#packaging

1 messages · Page 45 of 1

fallow olive
#

did you modify the physics properties at all to prevent the groom from stretching when the character runs or moves quickly ?

hearty widget
#

@fallow olive sent you dm

low plover
#

@mellow bane it's the screen

low plover
#

do you have an idea bro ?

mellow bane
#

No, this is mobile specific stuff, I don't know much about that

low plover
#

Okay

low plover
#

I speak to everyone, do You know the bundle system or so skip the bundle system for an Android package ?

ebon sapphire
#

Assertion failed: Index == 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/OpenGLDrv/Public\OpenGLES.h] [Line: 439]
Please help to fix this .

ebon sapphire
unkempt cobalt
#

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

tight valve
#

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?

low plover
#

Why do I have this when I open my rungradle in intermediate / android / Gladle in my project?

#

after the window closed self

fresh escarp
#

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!

mellow bane
#

@fresh escarp They're probably not packaged at all because no asset refer to them and they're not forced to

shadow swift
#

Anyone know what to do against this?

turbid glen
#

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
#

Is it a source engine build ?

#

I guess it is since bUseLoggingInShipping

fresh escarp
#

@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.

turbid glen
#

@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 🤔

mellow bane
#

ALLOW_CONSOLE_IN_SHIPPING rings a bell ?

#

If that's false there should be now way the console makes it there

wraith heath
#

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.

mellow bane
#

Put them in Config/DefaultEngine.ini

#

Probably under [/Script/Engine.RendererSettings]

wraith heath
glossy haven
#
  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

low plover
#

Hi , do You know how to put my application on full screen for the package ?

oblique gust
#

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😊

low plover
#

Please, do You know how to disable the controller tactile for of the game which display to start my project please ?

turbid glen
#

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 🤔

runic basalt
#

help

#

i installed android SDK, NDK, and JDK

#

but error persists

stray maple
#

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?

vital creek
stray maple
#

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

vital creek
#

Correct.

mild acorn
#

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

mellow bane
#

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

mild acorn
# mellow bane You need to rename the project

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?

mellow bane
#

What does your task manager look like

mild acorn
#

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

mellow bane
#

I don't see your game running here

mild acorn
#

1 min and will show you

mild acorn
#

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

mellow bane
#

What is the name of your project ?

mild acorn
#

right now Z0006

mellow bane
#

Is this a Blueprint project

mild acorn
#

yes

mellow bane
#

To be clear your .uproject file is called Z0006.uproject ?

mild acorn
mellow bane
#

Not what I'm asking

mild acorn
#

or where i can check?

mellow bane
#

Windows explorer

mild acorn
#

)

mellow bane
#

Alright

#

In Config/DefaultEngine.ini, what's GameName ?

mild acorn
#

same

mellow bane
#

Does it work if you rename UE4Game-Win64-Shipping.exe to Z0006.exe ?

mild acorn
#

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

mellow bane
#

Right

mild acorn
#

in task manges same ue4

mellow bane
#

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

mild acorn
#

any advice how can i change? or what to search?

mellow bane
#

After making a backup of your project you can try converting it to a C++ project, without adding any real code

mild acorn
#

and then rename again. i see. ok thanks . will try later

mellow bane
#

No need to rename this time

#

Making it a C++ project will have the next packaged executable called Z0006-Win64-Shipping

mild acorn
#

got it. thank you

south jacinth
#

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?

mellow bane
#

Probably an old path from when you moved the files and didn't save affected assets

#

Or moved in windows explorer

south jacinth
#

But it works in editor

mellow bane
#

That's great news, you can probably simple resave all assets and have no more errors

south jacinth
#

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

mellow bane
#

"it" is a corrupted asset

#

Resaving "it" should null the reference

south jacinth
#

I've tried, but issue is still there

#

I'll try to remove cache

mellow bane
#

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

tulip sky
#

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.

kind lily
minor orchid
#

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?

minor orchid
#

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

grave kayak
#

does it matter if you change the name of the parent folder from "WindowsNoEditor" to whatever you want?

tulip sky
#

@grave kayak you can change the folder name

grave kayak
#

@tulip sky thank you

#

sweet profile pic btw

tulip sky
#

happy to help...and thanks. Been drumming a LONG time

grave kayak
#

got any videos on YT?

