#packaging
1 messages · Page 49 of 1
F:\Unreal Engine 4\UE4\UE_4.26\Engine\Build\Windows\Resources\Default.rc2(95) : error RC2175 : resource file F:\Unreal Engine 4\Projects\Alone\Build\Windows\Application.ico is not in 3.00 format
you likely renamed a file that isn't an ico file to have the ico extension
nut i browsed through internet and they said that i could rename a BMP file to ico and it would work

yeah nope. i believe internally it represents images in the same format as BMP (which is really just a raw uncompressed image) but it has structure above that to allow for multiple sizes etc-- you cant just rename it
hmm ok i added a plugin on ps now. Hopefully it works
Btw
Do 64x64 size image work?
do 64x64 image sizes work in the windows "ICO" format? yes
And also, i didnt find any error in the log. Where did u guys get the error? Could u pls tell me the process? So that i could do it myself in the future or help others in the same process
Ah ok
It was an error in the log file you provided
Oh
yeah i see:
UATHelper: Packaging (Windows (64-bit)): Took 2371.4133176s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Unreal+Engine+4+UE4+UE_4.26\UBT-Alone-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
and if i look up to the error i see while scanning up, its that one
just look for "error" and "warning" in your logs and fix anything it complains about, you can skip a lot of time by just doing that
maybe skip over APEX being deprecated while trying to figure out why the build failed though 🙂
yeah i noticed that
i am actually using the easy building system asset
there it uses Apex destruction and not chaos
ao i didnt switch
and also my build still failed @winged moss
Heres the log ^
This is an error i assume
UATHelper: Packaging (Windows (64-bit)): F:\Unreal Engine 4\Projects\Alone\Intermediate\Plugins\NativizedAssets\Windows\Game\Intermediate\Build\Win64\UE4\Shipping\NativizedAssets\Module.NativizedAssets.10_of_19.cpp(6): fatal error C1060: compiler is out of heap space
What do i need to do
get more ram or free some memory, can cook from commandline outside of editor so save on memory used by editor (extra 3-4gb still more than none)
i have 16 gigs : (
I wasnt doing anything else at that time
can be too little for unitybuild merged nativized assets
still worth trying to run from console with as much free memory as possible
monitor it
i did and it never reached 100% it was around 90% usage
Hey guys, been working on a university project and packaging has been fine up till now but I am currently getting a bunch of random errors, if someone could take a look and offer any advice i'd really appreciate it
seems to be related to a user defined struct?
try expressing your blueprint structs in C++ instead
it is something to do with a struct, but I wouldn't go to the extreme of replacing them with C++ structs in a non-C++ project unless you absolutely have to
it's something to do with a creation flag
What is a creation flag? sorry i'm super new to unreal
every UObject has a load of different flags that are set that define various background behaviours, like how an asset is saved/loaded, whether something was loaded from disk or spawned etc
it's not something you generally care about working in BP
there's something wrong with a struct though
you'd probably need to run the debugger to work out which one it is
I've heard BP defined structs are buggy at times
the offending line literally just compares the flags
no clue what an incorrect flag would mean here
Thank you for the advice! Yeah it’s really confusing me and stressing me out because it’s not actually defining what it is 😩
could be almost anything, but trying something like simply resaving the struct can make a difference
Found it!! Thank you so much @mighty lodge @jagged jolt for your help! Legends!
out of curiosity, what was the problem?
The struct in our Inventory system was corrupt
one little bit and it caused issues throughout everything
never seen anything like that before in BPs but I guess the inventory is integral and was connected to almost every other feature
too bad it doesn't log the name of the user struct
would this be the place to get help debugging a packaged build?
I've done a new build and I tested it for over 30 minutes, visiting every level there was and I closed it down and everything was fine - when I opened it up, it begins to run and about 5 seconds into the level, it crashes my entire computer instantly - I've not updated my drivers today and this happened in between running it just fine for the first time - I can't recall loading any save data but how could I find any logs if the computer immediately seizes up
Apologies if this isnt the correct place. I am trying to package a dedicated server & client and followed the RunUAT commands here:
https://gist.github.com/drewsberry/235e865eee90dc5e60ff
The server seems to be built fine however the client is building a "standalone" version of the game which doesnt actually connect to the server or network in any way. The resulting game is the equivalent of when I go into the editor and select NetMode: Standalone, but what I want is NetMode: Client
I have a valid Client.Target.cs file
Connecting (or not) to a server is not a build-time property.
Yea upon looking further I think the building is not the issue, I am doing other things wrong. Sorry for the in hindsight off topic post
If you built Development configuration, you can:
- Start dedicated server
- Open console in client and do
open 127.0.0.1(or wherever you lauched dedi) to tell client to connect to it.
Or, you need to have some game logic that would do the same (instead of using the console).
Normally, client runs standalone mode while it is in main menu and only connects to dedi during actual multiplayer gameplay.
That set me on the right path, all works fine now, thanks
Hello, I am fairly new to Unreal and have a problem with my game:
in the editor it runs well, ram is about 1.5 GB, everything works as expected.
I can package the game, it doesnt throw any errors.
If I open the shipping build, there are two outcomes:
either the render window opens, and sometimes the game starts as expected, but the memory usage is much higher (about 9 GB at the start) and after some moments in the game it goes up to 28GB and crashes.
or the render window opens, stops at the first frame of my intro video and the game isnt responding anymore.
If i open the development build i get this error message:
Assertion failed: Ar.IsLoading() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/BulkData2.cpp] [Line: 735] FBulkDataBase only works with loading
What am I doing wrong? Can anybody give me a hint? Thank you.
hello, I tried to separate my asset files into chunks, but as Asset Audit says, on Editor the chunks are correct, while on WindowsNoEditor lots of assets are built on chunk 0. Anyone can explain me why? Thank you in advance
this is on editor with the correct chunk
and this is on WindowsNoEditor with chunk 0 😢
game should never be able to crash your PC 😦 check the windows event viewer after rebooting to see if theres some signs of what went wrong. sounds like a hardware issue
@knotty valve did you ever fix your issue? looks like this person has the same thing 😕
my saved folder was 600 mb - there was a really long log file
not really a problem that would crash your machine. i guess it could have been out-of-memory condition or something though if the save game file was extremely large or something
would certainly result in something that looked like a lock up as windows thrashed to handle paged memory allocations
the first part sounds like a memory leak gone horribly awry
how dare you tag me
without first offering cookies!!!
🍪
I didn't actually solve my issue; the problem doesn't exist in Shipping. As for his issue, I don't know. My shipping build doesn't go past 2.4gb of ram usage even after loading everything
If it's spiking up to that much, they probably have a memory leak
yeah pretty sure they have two issues, just the second one (the dev build) is the same one you hit
¯_(ツ)_/¯
ye ye ye
In my case I narrowed it down to it loading really big ass textures
but it doesn't happen in shipping
so it's a feature 
i spose lol
typical unreal "your project is screwed, just not telling you where its screwed"
@open rapids what I recommend is make a shipping build with debug game enabled from Project Launcher
that way you can still have access to the log and stuff from the editor while technically in shipping
(ofc if you know how to attach a debugger to shipping, even better. However, based on your question, I doubt that's the case)
Attaching debugger to shipping works exactly the same way as attaching debugger to any other build configuration.
I understand that, no need to tag me 
Is it possible to build for mac using a virtualized network box from aws or whatever?
Yes
@knotty valve @craggy cobalt
Thanks for your help.
Found the Problem: I have a blueprint that spawns different blueprints, containin lights.
When it spawned it crashed.
I removed this blueprint from my scene and everything seems to work.
RAM of the build is around 400 MB, so much better!
Just out of interest - shouldnt this work? Spawning blueprints containing light sources?
Hey everyone - looking for some advice. We are having crashes on build with an android device (Quest 2) the crash occurs when making a level change after recording user audio. It works fine in editor and we can't seem to find the issue. Any pointers would be phenomenal. Thanks. Here is the tombstone crash log
pid: 17713, tid: 17846, name: AudioRecord >>> com.[Studio].[Project] <<<
uid: 10070
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x1
Cause: null pointer dereference
r0 00000001 r1 00000000 r2 b5065ca0 r3 00000180
r4 bd07b110 r5 00000180 r6 b5065ca0 r7 c4d57ed4
r8 ef84a260 r9 00000000 r10 00000000 r11 ab6ce0c8
ip c4d57ed4 sp ab6ce050 lr c4d580c4 pc c4d580e0```
And the backtrace
#00 pc 072fb0e0 /data/app/com.[Studio].[Project]--T3k6tYYCR5wE7O5bSAlFw==/lib/arm/libUE4.so (oboe::AudioStreamAAudio::callOnAudioReady(AAudioStreamStruct*, void*, int)+92) (BuildId: a6ad9b3e5ab6a43a038f6f4c3673a148f68d12c4)
#01 pc 00013e79 /system/lib/libaaudio.so (aaudio::AudioStream::maybeCallDataCallback(void*, int)+44) (BuildId: 50e7f0033aac3a9cf133de2e08c7d0f2)
#02 pc 00015217 /system/lib/libaaudio.so (aaudio::AudioStreamLegacy::processCallbackCommon(int, void*)+318) (BuildId: 50e7f0033aac3a9cf133de2e08c7d0f2)
#03 pc 00031015 /system/lib/libaudioclient.so (android::AudioRecord::processAudioBuffer()+788) (BuildId: 3161bca2fda3372c9c3a6d5a71ef78b8)
#04 pc 00031957 /system/lib/libaudioclient.so (android::AudioRecord::AudioRecordThread::threadLoop()+122) (BuildId: 3161bca2fda3372c9c3a6d5a71ef78b8)
#05 pc 0000e8a9 /system/lib/libutils.so (android::Thread::_threadLoop(void*)+312) (BuildId: 93e563413029b25892ee0148b2d8b3f2)
#06 pc 00080661 /system/lib/libandroid_runtime.so (android::AndroidRuntime::javaThreadShell(void*)+84) (BuildId: 8f7945bf3ff3fae739d8b4b88561981c)
#07 pc 000a553f /apex/com.android.runtime/lib/bionic/libc.so (__pthread_start(void*)+20) (BuildId: 7e897e5635aa3ef130be5057e9ba1df0)
#08 pc 0005f673 /apex/com.android.runtime/lib/bionic/libc.so (__start_thread+30) (BuildId: 7e897e5635aa3ef130be5057e9ba1df0)```
Idk what to do. This is my first time packaging and I'm getting errors.
Searching the log for the word error shows a bunch of missing asset errors
That's strange cause all the assets seem to be fine.
