#packaging
1 messages · Page 46 of 1
it has been doing the same thing for like 20 min now
its only one shader left
and it never stops
guys anyone know why i get this while making patch? ERROR: Only staged builds can be paked, use -stage or -skipstage.
I have stage selected
Yes, first cook is slow
Oh alright then
Have tried all the solutions i can find on the internet by deleting all the certificates
and reinstalling them, to even formating my pc and Mac
i am trying to build remotely on a lan mac
is there anyone who could help me on this i have been stuck with this for a whole month now with no solutions
Cant seem to install source to mac either due to some errors, to build directly on mac
im not a mac person so idk. But have you checked your visual studio version. It has to be updated to the latest version. And you .NET Frame work has to be set to the latest one.
When you go to visual studio installer and modify and the individual component and tick NET framework 4.8 SDK.
This might be a totally inaccurate solution. Its just something that i had and then it worked..
I keep getting a ton of errors out of nowhere when compiling, do you guys have any ideas?
Check your disk space
Hi guys! I need a bit of help with an error.
I'm trying to launch a very simple AR project directly in my mobile but I'm getting this error all the time. Does anyone know why this is happening? Or if someone can point me in the right direction towards solving the problem, I would be very grateful 🙂
Thanks in advance for your help!
i just discovered that the error it's caused for changing the version of the project...for example mine went from 4.17 to 4.25
my guess it's going over MAX_PATH, ie. a file path more than 260 characters long
helps to have the debug symbols
Any C++ plugin installed to the engine dir of a launcher engine will simply not package
Furthermore, any plugin in the engine dir won't be versioned with team members
And of course a plugin in the engine dir can't have modifications for the current project
And a plugin in the engine dir needs reinstalling every time you upgrade the engine no matter if the plugin actually needs updates
And so on
this strongly assumes launcher engine though
most of the time with a source build, you'll actually have the engine in source control. we use UGS for distributing the binaries
Right
I should have mentioned this was intended for launcher build users
And if we're honest, I just spend too much time here explaining this particular packaging issue
even with a source build, it living in the project is preferable. I think one thing it would be better in Engine is if you share plugins between projects and want to set up branching workflows for them
Anyone know how to fix this?
I'm getting this error when trying to package a VR game for Android for the Quest 2, :app:compileDebugJavaWithJavac FAILED
Any suggestions for solving it?
Hello ! I'm trying to test my game on the phone, Launch it from unreal engine 4.26. I updated the Main Widget, save and launch again, but the widget isn't updating on the phone, is the same as the old one. Any suggestons ?
why would a trigger box inside an actor not trigger on a shipping build?
edit: i was doing stuff with the console. there is no console on a shipped build so it was not working
Is there a toolchain for packaging a client for Mac?
I keep seeing that the mac version of the editor is required, but this leads to the question of: if i transfer the project to a mac, compile in xcode and build the client there, will the client be able to log in to a server built from a windows install?
Or will i get the infamous “please update client”
should be able to
Hey guys, I'
I'm trying to package the UE4 engine with the third party HTML5 plugin. Whenever I add "HTML5LauncherHelper" to the stack of programs, it doesn't give me the option to "build" it
Is there something I'm doing wrong?
It just sits at the bottom here
https://i.imgur.com/blmb7ry.png
error message
im trying to package up this project to test the plugin on diff platforms(i mean diff configs) but it shows a weird error even tho everything checks and there is no errors as it is only 1 widgetbp and map and i checked everything nothing is wrong other than the plugin being built for 4.19 and idk how to rebuild (if thats that case and anyone knows how pls let me know) (also the plugin is made by intel not me)
Anyone here who would take a look at my stats file and help find out why i have too high GPU and CPU usage?
@mellow bane Hey, sry didn't saw you wrote. Both is way to high, CPU about 80%-100% average on different machines. GPU is different, on my machine it's constantly spiking from around 5% then back to 100%. At other machines its constantly around 80-100%. And my game shouldn't be so heavy^^ However, i think i found some bottlenecks, some screencaptures and too many meshes. I'm already looking for possible solutions to that. But, one thing, why is the Draw Thread around 1-2ms in the editor and in the packaged build around 20ms?
And also, i found a lot of CPU stalls...
Framerate is around 35-45
CPU stall = no activity
If you have high GPU frame time, profile it, use profilegpu
Focus on high frame times - if your game does have 35fps then either the CPU or GPU is too busy with stuff
Maybe enable it?
so I'm trying to make a VR game, had pretty much everything working in PIE up to this point, but when I package the game the controllers don't receive input commands! I've tested in the SteamVR and settings menus and the buttons on the controllers are working fine, just that pressing them in game doesn't do anything. Can't pick things up even
any idea what's going on?
Hello, need a dude for help me to create the icon free for my application. Dm open
My game runs fine on the editor but crashes on mobile because I ahve "exceeded max amount of UObject (196000). I want to put the limit higher, went on project settings, Garbage Collection, and raised that up. Still crashing and the limit hasn't changed
any idea ? It happens because there are 16k cube (just a simple cube) on my level, if I ahve only 8k cubes then no problem
Hi everyone, in the project launcher, what is the difference between Build Configuration and Cooker Build Configuration? I'm having a serious issue where my dedicated server doesn't work properly if I package a shipping version of the server (client is fine in shipping, and the server is ok in DebugGame or Development)
I'm wondering if I can set the build configuration to shipping but leave the Cooker Build Config to development or something, to see if that can fix the issue
If I build a shipping version of the dedicated server, either Linux or Windows, then when the server is run it just creates a dead process that uses 0% CPU and around 200mb of RAM until killed
use development to debug it
Anyone know if it's possible to not cook something referenced by a TSoftObjectPtr? For example, level A has a soft reference within it to level B. I use UAT to cook level A, which also cooks level B. Is there a way to turn that behavior off?
My build setup is such that I want to explicitly define which levels should be included in a build so that I don't have to build everything if I'm sending something for someone to playtest. Works great if I reference levels by name, but I moved to soft references since they're less likely to result in a typo (and will update if you rename a level). Unfortunately that results in a single level including every other level that comes after it.
Hello! Is there a specific folder where the .ico file has to be saved if I want to change de package icon?
Thank you!
There is the -Level= flag iirc
Do you mean -map? Because that's what runs into this issue.
There is no -level flag afaik
actually... as I have just found out it's apparently building every level except for a few regardless of what I tell it to... so I think I have something else going on.
Time to dig into that.
Thats the one
How do I ensure my string table is in build? Right now it shows keys instead of values for whatever text it was that had the string from string table. I have the folder with it in "Additional asset directories to cook" but it still doesnt work. Any clues?
@mint leaf I have no idea how to debug it, given the process never even gets as far as creating a log file
if it works in development, look for warnings and fix them
Hiho i have a little Problem by Packaging my game. I will get the same error 6 times in the log
I cant give VA Rest Subsystem to the target and also target: self is still the same error
So what could, should or have to be the target ^^
What do you mean you cant, youve just posted a screenshot that shows it pinned to what appears to be a Va Rest Subsystem reference
I mean in normal Bluepints target is 99% self or Third/FirstPersonCharacter but at the URL i cant find any thing like an URL reference or server Reference
Hi! I have ABaseWeapon_BP nativized and all is fine during project packaging. But when I use derived blueprint from this nativized BP in DLC I have package error like Error: Couldn't find parent type for 'DerivedBPClassName' named 'ParentNativizedBPClassName' in current module (Package: /Script/NativizedAssets) or any other module parsed so far.
How to handle it? no way to disable nativization for parent BP.
Hey all. I keep getting this error saying it's "unable to find package for cooking" even tho I made sure that the map is included for packaging
Anyone know how to fix this?
Hiho this are my last Errors in my Package Log, how i can Fix this Errors?
Maybe someone have an Idea ^^
check the paths carefully, they are not match
Silly me 🤦♂️ Thank you so much
Ok does anyone know what exactly is the source file at ue?
By source file I mean the main file that controls all other files.
In ue I am thinking of the gamemode or the project settings, but it could also be the game instance class ...
Or does the term source file mean the entire project?
consider "source" as text files only in any programming language. Just download it and dig it ))
https://docs.unrealengine.com/en-US/ProgrammingAndScripting/ProgrammingWithCPP/DownloadingSourceCode/index.html
Steps for connecting to the source code repository and downloading the latest build of Unreal Engine.
silly != inattentive )
@frigid shard show full log?
@frigid shard are you using the UAT? If not disable it on your build config.
This isn't the channel to show off your work.
My UE4 project file is ~200GB. Any idea how big it would be once its packaged?
I'm getting a ERROR: Visual Studio 2017 must be installed in order to build this target.
VS2019 is installed and is my default:
VS2019 is installed, the plugin compiles fine, however I cannot package it. End og log is:
UATHelper: Package Plugin Task (Windows): [13/13] UE4Editor.target
UATHelper: Package Plugin Task (Windows): Total time in Parallel executor: 37.88 seconds
UATHelper: Package Plugin Task (Windows): Total execution time: 49.60 seconds
UATHelper: Package Plugin Task (Windows): Took 49.7500719s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Package Plugin Task (Windows): Building plugin for target platforms: Android, IOS, Linux, LinuxAArch64, Win64, Win32
UATHelper: Package Plugin Task (Windows): Running: D:\Program Files\UE_4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -Project=D:\UNREAL\SimpleProceduralWalkPackage\SimpleProceduralWalk\HostProject\HostProject.uproject -plugin=D:\UNREAL\SimpleProceduralWalkPackage\SimpleProceduralWalk\HostProject\Plugins\SimpleProceduralWalk\Simple
ProceduralWalk.uplugin -iwyu -noubtmakefiles -manifest=D:\UNREAL\SimpleProceduralWalkPackage\SimpleProceduralWalk\HostProject\Saved\Manifest-UE4Game-Win64-Development.xml -nohotreload -2017 -log="C:\Users\roberto\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+UE_4.26\UBT-UE4Game-Win64-Development.txt"
UATHelper: Package Plugin Task (Windows): ERROR: Visual Studio 2017 must be installed in order to build this target.
UATHelper: Package Plugin Task (Windows): Took 0.8220088s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Package Plugin Task (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\roberto\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+UE_4.26\UBT-UE4Game-Win64-Development.txt)
UATHelper: Package Plugin Task (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Package Plugin Task (Windows): BUILD FAILED
LogWindowsTextInputMethodSystem: Display: IME system deactivated.
I'm using 4.26.1 and I'm confused: do I have to use VS2017 to package a plugin?
I've already recreated project files after deleting intermediate / saved.
Hmm, I don't know if this is the right channel to ask. While packaging my game I get a few warnings like Invalid GameplayTag Bla.blah.blargh found while loading asset.... Anybody knows what does this mean? Is the tag not being present in packaged game? If so then how can I make sure those tags are being in the packaged game? Those tags are being used by gameplay cues from GAS but it doesn't looks like GAS related problem.
Looks like for some reason my jenkins decided to ignore changes made to DefaultGameplayTags.ini file. Those tags weren't in build environment.
you are calling -2017 which is VS2017 compiler
Indeed but this is generated from the package command in UE4
should i just start the command myself? I’m not sure how btw
also because the compilation itself finishes correctly
https://i.imgur.com/zIy8BDU.png
there is something i dont get i have checked the code for the plugin and it seems to build fine and with no errors and i start in editor and it works as intended but when i try build it gives me an error and says it doesnt exist?
