs 2017 that requires i have it in order ot build
Compilers tend to be useful in game development
ok i have all that it just can't build with rider apparently
I think Xeru's question is why a perfectly valid Rider + MSVC environment doesn't detect as a valid SDK for packaging
well or even vs 2019 doesn't detect either
i tried updating it and making sure the sdk was valid but no luck
you MUST have VS 2017 and only VS 2017
Failed to compile global shader FHardwareVideoDecodingY416PS . Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.
Using 4.26.1, and getting this error when launching on device
any ideas for help?
@frail mango This isn't true - I haven't had VS 2017 on this machine for literally years
i'm talking to the udn guys it's due to the projects original creation date
How does everyone distribute builds to their QA teams for testing? Our QA team uses Steam beta branches, but it is very messy and just not good.
yo - anyone here know how to package their project to the tune of UGCExample_v1 from the SimpleUGC QuickStart - this seems to be left out of the guide
when I use the Project Launcher to build my project, it comes out with files that UGCExample_v1 doesn't have, so I am not cooking / am adding an extra step somewhere that shouldn't be done, according to the Guide
https://github.com/EpicGames/UGCExample/blob/release/Documentation/QuickStart.md
this part here talks about using the included PackagedExe, but not how to create one of the same with your own build
I'd like to ping Chance or Victor here, as it feels like a missing step in the tut... but will hold off, as it is likely me just being dumb. Thanks in advance!
yep, me being dumb
i needed to consolidate to a single pak file, is all
herpty derp
A private itch.io build is cool
Hi everyone, I'm trying to package my game but I keep getting this error:
IsShortPackageName(Path) error while packaging.
How do I fix it?
I want to follow this guide
You have to install Debugging Symbols (Open Epic Launcher - Unreal Engine - Install it for your Engine Version with the Arrow right from the Start Button)
Open your Project (mine was totally Blueprint), Open File Menu and Click "New C++ Class" (I've choosen Actor) - then Visual Studio opened automatically
Close Unreal Engine Editor
In Visual Studio Click on Debugging and Start Debugging (Or click F5)
Wait for it to stop, it should now show you the same Error as a marked code line
Open Callstack Window (Menu Debugging - Window - Call Stack (Or Click Ctrl + L)
Now you see a list with a lot of lines, go through it, until you see BlueprintEditorUtils (mine was starting with: "UE4Editor-UnrealEd.dll!FBlueprintEditorUtils)
Double Click on it and you come to a new Window in Visual Studio. There scroll up until this function starts / is declared
In this line of Function Declaration the brackets start with "(Const FProperty* Property)", hover with your mouse cursor above "Property". A Tool Tip shows the Name of the Variable that causes the Error.
You can then search also for the Blueprint that contains this variable:
Back to the Call Stack, look for the Line with "KismetCompiler", which also contains the term "PropagateValuesToCDO) and double click on this line
A new Window opens in Visual Studio and you land in Function Declaration there is "UObject* InNewCDO", hover above "InNewCDO" and you get the Blueprint Name
Close Visual Studio and if asked, stop Debugging
Open your Project again in Unreal Engine Editor
Find the according Blueprint. For me it was enough to rename the Variable (I simple added a 1 at the end)
Try to pack you Project again. It should work now (for me it worked then without problems. Some others in the net said they have to delete the variable and add it new but maybe renaming is enough).
""In this line of Function Declaration the brackets start with "(Const FProperty* Property)", hover with your mouse cursor above "Property". A Tool Tip shows the Name of the Variable that causes the Error."" I don't know where is function declaration brackets
[2021.03.20-15.12.17:027][227]LogOutputDevice: Error: Pass 'Batch [%d, %d]' attempted to bind texture 'DBufferMask' as a render target, but the texture has not been created with TexCreate_RenderTargetable.
Anyone have any ideas about this? I'm using a single render target, i cant find anything about this on the internet or forums 😭
Hi, Do you have any idea why some games do not save on Android while on PC it works fine?
How do I exclude an editor module from a packaged build? I have a separate editormodule for my game, which has its build target type as TargetType.Editor, and there's no dependency to it in my game module - but it's still being included in packaging and that causes it to fail
I get a packaging error related to a missing category
LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
I'm reading online people saying something like this: To fix your issue add this tag Category = "My Category" inside your UPROPERTY macro. Should look like this: UPROPERTY(... Category = "My Category", ...))
where do i find this?
i don't know what a UPROPERTY macro
Hi there,
I'm trying to package my game in vr, however, there are some things that are not working properly, like possession of pawns. Is there anything additional that I must do in order to package a game properly in vr?
Did you test the game without the editor first ?
@mellow bane yes i did, everything works in editor and in standalone mode but the packaged game does not work
Hi! I have 2 bat files - first to build and package the project and second to build dlc for it.
all is working fine.
but I can't do exactly the same tasks with ue4 frontend tool.
The problem is in next - project packaging is done correctly but when I start build dlc for it - its obliterates project and put only dlc (plugin) here. What am I doing wrong? how to skip force build folder obliteration? Thanks!
Well - I've verified pretty much everything for this I can think of. My editor module is somehow included in packaged builds no matter what. There's no deps to it from my game module, the module is configured correctly as TargetType.Editor, the uproject file is correctly set up. In UE my packaging config is set to shipping, and it's set to do a full rebuild in packaging options.
I've also verified from logs that it's using the Shipping configuration for the build tools - and yet, the error log clearly shows it's using MyGameEditor.dll in the build and crashes because it depends on UnrealEd.
Pretty much gone through every single answer on forums and ue answers which all say the same thing: What I'm doing should work.. but it just won't.
If anyone has any ideas what the problem could be, please @ me :)
hello!
Could someone help me? I cant make the packaging for windows
the log says unknown error at the end
You should package for Development, add logs in your BeginPlay events etc, and check in the log file that everything happens correctly. Also chekc the packaging log for errors.
Just go download debugging simbols - they are windbg, which is built into the windows SDK. Then report back.
Anyone know how to fix this?