A bunch of the errors are from assets I deleted.
I just went into the files and deleted them there as well
Trying again now
I'm seeing a lot of "Unable to start connecting"
Well that would mean something that being cooked as part of the game still references the deleted asset
It worked
you were probably loading a lot more stuff with that blueprint
maybe that blueprint loaded things that had references everywhere.
question on texture packaging... say I have a bunch of 4k Textures, and I set them all to Lod 2 (So they're all 1024 in game size). When packaged, will the game have to load the file in its 4k glory (And like 80+mb in ram) or will it load it as if it was a 1024?
well that wouldn't happen unless your texture was set to never stream, but the LOD bias is used for cooking the asset
you can even get a bit more advanced with it and separate the higher detail LODs into separate pak files for a HD texture pack, that's kinda undocumented though
so if it wasn't set to never stream, would a 4k texture with lod 2 be packaged as if it was 1k? Asking because my standalone is still taking 3 gigs to load a bunch of textures... so would like to have an idea of how shipping might respond I guess
Setting up the entire project's texture settings at the moment
if LOD bias is 2 on a 4K pow2 texture, then it'll be 1K packaged
Hello everyone, having some trouble cooking the game, getting this odd error, any clues?
Partial log: https://pastebin.com/uREgMpGd
haha one of our clients ran into this issue, so I looked at it again. I found out why it's broken (and why it's crashing in development builds) 😄
The memory leak comes from the Archive serializing when not loading, and ends up loading a humongous amount of shiz. Additionally, the immense spikes in Ram come from a bunch of ensures that hit false
Any idea why would the BlueprintWebSocket plugin not pack with an UE4.26 project? C++ project, UE source build. The project builds fine but only the plugin's .uplugin file is there, no binaries. So when I try to start the project up, it says to check whether this plugin is properly installed.
There doesn't seem to be any error during the build/cook/pack
It just doesn't pack for some reason
well packaged builds with the source build are statically linked so you wouldn't get a DLL for a plugin anyway
but since you get that error, I would check the uplugin file
seems a bit weird to have a C++ project and then use BP for something like WebSockets
^
What do you think I should look for in the .uplugin file?
is it targeting a platform that isn't in the WhitelistPlatforms list?
Win64 is there
try add it to your Build.cs?
PublicDependencyModuleNames ?
let me try, thanks so far
@winged moss Ha that worked! Thanks!
guys
i get this message from apple
when trying to package and release the app for IOS
anyone familiar with this error and how to fix it?
We were aiming for a release today and we get this error
it says to use WKWebview
i dont get this
i started using unreal engine 4.25 source build from the github
and when building my game, i get an error like "const" is put in the wrong position in a line of code
do they even try to compile their code
or is my compiler giving errors where theirs isn't or something
they have static std::string const* myvariable;, where it should be static const std::string* myvariable;
why i keep getting this after compiling it? anyone can help pleaseee 😭
for plugins, i set this up in the .uplugin
but i get this error:
I also checked the supported platforms in the settings and excluded android
so.... what else can i do to NOT package for android?
because you didnt setup your android keys in project settings
Hej! Is someone here familiar with the localization process? The Localization Dashboard returns the error "No paths for game localization data were specified in the game configuration." but otherwise compiles the language files just fine. But then the Packaging can't find the localized files, although the language files are present and returned their respective *.locres after compiling. I can't seem to find a way to fix this. What am I missing?
i'm getting this error when trying to launch my packaged game. any idea?
idk if it matters but i built it using the engine from source
the problem might be that i had no scene loaded during my build
Does anyone know wht DLSS isn't packaging properly with my build?
i keep getting "DLSSUtility Module Missing"
I have 16 GB DDR3 RAM and my build still runs out of memory. Can i make it work somehow ? bc 16gb is not low
It is arguably low for UE4, my main PC has 64GB and occasionally exhausts memory while compiling, though that’s mostly down to the 24 core Threadripper
If you cook the game through UnrealFrontend or through the BuildCookRun CLI then you might free up some RAM
Since having the editor open is probably not helping
Or limit the number of processes for compilation. Less processes = less memory usage, but it's slower to compile. But if you're running out of memory that's really your only option other than upgrading.
Can you please tell me how to fix these errors that occur when packaging a project?
I also have 16 GB of memory and I still have enough.
Hi, I am trying to build my project under unreal 4.26 and I have this error cannot find a solution that works on the internet: frowning: anyone have an idea ?
PackagingResults: Error: Failed to load script DLL: X:\Logiciel\Unreal Engine\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\AllDesktop\AllDesktop.Automation.dll: Impossible de charger le fichier ou l'assembly 'AllDesktop.Automation, Version=4.0.0.0, Culture=neutral, PublicKeyToken=null' ou une de ses dépendances. L'opération n'est pas prise en charge. (Ex ception de HRESULT : 0x80131515)
did the packing in the engine from the source, gave errors, then tried to make the bundle in the engine from the launcher, the same thing. tell me what is the problem?
Hi guys, not sure if this is the right chat for this but Im currently uploading my app to the Google store and its asking for a Privacy Policy. I hadent considered this as my project doesnt gather any personal info or even connects to the internet at all (tbh its a glorified calculator 😅 ). Im pretty unfamiliar with Privacy Policies, it seems to be more complicated because my app will be available to people < 13 years. Id appreciate any motes of help or tips as the legalities are a bit overwhelming.
i changed the number from 8 to 1 and it still reached 16gb and crashed, doesn't seem to matter much
okay so turns out using engine from source caused the huge memory usage. now i use the version from epic games and it barely uses any memory
hello, i have this weird error when ever i start a build from our game on steam that was built on a friends machine.
it gives me this error.
however. this build works fine on every other machine that downloads it.
what could it be?
i already tried to delete said material in my engine folder and have the engine verified.
but no luck it still persists
looks like he hasnt cooked content properly
hmm. yea. thing is the build works fine with other machines but mine. so i thought it might be a problem on my side
What are reasons why a material might be causing an Archive.IsLoading() issue for builds?
On development builds, it crashes on assertion Archive.IsLoading() for FBulkData.
On Shipping builds, it results as a memory leak
How do you tell what redistributables are needed?
Might need a bit of clarification. The engine does include a redistributable that includes the required C++ runtime. If you really need to know then use a tool like dependency walker
Hi! how are you?
Do you know what is the optimal way to package/build a game for Steam?
I am having this problem: I build the game and I create a large .pak file, I upload the build and everything works just fine.
The problem is when I try to make a patch or update to that build, even very small ones, like 50 - 100 mb, the Steam progress takes forever.
The solution is to assign assets to chunks or is there something else / easier / less painful ?
Thanks!
we do pak chunking as well as using patch paks for minor updates
Any Idea what's going on?
It happens when I try to package the project using the project launcher
thanks for reply! so you are doing this for all your assets?
https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Patching/GeneralPatching/ChunkingExample/
Basically the problem I want to solve is that the updating process in stores like steam less slow (I am having downloads of 100 mb but using disk and processing the download and patching a lot of time)
Can 4.26 package for web?
guys, is there a way to change the icon after Packaging ?
If you're talking about Windows, icon is stored inside .exe. You can use any Windows tool to change exe icons (just google them up).
Why does a dedicated server require to be build using engine from source?
can anyone tell me where the exact error start? or will i have to look in the code?
its in these files
lmao
Hello everyone, having some trouble cooking the game, getting this odd error, any clues?
Partial log: https://pastebin.com/uREgMpGd
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
A header is missing #pragma once
This is pretty much the only way to mitigate Steam’s slow patching
What about using SSD?
yes but not 100% of your customers are going to install the game on an SSD
Hi, when I play my packaged game, the game starts with the spectator pawn, not the default character. Player in Editor starts the game with my character. Has anyone an idea?
Does anyone know about Native Debug Symbols for Android apps in UE4 engine vers 4.26?
I have my app bundle uploaded to the play console and it works on my phone when downloaded during internal testing, so that's all fine. I just have a warning on the review page of the play console stating that I should upload a .zip of the native debug symbols. Where do I get these? I'm using android gradle 3.5.3 as required by ue4
Here is a screenshot of the warning
what did you put into your project settings as a game default map?
check default game mode too
That face when your really high res skybox gets the top level mips put into a separate optional chunk by Unreal and it's 500MB
Didn't even know that was a thing, TIL
500MB for a skybox? Not bad. We still develop games here that have 500MB of VRAM as a minspec for whole scene.
Yeah, this is clearly completely abusive
But it needs to be zoomed in by a lot, and so...
Hi, may I ask how to package my game in steam vr platform? Plus if I wanna package for oculus device should i have any specific requirement to package my game for oculus?
there is no such thing as a "steam vr platform". It's just windows. Same for oculus, assuming you're talking about a tethered hmd. The only difference is which plugin you're using.
i clicked both oculus n steam so supposedly should works, right?
Im trying to package my project but i keep getting PackagingResults: Error: extra qualification on member "*InsertFunctionNameHere*". What does this mean and how can I fix it?
Sounds like a C++ error
Is there anyone here that knows about packaging for Android and the Google Play store that I can talk to?.
I've not finished my game but I want to start internal testing early on so I'm trying to make a distribution build but really not sure if I'm doing it correctly and am just looking for a little guidance. There's a lot of info out there and I'm not sure whats current
I'm mostly confused about how I deliver the game files,
Do I need to use Google PAD and how or is are there another/better way?
Googleplay is talking about that I need to use an .aab but the game still generates an .obb for my extra files?
Have you set up the default game mode in the project settings? In editor might be using the gamemode override
Has anyone had Input mappings seemingly not working on shipping?
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Handled ensure: ===
PackagingResults: Error: Ensure condition failed: SelfScope [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Engine/Private/MemberReference.cpp] [Line: 81]
PackagingResults: Error: Stack:
PackagingResults: Error: [Callstack] 0x00007ffc429836b9 UnrealEditor-Engine.dll!FMemberReference::SetGivenSelfScope() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\MemberReference.cpp:81]
PackagingResults: Error: [Callstack] 0x00007ffc4f3202c8 UnrealEditor-BlueprintGraph.dll!UK2Node_CallFunction::SetFromFunction() [D:\build\++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_CallFunction.cpp:1777]
PackagingResults: Error: [Callstack] 0x00007ffc4f3b3e05 UnrealEditor-BlueprintGraph.dll!UK2Node_PromotableOperator::SetFromFunction() [D:\build\++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_PromotableOperator.cpp:747]
PackagingResults: Error: [Callstack] 0x00007ffc4f3b7e97 UnrealEditor-BlueprintGraph.dll!UK2Node_PromotableOperator::UpdatePinsFromFunction() [D:\build\++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_PromotableOperator.cpp:12
There is about 50 more lines but I do not have a "D" Drive
That's the path on the build system at Epic
oh okay, Im just getting this error when trying to build
package*
I did try to validate all files and reinstall ue5 just in case something was broken there but doesnt seem like it
if anyone can help that be great, or any pointers
You could attach the Visual Studio debugger to the UAT process once packaging has started, and inspect the call stack when the error happens
Sounds a lot like it's just UE5 being UE5 though
Hi,
I keep getting the Error : "Server targets are not currently supported from this engine distribution" on the 4.26 with the version from git and the one from the launcher.