(btw this plugin was made to be used for 4.19) and idk how to update it tbh
LogWindows: Error: [Callstack] 0x00007ffd43813c7f ProjEditor-UnrealEd.dll!UUnrealEdEngine::RegisterComponentVisualizer() [D:\UE4\Proj\ProjEngine\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:1299]
LogWindows: Error: [Callstack] 0x00007ffd1ae7a748 ProjEditor-ProjEditor.dll!FBLEditorModule::StartupModule() [D:\UE4\Proj\ProjProject\Source\ProjEditor\Private\ProjEditor.cpp:16]
LogWindows: Error: [Callstack] 0x00007ffd49431c72 ProjEditor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [D:\UE4\Proj\ProjEngine\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:538]
LogWindows: Error: [Callstack] 0x00007ffd5bb9e6e3 ProjEditor-Projects.dll!FModuleDescriptor::LoadModulesForPhase() [D:\UE4\Proj\ProjEngine\Engine\Source\Runtime\Projects\Private\ModuleDescriptor.cpp:561]
LogWindows: Error: [Callstack] 0x00007ffd5bb9e9ea ProjEditor-Projects.dll!FProjectManager::LoadModulesForProject() [D:\UE4\Proj\ProjEngine\Engine\Source\Runtime\Projects\Private\ProjectManager.cpp:62]
While packaging, it tries to load an editor module, and then crashes
From what I've seen this is supposed to work if you use Type: Editor in the uproject
"Modules": [
{
...
},
{
"Name": "ProjEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit"
}
hey everyone I have a quick question: does unreal build lightinings when packaging the game? or I have to build on each map before go package?
No, it doesn't by default ; and you can do it IIRC - but I don't know the command.
Ok thanks
Guys,
- does UE4 changes texture formats while baking a build?? i.e. if my original texture in project is TGA (60MB), does UE4 automaticly convert it to JPG (4MB) ? just asking to know if there is any sense to do it manually to save build size.
- if the compression is not a problem then, size of the texture would be better idea to change.
Off the top of my head I don’t remember where as I’m rarely in the GUI part, but there is the option (maybe project settings) to set vs compiler version.
You’ll probably have to Google it to find it
Because it compiles?
It doesn’t by default
Hello! Not sure if this is the right channel for this. If its not then please redirect me to the correct one.
I'm working in a group project for class, and we are having an issue building it. We are getting the following error:
Error
Any ideas what could be causing it? Googling says its a corrupt blueprint, but I'm not sure how to find it. Most of our blueprints are interlaced so it would be pretty difficult to find it by going blueprint to blueprint.
Anyone can explain why timeline functions are running faster in a packaged build? I understand why tick functions do... But why timeline? Are they also dependant on tick?
Hi everyone, if I try to package my game using the binary version of the engine rather than source, I get an immediate error during the build phase like this:
ERROR: WaT modifies the value of CppStandard. This is not allowed, as WaT has build products in common with UE4Game.
Any idea what this means? Google gets one result and it's a dead link
Hey guys, I'm trying to package a simple game for android and I'm getting this error when UE4 is executing gradle:
java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7
Any ideas?
@somber cosmos It looks like it can't find the library for that plugin. Maybe make sure it's enabled in the editor, and ensure the binaries are present in the project directory
@woven mango what plugin? I haven't enabled any extra plugin
@somber cosmos I've never targeted Android before, but a Java NoClassDefFoundError means that it can't find the library for whatever is being referenced, in this case the org.codehaus.groovy.vmplugin.v7.Java7 class. I'm guessing the vmplugin? Not sure what it is
@woven mango oh I thought you meant a UE plugin. And yeah I know how java works, but I don't have that plugin nor do I know where is it coming from; it's all part of UE4 internal android build system.
Thanks for trying though
Ah ok, sorry I can't be more help
@somber cosmos Have you seen this?
https://answers.unrealengine.com/questions/972573/cant-launch-on-android-devince-on-425.html
Looks like someone had the same issue as you
Looks like your JDK folder must be Java Development Kit (64bit) 8 Update 151
I did but he mentioned downgrading to jdk 8 which I remember reading on UE4 it shouldn't matter. I might end up doing that, I'd really like to avoid that though
Good luck!
not sure, but it's a linker error so you'll need to go into the cpp see what's wrong
Hello! I have packaged up my project for dev testing. I am using world composition and a tiled landscape for an open world project. It works in the engine just fine (after I load the streaming levels) but after packaging - the landscape doesn't load. I know this is probably the noobiest thing but I'm new to world composition and I can't find anything on google or in the docs about why my landscape won't load with the rest of the game.
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error:
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
PackagingResults: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'NSLOCTEXT'! You must pass in fully qualified package names
PackagingResults: Error: === Handled ensure: ===
PackagingResults: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Stack:
PackagingResults: Error: Cannot create SoftObjectPath with short package name 'NSLOCTEXT'! You must pass in fully qualified package names
PackagingResults: Error: Stack:
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: [Callstack] 0x00007fff070b18a9 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007fff070b18a9 UE4Editor-CoreUObject.dll!UnknownFunction []
So how do i find the source of the problem?
Is ~150k-250k shaders a lot?
So I tried running the shipping and development build tasks to try packaging the game for Windows (like the actual game, not the editor)
(This is what the actual buildtask looks like, its a VS Code json config, but Im quite sure it just runs the Build.bat with the arguments listed: )
"label": "BattleTank Win64 Shipping Build",
"group": "build",
"command": "Engine\\Build\\BatchFiles\\Build.bat",
"args": [
"BattleTank",
"Win64",
"Shipping",
"C:\\Users\\Oliver\\Documents\\Unreal Projects\\4_BattleTank\\BattleTank\\BattleTank.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
"type": "shell",
"options": {
"cwd": "D:\\Program Files (x86)\\Epic Games\\UE_4.26"
}
},```
But when I try booting the game I get this error:
Im also a little concerned that it puts my build under the same directory as my editor binary files (right?). Looks a little troublesome at first glance
You built the game binaries but you didn't actually package anything. https://docs.unrealengine.com/en-US/SharingAndReleasing/Deployment/BuildOperations/index.html
An overview of the available Build Operations (cook, package, run, and deploy) that can be for Unreal Engine 4 projects.
Just compiling doesn't package the game.
You need to either use the editor to package or use RunUAT BuildCookRun on the command line.
Thanks, is it just me or does UE4 not come with any pre-defined "cook" tasks for your code editor?
It does not.
I’ve launched my first VR game and have been getting complaints from users wanting to play the game wireless on their quest 2 via Virtual Desktop. The complaint is that the key bindings get messed up. This is only the case when they try wireless and not when connected with Link cable. I contacted the Virtual Desktop developer and he instructed me to fix the error message that comes up when trying to run the game from the Shipping executable;
“C:\SteamLibrary\steamapps\common\The Dark Method\Engine\Binaries\Win64\UE4Game-Win64-Shipping.exe”
The Error message that pops up when trying to run the executable is;
‘C:/Users/xxx/AppData/Local/UE4Game/Saved/Config/WindowsEditor’ must exist and contain a DefaultEngine.ini
When you run the game normally there's no issue, just when you try and run the shipping executable I get this message. I’m pretty much lost and don’t know how to resolve this.
I see, I will get into trying this tomorrow. I will type it out by hand and probably make myself some VS Code task to automate it
Thanks for the link ❤️
If you want to write a custom task for your editor, you want to run RunUAT.bat BuildCookRun (found in Engine\Build\BatchFiles\RunUAT.bat) with a whole bunch of options depending on what you want to do. There aren't really any great docs on it so I suggest just googling for "ue4 buildcookrun" and finding the appropriate options. Or Cooking via the editor and seeing what command it uses in the output.
Hello everyone, I'm having a few issues working in Source with GameLift enabled. They are:
- *Server.Target.cs does not populate to */Source folder in the solution explorer after generating project files
- After manually adding *Server.Target.cs, building with the Development_Server x64 build config (after rebuilding the editor) builds as "Invalid Win32" instead, and "Development_Server" is not on the list in the config manager
- as a result of one or both of these I am unable to build my server application.
LowLevelFatalError [File:Unknown] [Line: 836]
Rendering thread exception:
LowLevelFatalError [File:Unknown] [Line: 249]
and
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 836]
Rendering thread exception:
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249]
Result failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:368
with error DXGI_ERROR_INVALID_CALL
0x00007ff89913d759 KERNELBASE.dll!UnknownFunction []
Hey does anyone know where I can even start to solve this error that showed up when I ran my packaged project both in development and shipping modes? Please, please, please help I am crying with frustration haha
Most of that looks like the editor just responding to cursor movement across the viewport. Post the part that was in red...
Since updating from unreal 4.18 -> 4.26, some of our players are getting this error every time the game tries to launch:
Even after clicking yes to install it, it still gets the error again and again
Any ideas?
They probably need .NET, D3D, and driver updates too. Have them run Windows Updates and see if it helps.
@vocal kelp shouldn't those be included in UE4PrereqSetup_x64.exe ?
Should be, but things get out of date so fast. 4.25 made the jump from DirectX 11 to 12, and that threw drivers all out of whack. And DirectX is only available through wupdate service packs now, so more than likely it's not in the packaged prereq thingy. And if it is, it's almost guaranteed to be out of sync with the latest drivers.
None of it was in red, that was just what came up when I opened the packaged build it was a small window in the centre of the screen which was in black text
This is caused by missing the Visual Studio redistributables for your VS version.
This is not included in UE4PrereqSetup_x64 because it cannot be - it depends on the VS version you used, while that executable installs the one Epic uses.
The error specifically explains that the VS runtime is the problem, I'm not sure why people blame drivers or DirectX - the DirectX dependency (which is installed by UE4PrereqSetup_x64) has almost never been updated
(Specifically, the DX runtime is from 2006, there's only one version, every game has it installed and I honestly wonder what it does, but it's not the issue)
Tagging @vocal kelp for the update, so that the information isn't lost
Excuse my ignorance but where is the project launcher?
Is it not shipped with the market place builds or in what menu do I find it?
Nope I found it
Yeah I just went straight to the developer tools sections lol
Can I use the project launcher presets from the cmd line?
Not sure about that. I found it simpler to just call UAT directly from Python scripts
Im curious, does this give you any hints on what might be going on out of the box?
I have the engine started in debug mode - Do you think that could be it?
No idea.
While Im well here, do you guys have any experience with compressing cooked content? https://docs.unrealengine.com/en-US/TestingAndOptimization/PerformanceAndProfiling/ReducingPackageSize/index.html
(Any big startup or level loading penalties or anything like that?)
How to reduce the size of your packaged game.