I just fixed it with trial and error
and now i get this error :
LogPhysicsCore: Error: PHYSX: (D:\Build++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp 198) eINVALID_PARAMETER : Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!
So in my quest of trying to make this editor module not get included in packaged builds - for some reason it seems that the StartupModule function for the module is being called during packaging. This then fails it, because it has a call to a method of GUnrealEd.
So as a test I added if(GUnrealEd) into it... which made the packaging work just fine.
I'm still not quite sure whether this is how it should be working. My understanding was that editor modules are not included in packaged builds, thus why would this function's code be running during the build? (I've verified multiple times that there are definitely no references to the editor module in my game module)
I managed to fix it but I am stuck again
Put the full log on pastebin
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.
Same for see C:\Users\SAS\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Games+UE_4.26\Log.txt
okay
I dont have pro account and it it too big, but I can send this
your help was very helpful. I checked my exit game trigger box and I saw that a tree was trigering it. Now it works <3
lmao, that's a nice one
I've packaged my game, when i start up the binary the load level appears, after a few seconds it tries to load the main menu, it seems like it doesn't have a copy of the mainmenu level, I am guess i have to learn about what levels to package?
oh i just have to include the maps i want manually
how do I package the mod editor for mod support?
Hi everyone, I have a major issue with running a dedicated server (source build, 4.24) in shipping mode. The server fails to properly start up. I see the various threads start, but the server isn't visible in my browser and the only output I see is this:
CAppInfoCacheReadFromDiskThread took 81 milliseconds to initialize [S_API] SteamAPI_Init(): Loaded local 'steamclient.so' OK. Failed to set thread priority: per-thread setup failed Failed to set thread priority: per-thread setup failed RecordSteamInterfaceCreation (PID 4739): SteamGameServer012 / GameServer RecordSteamInterfaceCreation (PID 4739): SteamUtils009 / Utils RecordSteamInterfaceCreation (PID 4739): SteamUtils009 /
Spammed 3 times, and then complete silence
The server works absolutely fine in DebugGame or Development mode
This is on Linux by the way
I don't know how to start troubleshooting this. Literally the only thing I changed in the build settings was to change the cooker/build configuration to shipping
Nothing else
guys anyone have experince with chunking? anyone know how to exclude specific chunks from package. I want only add base build id in package, rest build ids i want to ship from server.
when i pack it always add all chunks ids to package.
has anyone used installshield with UE before?
any good?
also cert signing - no dramas?
ah you're here
take time of issuing cert into account
not instantaneous afaik
(if you're in a rush)
also at the mercy of the signing server which can have downtime sometimes
though signing an exe is good since you won't get a bunch of false positives from AV providers, that's the main reason we started
btw smartscreen will let your game pass once enough people have flagged it as safe - which is why I'm calling it sheepscreen
but it's that critical mass that takes some doing to reach
so you get around that w/ a signing cert
you can justify it in saying it's less of a customer support burden if you do it
sure
or worse, people pushing conspiracy theories about a hidden trojan on the steam forums
There is some bits in packagine settings where you can add labels to chunk into specific pieces, then youd have to setup a repository of chunks and set your game client/launcher to download the required bits
@mint leaf Thank you very much, do you know which settings are these exactly?
type chunk in the search youll find it
@mint leaf
How to divide assets into chunks and cook them into .pak files
This setup i already have, not in screenshot. chunks are generated fine. But I need that not all chunks pack into package.
then you didnt do the labels properly
I created primary assets in each folder where I want to add in chuck. with specific ids.
In the doc you sent you can see chunks are going to paks folder, which is in packaged game. I have to delete every time chunk 1001,1002, 1003 as these chucks I am downloading from internet.
How can i make that in pak folder only pakchunk0-WindowsNoEditor.pak will go?
just do a post cook delete/copy automatically?
Its going to build chunks each time, if you dont want them cooked then you need to mess with the cook settings
Thats a compeltely different question tp setting assets into pak files
For windows its fine to delete/copy but for mobile, it generate ipa file with all chunks. So I am looking for setting or if it is possible to exclude downloadable chunks
call unreal pak directly then?
so that patch id 1001, 1002 and 1003 i can ship from server
How to do that?
Find the path and go read docs on the cmdlet for it
you mean cook only from command?
I havent done it in ageees
hm ok,
No idea, try removing intermediate folder and cook again
hey guys so I'm having this error which is obviously an illegal character
but the issue is it's the name of a reference and I can't work out how to change it
hey all i'm getting this error when i try to package my plugin
UATHelper: Package Plugin Task (Windows): Stacktrace: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
UATHelper: Package Plugin Task (Windows): at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
UATHelper: Package Plugin Task (Windows): at AutomationTool.InternalUtils.SafeCopyFile(String SourceName, String TargetName, Boolean bQuiet, List`1 IniKeyBlacklist, List`1 IniSectionBlacklist) in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 378
UATHelper: Package Plugin Task (Windows): Failed to copy D:\Users\Patrick\Perforce\patrick.critz_WV_HorizonDev1.2.0\Plugins\Neoscape Horizon Design Suite\Intermediate\Build\Win64\UE4Editor\DebugGame\HorizonDesignSuite\UE4Editor-HorizonDesignSuite-Win64-DebugGame.suppressed.lib to D:\Users\Patrick\Perforce\patrick.critz_WV_HorizonDev1.2.0\Build\NeoscapeHorizo
nDesignSuite\HostProject\Plugins\NeoscapeHorizonDesignSuite\Intermediate\Build\Win64\UE4Editor\DebugGame\HorizonDesignSuite\UE4Editor-HorizonDesignSuite-Win64-DebugGame.suppressed.lib, deleting, waiting 10s and retrying.
I've tried deleting all the files. Any idea what's going on?
