#packaging

1 messages · Page 46 of 1

vernal edge
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it has been doing the same thing for like 20 min now

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its only one shader left

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and it never stops

tardy dew
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guys anyone know why i get this while making patch? ERROR: Only staged builds can be paked, use -stage or -skipstage.

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I have stage selected

mellow bane
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Yes, first cook is slow

vernal edge
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Oh alright then

rose escarp
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Have tried all the solutions i can find on the internet by deleting all the certificates

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and reinstalling them, to even formating my pc and Mac

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i am trying to build remotely on a lan mac

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is there anyone who could help me on this i have been stuck with this for a whole month now with no solutions

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Cant seem to install source to mac either due to some errors, to build directly on mac

vernal edge
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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.

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When you go to visual studio installer and modify and the individual component and tick NET framework 4.8 SDK.

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This might be a totally inaccurate solution. Its just something that i had and then it worked..

dusky thicket
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I keep getting a ton of errors out of nowhere when compiling, do you guys have any ideas?

mellow bane
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Check your disk space

granite totem
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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!

open rapids
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I have this problem

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any suggestions?

open rapids
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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

winged moss
winged moss
mint leaf
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you can try cooking all

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uh why not, I do it plenty and its fine?

mellow bane
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Any C++ plugin installed to the engine dir of a launcher engine will simply not package

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Furthermore, any plugin in the engine dir won't be versioned with team members

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And of course a plugin in the engine dir can't have modifications for the current project

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And a plugin in the engine dir needs reinstalling every time you upgrade the engine no matter if the plugin actually needs updates

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And so on

winged moss
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most of the time with a source build, you'll actually have the engine in source control. we use UGS for distributing the binaries

mellow bane
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Right

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I should have mentioned this was intended for launcher build users

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And if we're honest, I just spend too much time here explaining this particular packaging issue

winged moss
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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

frail ocean
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Anyone know how to fix this?

prisma knoll
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I'm getting this error when trying to package a VR game for Android for the Quest 2, :app:compileDebugJavaWithJavac FAILED

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Any suggestions for solving it?

earnest marsh
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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 ?

misty basin
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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

smoky topaz
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Is there a toolchain for packaging a client for Mac?

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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?

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Or will i get the infamous “please update client”

open rapids
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Hey guys, I'

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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

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Is there something I'm doing wrong?

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It just sits at the bottom here

delicate wadi
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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)

supple galleon
mellow bane
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Well, you kind of want high CPU and GPU usage ?

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What's the framerate ?

supple galleon
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@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?

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And also, i found a lot of CPU stalls...

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Framerate is around 35-45

mellow bane
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CPU stall = no activity

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If you have high GPU frame time, profile it, use profilegpu

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Focus on high frame times - if your game does have 35fps then either the CPU or GPU is too busy with stuff

supple galleon
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Maybe enable it?

timid adder
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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

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any idea what's going on?

low plover
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Hello, need a dude for help me to create the icon free for my application. Dm open

lean valley
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When I try to output to mobile

tiny storm
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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

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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

woven mango
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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)

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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

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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

mint leaf
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use development to debug it

vital creek
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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?

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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.

knotty sky
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Hello! Is there a specific folder where the .ico file has to be saved if I want to change de package icon?

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Thank you!

vital creek
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Do you mean -map? Because that's what runs into this issue.

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There is no -level flag afaik

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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.

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Time to dig into that.

mint leaf
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Thats the one

remote rock
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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?

woven mango
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@mint leaf I have no idea how to debug it, given the process never even gets as far as creating a log file

mint leaf
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if it works in development, look for warnings and fix them

frigid shard
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Hiho i have a little Problem by Packaging my game. I will get the same error 6 times in the log

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I cant give VA Rest Subsystem to the target and also target: self is still the same error

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So what could, should or have to be the target ^^

remote rock
# frigid shard

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

frigid shard
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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

strange ledge
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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.

frail ocean
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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

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Anyone know how to fix this?

frigid shard
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Hiho this are my last Errors in my Package Log, how i can Fix this Errors?
Maybe someone have an Idea ^^

strange ledge
frail ocean
frigid shard
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Or does the term source file mean the entire project?

strange ledge
strange ledge
stark marsh
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@frigid shard show full log?

smoky topaz
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@frigid shard are you using the UAT? If not disable it on your build config.

low plover
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What do you think of my logo ?

vital creek
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This isn't the channel to show off your work.

slim tiger
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My UE4 project file is ~200GB. Any idea how big it would be once its packaged?

solemn narwhal
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I'm getting a ERROR: Visual Studio 2017 must be installed in order to build this target.

