#packaging

1 messages · Page 49 of 1

sonic trellis
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Hey so now i literally have 0 errors but still it says unknown erro

winged moss
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you likely renamed a file that isn't an ico file to have the ico extension

sonic trellis
craggy cobalt
sonic trellis
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Btw

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Do 64x64 size image work?

craggy cobalt
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do 64x64 image sizes work in the windows "ICO" format? yes

sonic trellis
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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

winged moss
sonic trellis
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Oh

craggy cobalt
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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

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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

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maybe skip over APEX being deprecated while trying to figure out why the build failed though 🙂

sonic trellis
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i am actually using the easy building system asset

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there it uses Apex destruction and not chaos

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ao i didnt switch

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Heres the log ^

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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

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What do i need to do

gritty helm
sonic trellis
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I wasnt doing anything else at that time

gritty helm
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can be too little for unitybuild merged nativized assets

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still worth trying to run from console with as much free memory as possible

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monitor it

sonic trellis
rotund timber
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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

jagged jolt
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seems to be related to a user defined struct?

jagged jolt
mighty lodge
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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

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it's something to do with a creation flag

rotund timber
mighty lodge
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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

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it's not something you generally care about working in BP

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there's something wrong with a struct though

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you'd probably need to run the debugger to work out which one it is

jagged jolt
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I've heard BP defined structs are buggy at times

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the offending line literally just compares the flags

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no clue what an incorrect flag would mean here

rotund timber
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Thank you for the advice! Yeah it’s really confusing me and stressing me out because it’s not actually defining what it is 😩

mighty lodge
rotund timber
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Found it!! Thank you so much @mighty lodge @jagged jolt for your help! Legends!

mighty lodge
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out of curiosity, what was the problem?

rotund timber
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The struct in our Inventory system was corrupt

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one little bit and it caused issues throughout everything

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never seen anything like that before in BPs but I guess the inventory is integral and was connected to almost every other feature

jagged jolt
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too bad it doesn't log the name of the user struct

inner island
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would this be the place to get help debugging a packaged build?

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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

hard yacht
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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

Gist

UE4 Windows command line building. GitHub Gist: instantly share code, notes, and snippets.

runic stump
hard yacht
runic stump
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Or, you need to have some game logic that would do the same (instead of using the console).

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Normally, client runs standalone mode while it is in main menu and only connects to dedi during actual multiplayer gameplay.

hard yacht
open rapids
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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.

misty torrent
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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

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this is on editor with the correct chunk

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and this is on WindowsNoEditor with chunk 0 😢

craggy cobalt
craggy cobalt
inner island
craggy cobalt
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would certainly result in something that looked like a lock up as windows thrashed to handle paged memory allocations

craggy cobalt
knotty valve
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without first offering cookies!!!

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🍪

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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

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If it's spiking up to that much, they probably have a memory leak

craggy cobalt
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yeah pretty sure they have two issues, just the second one (the dev build) is the same one you hit

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¯_(ツ)_/¯

knotty valve
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ye ye ye

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In my case I narrowed it down to it loading really big ass textures

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but it doesn't happen in shipping

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so it's a feature stonks

craggy cobalt
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i spose lol

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typical unreal "your project is screwed, just not telling you where its screwed"

knotty valve
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@open rapids what I recommend is make a shipping build with debug game enabled from Project Launcher

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that way you can still have access to the log and stuff from the editor while technically in shipping

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(ofc if you know how to attach a debugger to shipping, even better. However, based on your question, I doubt that's the case)

runic stump
knotty valve
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I understand that, no need to tag me shrug

karmic elm
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Is it possible to build for mac using a virtualized network box from aws or whatever?

open rapids
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@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?

strong cobalt
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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```
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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)```
long tinsel
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Idk what to do. This is my first time packaging and I'm getting errors.

winged moss
long tinsel
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That's strange cause all the assets seem to be fine.

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A bunch of the errors are from assets I deleted.

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I just went into the files and deleted them there as well

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Trying again now

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I'm seeing a lot of "Unable to start connecting"

winged moss
long tinsel
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It worked

knotty valve
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maybe that blueprint loaded things that had references everywhere.

knotty valve
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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?

winged moss
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well that wouldn't happen unless your texture was set to never stream, but the LOD bias is used for cooking the asset

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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

knotty valve
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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

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Setting up the entire project's texture settings at the moment

winged moss
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if LOD bias is 2 on a 4K pow2 texture, then it'll be 1K packaged

patent forum
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Hello everyone, having some trouble cooking the game, getting this odd error, any clues?

knotty valve
low locust
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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.