Did i miss some settings with the 4.26 ? Because it was working with the 4.23 but not anymore that i upgraded the version of the engine.
Thanks for the help.
Probably not
What would help would be to send the project to Epic so that they can fix the issue in a later release
UE from launcher doesn't have prebuilt libs for server. And it isn't capable of building them from source (I dunno why epics didn't add such option, honestly). So yep, you can't build dedicated server with it. But UE from source can. You also can make a custom engine build that would include server libs.
Yeah i had the source already but i realised i forgot to change the engine version for my project... thanks ^^
I need help with getting native debug symbols attached to my game
Does anyone know how to fix this?
i think its font is too large to read 🙂
hey new to using the source version of ue4 and I was wondering if the package time can be reduced for a project. Binary version took around 5 min for quest but source takes 20. Makes testing iterations much harder.
im not sure if this would be related to packaging but how would I find the minimum system requirements for my game? Thanks
testing and benchmarking?
There is a way to do partial rather than full package and loading on device
partial package?
On PC you can you can run uncooked via the editor but YMMV, I did once manage to cast that to a device but I dont remember how
You can't distribute uncooked projects so it's not practical
And the source version is only slower because of compile times
Do your own binary engine build
His question was about testing iterations, so using a cookonthefly server and pulling content into the game will suffice for his needs
@west canyon
Not if they're testing packaging
I read as he wanted to test his game not the packaging
For packaging its functionally a throw hardware at the problem
"I was wondering if the package time can be reduced for a project"
"Makes testing iterations much harder."
So clearly iterations on the packaged game
I read as he is packaging the game to test each iteration
Rather than using PiE/Uncooked/CookServer
In that case the solution is right click uproject -> launch
Or -game in command line when debugging
No need to guess what OP meant, there's a solution for every case now 😄
That said if you just want to reduce package time, more cores...
An installed build will go a long way if the problem is indeed the engine source
This is true
Honestly tho, this is why CI exists
You commit your stuff and carry on working, then QA can grab and test the builds
Sure, but I took the question under the "working on the packaging process" angle and it's unclear what OP asked for, so might as well cover that ground
Step 1: Actually intepret the question
whoa that blew up too fast. What I mean is testing purposes. I am making multiplayer for quest which I test with the editor (console command ip). I cannot build frequently as it takes time and the only way to test networked VR is builds on 2 headsets.
Cook Server should work for that
Yup
What do these errors mean? i'm building my FPS server
important to know: i just switched from 4.25 to 4.26.2 (and i'm now on engine source version)
Sounds like you used the dev-rendering branch (and other ones) and then saved those assets and then moved to a release
So these are gone basically
Assets aren't backward compatible
i dont know what a dev-rendering branch is. can you explain? What i did was use 4.25 from epic games and 4.25 from source, and switched between those 2. Then i downloaded 4.26.2 from epic games and 4.26.2-release from source (which should match the one from epic games)
as far as i know, i upgraded and didn't downgrade
Anyway, error message says that those assets were produced using newer engine than you're using to load them.
That sucks
Hey Guys, anyone know how to resolve this error? its for quest 2. nothing I found online helped. EDIT: I could get past this with JDK 8. but of cause there is immediately another error. this is just chicanery at this point.
I am having trouble packaging an android project using vivox core. I am getting a build fail with these errors :
undefinded symbol : vvx_tts_shutdown
undefinded symbol : vvx_tts_initialize
and othere errors like these from VivoxCore
I downloaded the android version of the plugin as well
Hey i'm trying to package my project for windows, but it throws these errors and i couldn't find a fix
ParallelExecutor.ExecuteActions: Module.SocketIOLib.cpp.obj : error LNK2001: unresolved external symbol CxxFrameHandler4
ParallelExecutor.ExecuteActions: Module.SocketIOLib.cpp.obj : error LNK2001: unresolved external symbol GSHandlerCheck_EH4
ParallelExecutor.ExecuteActions: C:\Users\Nicol\OneDrive\Documenti\Unreal Projects\secondTest2\Binaries\Win64\secondTest2-Win64-Shipping.exe : fatal error LNK1120: 2 unresolved externals
UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError
anyone knows what i should do?
I think it has to do with the NDK version, according to docs 4.26.2 should use ndk r21b rather than r23 https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/. I remember using that version a couple of months ago and had no problems.
Hello, ppl. I am new to DevOps. Where should I start as a beginner who uses Perforce + Unreal. What are the standard way to go with Unreal?
What's the question here ? 😛
Most likely the answer is 42.
@mellow bane , well, what are the tools of the trade here? Where should I start first? What is considered a standard when it comes to unreal devOps and/or Perforce?
I have no idea of the terminology nor applications/tools. What would I want to look into?
From the 4.27 patch notes: Profile Guided Optimization is now available on Windows. Build the client with -PGOProfile and -PGOOptimize to create Profile Guided Optimization executables for improved performance.
Has anyone tried this out and noticed an improvement in performance?
hi guys, i wanna upload my project to sidequest but i dont know how to change my package name in my ue project? whenever i do, it wont build 😦
Has anyone else noticed larger packaging file sizes with Oodle enabled?
Went from 2.28 GB to 2.39 GB for me
Also noticing a new OpenImageDenoise .dll in the binaries folder. Anyone know what this is doing? I don't have raytracing or anything similar enabled
I wonder if it can be safely removed
You're on the packaging channel so this is about releasing compiled games. Perforce is source control so it's kinda unrelated (and yeah it's a classic and safe choice for that)
So I don't know what you're really asking for
Hi, I've a lot of errors trying to package my project like this, somebody could help me? I've a lot of functions in library bp's. In the functions that World Context pin it's hidden, in editor it works fine everything. Thanks in advance! EDIT; Solved. Some functions were created with a input "World Context" pin (something related with copy & paste). Looking in the entire project I detected the wrong functions and just deleted that damn WorldContext input.
is this the place for questions about ini files after packaging??
I have the same problem, had a project compiled with 4.25 at 156mb total, then I compiled it in 4.27 with Oodle and it's 228mb... my pak went up 10mb and the DLL alone added 50mb... if I delete the DLL it still works but it's still at a 181mb... :S
I seem to be having trouble with bUseLoggingInShipping = true in my target. It seems to get ignored, until I force a change on the file, like adding a new empty line and packaging again. On 4.24. It feels random when it stops working, I figure it could be something being cached somewhere but I've tried deleting the .vs, Saved, Intermediate, and Build folders, regenerate, and have still ran into the problem. The only thing that seems to fix it is forcing a change to that file.
Anyone know what gives?
I'm almost tempted to just change it directly in the engine and call it a day
so the ini files in a packaged build what is the format? cause I see that you can't use + to append to arrays i just want to append to array not override
how can i open a pak file?
i need to modify ini files after editing
I want to modify ini but the ini file splaced in saved cant append to array only override them
Development or shipping ?
after packaged when you open the game ini files appear in the saved directory there we can override the entire array but not append to it
Not sure how arrays work so that might be how they work, tbh
usually in ini files you can use line prefix + emplace, . adds even if its duplicated, but in ini of packaged game you dont have to use those
Packaged inis should work out the same. BaseEngine is the default, overrode by DefaultEngine, overrode by Platform/DefaultEngine, overrode by Saved/DefaultEngine
etc
Make sure you're not trying to append to an array that's in an ini file in your project's Saved directory, because these aren't packaged obviously
thanks for trying but don't think you can help me
Good luck
hello i am having a problem trying to package my game.
spent the last hour trying to find help online but there's not much i could find to help me
When i package my project, i do notice that this shows up, and this is what i've been trying to find online but there's barely any help relating to this:
LINK : fatal error LNK1181: cannot open input file 'vulkan-1.lib'
(note i used only blueprints to create my project)
im using engine 4.15
im packaging it for windows
and yes it does work
i fully uninstalled all of visual studio and now it's saying for me to install VS 2015 but when i click on the link, and install what they give, it doesnt install properly
What could cause a map to not be packed? Having a problem with engine code crashing in Standalone and Packaged builds in UWorld's FSeamlessTravelHandler::Tick()
Maps are added to the project's maps to include in packing. Maps load and play just fine in PIE.
Other maps in the game work and load just fine in Standalone and Packaged.
Post the full log to pastebin and link it here. You don't need Vulkan - you can disable it in project settings / platform / supported RHIs
i put the output list on the UE4 Forums. i'll link it here
I want to package a game i’ve created just so i can see how it will play out and test out a couple of things and also send a copy to my friends to test out the multiplayer. However i’m getting errors when i am trying to package my game. LogSlate: Only BGRA pngs, bmps or icos are supported in by External Image Picker LogTemp:Display: Executing i...
vulkan isn't even selected
You're packaging for iPhone here ?
no windows
https://pastebin.com/iM3V4Sg5 here's the pastebin i just did now. I installed Visual Studio 2015 (the one recommended for UE 4.15.3 and i got the same vulkan-1.lib link errory)
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
There's no need for a Vulkan lib
Did you use any plugin ?
the steam plugin
No others ?
Might simply be caused by having the Vulkan SDK installed
Failing that, close the editor, remove Intermediate & Binaries folder, and retry
i've done all of those and still get the same vulkan error
Do you have the ANdroid SDK or Vulkan SDK installed
none installed
Then I'm out of ideas, I guess. Never saw that one
You can try modifying your engine installation to remove all Linux and phone support
🤷♂️
thing is, it's all in blueprints, no c++ code, so i can't go into vs and add it through the linker
There's nothing to link
try modifying your engine installation to remove all Linux and phone support
how do i do that?
