#packaging
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did you try packaging yet btw
this is in the DefaultEngine.ini?
yea
ok... cuz there is no straight up "GameName" entry anywhere
besides the one i added
how so?
never seen this shit :P

it seems to be a problem with the "BuildTarget=UE4Game" being automatically added
I am doomed
I mean, that ue4game module is supposed to exist in the ue4 engine binaries folder
but it's like it's looking in the wrong place or somethin
yea i guess
im thinking of a few fixes
like setting the GameEngine file to read only
so it doesnt keep changing the build target
Trying to avoid spam, but this might be a more relevant channel than #umg
Has anyone ever had issues with Images for a Rich Text Block Image Decorator not appearing in Packaged builds? The uassets for the images+decorator are in the packaged build, but when the level loads the Rich Text Block doesn't actually render the inline images.
It sounds like an Asset Loading issue but I can't quite pin down why the Images aren't loaded with the level if everything from Level->Widget->Decorator->ImageSet->Image are hard references.
should work
definitely this channel is ideal for that
the UI that contains the richtext though, how does it get loaded?
actually never mind I get it, it's all hard refs
so I assume that's Create Widget with a direct reference right on the pin
can you check the cook log and see if there's an entry for it?
and also look for any relevant warnings and fix them, even if they are maybe only tangentially relevant
I am using an image decorator but for me it's using dynamically loaded primary assets and not the regular structure that the built in richtextimagedecorator is using
only problem I ran into was ensuring "Allow engine to determine name and type" was needed to use texture as primary assets
if your just using the regular decorator it should be easier
Hmm, during the Packaging, it does seem like the DataTable that is used for the Rich Image Text Block is unable to find a package for it to be placed in:
PackagingResults: Warning: Unable to find package for cooking /Game/ButtonImage
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogLinker: Warning: Failed to read package file summary, the file /Game/ButtonImage.uasset" is unversioned and we cannot safely load unversioned files in the editor.
Yeah, the Widget is created in a "Create Widget" node. The Widget class (which has a reference to the RichImageText/DataTable) is a variable set on the Prompt that creates said widget.
hmmmmmm was the uasset added to the project from outside the editor?
ie, by just putting it into Content from your file manager?
or is it actually talking about version control- are you using a version control solution?
doesnt have to do with version control, has to do with the file format version of that file
Interesting, thanks for the link. I don't think it was created outside the editor, but I wasn't the one who created it originally. We use p4, it doesn't seem like the uasset was added from outside the editor. I'm trying to re-create the asset since its just a small datatable now
no cooking complaints in the logs so far, which seems promising
Welp, those cooking warnings in regards to packaging went away, but it seems that the assets are still missing from the Rich Text Block Images.
If the Level is loading asynchronously, would that have any implications to this asset not loading if we're not also doing anything special to load these images? We don't have anything set up in the Asset Manager for Primary Asset rules, but we are using Stream manager to load in the Level.
that seems like a weird way of loading a level
but as long as there's a hard chain of references, there shouldn't be an issue
our game uses rich text image sets and not really had issues with those sets not packaging
hey, short question, first time shipping with 4.26.2, but now steam drm/wrapper says: Executables with a TLS callback can only be wrapped in compatibility mode.
never had that problem before, something i should be worried or its normal on that unreal engine version?
with 4.24 i could wrap it with normal mode just fine
hey guys, sup? For some reason my render target shader is blurry in packaged game. It works fine in the editor. Does someone know a possible reason?
did you try to update steam skd in your project?
some things in editor looks pretty good because ue4 uses iterative build, try to test your shader using stand alone play mode
Follow up for posterity:
Rich Text Block Decorator Classes **must **have a Text Style Set. In Editor won't complain about it, and it just won't work without one in the packaged build.
I'm not sure how you expect that to work even in-editor
Anyone know how I can load different dependencies for different build targets? https://forums.unrealengine.com/t/how-to-load-different-dependency-modules-for-different-build-targets/239470
Anyone building UE5 on CI(or via commandline)?
I have a problem that the exact same command on UE5 will give me Windows version but not WindowsNoEditor, did any of you guys had similar problem?
@humble pilot i updated the sdk files in the engine folders shoud be enough? its been a while till i did the sdk stuff...
but atm still the same TLS callback stuff
i just tested, if i ship the standart third person template in 4.24 i can wrap it with standart just fine, if i create the same standart third person template in 4.26.2 and ship it, the steam wrapper says its has a TLS callback
They renamed
platform names
its mentioned in the documentation somewhere
Is there any way at all for a packaged game to use an external fbx for a mesh? like...being able to reimport an asset on a specific folder on runtime?
Hello, all. When I use the UE 4.24.2 Project Launcher on macOS to prepare a build for Steam distribution, the build completes but I have noticed some very strange behavior: I can launch the game from the output directory, but if I move the game .app output to a different folder, it no longer launches (MAJOR ISSUE)!! This means that the game no longer works when I copy it to ContentBuilder folders and similar. What am I missing? Thanks!
Oh, soo i need to adjust my CI scripts ๐
Thanks for the info ๐
hey guys how do you change the packaging name? whenever I do so in project settings my APK build fails
Hello Everyone I hope you guys are all having a great day
I had a question: when I play my small game on my unreal editor the small video that is playing on the beginning as a widget is playing fine but when I package for Windows the same small video goes all white! what can I do to fix it?
if you are constructing a reference to it using it's path under /Game, then likely the packager doesn't realize it's being used at all and is being dropped
if it's a movie file you can put it under Movies which is special and is always packaged, or you can go to Packaging settings and tell it to always package the folder it's in even if it can't see any references to it
or you can change how you construct the reference to the movie so that the packager knows it's used, such as by making a variable that defines the movie to be played and setting it in the Details panel instead
the last one is preferable
if u think it is indeed being packaged, disable Paks and go look in the packaged output to confirm it's there
When i start my ue4 game on my other laptop it gets an error: Couldnโt Start create process () returned 2 how do i fix this?
did you build for win64 but your other laptop is running win32 or vice versa
I build it for win64
is there a way for ue4 to spit out multiple paks instead of just one?
You can configure certain assets to belong to certain chunks if that's what you're asking: https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Patching/GeneralPatching/CookingAndChunking/
I want to let players download my .exe game but i tested it, and i started the game it gets an error
Are you downloading only the executable or the whole build folder?
Only the executable
you need the whole build folder
ie not just the .exe, but Engine and your game folder and these manifests
Can someone what caused this - do they mean video memory? This sucks because it's basically rebuilding ALL my shaders in the ENTIRE project - (most were already compiled) ATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 5487 Packages Remain 7656 Total 13143 UATHelper: Packaging (Windows (64-bit)): ** LogCook: Display: Used memory high 16990608 kb, exceeded max memory** UATHelper: Packaging (Windows (64-bit)): LogCookCommandlet: Display: Detected max mem exceeded - forcing shader compilation flush UATHelper: Packaging (Windows (64-bit)): LogCookCommandlet: Display: Flushing shader jobs, remaining jobs 31177
that's regular memory. It does need to recompile all the shaders from your project at least in some cases. Check the RHIs you have enabled in project settings, and then double check them in the INI files because project settings can get confused, this happened to me where it was building ES 3.1 model shaders in addition to SM5 and it was choking on a shader that didn't work in es 3.1
once packaging has completed successfully, the result will be cached and you won't have to next time
Weird - I've packaged this project many times - (like 15 in the past three months) - I did add some more assets, particularly some that had a bunch of material instances with like 5- 8 texture parameters - but I guess what weirds me out is it wasn't like a project setting - it literally said, "exceeded max memory" so the solution to that is to just rebuild all the shaders?
all I know is, it's been recompiling shaders for literally 8 hours
I wasn't ready to package but I wanted to run through just in case I encountered some problem/bug I would know about it - I'm glad I did this earlier than waiting until the day I needed it to be packaged
and like you said, as long as this packages correctly, I shouldn't have to worry about it again
Hey guys !
I've been debugging the log of my game the last few days and every thing is fine except for a recurring warning stating "Component NOT supported"
[2021.07.12-20.53.33:158][374]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: NiagaraComponent /Game/MAPS/Map_Generateur.Map_Generateur:PersistentLevel.Generator_2.NiagaraComponent_2147435093 NOT Supported.
But the component does work correctly in the game, I just mind because it is spamming my logs.
Thanks in advance if you know what's going on ๐
Who can help? i cant package my game cause i have an error: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets cause i have PropertyEditor module in runtime. But i cant remove this from dependecy becuase i have a problem with file include
HOW TO FIX
Hello, I have a package problem that I do not understand, I passed a project from 4.25 to 4.26 but since trying to build I have this error if someone would have the solution (PS : I have already deleted the intermediate file and the line with the white arrow I have the impression that it will not look for the correct Binaries folder)
hey, getting this error while packaging, anyone knwo a fix?
LogAssetRegistry: Error: Package ../../../../../Code Projects/UE/Flux Entertainment/SCP-Infinity-Github3/Game/betterbeworkin/Content/Menus/Option_Menu/Options_Menu_Widget.uasset has malformed tag
Are you sure you can see this file in ue4 editor? in file system? try to fix redirectors on content folder anyway.