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There doesn't seem to be any error during the build/cook/pack

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It just doesn't pack for some reason

winged moss
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well packaged builds with the source build are statically linked so you wouldn't get a DLL for a plugin anyway

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but since you get that error, I would check the uplugin file

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seems a bit weird to have a C++ project and then use BP for something like WebSockets

winged moss
low locust
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What do you think I should look for in the .uplugin file?

winged moss
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is it targeting a platform that isn't in the WhitelistPlatforms list?

low locust
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Win64 is there

winged moss
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try add it to your Build.cs?

low locust
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PublicDependencyModuleNames ?

winged moss
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public or private, yeah

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usually private

low locust
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let me try, thanks so far

low locust
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@winged moss Ha that worked! Thanks!

tender adder
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guys

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i get this message from apple

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when trying to package and release the app for IOS

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anyone familiar with this error and how to fix it?

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We were aiming for a release today and we get this error

torn rapids
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it says to use WKWebview

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i dont get this

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i started using unreal engine 4.25 source build from the github

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and when building my game, i get an error like "const" is put in the wrong position in a line of code

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do they even try to compile their code

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or is my compiler giving errors where theirs isn't or something

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they have static std::string const* myvariable;, where it should be static const std::string* myvariable;

brazen moss
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why i keep getting this after compiling it? anyone can help pleaseee 😭

tight fjord
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for plugins, i set this up in the .uplugin

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but i get this error:

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I also checked the supported platforms in the settings and excluded android

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so.... what else can i do to NOT package for android?

mint leaf
elder gorge
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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?

torn rapids
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i'm getting this error when trying to launch my packaged game. any idea?

torn rapids
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idk if it matters but i built it using the engine from source

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the problem might be that i had no scene loaded during my build

heady palm
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Does anyone know wht DLSS isn't packaging properly with my build?

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i keep getting "DLSSUtility Module Missing"

torn rapids
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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

winged moss
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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

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If you cook the game through UnrealFrontend or through the BuildCookRun CLI then you might free up some RAM

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Since having the editor open is probably not helping

vital creek
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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.

delicate nest
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Can you please tell me how to fix these errors that occur when packaging a project?

delicate nest
eternal laurel
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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)

delicate nest
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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?

pale sequoia
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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.

torn rapids
torn rapids
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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

craggy star
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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?

craggy star
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i already tried to delete said material in my engine folder and have the engine verified.
but no luck it still persists

mint leaf
craggy star
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hmm. yea. thing is the build works fine with other machines but mine. so i thought it might be a problem on my side

knotty valve
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What are reasons why a material might be causing an Archive.IsLoading() issue for builds?

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On development builds, it crashes on assertion Archive.IsLoading() for FBulkData.
On Shipping builds, it results as a memory leak

tired fjord
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How do you tell what redistributables are needed?

winged moss
restive bronze
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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!

winged moss
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we do pak chunking as well as using patch paks for minor updates

dull phoenix
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It happens when I try to package the project using the project launcher

restive bronze
wet wharf
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Can 4.26 package for web?

gentle lily
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guys, is there a way to change the icon after Packaging ?

runic stump
torn rapids
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Why does a dedicated server require to be build using engine from source?

limpid wolf
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can anyone tell me where the exact error start? or will i have to look in the code?

torn rapids
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its in these files

limpid wolf
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ooof

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thats my whole ass plugin huh

torn rapids
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lmao

patent forum
limpid wolf
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what does this even mean

winged moss
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A header is missing #pragma once

winged moss
runic stump
winged moss
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yes but not 100% of your customers are going to install the game on an SSD

signal bronze
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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?

coarse perch
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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

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Here is a screenshot of the warning

craggy star
mellow bane
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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

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Didn't even know that was a thing, TIL

runic stump
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500MB for a skybox? Not bad. We still develop games here that have 500MB of VRAM as a minspec for whole scene.

mellow bane
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Yeah, this is clearly completely abusive

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But it needs to be zoomed in by a lot, and so...

arctic ingot
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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?

vital creek
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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.

arctic ingot
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i clicked both oculus n steam so supposedly should works, right?

oak wren
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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?

mellow bane
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Sounds like a C++ error

trim monolith
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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?

trim monolith
knotty valve
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Has anyone had Input mappings seemingly not working on shipping?