VS2019 is installed and is my default:

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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.
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I'm using 4.26.1 and I'm confused: do I have to use VS2017 to package a plugin?

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I've already recreated project files after deleting intermediate / saved.

arctic holly
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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.

arctic holly
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Looks like for some reason my jenkins decided to ignore changes made to DefaultGameplayTags.ini file. Those tags weren't in build environment.

mint leaf
solemn narwhal
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Indeed but this is generated from the package command in UE4

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should i just start the command myself? I’m not sure how btw

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also because the compilation itself finishes correctly

delicate wadi
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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

paper hamlet
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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]
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While packaging, it tries to load an editor module, and then crashes

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From what I've seen this is supposed to work if you use Type: Editor in the uproject

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    "Modules": [
        {
            ...
        },
        {
            "Name": "ProjEditor",
            "Type": "Editor",
            "LoadingPhase": "PostEngineInit"
        }
high void
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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?

mellow bane
high void
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Ok thanks

rustic mantle
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Guys,

  1. 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.
  2. if the compression is not a problem then, size of the texture would be better idea to change.
mint leaf
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You’ll probably have to Google it to find it

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Because it compiles?

wraith hatch
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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:

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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.

supple galleon
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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?

woven mango
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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.

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Any idea what this means? Google gets one result and it's a dead link

somber cosmos
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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?

woven mango
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@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

somber cosmos
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@woven mango what plugin? I haven't enabled any extra plugin

woven mango
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@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

somber cosmos
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@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.

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Thanks for trying though

woven mango
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Ah ok, sorry I can't be more help

woven mango
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Looks like someone had the same issue as you

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Looks like your JDK folder must be Java Development Kit (64bit) 8 Update 151

somber cosmos
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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

woven mango
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Good luck!

tough axle
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How I can fix this

pearl robin
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not sure, but it's a linker error so you'll need to go into the cpp see what's wrong

atomic heron
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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.

grizzled geode
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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?

slim tiger
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Is ~150k-250k shaders a lot?

sleek chasm
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So I tried running the shipping and development build tasks to try packaging the game for Windows (like the actual game, not the editor)

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(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"
            }

        },```
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But when I try booting the game I get this error:

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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

vital creek
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Just compiling doesn't package the game.

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You need to either use the editor to package or use RunUAT BuildCookRun on the command line.

sleek chasm
vital creek
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It does not.

versed smelt
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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.

sleek chasm
# vital creek It does not.

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 ❤️

vital creek
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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.

vocal kelp
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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.
hearty creek
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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

vocal kelp
old bolt
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Since updating from unreal 4.18 -> 4.26, some of our players are getting this error every time the game tries to launch:

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Even after clicking yes to install it, it still gets the error again and again

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Any ideas?

vocal kelp
old bolt
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@vocal kelp shouldn't those be included in UE4PrereqSetup_x64.exe ?

vocal kelp
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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.

hearty creek
mellow bane
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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.

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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

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(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)

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Tagging @vocal kelp for the update, so that the information isn't lost

sleek chasm
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Excuse my ignorance but where is the project launcher?

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Is it not shipped with the market place builds or in what menu do I find it?

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Nope I found it

mellow bane
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Should be under the Window menu

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Ah, anyway

sleek chasm
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Yeah I just went straight to the developer tools sections lol

sleek chasm
mellow bane
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Not sure about that. I found it simpler to just call UAT directly from Python scripts

sleek chasm
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I have the engine started in debug mode - Do you think that could be it?

mellow bane
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No idea.

sleek chasm
mellow bane
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Level loading might actually be faster since you're IO bound on slow disks

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If you're not IO bound, you probably don't have loading time problems

wind fiber
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wait until 4.27 for oodle compression