What's the full log ? Check that you have enough free space
I doubt the entire, full, complete log is just that
But if it is, check the free space and permissions
waiting 10s and retrying
The log file does have the issue
SafeCopyFile Exception was Exception in mscorlib: Could not find a part of the path 'D:\Users\Patrick\Perforce\patrick.critz_WV_HorizonDev1.2.0\Build\NeoscapeHorizonDesignSuite\HostProject\Plugins\NeoscapeHorizonDesignSuite\Intermediate\Build\Win64\UE4Editor\DebugGame\HorizonDesignSuite\UE4Editor-HorizonDesignSuite-W
in64-DebugGame.dll.response'.
ok why did this only occur now. i built a separate plugin in the same project and it went just fine
Check that the file exists
mscorlib?
No, the file
ok the response file isn't there
could it be a length issue
i have the actual ddl but not the response
Try removing Intermediate
from the plugin?
ok so i swapped to development editor instead of debug editor and walked it back a level
i think it could have been a file path length issue
Hello guys
I have a problem with my APK
I just cooked it but is not running
it has a splash screen where it freezes
any ideas ?
My project cooks, but when I go to package it, I get just "Unknown Error" when I filter by errors. Any suggestions for how to better troubleshoot? The person running the build didn't save a log at the time, but I am thinking of going through it to look further after running it again.
When packaging for windows by default, is it a 64 bit build only?
Or does the same build support 32 and 64 bit?
64b only, 32b possible, has to be one or another
Getting a constant Manifest Parse Error with the ChunkLoader even though I've followed the docs exactly as it says, with tabs and UTF-8 and I still have no idea whats happening, can anyone who has any experience with the Chunk Loader help me out?
Hi everyone. I'm getting a lot of different Unknown Function errors when packaging and of course the package fails. I successfully packaged this project last month (February 27th) so I know it's possible, but I didn't get Unknown Function errors at the time so I don't know how to debug them. Any suggestions.
Example: UE4Editor-ImageCore.dll!UnknownFunction []
I'm running 4.25.4
I'm able to package a new/clean project, so it's definitely something pertaining to my main project.
So far I've just gone through all my blueprint files and recompiled. I've not found any errors and the Unknown Function errors don't seem to be pointing me in any particular direction.
Put the full log on pastebin
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.
Thanks very much for coming in Stranger
@mellow bane I appreciate any help
Searching here the closest I found to my errors was someone who was attempting to package a patch file to a project that couldn't find the original... but my build is not a patch.. it should be a fresh build
"Out of memory" on a 268MB allocation - are you using baked lighting ? Try re-running the process with less stuff open on the machine just in case
32GB memory makes me doubtful
I'll try again now. The first thing I did was running it after a fresh reboot but we'll see if I can free up any more
I managed to fix one of the Unknown Function errors from a previous attempt, because it used the word 'landscape' inthe error
I found a corrupt landscape_m file and rolled it back
but the other unknown function errors have no hints for me
unknown function just means you don't have the engine debug symbols
The crash is in texture compression though
I've seen this happen before and I suspect it's just a good old bug
should I open/build the texture compression on all my levels one by one?
You can at least try running packaging through VS's debugger if you're familiar with debugging C++ and try getting the texture name
Have to go though, hope you'll find something out
Thanks Stranger
Hi all, I'm going to try asking again because I can't find any helpful information at all. If I package my Linux Dedicated Server in shipping mode, the server doesn't work. I get no output whatsoever apart from one initial message about loading the SteamClient.so binary. Lights are on but nobody is home. If I package the server in development mode with identical settings, it works absolutely fine. Does anyone know what could possibly be causing UE4 to package incorrectly in shipping mode? I'm completely at a loss here
This is the only output I get when running in shipping mode (this is with bUseLogginInShipping = true and with the -log parameter:
CAppInfoCacheReadFromDiskThread took 81 milliseconds to initialize [S_API] SteamAPI_Init(): Loaded local 'steamclient.so' OK. Failed to set thread priority: per-thread setup failed Failed to set thread priority: per-thread setup failed RecordSteamInterfaceCreation (PID 4739): SteamGameServer012 / GameServer RecordSteamInterfaceCreation (PID 4739): SteamUtils009 / Utils RecordSteamInterfaceCreation (PID 4739): SteamUtils009
I see that printed 3 times and then nothing, the server process is completely dead but hasn't crashed
No log file is generated
So I'm guessing the engine start up doesn't even get that far
@mellow bane I fixed my problem by adjusting the windows page file size, clearing my derived data cache, and restarting my computer.
@misty jacinth It looks like you have a corrupt blueprint. Do all your blueprints compile?
@vague hare is this the right place to put this?
ahhh maybe? In theory yes but i tend to just use commandline for my building
😦
I mean you can give it a try, won't take long to see if it worked or not
I wonder if the command the project launcher outputs is in the log
I did, it didn't work
did you try -cmdline="-FeatureLevelES31"?
nope
Can also bind to VS in startup and see what arguments are passed, you should also be able to see a cmdline.txt file or something similar in the build output dir
regardless of using " or not you will need the -
gotcha, makes sense
I've managed to extract the build command either way. might make some scripts.
yes
nothing is working. I guess it's the VS route
how do you "bind to VS in startup"? is there a way to get the debugger to automatically attach to UBT?
because that's a problem I've had for ages
You don't need to bind to UBT unless you're trying to debug compiling of the game which is very unlikely
You'll want to attach to the cooker instance or just game start
This is hands down the best thing you can get http://entrian.com/attach/
Lets see your full package command
E:\UE_Source_Debug\Engine\Binaries\DotNET\UnrealBuildTool.exe Phoenix Win64 Shipping -Project=E:\Projects\Phoenix\Phoenix.uproject E:\Projects\Phoenix\Phoenix.uproject -NoUBTMakefiles -remoteini="E:\Projects\Phoenix" -skipdeploy -distribution -Manifest=E:\UE_Source_Debug\Engine\Intermediate\Build\Manifest.xml -NoHotReload -log="E:\UE_Source_Debug\Engine\Programs\AutomationTool\Saved\Logs\UBT-Phoenix-Win64-Shipping.txt" --cmdline="-FeatureLevelES31"
oh shit that looks awesome
I literally just grabbed this from the project launcher log and it looks OK I guess?
ok that doesn't actually output anything
I don't know what that does but it succeeds fast and does nothing
it's got double --
what command?
the one from above
Running that in cmd or something? May need to adjust for paths depending on the console you're using (cmd, powershell, bash etc)
yeah just cmd
in the target directory and the project directory
Using 'git status' to determine working set for adaptive non-unity build (E:\UE_Source_Debug).