open rapids
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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

mellow bane
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That's the path on the build system at Epic

open rapids
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oh okay, Im just getting this error when trying to build

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package*

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I did try to validate all files and reinstall ue5 just in case something was broken there but doesnt seem like it

open rapids
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if anyone can help that be great, or any pointers

mellow bane
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You could attach the Visual Studio debugger to the UAT process once packaging has started, and inspect the call stack when the error happens

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Sounds a lot like it's just UE5 being UE5 though

vagrant igloo
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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.

open rapids
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gonna try build ue5 from source

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see if that helps

mellow bane
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Probably not

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What would help would be to send the project to Epic so that they can fix the issue in a later release

runic stump
vagrant igloo
coarse perch
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I need help with getting native debug symbols attached to my game

vale birch
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Does anyone know how to fix this?

rigid forum
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i think its font is too large to read 🙂

west canyon
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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.

eager valve
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im not sure if this would be related to packaging but how would I find the minimum system requirements for my game? Thanks

mint leaf
mint leaf
# west canyon 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

mellow bane
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You can't distribute uncooked projects so it's not practical

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And the source version is only slower because of compile times

mellow bane
mint leaf
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@west canyon

mellow bane
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Not if they're testing packaging

mint leaf
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I read as he wanted to test his game not the packaging

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For packaging its functionally a throw hardware at the problem

mellow bane
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"I was wondering if the package time can be reduced for a project"

mint leaf
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"Makes testing iterations much harder."

mellow bane
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So clearly iterations on the packaged game

mint leaf
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I read as he is packaging the game to test each iteration

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Rather than using PiE/Uncooked/CookServer

mellow bane
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In that case the solution is right click uproject -> launch

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Or -game in command line when debugging

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No need to guess what OP meant, there's a solution for every case now 😄

mint leaf
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That said if you just want to reduce package time, more cores...

mellow bane
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An installed build will go a long way if the problem is indeed the engine source

mint leaf
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This is true

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Honestly tho, this is why CI exists

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You commit your stuff and carry on working, then QA can grab and test the builds

mellow bane
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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

mint leaf
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Step 1: Actually intepret the question

west canyon
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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.

mint leaf
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Cook Server should work for that

mellow bane
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Yup

torn rapids
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What do these errors mean? i'm building my FPS server

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important to know: i just switched from 4.25 to 4.26.2 (and i'm now on engine source version)

mellow bane
#

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

torn rapids
#

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

runic stump
torn rapids
#

That sucks

summer timber
#

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.

west canyon
#

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

torn vessel
#

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?

full wigeon
static zodiac
#

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?

mellow bane
#

What's the question here ? 😛

runic stump
static zodiac
#

@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?

crisp patrol
#

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?

weak folio
#

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 😦

crisp patrol
#

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

mellow bane
#

So I don't know what you're really asking for

delicate isle
#

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.

zealous tree
#

is this the place for questions about ini files after packaging??

quasi wind
warped spire
#

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

zealous tree
# mellow bane Yes

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

mellow bane
#

The inis are put in the pak file

#

They work the same as before packaging

zealous tree
#

how can i open a pak file?

mellow bane
#

You don't need to

#

Describe what you are trying to do here

zealous tree
#

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

mellow bane
#

Development or shipping ?

zealous tree
#

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

mellow bane
#

Not sure how arrays work so that might be how they work, tbh

zealous tree
#

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

mellow bane
#

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

zealous tree
#

thanks for trying but don't think you can help me

mellow bane
#

Good luck

shadow thunder
#

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

mellow bane
#

Does the game work ?

#

Are you packaging for Linux ?

shadow thunder
#

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

stray current
#

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.

mellow bane
shadow thunder
#

i put the output list on the UE4 Forums. i'll link it here

mellow bane
#

You're packaging for iPhone here ?

shadow thunder
#

no windows

mellow bane
#

There's no need for a Vulkan lib

shadow thunder
#

but why does it show as the error tho?

mellow bane
#

Did you use any plugin ?

shadow thunder
#

the steam plugin

mellow bane
#

No others ?