#

extended jams

#

for devving to

tulip sky
grave kayak
#

siiick. sounds kindof like Silent Force mixed with Kamelot

#

sorry for off topic mods

tulip sky
#

yeah, we're going to get in trouble for hijacking this channel 🙂

fresh sluice
#

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

graceful herald
#

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?

mellow bane
#

Should look at the packaging log for details, there are probably errors

graceful herald
#

We packaged with a shipping configuration, does that also log? Cause I can't seem to find it.

mellow bane
#

The packaging log

#

From the packaging process

graceful herald
#

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 :/

mellow bane
#

The whole thing would be helpful

graceful herald
mellow bane
#

That's not nearly the full log

#

And yeah, these errors are probably harmless

#

Resave the assets to remove these errors

minor orchid
#

This is the packaging issue I'm having. Any advice?

graceful herald
mellow bane
#

Yeah, that's the one. Looks fine though.

#

Any streaming levels used ?

graceful herald
#

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.

mellow bane
#

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

graceful herald
#

Yes that is used

#

Its also integrated in a package we use from the Epic Store (Advanced Framework - VR, Mobile & Desktop)

mellow bane
#

So, is the missing content part of a streamed level by any chance ?

graceful herald
#

yes, that map level is the last being loaded in

mellow bane
#

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

graceful herald
#

Okay thanks, I will check it out later today 🙂 Need a break and fill the tummy

round sorrel
#

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

mellow bane
#

Lots of engine content

#

And you should check the Maps folder if you have static lighting

thorn oriole
#

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?

mellow bane
#

Nah

#

Feel free to override the movie player with your own though

thorn oriole
#

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.

solid holly
#

packaging my game rips through all 16 gigs of my ram

#

what should i do

#

packaging for windows 64 fyi

cunning sparrow
#

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 😄

slate sable
#

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

worldly sequoia
#

AFAIK yes, dedicated servers still need to be built through an engine source install

mellow bane
#

@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

fresh sluice
#

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

mellow bane
#

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

fresh sluice
#

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...

mellow bane
#

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

fresh sluice
#

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 😂 😂

minor orchid
#

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

mellow bane
#

@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.

minor orchid
#

Is that possible using blueprints?

mellow bane
#

Probably not

minor orchid
#

fook

mellow bane
#

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

minor orchid
#

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

mellow bane
#

Engine upgrades might break serialized binariess yeah

#

I don't know if json is exposed to BLueprint

#

Should be a lot more resilient

minor orchid
#

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

mellow bane
#

Yeah I don't believe save data is removed

#

Unless it's something dumb like a Development build

minor orchid
#

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.....

mellow bane
#

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

minor orchid
#

Exactly.

#

I just wonder if it is a programming thing, or a packaging thing.

mellow bane
#

How's that save system set up ?

minor orchid
#

Just to a save game data

mellow bane
#

Looks fine :/

minor orchid
#

Yeah

#

It just...deleted when I put a new build up on google play

#

Well. Reset

mellow bane
#

So any new build with no change resets the progress ?

minor orchid
#

Yeah

#

Seems to. As in. I don't change anything with the save game stuff

low plover
#

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

mint leaf
slate sable
mellow bane
#

You'll need the engine source

mint leaf
#

there is little documentation for it, but you have to clone source, then make a rocket (installedenginebuild) build via a buildgraph

mellow bane
#

How does that help with dedicated servers ?

mint leaf
#

it gives you a distributable binary that can build DedicatedServer target

mellow bane
#

Alright

mint leaf
#

Other option is to do the build via CI

#

but that has its own complexities

misty basin
#

how do i package a project for html5?

mellow bane
#

As of 4.25, you don't

#

4.24 is supported through an external plugin available on Github, 4.23 and earlier have support

misty basin
#

sad, i am using 4.26. is there a way to upload on itch.io and have it be playable in browser?