Using 'git status' to determine working set for adaptive non-unity build (E:\Projects\Phoenix).
Writing manifest to E:\UE_Source_Debug\Engine\Intermediate\Build\Manifest.xml
Target is up to date
Total execution time: 1.54 seconds```
but nothing appears
Ahh you haven't selected cook and/or package
which would explain why it isn't working in UE Frontend either
oh?
is that like UBT or something else?
You pulled out the wrong command from UE Frontend
haha
this?
Parsing command line: -ScriptsForProject=E:/Projects/Phoenix/Phoenix.uproject BuildCookRun -project=E:/Projects/Phoenix/Phoenix.uproject -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompileeditor -ue4exe=E:\UE_Source_Debug\Engine\Binaries\Win64\UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -cook -map=CookingGame+EvaluationLevel+Golf1+Golf2+Golf4+Golf3+Golf5+Phoenix01+Marble26+Maze1+Maze10+Maze11+Maze12+Maze14+Maze15+Maze16+Maze2+Maze3+Maze4+Maze5+Maze6+Maze7+Maze8+Maze9+Puzzle1+Puzzle10+Puzzle11+Puzzle12+Puzzle2+Puzzle3+Puzzle4+Puzzle5+Puzzle6+Puzzle7+Puzzle8+Puzzle9+Training1+Training2+Training3+Training4+Training5+Workout1+Workout10+Workout11+Workout12+Workout14+Workout15+Workout16+Workout2+Workout3+Workout4+Workout5+Workout6+Workout7+Workout8+Workout9+Phoenix_Menu -unversionedcookedcontent -pak -createreleaseversion=Phoenix -distribution -compressed -prereqs -stage -package -stagingdirectory=D:/Build/Phoenix/ -cmdline=" -Messaging" -addcmdline="-SessionId=9F1EAFDA4C3B1101A2A02D8594493761 -SessionOwner='Justin' -SessionName='Windows Shipping'-trace=cpu,gpu,frame -tracehost=192.168.1.252 -cmdline=-FeatureLevelES31" -archive -archivedirectory=D:/Build/Phoenix/ -compil
there's the -cmdline anyway
what executable should that be used with?
Parts of it yeah, see:
https://docs.unrealengine.com/en-US/SharingAndReleasing/Deployment/BuildOperations/index.html#commandline
An overview of the available Build Operations (cook, package, run, and deploy) that can be for Unreal Engine 4 projects.
Also you don't need to select all maps, that's a way to override the set maps in your project package settings
if you don't select maps in the project launcher it doesn't include any
so that's different to how whatever I'm about to do works
That says you haven't set any in your project package settings
nah they're set
Somethings off then
So unless maps is ticked in the FrontEnd and no maps are selected?
Or the folder the maps are in is explicitly blacklisted or something
I assume you're referring to this when you say the maps have been set in the project packaging window?
I dunno. not the thing I'm doing at the moment
I probably don't have time to learn how to do this, I'll just tell the client how to make a shortcut
Roger
this is how you create a shortcut from a .bat file located in the same folder as the game:
@echo off
set SCRIPT="%TEMP%\%RANDOM%-%RANDOM%-%RANDOM%-%RANDOM%.vbs"
echo Set oWS = WScript.CreateObject("WScript.Shell") >> %SCRIPT%
echo sLinkFile = "Phoenix.lnk" >> %SCRIPT%
echo Set oLink = oWS.CreateShortcut(sLinkFile) >> %SCRIPT%
echo oLink.TargetPath = "%~dp0Phoenix.exe" >> %SCRIPT%
echo oLink.Arguments = "-FeatureLevelES31" >> %SCRIPT%
echo oLink.WorkingDirectory = "%~dp0" >> %SCRIPT%
echo oLink.Save >> %SCRIPT%
cscript /nologo %SCRIPT%
del %SCRIPT%```
handy
Hi can someone help me with this?
PackagingResults: Error: Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names
I'm trying to package my project but this error came out and I'm assuming several of the other errors are associated with it
PackagingResults: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
where can i find this line?
Unfortunately this comes up a lot with 4.26 and the main answer is to debug the packaging process with Visual and trawl through the call stack and local variables to find out the package responsible
Try re-saving all assets in the content browser first
Hello little question, how to put your game vertically on mobile?
yeah I did some googling and found the solution but my problem right now is I have no idea how to get from the callstack to finding the variables that i need to change
Basically when you're stopped under debugger you have the call stack which is the current's function parent, and the parent, etc - and you can double click on each to see the parent function's local variables
You can end up finding the name of the object
If you're debugging and you have a screenshot of the error I can help
Sure in a bit, but having dinner right now. Thank you and much appreciated for the help.
@mellow bane
yeah these are the errors that have to do with the BPs with variables
If i can just figure out how to find them variables to change I am good to go
i tried double clicking the calls in the call stack but its not giving me anything
idk if it has something to do with my visual studio
but I made sure to have it in 'Debug editor'
and i'm sure i have the unreal addon for C++ Gamedev installation
You'd need the engine debug symbols to progress here
They're optional in the engine settings in the launcher engine tab
Bit of a download, but required to debug
Yeah, people without fibre often get shocked at that stage
I seriously hope upcoming engine releases can start logging the file responsible when packaging fails
I mean I'll download it if it means it'll help fix this issue but goddamn what an oversight on my part 😅
but thanks for pointing me in the right direction
The real oversight here is the packaging process not simply logging each file before it starts processing it
true true
it is really weird that in previous versions
what I am doing in this project which would be comparable to other projects, its never been an issue until i tried out 4.26
4.26 became a lot more strict
It's not you 😛
I'm the resident packaging log analyst here and 4.26 is not being nice
@mellow bane
cool so its working as intended now
so now i can double click on the call stacks and it'll direct me to the lines
Cool so use the call stack to navigate and the Autos panel to investigate variables
Note the the current line is wrong, it's one line too far
Your crash occurred in the constructor for Path so Text likely contains a broken path
You're not looking to correct it directly, but you're looking for the object that has this broken path, so that you can fix said object. Check ParseObjectPropertyValue in the call stack
is there a way to search with the call stack or do i just have to trudge through it
In ParseObjectPropertyValue you should be able to have more variables
you mean this?