#

Might simply be caused by having the Vulkan SDK installed

#

Failing that, close the editor, remove Intermediate & Binaries folder, and retry

shadow thunder
mellow bane
#

Do you have the ANdroid SDK or Vulkan SDK installed

shadow thunder
#

none installed

mellow bane
#

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

shadow thunder
#

🤷‍♂️

#

thing is, it's all in blueprints, no c++ code, so i can't go into vs and add it through the linker

mellow bane
#

There's nothing to link

#

try modifying your engine installation to remove all Linux and phone support

mellow bane
#

Launcher, library, arrow on engine, options, remove platforms

shadow thunder
#

thanks, i'll see if that does anything

#

nope...still getting that error

mellow bane
#

What's the full packaging log now

shadow thunder
#

i got a new link error now

#

ill put it in pastebin

#

LINK : fatal error LNK1181: cannot open input file 'zlibstatic.lib'

mint leaf
#

sounds like a zip compression issue thing

mellow bane
#

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

shadow thunder
#

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

mellow bane
#

Did you ever put any plugin in the engine folder

#

Also move it out of OneDrive, seriously

shadow thunder
#

no, i only installed plugins from the plugins page on the engine

mellow bane
#

And also 4.15 is ancient

#

It's like 5 years old

shadow thunder
#

i know but the tutorial im following recommends it for multiplayer

#

since it's easier for replication

mellow bane
#

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

shadow thunder
#

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

shadow thunder
#

i fixed it

#

i had to reinstall ue4 and visual studio

ivory veldt
#

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.

lilac sandal
#

Hi everybody! Is it possible/recommended using Butler with a self-hosted server, different from Itch.io?

mellow bane
#

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

lilac sandal
#

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

mellow bane
#

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

lilac sandal
#

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

lilac sandal
# mellow bane 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

mellow bane
#

I'm not sure Itch cares, really

#

But sure thing

lilac sandal
#

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

mellow bane
#

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

lilac sandal
#

So we may actually use Steam without paying a cent to them? It seems a bit odd

mellow bane
#

Might wanna check that

lilac sandal
#

Ok thank you very much for the information 😁

gentle lily
#

facing this error while packaging (the outlined words)

zenith summit
#

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...

zenith summit
zenith summit
#

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.

potent quest
#

Does anyone know what these are referring too?

#

Is my project name to? Long?

potent quest
#

Thank you sir! That actually sounds like what could be going on

mint leaf
mint leaf
shadow thunder
#

that's what i was told

devout egret
#

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.
mint leaf
winged moss
#

well it's a UFUNCTION in that case

devout egret
#

@mint leaf

mint leaf
#

Yes, but the point still stands...

#

its missing an assignment in code

mint leaf
devout egret
#

WHERE!

#

fuck it

#

new project

mint leaf
#

Im gonna go with the path mentioned in the error for voxel art plugin paerhaps?

winged moss
#

I’m surprised it cares for packaged projects

mint leaf
#

Im not

#

If you are gonna apply a rule, apply it everywhere - its much easier to maintain

winged moss
#

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

mint leaf
#

I only ever use source* engines 🙂

winged moss
#

I always put third party stuff in the project plugins folder anyway

mint leaf
#

Ahh I compile into the engine

winged moss
#

But we use a source build, not the epic launcher version

mint leaf
#

less project bloat

#

Ye same

#

I distribute rocket builds based on a custom source build

winged moss
#

We just setup UGS for non-programmers to get precompiled binaries

#

Though that’s only viable if you use perforce

mint leaf
#

yup, functionally the same but using git 🙂

inland fulcrum
#

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

winged moss
#

Well what does the log say?

#

Inconsistent level naming might not be helping you here

inland fulcrum
#

lets me do the packaging again

inland fulcrum
#

no erros

winged moss
#

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?

inland fulcrum
#

i fixed it

inland fulcrum
#

i am a idiot

potent quest
#

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)

stone tinsel
#

can someone pls help me with packaging

#

i keep getting this error and im searching on google everytime

#

i ned help

mellow bane
#

That's not an error, it's a warning, it's incomplete, and the error is before that ; put your packaging log on pastebin

potent quest
#

Sorry to post again, but this is really holding my project back. Not quite sure what any of these errors are referring to.

zenith summit
#

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.

potent quest
#

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.

zenith summit
#

Sorry I can't be more helpful — doesn't seem that common a hurdle.

potent quest
#

I appreciate it sir. I'll give that a try. Every avenue I've found has been a dead end.

potent quest
#

That fixed it! Thank you so much @zenith summit

zenith summit
#

Glad to hear it worked out!

stray maple
#

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

mint leaf
#

Ye its a gamelift thing

#

Specifically down to Windows server version

stray maple
#

So nothing I can do?

mint leaf
#

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

stray maple
#

It is possible to use linux but there is problems also

winged moss
#

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

acoustic spruce
#

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)

nocturne hamlet
#

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?