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then use it

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it will be much smaller and start faster

mellow bane
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Yes

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(But really, regular compression isn't too bad)

wind fiber
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well when I tried it, it made startup on a modern system (with nvme ssd) slower

mellow bane
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How much slower though ? Because I'd assume such a system to have a matching CPU

wind fiber
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takes 1 second to start instead of 0.5, literally unplayable

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(maybe extrapolating that to assume it will also be 2x slower for loading huge data is incorrect)

mellow bane
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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

wind fiber
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well the problem is that it uses zlib which is the opposite of fast

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but it's not really important because with oodle this will all be worries of the past

mellow bane
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It was zlib, on the Switch which is NAND

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Which is why I was wondering 😂

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But yes, Oodle is incredible news

wind fiber
#

I should make a build of master branch to experiment with oodle br_thinking

mellow bane
#

Your findings, tell us

sleek chasm
old bolt
#

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?

hearty creek
#

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 []

wind fiber
#

you're in luck! those errors are near impossible to debug

mellow bane
#

Normally on Steam you just tick the "VS 2019" box

hearty creek
sleek chasm
sleek chasm
wind fiber
#

it might, but unless this somehow shows an extremely obvious callstack, you would need to actively debug it

sleek chasm
hearty creek
sleek chasm
hearty creek
sleek chasm
sleek chasm
# hearty creek Yeah I don't, will it help me resolve this issue?

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)

hearty creek
#

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

sleek chasm
#

Its not changing how anything behaves, it just provides the engine with extra info on the undelying binaries.

sleek chasm
#

So when something fails, basically it can give you better info on the underlying code and make it more human to read

hearty creek
#

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?

sleek chasm
#

Launcher > Unreal Engine > Library and then look at my screenshot

hearty creek
sleek chasm
#

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

hearty creek
#

@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?

sleek chasm
#

Also no

sleek chasm
#

Also what platform are you deploying for?

#

(And also, you are on windows right? What engine version?)

hearty creek
#

Yeah windows 64 bit (but I wanna be do 32 bit later) on 4.23.1

hearty creek
#

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 []

sleek chasm
#

If you try PlayInEditor using this option, does it also crash like so?

sleek chasm
hearty creek
sleek chasm
#

Maybe its some editor extension that youre using thats incompatible?

hearty creek
#

In all of the play modes it works perfectly fine apart from simulate where it does give me a real ue4 crash error log!

sleek chasm
#

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

hearty creek
#

If I fix this error I hope it will work

hearty creek
sleek chasm
mellow bane
#

AFAIK the DXGI_ERROR_INVALID_CALL stuff is simply an engine error that may have been fixed in later releases

wind fiber
#

you'd think he's using the latest version already

sleek chasm
#

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)

mellow bane
#

There is nothing to inject, the editor is just 10x more code and works very differently

sleek chasm
mellow bane
#

Then no, there is nothing "injected"

sleek chasm
#

Oh, well he said he got a better error message

#

I just made a guess 😛

hearty creek
sleek chasm
#

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)

hearty creek
sleek chasm
hearty creek
sleek chasm
# mellow bane There is nothing to inject, the editor is just 10x more code and works very diff...

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

mellow bane
#

Linux support in engine options, Linux toolchain from Epic

#

VS support not needed

sleek chasm
#

Aight

mellow bane
#

Check out the doc

sleek chasm
#

I will have a look

rugged wing
#

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?

hearty creek
#

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?

faint thistle
#

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

toxic pier
#

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

hearty creek
hearty creek
#

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

mellow bane
#

Like I said this was a known issue in 4.23 or something

sleek chasm
#

Its a little strange that stuff like that can make it into release builds tbh

sleek chasm
hearty creek
mellow bane
#

Should be fixed in 4.23.2

#

But IIRC it was only fix in 4.24

tight wyvern
#

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

mellow bane
#

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

tight wyvern
#

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

mellow bane
#

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

hearty creek
#

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!

white flame
#

How can i change the red mark to UE4Editor.Target?

subtle lagoon
glossy haven
#

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
loud lodge
#

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!

loud lodge
#

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:

Hope that helps!

static zealot
#

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

hushed arrow
#

does anyone know what could be causing this?

hearty creek
#

It seems that it is in your Level Actor on line 1318?

hushed arrow
#

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

hearty creek
#

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

mellow bane
#

Open in VS or whatever that is on Mac and compile there

hearty creek
hushed arrow
tranquil furnace
#

Been having these errors after adding metahumans to my project

#

Is there a problem with packaging metahumans?

plain folio
#

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.

proud fjord
#

pardon me noob question but how to resolve (easiest) this error in packaging?