mellow bane
#

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

normal lantern
mellow bane
#

Of course we know why, the market for it does not exist

misty basin
#

thats very bad news. means i gotta produce games people are willing to download and play. i cant do that 🤷‍♂️

mellow bane
#

And Unreal being a giant 100MB executable always meant HTML5 games would have a long download before they'd be playable

misty basin
#

i have a game on itch.io which was made with ue4(4.23 i think) and the download size is 50 mbs thought?

mellow bane
#

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

misty basin
#

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

mellow bane
#

Even 4.24 HTML5 support is through a plugin

misty basin
#

i'll take a look at the plugin. thanks for the help

low plover
#

Hi you know why my project is not full screen on mobile, do you have an idea? I put 1920x1080 in all my widgets

chilly spoke
#

I want a plugin I have to be dependent on another plugin

#

How can I do that?

tiny nexus
#

Anyone experienced with pak compression?

mellow bane
#

Ask your questions

tiny nexus
#

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.

mellow bane
#

So the same project compresses quickly for like Mac or Linux but 10x slower for Windows ?

tiny nexus
#

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?

mellow bane
#

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

tiny nexus
#

When is Xbox going to become public? Microsoft was promising homebrew dev for Xbox for a while and then suddenly all silent...

long abyss
#

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 🙂

mellow bane
#

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

tiny nexus
long abyss
#

Woot !

#

@mellow bane that is promising ! Did you implemented it ?

mellow bane
#

Yeah I implemented it once for internal testing

tiny nexus
# mellow bane Which absolutely no one wants

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?

long abyss
#

I have my own electron launcher / updater

mellow bane
long abyss
#

@mellow bane does it require a particular data architecture / asset manager ... ?

mellow bane
#

It's just a tool that processes files and does delta patching on them

long abyss
#

That’s neat

mellow bane
#

It's the tool Itch devs use to upload or update builds

#

But as an offline tool it creates diffs, basically

long abyss
#

Cool !

mellow bane
#

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

long abyss
#

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 ...

mellow bane
#

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

long abyss
#

It would work for switch update also ?

#

I saw the 500mo update limit

tiny nexus
#

@mellow bane yes, that's really nice. This tool is a full launcher+patcher for desktops? Not itchio locked?

mellow bane
#

@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.

mellow bane
low plover
#

Hi you know why my project is not full screen on mobile, do you have an idea? I put 1920x1080 in all my widgets

mellow bane
low plover
#

Already do but it not worked

mellow bane
#

So how did you do it

low plover
#

i have not always resolve my problem

#

@mellow bane

mellow bane
#

How did you try setting the game to fullscreen

low plover
#

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

mellow bane
#

You forgot to apply the settings

low plover
#

How ?

#

In settings preference i put it too

#

@mellow bane

mellow bane
#

You need the ApplySettings node

low plover
#

I find not it

#

@mellow bane

#

I have find it

#

Apply settings or just apply resolutions settings ?

mellow bane
#

In this case the resolution

low plover
#

OK

#

Now i do a package ?

#

it works always not

mellow bane
#

File -> package

#

If you have errors, read the log

low plover
#

the package works, but it's not on full screen

#

Do you think that my problem can to come of the sdk or ndk ?

mellow bane
#

It's probably your Blueprint

low plover
#

OK

dreamy scaffold
#

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

open rapids
#

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.

long abyss
mellow bane
open rapids
#

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

nova zodiac
#

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

still valve
#

Hey folks, does anyone have experience with creating Chunks? Got a lot of stuff that should be in a chunk going to chunk 0

still valve
#

Another question if anyone knows... how do I actually set up MaxChunkSizes? Setting high values dont seem to work

minor orchid
#

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.

plucky juniper
#

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.

mellow bane
#

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?

minor orchid
#

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?

mellow bane
#

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

minor orchid
#

Right on.

plucky juniper
winged moss
#

more packaging than rendering because it's for cooked textures and is set on a device profile basis

clever vortex
#

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

sinful halo
#

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

brave plover
#

Anyone have tips on handling platform specific assets in UE4?