I dont really see any noticeable variables within it or the Fproperty
@mellow bane
Check the Autos panel.
mmmmm I've tried searching everywhere for the variables for ParseObjectPropertyValue or FSoftObjectPath but nothing seems to come up
Alright so see here this doesn't have a path
What does PropertyValueFromString_Direct do ?
Does this hold anything cool in that function
I have something strange happening. I have a endscreen (widget) that will be displayed when the game ends. This works fine on my android device. LG V4 running Android 7. I have a few beta testers added through play console. They are not able to see this widget. Why is this happening one android device and not the others? Is there a common cause for this?
guys anyone can help how to patch game using chunk downloader.. i spent many days on this. if anyone can help?
I'm having the same issue as you @small scarab
Cannot create SoftObjectPath with short package name '('!
It's only showing up when I package the project.
Digging around with the debugger in VS is something I've never done before, and I can't seem to figure out how to get to the values I want in the CallStack. I've been hitting Package Project in Unreal, then in VS going Debug>AttachToProcess>and finding the AutomationTool.exe. I've also tried attaching it to the project.exe itself.
Maybe I'm just not understanding how the callstack works. Do I have to "break" at just the right time?
I think I got it. I had to attach to the correct process, then I was able to find the right thing in the callstack.
Hi guys,
Any idea what could cause the following warning ?
LogPlayLevel: Warning: WARNING: Win64 does not implement Deploy...
This is the only warning I have before getting the following error
LogPlayLevel: Error: ERROR: Client exited with error code: -1073741819
LogPlayLevel: (see C:\Users\bait2201\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+EpicGames+UE_4.26\Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 5.266755
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error
Does the Log file give any more info?
Hi! I have a simple cmd build step to build ue4 game to android device. In cmd its working properly. In team city I have strange bug . What am I doing wrong?
X:\GIT\[UE4]\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -nocompileeditor -nop4 -project=D:/[UE4]/[P4]/[U]/MyGame/MyGame.uproject -cook -stage -archive -archivedirectory=E:/[BUILDs] -package -ue4exe=X:\GIT\[UE4]\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Cmd.exe -compressed -ddc=DerivedDataBackendGraph -pak -prereqs -targetplatform=Android -cookflavor=ASTC -build -target=MyGame -clientconfig=Development -utf8output -compile
log from team city:
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':app:processDebugResources'.
Could not resolve all files for configuration ':app:debugRuntimeClasspath'.
Failed to transform play-services-auth-18.0.0.aar (com.google.android.gms:play-services-auth:18.0.0) to match attributes {artifactType=android-compiled-dependencies-resources, org.gradle.category=library, org.gradle.libraryelements=jar, org.gradle.status=release, org.gradle.usage=java-runtime}.
Execution failed for AarResourcesCompilerTransform: C:\Windows\System32\config\systemprofile.gradle\caches\transforms-2\files-2.1\c7c8438a8f935091b540d290be46ece9\jetified-play-services-auth-18.0.0.
Android resource compilation failed
@honest badge could you explain what you did?
@small scarab This is pretty much what I did. https://www.reddit.com/r/unrealengine/comments/l8qaa4/isshortpackagenamepath_error_while_packaging/ Except I skipped steps 2-5.
Instead I attached the VS Debugger to a Process. I tried attaching it to UE4Editor.exe as well as AutomationTool.exe Neither gave me the callstacks I needed.
I found I had to wait until the automation tool had started the actual build process, then the UE4Editor-Cmd.exe process would show up as an option to attach to in VS. That is the process that had the information everyone seems to be talking about (With the FBlueprintEditorUtils and stuff)
So, start packaging the project, then refresh the processes in VS until you see the UE4Editor-Cmd.exe process, and attach to that.
Does that help?
0 votes and 6 comments so far on Reddit
is the process just called cmd.exe or is it UE4Editor-Cmd.exe?
I tried refreshing it a couple of times while it was packaging and all it shows that was related to it was cmd.exe
OMG IT WOOOOOOOOOOORKS
HALLELUYAAAAAAAAAAAAH
IT WAS LITERALLY JUST ONE DAMN VARIABLE
ARE YOU KIDDING ME
😭 😭 😭 😭 😭
@honest badge @mellow bane Thank you so much to the both of you like jesus this would have taken longer if you guys didn't point me in the right direction
I know, right?!?!?!
I was so happy to hear the little chime of "build completed".
I didnt even see that thread before 😄
@worldly sequoia I'm gonna eat real quick and will be back
Hey, does anyone know whether "Additional Non-Asset Directories to Package" also works for the Content directory of Plugins?
Or, whether I can let plugins add their content into the .pak too
Hi guys, reposting from #automation
I'm having a hard time understanding how to write to the config ini files
void UMiscLib::SetProjectVersion(FString Version)
{
const TCHAR* NewVersion = *Version;
GConfig->SetString(
TEXT("/Script/EngineSettings.GeneralProjectSettings"),
TEXT("ProjectVersion"),
NewVersion,
GGameIni
);
GConfig->Flush(false, GGameIni);
}
this works when I read it with GConfig->GetString() but does not show up on the settings window
Can someone explain a little?
even if the changes are made in the actual ini files, the editor will not recognize them
Hi @here!
I have a question regarding .paks and the prerequisites for DLC. I've been searching online for a day or so now and can't seem to find a definitive answer to this.