#

LogInit: Display: LogLinker: Error: Bad name index -1/58

tranquil furnace
# tranquil furnace

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.

hazy goblet
#

how do we enable logging in distribution build ?

sacred radish
#

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?

tranquil furnace
#

Anyone has any insight on why this packaging is failing?

mellow bane
mellow bane
sacred radish
#

thanks though

violet python
tranquil furnace
#

check the colorwheel plugin

#

remove it and try packaging again.

hearty creek
#

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!

open rapids
#

regarding packaging is everything in the contents folder put into the packaged project or onlt content included in game/things found in the editor?

mellow bane
#

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

open rapids
#

where can I find these settings?

mellow bane
#

Packaging settings in project settings

open rapids
#

this is the only thing I found for packaging and I can't find what you're mentioning here

mellow bane
#

Keep looking, it's there

open rapids
#

ah I see, regarding maps is it the umap or the builddata uasset?

mellow bane
#

The map

open rapids
#

ok, thanks for the help

mint leaf
mint leaf
frigid shard
#

Hiho i get som errors but i cant find infos from where the errors are coming... someone have an idea?

mellow bane
#

Put the full log on pastebin

frigid shard
mellow bane
#

404

frigid shard
#

404?

#

the webside?

mellow bane
#

Your link doesn't work.

frigid shard
#

ok this is the link i get after uploading

#

maybe you have to login i dont know this webside

mellow bane
#

You haven't uploaded the log correctly

#

Set it to private, forgot to click ok, idk

frigid shard
#

copy + paste + uploade finish

#

i posted it as public

#

privat is for me public for all

mellow bane
frigid shard
mellow bane
#

This one works, yes

frigid shard
#

nice

mellow bane
#

Your errors are caused by plugins XsollaLogin, XsollaUtils

frigid shard
#

where you can see that?

mellow bane
#

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

frigid shard
#

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?

mellow bane
#

Nope. Plugins seem to be used, dunno if it's built-in or not

frigid shard
#

thats bad...

#

ok maybe i can unsinstall or delete the plugins

mellow bane
#

Are they built in or did you install them

frigid shard
#

not in this project i have tested them in an empty project to see if that's what I'm looking for

mellow bane
#

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

frigid shard
#

ok

#

ok how i can remove plugins?

mellow bane
#

Go to engine/plugins and remove the folders

frigid shard
#

ah ok i was serching in the project settings ^^

#

oh it looks like 0 errors ^^

mellow bane
#

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

#

I should add "some random plugins fail packaging even when they are disabled", apparently 🙂

frigid shard
#

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 !

low plover
#

Hi, Do you know how to increase the display time of the launch screen on a mobile project please?

mint leaf
plush fiber
#

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?

mellow bane
#

All consoles are under NDA by their respective makers

plush fiber
#

so i have to pay right to them as i understand yea?

mellow bane
#

You have to get Nintendo in this case to provide you with Switch capable UE4 code

#

And a devkit

plush fiber
#

i contact with them already , so once i get the dev kit i need to put something with the ue4?

mellow bane
#

UE4 for Switch will be available on Nintendo's developer site

plush fiber
#

i see

#

thanks @mellow bane .

frigid shard
#

@mint leaf thanks ^^

green talon
#

My game will not package... Help?

tranquil furnace
#

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.

mellow bane
green talon
#

Hi Stranger, so how might i go about fixing that?

mellow bane
#

Is it a C++ project

green talon
#

No, blueprint.

mellow bane
#

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

green talon
#

By remove, do you mean delete from the folder?

mellow bane
#

I mean remove the Intermediate folder in your project folder

#

Make a backup if you're not sure

green talon
mellow bane
#

Yes

green talon
#

Just making a back up first 👍

#

Ok so i deleted the folder, opened the project, tried to package and got the same issue

green talon
#

@mellow bane Any other ideas?

mellow bane
#

No, sorry 😦

plush fiber
#

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?

green talon
#

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?

unique leaf
#

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?

low plover
#

Hi, Do you know how to increase the display time of the launch screen on a mobile project please?