Yes, if you install each dependency, but installing the prerequisites is usually easier the first time
You have the distribution platform install them. Steam is a chexkbox for each VS version / DX etc
Itch.io lets you install dependencies, GOG staff will ask you
If using your own deployment, handle it yourself
Sounds like you need to have your own installer that installs the DX & VS redist
Or the Unreal provided one if you have Blueprint only
You have to figure out the dependencies and script a bunch of MSI installers, or use choco packages etc
Get DX redist, VS redist, put them in your package, and have your own installer software run both at install / update time, with the appropriate command line parameters
If you have no C++ or nativized BPs you can simply run the Unreal provided one
It used to have a silent option, btw, so check its command line params
You only need the redistributable installer provided in your packaged folder by default
have your installer run it
I cant think of a reason why anyone knowing what your prerequisites are (like VC, DX etc) is a huge issue
"I don't want the player to install the prerequisites at all, or even for the Unreal Engine logo to appear" is a fairly trivial ask, it's what players are used to and it's what Steam etc will give you
ye its just there it exists, should i move it to a new location or something?
try to fix redirectors on content folder and fullrebuild first of all
i'm trying to package my project for android, unreal sends me to the page that's 404'ed. can anyone point me to the direction of right tutorial?
@mint leaf thank you but why answer at all if it is too hard for you to be helpful without being an asshole?
can't you just leave the question alone and let someone with more tolernace for noob questions answer it properly?!
I wasnt being, but as you wish
You literally sent me to LMGTFY (which you removed for some reason), which clearly says for what it does exist. Only thing is - i wasn't bothering YOU, i asked question, you bothered yourself to answer it, you as anyone else could just walk by without answering and i would be just fine with that, but u decided to try and make fellow human being feel shitty. That's textbook definition of asshole. Just keep that in mind for the future when you try to act like that.
Check this page out, it has the prerequisites listed on top : https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Mobile/Android/PackagingAndroidProject/
Taking a look at packaging your final Android project.
The engine autodetects required software and puts you on an apparently outdated doc link if it failed
@mellow bane Thnx alot, yeah it did that.
i followed setting up instructions step by step, everything went flawlessly only problem is that whenever i try to build, it still sends me to that broken 404 page
Log say anything ?
LogPlayLevel: Error: ERROR: cmd.exe failed with args /c "C:\Users\suhai\Documents\Unreal Projects\VirutalRealityTemp\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
anyone know why this error happens? and how to fix it? all i get is unknown error from the output log
Have you tried instead giving a link to http://www.catb.org/~esr/faqs/smart-questions.html
?
I'm working on a project that uses blueprints and nothing special outside of the core engine. Aside from control and camera differences, can I expect any other issues when compiling for oculus quest 2, android, and PC?
just trying to be ahead of problems
Hi, I'm trying to chunk up my game as it takes ages to patch when I submit a new build to Steam. I've set the maps to be in different chunks, but it's actually generating a much larger package now. Any idea what I'm doing wrong?
Chunking will be completely pointless for that - Steam already does perfectly efficient patching
As in, binary diff of each file
No idea about the actual problem but in nay case there's no making this faster, short of having less changes
@mellow bane Oh right. I'm doing 10~meg changes and it takes 20-30 mins for people to patch though
Steam actually says 'over a year' for a while when giving the time
How much upload does speedtest.net give you ?
Are you sure it's a 10MB change ?
Like, rebuilding lightmaps could look like a 10MB change while being a 10GB one
Yes even if I just change a blueprint it takes people a long time to patch
it's happening to all the testers so I don't think it's my upload speed
How can I check what the actual patch size is? Maybe it's rebuilding something automatically every time?
"Preview change" on Steam dev page (builds page)
"Update Download Size"
oh those are always low
That's what's being uploaded and downloaded, AFAIK
they're around 10meg
Sounds like everything is working fine, you can check your network usage while uploading to see if more is getting up
yeah I could
I blocked the dude, calling people assholes isnt exactly a way to get people to help you.
android is usually a fun experience getting all the toolchains and bits required for google play
how so?
oof, that bad?
to start, I just want to give apks to testers to sideload, but is adding all the stuff to get it on the store late in a project a bad idea?
I'm pretty new to UE and game dev, I clearly haven't done much platform-specific research yet (keep textures small, take into account screen sizes and control limitations and low-power hardware, is basically what I know)
thanks for the answers
hey guys, I'm having an issue with loading savegames in a packaged game, both in Development and Shipping builds. in a Dev build, DoesSaveGameExist returns true, but loading always returns invalid/null object
does anyone know why this might be?
I tried making sure to include the directory that includes the old SG class (I actually included the parent folder of the one it's contained in)
a couple of details: this is for an update function, a lot of old record savegames are being consolidated into one master record savegame, so it is saving and loading them in succession.
two: I have been pasting the saves over and over again from a backup trying to get the update functionality to work correctly
Did anyone else get "ERROR: Visual Studio 2019 must be installed in order to build this target.
PackagingResults: Error: Visual Studio 2019 must be installed in order to build this target."
its not that hard, but the first couple times it takes a really long time to get all the stuff setup correctly - though the first time I did it was like 2014 and the documentation was, spartan, shall we say
You probably need to install VS 2019, as the error says.
ok , is that different than selecting it here
Yeah, you need to actually download VS 2019 Community and install it
With the C++ Desktop workload
Ah ok, thanks
You do need VS for BP only projects right? Its been a millenia since I did any BP only project as it doesnt work in CI
You don't, as long as you have no C++ plugins or nativized Blueprints
Ahh thatll do it, the code plugins
Funny cuz im using a BP project
Sounds like you have code plugins or nativized Blueprints
I havent used blueprint only basically ever because you cant commandline build it
Ah ok, so shud i search these to unable them or just continue with VS fix
Ok, installed
its a problem Im going to have to try and solve eventually for my CI service, but for now I just state, if you want your stuff to work, use a C++ project or add blank C++ classes to every level you want baked
What ?
Oh I am creating a tool that lets you just click a button and get builds
What is "use a C++ project or add blank C++ classes to every level you want baked" supposed to mean ? If you don't use C++, you don't need C++
but havent (upto now) bothered working out how to compile BP only projects in it
The UAT stuff needs a C++ class or it cant bake lighting via the commandlet
Im guessing all these wouldn't be necessary
just click desktop development with C++ under workloads and uncheck the Unreal Engine installer
Its funny bcuz i dont even see it in that list haha
There you go, install and you'll be fine
now i get this
UATHelper: Packaging (Windows (64-bit)): ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher. PackagingResults: Error: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework...
Seems like you're also missing a recent .NET
Visual Studio Installer - Modify - Individual components - search โSDKโ - select latest version of .NET Framework X.X SDK - Modify
Thank you ๐
I want to cry..whyy, its like the editor wants to fail for no reason!...
Read the log, the error is in there
I see its 'cook failed' but its 'unknown cook failure' so i dont even know the reason
it's there, in the log, scrolling up
Put the log on pastebin if you want help with it
That's the sumarry, error is earlier, above.
Right only noticed after and full msg is:
PackagingResults: Error: [AssetLog] C:\Users\littl\Downloads\TimeProject_2021_06_13__1210_FIXED_BY_IAMISANDISNT\Content\Blueprints\WallRunSystem\Animations\FirstPerson_AnimBP.uasset: [Compiler] FirstPerson_AnimBP - The skeleton asset for this animation Blueprint is missing, so it cannot be compiled! from Source: /Game/Blueprints/WallRunSystem/Animations/Fir
stPerson_AnimBP.FirstPerson_AnimBP
Looks clear enough, doesn't it ?
Yeah it does now haha
Only seeing it full now as i sent it
Will check it out
You're very helpful btw ๐
i initially posted in #plugin-dev but maybe I should've posted here? I am trying to package a plugin but i get an error on VS2017, I have VS2019
I found this answer but I am no sure what to do with the info, I found my RunUAT.bat but where am i supposed to pass my parameter?
https://answers.unrealengine.com/questions/975709/need-vs-2017-to-build-plugins-in-425.html
Check for Win10 SDK, MSVC in the VS installer
guys i followed android SDK installation to the teeth and i get this error at the end of the build:
||UATHelper: Packaging (Android (ASTC)): ERROR: cmd.exe failed with args /c "D:\UProjects\NewMobile1\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
PackagingResults: Error: cmd.exe failed with args /c "D:\UProjects\NewMobile1\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug||
tried following this tutorial aswell, didn't helped: https://youtu.be/BD7YbzapSQE
unreal engine 4.26 Error: cmd.exe failed with args
facebook page : https://www.facebook.com/Code-Prof-110511874050372/
facebook group : https://www.facebook.com/groups/579403183004720
@mellow bane seems i am missing several updates in VS 2019, gonna update a bunch first and look into those modules
So i have those installed on the latest
oh, i see this:
well i went to 4.26 and now i get this:
is there a way to not package for android at all? I just installed the SDK but I am not even building for it
@tight fjord 4.26 seems too broken for anything that involves android from what i can gather.
rolling back to 4.25 solved all java/android sdk/ndk related problems alltogether.
it just tells me i need vs2017 to package my plugin
see above a few messages
wow... UATHelper: Package Plugin Task (Windows): ERROR: Visual Studio 2017 must be installed in order to build this target.
again
for which platform?
will try building for windows and get back to you
like create a plugin then package it in 4.25 or 4.26
you will get an error saying it needs VS2017
packaged properly
with ue 4.25 and vs2019
did u installed vs2019 from microsoft site?
my vs2019 came with unity, that might be the case
yeah and i even code on it no problems
somewhere there is a link made that wants vs2017
I linked an answerhub answer that mentioned modifying the runUAT.bat but i dont know how
at that point might as well install vs2017
You should be able to pass -2019
This is my question: where?