As far as I can tell, there is no way to create DLC .pak that can be loaded into a UE packaged build, without having the original Editor project that created it. I want to know if this is the case? Or if I have missed something?
I'd like to provide an ability for my game to load additional maps created from any editor. There will be no logic in these maps, just simple meshes + textures. I figured the .pak would be the way to do this. Unfortunately as I see it, to create a .pak that can be loaded into my packaged build, I need to create a Content plugin that is then cooked and packed into a DLC .pak using a reference to the release version the base game was built to, within the original packaged game's .uproject.
Is there a way around this? Or a way to provide only the files necessary to another project to build these assets?
there is no way to create DLC .pak that can be loaded into a UE packaged build, without having the original Editor project that created it.
Specifically the project and release artifacts, yes.
I'd like to provide an ability for my game to load additional maps created from any editor
As long as absolutely no code or content of your game needs to be referenced - Blueprints, master materials, etc then I suspect you could work this around by packaging an arbitrary amount of content into a pak file and loading it at runtime manually. Probably need to spend some time with the engine's plumbing for that, but theoretically no reason it can't work
Great! thanks for the feedback @mellow bane
I imagine I would need to cook content and then add that to .pak?
Yeah
YMMV but maybe look at what the ark mod kit provided?
You might also be able to provide a basic pak file that contains the module loader code, then provide an interfact for people to load in stuff based on this pak
The ark mod kit provides game resources
Like all game editors
The question was for a basic UE4 editor, as far as I understand
(i havent used the ark one, just vaguely remember hearing of it)
I guess the motive for the question is how you aren't allowed to release editor binaries on Steam
aye
Yeah exactly! Motive for the question not to do with steam though. I essentially want to create a rendering process that can render a different environments made in UE on a remote server. But want to be able to upload environments dynamically, and not have distribute the inners of this rendering project. Ideally, I can just mount a .pak that spins up the scene as long as it has it's own correct references in in it's AssetRegistry
In this case I suspect the plugin route is easiest - have users create a plugin, package it and use it
You can use the FPakFile class to load right?
Would the users need to have the original project though? Or could I just manually load with the FPakFile class to do that?
I think you can manually load via that class
but its been literally 5 yrs since I was doing it
Ah, amazing! I was attempting this, but haven't been using FPakFile, just placing my plugin .pak in my packaged game's Paks/ folder and wasn't able to get the map using console. When creating DLC map in original project, I was able to get the map to load
So assumed that FPakFile wouldn't work.. But maybe I'm wrong
Loading pak files manually is not enough, you also need to plug into the asset registry so that the game can discover content
Yeah, exactly what I thought
And loading the pak manually is only useful if it's not in the content dir
Of course it's possible
Needs to get the asset registry. I found this resource
https://answers.unrealengine.com/questions/258386/loading-map-from-pak-at-runtime.html
Here this guy just simply Packages the build, takes the PakFile manifest which includes the AssetRegistry.bin, removes paths that aren't used by his content, and then paks it. I tried this though and still didn't seem to work
I guess when a packaged build starts, it runs through and mounts all it's .paks, and loads their AssetRegistry.bins
I wouldn't expect much of this to work immediately, especially if it's a bit old - lots has changed in the engine over time
Cool, yeah, I'm going to have a play around with the class and see if I can walkthrough the process a bit
Thanks for the help!
Thanks for the feedback, great to know it's been done before if that's the case
Does anyone know if you can create a build without the "WindowsNoEditor" subfolder? I just want the build files to be in the root of whatever folder I select.
Just use the WindowsNoEditor folder as root when uploading builds
I just do
cd
ren```
Well, my use case is dropping the files into the "content" folder that Steam provides. But if there's a "WindowsNoEditor" subfolder, Steam will not correctly upload your content. So you have to manually go in and remove the extra layer.
script it
Yeah I guess, hehe
I am trying to package a plugin: ERROR: Visual Studio 2017 must be installed in order to build this target
How to fix it?
Have you tried... installing visual studio 2017?
But it feels weird
It’s like buying something the day before the discount
I have no idea what that even means
It sounds like you're on a version of unreal that was built with VS2017
ue4.26
you haven't given any other details, so the most anyone can tell you to do is read the error message
ok, that's a different story
make sure VS2019 is installed with all the required build tools (C++ game development workload at a minimum), and make sure VS2019 is selected in editor settings.
Really helpful and can I use IncreBuild?
when i try packaging and i get this error UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPhysicsCore: Error: PHYSX: (D:\Build++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp 198) eINVALID_PARAMETER : Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!
what can i do for this problem
Guys, anyone followed this tutorial? https://www.youtube.com/watch?v=h3A8qVb2VFk&t=5281s can someone help with my question?
Michael Prinke is back on Inside Unreal to talk to us about the ChunkDownloader! We'll walk you through how to do a basic setup of ChunkDownloader, and why you'd use it. We'll be covering how to break up assets into Pak files, how to integrate ChunkDownloader into your GameInstance, and how to test out the system on your local machine.
ANNOUNCE...
- In the demo after the package all chunks are going to packaged folder. Presenter is deleting those chunks in demo video before running chuck downloader. In the mobile package, all chunks are going to apk or ipa file which I am unable to delete. How to tell the engine not to include downloadable chunks in the package so paks can be shipped from the server? For example: chuck0 to keep is package but chunk1001 and chunk1002 from server.
hello everyone... I'm having a big hard time trying to package my project ... I'm encountering this error:
LogPlayLevel: Error: ERROR: System.ArgumentException: An item with the same key has already been added.
Found some people saying that I have to remove the "Saved" & "Intermediate" or the "Plugins" folders from my project .. did so with no use to fix it.
Also checked for the plugins folder ... it's not even in my project's folder.
I'm using VS 2019 and the project is Blueprints only.
I have encountered this problem because of duplicates in my new plugin and engine
what new plugin,,, the project folder doesn't even has this folder inside.
It’s just that it may be a similar problem, such as duplicate names
do you mean there are duplicates in the UE4 4.26 folder ? or in the project folder itself ?