visual minnow
#

not sure how to fix this

mellow bane
#

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 ?

clever vortex
sinful halo
clever vortex
#

Ahh yeah strange, not sure then sorry 😐

open rapids
#

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...

clever vortex
#

Is it an error or just a warnng?

open rapids
#

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

clever vortex
#

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

open rapids
#

ok so if I find nothing I post a request on the vr section. thank you!

clever vortex
#

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

brittle geyser
#

When specifying primary assets to scan, do i need to add all the sublevels or just the persistent map is enough?

long abyss
#

Hello Guys, quick question on how would you package a game with separate audio file that you patch depending on User language

sinful halo
# clever vortex Ahh yeah strange, not sure then sorry 😐

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!

clever vortex
#

All good, glad you found out what it was

visual minnow
#

anytime i try to package my file it says failed to load ovrplugin.dll

mellow bane
#

Check that cooking log quoted just after the big red "cook failed" message

visual minnow
#

ok

#

what should i be looking for i just see the same stuff

mellow bane
#

Looks like a folder access was denied here

visual minnow
#

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.

low plover
#

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

dark shadow
#

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.

raw hazel
#

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?

fast grove
#

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.

mellow bane
#

So what's on EnablingComponent.h(10) ?

fast grove
#

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.

mellow bane
#

So what is the code, is what I'm asking really

fast grove
#

#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();
};
mellow bane
#

Weird, looks like the GENERATED_BODY macro is broken

#

Try regenerating project files and rebuilding

fast grove
#

Already

mellow bane
#

Is this on a released engine tag ?

fast grove
#

It's source build 4.24

mellow bane
#

😐

#

Is the project name something reasonable ?

#

Like, no UTF8 chars etc

fast grove
mellow bane
#

Taking that as a yes, not sure what else can go wrong

#

Maybe confirm the cross-build toolchain is the correct one

low plover
#

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

silk halo
#

Something happened and when I try to package my game it tells me that ue4game.target doesn't exist. What did I do? 😨

mellow bane
#

What's the build log

silk halo
#
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
mellow bane
#

Is this a Blueprint or C++ project

silk halo
#

blueprint i think

#

(I know that I never made any cpp classes but I might have generated vscode project files 😬 )

mellow bane
#

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

silk halo
#

ohhhh 🤔
that makes sense

#

I do have vs2019 tho

#

do I need to explain this project that it's now a cpp?

mellow bane
#

nah

#

How did you package ? File -> Package -> Win64 in the editor ?

silk halo
#

yes

mellow bane
#

Cool, so you have no requirement issue

#

Let's do the weird error prayer

silk halo
#

🙏

mellow bane
#
  • 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
silk halo
#

I do have source control but Build, Binaries and Intermediate are excluded 😅
they should be artifacts 😬

#

will try and report back 🤞

mellow bane
#

Yeah it's normally safe to remove them

#

IIRC Build has the splash screens

silk halo
#

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"? 🤔

mellow bane
#

UE4Game is the target for Blueprint projects

#

It's basically just the engine

wooden escarp
#

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?

mellow bane
#

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

wooden escarp
#

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.

silk halo
#

@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

winged moss
#

yeah, platform names or platform families are forbidden words in directories

#

unless it's cooking for that platform

silk halo
#

So... if I build for Apple then Apple is fine but for any other platform is a forbiden word?!

mellow bane
#

Yeah

#

"Switch" was a fun one

winged moss
#

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

silk halo
silk halo
#

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

mellow bane
#

You should not have duplicate plugins in engine and project

silk halo
mellow bane
#

Weird

#

I guess you need to disable the engine one first

cobalt wolf
#

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

green river
#

how do i solve this error when packaging: error LNK2019: unresolved external symbol

mellow bane
#

Put up the full build log here

mellow bane
#

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

green river
#

I'm using Advanced locomotion system so it must be that

mellow bane
#

No idea, just telling you what the error is.

green river
#

Thanks for the help

flat marten
#

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.

noble gyro
#

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
tardy dew
#

Hello guys, anyone knows how chunk downloader will update pak file? I updated manifest file but it doesnt detect changes.