@mint leaf
I just tried 2 cmd but they didnt do anything
Ill have a look when im back at pc
but when you build UAT or do gen project files iirc
I'm using this:
you probably need to setup the engine to use 2019 when you install
I only use command line
it sounds like you built automation tool targeted at 2017 if you are using a source build
how can this be changed?
It does not, for what it's worth
I haven't had VS2017 installed for the past 2 years
What you do need is a valid C++ compiler and Win10 SDK
There's also no need to pass UAT parameters or set up anything at all
"2017 is required to build" has long been a red herring, the message simply was never updated
Looks fine. Do you also have 2017 installed ? Having it installed without a compiler is a typical issue
i keep hearing people are passing in command lines and parameters, can someone just tell me how to do it once, at least where... it's all fine and dandy that it works for you and that's great and all you didn't have to do anything but it doesn't resolve anything on my side.
You can sneak-peek into editor output log and grab RunUAT commandline from it. And then just run it in cmd.exe, without running editor at all.
WRT your issue - I'd just install vs2017. UE4.x defaults to 2017 here and there (and Epics use 2017 for official engine distribution via launcher), so it just works smoother.
There is no need for 2017 at all
Asking again since there was no answer : Do you also have 2017 installed ?
i just finished installing it, fails to copy files now and build fails
the Win10 SDK seems to be limited to 177
why do you guys use vs 2017????
No one is
because the bloody engine keeps asking me to use it
10.0.18362.0 is what 4.25 compiles against
and as much as i ask around what to do to make it use my 2019 VS, nobody has an answer
either its already set in your systems, somehow
i think to get all features it is better to use 10.0.19xxx.0
I used to be a DX12 game dev
what the heck does that even mean?
2017 has not been a requirement for very literally years, that message is a mistake, it's just never been updated
Let's work on the actual issue
Again : Do you also have 2017 installed ?
yes
So you have 2017 and 2019 ?
Did you have it before or is that a new thing ?
new thing today less than an hour ago
Okay, but this isn't helping - 2017 is not needed
ok, moving on then, what now?
Uninstall 2017 completely, package again, put the error log on pastebin
You can read the 4.25 release notes for official version requirements, btw
Windows
Recommended:
Visual Studio 2019 v16.5
Minimum:
Visual Studio 2017 v15.6
Windows SDK 10.0.18362
NET 4.6.2 Targeting Pack
This is what I'm running here - French, sorry, but versions are the same:
that's fine, i speak it
same
What's TopDownPhysicsCamera here btw ?
There's a 2017 compiler here that's not needed or helpful, and no WIn10 SDK
they are checked when i looked em up
these are the basics accoding to the documentation
I'd remove the VS2017 compiler (make sure you have uninstalled 2017 entirely) but okay, looks good
If the plugin still refuses to compile, check out the build.cs and target.cs files
The game code successfully compiling before the plugin fails kind of suggest the plugin might do something weird
just had a 10s blackout... restarting
there
UATHelper: Package Plugin Task (Windows): Running: C:\Program Files\Epic Games\UE_4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -Project=C:\Users\Yersinia\Desktop\TopDownPhysicsCamera\TopDownPhysicsCamera\HostProject\HostProject.uproject -plugin=C:\Users\Yersinia\Desktop\TopDownPhysicsCamera\TopDownPhysicsCamera\HostProject\Plugin
s\TopDownPhysicsCamera\TopDownPhysicsCamera.uplugin -iwyu -noubtmakefiles -manifest=C:\Users\Yersinia\Desktop\TopDownPhysicsCamera\TopDownPhysicsCamera\HostProject\Saved\Manifest-UE4Game-Win64-Development.xml -nohotreload -2017 -log="C:\Users\Yersinia\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\UBT-UE4Game-Win64-Devel
opment.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 1.9639998s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Package Plugin Task (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Yersinia\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+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```
Ok look
Project=C:\Users\Yersinia\Desktop\TopDownPhysicsCamera\TopDownPhysicsCamera\HostProject\HostProject.uproject -plugin=C:\Users\Yersinia\Desktop\TopDownPhysicsCamera\TopDownPhysicsCamera\HostProject\Plugin s\TopDownPhysicsCamera\TopDownPhysicsCamera.uplugin -iwyu -noubtmakefiles -manifest=C:\Users\Yersinia\Desktop\TopDownPhysicsCamera\TopDownPhysicsCamera\HostProject\Saved\Manifest-UE4Game-Win64-Development.xml -nohotreload -2017 -log="C:\Users\Yersinia\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\UBT-UE4Game-Win64-Devel opment.txt"
it has -2017
thats why its using 2017
hence the comment earlier you need to pass -2019, the trick is where is that setting in the UI
@tight fjord what plugin is it?
Also, can I suggest, try packaging for just win64 rather than trying to build 5 things at once
i only whitelisted win64 win32 and mac...
no idea why it packages for all
{
"Name": "TopDownPhysicsCamera",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Win32", "Mac" ]
}```
is the project you are testing in setup for all platforms?
As I said, im not expert in the UI, I do all via command line
I did just make a test project and it packages fine with 2019
so its a config issue of your engine/project
Is this a source build or launcher binaries?
no idea what any of those are
yeah
4.26.2?
4.26.0
in project settings
did you set 2019
for toolchain under Platforms - Wondows
@tight fjord
yes
Did you save the uprokect out
and check the change
Ok right
In project settings, set 2019
Uncheck everything aside from Win64 to build
I managed to replicate the behavior via the UI
I know why its doing it, I just dont know how to fix it in the UI
Ask epics, why they build ue4.2x with vs2017.
tldr the editor is creating a command line which isnt actually correct
I only ever build directly on command line so I didnt run into this
I have some issues trying to look at editor code currently. Does it unconditionally pass -2017 or there is some kind of a setting?
it seems to
maybe you have to edit some part of the uplugin to force it
but I dont ever do by editor so I actually dont know
deffo a weird one
Hello, when packaging my project I always get this error: UATHelper: Packaging (Windows (64-bit)): LogInit: Display: NOTE: Only first 50 warnings displayed.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Failure - 10 error(s), 75 warning(s)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)):
UATHelper: Packaging (Windows (64-bit)): Execution of commandlet took: 13.40 seconds
UATHelper: Packaging (Windows (64-bit)): LogHttp: Display: cleaning up 0 outstanding Http requests.
UATHelper: Packaging (Windows (64-bit)): LogContentStreaming: Display: There are 1 unreleased StreamingManagers
UATHelper: Packaging (Windows (64-bit)): Took 24,8013413s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Benja\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
The errors seem to be from a structure I am using, the engine can't find.
Something like this are the errors:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/UI/Player/PlayerHud.PlayerHud_C:UpdateWeapon:Weapon Structure'. Unknown structure.
Does anyone have an idea how to solve it
Put the full log in pastebin
You probably moved some structs and didnt update the redirects
if you rename each referenced struct one by one, it will update the redirects and probably package
You can also try File -> Refresh all nodes
in each of those BPs
It is one structure. After renaming I searched for the structure and did update node
But if it now fails again I will try it as you said
Strange. Now it worked. The problem seems to be that the structure was given through a interface call. In the files giving the errors the event wasnโt used, because it was not necessary. Now I just said in them implement event so I get the event, but donโt have any code behind it. So it worked. But thanks for your ideas
yes the rename usually fixes it
UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for 'EditorStyle'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in EditorStyle.build.cs to override.
what is this error i googled it and literally nobody but me has the same error
UE4 even says this before this error:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Success - 0 error(s), 425 warning(s)
by chance, does anyone know the differences between debug, debugGame and Test build configurations in the Project Settings ?
nm, found docs..
Your code is using stuff from the EditorStyle module which is off limits for packaged builds
Directly or indirectly through a third-party plugin
how can i make it not do that?
Well, don't use editor code in your game, basically
First step should be to identify where you do that
I somehow fixed, unfortunately i dont know how, so i cant explain it but thanks anyway. I will keep all the advices here in mind if i ever get same error.
Alright, fun question - I have a folder that is excluded from packaging, content inside only referenced inside WITH_EDITORONLY_DATA ifdefs ; but the assets still cook, though I don't believe they end up in packaging thanks to the exclude
Any way to prevent cooking ?
Seems to me that "directories to never cook" should prevent cook, not just packaging
OK I've been struggling to package my project for 4+ weeks now, can anyone here help me with building for android? I feel like its something to do with the Android Studio install but I've reinstalled it 3 times now.
Currently following this page (again):
https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/
but at the setting up android NDK the .bat fails and says: Exception in thread "main" java.lang.NoClassDefFoundError: javax/xml/bind/annotation/XmlSchema at com.android.repository.api.SchemaModule$SchemaModuleVersion.<init>(SchemaModule.java:156) at com.android.repository.api.SchemaModule.<init>(SchemaModule.java:75) at com.android.sdklib.repository.AndroidSdkHandler.<clinit>(AndroidSdkHandler.java:81) at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:73) at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:48) Caused by: java.lang.ClassNotFoundException: javax.xml.bind.annotation.XmlSchema at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(BuiltinClassLoader.java:581) at java.base/jdk.internal.loader.ClassLoaders$AppClassLoader.loadClass(ClassLoaders.java:178) at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:522) ... 5 more Update failed. Please check the Android Studio install. Press any key to continue . . .
