#packaging

1 messages · Page 51 of 1

winged moss
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which will be part of the Target class

dusky fossil
winged moss
#

if (IsBetaBuild)
{
ProjectDefinitions.Add("IS_BETA_BUILD=1");
}
else
{
ProjectDefinitions.Add("IS_BETA_BUILD=0");
}

dusky fossil
#

Sorry to bug you again after all this time but even with this, and calling the command with "C:\EpicGames\UE_4.25\Engine\Build\BatchFiles\RunUAT.bat" -ScriptsForProject=C:\Projects\Titan_Development\Titan\Titan.uproject BuildCookRun -project=C:\Projects\Titan_Development\Titan\Titan.uproject -cook -stage -Shipyard it still always returns IsShipyardBuild false

public class TitanTarget : TargetRules
{
    [CommandLine("-Shipyard")]
    protected bool IsShipyardBuild = false;

    public TitanTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;
        if (IsShipyardBuild)
        {
            ProjectDefinitions.Add("IS_SHIPYARD_BUILD=1");
            Console.Write("Is shipyard build");
        }
        else
        {
            ProjectDefinitions.Add("IS_SHIPYARD_BUILD=0");
            Console.Write("Not shipyard build");
        }
winged moss
#

I don't know what to tell you since we use this successfully in our project with code that looks very similar to yours

#

it is a source build, but likely doesn't matter

dusky fossil
#

OK I'll keep poking, thanks anyhoo

winged moss
#

oh I suppose you aren't building?

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because it needs to pass it to UBT

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might be -UBTArgs="-Shipyard" in your case @dusky fossil

dusky fossil
#

@winged moss Found the solution on UDN, I needed to add this line to the start of my MyProjectTarget constructor:

CommandLine.ParseArguments(Environment.GetCommandLineArgs(), this);
winged moss
#

Did you try UBTArgs because that’s what our build graph uses

dusky fossil
#

Yeah I tried UBTArgs and it still didn't seem to pick up the flag.
With that CommandLine.ParseArguments line, adding -Shipyard works and -UBTArgs=-Shipyard doesn't.
We're using 4.25 maybe it's some old code thing? 🤷

winged moss
#

It needs to be quoted

dusky fossil
#

When I quote it I get "The filename, directory name, or volume label syntax is incorrect."

winged moss
#

If this is from CI, you might need to escape it

#

Also we’re using 4.25

winged moss
#

because there isn't much reason why UBTArgs shouldn't work

#

-build was also not specified in the snippet you gave

livid bloom
#

why are materials/textures working fine in the editor but not available in the packaged game?

mellow bane
#

Check your packaging logs for errors !

livid bloom
#

just something about a reflection capture component that I'm not using

mellow bane
#

Okay, define "not available" ?

livid bloom
#

as in the weapon actor that spawns normally in the editor is not there

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either invisible or just doesn't function in some other way

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I guess it could be related to my data tables, but I'm sure I've had this work before

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I get an error that I guess is about this when I play in editor

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only error I get in the editor

mellow bane
#

The cooking process then ignores the asset since it's "unused"

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If that's the case you can fix it by marking directories as always packaged in packaging options

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If not, you should probably add some logs and package in Development to check them

livid bloom
mellow bane
#

Project settings, packaging, "additional directories" IIRC

livid bloom
#

so I should just select which ones aren't being loaded?

#

I have almost everything in the same subdirectory

mellow bane
#

You should try adding that directory to the list of directories to always package, package, see if that fixes it

livid bloom
#

is it the first array here?

mellow bane
#

That one.

livid bloom
#

okay, I'll try it

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now I'm randomly running into another issue where my level open command seems to fail and reset the menu level instead

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only while packaged, of course

mellow bane
#

That's a new one for me

livid bloom
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I guess I should say that the UI is resetting to its original state, but that's obviously because it's being created again

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also I'm still having the original issue

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this is play-in-editor after launching the menu level first and having it load the current level correctly

mellow bane
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Then it's probably best to add a bunch of logs and package in Development so that you can check them.

livid bloom
#

when you say add a bunch of logs do you mean I have to enable them somewhere?

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I've only packaged a couple times before this

mellow bane
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I mean add logs in your Blueprints, run the Development packaged game, go read Saved/GameName.log for the logs

livid bloom
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the map it's supposed to open is in the folder and I've set that directory to be packaged

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alright so I have the map thing settled but the original thing is still not working correctly

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the log is printing a load of "accessed none trying to read structure" for the data table row I use, so either that actor isn't being spawned correctly, or the data table/struct are not being read properly

digital rain
#

hi. how can change windowsNoEditor folder name?

mellow bane
#

You can't and it doesn't matter

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It's just the name of the output folder, you care about what's inside

digital rain
#

ty

white hull
#

Hey, I unpacked a game using UnrealPak because I am trying to mod it, when I try to open project I get this message Failed to load map! F:/.../Content/Levels/MainMenu.umap appears to be an asset file.