viscid kindle
#

Is this something to do with source control? I turned it off and it didn't change.

mellow bane
#

Version control is the tool you should use to ensure you can restore assets when you save them wrong

limpid wolf
#

i love packaging my replicated project just to find out the code that works in the editor doesnt work on package game....

mellow bane
#

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

limpid wolf
#

okie thank you

#

also whats standalone

#

while im here

mellow bane
#

Some hybrid of packaged-but-not

#

It's essentially cooked but not packaged IIRC

limpid wolf
#

oh, cuz everytime i use it it messes up my code 😄

mellow bane
#

If you only test in play-in-editor (PIE) you're in for a bunch of sad surprises

limpid wolf
#

yeah....

#

is there a way to launch a game for two people?

#

like to simulate replication

mellow bane
#

Sure

#

Right click uproject, launch

#

Do it twice

#

Have one join the other

limpid wolf
#

oh i see

#

okie might kill my pc tho 😄

limpid wolf
mellow bane
#

You'll need two computers with two Steam accounts

limpid wolf
#

thats what ive been doing but just having to package it every time

#

is there easier way?

mellow bane
#

Have the projects + UE4 on both machines

late vault
#

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

mint leaf
#

Do you use OFPA?

torn rapids
#

Any ideas what i can change about this packaging command to make it consume less memory / not crash bc linker is out of memory ?

mint leaf
#

not much, you can use swap for it tho, but itll take a while

torn rapids
inner island
#

Is there anyway to send commands via the console to destroy certain actors, if you are certain of their names, display or class?

mint leaf
zealous tree
gritty helm
#

under Cooking section of Actor

torn rapids
#

RAM (the full 16 gb for a very small game). i'll try the suggested things

inner island
#

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 -

mint leaf
inner island
neat pike
#

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?

mint leaf
#

7777 iirc

slate jetty
#

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.

mystic furnace
#

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

abstract geyser
#

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

gritty helm
covert cedar
#

is there a way to package different maps per platform?

vital creek
#

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.

covert cedar
#

for example: androidgame.ini doesnt exist

#

as you package the game with windows for android

vital creek
#

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

covert cedar
#

Ok makes sense... thanks

fringe hound
#

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.

fringe hound
#

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..

crisp patrol
#

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?

open rapids
#

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

open rapids
#

ok, i found my problem is related to this bug

royal bough
#

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.

fringe hound
mint leaf
#

You can get a ballpark with maths, but to validate you need to test

runic stump
# royal bough Hopefully a quick question: How do you find you 'game requirements' for your gam...

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".

shut ice
#

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

main cairn
mint leaf
#

What

tropic juniper
#

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!

shut ice
#

did i ask for help in the wrong channel?

acoustic wigeon
shut ice
#

starting the game is fine, but in game they're unable to look around with the mouse

acoustic wigeon
#

That happend to me, when I had raw input disabled

#

thinkies I hope that counts for UE

acoustic wigeon
#

Flight stick or steering wheel?

shut ice
#

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?

acoustic wigeon
#

Vice versa, enable raw input

shut ice
#

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

acoustic wigeon
#

Bloody enable it stare_Lisa

deft imp
#

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?

zealous kindle
eager patrol
#

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?

runic stump
eager patrol
#

Thanks a plugin wasn't white listed for a platform was the cause

glad hearth
#

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

midnight gulch
#

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.

cobalt ruin
#

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

mint leaf
#

swap the ini files when you build

viscid ember
#

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

deft imp
#

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?

zealous kindle
runic stump
#

Oh nice, OFPA doesn't play together with chunking via primary asset labels.

neon rivet
#
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!

mellow bane
#

Put the full log on pastebin

neon rivet
mellow bane
#

Then use another text host

neon rivet
#

Cause it is basically shaders compiling

mellow bane
#

Depends on how confident you are that you put all of it

neon rivet
mellow bane
#

ImpostorBaker rings a bell ?

neon rivet
#

Idk

#

I just started Third Person Project in 4.26.3

mint leaf
#

.3?

mint leaf
stable pilot
#

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?

stable pilot
wild stone
#

Hey there , anyone here who has experienced with Mobile packaging ?
I would like to ask u something about my mobile project

cerulean mica
#

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

summer timber
#

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.

tacit acorn
#

Hello would anyone know how to send a finished project to another person?

mellow bane
#

File -> package

ancient sage
#

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.

mellow bane
#

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

ancient sage
#

The pak file stores all the information about the scene, including blueprint related logic?

mellow bane
#

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

  1. cooking - materials get compiled from graph to shader code, Blueprints get compiled from graph to bytecode
  2. packaging - assets get put into the pak file and compressed
ancient sage
#

Makes sense now.