Level loading might actually be faster since you're IO bound on slow disks
If you're not IO bound, you probably don't have loading time problems
wait until 4.27 for oodle compression
then use it
it will be much smaller and start faster
well when I tried it, it made startup on a modern system (with nvme ssd) slower
How much slower though ? Because I'd assume such a system to have a matching CPU
takes 1 second to start instead of 0.5, literally unplayable
(maybe extrapolating that to assume it will also be 2x slower for loading huge data is incorrect)
Well I've never profiled UE on this - but I've optimized loading times on a different engine and compression made loading incredibly faster because very shitty compression can be very fast to decode
well the problem is that it uses zlib which is the opposite of fast
but it's not really important because with oodle this will all be worries of the past
It was zlib, on the Switch which is NAND
Which is why I was wondering 😂
But yes, Oodle is incredible news
I should make a build of master branch to experiment with oodle 
Your findings, tell us
I heard about it actually ❤️ Im just testing right now so I will just write it down my notebook already
@mellow bane that would be these redistributables then? https://support.microsoft.com/en-us/topic/the-latest-supported-visual-c-downloads-2647da03-1eea-4433-9aff-95f26a218cc0
This article lists the download links for the latest versions of Visual C++.
It says it’s the same for 2015, 2017, and 2019 but anyway.. do other games manually package this with their game and have this redistributable install as part of their game’s installer?
Can someone please help me, I keep getting fatal errors whenever I run my packaged projects in development and shipping. Please can someone help me I am in so many tears right now!
For development:
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 836]
Rendering thread exception:
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249]
Result failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:368
with error DXGI_ERROR_INVALID_CALL
0x00007ff89913d759 KERNELBASE.dll!UnknownFunction []
For shipping:
LowLevelFatalError [File:Unknown] [Line: 836]
Rendering thread exception:
LowLevelFatalError [File:Unknown] [Line: 249]
Result failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:368
with error DXGI_ERROR_INVALID_CALL
0x00007ff89913d759 KERNELBASE.dll!UnknownFunction []
you're in luck! those errors are near impossible to debug
Yes, and yes
Normally on Steam you just tick the "VS 2019" box
um I will cry now even more
Do you think adding debugging symbols to his/her UE4 installation would be to any help here?
Do you have the UE4 debugging symbols installed?
it might, but unless this somehow shows an extremely obvious callstack, you would need to actively debug it
You mean with something like Visual Studios debugger?
No I'm pretty sure I don't, do I download them externally?
Theyre an option in the UE4 marketplace installer
Yeah I don't, will it help me resolve this issue?
While youre well there, make sure you have the right target platforms included
Then try building again and hopefully you will get a slightly more verbose error message (thats what the debugging symbols are for, since this is a low level error C++ debugging symbols might be useful - which is what the "Editor symbols for debugging" provides)
Okay, but I got told that it isn't good practise to update the engine half way through a project (which is what I am now) because it might mess up the plugins and other bugs may occur
This isnt an engine update
Its not changing how anything behaves, it just provides the engine with extra info on the undelying binaries.
Basically when code compiles with C++, a lot of information that the programmer have written goes away (like namings of variables and whatever), debugging symbols basically provides stuff like this as well as links to what binary code is relevant to each debugging "symbol" (a symbol is a object or class name)
So when something fails, basically it can give you better info on the underlying code and make it more human to read
Sorry I might be being stupid here so do I do this by going on the website and installing the same version or going on the epic games app and installing the newest engine version?
No, you just go to your launcher
Launcher > Unreal Engine > Library and then look at my screenshot
Ok thank you, I will get back to you with a hopefully easier to read message!
Does anyone know where I can find a list of all the platforms that you can deploy to and there name used in AUTs cmd line interface?
like "win64"
Seems like I found it Win32,Win64,HoloLens,Mac,XboxOne,PS4,IOS,Android,HTML5,Linux,LinuxAArch64,AllDesktop,TVOS,Switch,Lumin
@sleek chasm Hi so I've installed the debugging symbols and I've packaged my program again but I still get the same message, is there anything else I'm supposed to do to set it up or anything?
Are you sure its the exact same?
Also no
(I would paste it here again just to be on the safe side, maybe it reveals something)
Also what platform are you deploying for?
(And also, you are on windows right? What engine version?)
Yeah windows 64 bit (but I wanna be do 32 bit later) on 4.23.1
I'll check again
Yeah results are the exact same, the only difference is the game runs for literally half a second more than it crashes and shows the message if that means anything
Development build error:
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 836]
Rendering thread exception:
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249]
Result failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:368
with error DXGI_ERROR_INVALID_CALL
0x00007ff89913d759 KERNELBASE.dll!UnknownFunction []
Packaged build error:
LowLevelFatalError [File:Unknown] [Line: 836]
Rendering thread exception:
LowLevelFatalError [File:Unknown] [Line: 249]
Result failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:368
with error DXGI_ERROR_INVALID_CALL
0x00007ff89913d759 KERNELBASE.dll!UnknownFunction []
Hmm, not entirely sure where to go from here tbh. Since its a C++ application you might have luck asking around somewhere like here: https://discord.gg/qBye5PAq
If you try PlayInEditor using this option, does it also crash like so?
How come youre on a slightly older engine version btw? What GPU are you using?
I'm not sure really I downloaded ue4 in december 2019 and haven't updated it since. Should I? And I'm using Geforce 1060 3Gb
I'll test this now
I mean I suppose you could try, a GTX 1060 is quite recent, I was thinking if you was on some ancient hardware maybe something wasnt supported maybe since its a DX11 related issue
Maybe its some editor extension that youre using thats incompatible?
In all of the play modes it works perfectly fine apart from simulate where it does give me a real ue4 crash error log!
Idk if it would help debugging through VIsual Studio or Visual Studio Code, maybe that could tell you what is invoking the code that causes the crash
@wind fiber @mellow bane Idk if either of you are any smarter than me on this? Im quite new to debugging with C++ lol but my gut tells me it might indeed reveal something
If I fix this error I hope it will work
Do you know why simulate in editor is different?
Cool 👍
AFAIK the DXGI_ERROR_INVALID_CALL stuff is simply an engine error that may have been fixed in later releases
you'd think he's using the latest version already
Im guessing the engine injects some kind of debugger that doesnt run with shipping builds
Personally I always run Unreal Engine in debug mode just to be able to figure out engine crashes lol (It happens from time to time when you fuck up your C++ code)
There is nothing to inject, the editor is just 10x more code and works very differently
Were talking about "Standalone game"
Then no, there is nothing "injected"
When you say run in debug mode do you mean is visual studio? Because I always run that in development mode?
Yeah, it gives you this nice little console in your code editor 🙂
If something crashes or if an unexpected exception happens, it gives you all the details here (this requires the debugging symbols that you installed earlier today)
Ahh I should really start doing that haha thanks!
You should - Its also nice if you prefer your code editors console over the ones build into UE4, here you will find stuff like UE_LOG() (a C++ log function, might act the same with blueprint prints)
Thanks dude, I really appreciate all the help, I'll update you when I hopefully solve this error!
Do you know whats required to cross compile from Windows to Linux?
Im getting this: ERROR: Platform Linux is not a valid platform to build. Check that the SDK is installed properly. message when running:
D:\Program Files (x86)\Epic Games\UE_4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe BattleTank Linux Shipping -Project="C:\Users\Oliver\Documents\Unreal Projects\4_BattleTank\BattleTank\BattleTank.uproject" "C:\Users\Oliver\Documents\Unreal Projects\4_BattleTank\BattleTank\BattleTank.uproject" -NoUBTMakefiles -remoteini="C:\Users\Oliver\Documents\Unreal Projects\4_BattleTank\BattleTank" -distribution -Manifest="C:\Users\Oliver\Documents\Unreal Projects\4_BattleTank\BattleTank\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\Oliver\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+(x86)+Epic+Games+UE_4.26\UBT-BattleTank-Linux-Shipping.txt"
Ive installed the Linux development package for Visual Studio
Aight
Check out the doc
I will have a look
Hi! I'm trying to Package my project. I have installed Fmod and it work. The Package finish without error but when I recive this error message all the time I try to open the pakaged file.
Someone can halp me?
Hey so update game still is crashing :(, I’ve fixed the error so that the game runs in simulate without any crashes but it still crashes when packaging with this error in development packaging:
Fatal error:
[File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249]
Result failed
at
D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:368
With error DXGI_ERROR_INVALID_CALL
Any ideas anyone?
hello guys, I been trying to build a package but I get this error something related to SoftObjectPath.
Does anyone know this is and how to fix it? It literally doesn't give any context about resolving it and I with some people already wasted few days trying to resolve it, we are pretty desperate. Please any info will be useful
How do I get the packaged name of a map?
I would like to send it over to OpenLevel, an asset path is not working once packaged
@sleek chasm @mellow bane please help me guys
New update: Ok I solved the error haha. For some reason setting the mode to true fullscreen was causing this crash and as soon as I set it to windowed full screen it worked when packaged, not sure why but yeah
Like I said this was a known issue in 4.23 or something
Its a little strange that stuff like that can make it into release builds tbh
It might be a good idea to upgrade the project to 4.23.<highest number possible> if youre not on the last 4.23 release already, I believe these updates only introduce bug fixes
Glad you figured out what it was tho
Yeah seems like a good idea, I'll go do that now, thanks for all the help again guys
Should be fixed in 4.23.2
But IIRC it was only fix in 4.24
Has anyone uses Inno Setup to create an installer for an Unreal game?
I have made an Unreal project for my University dissertation, but I'm having problems distributing the game. The game works fine on my system, but has issues on my supervisors
I used Inno Setup to create an installer on my PC which I can run and works with no issues, but when I put it onto my laptop that does not have Unreal installed, I just get a "This app can't run on your PC" and wont let me do anything
What you need is to install the prerequisites
Which is the prerequs executable distributed with your game binary, by default, and the VS redistributable for the Visual version used
Run both of these and you'll be fine
I thought that Inno setup made it so the prereqs were installed when you ran the installer
But I can't even open the installer on my laptop
You kind of need to know what to install, to tell InnoSetup to install it
Installers aren't magic
They just run programs to install your dependencies and copy the files
These programs are basically the DirectX redistributable and the C++ redistributable
If you don't have VS installed, the built-in engine redistributable installer should be enough
If you did need VS to package the project, you need that + the VS redist, or simply the DX redist + the VS one
Hey so on my computer my game runs really smooth at 120fps but when I move the project over to another computer it literally runs at 24fps which is really frustrating. My pc is an i7, 16gb ram + gtx 1060 3gb and the other pc is an all in one i5, SSD, 8gb of ram. Is there something I’m missing because my game is really simple, it’s just a 2d game! Please can someone help me!
How can i change the red mark to UE4Editor.Target?
well profile it no? Probably not a packaging question.
sometimes when I try packaging my game via the command line it's giving all sorts of weird errors that are fixed by packaging it from the editor via the UI - how can I make sure that cmd line packaging works?
doesn't always happen, not sure what causes it but packaging via the UI always fixes it, after which the cmd line works as usual
and I'm always using the same bat files
set UAT_PATH=c:\Work\UE4Source_425\Engine\Build\BatchFiles
rmdir /S /Q c:\Work\HoruTest\PACKAGED\WindowsNoEditor
call %UAT_PATH%\RunUAT -ScriptsForProject=c:\Work\Horu\Horu\Horu.uproject BuildCookRun -nocompileeditor -nop4 -project=c:\Work\Horu\Horu\Horu.uproject -cook -stage -archive -archivedirectory=c:\Work\HoruTest\PACKAGED -package -clientconfig=Shipping -ue4exe=c:\Work\UE4Source_425\Engine\Binaries\Win64\UE4Editor-Cmd.exe -compressed -SkipCookingEditorContent -pak -prereqs -applocaldirectory=c:\Work\UE4Source_425\Engine\Binaries\ThirdParty\HoruAppLocalDependencies -targetplatform=Win64 -build -CrashReporter -utf8output -compile
pause
Hey guys,
i have the following error and even after searching through the channel here i cannot attach tthe debugger correctly to fix it.