raw ibex
#

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?

bitter night
#

help

#

pls

winged moss
#

LOD bias should effect the packaged game though since that's a cook-time thing

winged moss
# bitter night

look at the log file that is mentioned in the error message

frail mango
#

what's special about vs 2017 that requires i have it in order ot build

mellow bane
#

Compilers tend to be useful in game development

frail mango
#

no as in why 2017 vs 2019 or rider

#

why does it matter so much that's it's 17

mellow bane
#

It does not

#

And technically, you only need MSVC and a Windows devkit AFAIK

frail mango
#

ok i have all that it just can't build with rider apparently

winged moss
#

rider isn't a compiler

#

it builds with the VS toolchain

mellow bane
#

I think Xeru's question is why a perfectly valid Rider + MSVC environment doesn't detect as a valid SDK for packaging

frail mango
#

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

brave plover
#
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?

mellow bane
#

@frail mango This isn't true - I haven't had VS 2017 on this machine for literally years

frail mango
#

i'm talking to the udn guys it's due to the projects original creation date

remote shard
#

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.

next quiver
#

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

meager axle
#

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

brave plover
#
[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 😭

low plover
#

Hi, Do you have any idea why some games do not save on Android while on PC it works fine?

potent flax
#

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

dreamy scaffold
#

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

thorny canyon
#

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?

mellow bane
#

Did you test the game without the editor first ?

thorny canyon
#

@mellow bane yes i did, everything works in editor and in standalone mode but the packaged game does not work

strange ledge
#

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!

potent flax
# potent flax How do I exclude an editor module from a packaged build? I have a separate edito...

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 :)

tawdry bramble
#

hello!

#

Could someone help me? I cant make the packaging for windows

#

the log says unknown error at the end

mellow bane
mint leaf
long compass
#

Anyone know how to fix this?

meager axle
#

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!

potent flax
# potent flax Well - I've verified pretty much everything for this I can think of. My editor m...

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)

long compass
mellow bane
#

Put the full log on pastebin

long compass
mellow bane
#

Same for see C:\Users\SAS\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Games+UE_4.26\Log.txt

long compass
#

okay

long compass
mellow bane
#

Okay, that's weird

#

Basically the game itself crashes

long compass
#

Bruh

#

it is just a maze lol

long compass
mellow bane
#

lmao, that's a nice one

viscid girder
#

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

wintry wasp
#

how do I package the mod editor for mod support?

woven mango
#

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

tardy dew
#

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.

burnt remnant
#

has anyone used installshield with UE before?

#

any good?

#

also cert signing - no dramas?

winged moss
#

we sign our executables, no drama

#

if that's what you mean

glossy haven
#

ah you're here

#

take time of issuing cert into account

#

not instantaneous afaik

#

(if you're in a rush)

winged moss
#

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

glossy haven
#

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

winged moss
#

you can justify it in saying it's less of a customer support burden if you do it

glossy haven
#

sure

winged moss
#

or worse, people pushing conspiracy theories about a hidden trojan on the steam forums

mint leaf
tardy dew
#

@mint leaf Thank you very much, do you know which settings are these exactly?

mint leaf
#

type chunk in the search youll find it

tardy dew
#

@mint leaf

mint leaf
tardy dew
#

This setup i already have, not in screenshot. chunks are generated fine. But I need that not all chunks pack into package.

mint leaf
#

then you didnt do the labels properly

tardy dew
#

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?

mint leaf
#

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

tardy dew
#

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

mint leaf
#

call unreal pak directly then?

tardy dew
#

so that patch id 1001, 1002 and 1003 i can ship from server

tardy dew
mint leaf
#

Find the path and go read docs on the cmdlet for it

tardy dew
#

you mean cook only from command?

mint leaf
#

I havent done it in ageees

tardy dew
#

hm ok,

open rapids
#

Hello guys

#

I have a problem

#

about

#

trying to cook a build for android

twin vine
#

No idea, try removing intermediate folder and cook again

midnight mauve
#

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

frail mango
#

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?