#

Thanks a lot!

dull seal
#

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

sage hazel
#

hi, can someone help me with this packaging error?

#

i can't find a solution :C

mellow bane
sage hazel
#

Do u mean disable it only for the WB or generally?

mellow bane
#

No I mean generally

sage hazel
#

but what if i want nativization? i can't use it?

mellow bane
#

Why do you need it ?

sage hazel
#

i want the best performance possible in my game cause i'm aiming to low specs hw

mellow bane
#

Because that's the only case where Blueprint performance would be a concern

sage hazel
#

Yes, performance on that hw goes crazy with certain calls

#

And i hope nativization helps

mellow bane
#

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

sage hazel
#

ok, i'll give it a try

#

Thanks ❤️

sleek ore
#

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.

frigid escarp
#

hey guys, I get this error when packaging

#

An item with the same key has already been added

#

anyone knows how to fix?

hollow iron
#

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?

winged moss
#

helps to have the symbols

hollow iron
winged moss
#

if you're seeing UnknownFunction, you don't have the engine symbols

rough whale
#

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

hollow iron
mint leaf
#

That doesnt look like the full log

willow saddle
#

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.

willow saddle
#

I've installed the debug symbols, and now it shows more info:

mint leaf
#

You didnt give anyone enough logs to go on

open rapids
#

Does anyone know how to use the Web Remote API after packaging?

#

Can’t access the API anymore after packaging

hollow iron
#

@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

willow saddle
#

Damn, if that is where the problem comes from , then it really sucks

willow saddle
#

I was not using them anyway, so no problem for me to just delete them.

hollow iron
amber flicker
#

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.

crisp patrol
#

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!

mint leaf
#

Im not sure this belongs in packaging. maybe share your work?

#

<@&213101288538374145>

hallow field
#

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.

hallow field
#

Sure. Next time please read the #rules again before posting, especially if you're not sure where to post.

severe ember
#

that's alright.
i didn't consider it

hollow iron
#

@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!

split prism
#

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

royal bough
#

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.

acoustic mirage
#

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

slate mesa
#

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?

viscid ember
#

it creates some news files like:

viscid ember
magic crescent
#

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

hollow thunder
#

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.

runic stump
runic stump
hollow iron
modest wing
#

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

runic stump
hollow thunder
runic stump
modest wing
fresh fjord
#

hey how do i force an asset to be packaged?

#

engine is ignoring the widgets im referencing with LoadClass

winged moss
#

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

fresh fjord
#

im calling LoadClass<UUserWidget> in BeginPlay

#

there is no way to only specify certain assets rather than a entire directory?

winged moss
#

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
fresh fjord
#

i'll give it a shot

#

@winged moss that did the trick thank you

woeful coral
#

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

woeful coral
#

Well, i solved this issue by installing a pending windows update but now the build fails with an "Unknown Error"

mint leaf
hollow iron
#

Does anyone know how to resolve cook errors when packaging due to Groom assets?

royal bough
#

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?

lilac sandal
#

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?

mint leaf
#

vpn?

#

spin up a server in those locations

lilac sandal
#

Thank you that's a good suggestion! 😁

torpid flower
#

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.

mint leaf
#

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

high pollen
#

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.

rocky scaffold
#

Has anyone recently had an issue Packaging a project that ppl couldn’t play

open rapids
#

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.

mint leaf
#

Have you made the levelinstance ID unique (i dont remember how it works out of box)

#

and have you setup streaming culling

high pollen
high pollen
#

Yeah I'll look, I just got up

fair night
#

Hi!
Anybody know a fix for Data Tables not being packaged?

mellow bane
fair night
#

Where do i do that?