[File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names
Any help would be really appreciated!
I finally fixed it!
This is what finally helped me:
https://discordapp.com/channels/187217643009212416/402958499660955658/824448934578880542
I attached to the wrong process.
So for everyone also having the same Error as me here is how you do it:
- Start Packaging the game.
- After the CPP Code is built and the cooking starts attach yourself to the UE4-Editor-cmd process in visual studio
- Then when the error comes an exception will be trown.
To then find the blueprint and the Variable that is causing this follow this answer on reddit:
https://www.reddit.com/r/unrealengine/comments/l8qaa4/isshortpackagenamepath_error_while_packaging/gql11k9/
Hope that helps!
1 vote and 8 comments so far on Reddit
After packaging my game, i noticed that it is very lag and choppy. Does anyone have any idea? Im trying to upload my file and send the link here later
does anyone know what could be causing this?
It seems that it is in your Level Actor on line 1318?
the project is full bp, no code
I saw at someone that had similar errors that he deleted paragon asstets and I'll try that
Yeah hope you fix it!
Hey so I'm trying to get my packaged project for mac so I zipped up my windows project, got it onto my macbook, downloaded the same engine version and now I open it, it asks to rebuild modules and then it says that it could not be compiled, try rebuilding from sources manually.
PLEASE can someone help me, I'm really struggling
Open in VS or whatever that is on Mac and compile there
Thanks but when I go on vs on mac all of the build options are greyed out for some reason? I have no idea why
yeah after I deleted the paragon assets I finally managd to package 😆
Been having these errors after adding metahumans to my project
Is there a problem with packaging metahumans?
Hey everyone! Apologies in advance, this is gonna be a long one
I am new to this Discord, and I was hoping to come here to get some advice (I'm not sure if this should be here, or in #source-control, or both tbh)
My team and I have been making a game in Unreal Engine. We have previous experience shipping a game on PC and XBOX with Unity, and we're now looking into how we would go about shipping our new game on PC and XBOX.
We've been approved for Xbox dev with Epic, and from what I've gathered we have to build the engine from source for Xbox. We've only ever used installs from Epic Games Launcher for the engine so this is all new territory for us. We are also using Perforce for source control and that's a whole other ball-park we've been having to master.
I was wondering if there was anyone here who has experience managing multi-platform projects with built-from-source engine & Perforce for source control that would be willing to chat and share what they have learned.
pardon me noob question but how to resolve (easiest) this error in packaging?
LogInit: Display: LogLinker: Error: Bad name index -1/58
About this error, noticed it is related to the GROOMS and HAIR materials. If anyone has any insight on how I may solve it, please let me know.
how do we enable logging in distribution build ?
is there a way to start the game as a listen server by default without having to launch through console with ?listen? Maybe a way of setting default launch params?
Needs to compile from source and enable logging in shipping - it's in the target.cs file IIRC
Have your startup map run a console command to open the real launch map with ?listen
yeah that's what I'm currently doing, just thought there might have been a cleaner way
thanks though
Any Idea how to fix this Plugin problem?
Hey, so I will pay £30 (paypal only) to whoever will work through with me through text + screenshots, to solve the problems I’m having to try and get my zipped project file that I made in windows, running on my Macbook Air M1 2020 (Big Sur) and packaged without any errors so all Mac users can play my game. The money will be paid when it is working like this. Should be familiar with debugging log errors, Mac OS, ue4 and XCode (or I can download visual studio; anything to make it work). DM me if you're interested in helping me, thank you!
regarding packaging is everything in the contents folder put into the packaged project or onlt content included in game/things found in the editor?
Depends in your settings
If you fill the list of maps to package, only content included in the maps, project settings, etc and their dependencies are included
where can I find these settings?
Packaging settings in project settings
this is the only thing I found for packaging and I can't find what you're mentioning here
Keep looking, it's there
ah I see, regarding maps is it the umap or the builddata uasset?
The map
ok, thanks for the help
sure, ive shipped. The short version is pass the editor binary around, then build across all your platforms. -> for the most part you can work on PC to start then test Xbone after
I think you can get mac machines on AWS cloud now, could be a useful thing if you dont have a mac
Hiho i get som errors but i cant find infos from where the errors are coming... someone have an idea?
Put the full log on pastebin
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
404
Your link doesn't work.
ok this is the link i get after uploading
maybe you have to login i dont know this webside
copy + paste + uploade finish
i posted it as public
privat is for me public for all
maybe this is working? https://pastebin.com/kSZ1S4ZH
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
This one works, yes
nice
Your errors are caused by plugins XsollaLogin, XsollaUtils
where you can see that?
e:\UE_4.26\Engine\Plugins\Marketplace\XsollaLogin\Source\XsollaLogin\XsollaLogin.Build.cs(7,14) : error CS0101: Der Namespace '<globaler Namespace>' enthält bereits eine Definition für 'XsollaLogin'.
About 10 lines before the end
oh ok
But my Plugins are not in the project...
i have build my own inventory and i will also build my own login ^^
how i can fix this problem?
I have only one active Plugin this is VaRest the other plugins are not activ in this project
@mellow bane Do you have any idea?
Nope. Plugins seem to be used, dunno if it's built-in or not
Are they built in or did you install them
not in this project i have tested them in an empty project to see if that's what I'm looking for
So
Did you install them
In the engine
Or did they come with the engine
If you installed them yourself : remove them and never install plugins in the engine
Go to engine/plugins and remove the folders
People will jump me again telling me this is wrong but : unless you know better (making your own binary engine etc) don't put plugins in engine
Some reasons why here : #packaging message
I should add "some random plugins fail packaging even when they are disabled", apparently 🙂
Oh, that's right ... I still have a plugin in VaRest, which I need to make everything network compatible, it was recommended to me ... I hope that doesn't cause any problems!
Nice the package is running and running wow the game isnt that big ... with map it will take 1 or 2 days i think xD
@mellow bane Thank you for help !
Hi, Do you know how to increase the display time of the launch screen on a mobile project please?
VaRest works fine when compiled in engine FWIW
hey guys why is switch is not part of the unreal engine ?, i need to pay for a license now to epic games? and if the engine is open source its really matter why we have to contact with them?
All consoles are under NDA by their respective makers
so i have to pay right to them as i understand yea?
You have to get Nintendo in this case to provide you with Switch capable UE4 code
And a devkit
i contact with them already , so once i get the dev kit i need to put something with the ue4?
UE4 for Switch will be available on Nintendo's developer site
@mint leaf thanks ^^
My game will not package... Help?
About my problem, I found out the error.
The error was related to grooms, it was giving me an unknown cook error with no callstack. I found out that a project with DISTANT MESH FIELDS will fail when packaging a metahuman with grooms. Didnt test it further to know if it fails with any groom, but i tested and it packed the metahuman with NO GROOMS and DISTANT MESH FIELDS turned on. So, in short, if youre packing metahumans and having unknown cook errors, try disabling GENERATE DISTANT MESH FIELDS in the project settings.
Your Target.cs has errors
Hi Stranger, so how might i go about fixing that?
Is it a C++ project
No, blueprint.
Try removing the intermediate folder and repackaging. This will cause shaders to need recompiling which is slow, but might fix the bug
Not too sure what's happening here
By remove, do you mean delete from the folder?
I mean remove the Intermediate folder in your project folder
Make a backup if you're not sure
Yes
Just making a back up first 👍
Ok so i deleted the folder, opened the project, tried to package and got the same issue
@mellow bane Any other ideas?
No, sorry 😦
hey guys about the nintendo switch
i register but now i have "Your company registration has not yet been approved, it may still be under review.
To inquire about the status, send an email to the appropriate address below, based on your region:"
how long its can be then?
That's ok, thanks for trying! I'll just repost this to bump it up as i do need to find a solution for this asap... For those that missed my original post, i'm unable to package my project, anyone know why?
Hi!
I don't really know where to put this question, but does anyone know if there is a way to bring up the console in shipping versions of a game?
Hi, Do you know how to increase the display time of the launch screen on a mobile project please?
Weeks ?
I try to packaging my game but i got this error and warning and i dont know how to solve it i google the errors but i found nothing helpfull, had anyone expirience with this ?
so i delect saved, binaries and intermediate files and genarete the visual code new the warning ist still the same like above but the eror look like the same only smaller
ok, solve it, under Project settings, add the Level under list of blueprints to include in a packaged build
this was the error, if somebody search for it
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Assertion failed: LoadedWorld [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/LevelActor.cpp] [Line: 1381]
Help, my game wont package and no one seems to know why.
For some reason when i try to package my game, UE4 seems to have a problem with this file in the intermediate folder. As suggested above, i tried deleting this folder and packaging, but somehow the same error occurred. Can anyone figure out what's going on?
Funnily enough i just had that problem about 30 seconds ago while trying to fix my issue above.
try to delete the intermediate file and the right click on your .uproject and "gernerate Visual studio file.."
How do I fix this Plugin issue?
@sturdy drum Doesn't like that
have u a blueprint pure project ?
Do you added a C++ Class so your Project is converted to C++?
go to File -> New C++ Class
It says to choose a parent class?
And how do I set the parent Class?
I'm not sure...?
Thank you for the reply, but i have just migrated all the assets to a new project and packaged the project with no problems so i've by-passed whatever the problem was.
it looks like an error with the engine cpp code, or probably some plugin. To fix it you would probably have had to just gone in and fixed it yourself
My brain is about to snap. I'm trying to package my game, and I run into this error with a shipping build. All other settings the same a development build pakages fine. I can't find the answer anywhere. Anyone have any ideas?
did you figure it out?
Anyone knows how to split texture mips so that high res mips go into a separate (optional) pak? 😄
Like Fornite did with their HD texture pack
Have the base textures at the lower res, release with it, then reimport with high res, do a patch
Technically not splitting mips but I suspect they did that
Means that about 1/4 of the patch size is technically already in the game but hey, it works
So looks like you can specify a max mip size in texture groups, which tags the bulk data as optional 🤔
and in theory optional bulk data is put in a separate pak file
OptionalMaxLODSize
Or that, but I don't know about that.
Took me forever to find that, I've been looking on and off for weeks now 😄
Thanks for helping!
jfc
4 results 😄
no *-not without modifying the engine
IIRC thats a project level dependency missing
It's actually possible, just need a source build to enable it
I did try to and was successful in eliminating 7/8 errors, but then when i went to remove the 8th, 30 new errors would pop up no matter what i tried...
yeah, that can happen sometimes, what module did it come from?
I just migrated all the game's assets to a new project and that fixed the issue, or at least bypassed it. So to answer your question, no... but yes... lol
Huh, well Professor Felix, i just woke up today, did nothing with the file while i was asleep (as far as i know, lol) and now it simply wont boot... Good job i did what i did yesterday in migrating all the files then!