Launcher, library, arrow on engine, options, remove platforms
What's the full packaging log now
i got a new link error now
ill put it in pastebin
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
LINK : fatal error LNK1181: cannot open input file 'zlibstatic.lib'
sounds like a zip compression issue thing
It sounds like there's a plugin somewhere breaking your engine
By the way, never put Unreal stuff under OneDrive
That's been known to break projects before
Use real source control instead
okay so the good news is, i sent the project files to my friend and it built it perfectly for him
so that means there's somewhere on my computer or my end that is breaking it
Did you ever put any plugin in the engine folder
Also move it out of OneDrive, seriously
no, i only installed plugins from the plugins page on the engine
i know but the tutorial im following recommends it for multiplayer
since it's easier for replication
Yeah, no
You should be using 4.26
4.15 is old enough that it might be difficult to ship new projects with it
Should still work, but hey, might as well warn you about using software from when Obama was president
And that's my last idea, tbh
Move out of OD, make sure you don't have weird plugins, and see if you can update to a more modern UE
hmm
okay
im gonna still use 4.15 because of the tutorial im following
but now im just getting completly new link errors
im just stumped
Is there a way to completely ignore a plugins content when cooking and packaging? The plugin I use has sample content which I don't want to be included Nevermind. Forgot about the Directories to never cook option in Packaging Settings.
Hi everybody! Is it possible/recommended using Butler with a self-hosted server, different from Itch.io?
Yeah
It's open-source so you can do whatever you like with it
Though I dunno what the backend looks like
At worst you can create patches (as in Git patches, not as in game patches) with Butler and install them, so you just need the download part if you're not using their services
Thanks for the answer, it seems a good option. I would have to implement the part that checks the current installed version and decide which patches should download and apply
Right now I'm using Inno Setup to create a simple installer/downloader and works like a charm. I'm wondering whether I can still use it with butler
No, that wouldn't make a lot of sense
You can use itch.io directly, or commercial platforms ; you can use Butler as an installer, and you can build your own front-end to Butler
Ah ok, thanks for clarifying. They seems to be very time-consuming tasks, so I think in my case I have to look into a ready-made solution, if I find something
itch.io is likely that tbh
Yeah that would make our lives easier, but we are willing to distribute the game directly from our website, without any intermediary platforms. Also it's a game designed around the IAP model, and I think that Itch.io doesn't support that kind of revenue model
I think it depends on the number of downloads. I see that bandwidth is very expensive on other Cloud services, like Google Cloud Storage. So I imagine that if they see a spike in the number of downloads, then they will alert you or something like that
For what it's worth Steam also doesn't take any cut on IAP processed with your own payment processor, and that's certainly an interesting platform to be on
Assuming a free to play model
Ah wow, I didn't know it
So we may actually use Steam without paying a cent to them? It seems a bit odd
Might wanna check that
Ok thank you very much for the information 😁
facing this error while packaging (the outlined words)
How can I open a project from the command line? I am trying to cook on the fly:
UE4Editor.exe [path to uproject] -run=cook -targetplatform=Windows -cookonthefly
but am getting stuck here:
[2021.08.21-13.47.15:914][ 0]LogInit: Executing Class /Script/UnrealEd.CookCommandlet [2021.08.21-13.47.16:641][ 0]LogClass: Warning: BoolProperty FInventoryItem::bIsDisplayed is not initialized properly [2021.08.21-13.47.16:642][ 0]LogClass: Display: 1 Uninitialized script stuct members found [2021.08.21-13.47.16:642][ 0]LogAutomationTest: Warning: BoolProperty FInventoryItem::bIsDisplayed is not initialized properly [2021.08.21-13.47.16:642][ 0]LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb [2021.08.21-13.47.16:642][ 0]LogCook: Display: Mobile HDR setting 1 [2021.08.21-13.47.16:643][ 0]LogCook: Display: Creating asset registry [2021.08.21-13.47.16:861][ 0]LogCook: Display: Unable to read previous cook inisettings for platform Windows invalidating cook [2021.08.21-13.47.16:861][ 0]LogCook: Display: Clearing all cooked content for platform Windows [2021.08.21-13.47.16:888][ 0]LogCook: Display: Sandbox cleanup took 0.027 seconds for platforms Windows [2021.08.21-13.47.16:888][ 0]LogAssetRegistryGenerator: Display: Saving asset registry. [2021.08.21-13.47.17:093][ 0]LogAssetRegistryGenerator: Display: Generated asset registry num assets 15614, size is 8018.05kb [2021.08.21-13.47.17:093][ 0]LogAssetRegistryGenerator: Display: Done saving asset registry. [2021.08.21-13.47.17:096][ 0]LogFileServer: Warning: Unreal Network File Server starting up... [2021.08.21-13.47.17:097][ 0]LogFileServer: Display: Unreal Network File Server is ready for client connections on 0.0.0.0:41899! [2021.08.21-13.47.17:098][ 0]LogCookCommandlet: Display: GC...
Might be a problem with your project being called "test".
By the way, if I run a separate editor instance and use the Project Launcher with "-filehostip" set, the server crashes with:
Even if I let the Project Launcher start its own COTF server, it bails out complaining that
C:\Users\Thomas\AppData\Local\Temp\E+Release-4.25\Logs\Server.log
cannot be found. How do I get it to generate that file?
(If I create an empty Server.log it just gets deleted.)
-log does not fix this.
Maybe this will help: https://answers.unrealengine.com/questions/36983/view.html?sort=oldest
Thank you sir! That actually sounds like what could be going on
it will be similar if not much better in 4.26 because of all the tech Epic built for fortnite that trickles down
butler is superb
you have to pay for listing and a few other bits iirc
like i mentioned earlier, im using 4.15 because replicating parts for multiplayer is easier than 4.26
that's what i was told
my problem my game wont be packed
it keeps saying this
PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
this belongs in C++, but it means something is missing a UNFUNCTION(VisibleAnywhere, Category = "SomeBPCategoryName")
well it's a UFUNCTION in that case
true, but he should be able to figure it out
Im gonna go with the path mentioned in the error for voxel art plugin paerhaps?
I’m surprised it cares for packaged projects
Im not
If you are gonna apply a rule, apply it everywhere - its much easier to maintain
I’m pretty sure the reflection data in a packaged project doesn’t even have access to the category. I would’ve expected it when compiling the editor target
But I suppose this is a binary engine
I only ever use source* engines 🙂
I always put third party stuff in the project plugins folder anyway
Ahh I compile into the engine
But we use a source build, not the epic launcher version
less project bloat
Ye same
I distribute rocket builds based on a custom source build
We just setup UGS for non-programmers to get precompiled binaries
Though that’s only viable if you use perforce
yup, functionally the same but using git 🙂
guys im having a issue im trying to package my game, and i have 2 levels, it packages fine but when i finish my first level it sends me back to the main menu instead to the level 2, does anyone know why?
also i went to the project setting and selected the maps i want to package
lets me do the packaging again
no erros
I'm not talking about the packaging output
I'm talking about your build, what does the log say when it tries to load level 2?
i fixed it
but replying to that question i made a stupid accident, on my trigger box i was making a overlap event wish made the player load the menu level not the level 2
i am a idiot
Does anyone know what this is referring to?
Module.Launch.cpp.obj : error LNK2019: unresolved external symbol "bool GIsGameAgnosticExe" (?GIsGameAgnosticExe@@3_NA) referenced in function "void __cdecl LaunchFixGameNameCase(void)" (?LaunchFixGameNameCase@@YAXXZ)
can someone pls help me with packaging
i keep getting this error and im searching on google everytime
i ned help
That's not an error, it's a warning, it's incomplete, and the error is before that ; put your packaging log on pastebin
Sorry to post again, but this is really holding my project back. Not quite sure what any of these errors are referring to.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
How would I start investigating a bug where the packaged game runs fine on one platform but exits right after the "Powered by Unreal Engine" splash screen on another?
Sorry, I was thinking of another error.
Ignore that.
I changed it from My Project to Dominion, but I tried packaging as MyProject as well and was receiving the same errors.
I followed that thread you posted me too, but I had already added the needed code that was the solution ti their problem.
This could be another avenue of research: https://answers.unrealengine.com/questions/961285/error-lnk2019-unresolved-external-symbol-bool-gisg.html?sort=oldest
Sorry I can't be more helpful — doesn't seem that common a hurdle.
I appreciate it sir. I'll give that a try. Every avenue I've found has been a dead end.
That fixed it! Thank you so much @zenith summit
Glad to hear it worked out!
Any idea why our windows dedicated server no longer produces stack trace on fatal error when it crashes running on gamelift? Local computer instances produce the trace and it has produced the trace earlier also on gamelift but not lately
So nothing I can do?
I dont believe so
other than writing custom stuff to handle it
Ask on UDN maybe someone knows
Not sure if its possible to use gamelift + linux server
It is possible to use linux but there is problems also
the modification to get automatic reporting of crashes is pretty easy, it's a simple change to UnixPlatformCrashContext.cpp (iirc)
mostly around defaulting bSendUnattendedBugReports to true
Alright, I have a weird issue in our current game.
After building the Win64-Shipping.exe file is 0 bytes, and if I open the exe in the main directory CreateProcess() returned c1
But with previous levels this game never had issues like that
No errors during building and just a few warnings about resaving materials, that've been there during previous successful builds as well (don't ask me why they aren't resaved by now)
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Assertion failed: IsValid() [File:D:\ue426.2\ue\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 890]
how can i fix it?
Is this something to do with source control? I turned it off and it didn't change.
No it's about you saving assets with a newer engine version, and then trying to open them in an older version
Version control is the tool you should use to ensure you can restore assets when you save them wrong
i love packaging my replicated project just to find out the code that works in the editor doesnt work on package game....
Very unlikely to be a packaging issue, very likely to be that you only test in PIE
Right click uproject, hit "launch", and test that way
Should work 100% the same as packaging
oh, cuz everytime i use it it messes up my code 😄
If you only test in play-in-editor (PIE) you're in for a bunch of sad surprises
yeah....
is there a way to launch a game for two people?
like to simulate replication
how would I do that with steam tho?
You'll need two computers with two Steam accounts
thats what ive been doing but just having to package it every time
is there easier way?
Have the projects + UE4 on both machines
Anybody know why the 4.26 Water Plugin water material wouldnt be rendering in a packaged build?
the waterbody surface is there, collision/overlap wise
Do you use OFPA?
Any ideas what i can change about this packaging command to make it consume less memory / not crash bc linker is out of memory ?
not much, you can use swap for it tho, but itll take a while
What is swap?