The problem I was having before this was failing to create the Keystore if that helps narrow down the issue at all...
How to set up your Android development environment for Unreal 4.25 and later
Have anyone know how to fix this IOS installing problem ?
Hi! How can i update my game? For players who download the old version already
Hello, guys!
I have an non-understandable bug.
So, i have a project. It packages fine on windows from Editor, fine from command-line (RunUAT and so on), and fine from UnrealFrontend.
Also it packages fine on MacOS from Editor and fine from UnrealFrontend. But when im trying to package it from command-line, it always fails on cook stage. First of all, it doesnt pass some JsonTests (i tested it with automation tool -> it passes fine in editor). I commented out this tests just for testing, and now cook fails with another reason. I cant get, whats the problem, why everything is fine in editor, but if i copy command to package and place it in bash script -> it failes.
You have to build or use a delivery system, like itchio/steam has
Thanks!!
Hi, I've got a package problem that's really eluding me. Below is a screenshot. I've tried following other comments I've seen on google like attaching a visual studio debugger to the engine. I did that, found the bad variable that was causing this in the first place and removed it. The engine now launches just fine w/o any breaks, but I still get this error with packaging:
I'm at a loss for how to solve this since I don't get any errors about ShortPackageName on start of the engine, just when I package it. I did a notepad++ find in files for NoneNone, but nothing came up either
do you use soft object variables in blueprint somewhere?
Kismet = blueprint-- it sounds like perhaps the type was changed to soft object reference but the default value wasnt fixed or something. Also, do you have custom C++ in your project?
it could also be a parameter into a blueprint function that is a soft object reference- and the error is occuring because the value provided by the caller was a string when the function call node was created, and it was not correctly updated to None when the input parameter became a Soft Object reference
recommend go finding any blueprints in your project that touch soft object references and hitting Compile on them
I didn't think I did, but I've been not so great at cleaning up old blueprints. If I recall I might've started something off as a soft object, then swapped it over. I'll have to dig around and see what I can find then
Is there a good way of tracking down where soft object references would be, short of just opening up each blueprint?
My only lead at the moment is a struct that crashes the entire engine when I save
I'd say thats a solid lead
So attach debugger to UE4Editor process that does the cooking.
I wanted to do that! But I'm admittedly a noob when it comes to attaching debuggers to things (as in I found out how to do it today). I had it attached to the UE4Editor.exe process, I couldn't find how to attach it to the one doing the cooking
Is there a way to dive into that process specifically? Or some sort of tutorial how ot?
use Attach to Process in VS and aim for the one that looks busy when cook starts :-)
That did it, I had to flag it for all users to get the one unreal was launching
My game is packaged! Thank you SO much @craggy cobalt and @runic stump !!
so it helped you find the particular blueprint to recompile and fix?
Yep. Turns out it was hiding in a blueprint that was never actually used
the callstack pointed me to the var and the blueprint
a humbling lesson in, "clean up your work"
yeah and if you do have any custom C++
then for the love of god dont hotreload (ie the Compile button in the editor for one thing)
this kind of stuff becomes the norm if you use it
Oh that's good to know, I don't have any custom C++ assets yet, but that sounds scary
ok good, then it wasnt the cause here. but yeah if you add some C++, be forewarned. it is the scourge of #cpp
Thanks for the warning! Time to collapse, thanks again for the help
I keep getting this error when packaging for android and I have tried everything I can find online
(Android Studio 3.5.3, 4.0, 4.2.2 (documentation says I need 4.0 and 3.5.3 on the same page btw -_-), run the Android Setup (where I dont get a prompt to accept the license), sdk reinstallation, probably more the last 4 hours)
Does someone know how I can fix it? I'm building for the quest 2
ERROR: cmd.exe failed with args /c "D:\Game Dev\Unreal Projects\[project]\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
Hi, I still have issues with my Steam game taking 20+mins to update even tiny patch sizes (5meg or so). Steam will say it's going to take over a year to patch. This is happening for almost everyone, even on solid state drives. Any idea what I'm doing wrong? The game itself is 30 gig.
using pak files?
yep
You may want to split game data into multiple paks. Steam doesn't apply patches inplace. For each modified file, it writes a new one with updated contents and then moves updated file on top of old one. So, if you have a single 30gb pak file, you need to read/write 30gb on disk even for the tiniest change in game data.
Cooking Content and Building .pak Files for Distribution
I'd start with moving each map into a separate pak file.
Ah yes I started doing that but someone here mentioned it wouldn't work, I'll keep looking into that route then ๐
Hello i have a problem with packaging my levels, so i had around 12 levels selected in asset for my package, but now i need to do only 6 levels build, so i remove all levels i dont want from assets in projekts settings, but it looks like all 12 levels are still in the package. Once i even enter the deselected level. Is there other ways to remove those levels ?
check its not in "maps to cook"
Anyone know how to deal with this. Already spent 5 hours on it...
Bumping this nice little question, in case someone knows. I have a folder that is excluded from packaging, content inside only referenced inside WITH_EDITORONLY_DATA ifdefs ; but the assets still cook, though they still don't end up in package thanks to the exclude. Seems to me that "directories to never cook" should prevent cooking, not just packaging. Thoughts ?
@mint leaf how can i check maps to cook ?
Hey I went through the article you linked and split the project up into smaller PAK files (2-3 gig rather than one 30) but the same issue occurs; 15 minutes to update a 5mb patch. Any clue what I'm doing wrong there?
I'm trying to run the following command but nothing happens:
runUAT.bat BuildPlugin BuildPlugin -Plugin="Q:/.../TopDownPhysicsCamera.uplugin" -Package=C:/.../TopDownPhysicsCamera -CreateSubFolder -TargetPlatforms=Win32+Win64 -VS2019
am i missing something?
Iโm going to try packaging without pak chunks; it looks like the entire folder structure and all files appear in the built folder though. Is that normal/OK?
And itโs alright to upload games to steam with all those files? Apart from ppl seeing how messy I am ๐
project settings...
Why would you not use paks though ? Loads faster, looks cleaner
No downside
Iโm still getting 20 minute patching times for 5mb updates @mellow bane
Even when I split the 30gig pak file into smaller 2-3gig ones
Yes but I canโt find any other explanation
Do you have encryption enabled ?
I donโt think so
If you're not sure you don't
And as long as Steam's builds page tells you the updates are actually 5MB, your 20min time is either really slow upload or a slow CPU for the delta patching
It happens to all of my players so I doubt itโs related to connection/cpu
Did you confirm that the patch size in Steam's builds page is 5MB ?
If it is, then the patch is actually 5MB
And your pak is not the issue
I did yes
But I read that Steam has to unpack the Pak, patch the file, then re-pack it, which would imply that large chunks would still create longer patch times
That's not true
Steam isn't capable of unpacking your pak file
It doesn't need to, either
It's actually likely that processing a pak file would be faster than patching thousands of individual files
What could be causing this then?
No idea, really, 20 minutes sounds way too much no matter what
Yeah it tells people itโll take over a year
How big is the pak file itself ?
If itโs just one then 27gig, but now itโs several, most are 2-3 gig but one is 12 gig
To test this Iโm editing a single file in one of the smaller chunks
Okay, now one 27GB file might start explaing things to some extent
Yes itโs still happening with the smaller chunks though
The only thing I can think to try is to break up the chunks even more
Could it be that one file is referencing loads of others?
No.
Steam doesn't know, or care, about what your files contain
It has zero knowledge of which engine you are using and isn't capable of understanding what your pak files contains
It's possible that you have a change in the 12Gb file and that Steam somehow needs to rewrite the entire file
I find that surprising because my 4GB game with a single pak didn't have such a problem - updates were pretty instant
@mellow bane So I tried a build with no pak files and it worked super fast, so it's definitely an issue with the pak files
patching pak files is slow because steam rewrites the pak file
that's why the patching system for pak files exists
patching individual files is actually faster via steam's patching system even though it's slower reading them due to seek times on HDDs
@winged moss what sort of size should I be getting the pak chunks down to?
The important part is writing to only one chunk
If you have 10 1GB chunks but change all 10, it won't affect the result
By the way 27GB is a lot, most games I own are a lot smaller than that - make sure you have compressed paks, only used content, etc
Is there a list of things I should be using? I don't use compressed as I read it can hurt the updating time. I also don't have 'only content' on
I'm just using defaults I think
Compressed will not hurt the update time, it will reduce it by a large margin
Since, you know, it'll reduce your 27GB to 10 at most
By default Unreal will also include the entire project content because there's no way to know what's used
Make sure to fill the list of maps used, in the packaging settings, so that only items referenced through a level are included
aha ok great, I'll give that a go ๐
How to reduce the size of your packaged game.
I think you can ask steam to show what files exactly differ between patches. If those 5mb actually change each and every pak (after splitting chunks), then the root of the problem is in cooking/packing.
Actually even without paks at all, checking what files change between patches could give some hints. Possibly some assets, that you do not expect to change, do change (and these assets, when stored into paks, force lots of pak files to be patched).