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and none of the assets that are in content directory are actually shown in editor

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I am sure that I used correct UE 4 version (4.26.2)

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any idea what could be the problem?

winged moss
#

Yeah, you’re trying to open a cooked asset in the editor

livid bloom
#

it seems like a BP of mine just isn't functioning in the packaged game. can anyone help troubleshoot that?

hollow isle
#

Masters, please allow me to express a request: help encapsulate two blueprints in C++ and optimize performance; in return, I will pay you 500 dollars, professional people do professional things, after packaging the blueprint in the content, hide the blueprint, a bit of encryption , Which fully meets the requirements, look forward to cooperation

hollow isle
#

@mellow bane OK, thanks

torn solstice
#

howdy strangers. i have a packaged build that is crashing on trying to open a level. doesnt happen in editor. checking the crash log there is no fatal error to be seen. any idea what's going on?

mellow bane
#

Debug it.

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File - cook in editor, compile the game in shipping, hit debug in VS

torn solstice
#

@mellow bane im a newbie so i needed to poke around to debug it in vs code but i found a nullptr exception so much thanks

robust goblet
#

How do I force my build to be packaged in pak files instead of having loose uasset files? o.O

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Use pak files is checked:

narrow apex
#

Anyone have any ideas on why all my materials and textures are missing from my pak file “chunk” when using PrimaryAssetLabels? The static meshes and levels come through just fine

narrow apex
torn solstice
#

i believe i found the reason my packaged game is fataling, but i dont know how to correct it

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our tutorial level is not creating a gamestate, and once it gets called the game crashes

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there is only a tutorial level and a main game level, and both use game modes that are defined in bp but are children of a single cpp gamemode

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in the main game the game mode fires begin play, creating a game state. in the tutorial, it doesn't fire begin play, and gamestate is left null

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i guess my question is where is the game mode itself created

royal bough
#

Hopefully someone here can help with this:

When I Simulate, everything works.
When I Launch in VR Preview, everything works.
When I Launch from the Build file, everything works…
but…
When I launch from the Launch button, it gets stuck on loop during scene transitions.
I loads Scene1 (which displays a logo in VR for 15 seconds), then is supposed to load the main game, but instead, it just keep reloading Scene1.
My code looks like this in the scene BP. Simple.

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It spits this looping error

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Invalid URL ????

stray maple
#

Any idea how to start finding this error
LogInit: Display: LogEnum: Warning: In asset 'None', there is an enum property of type 'EPlayerTeam' with an invalid value of 'EPlayerTeam::Attacker'

Using blueprint search doesn't give any hits

royal bough
#

Aparetnly something is calling for a vairiable that didnt get set.
Check with the binoculars for EPlayerTeam, and then ... well... click each one.
Sometime Unreal doesn't give a location, and that is extremely annoying.

frank crow
#

Hello - i have myself a plugin to which im adding a game subsystem. It works nice, but if i use this subsystem within the third person template character BP, the game doesnt cook. It says smth about unknown/invalid type in that blueprint, that i should refresh the nodes to see that they are messed up and what not. Nide connections are fine, it works when i play in editor. Using subsystem in level bp cooks just fine. Do i need to add some module dependency or what?

winged moss
#

Your character BP is loading before your plugin is

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You can change the loading phase to be an earlier on for the plugin

frank crow
royal bough
#

Can someone explain the LAUNCH button in UE4?
Every other method of testing my game works fine, but the LAUNCH button is not.
It only loads the Intro Screen (that is hard set mov in The editor), and then whatever level I have selected when I build (package) the project.
When I launch from the Packaged build (clicking the .exe) everything works the way it should.
This is a concern, because I am not sure why it does not work the way every other method works.

tranquil dagger
#

Woo! managed to pack a UE5 project into an APK and successful deployment on Quest 2

tall comet
#

Anybody had this packaging error before with DLSS?

