#packaging

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fast ingot
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[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_FirstPersonBP",NewGameName="/Script/MyProject")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPersonBP",NewGameName="/Script/MyProject")
Something like this in your config?

paper raptor
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i think i remember this line

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yeah let me check

fast ingot
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did you try packaging yet btw

paper raptor
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yup i did

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still the same error

paper raptor
fast ingot
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yea

paper raptor
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cant seem to find this line

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tried to use find text

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doesnt exist

fast ingot
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ok... cuz there is no straight up "GameName" entry anywhere

paper raptor
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besides the one i added

fast ingot
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that seems like it must be networking related or something

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never used this myself

paper raptor
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how so?

fast ingot
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try taking that line out honestly

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the tutorial you are using is from 2015

paper raptor
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yeah lol

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alright 1 sec

fast ingot
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never seen this shit :P

paper raptor
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alright deleted it

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trying now

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oof still doenst work

fast ingot
paper raptor
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it seems to be a problem with the "BuildTarget=UE4Game" being automatically added

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I am doomed

fast ingot
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I mean, that ue4game module is supposed to exist in the ue4 engine binaries folder

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but it's like it's looking in the wrong place or somethin

paper raptor
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yea i guess

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im thinking of a few fixes

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like setting the GameEngine file to read only

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so it doesnt keep changing the build target

split flare
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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.

craggy cobalt
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definitely this channel is ideal for that

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the UI that contains the richtext though, how does it get loaded?

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actually never mind I get it, it's all hard refs

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so I assume that's Create Widget with a direct reference right on the pin

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can you check the cook log and see if there's an entry for it?

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and also look for any relevant warnings and fix them, even if they are maybe only tangentially relevant

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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

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only problem I ran into was ensuring "Allow engine to determine name and type" was needed to use texture as primary assets

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if your just using the regular decorator it should be easier

split flare
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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.

split flare
craggy cobalt
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ie, by just putting it into Content from your file manager?

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or is it actually talking about version control- are you using a version control solution?

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doesnt have to do with version control, has to do with the file format version of that file

split flare
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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

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no cooking complaints in the logs so far, which seems promising

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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.

winged moss
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that seems like a weird way of loading a level

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but as long as there's a hard chain of references, there shouldn't be an issue

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our game uses rich text image sets and not really had issues with those sets not packaging

hot light
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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.

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never had that problem before, something i should be worried or its normal on that unreal engine version?

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with 4.24 i could wrap it with normal mode just fine

ornate plover
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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?

humble pilot
humble pilot
split flare
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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.

winged moss
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I'm not sure how you expect that to work even in-editor

stark marsh
next dust
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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?

hot light
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@humble pilot i updated the sdk files in the engine folders shoud be enough? its been a while till i did the sdk stuff...

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but atm still the same TLS callback stuff

hot light
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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

mint leaf
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platform names

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its mentioned in the documentation somewhere

brittle geyser
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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?

oak tiger
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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!

next dust
weak folio
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hey guys how do you change the packaging name? whenever I do so in project settings my APK build fails

swift harness
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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?

craggy cobalt
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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

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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

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the last one is preferable

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if u think it is indeed being packaged, disable Paks and go look in the packaged output to confirm it's there

regal elbow
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When i start my ue4 game on my other laptop it gets an error: Couldnโ€™t Start create process () returned 2 how do i fix this?

craggy cobalt
regal elbow
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I build it for win64

orchid star
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is there a way for ue4 to spit out multiple paks instead of just one?

vital creek
regal elbow
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I want to let players download my .exe game but i tested it, and i started the game it gets an error

mossy apex
regal elbow
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Only the executable

craggy cobalt
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you need the whole build folder

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ie not just the .exe, but Engine and your game folder and these manifests

regal elbow
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Ok

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Thx!!

inner island
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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

craggy cobalt
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once packaging has completed successfully, the result will be cached and you won't have to next time

inner island
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all I know is, it's been recompiling shaders for literally 8 hours

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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

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and like you said, as long as this packages correctly, I shouldn't have to worry about it again

ornate echo
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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 ๐Ÿ˜„

bold iris
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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

bold iris
gilded night
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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)

mint leaf
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delete binaries and intermediate

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can delete saved too

severe mural
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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

strange ledge
mint leaf
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Yes, if you install each dependency, but installing the prerequisites is usually easier the first time

mellow bane
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You have the distribution platform install them. Steam is a chexkbox for each VS version / DX etc

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Itch.io lets you install dependencies, GOG staff will ask you

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If using your own deployment, handle it yourself

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Sounds like you need to have your own installer that installs the DX & VS redist

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Or the Unreal provided one if you have Blueprint only

mint leaf
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You have to figure out the dependencies and script a bunch of MSI installers, or use choco packages etc

mellow bane
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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

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If you have no C++ or nativized BPs you can simply run the Unreal provided one

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It used to have a silent option, btw, so check its command line params

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You only need the redistributable installer provided in your packaged folder by default

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have your installer run it

mint leaf
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I cant think of a reason why anyone knowing what your prerequisites are (like VC, DX etc) is a huge issue

mellow bane
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"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

severe mural
strange ledge
open rapids
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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?

open rapids
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@mint leaf thank you but why answer at all if it is too hard for you to be helpful without being an asshole?