I just took a look in the folder structure and can't seem to find the file that was supposedly giving me the issue either... How odd...
I swear my pc has actual gremlins!
Hey, I'm working with a networked project that makes use of pixel streaming. We're running into a strange issue. When compiling our server build (actual server build, not the pixel streaming server) it fails due to trying to compile pixel streaming plugin dependencies, namely the WMFMEDIA module. Both the WMFMEDIA and the PixelStreaming plugins are blacklisted for server builds, and on top of it we disable them for server builds in the target cs for our server deployment. I've kinda run out of ideas on how to prevent these modules from being compiled for our server builds. The only solution I found to work involves modifying the WMFMEDIA plugin to prevent it from hiding its FWmfMediaHardwareVideoDecodingTextureSample::InitializeSourceTexture implementation behind an ifdefed out of the server build, and instead ifdefing its body out. However, we'd much rather resolve this without modifying the engine itself this way.
I would really appreciate input on this.
I was compiling my game, and I got these errors. What do I do to fix this?
It literally says
[Compiler] In use pin Plastic no longer exists on node Select . Please refresh node or break links to remove pin. is a good place to start
Thanks. I'm using blueprint only for this project. Do you know how a depndancy issue would happen? I thought it was with the Module.Action.cpp (Part of the Actions Extension plugin I'm using) but I was able to package it fine in a different project that used that plugin.
Everything was fine and I packaged the game properly 2 days ago. Today, when I try to package I get this error:
ERROR: Unhandled exception: Tools.DotNETCommon.JsonParseException: Unable to parse D:\UnrealEngine-4.25\UnrealEngine-4.25\Engine\Intermediate\Build\BuildRules\UE4ProgramRulesManifest.json: Unable to cast object of type 'System.String' to type 'System.Collections.Generic.Dictionary`2[System.String,System.Object]'.
UATHelper: Packaging (Windows (64-bit)): [1/341] turbojpeg.dll
UATHelper: Packaging (Windows (64-bit)): [2/341] Default.rc2
Does anyone know what causes turbojpeg.dll to show up when packaging? I'm 100% sure it wasn't there for old builds (installed unreal + visual studio on a fresh PC today) and it even puts a "turbojpeg.dll" file in the Win64 binaries folder. Is this to be expected with 4.26.2?
I have the minimal amount of stock plugins enabled so it's likely not that
It's not you, and it's not a plugin
The engine uses it for jpeg now, so any build comes up with it
It's 709KB to be fair
ImageWrapper is the module that links to it if you're looking to disable it, it's a setting
Thank you, would it be something worth disabling or is it pretty essential for general games? I don't have any jpgs imported or anything
Will read up on what ImageWrapper does
Does anyone have experience with the chunkdownloader and a packaged patch?
My question is around how a patch should be done when using the chunkdownloader. If I create a patch, it genereates a _P for each chunk, but if chunk0 changes, it doesn't seem to download the _P version of chunk0.
Another jpeg library will be used instead
So no
Nope I’d have to sit down and work through
Hello, all. I finally got Startup Movies to work on Windows, except they now display a few stuttering frames and then permanently hang my game, requiring a Task Manager nuke. Which channel is best for investigating why my cooked game is now "not responding" when showing Startup Movies on Windows? Thanks! Oh also only the UE4 video plays now, instead of all of them. It hangs on the UE4 logo
Is it normal for savegame objects to save correctly in the UE4 editor, but when its all packaged up and im testing release versions, stuff doesnt save?
How are you doing the saving, and how are you sure saving fails ?
ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path I get this when try to package my game. Any idea on how to solve this?
Full log on pastebin
I just deleted my binaries saved and intermediate sorry...It refers to Fmod plugin, but I don't have Fmod installed in 4.26!
For testing, my game looks for a savefile named bacon, and if it doesnt exist, it creates one(a savegame object) and it appears in saveGames folder. It also prints to the screen yes/no if it finds the savefile. It works perfectly in the editor, but once packaged, it never makes a savefile(ive checked WindowsNoEditor and AppData)
My SaveGame object holds a struct with all the savable variables. My GameInstance gets called by blueprints that want to save the game.
this event in gameinstance checks for the save and initializes the variable
then another event saves game variables to the savegame struct, then saves game to slot
And loading the save works very similarly, just not sure why it would work in editor and not in packaged form
What does the saving look like ?
I guess your problem is that you aren't creating a game save object when the loading failed, and thus cannot save
Try adding a save file from the editor into the shipping folder in appdata
i have
See if it saves when the file already exists
So like, %LOCALAPPDATA%/GameName/Saved/etc ?
i save in the editor, then move it to the appdata place yes
Check that the name is the same, maybe ? Other than that, no idea, this stuff pretty much just works
ran a bunch of numbered tests on key presses, with everything pointing to bacon named save file, and it still cant find it
yeah, very confused why it doesnt work
IS it a shipping or development package ?
shipping
i tried development
but it has the same issue
(yes ik, it uses the noeditor folder)
my game aint much use if saves dont work when packaged
So right now when saving - everything succeeds, no error, and you just don't see the file ?
If you add a log after SaveGameToSlot, does it print ?
Alright, so - add some logs at every step and find out where it fails
Hello guys. I when i package a shipping build i'm getting a bug that does not show in development build or playing in editor. I realize that it happens because a Widget that i'm changing in the editor is not being changed in the shipping build. Seems like a old version is being used. Even if i package with full rebuild nothing changes. Any idea why?
Did the packaging succeed ? Maybe the build itself is too old, make sure to wipe it first
Yeah, the package succeed without errors. That is a proccess that i already made a dozens of times. The package goes to a empty folder, i'm sure is a fresh build because in the development build it comes with the new changes.
Well, I'm not sure what to suggest then
Are you using console to set things?
Not using console. I realize that nothing is being changed. Even when i change foliage in editor, is not being changed in shipping build.
are you sure you are actually using the right exe
i ran into an issue
the issue is that i'm using unreal engine 4.26 from source
and my project contain C++ code, but when i try to package my game, why unreal always starts building the entire engine?
each time
and it take 4 hours to compile the unreal engine each time when i try to package, how to solve this issue
in the solution explorer select your game, right click and select Build
Hello guys, i tried to package my game and this comes around
This is a common packaging issue on 4.26, you need to debug the packaging process to find out which Blueprint has corrupted content
the only thing that i added since last build are sounds and one function in my enemy parent BP
is there a easy way to debug this ?
There is not
If you know the last build worked, you can simply do a bisection
Remove half the new content, try packaging, if it works remove another half, if it didn't remove half of the half that broke
And so on until you narrow it down to one asset or change in source control
okey there are only 18 files possible so it should be easy, i hope 😄 THX ❤️
Put the full log on pastebin
Cannot open compiler intermediate file: 'D:\UnrealProjects\�'�>���?�?���?�?���?\HouseOfLogicalGames\Intermediate\Build\Win64\HouseOfLogicalGames\Shipping\Core\SharedPCH.Core.h.pch'
Rename that folder to something more encoding-friendly, I guess
@mellow bane Yooooooooooo! Thanks man! I just packaged it like two days ago with the strange name and it worked? Strange! But It worked so thank you!
Hello guys who can help for my issue?When I package game for android it finished successfully but when I open it it show ue4 logo and quit?What Should I Do?
Debug it
Sorry but how?
Using a debugger
In android?
Or laptop
It's working in computer
When launch it
But after packaging it just quit after showing logo?
So debug it on Android using the Android tools
Hi, this one has me stumped. Data Assets not being packaged. I created a Blueprint Primary Data Asset and referenced it in the Asset Manager (see pic). In each level folder I have a Data Asset derived from the BP.
In PIE / Simulate etc my Widgets find and display data from the DAs, but when the project is cooked, only the BP gets packaged.
should only need to do that once, its probably some module or plugin
trying adding the folder to always cook list?
These files are placed in every map folder and will accompany community made maps too so they do not have a specific folder just for those assets.
What I have found, because the assets are dynamically selected by functions, the asset auditor shows them as not used so does not assign them to a chunk for packaging.
Is it possible to force individual assets to have a chunk number assigned?
yes its in the chunk id thing
The parent BluePrint (Primary Asset) shown in the Pic can have an id set as per the previous pic, but the child Data Assets do not have any option in the editor to set an asset id.
I believe the asset id is left blank as the packager sees the usage as zero
maybe set a default value?
When packaging a patch, does it always create a chunk0 pak file? I modified something in another chunk and it still generated a chunk0 pak file
I would suggest deleting binaries, saved, and intermediate folders and rebuilding the project
Hello guys who know why when I package my game for android after I open it on phone its showing UE4 logo and quit.Whats problem?
Did you try using debugging tools as I suggested ?
Sooooo did you use debugging tools for mobile
Taking a look at how to debug your UE4 project using Android Studio.
Thanks a lot
Hello, I need help with something, I have finished creating a game, however when i package it, The AI does not move like its supposed to
I have a navmesh set up and everything, but it fails to follow its behavior tree, but it works fine in the engine itself
if anyone would help me I'd greatly appreciate it, this is for a uni project I am working on
Hello,
can I still put multiple files in a single uasset? should I need some plug-in?
Because I don't like one uasset per file, but I prefer merge all texture file of staticmesh into single one uasset, but if it's impossibile, it's ok 👍
Thanks
But what's wrong with one uasset per file though ?
All uassets end into a pak file in the end anyway
yeh, I know, but I think to not use the pak format and also for internal management will be better from my point of view 🙂
anyway I read on docs about assets and packets and I found out:
In Unreal Editor, Assets are stored in .uasset files, each of which typically contains only a single Asset. Each Asset reference contains a directory-style path that uniquely identifies any Asset in the game.
https://docs.unrealengine.com/en-US/Basics/AssetsAndPackages/index.html
In the old versions I used, if I remember correctly there were a sort of virtual directory where you can put multiple things per uasset file, but I think that is removed now 😦
I found also this post about single uasset for multiple files, but I think that now it's impossible to generate the same result
https://answers.unrealengine.com/questions/761982/multiple-static-meshes-referenced-by-a-single-uass.html
particularly:
https://answers.unrealengine.com/storage/temp/231753-refviewer.jpg
You should use the pak format though ? It's exactly what you're asking.
But hey, feel free to reinvent the engine here
I'm studying it, I think I should create multiple chunk for splitting up part of the contents 🙂
I stuck on old versions with my mind 😄 😄 😄
The truth is that a single compressed pak file is perfectly fine on PC
Package your game into a 10GB pak, let Unreal manage it, it's pretty much what every game does
for now I'll do this way, even tho I don't like so much the single file policy
There isn't much to like or dislike, but feel free to use chunks
Has anyone noticed way longer package times since 4.26.2? My package flow hasn't changed, but it seems like each time I package now, I end up compiling a thousand engine modules 🤔
Was never an issue before, super odd
Please @ me with any help for this:
Is it possible to know why when I package in HTML5, my character is not in the package and my game does not work?
Hmm my project now packaged really faster in 4.26.2
error screenshot is not so informative as a log file.
Hi! Is there a way to enable stat fps and stat unit for Shipping builds? This is not working at all:
sure. just put it in level BP without any checks. will work in shipping.