Log.WriteException: ==============================================================================
Log.WriteException: ERROR: Failed to copy C:\UE\Projects\Hydroneer\Plugins\DLSS\Binaries\ThirdParty\Win64\nvngx_dlss.dll to C:\UE\Projects\Hydroneer\Saved\StagedBuilds\WindowsNoEditor\Hydroneer\Plugins\DLSS\Binaries\ThirdParty\Win64\nvngx_dlss.dll
Log.WriteException:        (see C:\UE\UE_4.26SRC\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
Log.WriteException: 
Log.WriteException: AutomationException: Failed to copy C:\UE\Projects\Hydroneer\Plugins\DLSS\Binaries\ThirdParty\Win64\nvngx_dlss.dll to C:\UE\Projects\Hydroneer\Saved\StagedBuilds\WindowsNoEditor\Hydroneer\Plugins\DLSS\Binaries\ThirdParty\Win64\nvngx_dlss.dll
Log.WriteException:    at AutomationTool.CommandUtils.CopyFileIncremental(FileReference Source, FileReference Dest, Boolean bAllowDifferingTimestamps, List`1 IniKeyBlacklist, List`1 IniSectionBlacklist) in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandUtils.cs:line 1414
Log.WriteException:    at Project.CopyManifestFilesToStageDir(Dictionary`2 Mapping, DirectoryReference StageDir, DirectoryReference ManifestDir, String ManifestName, HashSet`1 CRCFiles, String PlatformName, List`1 IniKeyBlacklist, List`1 IniSectionBlacklist) in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 1515
Log.WriteException:    at Project.CopyUsingStagingManifest(ProjectParams Params, DeploymentContext SC) in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 1554
Log.WriteException:    at Project.ApplyStagingManifest(ProjectParams Params, DeploymentContext SC) in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 3436
Log.WriteException:    at Project.CopyBuildToStagingDirectory(ProjectParams Params) in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 3976
Log.WriteException:    at BuildCookRun.DoBuildCookRun(ProjectParams Params) in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 216
Log.WriteException:    at BuildCookRun.ExecuteBuild() in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 39
Log.WriteException:    at AutomationTool.BuildCommand.Execute() in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 263
Log.WriteException:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 547
Log.WriteException:    at AutomationTool.Automation.Process(String[] Arguments, StartupTraceListener StartupListener) in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 511
Log.WriteException:    at AutomationTool.Program.MainProc(String[] Arguments, StartupTraceListener StartupListener) in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\Program.cs:line 175
Log.WriteException:    at AutomationTool.Program.<>c__DisplayClass1_0.<Main>b__2() in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\Program.cs:line 87
Log.WriteException:    at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 737
Log.WriteException:    at AutomationTool.Program.Main(String[] Arguments) in C:\UE\UE_4.26SRC\Engine\Source\Programs\AutomationTool\Program.cs:line 87
Log.WriteException: ==============================================================================
Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
winged moss
#

does C:\UE\Projects\Hydroneer\Plugins\DLSS\Binaries\ThirdParty\Win64\nvngx_dlss.dll exist

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and this is a weird source build where the project and engine live separate lives

tall comet
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It does not

winged moss
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then there ya go, you're missing a dependency

mellow bane
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DLSS is usually put in the engine dir

tall comet
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ah cheers

winged moss
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it doesn't make a difference

tall comet
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Yea I only put it in project plugins dir because it's a pita making team members install it onto their engines

winged moss
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yeah but if you did the source engine distribution the epic way (ie. the proper way) then it wouldn't really matter where it is

tall comet
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Gave dlss a redownload, looks like that folder is there, thx!

tall comet
winged moss
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well if you use Perforce internally, then it should be using UGS. the engine lives in source control alongside the project

tall comet
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We use PlasticSCM with launcher build mostly

winged moss
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plasticscm ouch

tall comet
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Yeah we will likely convert to a different source control at a later date

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Wdym by using UGS?

winged moss
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UnrealGameSync

tall comet
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Oh, not heard of this

winged moss
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it's perforce only

tall comet
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ah

winged moss
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when you have VS installed, it'll build the engine. other team members will download a zip of precompiled binaries

tall comet
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that's pretty nice

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I was going to build an engine ver using our build server and distribute the binaries a similar way

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but that's actually pretty neat they support that on perforce

winged moss
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yeah, that's the proper way, also setting up perforce streams the epic way was a good adoption on our part

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which is made painless through a tool epic provides called robomerge

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there's so much tooling in the engine for perforce, it makes so much sense over any other SCM

tall comet
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yeah, I agree it does like decent

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I quite liked to look of Git for handling source

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esp with Gitflow

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How does Perforce compare on that front?

winged moss
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never hybrid solution SCMs

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and perforce can handle source fine

tall comet
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Git LFS has been nothing but a pita for me in the past so no chance ima use that

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I'l deffo look into perforce when we are ready to switch SCM then, thanks so much for the info

winged moss
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the epic way™ is to use release streams for the release you're working towards, and using robomerge to do stream propagation automatically

tall comet
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Is a stream just a branch?

winged moss
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yes, but it's a different terminology because perforce has something legacy called branches

tall comet
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ah right ok

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Right tysm for all this info and help, i'l deffo keep it in mind! Gonna go fix this package error :)

jagged junco
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@open rapids this is the file you need to share: C:\Users\emiiq\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UnrealEngine+UE_5.0EA\UBT-MyProject-Android-Development.txt

crisp patrol
#

When applying the steam drm wrapper to your packaged .exe files, which one should you apply it to? The GameName.exe in the top level folder of the packaged output or the GameName-Win64-Shipping.exe in the Binaries folder?

winged moss
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probably the latter, but steam DRM is pretty pointless

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there's a tool on a dodgy russian forum that can remove steam DRM from any DRM wrapped exe

mellow bane
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Does Steam DRM even handle 64b ?

winged moss
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it should but it's just very ineffective DRM

crisp patrol
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I know it's trivial if they do a few extra steps but many won't

winged moss
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you can use steamcmd to get old builds, though I think valve were trying to clamp down on that

crisp patrol
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Yeah I think now they prevent people from doing it

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I wonder can people dig back and get extremely old pre release builds doing that?

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As AFAIK you only get one depot per release

crisp patrol
# mellow bane Does Steam DRM even handle 64b ?