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can't you just leave the question alone and let someone with more tolernace for noob questions answer it properly?!

mint leaf
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I wasnt being, but as you wish

open rapids
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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.

mellow bane
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The engine autodetects required software and puts you on an apparently outdated doc link if it failed

open rapids
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@mellow bane Thnx alot, yeah it did that.

open rapids
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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

mellow bane
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Log say anything ?

brittle briar
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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

open rapids
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@mellow bane same error as zondax

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rungradle bat fails to run

runic stump
red zephyr
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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?

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just trying to be ahead of problems

dawn stream
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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?

mellow bane
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As in, binary diff of each file

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No idea about the actual problem but in nay case there's no making this faster, short of having less changes

dawn stream
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@mellow bane Oh right. I'm doing 10~meg changes and it takes 20-30 mins for people to patch though

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Steam actually says 'over a year' for a while when giving the time

mellow bane
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Are you sure it's a 10MB change ?

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Like, rebuilding lightmaps could look like a 10MB change while being a 10GB one

dawn stream
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Yes even if I just change a blueprint it takes people a long time to patch

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it's happening to all the testers so I don't think it's my upload speed

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How can I check what the actual patch size is? Maybe it's rebuilding something automatically every time?

mellow bane
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"Update Download Size"

dawn stream
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oh those are always low

mellow bane
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That's what's being uploaded and downloaded, AFAIK

dawn stream
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they're around 10meg

mellow bane
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Sounds like everything is working fine, you can check your network usage while uploading to see if more is getting up

dawn stream
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yeah I could

mint leaf
mint leaf
red zephyr
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how so?

mint leaf
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mostly the google play stuff

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and project setup

red zephyr
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oof, that bad?

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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?

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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)

red zephyr
grave kayak
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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

rocky scaffold
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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."

mint leaf
mellow bane
rocky scaffold
mellow bane
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Yeah, you need to actually download VS 2019 Community and install it

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With the C++ Desktop workload

rocky scaffold
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Ah ok, thanks

mint leaf
mellow bane
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You don't, as long as you have no C++ plugins or nativized Blueprints

mint leaf
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Ahh thatll do it, the code plugins

rocky scaffold
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Funny cuz im using a BP project

mellow bane
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Sounds like you have code plugins or nativized Blueprints

mint leaf
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I havent used blueprint only basically ever because you cant commandline build it

rocky scaffold
mint leaf
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if you disable they might break something

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just install vs

rocky scaffold
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Ok, installed

mint leaf
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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

mellow bane
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What ?

mint leaf
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Oh I am creating a tool that lets you just click a button and get builds

mellow bane
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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++

mint leaf
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but havent (upto now) bothered working out how to compile BP only projects in it

mint leaf
rocky scaffold
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Im guessing all these wouldn't be necessary

mint leaf
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just click desktop development with C++ under workloads and uncheck the Unreal Engine installer

rocky scaffold
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Its funny bcuz i dont even see it in that list haha

mellow bane
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"Workload" tab

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"Desktop development with C++"

rocky scaffold
mellow bane
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There you go, install and you'll be fine

rocky scaffold
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now i get this

mellow bane
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Seems like you're also missing a recent .NET

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Visual Studio Installer - Modify - Individual components - search โ€œSDKโ€ - select latest version of .NET Framework X.X SDK - Modify

rocky scaffold
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I want to cry..whyy, its like the editor wants to fail for no reason!...

mellow bane
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Read the log, the error is in there

rocky scaffold
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I see its 'cook failed' but its 'unknown cook failure' so i dont even know the reason

mellow bane
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it's there, in the log, scrolling up

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Put the log on pastebin if you want help with it

rocky scaffold
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whats/where's pastebin

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Scrolled up and saw the error

mellow bane
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That's the sumarry, error is earlier, above.

rocky scaffold
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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

mellow bane
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Looks clear enough, doesn't it ?

rocky scaffold
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Yeah it does now haha

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Only seeing it full now as i sent it

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Will check it out

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You're very helpful btw ๐Ÿ™‚

tight fjord
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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

mellow bane
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Check for Win10 SDK, MSVC in the VS installer

open rapids
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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

tight fjord
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@mellow bane seems i am missing several updates in VS 2019, gonna update a bunch first and look into those modules

tight fjord
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oh, i see this:

tight fjord
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well i went to 4.26 and now i get this:

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is there a way to not package for android at all? I just installed the SDK but I am not even building for it

open rapids
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@tight fjord 4.26 seems too broken for anything that involves android from what i can gather.