Is there anyway to send commands via the console to destroy certain actors, if you are certain of their names, display or class?
on windows , a pagefile - basically uses HDD storage as rma
RAM or VRAM? cause we run out of VRAM all the time idk if pagefile helps VRAM
commands, no. but you can mark actor as editor-only so they will be excluded during packaging
under Cooking section of Actor
RAM (the full 16 gb for a very small game). i'll try the suggested things
I've packaged a build and the media plays fine on the computer that I packaged it ON but not on another computer - is it possible it did not package them correctly?
was I supposed to import these movies differently?
I just imported the video files directly into the editor - but when I try to play them, it works BUT if I delete them, (in windows explorer) it stops working -
iirc: media imports get linked, you need to manually add them to cook list
I had to make a \Movies foldier in the content folder and copy the files directly into the content folder in explorer and THEN import them into the content browser
Yup that works too
Hey guys, just trying to launch my game on a networked machine, but cant seem to add it from the ip in device manager, any ideas?
Do i need to allow some ports or anything like that?
7777 iirc
Any folder I need to "clean" when switching from "Development" to "Shipping" build? My game just stuck on the game menu on shipping game, while it doesn't on development game.
Is there a way to conditionally strip actor components from the cooked data depending on build configuration? i.e. If I have debug components that I want removed in a shipping build, or removed from a particular platform? I'm probably looking for some kind of build processing steps that I can hook into, I'm just not sure where to look
Trying to help someone. He has a BP class derived from a CPP class with an exposed variable for an Image file. Works in PIE but when he packages the game, the BP image variable is gone and comes back with a NULL reference
no, they are separate. if you have issues with shipping it is some bug in code
is there a way to package different maps per platform?
Either pass a different list of maps on the command line when packaging, or do some ini file shenanigans - you can have different ini files per-platform, but I'm not sure if it'd work when packaging.
you can have different ini file but not different defaultgame.ini
for example: androidgame.ini doesnt exist
as you package the game with windows for android
Hence why I said it might not work when packaging.
So just make a batch file or something to package for each platform
pass which maps you want on the command line
Ok makes sense... thanks
Hi my packaged project wont open, i think it might be caused by advanced sessions and advanced steams sessions.
To test, I have created a fresh ue4 thirdpersontemplate game and created a windows package with all default settings... this works. Once I added and enabled the advanced sessions and advanced steam sessions plugin this then causes the new package to fail to open. The hourglass appears for a couple of seconds then it does nothing.
i just noticed it says to create a blank c++ class in the project at least once before packaging the advanced sessions plugins so im trying that now..
When packaging for platforms other than Steam, is there any way to avoid these errors error: undefined symbol: SteamAPI_Init referenced by SteamSharedModule.cpp:283 without having to disable all steam plugins before packaging?
i have problem in finding what i need to do in order to PrimaryDataAsset children assets be packaged. I tried many things and still my data assets are null in packaged
Hopefully a quick question:
How do you find you 'game requirements' for your game?
Everywhere I search, it keeps telling me the requirements of UE4. I need to know what my game (that I built in UE4) needs to play.
Steam needs exact minimum.
In case anyone else finds the Advanced Sessions Package Problems thing from before: I had to create a new c++ class in the project (can delete later) which does a bunch of compiling -> rebuild the game in visual studio (this is super easy)
Test on loads of different CPUs/GPUs
You can get a ballpark with maths, but to validate you need to test
It works the other way round. You decide what hardware needs to run your game with acceptable speed and optimize your game until it does. Note that "acceptable" is subjective, and you have to decide what does this mean for your game. For one, it is 1920x1080@60fps. For another, it's 1366x768@30fps.
We normally say "I want 70% of steam users to be able to run my game at at least 1920x1080@30fps. Let's look what is the weakest gpu/cpu they have. Ahha, it is somewhere around quad-core intel i5 from 3xxx generation plus nvidia gtx 660 plus 8gb ram. Now, we need to make our game to actually run with at least acceptable speed on that hardware".
You could try to do some reverse math though. Like, "my game is nowhere near to fit into 1GB of VRAM and it would need too much effort to fit, so those old gpus with less than 2GB are just a no-no".
so i have been having beta-testers playing my game, and me and all of them but one are playing my game just fine, but one of them isn't able to mouselook in my game.
any ideas on how to diagnose what the issue is? or if others have had similar issues?
i have tried looking this up online with no success
hey remove all BTU assets from your comp, and that was very unprofessional
What
Hey guys I've been having some trouble packing my game, it seems the Error ensure condition "DestinationExpression->AssociatedVarProperty" has to be with a Select node connected to a set by Ref pin (i believe), but after going one by one on all of my select nodes i didn't find anything. Do you have any advice on this? hope you can help me, Thanks!
did i ask for help in the wrong channel?
They start the game, and they're unable to click inside the window? Or the whole mouse is locked?
its like they're unable to mouselook
starting the game is fine, but in game they're unable to look around with the mouse
Another engine, another game.
But it actually fixed it, does the person have a controller connected?
Flight stick or steering wheel?
oh no, i don't know what other controlling hardware they have
so you're saying if i disable raw input or something like that i could fix the mouselook issue?
Vice versa, enable raw input
ah okay, but is it disabled by default?
i never remember disabling it, and it don't get why this would fix it, but ill be willing to try it tommorow
thanks
Bloody enable it 
Hey guys, I have a weird problem occuring when I package game.
Sometimes my mouse reaches the border of the screen (even in full screen mode) making me click outside of the game. It of courses doesn't happen in the editor
Is there a way to force the mouse to stay in the game?
Has anyone run into any gotchas for packaging when using LevelInstances in UE5? When trying to load a LevelInstance in a packaged build (spawning a LevelInstanceActor into another map), I'm failing this check:
https://github.com/EpicGames/UnrealEngine/blob/ue5-early-access/Engine/Source/Runtime/Engine/Private/LevelInstance/LevelInstanceActor.cpp#L185
Maybe the LevelInstance map didn't make it into the packaged build?
Getting this error when loading packages on a different platform than windows LogStreaming: Error: Couldn't find file for package /Script/(Plugin)
any ideas what can cause this?
Absense of plugin on that platform can cause this. Yours truly, Captain Obvious.
Thanks a plugin wasn't white listed for a platform was the cause
Hey guys, I'm getting this problem when I try packaging my game, I get an error cmd.exe failed with args
I am following a tutorial that is supposed to fix it, but the tutorial is doing something with the jdk path, and I can't seem to find my jdk path
When I try to package, I get "Error: Illegal call to DoesPackageExist: Input '/Game/Enemies/NRFTW/SL1_AudericHugolinBP.Default__SL1_AudericHugolinBP_C:Statistic Component' does not start with a '/', which is required for LongPackageNames.".
I don't remember enabling long file name support and this path is only 92 characters long anyways.
Honestly, I'm not really sure how to debug this.
Hello folks, do we have ways to exclude some maps from Shipping build in UE4? Those excluded maps should still be packaged in other build config
swap the ini files when you build
hello guys, do we have any document about "use io store" in packing section. I searched on internet but i can not find anything about it
Hey guys, I have a weird problem occuring when I package game.
Sometimes my mouse reaches the border of the screen (even in full screen mode) making me click outside of the game. It of courses doesn't happen in the editor
Is there a way to force the mouse to stay in the game?
Even more strange (I guess this might not actually be a packaging issue, now): if a map contains a LevelInstanceActor, then the LevelInstance is correctly loaded in the packaged build, but if the same LevelInstanceActor is spawned dynamically at runtime, the packaged build crashes as above (but everything works fine in PIE).
Oh nice, OFPA doesn't play together with chunking via primary asset labels.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Failure - 18 error(s), 35 warning(s)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)):
UATHelper: Packaging (Windows (64-bit)): Execution of commandlet took: 23.97 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 54.9372449s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Matey\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+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
Please help!
Put the full log on pastebin
I can't cause it it too long
Then use another text host
Is it ok if I send where the errors pop up
Cause it is basically shaders compiling
Depends on how confident you are that you put all of it
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
ImpostorBaker rings a bell ?
.3?
looks like a pathing issue
Hi guys i am getting this error while i am packaging the game. Please help me. I really don't understand what should i do?
I am shipping it to Windows platform
Hey there , anyone here who has experienced with Mobile packaging ?
I would like to ask u something about my mobile project
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names
---- how can i fix this error im in the game jam and only got like a couple hours before i need to have it done but like i cant work where this error is comming from
guys, virtual textures show up as default textures after packaging in 4.27.
how do I get this fixed? I use forward renderer could it be that? EDIT: could fix it by setting occlusion/roughness/metal texture sample to virtual color, it was virtual linear color before.
Hello would anyone know how to send a finished project to another person?
File -> package
Hi,
I want to understand how packaging works under the hood. How does Unreal manage to convert an authorable scene in memory to an executable? Does it generate the code of the authored scene and compiles it with the engine source code?
May be I should post this question in engine-source.
How does Unreal manage to convert an authorable scene in memory to an executable?
@ancient sage It doesn't, the scene is in the map file as in editor
Usually the files are pasted together as a single big pak file, and that's pretty much it
The pak file stores all the information about the scene, including blueprint related logic?
The pak stores all the files, including Blueprints
You can disable paks and see every .uasset from your source project in the packaged game
The only things that happens to assets when packaging are
- cooking - materials get compiled from graph to shader code, Blueprints get compiled from graph to bytecode
- packaging - assets get put into the pak file and compressed
Does anyone know how to fix this problem? Right now I try to validate the content,but.. in case it doesn't work ... What should I do? I try to package a game on Android
Disable nativization
Do u mean disable it only for the WB or generally?
No I mean generally
but what if i want nativization? i can't use it?
Why do you need it ?
i want the best performance possible in my game cause i'm aiming to low specs hw
Did you profile your game and found performance was CPU bound on the game thread ?
Because that's the only case where Blueprint performance would be a concern
Yes, performance on that hw goes crazy with certain calls
And i hope nativization helps
So it's a game thread performance problem ?
You should look into porting that specific Blueprint to C++
Nativization will be removed in UE5, and it never gives results that are as good
I am getting unable to find package for map while cooking and one of my object is not showing up in same map after packaging. Can someone help ? I am creating it for game jam and deadline is near.
hey guys, I get this error when packaging
An item with the same key has already been added
anyone knows how to fix?