Games like The Ascent seem to use it, just trying to get the functionality if someone copy pastes the game files and sends to a friend, it should open steam to verify ownership rather than just letting them play

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I know it can be easily bypassed but it's a bit too easy without it

mellow bane
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Personally I'm team no DRM - unless you're doing really popular titles I don't believe your audience matches "casual sharing with no knowledge of bypassing drm"

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Not saying your audience, just generally speaking for indies

crisp patrol
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Yeah true I just know from experience many buy, refund and then just keep playing the game by copy pasting the files

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Just would like to prevent extremely casual piracy

winged moss
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though a casual google search reveals a tool to remove steam DRM

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on github

crisp patrol
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Yeah involves some technical knowledge that many won't bother doing

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But if it works by copy pasting it feels legit and safe

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Compared to downloading some .exe to do it

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99% of the games on steam that I have tested are protected this way

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so I'd like to just get the same functionality

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Anyway yeah it seems that my .exe is slightly over the max size

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So maybe it isn't possible

winged moss
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we removed it, but we're an online game

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so you have to authenticate with steam to access online play

crisp patrol
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yeah in that case no need for DRM

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Since you are effectively doing it anyway

junior tangle
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I'm packaging a project for Win64. I'm very new to all this and I'm sure I've committed lots of sins and bad practices like version migrations and things like that and I'm kinda up shit creek without a paddle trying to figure out what some of these errors mean, how to diagnose them and how to fix them.

I work entirely in blueprint so this is an entire other language to me.

I think this is likely the culprit here but I'm having troubler understanding what it means.

[2021.11.05-18.02.11:189][  0]LogOutputDevice: Error: === Handled ensure: ===
[2021.11.05-18.02.11:189][  0]LogOutputDevice: Error: 
[2021.11.05-18.02.11:189][  0]LogOutputDevice: Error: Ensure condition failed: pContextTerm != nullptr [File:D:/Build/++UE4/Sync/Engine/Source/Editor/BlueprintGraph/Private/CallFunctionHandler.cpp] [Line: 390]
[2021.11.05-18.02.11:189][  0]LogOutputDevice: Error: '/Game/Assets/Blueprints/Common/BPLibraries/PhysicsLibrary.PhysicsLibrary:EdGraph_0.K2Node_CallFunction_11860' is missing a target input - if this is a server build, the input may be a cosmetic only property which was discarded (if this is the case, and this is expecting component variable try resaving.)
[2021.11.05-18.02.11:189][  0]LogOutputDevice: Error: Stack: ```

I'm just a hobbyist trying to cook a project I've put a lot of work into so forgive me if I'm a little slow or I need a few things explaining -- I'm not industry or anything.
mellow bane
mellow bane
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Maybe a third of all refunds and then you only get back some of those sales... anyway just my thoughts 😛

winged moss
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are you calling an editor only function there?

crisp patrol
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Since most games do it, I'd like to at least know how to do it

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But it seems to be failing alas probably due to the .exe size

junior tangle
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@winged moss Unknown Cook Failure (exitcode 25). 765 errors (probably gore by your standards), 1915 warnings.

winged moss
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yes since more than 0 is an unsuccessful cook

crisp patrol
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@mellow bane There's also the completely valid and non piracy related point of if you launch the game files when steam is closed, it should reopen steam before starting play. AFAIK if you had moved your game files and opened the .exe without the DRM, steam just won't open so online play won't work and the game will behave in standalone mode with the null subsystem

junior tangle
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Probably best to start over. I have a better idea of what I'm actually making now but that's still many years of trial and error uncookable. I wonder if its a corrupt file or something, because everything its yelling at me for compiles and runs just fine in editor.

mellow bane
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It's a default feature of the Steam sdk

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In UE4 it's a checkbox

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Well an ini option

junior tangle
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A lot of it is things like

In use pin ZAxis no longer exists on node Make from ZX . Please refresh node or break links to remove pin. from Source: /Game/Assets/Blueprints/Common/BPLibraries/SpecialRotationMathLibrary.SpecialRotationMathLibrary

The library I wrote runs just fine when I actually run it in the editor, which confuses me. No warnings, no errors.

crisp patrol
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Oh I didn't know that! Thanks I'll have a look

mellow bane
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bRelaunchInSteam in DefaultEngine

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By the way, Unity forces that behaviour AFAIK and I'm wondering if you're not confusing that very common behaviour with using the DRM which I think is a lot less than a majority of titles

crisp patrol
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Yes I may be

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The Ascent may be doing that too

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But I did try it on a refunded game for testing and it didn't let me play which is the intended effect also

winged moss
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that's SteamAPI_RestartAppIfNecessary most likely

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rather than the DRM

mellow bane
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Exactly

winged moss
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which is what that INI setting does

mellow bane
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And that requires no patching

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It's not the real DRM and is easier to bypass but we're still talking patching executables so not casual

crisp patrol
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Oh so that basically does what I want then: it'll require Steam to do a basic ownership check before launching it?

winged moss
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though actually bRelaunchInSteam behaviour is default in shipping builds

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see OnlineSubsystemSteam.cpp

mellow bane
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Dunno about ownership really, but at least Steam will be running

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I admit to giving 0 shit about piracy

winged moss
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as long as you have the define UE4_PROJECT_STEAMSHIPPINGID set to your actual app ID