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rolling back to 4.25 solved all java/android sdk/ndk related problems alltogether.

tight fjord
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yeah but 4.25 requires VS2017 to package

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I'm trying to whitelist the build.cs

open rapids
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i have vs2019 installed

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is there something specific that u need vs2017 for?

tight fjord
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it just tells me i need vs2017 to package my plugin

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see above a few messages

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wow... UATHelper: Package Plugin Task (Windows): ERROR: Visual Studio 2017 must be installed in order to build this target.

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again

open rapids
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for which platform?

tight fjord
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win32/64

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it's a plugin

open rapids
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will try building for windows and get back to you

tight fjord
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like create a plugin then package it in 4.25 or 4.26

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you will get an error saying it needs VS2017

open rapids
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packaged properly

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with ue 4.25 and vs2019

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did u installed vs2019 from microsoft site?

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my vs2019 came with unity, that might be the case

tight fjord
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yeah and i even code on it no problems

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somewhere there is a link made that wants vs2017

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I linked an answerhub answer that mentioned modifying the runUAT.bat but i dont know how

open rapids
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have u tried just clean installing everything?

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cleaning registry and such

tight fjord
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at that point might as well install vs2017

mint leaf
tight fjord
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This is my question: where?
@mint leaf

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I just tried 2 cmd but they didnt do anything

mint leaf
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Ill have a look when im back at pc

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but when you build UAT or do gen project files iirc

tight fjord
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I'm using this:

mint leaf
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you probably need to setup the engine to use 2019 when you install

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I only use command line

tight fjord
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i never used anything else other than 2019!!

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oh lord...

mint leaf
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it sounds like you built automation tool targeted at 2017 if you are using a source build

tight fjord
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how can this be changed?

mellow bane
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I haven't had VS2017 installed for the past 2 years

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What you do need is a valid C++ compiler and Win10 SDK

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There's also no need to pass UAT parameters or set up anything at all

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"2017 is required to build" has long been a red herring, the message simply was never updated

tight fjord
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@mellow bane

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and this?

mellow bane
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Looks fine. Do you also have 2017 installed ? Having it installed without a compiler is a typical issue

tight fjord
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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.

runic stump
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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.

mellow bane
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There is no need for 2017 at all

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Asking again since there was no answer : Do you also have 2017 installed ?

tight fjord
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i just finished installing it, fails to copy files now and build fails

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the Win10 SDK seems to be limited to 177

mossy apex
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why do you guys use vs 2017????

mellow bane
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No one is

tight fjord
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because the bloody engine keeps asking me to use it

mellow bane
tight fjord
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and as much as i ask around what to do to make it use my 2019 VS, nobody has an answer

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either its already set in your systems, somehow

mossy apex
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i think to get all features it is better to use 10.0.19xxx.0

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I used to be a DX12 game dev

tight fjord
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what the heck does that even mean?

mellow bane
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Let's work on the actual issue

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Again : Do you also have 2017 installed ?

tight fjord
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yes

mellow bane
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So you have 2017 and 2019 ?

tight fjord
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yes

mellow bane
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Did you have it before or is that a new thing ?

tight fjord
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new thing today less than an hour ago

mellow bane
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Okay, but this isn't helping - 2017 is not needed

tight fjord
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ok, moving on then, what now?

mellow bane
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Uninstall 2017 completely, package again, put the error log on pastebin

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You can read the 4.25 release notes for official version requirements, btw

tight fjord
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installer taking its sweet time...

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yeah i saw them

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which is why i was confused

mellow bane
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Windows
Recommended:
Visual Studio 2019 v16.5
Minimum:
Visual Studio 2017 v15.6
Windows SDK 10.0.18362
NET 4.6.2 Targeting Pack

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This is what I'm running here - French, sorry, but versions are the same:

tight fjord
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that's fine, i speak it

mossy apex
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same

mellow bane
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What's TopDownPhysicsCamera here btw ?

tight fjord
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a plugin i made

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imitates TLoZ classic camera styles

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alright lets check 2019

mellow bane
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There's a 2017 compiler here that's not needed or helpful, and no WIn10 SDK

tight fjord
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they are checked when i looked em up

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these are the basics accoding to the documentation

mellow bane
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I'd remove the VS2017 compiler (make sure you have uninstalled 2017 entirely) but okay, looks good

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If the plugin still refuses to compile, check out the build.cs and target.cs files

tight fjord
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gonna rerun the packagin

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sec

mellow bane
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The game code successfully compiling before the plugin fails kind of suggest the plugin might do something weird

tight fjord
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just had a 10s blackout... restarting

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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```
mint leaf
#

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?

tight fjord
#

it's my own?