But this is just a guess, we need more data/experiments to be sure.
I saw a game that changed serializable fields during asset load. So, such asset was always different when it was cooked, thus pak file with this asset was always different, thus steam had to patch it every time.
cook commandlet even has "diff mode". it is used to track down such cases.
Awesome thanks for the help
Just an update, the issue is now fixed ๐ Thank you so much @mellow bane and @runic stump. It was a combo of using compression, setting only certain maps to load and splitting up the game into more pak files.
This project built sucsessfully a few days ago. Made some changes, and now is stuck at this stage. Any ideas as to where i can start troubleshooting? I have left it run for a couple of hours, and just keeps outputting the above message.
Not sure where to ask, but can I use GPL license for a game?
No
The (L)GPL is explicitly forbidden in the Unreal EULA, and should be obviously impossible to use, since it contaminates all code
Valid OSS licenses with Unreal would include MIT, BSD, etc
But LGPL is allowed if it linked dynamically, but I can't link the game code dynamically, right?
Indeed you can't, and so the LGPL is out
Again, both GPL and LGPL are explicitly forbidden in the EULA, so there's no point arguing
Thank you a lot for the clarification!
Things are a bit more complicated.
You can create LGPL library (completely unrelated to unreal engine).
Then, you can create Apache/MIT/BSD/whatever game code that would link to UE and dynamically to your LGPL library.
I believe, such construction complies with both LGPL and Unreal EULA.
Sure, sounds logical. But If I understand correctly, the game code can't be released under LGPL, it's sad :(
This is what I basically asked, sorry for confusing. But you answered to my question very clearly. Thank you!
There's another option via dlopen.
Say, I write BSD game code that dynamically loads all dlls from a dir, searches in each of them for a function foo (by name) and calls it if such function exists.
Now i write a GPL lib that has function void foo() and place it in that dir.
TaDaa! We have both things in one process. The point of defense of this construct is that game doesn't link to any particular lib. GPL lib didn't even exist when we wrote/compiled game code!
Well,it depends on the game. I could imagine games where 90% of code would live in that lib.
Actually, this is exactly what libglvnd does to decouple vulkan apps from vulkan drivers.
Yes you can do that but you would not be able to use a single line of the engine API in your game DLL, so it's pretty much pointless
And again, the EULA specifically outlaws GPL and LGPL so it doesn't matter of you can think if a valid legal workaround (which you did) because Epic might still demand you cease and desist
Not a lawyer etc, just suggesting to stick to simple stuff - BSD, MIT, etc. No issues with those :)
By the way, the engine supports Linux. This means that it uses its functions to support it, which are GPL. Why is this legal? :D
Mostly because you ain't distributing Linux
Contrary to Windows stuff you aren't even shipping the compiler's runtime
You're just releasing a binary that calls stuff and no license in the world has a problem with that
In fact, GCC for example has an explicit GPL waiver for its std library, so that you can compile proprietary programs with it with no issue
So the issue in distributing the engine binaries that linked with GPL code? But the engine itself use GPL code.
Engine doesn't link to GPL code.
But how? To use dlopen it should be linked with dl
The engine license says "no GPL or LGPL"
If it did not, a DLL would work, except you'd need a massive layer of glue between UE and your game code
You wouldn't be able to use Blueprint, etc
I think I got. The engine can use whatever they want. But the EULA disallows to use (L)GPL code with games.
Thanks
It's hard to overstate how impractical it would be anyway
Not to mention it would likely be a breach of the LGPL license on all consoles and mobile platforms
Since the user couldn't swap the DLL
glibc is licensed under LGPL, not GPL
Oh, right, makes sense
hello all
I recently have the problem that the editor takes 27 minutes to start. The startup map of the editor is a blank map. In the log I find these messages:
[2021.07.21-07.45.23:108][ 0]LogMagicLeap: Warning: VR disabled because ZI is not enabled. To enable, in the editor, Edit -> Project Settings -> Plugins -> Magic Leap Plugin -> Enable Zero Iteration
[2021.07.21-07.45.23:113][ 0]LogUObjectGlobals: BeginLoad(/Engine/EngineDebugMaterials/LevelColorationLitMaterial) is flushing async loading
[2021.07.21-07.45.23:113][ 0]LogStreaming: Display: FlushAsyncLoading: 34 QueuedPackages, 0 AsyncPackages
[2021.07.21-08.12.11:999][ 0]LogTemp: Display: Loading shader for Niagara script P_NS_SpellMarker_Default/P_NE_SpawnMeshCycle001/ParticleGPUComputeScript from DDC failed. Shader needs recompile.
It is not clear to me why it is necessary for processing this entry
[2021.07.21-07.45.23:113][ 0]LogStreaming: Display: FlushAsyncLoading: 34 QueuedPackages, 0 AsyncPackages
takes 27 minutes.
Does anyone here have any ideas on how I can best debug this?
are you running onto a HDD
the engine and the project are on one SDD. I have the same problem on a second computer.
at first i thought it was my game instance and that i have to load too much, but even if i set the default game instance the loading time doesn't change.
Hi
i was trying to cook a build for testing and it seems to spam this error whenever this intel plugin is enabled
problem is it works very fine in editor and i cant seem to understand how it doesnt see the file (location of plugin is in the project)
am i missing something? and sadly google isnt of any help when it comes to
UATHelper: Packaging (Windows (64-bit)): LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/CapabilityDetect/DetectCapabilities' is not a standard unreal filename or a long path name.
Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/MegascansPlugin/', '/Paper2D/', '/GeometryMode/', '/SpeedTreeImp
orter/', '/AnimationSharing/', '/ChaosNiagara/', '/ChaosClothEditor/', '/ChaosSolverPlugin/', '/MagicLeap/', '/GeometryCollectionPlugin/', '/GeometryProcessing/', '/MagicLeapPassableWorld/', '/MotoSynth/', '/PythonScriptPlugin/', '/MediaCompositing/', '/AudioSynesthesia/', '/PostSplashScreen/', '/Synthesis/', '/DatasmithContent/', '/Niagara/', '/OculusVR/',
'/SteamVR/', '/Config/', '/Script/', '/Extra/', '/Memory/', or '/Temp/'
and yes i have almost isolated the plugin and stripped down to baremini and cleaned everything and put in a new project to test and still same error during cooking but i didnt touch plugin it self as it doesnt have anything otherthan 1 function which path it says isnt it
Hey please help!
One computer packages the project without any error, the others are not.
We do not know what causes this issue.(maybe bone reduction at lod levels, but already disabled it).
The engines are identical, the project is under version control, every cache has been deleted.
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: Assertion failed: !FUObjectThreadContext::Get().IsRoutingPostLoad [File:D:/UE_oculus-4.24.3e-1.46.0/Engine/Source/Runtime/CoreUObject/Private/UObject/ScriptCore.cpp] [Line: 1751]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: Cannot call UnrealScript (ABP_NPC_Suburbs_NPC_C /Game/_**********************/:PersistentLevel.AnimationNPC_HouseSiege_2.CharacterMesh0.ABP_NPC_Suburbs_NPC_C_0 - Function /Script/Engine.AnimInstance:BlueprintInitializeAnimation) while PostLoading objects
Any idea pls?
Hi, I was wondering if anyone here could kindly help? I'm trying to package my project and I'm having issues with Language 'localization'. Here is my settings on the Dashboard
My issue is that I can't find 'Welsh' in my Project Settings... it says it isn't there....
When I package it, the language button doesn't work.. while it works happily in Editor.. Please help, thank you, Diolch (Welsh for thanks)
Hi! How can i update my ue4 game for player who downloaded the old version already
well unless it's on a platform that supports updating (steam, gog, egs) then you don't, you just send them a new version
You already asked exactly the same question 3 days ago and got an answer. Why you're doing this?
I appear to have fix the localization issue.... no idea how... please ignore above request for help..
What's the proper way to add [Staging] to DefaultGame.ini to Whitelist something?
Did anyone got primary asset labels to work for designating chunks for content, as of 4.26 ?
Levels work fine, but primary asset labels appear to be completely unable to mark general assets for chunks
The problem is solved the editor now starts within a minute.
Apparently all GameplayCues were loaded when starting the editor. The problem could be solved like this:
DefaultGame.ini
[/Script/GameplayAbilities.AbilitySystemGlobals]
GlobalGameplayCueManagerClass="/Script/CoR.CoRGameplayCueManager"
UCLASS()
class COR_API UCoRGameplayCueManager : public UGameplayCueManager
{
GENERATED_BODY()
virtual bool ShouldAsyncLoadRuntimeObjectLibraries() const override;
virtual bool ShouldSyncLoadRuntimeObjectLibraries() const override;
};
bool UCoRGameplayCueManager::ShouldAsyncLoadRuntimeObjectLibraries() const
{
if (GIsEditor)
{
return false;
}
else
{
return true;
}
}
bool UCoRGameplayCueManager::ShouldSyncLoadRuntimeObjectLibraries() const
{
if (GIsEditor)
{
return false;
}
else
{
return true;
}
}
Hi everyone. I would ask whether there's a free alternative to the Epic Games Launcher.
I just need a simple tool that improves the user experience, by automatizing the download of the game, extraction of the archive, installation of prerequisites and game launch. I don't need it for production, just to ease internal testing and demonstrations. What would you use?