BTW I had this issue trying to package a newly created project.
I don’t know, I am also troubled by packaging. The key is that the error message is very vague...
yeah true... and the ErrorCode=1 is not helping at all ...
I’m going to pack them separately and see who is triggering the problem...it’s so stupid
I think I'm gonna delete all my plugins installed in the engine and install them all again ,, maybe one or some of them are making this error.
OMG I finally figured it out... and it's crazy really.
It turned out to be that there are 2 different plugins having the same name on the marketplace!!
They are both Blueprint Json plugins .. one's called "BlueprintJSON" and the other is called "BlueprintJsonPlugins"
They are both at the UE4 Marketplace one free and the other is paid plugin.. from 2 different providers.... It's really a strange thing honeslty.
These are the two plugins ... they are different but having both made that conflict.
I succeeded and encountered a lot of pitfalls
Someone should talk about these issues, but very few
Hi anyone know why chunks are cooked in shipping build even if i have option "Development only" select?
@glacial minnow once you delete plugin you need to clear plugin data from .uproject file too.
Packaged builds are cooked. Cooked is the opposite of "editor", "development" is the opposite of "shipping", packaging in development means "development" + "without editor"
You aren't allowed to release editor binaries so packaging without cooking would never make sense
@mellow bane Thanks for insight and it make sense. I am using chunk downloader plugin to update game from server. So how i will exclude downloadable chunks from package build?
Packaged builds are just a folder, presumably you then use some kind of infrastructure to distribute builds - Steam, GOG, Itch, your own client
So just don't upload the chunks there
why is my packaged game not launching
I am shipping for mobile device, For that I need ipa or apk files. If all chunks are included in base release why I need to use chunk downloader? Point was to release and ship base version oand deliver extra content from server using chunk downloder. Same way as DLC works
No idea, I've never used the chunk downloader - I just use my store infratsructure to handle deployment.
its been 2 weeks i was trying. Recent doc and video demo helped a lot but still lack of information there. I was thinking to build my own pak builder by comparing cooked versions. Will you suggest this as way forward?
I would suggest making a packaged build and putting it on the store with no additional work
2GB game everytime? even for small patch?
On PC stores, uploading a 2GB build with 50MB actually changed means you actually upload 50MB and clients actually download 50MB
I don't work on mobile, so maybe mobile stores are dumb
Yeah. for mobile it has to be whole build. They do not patch for you.
I'm surprised that mobile stores are all much worse for download size than Steam, GOG, EGS, Itch or Microsoft store
But if that's the case, I can't help, sorry - I don't do mobile
would this error
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogUObjectGlobals: Warning: Failed to find object 'Object /Script/MPShooter.MPCharacter```
cause the packaged build not to open? i dont have any errors otherwise. i dont even have a MpShooter script
if i launch the standalone client from editor, the game plays just fine, just for reference
oh i see
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.```
this was in the game's log
why is the plugin not loading?
Maybe you didn't set up the build.cs file correctly
how do i do that
anyone knows what "Stage base release pak files" does in the project launcher?
@glacial minnow what are those json plugins for? parsing json data that you can fetch out of a url or something?
Or using json for save files, or...
everything is running as expected
when collecting files to add to pak
out of memory
Anyone have issues with compiling shaders? I am just doing a default blueprint and the shader has been taking about 50 mins so far
Help is needed
Any help/suggestions on how to figure out the cause of this when going to launch?
try this.
Adding this tag to the application node
https://answers.unrealengine.com/storage/temp/309850-註解-2020-08-11-143331.png
android:requestLegacyExternalStorage="true"
and before packing, delete the Binaries, Intermediate and Saved folders in the project
Ok, I'll give that a try
yeah these plugins are used to parse Json String from an API the response comes as string and had to be parsed as Json.
Hello guys, any Apple masters here? I dont understant how the heck the Apple Shit Certificate System works... I have acces to a mac, i have accest to a Developer Team on apple and i can create certificates, but i have no idea how dose the certificate works,
@glacial minnow nice. maybe you'd like to check out Fetch. it's free on github or 5$ on the market
might be useful to you.. but hmm actually the plugins you mentionned might be useful to me! I did the parsing with what's already part of blueprint
@glacial minnow he's showing how to parse using the basic blueprint stuff, maybe this is useful for you: https://www.youtube.com/watch?v=DPVwaP792MA
Documentation: https://github.com/GameDev4K/unreal-fetch
Works with both Blueprints & C++.
@soft steeple unfortunately, that did not solve the problem. I'm attempting to repackage work sdk 29 instead of 30
I'm trying to get my game running on my phone. I've followed all the Epic and Apple tutorials to get it setup. I've signed up for iOS dev account and got the certificate and key setup in Unreal. I've got developer mode on for my phone, but still can't see the device in the Launch menu. iOS is enabled in my project settings too. Is there something obscure that I'm missing?
Hi 👋 first time asking for help here and I’m stumped with a ‘Fatal Error’ that pops up every time I try to run a packaged version of my project. Any advice or suggestions on diagnosing my issues would be greatly welcome 🙏❤️
I'd like to package clothes in DLC-s in separate pak files. I am following this:
https://www.youtube.com/watch?v=ndHNdUSRpho&t=375s&ab_channel=A7E7
In this one, you create a plugin, put your stuff in the contents folder of the plugin and set up your project launcher to generate dlcs.
I can only manage to get one pak file with all my clothes n stuff, even if I tick Generate chunks in the Project Launcher. If I untick Store all content in a single file, and leave Generate Chunks on I can't start packaging at all(second pic). If I switch both off, I get no pak files at all.... Generate Chunks and Use pak files are ticked in the project settings.
take a look at the Saved/Logs folder of your packaged project. you can find info why it is failing in one of the log files there
So, my project packages (and runs) just fine. However, I am making extensive use of data assets (built from a primary data asset) in the construction of my levels. Basically, these data assets store hard references to static meshes, and then those static mesh references are used to build spline mesh objects. This happens in the construction script. Everything works properly when running in the editor and when running in standalone. However, all of my objects disappear upon packaging. The error says that the specific variables that I use to reference the data assets are "pending kill" when the packaging process goes to actually use them.