#

how do i pass -2019? where!!! where!!!

mint leaf
#

Also, can I suggest, try packaging for just win64 rather than trying to build 5 things at once

tight fjord
#

i only whitelisted win64 win32 and mac...

#

no idea why it packages for all

#
        {
            "Name": "TopDownPhysicsCamera",
            "Type": "Runtime",
            "LoadingPhase": "Default",
            "WhitelistPlatforms": [ "Win64", "Win32", "Mac" ]
        }```
mint leaf
#

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?

tight fjord
#

no idea what any of those are

mint leaf
#

Where did you get your engine?

#

the EGS launcher?

tight fjord
#

yeah

mint leaf
#

4.26.2?

tight fjord
#

4.26.0

mint leaf
#

in project settings

#

did you set 2019

#

for toolchain under Platforms - Wondows

#

@tight fjord

tight fjord
#

yes

mint leaf
#

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

runic stump
mint leaf
#

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

runic stump
mint leaf
#

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

undone sleet
#

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

mint leaf
#

Put the full log in pastebin

undone sleet
#

This is the complete log

mint leaf
# undone sleet

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

undone sleet
#

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 wasnโ€™t used, because it was not necessary. Now I just said in them implement event so I get the event, but donโ€™t have any code behind it. So it worked. But thanks for your ideas

mint leaf
#

yes the rename usually fixes it

meager axle
#

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)

jagged seal
#

by chance, does anyone know the differences between debug, debugGame and Test build configurations in the Project Settings ?

#

nm, found docs..

mellow bane
#

Directly or indirectly through a third-party plugin

meager axle
mellow bane
#

First step should be to identify where you do that

meager axle
mellow bane
#

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 ?

mellow bane
#

Seems to me that "directories to never cook" should prevent cook, not just packaging

pale sequoia
#

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

sharp wave
#

Have anyone know how to fix this IOS installing problem ?

regal elbow
#

Hi! How can i update my game? For players who download the old version already

fringe pond
#

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.

waxen flame
#

anybody knows how to fix this?

#

when I package my game for Android

mint leaf
regal elbow
#

Thanks!!

quasi valve
#

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

craggy cobalt
#

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

quasi valve
#

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

craggy cobalt
#

I'd say thats a solid lead

runic stump
quasi valve
#

Is there a way to dive into that process specifically? Or some sort of tutorial how ot?

craggy cobalt
#

use Attach to Process in VS and aim for the one that looks busy when cook starts :-)

quasi valve
#

That did it, I had to flag it for all users to get the one unreal was launching

quasi valve
#

My game is packaged! Thank you SO much @craggy cobalt and @runic stump !!

craggy cobalt
#

so it helped you find the particular blueprint to recompile and fix?

quasi valve
#

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"

craggy cobalt
#

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

quasi valve
#

Oh that's good to know, I don't have any custom C++ assets yet, but that sounds scary

craggy cobalt
#

ok good, then it wasnt the cause here. but yeah if you add some C++, be forewarned. it is the scourge of #cpp

quasi valve
#

Thanks for the warning! Time to collapse, thanks again for the help

errant cliff
#

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

dawn stream
#

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.

winged moss
#

using pak files?

dawn stream
runic stump
# dawn stream Hi, I still have issues with my Steam game taking 20+mins to update even tiny pa...

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.

See https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Patching/GeneralPatching/CookingAndChunking/

Cooking Content and Building .pak Files for Distribution

#

I'd start with moving each map into a separate pak file.

dawn stream
#

Ah yes I started doing that but someone here mentioned it wouldn't work, I'll keep looking into that route then ๐Ÿ™‚

open rapids
#

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 ?

mint leaf
#

check its not in "maps to cook"

errant cliff
mellow bane
#

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 ?

open rapids
#

@mint leaf how can i check maps to cook ?

dawn stream
tight fjord
#

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?

dawn stream
#

Iโ€™m 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?

mellow bane
#

Without pak you mean ?