mellow bane
#

What's the full log ? Check that you have enough free space

frail mango
#

ithat is legit the full log

#

it just repeats that over and over

mellow bane
#

I doubt the entire, full, complete log is just that

#

But if it is, check the free space and permissions

#

waiting 10s and retrying

frail mango
#

and i have 3 tb free so it's not a space issue

mellow bane
#

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'.

frail mango
#

ok why did this only occur now. i built a separate plugin in the same project and it went just fine

mellow bane
#

Check that the file exists

frail mango
#

mscorlib?

mellow bane
#

No, the file

frail mango
#

ok the response file isn't there

#

could it be a length issue

#

i have the actual ddl but not the response

mellow bane
#

Try removing Intermediate

frail mango
#

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

mint leaf
#

I had that the other day

#

cant remember how i solved it

open rapids
#

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 ?

unique echo
#

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.

crisp patrol
#

When packaging for windows by default, is it a 64 bit build only?

#

Or does the same build support 32 and 64 bit?

potent geyser
#

On my machine it's 64 bits only

#

Not even sure UE4 supports 32 bits

mellow bane
clever vortex
#

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?

rare reef
#

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.

mellow bane
#

Put the full log on pastebin

rare reef
#

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

mellow bane
#

"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

rare reef
#

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

mellow bane
#

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

rare reef
#

should I open/build the texture compression on all my levels one by one?

mellow bane
#

You can at least try running packaging through VS's debugger if you're familiar with debugging C++ and try getting the texture name

rare reef
#

not a package build jsut an editor build

#

OK

mellow bane
#

Have to go though, hope you'll find something out

rare reef
#

Thanks Stranger

misty jacinth
#

I can't package, how can I solve this problem?

woven mango
#

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

rare reef
#

@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?

burnt remnant
#

@vague hare is this the right place to put this?

vague hare
#

ahhh maybe? In theory yes but i tend to just use commandline for my building

burnt remnant
#

😦

vague hare
#

I mean you can give it a try, won't take long to see if it worked or not

burnt remnant
#

I wonder if the command the project launcher outputs is in the log

#

I did, it didn't work

vague hare
#

did you try -cmdline="-FeatureLevelES31"?

burnt remnant
#

nope

vague hare
#

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

vague hare
burnt remnant
#

gotcha, makes sense

#

I've managed to extract the build command either way. might make some scripts.

burnt remnant
#

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

vague hare
vague hare
burnt remnant
#

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

vague hare
#

it's got double --

burnt remnant
#

ooh

#

the actual command does nothing though

vague hare
#

what command?

burnt remnant
#

the one from above

vague hare
#

Running that in cmd or something? May need to adjust for paths depending on the console you're using (cmd, powershell, bash etc)

burnt remnant
#

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

vague hare
#

Ahh you haven't selected cook and/or package

burnt remnant
#

ah

#

I guess the project launcher does all that stuff separately

vague hare
#

which would explain why it isn't working in UE Frontend either

burnt remnant
#

oh?

vague hare
#

Wait no, you're just passing compile args

#

you want BuildCookRun

burnt remnant
#

is that like UBT or something else?

vague hare
#

You pulled out the wrong command from UE Frontend

burnt remnant
#

haha

vague hare
#

BuildCookRun will invoke the above

#

That's the build stage

burnt remnant
#

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?

vague hare
#

Also you don't need to select all maps, that's a way to override the set maps in your project package settings

burnt remnant
#

ah gotcha

#

I like their fragmented build systems less and less

vague hare
#

What do you mean?

#

It's all the same build system, just a different interaction point

burnt remnant
#

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

vague hare
burnt remnant
#

nah they're set

vague hare
#

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?

burnt remnant
#

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

vague hare
#

Roger

burnt remnant
#

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

small scarab
#

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?

mellow bane
#

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

low plover
#

Hello little question, how to put your game vertically on mobile?

small scarab
mellow bane
#

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

mellow bane
#

If you're debugging and you have a screenshot of the error I can help

small scarab
small scarab
#

@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

mellow bane
#

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

small scarab
#

lemme dl it and get back to you on it

#

oml 30GB dl lmaoooo

mellow bane
#

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

small scarab
#

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

mellow bane
#

The real oversight here is the packaging process not simply logging each file before it starts processing it

small scarab
#

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

mellow bane
#

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

small scarab
#

@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

mellow bane
#

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

small scarab
#

this right here?