@strange ledge ow ok sure, I was digging and thought that maybe should I go into Build.h to define ALLOW_CONSOLE_IN_SHIPPING but first I'll try your advice thx much!
it does seem a bit slower
but its not too bad
If its rebuilding 4000+ modules then you have an issuesomewhere thats triggering engine recompilation
Ah, I sorted it
It seems like it was only a thing yesterday, perhaps because it didn't complete the packaging successfully the first time
It didn't do it anymore today, after an eventual full successful package yesterday
Hello, I got the following problem working with The Environment Project: unreal sometimes can't decide which stencil to draw first when there are overlapping meshes. It breaks the blueprint and its visual.
When in editor, recompiling, applying and save the corresponding shader fixes the problem.
**Do you how I could force a shader compilation in an exported build please? **
Hello, not sure if this belongs here or in #plugin-dev ,
I'm trying to package a plugin as a dlc pak file using the Project Launcher.
The base game packages fine, the plugin appears to package fine into its pak file, but when I add the pak file to the built base project, I get this error:
And a crash. That's an engine file. No crash occurs when running the base game without the pak. "Include Engine Content" flag is true on my packaging settings for the dlc.
Any ideas?
I have no clue what this means 😇
Greetings. Is there any way to check if the asset was packaged?
Not an expert here, but where is says "See the log for more details" you should open that log and look at the bottom of it.
Thx seems to work 🤗
hello im having an issue packaging and was hoping someone could help me out. This is the line of code thats getting flagged
anyone have an issue with packaging stopping on one thing and hanging? not sure what i added that's causing it, can't find a log about it
LogCook: Display: Cook Diagnostics: OpenFileHandles=1320, VirtualMemory=8583MiB```
just says this over and over for half an hour
I upgraded my project to Unreal 4.26.4, and it runs fine on editor. However, when I run the packaged build on iPhone, the game crashed with this error. Have anyone else seen it?
Failed to find shader map for default material WorldGridMaterial(/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial)! Please make sure cooking was successful (No inline shaders, null GTSM)```
UPDATE:
I fixed it on Unreal 4.26.2
project settings -> platforms -> your platform's material quality, turn OFF Discard Quality During Cook.
sounds like your packaging has issues
Any suggestions that I can try to fix this issue? I tried turning static off static lighting, turning off HDR, and turning off post processing.
I am on iPhone 7. How can I make sure worldgridmaterial is included in the cook?
Try checking the cook all content box, then see if it works
if it does its likely you forgot to include a level in packaging etc
Thanks! I will give it a try
am trying to compile and package and html5 build, I am able to compile and package it but on launch in browser I keep getting this Uncaught abort(). Build with -s ASSERTIONS=1 for more info.
also try ticking/unticking mobile hdr option in settings
Same error with cook all, with hrd off T_T
Trying to follow this tutorial to get a little later html version working from the community but get stuck at the run the htmlsetup.sh file https://www.youtube.com/watch?v=czirUc7tJpU&t=329s in bash keep getting error bash: HTML5Setup.sh: command not found
THANK YOU FOR WATCHING!!
You must have git, python, cmake, and visual studio code 2017 or 19
Update: it is important that you put the html5 unreal engine in a directory very close to your root directory. Example: c://html unreal engine/setup.bat/ This will stop a lot of errors that show up. Also, the engine has been updated since this video...
I fixed it by turning off discard quality during cook. Thanks for your help @mint leaf !
I still get this error even when I am deleting the Intermediate Folder
Hello guys, any idea why i get this error?(was following the course from udemy made by Ben, then i packaged the game to see how it goes but i got this)
There's more than one reason this can happen
If the parent class for this is in C++, make sure your project is set to build during packaging
In project settings
i do it in project settings at Packaging section??
Yeah, make sure it's set to build the code
Tnx, fixed it
how do i decide minimum and recommended system requirements for my game?
You can look at Steam's hardware survey, and pick the lowest hardware that is still reasonable to target
Then you buy that, and optimize your game for it
Your recommended spec is probably what you develop with - the machine that gets you reliable 60fps at a reasonable resolution in close-to-max settings
Hi! How to remove Manifest_DebugFiles_PS4.txt file from PS4 shipping build?
-nodebuginfo
Hi guys! Is it possible to create configurations for two seperate package? For example I have one startup level for demo and another for full version of game. Can I prepare script or something like combobox which game should package?
You remove it yourself using your own scripts
dont get the point , could you please explain a bit?
Write yourself a Python script to call UAT to generate the package, and then remove files you don't need in that script
thanks, get it. Will try and report.
Same problem here now, any solution?
EMediaTextureSampleFormat)" (?InitializeSourceTexture@FWmfMediaHardwareVideoDecodingTextureSample@@QEAAPEAUID3D11Texture2D@@AEBV?$TRefCountPtr@UID3D11Device@@@@UFTimespan@@1AEBUFIntPoint@@W4EPixelFormat@@W4EMediaTextureSampleFormat@@@Z) referenced in function "protected: bool cdecl FVideoDecoder::CopyTexture(struct IMFSample *,class TSharedPtr<class FWmfMe
diaHardwareVideoDecodingTextureSample,1> const &)" (?CopyTexture@FVideoDecoder@@IEAA_NPEAUIMFSample@@AEBV?$TSharedPtr@VFWmfMediaHardwareVideoDecodingTextureSample@@$00@@@Z)
UATHelper: Packaging (Windows (64-bit)): E:\x\Binaries\Win64\C0PxStreamingServer.exe : fatal error LNK1120:```
WmfMedia in build.cs ?
by the way, this error only occurs when trying to compile for server (dedicated server).
It's already in PixelStreaming.build.cs anyway, no need to add it again
You're on 4.26.2 right ?
Weirds, because that comment specifically calls out this error
Any reference to pixel streaming components in your gameplay code will make it try to compile. Try moving your game logic that depends on PS into a separate module and then hide any usage of that module's contents behind #if !UE_SERVER
The error comes from the PixelStreaming module itself
It might seem that way, but your code might actually reference some of the pixel streaming stuff, forcing the module to recompile
That's what we did (creating separate module and hiding its usage code behind the #if in main game module) and it helped iirc
It's a source build so it should compile no matter what though, but assuming PS isn't used, just disable the plugin
Disabling wont affect compilation, these are separate things
Trying to launch but it fails and I get these red errors, anyone know how I get my game to launch? Any help is much appreciated, thank you! 🙂
LogPlayLevel: Error: ERROR: System.ComponentModel.Win32Exception (0x80004005): The file or directory is corrupted and unreadable
LogPlayLevel: Error: ERROR: Exception performing nothrow action "Kill All Processes": Exception in System: No process is associated with this object.
PackagingResults: Error: Launch failed! Unknown Error
Hey everyone hope people are keeping safe and well, hoping this is the right channel to ask for some help if possible.
Currently I have built Unreal 4.26.2 Linux Docker images from source to allow builds of a dedicated Linux server using the awesome Unreal Docker containers.
I am building the Unreal game client from source with the same 4.26.2 release on my local Windows machine to test before deploying.
When trying to use a simple open cmd to connect the built local Windows Game Client -> Linux Dedicated Server (built using Unreal Container) running in Docker locally I get:
[2021.04.28-19.52.58:437][ 40]LogNet: NotifyControlMessage: Client connecting with invalid version. LocalNetworkVersion: 1077642396, RemoteNetworkVersion: -1398081499
Any pointers appreciated, did some Googling but can't find anything definitive. For now I am overriding the check IsNetworkCompatibleOverride but thinking of setting GetLocalNetworkVersion to be the sha of the git commit of the game source code as a longer term solution perhaps, unless I am missing something (still new to this)
i get these errors when i try to package saying that a data table struct is invalid in one of my blueprints. I checked it and there are no problems with the blueprint that it is reffering to. any way to fix this?
Hi everyone, I upgraded from 4.24 to 4.26.2. After the upgrade, I get a weird bug that I can reproduce on my iPhone but not on the Unreal editor. The bug is the ground mesh stops rendering half way through the game, and only the ground turned black, the character still render fine. I tried setting on/off with of the following settings and still cannot fix the issue. Have anyone else seen a bug like this before? Or do you have any other recommendation? Thanks in advance 😄
r.MobileHDR
r.CustomDepth
r.CustomDepthTemporalAAJitter
r.PostProcessing.PropagateAlpha
bCookPVRTCTextures
r.Mobile.AllowSoftwareOcclusion
r.AllowOcclusionQueries
r.TextureStreaming
r.AllowStaticLighting
r.NormalMapsForStaticLighting
r.CustomDepth
r.CustomDepthTemporalAAJitter
r.PostProcessing.PropagateAlpha
r.DefaultFeature.Bloom
r.DefaultFeature.AmbientOcclusion
r.DefaultFeature.AmbientOcclusionStaticFraction
r.DefaultFeature.AntiAliasing
r.DBuffer
r.Mobile.EnableMovableLightCSMShaderCulling
My game stopped packaging in 4.26 with this issues which were previously resolved, can someone help please?
I've already added them manually
and set it to always cook
I don't understand
is this the issue? how would I do that?
If I tick that box the game package but everything relying on those 3 asset types breaks
😢
Is there a way to monitor performance in a development build?
Profiling, stat commands
Yep so I'm able to open the console right?
In development builds yes
hey, does anyone know what config the icon file is stored in (project settings->platforms->windows->Game Icon)
i've changed the icon but i get no diffs in config files
it doesn't modify a config
it just places it in project/Build/Windows/Application.ico or project/Source/project/Resources/Windows/project.ico
see WindowsTargetSettingsDetails.cpp
i see it now, thanks, no wonder it wasn't showing up as any diff in source control
do people generally include the build folder in a repo?
yes
Hello guys. I need advice, please, about editing the android manifest to upload to Oculus Store. Please see the screenshot. Can't get how and where to solve it. App made in UE 4.23.1. Thanks.
hey guys, how do I package the world composition map with sub-levels inside?
because I've built the game and the level is empty
i always been able to package my project until today, Error: Visual Studio 2019 must be installed in order to build this target. i got this error, i have enabled some plugins today but i disabled them again , still same issue, what can i do?
You need to show us the errors, we cant debug something unknown
quick question (not sure this is the right channel tho): when the game crashes, it generates a new folder in Saved/Crashes that includes the logfile, but the callstack is not included in that logfile, it is cut off right before that - the logfile in Saved/Logs includes that callstack at the end, though. what's the reason behind that? would be cool if i got all the info in one place instead (i.e. in the crashes folder)
Your packaged game isn't able to write a call stack because it doesn't (shouldn't) include PDB files
The minidump is what you want instead
it's a development build for testing, not a shipping/distribution build, so it includes PDB files - and the Saved/Logs logfiles include the stacktrace, but the Saved/Crashes ones don't (and that's what I find pretty weird, would have expected it to be the other way around)
Crashes should have the minidump
So i'm having an issue where i have an MP4 video that plays in my game. When I do a build and pack and play it. everything works fine on my computer, However when I transfer that same build to a different computer For more optimal testing the video now just shows a white screen. I tried to do so research to on it but had zero luck with a few different answers from past questions/Forums
It's with File Media Source
Hello, I made some pretty good progress with my game but hit an error saying i the game's OBB is too high, is there a way to go through my assets to identify which assets specifically causes this error to occur? any help on this would be greatly appreciated.
there exists an uwp export branch for unreal engine 4.26? or there is a way for export to uwp on 4.26?