I'm having an issue when packaging that's seemingly related to UAT/DLLs. I've disabled anti-virus software, allowed permission with source control, and ran the editor as administrator to be sure I'm giving UE access to the files. I've verified engine files. The project compiles successfully in Visual Studio. I'm running out of ideas. Does anyone know what could be causing this?
helps to have the symbols
Symbols are enabled
if you're seeing UnknownFunction, you don't have the engine symbols
i've been bashing my head against this packaging error for a while now. i've transported my work to another project, brought it to a the latest version of ue4, still no success. this is the output log, only showing warnings and errors. any ideas?
i don't know exactly how to solve many of these warnings, but i've already cleared many of them before by disabling a plugin i wasn't actually using
put the full log on pastebin
Here ya go - https://pastebin.com/EAuWd749
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
That doesnt look like the full log
Hey guys,
Any info on how to fix this?
So far, I have fixed redirectors, validated the whole project, no errors shown.
But, when cooking it, it fails.
I've installed the debug symbols, and now it shows more info:
You didnt give anyone enough logs to go on
Does anyone know how to use the Web Remote API after packaging?
Can’t access the API anymore after packaging
@willow saddle I'm having the same issue. I'll let you know if I figure it out
@willow saddle Are you using a MetaHuman as your playable character?
That error only pops for me when I'm using the MH
I am using the hair from MetaHuman.
Damn, if that is where the problem comes from , then it really sucks
Hey, not sure if this will help you too, but I have removed the _binding files for the MetaHuman hair, and I was able to pack it 😄
I was not using them anyway, so no problem for me to just delete them.
Nice! I’ll see if that helps. Thanks!
Anyone encountered problem with project not launching after packaging? it works fine in editor, but doesn't start after packaging.
No crash reports, no logs. nothing.
Did something change with Oodle since the 4.27 preview? I was getting larger packaged sizes with default Oodle settings in the preview releases but now it looks like it's working properly as my build size has been halved!
Please keep self promotion in the Share Your Work category. If this is a game you made, share it #released. If it's unfinished and you want feedback/critique, share it in #work-in-progress.
ok
thanks to mentioning
Sure. Next time please read the #rules again before posting, especially if you're not sure where to post.
that's alright.
i didn't consider it
@willow saddle Removed the hair _binding files but it didn't resolve my issue. Wondering if I have some other MH file trying to reference a separate MH or something. Either way, thanks!
hoping this is the right place to put this. I use the following to load a list of data assets that will be stored in a array, and then queried to load items. The issue is, it seems to work when running in editor, but not after packaged. I have included the directory that contains the data assets to be cooked, so not sure what else I need?
This runs on the gameplay mode blueprint, on BeginPlay
Hey guys, I was wondering where to set the name of the exported build?
I have renamed my project using the UE4ProjectRenamer. I have right clicked on the project file and 'Generate Visual Studio project files' with the project name,
but it still keeps building as VR_Template for the Application name.
I think you need to change the project name
Hi guys, I've experiencing this issue for a past few months and still can't figure it out.
Sometimes the game hangs because of level transition. Like it just not responding in a middle of loading a new level. It happened on every level no matter it is a MainMenu, Game Level and etc. And how I can get the crash log for that bcz that was not a crash. Maybe someone can help and give the solution. Thank you
Hello, can someone help me with this error on packaging?
PackagingResults: Error: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.
UATHelper: Packaging (Windows (64-bit)): Took 1,0679488s to run UnrealBuildTool.exe, ExitCode=6```
I tried to google it, but most of the comments regards building plugins or for android
and I just try to build pc project for win64
does it mean one of plugins I use from marketplace is somehow corrupted?
hi, do anyone have information about it
it creates some news files like:
" set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override". Did you try to follow instruction?
Hey guys, is there a way to check if an asset has been included in a shipped game? There is one skeletal mesh that clearly shows up in the editor but not in a packaged game, I checked every setting, including LODs but I am thinking it might not be included at this point. cheers
edit: nvm, I might as well look at the output log
I'm not sure where to ask this. I can't launch my project through Visual Studio with the DevelopmentServer configuration.
I get these errors in the log:
[2021.09.06-18.51.26:642][ 0]LogLinker: Warning: Unable to load package (C:/Unreal_4.27/Engine/Content/EngineResources/WhiteSquareTexture.uasset). Package contains EditorOnly data which is not supported by the current build.
[2021.09.06-18.51.26:645][ 0]LogLinker: Warning: Unable to load package (C:/Unreal_4.27/Engine/Content/EngineResources/WhiteSquareTexture.uasset). Package contains EditorOnly data which is not supported by the current build.
[2021.09.06-18.51.26:646][ 0]LogLinker: Warning: Unable to load package (C:/Unreal_4.27/Engine/Content/EngineResources/WhiteSquareTexture.uasset). Package contains EditorOnly data which is not supported by the current build.
[2021.09.06-18.51.26:647][ 0]LogUObjectGlobals: Warning: Failed to find object 'Texture2D /Engine/EngineResources/WhiteSquareTexture.WhiteSquareTexture'
[2021.09.06-18.51.26:647][ 0]Error: CDO Constructor (Canvas): Failed to find /Engine/EngineResources/WhiteSquareTexture
That repeats a few times for two different textures, and a static mesh. All in the EngineResources folder.
I opened the WhiteSquareTexture in the Reference Viewer, and removed all references from files that aren't also in that EngineResources folder, and it still won't launch.
You are trying to run DevelopmentServer build on top of editor (uncooked) assets. That doesn't work. It needs cooked assets.
You can navigate to <project>/Saved/Cooked and check if it's there.
Does anyone know why my character's Groom components are causing packaging errors during cook? Full cook log here - https://pastebin.com/ivgQjbW0
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
has anyone ever had an issue with trigger boxes not working when you package a game? Happens to me randomly sometimes and wondering if that's a bug or something
nope, they Just Work. Search for the root cause elsewhere (like, in game code).
So you're only meant to Build from Visual Studio in the DevelopmentServer configuration, and not run the editor from it?
I'm not sure I understand what you say. Visual Studio is only capable of building game binary. But you also need cooked assets.
Whats weird is the bug happens randomly instead of consistently. Possible it's a package setting?
hey how do i force an asset to be packaged?
engine is ignoring the widgets im referencing with LoadClass
packaging section of project settings allows you to force certain directories to cook
but how are you referencing this assets?
if your class had a TSoftClassPtr/TSoftObjectPtr that's UPROPERTY, then that would be collected for cook
im calling LoadClass<UUserWidget> in BeginPlay
there is no way to only specify certain assets rather than a entire directory?
well like I said, if you had something like:
TSoftClassPtr<UUserWidget> WidgetClass;```
and in the constructor you assigned WidgetClass to a value, that would be a valid soft reference to that asset and would be collected on cook
When i try to build, the engine freezes when it gets to 100% while opening swarm agent. Swarm agent opens but it doesn't do anything. Does anybody know why this might be happening?
this is the swarm log:
22:20:00: Starting up SwarmAgent ...
22:20:00: ... registering SwarmAgent with remoting service
22:20:00: ... registering SwarmAgent network channels
22:20:00: ... initializing SwarmAgent
22:20:00: ......... certificate check has failed
22:20:00: ...... initializing cache
22:20:00: ......... using cache folder 'C:/Users/xxx/AppData/Local/UnrealEngine/4.26/Saved/Swarm\SwarmCache'
22:20:00: ......... recreating SwarmAgent cache staging area
22:20:00: ...... initializing connection to SwarmCoordinator
22:20:00: ......... using SwarmCoordinator on RENDER-01
22:20:02: ......... SwarmCoordinator failed to be initialized
22:20:02: ...... initializing local performance monitoring subsystem
22:20:06: ... initialization successful, SwarmAgent now running
Well, i solved this issue by installing a pending windows update but now the build fails with an "Unknown Error"
it sometimes happens with swarm agent, sometimes have had to reinstall windows / recompile engine to fix
Does anyone know how to resolve cook errors when packaging due to Groom assets?
Hey guys, I was wondering if I could get some help with controller mappings. (VR)
My game works great in the editor, but when I build, and run from the .exe the thumbsticks do not work as thumbsticks. They get their action mapping but not the axis mapping.
so I can teleport, but not slide or snap rotate.
My build gives no errors (no red or yellow).
Where should I be looking for how to fix this?
Hi everyone, I'm distributing my game using Digital Ocean Spaces. They say there's an embedded CDN, so download bandwidth should not change for countries that are far from Europe (where the contents are uploaded). Is there any easy way to actually test how fast is the download in the different countries? And also to test that actually CDN is working?
Thank you that's a good suggestion! 😁
Hi all, wondering if anyone has any thoughts on packaging for old android versions/old phones? - I have a project thats aiming to use recycled/old phones and am currently trying to get set up to package a test level to a samsung s3 mini and a j5, running android 4.1 and 6 respectively. no luck so far, getting errors about openGL version and SDK's being too old - although I have confirmed that my test levels launches and plays on a modern huawei p30 lite running android 10 - would be amazing if anyone out there has to the patience to give me a hand.
best guess is you would have to do it in an older engine version with older Android SDK on the machine which is likely to be a gigantic pain to maintain
Unsure of where to put this, but it's an issue that happens after packaging so I'll toss it here for now.
My team and I are running into a strange bug when two of the same LevelInstance with a landscape are placed in a map at runtime - the lower LODs of every landscape after the first disappear in a tiled pattern.
If anyone in here has worked with loading LevelInstances that have landscapes in them, or is at least familiar with how Unreal handles landscape LODs, I'd love to get some insight. We've been poking around all the usual haunts and haven't found anyone running into the same issue, so I'm resorting to asking around.
Has anyone recently had an issue Packaging a project that ppl couldn’t play
Does anyone know how to fix this error? I am trying to package my project just for tests, and I cannot figure out how to fix the structures for BP Interfaces. They are all read only, and I have not worked with them more than a couple of times.
Blueprints/Interfaces/Common/BP_GameInstanceInterface.BP_GameInstanceInterface_C:GetPlayerSaveDataReference.PlayerInfo'. Unknown structure.
That sounds like levelstreaming behavior
Have you made the levelinstance ID unique (i dont remember how it works out of box)
and have you setup streaming culling
I'll take another look at I'm pretty sure it's not level streaming because we're not having entire levels disappear, just sections of one of the landscapes in the scene. And even then, the entire sections don't disappear. Just parts of them. If I crank up the landscape LOD settings to the point that the entire landscape renders at LOD0 then the issue disappears
You can stream the landscape
Yeah I'll look, I just got up
Hi!
Anybody know a fix for Data Tables not being packaged?
Assuming they aren't referenced, directly or not, by the levels - you need to have their folders marked as always packaged
How ? Properties ?
Basically, only assets referenced (as a class variable) by a map are packaged
Or if they're in a folder marked for always packaged
Sorry for my ignorance but I fail to find those options
There's no properties when I right click on my datatable
Project settings
Like this?