mellow bane
sturdy drum
#

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 ?

sturdy drum
#

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

sturdy drum
#

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]

green talon
#

Help, my game wont package and no one seems to know why.

green talon
#

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?

green talon
#

Funnily enough i just had that problem about 30 seconds ago while trying to fix my issue above.

sturdy drum
violet python
#

How do I fix this Plugin issue?

green talon
#

@sturdy drum Doesn't like that

sturdy drum
#

have u a blueprint pure project ?

violet python
#

go to File -> New C++ Class

green talon
violet python
green talon
pearl robin
brazen hill
#

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?

dark lotus
#

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

mellow bane
#

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

dark lotus
#

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

mellow bane
#

Or that, but I don't know about that.

dark lotus
#

Took me forever to find that, I've been looking on and off for weeks now 😄

#

Thanks for helping!

#

jfc

#

4 results 😄

mint leaf
mint leaf
mellow bane
#

It's actually possible, just need a source build to enable it

green talon
pearl robin
#

yeah, that can happen sometimes, what module did it come from?

green talon
# covert cedar did you figure it out?

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!

reef igloo
#

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.

slim tiger
#

I was compiling my game, and I got these errors. What do I do to fix this?

mint leaf
#

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

brazen hill
# mint leaf IIRC thats a project level dependency missing

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.

icy crane
#

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]'.

crisp patrol
#
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

mellow bane
#

The engine uses it for jpeg now, so any build comes up with it

#

It's 709KB to be fair

crisp patrol
#

Ah ok good to know it's with every build then

#

Thanks!

mellow bane
#

ImageWrapper is the module that links to it if you're looking to disable it, it's a setting

crisp patrol
#

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

visual harbor
#

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.

mellow bane
#

So no

mint leaf
oak tiger
#

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

orchid star
#

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?

mellow bane
vagrant cedar
#

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?

mellow bane
#

Full log on pastebin

vagrant cedar
#

I just deleted my binaries saved and intermediate sorry...It refers to Fmod plugin, but I don't have Fmod installed in 4.26!

orchid star
# mellow bane How are you doing the saving, and how are you sure saving fails ?

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)

mellow bane
#

AppData/ProjectName/Saved is the only place to check

#

How are you doing the saving ?

orchid star
#

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

mellow bane
#

What does the saving look like ?

orchid star
#

its using the same save slot name as the one above

mellow bane
#

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

orchid star
#

i have

mellow bane
#

See if it saves when the file already exists

orchid star
#

it doesnt recognise it

#

which is beyond me

mellow bane
#

So like, %LOCALAPPDATA%/GameName/Saved/etc ?

orchid star
#

i save in the editor, then move it to the appdata place yes

mellow bane
#

Check that the name is the same, maybe ? Other than that, no idea, this stuff pretty much just works

orchid star
#

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

mellow bane
#

IS it a shipping or development package ?

orchid star
#

shipping

#

i tried development

#

but it has the same issue

#

(yes ik, it uses the noeditor folder)

mellow bane
#

Development uses a different folder (same as editor in the package dir)

#

Alright

orchid star
#

my game aint much use if saves dont work when packaged

mellow bane
#

So right now when saving - everything succeeds, no error, and you just don't see the file ?

orchid star
#

yes theres no file

#

if there was a file, i could debug

mellow bane
#

If you add a log after SaveGameToSlot, does it print ?

orchid star
#

no

#

gonna check the save button to see if something janky is happening there

mellow bane
#

Alright, so - add some logs at every step and find out where it fails

violet gyro
#

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?

mellow bane
#

Did the packaging succeed ? Maybe the build itself is too old, make sure to wipe it first

violet gyro
#

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.

mellow bane
#

Well, I'm not sure what to suggest then

mint leaf
violet gyro
mint leaf
#

are you sure you are actually using the right exe

nocturne snow
#

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

magic crescent
open rapids
#

Hello guys, i tried to package my game and this comes around

mellow bane
#

This is a common packaging issue on 4.26, you need to debug the packaging process to find out which Blueprint has corrupted content

open rapids
#

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 ?

mellow bane
#

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

open rapids
#

okey there are only 18 files possible so it should be easy, i hope 😄 THX ❤️

neon rivet
#

AutomationTool exiting with ExitCode=6 (6)

#

Please help!

mellow bane
#

Put the full log on pastebin

neon rivet
#

ok

#

I think this will do the work 🙂

#

@mellow bane

mellow bane
#

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

neon rivet
#

@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!

unkempt glade
#

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?

mellow bane
#

Debug it

unkempt glade
#

Sorry but how?

mellow bane
#

Using a debugger

unkempt glade
#

In android?