#

how would i correct it?

mellow bane
#

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

small scarab
#

is there a way to search with the call stack or do i just have to trudge through it

mellow bane
#

In ParseObjectPropertyValue you should be able to have more variables

small scarab
#

you mean this?

#

I dont really see any noticeable variables within it or the Fproperty

#

@mellow bane

mellow bane
#

Check the Autos panel.

small scarab
#

mmmmm I've tried searching everywhere for the variables for ParseObjectPropertyValue or FSoftObjectPath but nothing seems to come up

mellow bane
#

Alright so see here this doesn't have a path

#

What does PropertyValueFromString_Direct do ?

small scarab
#

nothing much as well

#

it only appears twice on BlueprintEditorUtils.cpp

mellow bane
#

Does this hold anything cool in that function

round sorrel
#

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?

tardy dew
#

guys anyone can help how to patch game using chunk downloader.. i spent many days on this. if anyone can help?

honest badge
#

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?

honest badge
#

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.

short yarrow
#

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
clever vortex
strange ledge
#

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

small scarab
#

@honest badge could you explain what you did?

honest badge
#

@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?

small scarab
#

I tried refreshing it a couple of times while it was packaging and all it shows that was related to it was cmd.exe

small scarab
#

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

honest badge
misty jacinth
sinful fog
#

I didnt even see that thread before 😄

#

@worldly sequoia I'm gonna eat real quick and will be back

zealous wasp
#

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

sinful fog
#

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

junior mica
#

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?

mellow bane
#

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

junior mica
#

Great! thanks for the feedback @mellow bane

I imagine I would need to cook content and then add that to .pak?

mellow bane
#

Yeah

mint leaf
mellow bane
#

The ark mod kit provides game resources

#

Like all game editors

#

The question was for a basic UE4 editor, as far as I understand

mint leaf
#

(i havent used the ark one, just vaguely remember hearing of it)

mellow bane
#

I guess the motive for the question is how you aren't allowed to release editor binaries on Steam

mint leaf
#

aye

junior mica
# mellow bane The question was for a basic UE4 editor, as far as I understand

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

mellow bane
#

In this case I suspect the plugin route is easiest - have users create a plugin, package it and use it

mint leaf
#

You can use the FPakFile class to load right?

junior mica
mint leaf
#

I think you can manually load via that class

#

but its been literally 5 yrs since I was doing it

junior mica
#

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

mellow bane
#

Loading pak files manually is not enough, you also need to plug into the asset registry so that the game can discover content

junior mica
#

Yeah, exactly what I thought

mellow bane
#

And loading the pak manually is only useful if it's not in the content dir

mint leaf
#

iirc it was possible

#

pretty sure a place I worked got it working

mellow bane
#

Of course it's possible

junior mica
#

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

mellow bane
#

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

junior mica
#

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!

junior mica
jade spade
#

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.

mellow bane
#

Just use the WindowsNoEditor folder as root when uploading builds

jade spade
#

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.

mint leaf
#

script it

jade spade
#

Yeah I guess, hehe

median patio
#

I am trying to package a plugin: ERROR: Visual Studio 2017 must be installed in order to build this target

#

How to fix it?

vital creek
#

Have you tried... installing visual studio 2017?

median patio
#

It’s like buying something the day before the discount

vital creek
#

I have no idea what that even means

#

It sounds like you're on a version of unreal that was built with VS2017

median patio
#

ue4.26

vital creek
#

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.

median patio
#

Really helpful and can I use IncreBuild?

misty jacinth
#

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

tardy dew
#

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...