#

I reference them in Blueprints only

#

in a function library

mellow bane
#

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

fair night
#

Sorry for my ignorance but I fail to find those options

#

There's no properties when I right click on my datatable

mellow bane
#

Project settings

fair night
#

Like this?

mellow bane
#

Yes

fair night
#

😮 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

mellow bane
#

How do you know they're not packaged ?

fair night
#

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.

mellow bane
#
  • Check the packaging log for warnings
#
  • Check the "manifest" files in log output for the full list of assets
fair night
#

Doing it right now 🙂

mellow bane
#

%USERPROFILE%\AppData\Roaming\Unreal Engine\AutomationTool\Logs\

fair night
#

thanks 😄

mellow bane
#

Then engine version, and FinalCopy_UFSFiles.txt

fair night
#

I'm re packaging right now to see

mellow bane
#

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

fair night
#

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 🤔

mellow bane
#

No need for that indeed

fair night
#

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

fair night
#

The data table is empty

#

damn

fair night
#

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

fair night
#

It's by Design, damn it

mellow bane
#

Well at least you know what to work around

fair night
#

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..

mellow bane
#

Well the idea probably is that you shouldn't need to know the asset itself, just access its properties

fair night
#

I guess so. But I've made an entire Data Table based on those names xD

mellow bane
#

Don't use names and use pointers instead

fair night
#

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

delicate isle
#

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??

mellow bane
#

3 hours for pak files ? That should take a few seconds

#

Cooking is usually the slow part

#

And mostly only the first time

delicate isle
#

The first project do it in few seconds, there must be something wrong to take so many time. The process finish right everytime.

rare relic
#

Try hitting pause in the debugger and see what is happening.

open rapids
#

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

lyric wing
#

Can anyone help me fix this problem, I cant seem to package my project

modest ingot
#

I guess you cannot have a folder called Apple lol

winged moss
#

you can work around it because we had the same when some environment artists named a folder "Windows"

#
+WhitelistDirectories=...```

in DefaultGame.ini
modest ingot
#

nice good to know! thanks!

winged moss
#

by default if a folder is named after a platform, it'll only be staged on that target platform

royal bough
#

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...

Release Date

Nov 2021

▶ Play video
mighty nest
#

for android platform
is it ok to use latest android studio version for packaging ue 4.26.2project?

or it affects something?

mint leaf
#

check the docs

#

They tell ya what to use

marsh kayak
#

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?

whole falcon
#

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.

whole falcon
# mint leaf 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 ?

winged moss
whole falcon
#

No the binaries, 4.21

winged moss
#

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

whole falcon
#

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 ?

winged moss
#

I'm sure UBT can do it for you but usually it's just running signtool.exe with your cert

whole falcon
#

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." ?

whole falcon
#

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 ?

mint leaf
#

IIRC you get the cert, then add the path in editor config

whole falcon
#

Ok, sound good.

empty snow
#

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/

How to set up your Android development environment for Unreal 4.25 and later

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also is this right channel to ask for help with issues related to packaging ?

shy narwhal
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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

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also I see

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4+11 and 7+10 seem to be the one duplcaited

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my understanding was that the packager should never duplicate the files, but keep a priority list

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any idea why this happens? and how to fix it?

light plover
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Hey all..

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Could somebody help me with this build.

sharp jolt
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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.

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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

plain lodge
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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?

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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

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Seems to be stuck in the low cpu state for some reason

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Is there a way to disable low cpu state when in background or something?

slender summit
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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?

ivory barn
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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

slender summit
ivory barn
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np

lilac sandal
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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?

runic stump
lilac sandal
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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?

mellow bane
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Whatever the user picks

static badger
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Rich_DCC: "Unreal engine the code execution cannot proceed because gdal301.dll was not found"....... after try to run

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sorry posted in general too

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any ideas how to fix appreciated

thin bridge
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Anyone knows a solution to this error?

forest spire
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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.

neat pike
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Hi, is it possible to use the unreal build tool as a standalone application without the engine?

jagged seal
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jagged seal
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so, no one ever used VTs / UDIMs on Android ?!

jagged seal
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bah, UE4 builds/packages project with VTs for Android ETC2, but not ASTC

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preposterous !!!!!!!!!!!

pearl kraken
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Anyone knows a solution to this error? I dont cant find any solution...

open rapids
snow mural
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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

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all lights are static per documentation, any idea why deploying to the headset does this to lighting?

strange ledge
strange ledge
empty tartan
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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.

long tinsel
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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

warped cove
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having some issues packaging my project. This folder has been removed form my project along with (i think) all references to it

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the plugins/awsdemo/... stuff specifically

hasty schooner
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I keep getting these errors, anyone know how to fix these?

tough nymph
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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?

spark basalt
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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)"

drifting thunder
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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?