#

Yes, that'll be normal

dawn stream
#

And itโ€™s alright to upload games to steam with all those files? Apart from ppl seeing how messy I am ๐Ÿ˜‚

mint leaf
mellow bane
#

No downside

dawn stream
#

Iโ€™m still getting 20 minute patching times for 5mb updates @mellow bane

#

Even when I split the 30gig pak file into smaller 2-3gig ones

mellow bane
#

That's not caused by paks

#

Thought I had that explained already ๐Ÿ˜›

dawn stream
#

Yes but I canโ€™t find any other explanation

mellow bane
#

Do you have encryption enabled ?

dawn stream
#

I donโ€™t think so

mellow bane
#

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

dawn stream
#

It happens to all of my players so I doubt itโ€™s related to connection/cpu

mellow bane
#

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

dawn stream
#

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

mellow bane
#

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

dawn stream
#

What could be causing this then?

mellow bane
#

No idea, really, 20 minutes sounds way too much no matter what

dawn stream
#

Yeah it tells people itโ€™ll take over a year

mellow bane
#

How big is the pak file itself ?

dawn stream
#

If itโ€™s just one then 27gig, but now itโ€™s several, most are 2-3 gig but one is 12 gig

#

To test this Iโ€™m editing a single file in one of the smaller chunks

mellow bane
#

Okay, now one 27GB file might start explaing things to some extent

dawn stream
#

Yes itโ€™s 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?

mellow bane
#

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

dawn stream
#

@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

winged moss
#

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

dawn stream
#

@winged moss what sort of size should I be getting the pak chunks down to?

mellow bane
#

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

dawn stream
#

I'm just using defaults I think

mellow bane
#

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

dawn stream
#

aha ok great, I'll give that a go ๐Ÿ™‚

runic stump
#

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.

dawn stream
#

Awesome thanks for the help

dawn stream
#

Just an update, the issue is now fixed ๐Ÿ™‚ 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.

bitter thicket
#

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.

warm orbit
#

Not sure where to ask, but can I use GPL license for a game?

mellow bane
#

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

warm orbit
mellow bane
#

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

warm orbit
runic stump
warm orbit
#

This is what I basically asked, sorry for confusing. But you answered to my question very clearly. Thank you!

runic stump
#

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!

runic stump
runic stump
mellow bane
#

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 :)

warm orbit
mellow bane
#

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

warm orbit
runic stump
warm orbit
mellow bane
#

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

warm orbit
#

Thanks

mellow bane
#

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

runic stump
warm orbit
flat marten
#

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?

mint leaf
#

are you running onto a HDD

flat marten
#

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.

delicate wadi
#

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

keen folio
#

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?


wraith heath
#

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)

regal elbow
#

Hi! How can i update my ue4 game for player who downloaded the old version already

winged moss
runic stump
wraith heath
#

I appear to have fix the localization issue.... no idea how... please ignore above request for help..

hollow iron
#

What's the proper way to add [Staging] to DefaultGame.ini to Whitelist something?

mellow bane
#

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

flat marten
# flat marten hello all I recently have the problem that the editor takes 27 minutes to start...

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;
}
}

lilac sandal
#

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?

lilac sandal
#

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?

mellow bane
#

There is

#

"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

mint leaf
#

depends if you care about security etc

#

and how smart you want it to be

lilac sandal
mint leaf
#

itch is pretty good tbh

#

its unliukely you can build anything near as good in a short period of time

lilac sandal
mellow bane
#

I've used Butler without the itch part in the past and it's a very strong base for a modern installer/updater software

mint leaf
mellow bane
#

Itch.io is unbeatable for playtests etc

mint leaf
#

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.Thereโ€™s 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

lilac sandal
#

Thank you, that seems also a good option

mint leaf
#

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

lilac sandal
#

Are there any guidelines on how to prevent antiviruses to produce false-positive results on the executable?

mellow bane
#

Clunky and terrible if you use pak files, but works

#

No diffing either, of course

lilac sandal
mint leaf
#

Code Signing Certificats

mint leaf
#

was kinda annoying

mellow bane
#

Yeah, I can imagine

#

Mine above just checks checksums

lilac sandal
mint leaf
#

when you setup, you had to generate a .checksum file that contained a list of every file with the SHA value

mellow bane
#

Yeah that's basically what I did too

mint leaf
#

These days we have a way cooler method for internal stuff

lilac sandal
mint leaf
#

Itch

#

can be done in 15 minutes

lilac sandal
#

Ah wow, then I will definitely use that ๐Ÿ˜

mint leaf
#

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

mellow bane
#

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

lilac sandal
#

Is it possible to create a simple .exe of a Powershell script? Because most systems cannot execute it without remote-signed permission

mint leaf
#

thats to upload the files to butler

#

user can then download via itchs client

lilac sandal
#

Ah ok, I understand

mint leaf
#

Also powershell on remote systems is trivial to bypass ๐Ÿ˜„

#

But thats a conversation for another day

lilac sandal
#

Ahahah ok

#

Thank you for all the tips

hollow iron
#

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?

lavish lodge
#

Hi, is any option for packaging project and include only assets with reference ?

mint leaf
hollow iron
fierce shadow
#

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?

runic stump
fierce shadow
#

k thanks

tepid bone
#

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.

cursive kindle
#

If youโ€™re not worried about people taking your assets, what are the advantages of Pak files?