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and have the steam OSS enabled

crisp patrol
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Yeah it may have been a development build then where it didn't launch steam

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Thanks

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If it's a simple automated wrapper then why not

mellow bane
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Check if your current shipping build doesn't already has DRM without your knowing 😛

crisp patrol
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It doesn't steam doesn't even open and the game launches in standalone / null OSS

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But I'll add that .ini setting at least

winged moss
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yeah the steam OSS will have to be on too, even if you use no steam API features

crisp patrol
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Yeah seems to only be on when steam is launched

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Otherwise it uses null

mellow bane
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Try bRelaunchInSteam

crisp patrol
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yeah I have a feeling that'll fix it

junior tangle
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In my situation, what would you do?

winged moss
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I don't know anything about the plugin

junior tangle
winged moss
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this could be a load order issue

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but I don't know what the plugin is

simple summit
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I keep getting this build fail everytime I package the project, I tried fixing Visual Studio and UE4 installations but that doesnt seem to do anything

rustic vine
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UATHelper: Cooking (Windows):   LogWindows: Error: Assertion failed: !(NewFlags & RF_PendingKill) || HasAnyFlags(RF_PendingKill) [File:C:\UE\5_0\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectBaseUtility.h] [Line: 59]
UATHelper: Cooking (Windows):   LogWindows: Error: RF_PendingKill can not be set through SetFlags function. Use MarkPendingKill() instead```
Hi, all. Trying to tackle learning the packaging process in UE5.1
Does this problem look familiar to anyone? I've tried everything I can think of including straight up (reluctantly) editing the engine source and replacing the the function with `MarkPendingKill()` like it says to do.
royal bough
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PendingKill messages are like 99% that issue.

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In my project I had an event OnOverlap for a component, but that component gets destroyed later, but the event still remains (can not delete the event), so I have just hid the component, and turn off al collision.

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Hey guys.

A Twitch streamer tried to stream my game, and noted something I never thought about when making my game.
How do you make the game NOT open in full screen, and NOT need to be in the foreground to have sound.
Every time he would click the chat, my game would stop having sound.
What's the fix for this?

rustic vine
royal bough
#

Do a search for 'Destroy' in the little window with the binoculars

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I had this issue with my project when I first tried to build

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Could also be a floder you got rid of that is still in the project folder, but delted in the game.

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It took me about 4 days to bild my project with no red, and onlly 2 yellow (that I can live with)

rustic vine
# royal bough ------ ------ Hey guys. A Twitch streamer tried to stream my game, and noted s...

I'll have to try that once it finishes compiling shaders again.. In the meantime I was looking around for an answer to one of your questions. I actually haven't touched Audio in UE yet (except disabling Editor sounds LOL) BUT I did come across this in one of the Engine config files. I think that might fix your unfocused window/audio issue. I've seen lots of games leave that option up to the Player.

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It's in Engine\Config\BaseEngine.ini

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I was thinking that you may be able to find a Viewport delegate for changing focus.

royal bough
#

In Project Settings, under Movies, I have my startup movie. It's just a logo. Then the VR logo and title come up. The Movie I set under Movies is forced to full screen. I can't change that. the Player in a VR headset can not see it, but if they launch on a desktop, they get a quick view of it, before they put on their HMD.
Is the only way to change any of this in the ini files?
Nothing in the Project settings?

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In your example, would I just be modifying the 'UnfocusedVolumeMultiplyer to like 0.5 or even leave it at 1 to have the volume full on, all the time?

rustic vine
#

sorry, was looking at the code. Actually I found exactly where it happens:

void UGameViewportClient::LostFocus(FViewport* InViewport)
{
    // We need to reset some key inputs, since keyup events will sometimes not be processed (such as going into immersive/maximized mode).
    // Resetting them will prevent them from "sticking"
    UWorld* const ViewportWorld = GetWorld();
    if (ViewportWorld && !ViewportWorld->bIsTearingDown)
    {
        for (FConstPlayerControllerIterator Iterator = ViewportWorld->GetPlayerControllerIterator(); Iterator; ++Iterator)
        {
            APlayerController* const PlayerController = Iterator->Get();
            if (PlayerController)
            {
                PlayerController->FlushPressedKeys();
            }
        }
    }

    if (GEngine && GEngine->GetAudioDeviceManager())
    {
        bHasAudioFocus = false;
    }
}

void UGameViewportClient::ReceivedFocus(FViewport* InViewport)
{
    if (FPlatformMisc::DesktopTouchScreen() && GetUseMouseForTouch() && GetGameViewport() && !GetGameViewport()->GetPlayInEditorIsSimulate())
    {
        FSlateApplication::Get().SetGameIsFakingTouchEvents(true);
    }

    if (GEngine && GEngine->GetAudioDeviceManager())
    {
        GEngine->GetAudioDeviceManager()->SetActiveDevice(AudioDevice.GetDeviceID());
        bHasAudioFocus = true;
    }
}

bool UGameViewportClient::IsFocused(FViewport* InViewport)
{
    return InViewport->HasFocus() || InViewport->HasMouseCapture();
}
rustic vine
#

Buut.. yeah, that's what I'd do. Or figure out how to coordinate with the GameViewportClient's change in Focus

open rapids
#

Hi guys, may i ask for some help,

#

im trying to package my game as a .exe, ... there is a video i included, playing via media player, on a tv screen

#

the video plays normally when i run the .exe ( with VR oculus ) btw, on my pc. It starts and should loop

#

but not on other pc's

#

I followed solutions provided by others and checked my packaging settings in project settings, and tried different settings trial and error, still with no results

#

tried atleast 10 times

#

i have "exclude content assets" checked, but i have "include movie assets" included with path to the movie

#

i also changed the movie path in content folder in the editor to Content/Movies/

#

am i missing something?