UWP is dead and so is microsoft's UWP-supporting branch
oh, and how can i get xbox export on unreal engine? the only way is having id@xbox? or with a microsoft developer account i can get access to it?
You need to register with XBox as a developer and get sent a devkit
Console dev is NDA'd so you have to ask Microsoft about it
But mostly you'll get the XBox UE4 and work with that
Id@Xbox or through a publisher are the main ways really. UWP perf is also limited on XB1
If you get XDK/GDK access then Epic can grant you the necessary files for compiling/cooking the game for Xbox. You’ll need to work with a source build though
but if i already have an xbox can i use microsoft developer and turn my xbox on a devkit, and request access to UE4 build that can export to xbox?
and the xbox devkits are free?
Console dev is NDA'd so you have to ask Microsoft about it
Though the word on the street is that Microsoft may lend you a devkit
oh, and what is the difference between a devkit and a normal xbox (converted into devkit)?
For the most part, the difference is that you can run your own code on the devkit
like run UWP?
No, actual programs
UWP apps can run on a normal console, with heavy restrictions on the hardware
For games you need a devkit
oh ok and for get a devkit is on id@xbox?
Yes
for get access to id@xbox i need to already have a game finished? or can i join to it before finish it
Anyone ever have errors like:
Profile (NoCollision) - Custom Channel Name = 'GameTraceChannel4' hasn't been found in a packaged game?
Works fine in editor, and I can spot them in DefaultEngine.ini, but it's almost as if the trace channels are missing in the packaged game.
(which seems to be confirmed by the fact that I am getting strange tracing behaviour in the packaged game that seems to indicate they're indeed not working properly)
Logged them, they seem defaulted to ECC_GameTraceChannelX in packaged 🤔
Hmm, maybe it's default behaviour that Unreal removes the custom names in packaged? I think the complaint from the "NoCollision" preset above is a different issue with the preset itself.
I was using the binary build of 4.26 for my game, then built the engine from source, but I can't launch the project with the "Development Server" configuration. I get the error
LogLinker: Warning: Unable to load package (C:/UnrealEngine/Engine/Content/EngineMaterials/WorldGridMaterial.uasset). Package contains EditorOnly data which is not supported by the current build.
Among a few other errors, which are the same but with references to other, core files.
Oh, actually this seems to be the real problem:
Assertion failed: GDefaultMaterials[Domain] != nullptr [File:C:/UnrealEngine/Engine/Source/Runtime/Engine/Private/Materials/Material.cpp] [Line: 544] Cannot load default material 'engine-ini:/Script/Engine.Engine.DefaultMaterialName'
how to fix?
Hey all.. My project builds w/o errors but I get a fatal error when I launch my packaged project.
How would I go about debugging this?
you tell us since the crash is in ICelestialDungeonsEditorModule::ShutdownModule() which is specific to your game
Hey, I'm getting a black screen in my packaged game on start, the console works in the DebugBuild but trying to open my Map doesn't work at all. If I package with ShipBuild then the console stops working entirely. Any ideas what might be happening? The game works properly in editor.
Packaging failed and I can't see why. Can anyone help please?
Never mind. Solved. This link below solved my issue by updating my .net framework.
I'm not sure why you keep asking this channel about miscellaneous crashes, but you don't have the debug symbols so this callstack is worthless
if you have the PDBs you can debug the dump in VS (crash dump should be in Saved/Crashes)
I can't run my project in the Development Server configuration because it tries to load "EditorOnly" content...but no one else seems to have this issue. Does anyone have any ideas? I've literally spent five days on this.
Here's the final error message in Visual Studio:
Assertion failed: GDefaultMaterials[Domain] != nullptr [File:C:/UnrealEngine/Engine/Source/Runtime/Engine/Private/Materials/Material.cpp] [Line: 544]
I get a lot of errors that look like this as well
LogLinker: Warning: Unable to load package (C:/UnrealEngine/Engine/Content/EngineMaterials/WorldGridMaterial.uasset). Package contains EditorOnly data which is not supported by the current build. The other messages are the same, but for other Engine *.uassets like the BasicShapes.
I have tried cooking the project's contents when it's launched with the Development Editor configuration.
If I click "Continue" enough times in Visual Studio, I eventually get this message. I'm using a Source build of the engine and I know that nothing is corrupt.
I have re-downloaded and re-built Unreal from source, and I'm still getting this problem.
does anyone know how to fix this error https://cdn.discordapp.com/attachments/315831927892344843/839745611271241728/unknown.png
i dont know how to install debug symbols for ue4 compiled from source code
There is no need for that
If it's compiled from source, debug symbols were generated
Does anyone know where I can the crash logs for a packaged (development) exe?
Same as editor, next to the executable
Any reason the log wouldn't be there? My executable crashes immediately, but there is no Saved\Logs folder
How do you know it crashed, as opposed to exiting ?
I don't. I can see it show up in task manager for a second or so before it is gone. Tbh, without logs I have no idea how to tell if it is closing or crashing
Debug it
How? It isn't open long enough for me to attach VS to the process
But if there are no crash dumps it didn't crash
Well start it from VS
Set your solution to Development (not editor), compile, press F5
Don't forget to revert later
Now that won't be "packaged", just cooked, but you can also simply debug any executable - open the exe, press F5
Damn, I had no idea I could do that
Ok, follow up question, is there a channel to ask something like "How do I debug a call stack full of 'Source not available'?"
Install the engine debug symbols in the launcher options fro that engine
~25GB download
Is that an option with a binary build of the engine?
I mean, I have a build of the engine that was built, but I didn't build it (if that makes sense)
Well, get the debug symbols from whoever built it
If that's Epic, it's available in the launcher
Assuming a programmer on your team, they kind of need to have those
Ok, I will. But then do you know why it would crash (because it is crashing) but not make logs?
Pretty sure its a null pointer somewhere, the exception is an access violation
Did you also know, in VS you can choose open project and select the exe. Press f5 to run it and debug from there assuming you have the symbols.
Neat little oddity, I get the same write access error when opening the exe in VS, just without the usual "this line of code threw an exception". It just starts, stops, and I can see in the output that something messed up.
What does the output say?
Is there a simple way I can ask UE4 to split my pak file up into 10 pieces (can be arbitrary or clever, idm). Having one 10GB pak file is a bit big for my project. Helps with downloading & patching. Otherwise I have over 10,000 files in my packaged project and I think from a networking side, managing downloads with FTP is causing issues
@stray harness you might wanna take a look at chunking, there's a page on the ue4 docs under the patching and dlc category. Would you like the link for it?
Hey thanks for the reply! I think I found it, is it this https://docs.unrealengine.com/en-US/SharingAndReleasing/Patching/GeneralPatching/CookingAndChunking/index.html ?
Cooking Content and Building .pak Files for Distribution
Yeah, exactly. You might want to go through the whole section, but I think this should be what you're looking for.
Yeah thanks, still going through it. Its quite detailed... I guess I'm looking for something a bit simpler. Wondering whether I can just create some basic chunking settings (like 1 chunk per content sub-folder) rather than do anything advanced like hardcore optimisation such as per-asset chunking
E.g. - this is a size breakdown of our current demo. Some basic settings that would have 1 chunk for 'Imported content', 1 chunk for 'Environment', just to make downloading simpler
Hmm, I'm not aware of an automatic feature that does that for you. I don't think that's necessarily a good idea either, you'd usually like as much control over that process as possible.
You can use primary asset label assets to chunk entire folder structures, there's an option in the asset label for that. I think it's called 'Label Assets in my Directory'. Don't quote me on that one though.
In that case, I would put a primary asset label in each sub folder, i.e. one in the imported content folder, on in the environment and one in the maps folder. And Mark them to label the assets in their respective directory. One important thing to note, you have to change two project settings for chunking to work.
It seems tedious, I agree. But I hope that helps. There might be some third party solutions out there, but I'm not aware of any, nor would I recommend those really.
As an aside, most platforms don't use FTP. Itch, GOG, EGS, Steam, etc all have their own networking system and don't need any chunking to be efficient
Which is why most games just use a dumb 50GB pak file
Ahhhhh
Dunno about consoles but I suspect the same
Thank you for your help 🙂
I think I will probably leave it alone then for now. I plan to eventually use a platform (steam or itch or EGS), so would be wasted effort I guess, as long as I can get something working
how can i find what is referencing these assets? I don't recall using them at all!
UATHelper: Packaging (Windows (64-bit)): LogUObjectGlobals: Warning: Failed to load '/Game/TopDownBP/TopDownOverview': Can't find file.
UATHelper: Packaging (Windows (64-bit)): LogUObjectGlobals: Warning: Failed to load '/Game/TopDownBP/TopDownOverview': Can't find file.
UATHelper: Packaging (Windows (64-bit)): LogUObjectGlobals: Warning: Failed to find object 'Class /Game/TopDownBP/TopDownOverview.TopDownOverview_C'
PackagingResults: Warning: Failed to load '/Game/TopDownBP/TopDownOverview': Can't find file.
PackagingResults: Warning: Failed to load '/Game/TopDownBP/TopDownOverview': Can't find file.
PackagingResults: Warning: Failed to find object 'Class /Game/TopDownBP/TopDownOverview.TopDownOverview_C'
ah it was an editor tutorial
[2021.05.07-18.40.16:998][ 0]LogStreaming: Error: Found 0 dependent packages...
[2021.05.07-18.40.16:998][ 0]LogEngine: Error: Unable to load GameInstance Class '/Game/GameModes/BP_GameInstance.BP_GameInstance_C'. Falling back to generic UGameInstance.```
While building a dedicated server. I dont know why assets do not seems to be findable. Could you please assist ? (The /Game dir was also included manually in included dirs)
quick question - when using steam DRM, do you usually wrap both exe files, just the one in the root folder, or just the one in the binaries folder?
Evening all, we currently have a release on Steam which was 4.25, we have just moved to 4.26 but when trying to DRM our exe we get a "Executables with a TLS" error? anybody come across this or potential fix
Hey. can someone help me with a rare error?
I have no idea what is going on and where to look for it
My game crashes when it attempts to open a level, but that only happens after I export the game, and compress it with winrar, and decompress it
It does no happen in ue4 app, nor with the first folder
Try comrpessing with something else, and check you included all the folders
If you compress a development build you mgiht get a meaningful error
how can i package to html5 on unreal engine 4.26.2
Hi, i got this error message, can someone help me with this Can someone help me with this?
I have no idea what does it mean, nor how to fix it
So I packaged a game for android and got it on my phone but when run it tells me that, I don't need to release it on Google play.
How do I fix that I looked online but coundlt understand
@tidal terrace I don't have this maybe you have a checkbox checked in packaging settings regarding this
you can find UE4 logs when the game is carshing. I had a crash occuring only on the packaged game it was because I went above the max limit of UObjects that you can spawn
only way to know was to check dump log who's path depends on the device
I found the reason, It seems like tessalation on landscape material was creating the issue
nice ! Well it was less trivial to solve than it looked.
ok on my end I have a question lol does Unreal Engine works fine on a MacOS virtual Machine ? I don't have any mac and want to be able to build on MacOS/ iPhone
ok
Does anyone here have experience with livelink? Every time I launch the editor I have to go into the livelink plugin and set it up again for the input. If I bake and release the project, how does that work?