#

Or laptop

#

It's working in computer

#

When launch it

#

But after packaging it just quit after showing logo?

mellow bane
#

So debug it on Android using the Android tools

cyan saffron
#

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.

mint leaf
mint leaf
cyan saffron
# mint leaf 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?

mint leaf
#

yes its in the chunk id thing

cyan saffron
#

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

mint leaf
#

maybe set a default value?

visual harbor
#

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

unkempt glade
#

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?

mellow bane
#

Did you try using debugging tools as I suggested ?

unkempt glade
#

Yeah

#

It's all okay in windows

#

I check it's working

#

But in mobile

mellow bane
#

Sooooo did you use debugging tools for mobile

unkempt glade
#

No

#

How can I use It?

mellow bane
unkempt glade
#

Thanks a lot

true pollen
#

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

dusky marten
#

Hello,
can I still put multiple files in a single uasset? should I need some plug-in?

mellow bane
#

No, you can't

#

Why would you do that

dusky marten
#

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

mellow bane
#

All uassets end into a pak file in the end anyway

dusky marten
# mellow bane 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 😦

mellow bane
#

But hey, feel free to reinvent the engine here

dusky marten
mellow bane
#

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

dusky marten
#

for now I'll do this way, even tho I don't like so much the single file policy

mellow bane
#

There isn't much to like or dislike, but feel free to use chunks

worldly sequoia
#

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

vocal kelp
#

Please @ me with any help for this:

lyric tulip
#

Is it possible to know why when I package in HTML5, my character is not in the package and my game does not work?

unkempt glade
strange ledge
opal grotto
#

Hi! Is there a way to enable stat fps and stat unit for Shipping builds? This is not working at all:

strange ledge
# opal grotto

sure. just put it in level BP without any checks. will work in shipping.

opal grotto
#

@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!

mint leaf
#

but its not too bad

#

If its rebuilding 4000+ modules then you have an issuesomewhere thats triggering engine recompilation

worldly sequoia
#

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

viscid flower
#

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? **

brittle canyon
#

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?

violet python
#

I have no clue what this means 😇

vestal breach
#

Greetings. Is there any way to check if the asset was packaged?

brittle canyon
violet python
wide pecan
#

hello im having an issue packaging and was hoping someone could help me out. This is the line of code thats getting flagged

charred halo
#

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
fathom holly
#

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.
mint leaf
#

sounds like your packaging has issues

fathom holly
mint leaf
#

what iphone generation?

#

And are you sure worldgridmaterial is included in the cook

fathom holly
mint leaf
#

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

fathom holly
scarlet pilot
#

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.

mint leaf
fathom holly
#

Same error with cook all, with hrd off T_T

scarlet pilot
#

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...

▶ Play video
fathom holly
violet python
mossy folio
#

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)

mellow bane
#

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

mossy folio
mellow bane
#

Yeah, make sure it's set to build the code

mossy folio
plucky timber
#

how do i decide minimum and recommended system requirements for my game?

mellow bane
#

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

strange ledge
#

Hi! How to remove Manifest_DebugFiles_PS4.txt file from PS4 shipping build?
-nodebuginfo

simple zephyr
#

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?

mellow bane
strange ledge
mellow bane
#

Write yourself a Python script to call UAT to generate the package, and then remove files you don't need in that script

strange ledge
wanton orchid
#
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:```
mellow bane
wanton orchid
#

alred did :S

#

same error

wanton orchid
mellow bane
#

It's already in PixelStreaming.build.cs anyway, no need to add it again

#

You're on 4.26.2 right ?

wanton orchid
#

yep

#

4.26.2

mellow bane
#

Weirds, because that comment specifically calls out this error

reef igloo
#

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

mellow bane
#

The error comes from the PixelStreaming module itself

reef igloo
#

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

mellow bane
#

It's a source build so it should compile no matter what though, but assuming PS isn't used, just disable the plugin

reef igloo
#

Disabling wont affect compilation, these are separate things

hearty creek
#

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

fresh socket
#

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)

sinful dome
#

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?