#

And what about having a single pak vs several

mellow bane
mellow bane
tepid bone
#

No errors on the material. I'll try deleting my cache and see if that fixes it. Thanks

mellow bane
#

Check the detailed packaging log files under appdata somewhere - there's a file that lists everything being packaged

cursive kindle
mellow bane
#

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

cursive kindle
#

And what about having 1 pak vs a few? Why is it slower to update? And whatโ€™s the max size you should have per pak

mellow bane
#

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

cursive kindle
mellow bane
cursive kindle
#

Nice

#

Thanks!

mint leaf
lilac sandal
#

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?

mellow bane
#

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.

mint leaf
hollow iron
#

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.

lilac sandal
#

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

tepid bone
runic stump
cursive kindle
#

But then with 1 big one you suffer from having to update the whole pak when a small thing changes, so whereโ€™s the balance?

#

5gb paks max?

runic stump
#

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.

fierce shadow
hazy goblet
hollow iron
craggy cobalt
#

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 
hazy goblet
#

@craggy cobalt is it possible to nativize game instance ?

sour flume
#

how can i fix this problem ?
engine version : 4.26.2 source compiled
sdk , ndk , jdk installed !

runic stump
winged moss
#

that's quite a surprise, it helped tremendously with ABP performance

mint leaf
fierce shadow
tepid sand
#

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:

tepid sand
#

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.

sour flume
#

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

waxen flame
#

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

vocal scroll
#

Do consoles like PS4 or XBox One support builds with developer's console?

winged moss
#

yes if you do a non-shipping build and plug a USB keyboard in

hollow iron
#

Does anyone know what could be causing this? My packaged project is crashing on startup

sinful fog
#

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

mellow bane
#

Well, debug the crash

sinful fog
#

How did I not think about that

#

For real now, how?

mellow bane
#

(That'd be the debug button that will appear in the file editor for either file, not the top level one)

sinful fog
#

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

sinful fog
mellow bane
#

%LOCALAPPDATA%/GameName/Saved/Crashes

sinful fog
#

On it!

#

No crash data there ๐Ÿ˜ฆ

mellow bane
#

Just debug the executable directly then

sinful fog
#

Here we go

#

Ok, so I've opened it through vs and crashed it, but the log shows no information

mellow bane
#

There's no log in shipping

#

There's a call stack though

sinful fog
#

nothing there too

mellow bane
#

Define nothing

sinful fog
#

Voidness

mellow bane
#

Game hasn't crashed yet, click the ok button first

#

Or pause in the debugger

sinful fog
#

Now the call stack window disappears

#

Error list is empty too and output shows this:

mellow bane
#

THe call stack is the only thing that matters here

sinful fog
#

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

mellow bane
#

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

sinful fog
#

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)

mellow bane
#

Make sure the DLLs are correctly copied to the packaged game

#

And of course make sure that code is correct

sinful fog
sinful fog
mellow bane
sinful fog
#

Will do

#

oh wait, where would they show up?

mellow bane
#

Should show up during packaging

sinful fog
#

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?

mellow bane
#

Probably Gamename/Binaries/PlatformName

sinful fog
#

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

sinful fog
#

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

runic stump
sinful fog
#

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));
            }```
runic stump
#

..\..\ 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?

sinful fog
#

here
Path.GetFullPath(Path.Combine(ModuleDirectory, "../../Binaries/"))

sinful fog
sinful fog
runic stump
#

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.

sinful fog
#

"$(ModuleDir)/Binaries/Win64/zlibd1.dll", StagedFileType.NonUFS);
Where does it say here where to put it?

runic stump
#

No idea, need to look into UBT source.

#

3-arg method is more explicit

sinful fog
#

๐Ÿค’

#

what's the 3 arg method?

runic stump
#

Engine/Plugins/Experimental/AlembicImporter/Source/ThirdParty/Alembic/AlembicLib.Build.cs: RuntimeDependencies.Add("$(BinaryOutputDir)/zlibd1.dll", "$(ModuleDir)/Binaries/Win64/zlibd1.dll", StagedFileType.NonUFS);

sinful fog
#

I don't get it...

runic stump
#

drink some coffee ๐Ÿคทโ€โ™‚๏ธ

sinful fog
#

That's a solid advice ๐Ÿคฃ

runic stump
#

RuntimeDependencies.Add("WHERE", "WHAT", StagedFileType.NonUFS);

sinful fog
#

@runic stump An angel โ™ฅ

runic stump
#

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.