#

i dont understand

#

it works fine on my local pc, but not on other pc's

#

its like theres a path to the video file but isnt copied unto other pc's

open rapids
#

NEVERMIND i might have found out the issue thanks to @crisp breach 's intervention

delicate rose
#

hello, I don't have any issues with the editor version, but ran into these errors when trying to run a packaged game:

LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogProfilingDebugging: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist

I have installed .NET 4.8.

mellow bane
#

No issue here

#

Post the full output log for help

delicate rose
#
[2021.11.06-19.25.14:414][  0]LogWindows: Error: === Critical error: ===
[2021.11.06-19.25.14:414][  0]LogWindows: Error: 
[2021.11.06-19.25.14:414][  0]LogWindows: Error: Fatal error!
[2021.11.06-19.25.14:414][  0]LogWindows: Error: 
[2021.11.06-19.25.14:414][  0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000030
[2021.11.06-19.25.14:414][  0]LogWindows: Error: 
[2021.11.06-19.25.14:414][  0]LogWindows: Error: [Callstack] 0x00007ff6eb1aa165 TractionClient.exe!UnknownFunction []
[2021.11.06-19.25.14:414][  0]LogWindows: Error: [Callstack] 0x00007ff6eb90c2b6 TractionClient.exe!UnknownFunction []
[2021.11.06-19.25.14:414][  0]LogWindows: Error: [Callstack] 0x00007ff6ebbc03b3 TractionClient.exe!UnknownFunction []
[2021.11.06-19.25.14:414][  0]LogWindows: Error: [Callstack] 0x00007ff6ebba2da3 TractionClient.exe!UnknownFunction []
#
[2021.11.06-19.25.14:414][  0]LogWindows: Error: [Callstack] 0x00007ff6e9f94e35 TractionClient.exe!UnknownFunction []
[2021.11.06-19.25.14:414][  0]LogWindows: Error: [Callstack] 0x00007ff6e9f8f2db TractionClient.exe!UnknownFunction []
[2021.11.06-19.25.14:414][  0]LogWindows: Error: [Callstack] 0x00007ff6e9f8f5fa TractionClient.exe!UnknownFunction []
[2021.11.06-19.25.14:414][  0]LogWindows: Error: [Callstack] 0x00007ff6e9fa2910 TractionClient.exe!UnknownFunction []
[2021.11.06-19.25.14:414][  0]LogWindows: Error: [Callstack] 0x00007ff6f0f2c5fe TractionClient.exe!UnknownFunction []
[2021.11.06-19.25.14:414][  0]LogWindows: Error: [Callstack] 0x00007fff88897034 KERNEL32.DLL!UnknownFunction []
[2021.11.06-19.25.14:414][  0]LogWindows: Error: [Callstack] 0x00007fff8a862651 ntdll.dll!UnknownFunction []
[2021.11.06-19.25.14:414][  0]LogWindows: Error: 
[2021.11.06-19.25.14:425][  0]LogExit: Executing StaticShutdownAfterError
[2021.11.06-19.25.14:425][  0]LogWindows: FPlatformMisc::RequestExit(1)
[2021.11.06-19.25.14:425][  0]LogCore: Engine exit requested (reason: Win RequestExit)
[2021.11.06-19.25.14:435][  0]Log file closed, 11/07/21 03:25:14
mellow bane
#

That's more like it, crash in your game code from reading a null pointer

delicate rose
#

oh. found the error. I thought the logs were from bottom to top so I was totally lost

#

thanks!

mellow bane
#

np

coarse fiber
#

How can I package my game so that it is in windowed mode and not fullscreen? I don't see anything in the project settings.🤔

winged moss
#

why would that be a packaging setting?

#

you can launch the exe with -windowed

coarse fiber
mellow bane
#

Unreal assumes everything is up to the client

#

Since it's going to be a settings menu

high meadow
#

Hey, I tried searching for this error but haven't been able to find any fixes that worked, help would be appreciated

"PackagingResults: Error: Unhandled exception: System.IO.FileLoadException: Could not load file or assembly 'file:///C:\Users\myname\OneDrive\Documents\UnrealProjects\hmmyesthegame\Intermediate\Build\BuildRules\hmmyesthegameModuleRules.dll' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)"

I get this every time I build, I've verified the files of Unreal and completely reinstalled it, neither have worked. Any other ideas?

sacred kite
#

Anyone have an idea on how to fix this?

river ibex
#

I have a problem with packaging as well

#

PackagingResults: Error: System.ArgumentException: An item with the same key has already been added.