fathom holly
#

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

somber flower
#

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?

somber flower
#

If I tick that box the game package but everything relying on those 3 asset types breaks

#

😢

quasi sierra
#

Is there a way to monitor performance in a development build?

mellow bane
#

Profiling, stat commands

quasi sierra
mellow bane
#

In development builds yes

haughty depot
#

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

winged moss
#

it doesn't modify a config

winged moss
#

see WindowsTargetSettingsDetails.cpp

haughty depot
#

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?

winged moss
#

yes

dull hollow
#

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.

mystic fjord
#

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

open rapids
#

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?

mint leaf
#

You need to show us the errors, we cant debug something unknown

forest ocean
#

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)

mellow bane
#

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

forest ocean
mellow bane
#

Crashes should have the minidump

lilac iron
#

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

wide pecan
#

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.

vale sage
#

there exists an uwp export branch for unreal engine 4.26? or there is a way for export to uwp on 4.26?

winged moss
#

UWP is dead and so is microsoft's UWP-supporting branch

vale sage
#

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?

mellow bane
#

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

winged moss
#

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

vale sage
mellow bane
#

No

#

You need a real devkit

vale sage
#

and the xbox devkits are free?

mellow bane
#

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

vale sage
#

oh, and what is the difference between a devkit and a normal xbox (converted into devkit)?

mellow bane
#

For the most part, the difference is that you can run your own code on the devkit

vale sage
#

like run UWP?

mellow bane
#

No, actual programs

#

UWP apps can run on a normal console, with heavy restrictions on the hardware

#

For games you need a devkit

vale sage
#

oh ok and for get a devkit is on id@xbox?

mellow bane
#

Yes

vale sage
#

for get access to id@xbox i need to already have a game finished? or can i join to it before finish it

worldly sequoia
#

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)

worldly sequoia
#

Logged them, they seem defaulted to ECC_GameTraceChannelX in packaged 🤔

worldly sequoia
#

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.

hollow thunder
#

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'

bold iris
light plover
#

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?

winged moss
# bold iris how to fix?

you tell us since the crash is in ICelestialDungeonsEditorModule::ShutdownModule() which is specific to your game

thorn oriole
#

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.

green talon
#

Packaging failed and I can't see why. Can anyone help please?

green talon
bold iris
#

pls

winged moss
# bold iris pls

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)

hollow thunder
#

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.

open rapids
bold iris
mellow bane
#

There is no need for that

#

If it's compiled from source, debug symbols were generated

bold iris
#

щр

#

щл

#

oh ok

midnight gulch
#

Does anyone know where I can the crash logs for a packaged (development) exe?

mellow bane
#

Same as editor, next to the executable

midnight gulch
#

Any reason the log wouldn't be there? My executable crashes immediately, but there is no Saved\Logs folder

mellow bane
#

How do you know it crashed, as opposed to exiting ?

midnight gulch
#

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

mellow bane
#

Debug it

midnight gulch
#

How? It isn't open long enough for me to attach VS to the process

mellow bane
#

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

midnight gulch
#

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'?"

mellow bane
#

Install the engine debug symbols in the launcher options fro that engine

#

~25GB download

midnight gulch
#

Is that an option with a binary build of the engine?

mellow bane
#

It's only an option for binary builds really

#

Source builds generate them

midnight gulch
#

I mean, I have a build of the engine that was built, but I didn't build it (if that makes sense)

mellow bane
#

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

midnight gulch
#

Ok, I will. But then do you know why it would crash (because it is crashing) but not make logs?

mellow bane
#

Nope

#

Presumably something like a DLL that couldn't load

midnight gulch
#

Pretty sure its a null pointer somewhere, the exception is an access violation

rare relic
#

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.

midnight gulch
#

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.

rare relic
#

What does the output say?

stray harness
#

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

valid stone
#

@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?

stray harness
valid stone
#

Yeah, exactly. You might want to go through the whole section, but I think this should be what you're looking for.

stray harness
#

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

valid stone
#

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.