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UE 4.26.2 from source

drifting thunder
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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.

craggy bear
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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

drifting thunder
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Are shaders precooked?

mellow bane
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Yes

drifting thunder
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That was a question for @craggy bear

craggy bear
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@drifting thunder oh sorry, umm, honestly not even sure

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how do I precook? haha is that this

drifting thunder
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Cook has three settings: By the book, On the fly or Do not cook

craggy bear
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where do I set that?

drifting thunder
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How do you launch the packaging process (there are many ways)

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?

craggy bear
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I've been launching from here

drifting thunder
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Is that UE5?

craggy bear
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yeah

drifting thunder
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I haven't used UE5 yet

craggy bear
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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)

drifting thunder
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I love wasting time when xcode is suddenly updated.

warped cove
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anyone have an idea why my game wont package in shipping or debug, even though its set to?

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I set up this little test, and it always shows UE_BUILD_DEVELOPMENT

winged moss
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"even though it's set to?"

warped cove
winged moss
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oh not using BuildCookRun or UnrealFrontend

warped cove
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uh, correct. I don't know what either of those are.

winged moss
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you don't know what UnrealFrontend is?

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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

warped cove
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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

warped cove
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Packaging it for shipping works though.

winged moss
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yes and where are you seeing this? wouldn't a debug build have the UE_BUILD_DEVELOPMENT define set to 1?

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it's probably why you should use elif on those defines

warped cove
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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

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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:

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Those weren't the actual values, I just changed them to that so the actual links arent floating in this server

winged moss
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that wouldn't even compile because on shipping, it'll complain that you're redefining APILINK

warped cove
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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

warped cove
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Yeah I tested it again. It is redefining and doesn't care 🤔

winged moss
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depends on the platform and its compiler

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still would do #if and #else for that

warped cove
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Yeah I went ahead and did this, which is what I'm assuming you meant earlier when you suggested elif:

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It still sets BuildOption to UE_BUILD_DEVELOPMENT when it's packaged for Debuggame though :/

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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
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Thanks for the suggestions, I haven't really touched the directives stuff much.

winged moss
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UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME is what I can find for that

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though I've never used debuggame for an actual packaged build

warped cove
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Ahh that would make much more sense. I'll test when I get home. Thanks for the help.

winged moss
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that might only be within the Launch mode, but you can detect DebugGame from target.cs if (Target.Configuration == UnrealTargetConfiguration.DebugGame)

blazing acorn
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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?

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@ me if you have any working solutions or advice

spark basalt
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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?

winged moss
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You probably need to elaborate that a little bit more

spark basalt
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in the editor, my weapon attaches to my weaponsocket

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in the packaged one it doesnt

winged moss
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Still not really much to go on

spark basalt
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This is my exact problem

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someone said to use this to fix it

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USkeletalMesh::RebuildSocketMap()

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but idk where to put that

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im new

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think I figured it out

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had to insert it at the end

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BaseMesh->RebuildSocketMap(); return BaseMesh;

snow dune
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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.

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sdk api level matchndk or latest both not working

obtuse hollow
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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

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I also get Failed to write TEXTURE_E01F4250BECD420DA9CE63B5EECEC2C2_OODLE_AutoDXT_11_B137E0F4824DE584EB45__6DD769E56223BDA77C7E1AA7F6E8AAC97C37701B to HierarchicalDerivedDataBackend. Error: 0

obtuse hollow
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Maybe an issue with Oodle compression ?

open rapids
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I keep getting the following error when compiling a Andriod AR game. UATHelper: Packaging (Android): Build-tool 31.0.0 is missing DX at

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Reinstalled Andriod Studio & the including packages in Andriod Studio

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error keeps popping up

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Is this known to anyone ( Unreal engine 5 )

winged moss
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you're using the UE5 EA build for a mobile game?

severe mural
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getting a lot of these Failed to read file warnings, anyone know a fix? cant find stuff on internet

lethal pelican
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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?

drifting thunder
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Just spent half of yesterday solving that exact issue. I am guessing you're on < 4.27?

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The build system creates a temporary xworkspace for the build, which is why changing your main workspace doesn't help.

lethal pelican
drifting thunder
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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 ...

lethal pelican
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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 😄

drifting thunder
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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

winged moss
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there is no concept of LTS versions with UE4, so that's why having a source build is useful for integrating later fixes

blazing acorn
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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.

blazing acorn
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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!

drifting thunder
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I would say you need to collect crash data/diagnostics.

mellow bane
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Then you can debug with Visual Studio using the .pdb generated at packaging time

inner island
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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)

mellow bane
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This isn't an Unreal or a Windows question, it's a Steam/GOG/itch/playstation/etc question

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So it depends on your deployment