#

how can i solve this ?

high meadow
sacred kite
#

Yea, I couldn't find the problem. So I wiped the caches and the intermediate files and it ran fine

river ibex
#

guys, please how can I resolve the issue above ?

#

I've tried deleting the intermediate and saved folders

#

I have no plugins in the project folder

slow robin
winged moss
#

That would be a UHT error though

#

Would help to post the full error

river ibex
#

Please advice

#

I need to export a level for a job interview and it's pretty urgent :/

mellow bane
# river ibex

For once, remviing Intermediate folder may work here

river ibex
#

I did that

#

Deleted the intermediate and saved folder

#

and nothing

mellow bane
#

How are you running the package process ?

river ibex
#

what do you mean?

#

I've tried build for Development and for shipping as well

#

same result

mellow bane
river ibex
#

yeap

#

from Unreal

mellow bane
# river ibex yeap

So a common theme on the Web is to suggest migrating your project to a new one - basically create a new project and then use the Migrate feature to move all content there, and make sure to reproduce the same project settings.

#

There's a proper fix for this, but you'd need to debug the packaging process with Visual Studio

river ibex
#

I managed to resolve the issue but now I have another one

#

UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Failure - 19 error(s), 136 warning(s)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)):
UATHelper: Packaging (Windows (64-bit)): Execution of commandlet took: 142.79 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 151.9099061s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.

mellow bane
river ibex
mellow bane
#

ProcessResult.StdOut: LogAssetRegistry: Error: Package F:/EpicGames/BlooberTeam/Content/LF_TVGlowBlue.uasset has malformed tag
ProcessResult.StdOut: LogAssetRegistry: Error: Package F:/EpicGames/BlooberTeam/Content/LF_TVGlowRed.uasset has malformed tag
ProcessResult.StdOut: LogAssetRegistry: Error: Package F:/EpicGames/BlooberTeam/Content/MainMap_BuiltData.uasset has malformed tag
ProcessResult.StdOut: LogAssetRegistry: Error: Package F:/EpicGames/BlooberTeam/Content/LF_TVGlowGreen.uasset has malformed tag
ProcessResult.StdOut: LogAssetRegistry: Error: Package F:/EpicGames/BlooberTeam/Content/RT_TVContent.uasset has malformed tag
ProcessResult.StdOut: LogAssetRegistry: Error: Package F:/EpicGames/BlooberTeam/Content/MP_TVPlayer.uasset has malformed tag
ProcessResult.StdOut: LogAssetRegistry: Error: Package F:/EpicGames/BlooberTeam/Content/MP_TVPlayer_Video_Mat.uasset has malformed tag
ProcessResult.StdOut: LogAssetRegistry: Error: Package F:/EpicGames/BlooberTeam/Content/MainMap.umap has malformed tag
ProcessResult.StdOut: LogAssetRegistry: Error: Package F:/EpicGames/BlooberTeam/Content/MP_TVPlayer_Video.uasset has malformed tag
ProcessResult.StdOut: LogAssetRegistry: Error: Package F:/EpicGames/BlooberTeam/Content/Movies/Lands_Of_Wind_-_Short.uasset has malformed tag
ProcessResult.StdOut: LogAssetRegistry: Error: Package F:/EpicGames/BlooberTeam/Content/UnrealBucket/Library/Weapon/Revolver/T_Revolver_Albedo.uasset has malformed tag

#

F:\EpicGames\BlooberTeam\Content\Examples\ExampleContent\Niagara\DistanceField\TraverseDistanceFieldFEW.uasset also has a lot of errors

#

/Game/AbandonedBuilding/Meshes/Props/Sm_Radiator001a_Pipe003a.Sm_Radiator001a_Pipe003a is broken

#

Just look for "error" in the log and look carefully

river ibex
#

I don't have the Niagara instance in the game anymore

#

Just in the Content folder

#

I just remove it from there as well

shy narwhal
#

Hi, I need to change some .ini values in my project after packaging. Basically the user should be able to override some of the settings inside ini files, like Game.ini, Scalability.ini, Engine.ini , etc... I googled for answers, but seems none found an answer to this. I tried to create ini files in the directories of the packaged project, including Saved/Config and %localappdata%\myproject\saved\config , but whatever values I put there those are ignored by the packaged build.

mellow bane
shy narwhal
#

what is a "user settings instance" ?

mellow bane
#

An instance of the user settings class.

#

An object if you will

shy narwhal
#

this is after packaging

#

I distribute my exe, and I want the user to override some of the ini file settings

#

by editing ini text files

#

or by passing parameters on command line

mellow bane
#

Oh, I thought you wanted to have a user settings menu like games usually do for this

shy narwhal
#

I dont know which settings upfront, can be any unreal engine setting

#

example now we need to change r.RenderTargetPoolMin scalability setting for a test on different machines

#

wherever I put that setting in packaged build it gets ignored

mellow bane
#

If you just want people to override settings in ini files in a Shipping build, then yes that goes to %LOCALAPPDATA%/GameName/Saved/Config/WindowsNoEditor/Engine.ini / Game.ini etc, using the appropriate section headers

#

But like, do a settings menu

shy narwhal
#

did you ever try? What I'm saying is that is NOT working

#

packaged ini win over the additional files

mellow bane
#

Yes, I have a production game with settings and multiple UE4 titles on this machine with their config in that folder !