mellow bane
#

Which is why most games just use a dumb 50GB pak file

stray harness
#

Ahhhhh

mellow bane
#

Dunno about consoles but I suspect the same

stray harness
#

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

grizzled geode
#

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

teal cipher
#
[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)
forest ocean
#

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?

rapid pier
#

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

tame socket
#

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

mint leaf
#

Try comrpessing with something else, and check you included all the folders

#

If you compress a development build you mgiht get a meaningful error

vale sage
#

how can i package to html5 on unreal engine 4.26.2

tame socket
#

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

tidal terrace
#

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

tiny storm
#

@tidal terrace I don't have this maybe you have a checkbox checked in packaging settings regarding this

tiny storm
#

only way to know was to check dump log who's path depends on the device

tame socket
#

I found the reason, It seems like tessalation on landscape material was creating the issue

tiny storm
#

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

void panther
#

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?

slate radish
plush brook
#

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.

noble delta
#

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?

tidal terrace
limpid wolf
#

getting this error after packing

#

also how would i go to line 1444

open rapids
#

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?

shrewd ibex
#

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

brittle geyser
#

Anyone knows where can i look for the default values for DeviceProfiles.ini?

#

i want to compare the overriden values with the originals

cunning sparrow
#

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

limber wind
#

Has anyone here tried the UGC example plugin on Android?

eager yoke
#

Guys which folders should be removed from the project folder to have unreal rebuilt it on restart?

quick dawn
#

I'm getting an Unknown Cook Failure when I try to build. Any idea what can be?

vague hare
quick dawn
#

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 😦

vague hare
#

tells me that a file/folder is set to read-only mode or doesn't have permissions

#

check the perms and file/folder state

quick dawn
#

mm, actually AutomationTool folder doesn't exists on that path. Must I just create it??

quick dawn
#

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

slate radish
# tidal terrace ok

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)

tidal terrace
#

Yes by using those settings

cunning sparrow
quick dawn
#

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?

slate radish
# tidal terrace Yes by using those settings

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**

open rapids
#

hi i got this error

vernal marsh
#

Looks like some bad errors

open rapids
#

any fix pls

mellow bane
#

Maps being the default primary root assets to use for dependency evaluation

#

Failing that, all project content is packaged

dense mist
#

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

low plover
#

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

mellow bane
dense mist
#

DLSS for Linux?

mellow bane
#

Including the plugin only on supported OSs

#

It's the default behaviour

dense mist
#

Oooh hmm

#

Will look into this, thanks

low plover
#

Do you know ?

graceful saddle
#

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

open rapids
burnt magnet
#

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

tidal terrace
tidal terrace
burnt magnet
burnt magnet
tidal terrace
#

🤔

forest ocean
#

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?

winged moss
#

I don't think that's how it works

#

but you can do something like this in Target.cs

forest ocean
winged moss
#

because "Demo" isn't a target

forest ocean
#

ah so you're not supposed to create custom target cs files?

winged moss
#

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

forest ocean
#

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 🙂

mellow bane
#

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

hearty creek
#

hey! Does anyone know how I can package a project for playtesters so I can send it to them through discord? :))

grizzled geode
#
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? :/

shrewd terrace
#

@open rapids your HLSL shader has errors.

forest ocean
#

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 🤔

mellow bane
#

@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

winged moss
#

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

open rapids
#

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

neon rivet
neon rivet
#

Please help!

#

Please 🙂

fast pond
#

Do someone knows how can I export games to xbox in ue4?

mellow bane
fast pond
mellow bane
#

Get the devkit delivered along with access to Microsoft's UE4 fork

fast pond
#

for uploading a unreal engine game in xbox dev community?

mellow bane
#

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

astral ice
#

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!

astral ice
#

Please can Anyone Help

winged moss
#

plus epic maintain platform support, not ms

mellow bane
#

It kind of is a fork since it's only that console

#

Or do you also get the others too ?

winged moss
#

well it isn't really since you just get access to the relevant folders under Engine/Platforms/

#

there aren't special branches or anything

mellow bane
#

Ah, right. Not used to Perforce doing hat kind of stuff.

neon rivet
#

Please help!

neon rivet
#

I am really sorry for tagging but I really need your help @mellow bane !

warped spire
#

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

mint leaf
brittle geyser
#

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

neon rivet
#
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