sinful fog
#

Yeah I also could not find it...
Probably some voodoo magic or something

sinful fog
#

(it's voodoo magic)

runic stump
#

it's C#!

sinful fog
#

๐Ÿ˜ญ ๐Ÿ˜‚ ๐Ÿฅต

mint leaf
brazen moss
#

keep getting gradle error on packaging please heeelp

#

๐Ÿ˜ข ๐Ÿ˜ญ

elfin yew
#

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

mint leaf
cosmic hound
#

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

hollow iron
#

My packaged project crashes on startup - here's the log. What's failing to load? I have no idea what this stuff even is.

stray cairn
#

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"

hazy goblet
#

Hey guys, trying to packaged for oculus quest... and using nativization...
getting this error...

open dust
#

hey i cant package my project in hello mod kit it only says packaging failed

mint leaf
#

We need a bit more to go on, like some errors...

runic stump
knotty valve
#

I'm getting this issue on packaging a dev build (google doesn't say much that helps)

#

the code being the following

knotty valve
#

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
mellow bane
#

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)

runic stump
#

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.

mint leaf
#

nsis is great once you learn the quirks and script it

#

because its really easy to build into CI

runic stump
mint leaf
#

Ive used nsis and installshield and I much prefer NSIS, also its OS โค๏ธ

knotty valve
#

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

runic stump
# mellow bane What year is it

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

crisp patrol
#

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?

knotty valve
#

@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

knotty valve
mint leaf
#

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 ^^

craggy cobalt
#

debatable even then

knotty valve
#

you're asking me that

#

me eyesshake

craggy cobalt
#

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

gilded yew
#

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

knotty valve
#

hahaha

mint leaf
knotty valve
#

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

gilded yew
#

is anybody aware on how i can package my game

mint leaf
#

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

mint leaf
knotty valve
#

Just so we know at what stage of troubleshooting you're at

mint leaf
#

That said that error looks like r/w perms, delete intermediate and recook/compile is probably a good start

gilded yew
#

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

mint leaf
#

I mean you really shouldnt have your game in one drive to package

knotty valve
#

and have you googled it already

mint leaf
#

but thats a different story

craggy cobalt
mellow bane
gilded yew
#

ok

mint leaf
#

and please for the love of all that is holy look into proper source control

craggy cobalt
#

heheh

knotty valve
#

Wait... don't tell me that you're using that OD folder as the source control

mint leaf
#

Yes, yes he is

craggy cobalt
#

onedrive barely works for regular stuff

#

I mean it's not specific to OD though

gilded yew
#

i think my project files are in onedrive

mellow bane
#

That's likely not a great idea

knotty valve
#

github private repositories are free

craggy cobalt
#

well yeah they clearly are

knotty valve
#

why are you on OD for this

gilded yew
#

can i move it easily?

mint leaf
knotty valve
#

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

mint leaf
#

github has a 1gb? limit iirc (on lfs)

#

so its very hard to recommend

knotty valve
#

their hard limit is 100gb

gilded yew
#

my project is about a gig

knotty valve
#

no, LFS is for single files larger than 100mb

mint leaf
#

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.

craggy cobalt
#

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

gilded yew
#

wait so should i be using github or not?

mellow bane
craggy cobalt
#

you should be, for version control on your project, but if you are just learning stuff then it's not the biggest deal.

gilded yew
#

i just wanna send my mate a copy of the game

craggy cobalt
#

to edit it or to play it?

gilded yew
#

play

craggy cobalt
#

you don't need onedrive for that, just package it

#

so just get it out of OD :-)

gilded yew
#

it crashes on onedrive

#

i get an error msg

#

and the source files are on my onedrive

craggy cobalt
#

yeah because onedrive is hooked into the filesystem, copy it out of onedrive.......

gilded yew
#

this is the error

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whoops

mellow bane
#
  • Move the project folder outside of OD
  • Remove the Intermediate folder
  • Try again
gilded yew
#

the WHOLE project?

mellow bane
#

Yes

knotty valve
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move the project out of OD [yes, I'm tired]

gilded yew
#

ok

mellow bane
craggy cobalt
#

honestly you probably don't need to delete any build files or anything after copying it out

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the above error is clearly just OD interference

mint leaf
craggy cobalt
#

which is not nothing, but not any more than any other folder

mint leaf
craggy cobalt
#

I could be wrong if they have this on another machine but seems that's not actually the case

gilded yew
#

thx seems to be working, but dont wanna count my chickens before they hatch

craggy cobalt
gilded yew
#

i just drag moved my project folder

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also what does cooking my project do?

craggy cobalt
#

it creates optimized production only versions of your assets

knotty valve
#

^ though unless you have bFullRebuild = off in packaging settings, it won't really matter

gilded yew
#

should i be doing it before every export?