Yes
😮 I didn't know you had to include them there. Lemme try packaging now
In the meanwhile, thank you very much for helping 😄
Still nothing :C
How do you know they're not packaged ?
I mean, "Still nothing" as for the sound to work
I have a data table with a struct with surface type and an array of footsteps sounds
they work well in editor
but the packaged game fails to load the sound. IT also fails to find thew ROW.
- Check the packaging log for warnings
- Check the "manifest" files in log output for the full list of assets
Doing it right now 🙂
%USERPROFILE%\AppData\Roaming\Unreal Engine\AutomationTool\Logs\
thanks 😄
Then engine version, and FinalCopy_UFSFiles.txt
I'm re packaging right now to see
That's the master file list
If it's there it's packaged
If it's not there and it's in the additional directories to cook, it probably failed to
It's there
😮
So it looks like it's empty
the data table is there but it looks like it has no data in it
oh wait
should I remove SAVED and INTERMEDIATE since I migrated from 4.26 to 4.27?
but I guess it regenerates them with migration 🤔
No need for that indeed
I'm gonna make a BP to read some data from it as when it's packaged and see what is going on
this is weird
It's always weird when it works in the editor and not when packaged
ok, found the problem. Had nothing to do with the Data Table. But the surface type is not read the proper way in a certain built in function
was Returning Surfacetype23 or whateveer number instead of the String in the surface types. Which is strange since it works well in editor
Here's why: https://issues.unrealengine.com/issue/UE-37454
It's by Design, damn it
Well at least you know what to work around
Yeah! It's a bit disappointing that by design you have to use SurfaceType## instead of a friendly name you have the possibility to put in :\
For example you'd need to check what SurfaceType57 is instead of having like "Concrete" etc..
Well the idea probably is that you shouldn't need to know the asset itself, just access its properties
I guess so. But I've made an entire Data Table based on those names xD
Don't use names and use pointers instead
FIXED 😄
Might look stupid but it worked
it's illusory that those names will be kept. So the first one for example will be SurfaceType0 -> Default
but people might not know that
I have 2 projects, the first compiles in 15 minutes, the second 3 hours, both have the same package settings and the second have indeed much less files. The step that it's very slow it's the compression and creation of the pak files. The first, with almost twice of files, it's very fast, the second very slow. What I'm missing??
3 hours for pak files ? That should take a few seconds
Cooking is usually the slow part
And mostly only the first time
The first project do it in few seconds, there must be something wrong to take so many time. The process finish right everytime.
Try hitting pause in the debugger and see what is happening.
UATHelper: Packaging (Android (ETC2)): ERROR: ARCHIVE FAILED - C:\Users\Lenovo\Documents\Unreal Projects\RollerKing\Binaries\Android\RollerKing_Symbols_v14/RollerKing-arm64\libUE4.so was not found
Can anyone help me fix this problem, I cant seem to package my project
I guess you cannot have a folder called Apple lol
you can work around it because we had the same when some environment artists named a folder "Windows"
+WhitelistDirectories=...```
in DefaultGame.ini
nice good to know! thanks!
by default if a folder is named after a platform, it'll only be staged on that target platform
I got a Steamworks Account, and created a page for my game.
https://store.steampowered.com/app/1742820/TIMESCAPE_Altitude/
I can upload it, and it can be played with anyone with a Steam Valve HMD and Knuckles.
I have set up controls in my project for other controllers as well as Oculus.
My question is:
Does just adding the controller bindings allow people with other HMD/controllers to play my game, as long as they have Steam, or do I need to download additional SDKs or stuff?
One of a series of planned Escape rooms in different, unique, locations and situations.The game focuses on Observation, listening, logic, and cunning, and physical. Keeping youimmersed, the puzzles logically fit with the situation, and don’t force a mini game whereit would not belong.StoryYou have interfered with the plans of a rival who has lef...
Nov 2021
for android platform
is it ok to use latest android studio version for packaging ue 4.26.2project?
or it affects something?
Hi, I would like to create configuration files for several platforms. However, I faced a problem relative to r.MobileHDR.
I have to turn off r.MobileHDR for Android build and turn on the same setting for a PC build.
I put "r.MobileHDR=False" setting into
"..Project\Config\Android\AndroidEngine.ini" but I have got a crash while starting. When I added "r.MobileHDR=False" into "..Project\Config\DefaultEngine.ini" the build was run successfully. However, if "r.MobileHDR" platform setting differs from "DefaultEngine.ini" setting I will get a crash.
So, I can't change "r.MobileHDR" for each platform. Can anyone help me understand why this happens?
Is there documentation for an indie dev using UE4 to distribute their game, especially when it comes to Windows deployment and avoiding the "Unknown Publisher" warning that scares people away.
You need a CSC
Sorry, too broad of an acronym to make a fruitful Google search, even coupled "Windows" "Programs" it yields vague results. Can you elaborate, please ?
not sure what that response is to do with anything, but are you using a source build of the engine?
No the binaries, 4.21
company name comes from DefaultGame.ini if you're using a unique build environment (ie. not the launcher)
not sure if it works with packaged launcher builds automatically but you could try making sure they're set
also to make things less scary, you should sign your executables
I think that last line you wrote is probably the thing I'm looking for.
So, is that signing process a hard thing to do under Windows ?
I'm sure UBT can do it for you but usually it's just running signtool.exe with your cert
There's space for Android and iOS signature - most likely for their stores. There's a signing section which I can generate keys but does that make Epic a central authority for Windows to say "Yep, kosher." ?
code signing certificate
Ah! Thanks. Does that signing process still involve the editor or once the package is built, it's only a matter to send it to a signing authority ?
IIRC you get the cert, then add the path in editor config
Ok, sound good.
I am facing this annoying error when packaging my apk and is there any way I can solve this.
UEDeployAndroid.FilterStdOutErr: BUILD FAILED in 5s UEDeployAndroid.FilterStdOutErr: Build-tool 31.0.0 is missing DX at C:\Users\username\AppData\Local\Android\Sdk\build-tools\31.0.0\dx.bat Log.WriteException: ============================================================================== Log.WriteException: ERROR: cmd.exe failed with args /c "U:\Documents\Unreal Projects\ARProject\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
I am new to unreal engine and had downloaded the latest version 4.27 with an idea to make an AR app. I even followed this guide in setting up the android related stuff by unreal and still face this issue:
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/
also is this right channel to ask for help with issues related to packaging ?
Hi, im having an issue with chunks and files getting duplciated, my setup is PrimaryAssetLabels in each top directory I have in my project, plus two which are located in subdirectories and are supposed to split the files into separate chunks, the problem is that files get duplicated between the label in the top folder and the ones in subdirectories
also I see
4+11 and 7+10 seem to be the one duplcaited
my understanding was that the packager should never duplicate the files, but keep a priority list
any idea why this happens? and how to fix it?
so i'm trying to learn how to package up DLC. I'm copying the provided example they have for packaging DLC for android, but just modifying it for a windows package. I'm running into an issue with the Windows package. I've checked the box for "create http chunk install data" and set a path. However, whenever I go to type a name into "http chunk install release name" it just immediately erases anything that i enter in there.
This prevents me from actually running it since it disabled the button to run and says that it can't be run without a release name, but it won't let me enter a release name
Hello. I have a problem with a packaged version of our game. When I alt-tab out of the game and go back into the game window FPS drops massively (from 120+ to 30) and everything seems to stutter heavily. Anyone know what could be causing this?
It's like the game seems to go in a lower CPU usage state but never comes back from it when re-entering the game
Seems to be stuck in the low cpu state for some reason
Is there a way to disable low cpu state when in background or something?
Hi everyone. My team is currently struggling with an error message that pops up each time we try to open our game over packaging it. Any suggestions on how to fix this?
this error once comes to me also just go to location adn delete it if u cant find this then go in file exporee in same location and u will find it and delete it
if u are working on 2 pc this may occur that one player added this and other not so it is difficult to find just bring that thing and add otherwise 1 st method is good
I’ll give this a try. Thanks!
np
Hi everyone, as far as you know, is there any recommended install folder for an Unreal game? Up until now I installed it in Program Files, but I'm wondering whether it's the right place. The game cannot save logs in that folder and they are very important for debugging. I didn't find any way to change the Logs folder elsewhere. Is it maybe %appdata% a better place to install the game?
IIRC, Shipping build does write to %appdata%
Oh ok, that's a good news, thank you. Do you have any advice for the best place to install the game? Program files or a user-owned folder?
Whatever the user picks
Rich_DCC: "Unreal engine the code execution cannot proceed because gdal301.dll was not found"....... after try to run
sorry posted in general too
any ideas how to fix appreciated
hu guys. so this might be a dumb question. but unreal engine is not letting me export to ios from a windows desktop. i just simply want to export a test demo to show to a client without the need to publish it. do i also have to have a ios developer account and have to pay a 100 euros to do so? because this is just so he can open the demo on his ios pc. is it possible to export to windows and have him open it on ios to not have to buy the dev acc?
would greatly appretiate if you guys can help me.
Hi, is it possible to use the unreal build tool as a standalone application without the engine?
by chance, has anyone figured this out https://forums.unrealengine.com/t/unreal-engine-4-27-preview/234295/193 ?
Ugh, another issue when building for forward Android Vulkan: vulkan.txt.txt (8.7 KB) The gist of it: UATHelper: Packaging (Android (ASTC)): LogWindows: Error: === Critical error: === UATHelper: Packaging (Android (ASTC)): LogWindows: Error: UATHelper: Packaging (Android (ASTC)): LogWindows: Error: Assertion failed: CompressedFormat =...
so, no one ever used VTs / UDIMs on Android ?!
bah, UE4 builds/packages project with VTs for Android ETC2, but not ASTC
preposterous !!!!!!!!!!!
Anyone knows a solution to this error? I dont cant find any solution...
Launching for Oculus Quest on UE4.26.2, have Vulkan render enabled and everything looks dandy in the editor with Android preview enabled. If I launch it on the Quest it has almost no lighting on anything, all super dim, super laggy, and almost like there's a point light emanating from the headset that shows a light gradient on the floor. Even tried bumping the directional light from 40 to 10000lux and it does like nothing
all lights are static per documentation, any idea why deploying to the headset does this to lighting?
the error is upper on your message log
remove consturctor helper setup in C++ (see the message to exact class)
Has anyone run into issues where landscape collision is not working on a packaged Windows game in UE5?
I'm not getting any build errors and collisions are working in editor.