Thanks for your help. I think that it'd be a good solution for a broader distribution. But in my specific case I was more thinking about a tool that would help creating an installer. Is there any installer specific to Unreal or I have to pick one general software installer?
There is
Itch.io's butler tool
"installing" is not really a thing
The hard part is updating
Installing is trivial, updating only what changed on a 10GB game is not
If you want to have your players manually download a new version of an installer, go ahead and use a random installer software
If you want smart updates, there's Steam, GOG, itch, etc
You can build/hack something together based off some standard code kinda easy
depends if you care about security etc
and how smart you want it to be
Oh wow this seems really promising, even for production, maybe it's worth investing time in it
itch is pretty good tbh
its unliukely you can build anything near as good in a short period of time
What do you mean about security?
I've used Butler without the itch part in the past and it's a very strong base for a modern installer/updater software
So I hacked something together, it just pulls the files off a public ftp/http
Unreal Engine โ Design your own Custom Launchers Design your own custom Launchers and Patching systems for Unreal Developed games and Patchers using Game Launcher Creator V2.Thereโs never been an easier way to design and develop your own custom launcher for any UE developed game or application than Game Launcher Creator V2. CURRENTLY SERVING 182...
there is also this
Ive never used it tho
Thank you, that seems also a good option
functionally all you need is a tool to pull down the files, it can be done with a few lines of powershell if you dont care about diffing
Are there any guidelines on how to prevent antiviruses to produce false-positive results on the executable?
the short easy version, CSCs
I also did that a few years ago before Itch was a thing : https://github.com/arbonagw/UnrealUpdater
Clunky and terrible if you use pak files, but works
No diffing either, of course
What is it?
Code Signing Certificats
I did one with diffing years ago (per file)
was kinda annoying
Ah good to know, I have to definitely look in that
when you setup, you had to generate a .checksum file that contained a list of every file with the SHA value
Yeah that's basically what I did too
These days we have a way cooler method for internal stuff
If you had only few days to built a quick and dirty installer without any diffing or update feature, what would you use?
Ah wow, then I will definitely use that ๐
Functionally
# Login to butler
.\butler login
# Upload the data
.\butler push "$FILE_PATH" "$ITCH_CHANNEL"
# Logout of Butler for Security
.\butler logout
Youll need to set some env vars but beyond that it works
Basically not using Butler is crazy, so use that, and then you have a choice of using itch.io + its client, or creating a simple frontend for Butler yourself - batch file etc
Wow, it seems really straightforward
Is it possible to create a simple .exe of a Powershell script? Because most systems cannot execute it without remote-signed permission
Ah ok, I understand
Also powershell on remote systems is trivial to bypass ๐
But thats a conversation for another day
My project finishes packaging without errors/issue, but when I try to launch the .exe I just get a small window that says "Fatal Error". No further information. I've perused the log and no obvious issues stand out to me. The project runs fine when I just right click the .uproject file and Launch. What could be causing this issue?
Hi, is any option for packaging project and include only assets with reference ?
package in development, not shipping
I've tried both development and DebugGame - same result
I want to package to windows and i have VSCode installed, but it says i need Visual Studio. Is there a way to get around this?
No. You need visual studio compiler & windows sdk in order to build ue for windows.
k thanks
Hey , does someone know why certain actors wouldn't show up in a packaged build? Specifically Decals. I checked the obvious and made sure that "Is Editor Only Actor" was unchecked.
If youโre not worried about people taking your assets, what are the advantages of Pak files?
And what about having a single pak vs several
People will take your assets no matter what, fi they want to . Paks are faster to load ; single pak slower to update
Material failing to compile at packaging, possibly
No errors on the material. I'll try deleting my cache and see if that fixes it. Thanks
Check the detailed packaging log files under appdata somewhere - there's a file that lists everything being packaged
Is there any data on the internet that shows this? Has anyone ran any tests?
IO speeds being much higher for large sets of continuous data is a pretty universal thing
Usually you're loading a lot more than one asset, so you're going to read maybe 50 textures from the disk - there's no filesystem where a pak file won't be faster
Pak files can also be optimized to provide the ideal ordering of files for your game
And what about having 1 pak vs a few? Why is it slower to update? And whatโs the max size you should have per pak
If you need to remove one byte at the beginning of a 50GB pak file, there's no way to do that without rewriting the remaining 49.99GB
How is that ordering determined? How is that optimization achieved?
Packaging Unreal game projects for distribution.
not sure, id have to go digging beyond that
Hi, I have a new question about dependency installation. I want to build a seamless Win64 installer for users, in your experience does UE4PrereqSetup_x64 actually install every needed prerequisite on any system or there may be some cases in which it fails?
Re-posting that question from a few days ago :
Did anyone got primary asset labels to work for designating chunks for content, as of 4.26 ? Levels work fine, but primary asset labels appear to be completely unable to mark general assets for chunks.
its on my to look at list, buit will be a decent period of time
Update on my Fatal Error on launch problem - Still having the issue. I've tried packaging in Development and DebugGame. Both result in the "Fatal Error" window on lauching the .exe. The game runs as desired in standalone - no errors in the packaging output log. I've tried disabling antivirus software, updating drivers, verified my UE4 install, and some other things I can't think of right now. Double-checked my visual studio setup. At this point I'm running out of ideas and it's frustrating that Epic is basically unreachable for issues like this.
Have you tried to compile all blueprints in isolation?
/path/to/UE4Editor /path/to/your/project.uproject -run=CompileAllBlueprints
Look at all these tips that they gave me in the Linux channel, I think they can be used even on Windows: #linux message
yeah it says that the material is getting packaged / or at least it's listed in there
disks show better performance with fewer but bigger files rather than more but smaller ones. this is especially true for rotational hdds.
But then with 1 big one you suffer from having to update the whole pak when a small thing changes, so whereโs the balance?
5gb paks max?
I'm not sure, to be honest. Even the crappiest rotational hdds can linearly read up to 50-100mb/s. And can linearly write 20-40mb/s. It's random i/o what kills their performance.
I'd target at about 1-2gb per pak.
though it depends on total game size. the bigger the game, the larger paks would tend to be. you likely don't want to have 500 pak files, for example.
When i click package for windows, it opens this website :https://docs.unrealengine.com/4.26/en-US/Tutorial/Installation/InstallingVisualStudioTutorial.InstallingVisualStudioTutorial but its just a 404 error. How do i get it to actually package my project?
Hey guys I am trying use blueprint nativization, for some blueprints using a oculus source engine 4.26.2 ..
But while packging it is giving me error, and the stack trace is this.
Thanks man
I haven't tried that! I'll give it a shot. Thank you!
tbh I'm not going to fish the error out of a big log. log is helpful but it would be best if you pointed out the part of it that's bad
relevant bit seems to be
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Assertion failed: EmitterContext.Dependencies.WillClassBeConverted(OriginalFuncOwnerAsBPGC) [File:C:/UnrealEngine-oculus4.26.2/Engine/Source/Developer/BlueprintCompilerCppBackend/Private/BlueprintCompilerCppBackendBase.cpp] [Line: 741]
PackagingResults: Error: [Callstack] 0x00007ff86e684ed9
@craggy cobalt is it possible to nativize game instance ?
how can i fix this problem ?
engine version : 4.26.2 source compiled
sdk , ndk , jdk installed !
FYI: nativization was removed in UE5. So if you plan to upgrade, it isn't worth fixing.
that's quite a surprise, it helped tremendously with ABP performance
install VS with correct components
thanks i got it
Running into a really weird problem.
We got a couple of materials in nice hierarchies, master material. All the good stuff.
A couple of our materials don't need all the features in the master mat.
So we put in a tiny, white texture to zero it out basically.
All of that works excellently.
But when packaging, it ignores the texture and reverts to the master material default and I just can not figure out why!
What it should look like:
Packaged
The texture that's ignored:
Uff. Thanks rubber duck channel!
I was being a dum dum as always.
Texture was from engine content. Specifically the landscape textures.
Landscape plugin disabled to decrease build size. Texture obviously doesn't exist anymore.
Making a copy for our content folder fixed it.
hi guys
my project size is 700MB ... after packaging project for android , size is Increase to 12GB or more ...
(I have another problem , packaging is failed ,output log shows gradle error , exit code = 6 .)
im using 4.26.2 source code
Hey I have been trying to package my game but when I try, build command shows every files are missing but they are there in the content browser and cook failure error
can anybody help me
im using 4.26.2
Do consoles like PS4 or XBox One support builds with developer's console?
yes if you do a non-shipping build and plug a USB keyboard in
Does anyone know what could be causing this? My packaged project is crashing on startup
Copy pasting from #plugin-dev since I'm not sure where this relates
Hi friendos,
I've managed to include FFMPEG in my project as a third party
It all works inside the editor and I'm able to include and use it's libraries
BUT when calling any of it's functionalities crashes my game when packacged.
Does anyone know what could cause this issue?
Here's my Build.cs file
Well, debug the crash
Either open the packaged exe in VS and click "debug", or open the minidump in the crash folder and hit "debug"
(That'd be the debug button that will appear in the file editor for either file, not the top level one)
But the error is in the linking of the libs, I think.