craggy cobalt
#

no

gilded yew
#

ok

craggy cobalt
#

package will take care of that

gilded yew
#

yh just looked in the console and it says just that xD

mellow bane
#

Cooking is a mandatory and automatic step of packaging, non-editor game is simply unable to load uncooked content

craggy cobalt
#

yep

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yeah luckily its cached upon successful build

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if this is your first packaging, dont expect every subsequent package to take that long

mint leaf
gilded yew
#

also is their anyway to make the exported game NOT require C++?

mellow bane
#

Sure

mint leaf
#

especially in CI

mellow bane
craggy cobalt
gilded yew
#

thnk u

craggy cobalt
#

would not do it for CI necessarily

mint leaf
craggy cobalt
mint leaf
#

Not worth the amount of hours trying to debug weird shit

craggy cobalt
#

ehh i dunno it really depends how important it is- takeaway would be "hey, weird shit is happening, maybe do a fresh cook"

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at least at a small scale

gilded yew
#

is it easy to switch to opengl instead of directx?

mint leaf
#

Just full rebuild and go make a coffee ๐Ÿ™‚

mint leaf
gilded yew
#

school computer

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no directx

mellow bane
#

What's OpenGL

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"No DirectX" is not a thing

gilded yew
#

and packagng failed

craggy cobalt
#

you mean s/opengl/vulkan

gilded yew
mellow bane
#

Any Windows machine has DirectX available, the issue isn't that

mint leaf
gilded yew
#

but school computers are locked without directx

mellow bane
# gilded yew

You have a corrupt texture in your content, according to the log.

gilded yew
#

bruh

mellow bane
gilded yew
#

i have a guess what it is

#

just delete ?

mellow bane
#

I guess

mint leaf
craggy cobalt
#

if you havent modified the InfinityBladeEffects package, just reinstall it via* EGS

mint leaf
#

in the project settings there is a render interface dropdown IIRC

mellow bane
#

If DirectX is "locked down" I doubt Vulkan will magically work instead

gilded yew
#

oh ok ๐Ÿ˜ฆ

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ue4 crashed

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soon as i opened the folder with corrupt file in

mellow bane
#

Just remove it in explorer

gilded yew
#

ok

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i pray it works now

mint leaf
#

it will likely crash due to missing texture reference

gilded yew
#

btw whats the best way of transferring the finished project

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bruh

mellow bane
#

Steam

mint leaf
#

zip the folder, stick on USB drive

#

profit

mellow bane
mint leaf
#

or itch works well

gilded yew
#

ok thx

#

praise be it has worked

#

thjnk u ALL so much โค๏ธ

craggy cobalt
gilded yew
#

tnks bro all good now ๐Ÿ™‚

open rapids
#

Can i rename the exe file after package with out running into issues?

craggy cobalt
#

ehhhh maybe

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if it starts then fine

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if it doesnt then no

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its as simple as that @open rapids

mint leaf
#

There is a setting to change the game name somewhere

craggy cobalt
#

yes but in a c++ project it's more complicated

mellow bane
#

In a C++ project you basically need to rename the project

craggy cobalt
#

its not fun

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i have literally avoided it, so my EXE is the template i started with ๐Ÿ˜•

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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

runic stump
open rapids
#

i see. thanks. I just changed exe file name after i packaged it and seems to work sofar ^^

runic stump
#

What you really need is to:

  1. Rename .uproject
  2. Rename *.Target.cs (and fix class name inside)
    And that's actually the end.
craggy cobalt
#

nice

runic stump
#

And yep, it is funny that ARK: Survival Evolved exe is called "ShooterGame.exe" ๐Ÿ˜„

craggy cobalt
#

hehehe

gritty helm
#

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
runic stump
#

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?

gritty helm
#

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)

runic stump
#

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.

craggy cobalt
#

infinite ram, ez

gritty helm
#

i wonder how they broke it

runic stump
gritty helm
#

have to have a working packaged build by tonight and everything is 232Thisisfine

runic stump
#

Well, maybe it isn't infinite but just very huge.

runic stump
gritty helm
#

the problem is how to find one out of four hundred made in past week

#

๐Ÿ˜„

runic stump
#

Well, you are just going a painful route to understanding the usefulness of regular CI builds ๐Ÿ˜„

gritty helm
#

i had CI in almost all of projects so far, but not on this

gritty helm
#

all hail PackagesPerGC=128

knotty valve
#

ah... Solo projects.

mortal cape
#

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

craggy cobalt
# mortal cape Hi I create a video play in widget method it's working perfectly in pc but the p...

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

sonic trellis
#

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

mortal cape
#

@craggy cobalt ok I will check thanks for the information