▶ Play video
#
  1. 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.
glacial minnow
#

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.

median patio
glacial minnow
#

what new plugin,,, the project folder doesn't even has this folder inside.

median patio
glacial minnow
#

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.

median patio
glacial minnow
#

yeah true... and the ErrorCode=1 is not helping at all ...

median patio
#

I’m going to pack them separately and see who is triggering the problem...it’s so stupid

glacial minnow
#

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.

glacial minnow
#

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.

median patio
#

I succeeded and encountered a lot of pitfalls

#

Someone should talk about these issues, but very few

tardy dew
#

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.

mellow bane
#

You aren't allowed to release editor binaries so packaging without cooking would never make sense

tardy dew
#

@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?

mellow bane
#

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

misty basin
#

why is my packaged game not launching

tardy dew
#

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

mellow bane
#

No idea, I've never used the chunk downloader - I just use my store infratsructure to handle deployment.

tardy dew
#

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?

mellow bane
#

I would suggest making a packaged build and putting it on the store with no additional work

tardy dew
#

2GB game everytime? even for small patch?

mellow bane
#

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

tardy dew
#

Yeah. for mobile it has to be whole build. They do not patch for you.

mellow bane
#

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

misty basin
#

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?

mellow bane
#

Maybe you didn't set up the build.cs file correctly

misty basin
#

how do i do that

mellow bane
#

Well, how did you set it up when setting up Steam ?

#

Is this a source project ?

open rapids
#

anyone knows what "Stage base release pak files" does in the project launcher?

dreamy scaffold
#

@glacial minnow what are those json plugins for? parsing json data that you can fetch out of a url or something?

mellow bane
#

Or using json for save files, or...

worthy mist
#

Can anybody tell me, why it suddenly is running out of memory ?

worthy mist
#

everything is running as expected

#

when collecting files to add to pak

#

out of memory

lean valley
#

Anyone have issues with compiling shaders? I am just doing a default blueprint and the shader has been taking about 50 mins so far

viscid hatch
#

Help is needed

#

Any help/suggestions on how to figure out the cause of this when going to launch?

soft steeple
soft steeple
viscid hatch
#

Ok, I'll give that a try

glacial minnow
bleak linden
#

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,

dreamy scaffold
#

@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

viscid hatch
#

@soft steeple unfortunately, that did not solve the problem. I'm attempting to repackage work sdk 29 instead of 30

wooden escarp
#

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?

desert pilot
#

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 🙏❤️

open rapids
#

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.

open rapids
sleek stag
#

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?

winged moss
#

they won't be "pending kill" if you keep a valid hard reference (ie. a UPROPERTY'd pointer) to them

sleek stag
#

@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!

winged moss
#

The data asset would need to be to remain in memory

#

That’s how the GC works

sleek stag
#

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.

winged moss
#

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

sleek stag
#

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 !

grave cedar
#

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.

#

It does sound like your bug is related to garbage collection though, but maybe this can help..

grave cedar
#

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():

winged moss
#

also viewing D:\p4_xyz\xyz\Engine\Programs\AutomationTool\Saved\Logs\Log.txt like it says probably helps for your other issue

grave cedar
#

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.

sleek stag
#

@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.

grave cedar
#

@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".

sleek stag
#

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.

grave cedar
#

@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). :/

open rapids
#

wtf?

sinful fog
#

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?

mellow bane
sinful fog
#

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

mellow bane
#

That's just a warning

#

Take it up to the plugin's maintainer if you want it fixed

sinful fog
#

oops I did that to the one in the engine folder

sinful fog
mellow bane
#

(You should never install any plugin to the engine folder)

sinful fog
#

sometimes unreal's folder structure and maintenance really surprises me

mellow bane
#

It if was already there it would not cause this "not flagged for being included in a precompiled build" error

sinful fog
#

That's what I thought

#

all I did was enabling the already existing plugin and got a plethora of errors

open rapids
#

hi. whats the problem? i cant package my project

mellow bane
#

No error in here

#

Ah, nevermind

#

@open rapids IIRC "Test" as a project name is a problem

tough axle
#

Anyone know how to fix this problem

winged moss
#

would be useful to actually see the error output

vernal edge
#

yoo guys is this supposed to do this?