Can anyone help me with this error I keep getting? I'm trying to package for Android on 4.26
UATHelper: Packaging (Android (ASTC)): ERROR: cmd.exe failed with args /c "C:\Users\shato\OneDrive\Documents\Unreal Projects\BoxBot\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
PackagingResults: Error: cmd.exe failed with args /c "C:\Users\shato\OneDrive\Documents\Unreal Projects\BoxBot\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
having some issues packaging my project. This folder has been removed form my project along with (i think) all references to it
the plugins/awsdemo/... stuff specifically
I keep getting these errors, anyone know how to fix these?
hey all, trying to recompile a plugin i need for 4.27 in the command line, but i'm getting "ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly."
now truth be told im trying to use this plugin for a project that will only be running on my own windows device and will never touch android so is there a way i can just tell the build tool to ignore that sdk so i dont have to figure out how to fix this?
Hey guys, i'm really new to all this and would appreciate some help with this error while packaging: "ensure condition failed: !fpackagename::isshortpackagename(path)"
My mac/ios environment decided to crap up today. Was suddenly getting signing issues, and after a reboot, UE recompiled all shaders and binaries. When trying to sign, the build tool points to a workspace with _IOS suffix ("projectname_IOS.xworkspace"), although the correct workspace name is just "projectname.xworkspace". Nothing is change in the Engine nor the Game source. Any ideas?
UE 4.26.2 from source
The suffix was a false lead as that's just a temporary file UE creates. It looks like the problem is the xworkspace is set to use the legacy build system, which causes a fatal warning.
Hi, does anyone have a good resource on how to debug/investigate an issue where packaged game just sits on a blank black screen? On first launch, it goes inactive in ~2-3seconds and I have to alt f4, on second opening it launches to a working black screen (working = I can use the console and open other levels but nothing is setup right as i haven't selected a character etc)... It's super confusing and not getting errors is making it near impossible to debug for a relative newb like me
Are shaders precooked?
Yes
That was a question for @craggy bear
@drifting thunder oh sorry, umm, honestly not even sure
how do I precook? haha is that this
Cook has three settings: By the book, On the fly or Do not cook
where do I set that?
I've been launching from here
Is that UE5?
yeah
I haven't used UE5 yet
Looks like my game instance was not set correct (even though literally set correct in the dropbox in project settings), changing this to something else and then swapping back fixed the issue... probably a UE5 bug (which I'm not complaining about because ofc it's not marked as ready for production use yet)
Good to hear you found a solution! I solved my own problem as well. After a few hours, I figured the solution was available in 4.27: https://github.com/EpicGames/UnrealEngine/commit/ed97f0f865b7dce3c43bb15c2d7f86974eaafd75#diff-5500d8adc6dfd0a11b521a170abfd0a1180e93b29423403ee0ac5bbcd634e63e
I love wasting time when xcode is suddenly updated.
anyone have an idea why my game wont package in shipping or debug, even though its set to?
I set up this little test, and it always shows UE_BUILD_DEVELOPMENT
"even though it's set to?"
oh not using BuildCookRun or UnrealFrontend
uh, correct. I don't know what either of those are.
you don't know what UnrealFrontend is?
and how are you verifying that it's a build of a certain type? your above snippet would always show UE_BUILD_DEVELOPMENT in the editor
I do not 😅 I've been reading the docs on it since you mentioned it though, and idk if the docs are out of date or if im doing something wrong because it doesn't look the same
I would package it for debug debuggame, and the logs would still say UE_BUILD_DEVELOPMENT instead of UE_BUILD_DEBUG
Packaging it for shipping works though.
yes and where are you seeing this? wouldn't a debug build have the UE_BUILD_DEVELOPMENT define set to 1?
it's probably why you should use elif on those defines
that's a good point. I didn't think of it that way. I thought they were like a "one or the other" scenario. I thought the way it worked was its either debug, shipping, development, or test etc., but never two at once
The way I found out if shipping works or not was this thing. I wanted it to use a different api link when packaging (for now) that way if I hand to this to people to test, i can just shutdown the test link and then they couldnt spam my API with requests:
Those weren't the actual values, I just changed them to that so the actual links arent floating in this server
that wouldn't even compile because on shipping, it'll complain that you're redefining APILINK
But it did compile 🤔
My first package for shipping I had it say this (actual links in place of text):
#define APILINK "TheRealLinkWasHere"
#if UE_BUILD_SHIPPING
#define APILINK "DummyLinkWasHere"
#endif
and it couldn't access the API anymore. Then I changed it to this:
#define APILINK "TheRealLinkWasHere"
#if UE_BUILD_SHIPPING
#define APILINK "TheTestLinkWasHere"
#endif
and it could access the API then. I'm going to test all this again to make sure I'm not losing my marbles and looking like a fool though
Yeah I tested it again. It is redefining and doesn't care 🤔
Yeah I went ahead and did this, which is what I'm assuming you meant earlier when you suggested elif:
It still sets BuildOption to UE_BUILD_DEVELOPMENT when it's packaged for Debuggame though :/
Oh you also were referring to the APILINK chunk too. Yeah thats set to
#if UE_BUILD_SHIPPING
#define APILINK "TestLink"
#else
#define APILINK "RealLink"
#endif
Thanks for the suggestions, I haven't really touched the directives stuff much.
probably because debug isn't debuggame
UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME is what I can find for that
though I've never used debuggame for an actual packaged build
Ahh that would make much more sense. I'll test when I get home. Thanks for the help.
that might only be within the Launch mode, but you can detect DebugGame from target.cs if (Target.Configuration == UnrealTargetConfiguration.DebugGame)
Have anyone made a packaged build, put it to market then a few customers have no audio? It's like 90% people have no audio issues but 10% have some. What do I even do to fix that?
@ me if you have any working solutions or advice
hey guys, i've just successfully packaged my game but the packaged product is not working as intended or as it works in the editor, why is this?
You probably need to elaborate that a little bit more
Still not really much to go on
This is my exact problem
someone said to use this to fix it
USkeletalMesh::RebuildSocketMap()
but idk where to put that
im new
think I figured it out
had to insert it at the end
BaseMesh->RebuildSocketMap(); return BaseMesh;
hello everyone, I was trying to package my game in unreal 4.26 using NDK android-ndk-r21e & JDK jdk1.8.0_77 but I am facing this error. Can anyone tell how can I successfully package my android apk.
what is the correct solution in order to remove these error?
I have tried uninstalling & reinstalling nvpack from codeworks, it didn't work.
I have also removed installed plugins from the engine.
I have tried packaging unreal default template project(thirdperson & firstperson) but facing same errors.
sdk api level matchndk or latest both not working
hi, I get LogDerivedDataCache: Display: HierarchicalDerivedDataBackend: Put failed, keeping in memory copy TEXTURE_E01F4250BECD420DA9CE63B5EECEC2C2_OODLE_AutoDXT_11_3901B73541A9A04F5436__8662D696CE14391746687CBEE65D8F964282507A. LogDerivedDataCache: Display: Failed to write TEXTURE_E01F4250BECD420DA9CE63B5EECEC2C2_OODLE_AutoDXT_11_3901B73541A9A04F5436__8662D696CE14391746687CBEE65D8F964282507A to HierarchicalDerivedDataBackend. Error: 0 when packaging on Win10 with 4.27. 4.26 works fine
I also get Failed to write TEXTURE_E01F4250BECD420DA9CE63B5EECEC2C2_OODLE_AutoDXT_11_B137E0F4824DE584EB45__6DD769E56223BDA77C7E1AA7F6E8AAC97C37701B to HierarchicalDerivedDataBackend. Error: 0
Maybe an issue with Oodle compression ?
I keep getting the following error when compiling a Andriod AR game. UATHelper: Packaging (Android): Build-tool 31.0.0 is missing DX at
Reinstalled Andriod Studio & the including packages in Andriod Studio
error keeps popping up
Is this known to anyone ( Unreal engine 5 )
you're using the UE5 EA build for a mobile game?
getting a lot of these Failed to read file warnings, anyone know a fix? cant find stuff on internet
After a recent update to XCode/Macbook (Updated to remove a previous error about outdated Module or something like that) I get this error when remote compiling for iOS
error: the Legacy Build System will be removed in a future release. You can configure the selected build system and this deprecation message in File > Workspace Settings.
I've cleaned out Binaries/Intermediate/Saved on Both PC and Mac, and on the Mac I've opened the Xcodeproj file for both the project and UE4, edited the workspaceSettings/ProjectSettings to "New Build System" on both Shared Project Settings and Pre-User Project Settings.
Unfortunately this didn't remove my compile error..
Has anyone solved an similar issue and wouldn't mind sharing their solution?
Just spent half of yesterday solving that exact issue. I am guessing you're on < 4.27?
@lethal pelican This commit shows what you need to change in XcodeProjectFileGenerator.cs: https://github.com/EpicGames/UnrealEngine/commit/ed97f0f865b7dce3c43bb15c2d7f86974eaafd75#diff-5500d8adc6dfd0a11b521a170abfd0a1180e93b29423403ee0ac5bbcd634e63e
The build system creates a temporary xworkspace for the build, which is why changing your main workspace doesn't help.
I'm indeed on a lesser engine version (4.25), I'll go right ahead and check the change out. I appreciate you pointing that out!
Been delving in source codes and project files for hours already
I feel your pain! My yesterday was totally derailed by that issue. I didn't even realize xcode had updated sometime during the morning. I changed one line of code and suddenly my app would sign ...
Always fun that we have to find solutions like these ourselves... This time I believe you've saved me a lot of hours at the very least 😄
I'm surprised these kind of issues are not backported to older versions. You would think quite a few projects are still running on 4.24, 25 and 26. It's just a few weeks since 4.26 was succeeded by 4.27
there is no concept of LTS versions with UE4, so that's why having a source build is useful for integrating later fixes
Guys, my game is starting to get attention on itch and a few people are getting** Fatal Errors **and having no sound. I need helpppppp. I have 0 clue how to fix a packaged game error.
It happens for maybe 5/100 people who download it. Thing is, I have no clue how to fix this for them. Any tips would be great. If you experienced this and found ways to fix it. @ me!
I would say you need to collect crash data/diagnostics.
Get the crash report folder from your users - it's in %LOCALAPPDATA%/GameName/Crashes iirc
Then you can debug with Visual Studio using the .pdb generated at packaging time
question regarding packaging/iteration - if you make a single boolean change and rebuild, is your project going to upload the entire size of your packaged build? meaning, windows file system will detect the entire packaged files are all NEW (even if overwritten)
I hope that counts for UE