Are data assets not meant to be used in this fashion? I guess I could refactor my code to use a previous method that actually worked (but was convoluted) but I would like to use my current design. I guess I would only need to make sure that the packaging process doesn't kill my data asset objects before they are used, but I don't know how to do that. Any suggestions?
they won't be "pending kill" if you keep a valid hard reference (ie. a UPROPERTY'd pointer) to them
^
@winged moss Hmm. Alright, I'll look into how I'm using the variables. I thought that the references that I was using (just normal static mesh variable references) were UPROPERTY'd, but I might not be using the correct type. Thank you!
I did more experimentation and it appears that a single data asset can be used only once; but the moment that the packaging process uses that data asset to initialize the static mesh (and other data like floats, bools, etc etc) for a single object it actually deletes the data asset itself, making any other objects that try to pull information from the actual data asset itself (not the variable) pull a null/pending kill reference. The issue apparently is that the packaging process is wiping out my data assets after they are referenced a single time which seems wrong. Might this be an engine bug? I'm on 4.26 fully updated.
Well what is it referenced by? You can add the data asset's directory to the always cook list
It's not an engine bug as things need to be referenced at cook time, this is mostly done through the levels in the cook list
I started messing around with packaging settings and it appears that if I add the asset directory like you said, then everything gets cooked properly. However, the packaging process refuses to cook any of my other maps and only cooks the "game default map" when I manually add the directory. It appears that my settings for packaging and cooking are the bulk of the issue here. I'll try and get to the bottom of it by messing with the different cooking and packaging settings to see if I can't get it to package everything properly myself! Thank you for the help and suggestions; it appears I've found the proper trail to follow with your help, @winged moss !
Hi @sleek stag, we've been having similar issues with our blueprint data assets, and depending on the build and whether we're using a standalone vs. a packaged build we sometimes have issues where our data assets are None. It's similar only up to this point, as ours aren't pending delete, but when I've dug into it it looks like a pretty intricate bug involving "REINST". I am slowly converting data assets into C++ objects which works a lot better, but has obvious limitations.
I think this issue might be the one we're having: https://issues.unrealengine.com/issue/UE-103849 .
It does sound like your bug is related to garbage collection though, but maybe this can help..
I've got an issue of my own, regarding Cooking - I'm getting the ExitCode=-1073740791 from the Cook command and ExitCode=25 (Error_UnknownCookFailure) from the AutomationTool. I've dug into this significantly, and attached my debugger, so I'll provide some logs and screen shots in hopes that someone else has maybe seen something like this before.
Here's the end of the AutomationTool log (I'm embarassed by the 3000+ warnings, but I'd like to try and not focus on them if it's not critical):
When debugging, it's looking like the check(!NumUsed.GetValue()); macro is failing in the FPageAllocator, which is causing a log to print, which is causing a call to a pure virtual function:
If I hit continue, it then tries to print again, which then leads to an abort():
This is the referencing issue I already helped them with
also viewing D:\p4_xyz\xyz\Engine\Programs\AutomationTool\Saved\Logs\Log.txt like it says probably helps for your other issue
The root issue lies at the FPageAllocator not destructing properly - but I'm a bit deep here and hoping someone either has some debug I can run/compile in or suggest a fix.
@grave cedar In my work today I actually manually converted all of my data asset references to soft object references. I then changed my construction script code to load in an object from the soft reference to the data asset, and that ended up working perfectly and fixing the issue. Depending on the size of your project and the amount of data asset references that you have, it may not be a feasible fix though. And yes, the REINST part was also in my error logs. So it's probably the same exact issue I was having. It looks like converting to soft object references and creating/loading a temporary object from them played a lot nicer with 4.26's packaging process.
@winged moss in this case the AutomationTool was calling the Cook command which I extracted and ran standalone, so the log snippet I provided above is the log it's referencing.
The only line in the full log I see that could possibly be interpreted as an error is this one:
LoadErrors: Warning: Linear color curves now accurately handle RGB values > 1. If you were relying on HSV clamping, please update C_LightningBolt
but I have other successful builds that have succeeded with this warning, so I'm 90% sure it's "just a warning".
However, I'm not sure if there are other issues that may be encountered further down the line with the soft object reference method. I doubt there are, as soft object references work exactly like hard object references once loaded but I guess I'll cross that bridge when I get there.
@sleek stag Thanks - I actually had solved one instance of this before with soft object references, but it's a bit of a pain to manage all the loading when the referencing should take care of it automatically. I might consider a soft object "quick-fix", but long term I think I'll convert everything to native classes (for the reason you stated, maybe problems down the road). :/
wtf?
Hi friends!
I'm trying to integrate Flurry to my ios project and I ran into this error:
UATHelper: Packaging (iOS): ERROR: Missing precompiled manifest for 'IOSFlurry'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in IOSFlurry.build.cs to override.
I've added the precompilefortargets thing but the error persists.
Has anyone dealt with a similar issue before?
Probably need to install the plugin in the project dir instead of the engine.
Did that. now I get a warning
PackagingResults: Warning: Modules must specify an explicit precompiled header (eg. PrivatePCHHeaderFile = "Public/IOSFlurry.h") from UE 4.21 onwards.
I've added PrivatePCHHeaderFile = "Public/IOSFlurry.h" into the build.cs and the warning is still there
oops I did that to the one in the engine folder
The maintainer is Epic 🤣
(You should never install any plugin to the engine folder)
It was already there tho
sometimes unreal's folder structure and maintenance really surprises me
It if was already there it would not cause this "not flagged for being included in a precompiled build" error
That's what I thought
all I did was enabling the already existing plugin and got a plethora of errors
No error in here
Ah, nevermind
@open rapids IIRC "Test" as a project name is a problem
would be useful to actually see the error output
yoo guys is this supposed to do this?