I know what function is causing the crash already
I just dont understand why it only happens in the packaged build
Also, where should the crash folder be? I can't seem to find one
%LOCALAPPDATA%/GameName/Saved/Crashes
Just debug the executable directly then
Here we go
Ok, so I've opened it through vs and crashed it, but the log shows no information
nothing there too
Define nothing
Voidness
THe call stack is the only thing that matters here
pausing it did the thing though
ntdll.dll!00007ffc3a98cea4() Unknown
KernelBase.dll!00007ffc381219ce() Unknown
FB_RENDERER.exe!00007ff635d118c5() Unknown
FB_RENDERER.exe!00007ff635d11c8e() Unknown
kernel32.dll!00007ffc3a6e7034() Unknown
ntdll.dll!00007ffc3a942651() Unknown
It sounds like you don't really have a crash here, but an error that forces the game to close without crashing
Make sure your code doesn't have anything like that
I did not write anything like that, for sure
AVFormatContext* pFormatCtx = avformat_alloc_context();
if (avformat_open_input(&pFormatCtx, file, NULL, NULL) < 0) return tcData;
these two lines cause the crash, If I remove them everything works fine (except the fuctionality of the program)
Make sure the DLLs are correctly copied to the packaged game
And of course make sure that code is correct
I know they are not, That's why I started with the Build.cs
But I dont really understand whats going on there
It does what I ask it to
Add some logs to your build.cs to understand what goes wrong : https://answers.unrealengine.com/questions/523749/logging-from-buildcs.html
Should show up during packaging
Ok thanks
Printing it's stuff shows that UBT is copying the dlls located in the ThirdParty folder to the Binaries folder
The dlls are NOT located in the binaries folder of the packaged project.
Also, placing them there manually does not solve the crash.
Do you know where they are supposed to be in a packaged project?
Probably Gamename/Binaries/PlatformName
Ok got it!
Not ALL files are copied into the Binaries folder of the packaged game
Which is HILARIOUS because the only file that IS copied is not included in the c# code I wrote
Something weird is happening.
I'm logging the process to see:
what is copied, where to, and from where.
Logs show the copying is correct, but they relate to my project directory and not the package directory
You don't need to do any copying by hand. Just use RuntimeDependencies.Add(...); in build.cs.
I'm already using it though
//Go over all dlls in the ThirdParty folder
foreach (string dll in dlls)
{
PublicDelayLoadDLLs.Add(dll);
string CopyPath = Path.Combine(DllPath, dll); //..\..\FB_RENDERER\ThirdParty\ffmpeg\bin\vs\x64\filename.dll
CopyToBinaries(CopyPath, Target);
RuntimeDependencies.Add(Path.Combine(DllPath, dll), StagedFileType.NonUFS);
Log.TraceInformation("Library Added: " + Path.Combine(DllPath, dll));
}```
..\..\ FB_RENDERER\ThirdParty\ffmpeg\bin\vs\x64\filename.dll
And in what dir do you expect ue to put this file?
Where is that ..\..\ supposed to point to?
here
Path.GetFullPath(Path.Combine(ModuleDirectory, "../../Binaries/"))
๐
it's just a comment
I'm trying to make some sense in all this idrectory hell
Btw, this works in the editor
Just look how unreal uses RuntimeDependencies itself. For example,
Engine/Plugins/Experimental/AlembicImporter/Source/ThirdParty/Alembic/AlembicLib.Build.cs: RuntimeDependencies.Add("$(BinaryOutputDir)/zlibd1.dll", "$(ModuleDir)/Binaries/Win64/zlibd1.dll", StagedFileType.NonUFS);
It says where and what to put during packaging. And ue does the job.
"$(ModuleDir)/Binaries/Win64/zlibd1.dll", StagedFileType.NonUFS);
Where does it say here where to put it?
Engine/Plugins/Experimental/AlembicImporter/Source/ThirdParty/Alembic/AlembicLib.Build.cs: RuntimeDependencies.Add("$(BinaryOutputDir)/zlibd1.dll", "$(ModuleDir)/Binaries/Win64/zlibd1.dll", StagedFileType.NonUFS);
I don't get it...
drink some coffee ๐คทโโ๏ธ
That's a solid advice ๐คฃ
RuntimeDependencies.Add("WHERE", "WHAT", StagedFileType.NonUFS);
@runic stump An angel โฅ
And there's some fancy macro expansion on top of this. Somehow ue understands what does $(BinaryOutputDir) mean after all. I'm not sure where to get the list of all available $(...) things.
Yeah I also could not find it...
Probably some voodoo magic or something
some voodoo magic
No, just a piece of C#: https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildModule.cs#L614-L655
(it's voodoo magic)
it's C#!
๐ญ ๐ ๐ฅต
you have a nullptr load on startup, i.e. you are trying to load an object that doesnt exist
Hi, when I package for windows shipping I get an error , I have tried building the lighting, and also tried "File>Cook content for windows" what else can be causing this?
I also have full rebuild, for distribution, and include prerequisites installer ticked
Just a hint, tell us what the error is
Anyone run into issues with using linked animation instances in a packaged game?
I have an animation blueprint that implements a animation interface which works fine on desktop
But it can't find the linked animation instance when packaged onto a Quest
The plugin it lives in is added to the list of directories to explicitly cook and package
My packaged project crashes on startup - here's the log. What's failing to load? I have no idea what this stuff even is.
yo so im getting stuck on checking global shaders for platform windows its been stuck there for almost 8 hours
"the project is an almost empty project with a third person character, a few widgets and 2 pretty empty levels"
Hey guys, trying to packaged for oculus quest... and using nativization...
getting this error...
hey i cant package my project in hello mod kit it only says packaging failed
We need a bit more to go on, like some errors...
Treat this as a challenge to master your telepathy skills!
I'm getting this issue on packaging a dev build (google doesn't say much that helps)
the code being the following
so I found out why... and it's crashing here: cpp SkyboxActor = GetWorld()->SpawnActor<ABBzLevelSkyboxActor>(SkyBoxClass, TempTransform, SpawnParameters);
This is the last call in my code that runs before failing on that. Though not exactly sure why. The Skybox Actor has the following in C++ ```cpp UPROPERTY(VisibleAnywhere)
USceneComponent* PivotComponent = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TArray<FLinearColor> AvailableColors = { FLinearColor::Blue };
UPROPERTY(BlueprintReadOnly)
FVector RandomRotateVector = FVector::ZeroVector;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
bool bRotatePivotOnTick = true;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FVector2D RotatePivotRange = FVector2D(-0.001f, 0.001f);``` and the BP class has the additional data
What year is it
Well, okay, I just never saw a game install that way since the 1990s
I guess innosetup is fine
You just need to prompt for a folder and copy the game there, and run the redists
So it's not rocket science
I wonder if Butler can't do that too
Failing that, a Qt window with a few buttons can be slapped around in days and compiled statically (requires source code publishing)
I think wix won't work. Windows keeps copies of all installed .msi files. I forgot which dir it is exactly. That effectively doubles disk usage. With game sizes, that just not going to work.
nsis is great once you learn the quirks and script it
because its really easy to build into CI
It is either C:\ProgramData\PackageCache or C:\Windows\Installer. Most likely the latter. The former keeps copies of all Visual Studio modules.
Ive used nsis and installshield and I much prefer NSIS, also its OS โค๏ธ
I absolutely love Inno. Used to use it for completely legal repacks back in the megaupload days, and the customization and scripts that you could do where rather nice
A bit out dated though, but a personal preference
Well, I haven't seen optical disks for over a decade, but even the latest consoles generation still uses them. So... It looks like time doesn't fly everywhere with the same speed :D
What is stopping users from buying your game on steam, copying the game files to another directory, then refunding the game and still being able to play the copied version?
Do you need to add Steam checks at launch in order to prevent this?
If so are there any tutorials on the subject?
Looks like this is the answer but if anyone has other methods please ping me: https://partner.steamgames.com/doc/features/drm
@crisp patrol without cracked/patched DLLs, some games get around this by adding authentication to their games on startup / load of elements
you use the auth functions to first:
- check that you have a steam account and are logged in
- check that that account owns the game
ofc patching those default dlls is somewhat simple, and back when game piracy was in its peak, you had multiple online groups releasing them left and right, such as SkiDrow and Reloaded
if anyone has any info on why this might be happening, I'll greatly appreciate it! I've narrowed it down to one actor, but have yet to understand why the loading for these assets (textures and materials) is failing for packaged. Loading them synchronously at the blueprint state through CDO variables
You cant really stop game piracy, people who gonna pirate are gonna pirate. You could look into something like Denuvo, but all that achieves is making it worse for your regular users
Denuvo has been cracked already and causes framedrops and other performance issues
its only really "worth" it for a short period after launch
@crisp patrol ^^
debatable even then
hotreload? ๐
heheheheheh
well if there is a blueprint involved on the skybox then it wouldnt hurt to make a new one- i dont know how many devs are on your team
but maybe thats too much effort to be worth it /shrug
if theres not one, well...
there just has to be something different about how its being set up, probably in C++ land rather than placement in level
anyone know why my packaging keeps failing?