How were you able to package it in the first place? Mine won't without the signing settings🤔
It's also driving me nuts because I'm not planning to release it on play
Getting an error when packaging my project - UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 186]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Ran out of memory allocating 18446744071573120717 bytes with alignment 0. The project was packaging finr last week and i made a couple changes which i decided to roll back and remove. now getting this crash and cannot see where the problem lies.
Hello, I'm getting an error saying ERROR ITMS-90725: "SDK Version Issue. This app was built with the iOS 13.2 SDK. All iOS apps submitted to the App Store must be built with the iOS 14 SDK or later, included in Xcode 12 or later."
I get that error when trying to upload to the appstore.. But im not sure how sdk works when packaging through unreal. Sine the build is made by unreal, does unreal not have the latest ios sdk?
I fixed it by enabling a few packages settings
Force small obb files
Package game data in apk files
Disable obb files
Hey. I have something like that during packaging:
"LogStreaming: Warning: Failed to read file '../../../../../Content/Localization/Game/Game.locmeta' error."
What could be possible solution?
Very late respone to answer this question, but there is a solution for making this work. I managed to force the package not to force start up WRC, then i used execute console commands to startup the server. Then sending a CALL url to set the preset
Make sure to stop the server once quited
@tulip sky Just tagging incase you incase this is still an issue
Thx man, I'll try thisss
Anyone knows where can i look for the default values for DeviceProfiles.ini?
i want to compare the overriden values with the originals
Hi, I recently upgraded my build from 4.25.3 to 4.26.2 (both were compiled versions of the engine from Github). I was able to successfully make the update and the engine/project compiles and opens without issue. My problem is that when I try to cook/package my project via Jenkins, it fails with the following:
LogModuleManager: Warning: ModuleManager: Unable to load module 'Hero' - 0 instances of that module name found.
LogModuleManager: Warning: ModuleManager: Unable to load module 'HeroDebugModule' - 0 instances of that module name found.
Message dialog closed, result: Ok, title: Message, text: The game module 'Hero' could not be found. Please ensure that this module exists and that it is compiled.
The strange issue is that if I build/package the game through the editor, it handles everything with no problem.
When cooking through Jenkins, I run this script to perform the cooking:
"D:\Hero_4.26\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project="D:\Hero_4.26\Hero\Hero.uproject" -noP4 -platform=Win64 -clientconfig=Development -cook -allmaps -NoCompile -stage -pak -archive -archivedirectory="%WORKSPACE%/temp/x64"
Note: There were no issues with building/cooking my project through Jenkins before updating to 4.26.2. Thanks in advance for any help and suggestions 🙂
Here is the log outlining the error in more details
Has anyone here tried the UGC example plugin on Android?
Guys which folders should be removed from the project folder to have unreal rebuilt it on restart?
I'm getting an Unknown Cook Failure when I try to build. Any idea what can be?
did you checkout the file at C:\Users\USER\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\Log.txt ?
Ohh, there is an UnauthorizedAccessException when trying to access C:\Program Files\Epic Games\UE_4.26\Engine\Programs\AutomationTool\Saved
mmm, shall I try opening unreal with admin priviledges?
How I launch Unreal with admin priviledges?? Must I just launch Epic Games with admin instead?
I didn't work opening Epic Games in admin mode 😦
tells me that a file/folder is set to read-only mode or doesn't have permissions
check the perms and file/folder state
mm, actually AutomationTool folder doesn't exists on that path. Must I just create it??
Nop, that didn't work
Oh, actually, if I create the folder and remove read mode it gives a different error.
UnauthorizedAccesssException with path 'C:\Program Files\Epic Games\UE_4.26\Engine\Programs\AutomationTool\Saved\Cook-2021.05.12-20.13.23.txt'.
Oh, by going to Saved folder, properties -> security and give all permissions to any application and current user it started compiling! 🥳
Thanks
Were you able to get it to run finally? Now, I've been able to package it etc... But now I'm getting the same error you were on my phone(obb, key etc)
Yes by using those settings
I managed to fix this. The problem was in my local .bat files and that I was using the old directory in some places, while using the new directory in others. Of course it was human error :D. Thanks anyways everyone
Question, how does Unreal trim unused asset (if it does) from builds?
In Unity all used assets has GUID references, so the engine can walk thought references and keep only the used files. If you want to load files at runtime, you must place them in the Resource folder, which is always included in the game.
However, Unreal doesn't have GUID references, and you can load any resource from code by having its path... does Unreal always embeed all assets to the build?
Ahhhh pffff.... Thx for your patience, I'm dense.... I was able to package my unchecking distribution alone...
Disable obb files - I can't find that option, you mean disable verify obb?
Package by**
Yeah
Looks like some bad errors
any fix pls
UE4 strips all unused assets as long as you provide a list of maps to package in packaging settings.
Maps being the default primary root assets to use for dependency evaluation
Failing that, all project content is packaged
hey, is it possible to only include a plugin for certain OS
pretty much I want to use DLSS for windows but not for Linux
Hi, do you know how to make my widgets look bigger on mobile. On the pc they are large but on the mobile rather small
This works out of the box
DLSS for Linux?
Do you know ?
Is there a better way for putting assets in my PrimaryAssetLabel data asset for including chunks for packaging?
It looks like I have to manually click one by one for each asset instead of being able to select multiple assets at once and add it to the Explicit assets list
can anyone tell me how to fix this pls
Hi guys, I was packaging my build and got this error message. It's a widget I got from the marketplace, but I've packaged this before and didn't get it back then, and haven't touched this widget since.
Could somebody help?
I'm also getting this error
Not 100% sure but looks like referenced plugin I'd corrupted
Bp compiler error?
That one is weird because the widget has no reference to a plugin. These are only happening when blueprint nativization is enabled, even though that widget doesn't have it enabled, and it has packaged just fine without nativization
Nope, 0 errors in the whole project and everything works perfectly fine in the engine
🤔
hi! i want to package a special demo build (with runuat.bat) that has some c++ changes (i.e. features cut out of the game).
my idea was to create a separate Target.cs file like [GameName]Demo.Target.cs, add a #define with "GlobalDefinitions" (like DEMO=1) in it to use in my code, and then package with target=[GameName]Demo parameter... is that the intended use of the target cs files?
hm, the comment says it's not for UAT? why do you think that approach wouldn't work? so in the end my goal is to define a preprocessor variable via UAT 🤔
because "Demo" isn't a target
ah so you're not supposed to create custom target cs files?
well I'm not sure what else to suggest to you, maybe you want to consider making a perforce stream (or branch in whatever source control you're using) for your demo so then you can remove content as necessary
that would also be possible, but feels a bit like a workaround to me... i just tried the custom demo target approach and it seems to work though 🙂
Is there a reason the following code causes the linked mesh to be packaged ?
#if WITH_EDITORONLY_DATA
UPROPERTY(Category = Properties, EditDefaultsOnly)
class UStaticMesh* Mesh;
#endif // WITH_EDITORONLY_DATA
Specifically I do not want this pointer to cause the mesh to be packaged.
For context, the data asset that has the above code is marked for packaging through a non-recursive primary asset label
hey! Does anyone know how I can package a project for playtesters so I can send it to them through discord? :))
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
?? anyone knows what the the hell is going on when ue4 gives you an error like this? :/
@open rapids your HLSL shader has errors.
how are you guys using Steam DRM? protecting the exe in the root folder doesn't make much sense because it's not needed to run the one in the binaries folder; but the binaries one is nearly 200mb for me, which is more than the maximum of 64MB that can be protected with Steam DRM 🤔
@forest ocean The Steam DRM is pointless anyway, it's cracked as a matter of procedure by pirates
Games that don't use Steam DRM get repackaged into a different executables
They'll probably not even notice it's enabled
Update your game regularly and you'll be fine
Steam DRM breaks your PDBs and yeah there’s a tool on a dodgy Russian forum to remove DRM from any executable
Doing a check that steam_api64.dll is signed by Valve is pretty much as effective
Actually more effective if you use it to apply strange gameplay effects like when GTA4 made you permanently drunk after a while if you played the pirated version
getting
Object is not packaged: ScaleBox
in PIE with a scene component derived object that creates a user widget derived object which has a scale box on it (c++) not even in a packaged game
Do someone knows how can I export games to xbox in ue4?
Contact Microsoft through id@xbox to get a devkit
and then?
Get the devkit delivered along with access to Microsoft's UE4 fork
but it is possible?
for uploading a unreal engine game in xbox dev community?
Yes it's possible : get in touch with Mocrosoft, get a devkit unit delivered, you'll also get access to Microsoft's UE4 to run your game on the devkit, and then later sell it on the store
perfect thanks man
Hello does anyone Knows this Issue while Packaging Game get this Error ....................PackagingResults: 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!
Please can Anyone Help
there isn't a "fork" for XB1/XSX, you just get access to the files on perforce if you're a licensee
plus epic maintain platform support, not ms
It kind of is a fork since it's only that console
Or do you also get the others too ?
well it isn't really since you just get access to the relevant folders under Engine/Platforms/
there aren't special branches or anything
Ah, right. Not used to Perforce doing hat kind of stuff.
I am really sorry for tagging but I really need your help @mellow bane !
So I understand opengl is deprecated (I'm on 4.25) but does anyone know why the GlobalShaderCache isn't being created when I specify +TargetedRHIs=GLSL_150_ES31?
I'm packaging for Linux on Windows. When I use that RHI on windows builds it includes them, seems to only be Linux packages.
We've got a few people with old embedded graphics that don't support Vulkan, so this would be really nice to get working if possible.
I have confirmed that it does other RHIs correctly such as SF_VULKAN_ES31, it just seems to be GLSL_150_ES31 causing the trouble
looks like a google analytics problem to me
Is there any way to override textures compression for a specific platform?
i got platform X's package that is waaaay smaller than platform Y, even tho platform X is more high-end than Y.
and my only guess is that UE defaults are compressing textures for X but not for Y
UATHelper: Packaging (Windows (64-bit)): ERROR: Could not find definition for module 'GoogleAnalytics' (referenced via HelloNeighbor.uproject -> GoogleAnalytics.uplugin)
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Matey\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+HelloNeighborModKit\UBT-HelloNeighbor-Win64-Development_2.txt for full exception trace)
PackagingResults: Error: Could not find definition for module 'GoogleAnalytics' (referenced via HelloNeighbor.uproject -> GoogleAnalytics.uplugin)
UATHelper: Packaging (Windows (64-bit)): Took 0.6601495s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Matey\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+HelloNeighborModKit\UBT-HelloNeighbor-Win64-Development_2.txt)
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Matey\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+HelloNeighborModKit\Log.txt for full exception trace)
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\Matey\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+HelloNeighborModKit\UBT-HelloNeighbor-Win64-Development_2.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
LogSlate: Window 'Output Log' being destroyed
LogSlate: Window 'Output Log' being destroyed
LogSlate: FSceneViewport::OnFocusLost() reason 0
Please help 😦
I really need to fix this