PackagingResults: Error: Unable to rename C:\Users\wret\OneDrive\Documents\Unreal Projects\Extinction\Intermediate\Build\Win64\Extinction\Development\Core\SharedPCH.Core.h.txt.tmp to C:\Users\wret\OneDrive\Documents\Unreal Projects\Extinction\Intermediate\Build\Win64\Extinction\Development\Core\SharedPCH.Core.h.txt
I have 18 skybox children bps tho

hahaha
I dont disagree, but if some devs want to layer 5 copy protectoins on their game thats their business
and then be like Sims World where pirating the game was an easier way of being able to play than by having a legit copy
is anybody aware on how i can package my game
yup, Id say its pretty proven that anti piracy doesnt really work at this point. What works is making your game easy to get legally and priced sensibly
Package Project?
what have you tried from googling it?
Just so we know at what stage of troubleshooting you're at
That said that error looks like r/w perms, delete intermediate and recook/compile is probably a good start
im getting an error everytime saying
PackagingResults: Error: Unable to rename C:\Users\wret\OneDrive\Documents\Unreal Projects\Extinction\Intermediate\Build\Win64\Extinction\Development\Core\SharedPCH.Core.h.txt.tmp to C:\Users\wret\OneDrive\Documents\Unreal Projects\Extinction\Intermediate\Build\Win64\Extinction\Development\Core\SharedPCH.Core.h.txt
I mean you really shouldnt have your game in one drive to package
and have you googled it already
but thats a different story
ugh if it turns out to be hotreload I pity the fool dev who gets the blame on bisect
Try packaging outside your OneDrive folder.
ok
and please for the love of all that is holy look into proper source control
heheh
Wait... don't tell me that you're using that OD folder as the source control
Yes, yes he is
i think my project files are in onedrive
That's likely not a great idea
github private repositories are free
well yeah they clearly are
why are you on OD for this
can i move it easily?
eh azure devops is probably better tbh
Github -> Create Repo
Local -> Clone that Repo
Paste your project into your Git thing
Upload and profit (commit limit is 4gb tho; divide your commits)
true
though let's not run before we can walk
their hard limit is 100gb
my project is about a gig
no, LFS is for single files larger than 100mb
Every account using Git Large File Storage receives 1 GB of free storage and 1 GB a month of free bandwidth. If the bandwidth and storage quotas are not enough, you can choose to purchase an additional quota for Git LFS.
this is all well and good but if you didn't even intend to use OD to back up your project then yeah just get it out of OD and see where you're at. You're going to want to delete intermediate etc after you copy it out too
wait so should i be using github or not?
you should be, for version control on your project, but if you are just learning stuff then it's not the biggest deal.
i just wanna send my mate a copy of the game
to edit it or to play it?
play
yeah because onedrive is hooked into the filesystem, copy it out of onedrive.......
- Move the project folder outside of OD
- Remove the Intermediate folder
- Try again
the WHOLE project?
Yes
move the project out of OD [yes, I'm tired]
ok
The error here is while compiling so the project location is the issue
honestly you probably don't need to delete any build files or anything after copying it out
the above error is clearly just OD interference
sure, but the amount of tiny files is likely to take a month
no, it's locally available, it will take the same time as making a local copy of the project
which is not nothing, but not any more than any other folder
sure, but its likely to hammer his SSD
I could be wrong if they have this on another machine but seems that's not actually the case
thx seems to be working, but dont wanna count my chickens before they hatch
yep
it creates optimized production only versions of your assets
^ though unless you have bFullRebuild = off in packaging settings, it won't really matter
should i be doing it before every export?
no
ok
package will take care of that
yh just looked in the console and it says just that xD
Cooking is a mandatory and automatic step of packaging, non-editor game is simply unable to load uncooked content
yep
yeah luckily its cached upon successful build
if this is your first packaging, dont expect every subsequent package to take that long
The automatic is abit debateable when you get bigger, but I dont disagree in general
also is their anyway to make the exported game NOT require C++?
Sure
Im always leery of using iterative packaging
especially in CI
Don't use any, in plugins or game, and don't enable nativization
absolutely, but for a one-man learning dev to share a packaged game its ok
thnk u
would not do it for CI necessarily
even then, it tends to break
it definitely can
Not worth the amount of hours trying to debug weird shit
ehh i dunno it really depends how important it is- takeaway would be "hey, weird shit is happening, maybe do a fresh cook"
at least at a small scale
is it easy to switch to opengl instead of directx?
Just full rebuild and go make a coffee ๐
its 2021?
and packagng failed
you mean s/opengl/vulkan
Any Windows machine has DirectX available, the issue isn't that
it gives you a helpful error
but school computers are locked without directx
You have a corrupt texture in your content, according to the log.
bruh
Then you can't use them
I guess
or fix it
if you havent modified the InfinityBladeEffects package, just reinstall it via* EGS
As to the question, its possible yes, but non trivial as in a lot of cases it stops you using certain material functions etc
in the project settings there is a render interface dropdown IIRC
If DirectX is "locked down" I doubt Vulkan will magically work instead
Just remove it in explorer
it will likely crash due to missing texture reference
Steam
or itch works well
once the game is packaged, ship the resulting folder (with all files and folders within it) as you wish
tnks bro all good now ๐
Can i rename the exe file after package with out running into issues?
ehhhh maybe
if it starts then fine
if it doesnt then no
its as simple as that @open rapids
There is a setting to change the game name somewhere
yes but in a c++ project it's more complicated
In a C++ project you basically need to rename the project
its not fun
i have literally avoided it, so my EXE is the template i started with ๐
technically its just renaming the main module of your game, but the dependencies are complex, epic's own guide has tons of steps to make sure everything's covered
You don't need to rename game module in order to change exe name.
i see. thanks. I just changed exe file name after i packaged it and seems to work sofar ^^
What you really need is to:
- Rename .uproject
- Rename *.Target.cs (and fix class name inside)
And that's actually the end.
oh thats fair, since the target is referencing the module you could leave that as is and just set the target
nice
And yep, it is funny that ARK: Survival Evolved exe is called "ShooterGame.exe" ๐
hehehe
Is it possible to limit memory usage used during packaging? I keep having troubles with out of memory errors and have to restart it every 20 minutes (as it reaches to 100% phys mem usage and crashes) 24Gb phys total
LogTexture: Display: Building textures: Texture2D_998 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_999 (BGRA8, 256X256)
LogCook: Display: Cooked packages 9290 Packages Remain 236 Total 9526
LogCook: Display: Cook Diagnostics: OpenFileHandles=9311, VirtualMemory=18423MiB
LogMemory: Warning: Freeing 33554432 bytes from backup pool to handle out of memory.
LogMemory: Warning: MemoryStats:
AvailablePhysical 1669926912
AvailableVirtual 75075584
UsedPhysical 6502293504
PeakUsedPhysical 11037900800
UsedVirtual 19992412160
PeakUsedVirtual 20137668608
LogOutputDevice: Warning:
Script Stack (0 frames):
crash
Those texture names (Texture2D_999) look as if they're runtime-generated and not on-disk assets. Are you sure you're not trying to cook infinite number of textures?
not sure how to check it, whatever designers committed into repo
but yea, from 0 to 999 seems a thousand of them
LogCook: Display: Cooked packages 9288 Packages Remain 238 Total 9526
LogTexture: Display: Building textures: Texture2D_9 (BGRA8, 512X512)
LogTexture: Display: Building textures: Texture2D_90 (BGRA8, 512X512)
LogTexture: Display: Building textures: Texture2D_907 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_910 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_911 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_91 (BGRA8, 512X512)
LogTexture: Display: Building textures: Texture2D_914 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_915 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_916 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_918 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_919 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_92 (BGRA8, 512X512)
LogTexture: Display: Building textures: Texture2D_922 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_925 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_926 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_928 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_930 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_93 (BGRA8, 512X512)
LogTexture: Display: Building textures: Texture2D_933 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_934 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_936 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_935 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_937 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_938 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_940 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_94 (BGRA8, 512X512)
LogTexture: Display: Building textures: Texture2D_942 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_945 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_944 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_947 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_949 (BGRA8, 256X256)
nvm, goes more
LogTexture: Display: Building textures: Texture2D_2113 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_2114 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_2115 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_2117 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_2118 (BGRA8, 256X256)
LogTexture: Display: Building textures: Texture2D_2145 (BGRA8, 512X512)
That's what I am talking about. If you have infinite number of textures, you might need infinite amount of RAM and will definitely need infinite amount of time to cook that.
infinite ram, ez
i wonder how they broke it
Completely. They broke it completely. ๐
have to have a working packaged build by tonight and everything is 
Well, maybe it isn't infinite but just very huge.
Just revert problematic commit ๐คท
Well, you are just going a painful route to understanding the usefulness of regular CI builds ๐
i had CI in almost all of projects so far, but not on this
all hail PackagesPerGC=128
ah... Solo projects.
Hi I create a video play in widget method it's working perfectly in pc but the problem is when I export to android it's black screen appears
please any one give me the solution
I am searching for this 2 weeks but can't find anything useful please help me
when you say "working perfectly in pc" i assume you mean Play in Editor or Standalone. If you were to package it for PC it would be broke too. It sounds like your video files is not seen as used by the editor, which means its not including it in a packaged build. Try moving your video to the "Movies" folder, which is special and is always packaged, or add the folder containing the video file to the "Additional Asset Directories to Cook" list in Project Settings- or reference your video asset a different way which triggers the engine to know that its referenced
Hey guys i am getting some errors on my packaging and it fails everytime i try to package my project
here is the log file
pls help me out someone
@craggy cobalt ok I will check thanks for the information