#

It's how it works, so you're just doing it wrong somehow - check that the headers are valid, etc

#

Check that the game is a Shipping build too

#

I did mention that before but it's a common error

shy narwhal
#

I will try again, but I did quite some tests, was never overridden

mellow bane
#

One easy test is that these files probably should have existed in the first place after you ran the game once

#

Unless they only get written on saving settings

#

In which case you always write settings in your packaged game upon exiting, just to confirm you got the folder right

shy narwhal
#

example "C:\Users\Luke\AppData\Local\PSUnreal\Saved\Config\WindowsClient\Scalability.ini" its empty, I fill it with:
[PostProcessQuality@3]
r.RenderTargetPoolMin=100
and when I launch my game the log still says:
[2021.11.03-14.51.34:370][ 0]LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [C:/Users/Luke/AppData/Local/PSUnreal/Saved/Config/WindowsClient/Scalability.ini]
....
[2021.11.03-14.51.34:370][ 0]LogConfig: Setting CVar [[r.RenderTargetPoolMin:400]]

mellow bane
#

"WindowsClient" is wrong

#

So is "Local\PSUnreal"

#

I gave you the actual path to use

#

Ah, sorry, PSUnreal is the game

#

Still, should be %LOCALAPPDATA%/PSUnreal/Saved/Config/WindowsNoEditor/Scalability.ini

shy narwhal
#

wait

#

it works

#

we are not 2021.11.03

#

and was the wrong log file

river ibex
#

@mellow bane can we have a private chat about the issue above please?

mellow bane
shy narwhal
#

In the correct file I see: [2021.11.08-12.19.40:196][ 0]LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [C:/Users/Luke/AppData/Local/PSUnreal/Saved/Config/WindowsClient/Scalability.ini]
[2021.11.08-12.19.40:197][ 0]LogConfig: Setting CVar [[r.RenderTargetPoolMin:100]]

#

ok, good

mellow bane
#

Still wondering why WindowsClient, but I guess you're doing your shipping builds through UnrealFrontend or something

#

Or it's UE5, idk

shy narwhal
#

its the way RunUAT generates it

#

I have LinuxClient as well

mellow bane
#

I use UAT too but it's always been PlatformNoEditor for me, weird

#

UE5 makes it Windows and Linux IIRC

shy narwhal
#

C:\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -project="C:\PSUnreal\PSUnreal.uproject" -noP4 -platform=Win64 -clientconfig=Shipping -target=PSUnrealClient -Prereqs -cook -allmaps -build -stage -pak -archive -archivedirectory="C:\PS_distro\psunreal_shipping_client\psunreal_shipping_%PSVERSION%"

#

that's my script for building shipping client

mellow bane
#
'RunUAT.bat', 
        'BuildCookRun',
        '-ue4exe=UE4Editor-Cmd.exe',
        '-project="' + projectFile + '"',
        '-utf8output', '-nop4', 
        '-nocompile',
        '-clientconfig=' + projectBuildConfiguration,
        '-build', '-targetplatform=' + platform,
        '-cook',
        '-skipcookingeditorcontent',
        '-createreleaseversion=' + buildVersion,
        '-stage', 
        '-package',
        '-pak',
        '-compressed',
        '-distribution',
        '-archive', '-archivedirectory="' + outputDir + '"'
#

Should be close enough

#

Anyway, doesn't matter much

shy narwhal
#

yes

river ibex
#

@mellow bane I see that it gives some errors with LogInit: Display: LogAssetRegistry: Error: Content/LF_TVGlowBlue.uasset has malformed tag

#

but i don't have that in the content folder

mellow bane
#

Well you do

#

Look up in explorer

river ibex
#

yeah ok, I managed to delete those from the content folder

#

now the only one error with red

#

is this one

#

LogInit: Display: LogPhysicsCore: Error: PHYSX: (D:\Build++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp 198) eINVALID_PARAMETER : Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!

mellow bane
#

Broken mesh

#

The path is just before or just after

river ibex
#

I think it's because of a destructable mesh ?

mellow bane
#

Dunno, might be collision in general

river ibex
#

hmm and how do I isolate this ?

mellow bane
#

The path is just before or just after

#

Read the log

#

I picked up one of those earlier when reading

#

"/Game/AbandonedBuilding/Meshes/Props/Sm_Radiator001a_Pipe003a.Sm_Radiator001a_Pipe003a"

river ibex
#

um that mesh doesn't have physx enabled

#

and it's not with a red error anymore

mellow bane
river ibex
#

let me see what I can find in the log

mellow bane
#

Collision = physx

#

PhysX is the physics engine, it handles collision, traces, and yes physics simulation

river ibex
#

I have physics simulation for just a few objects in the game

#

1 destructible plane, 4 actor cables and 1 simple mesh

mellow bane
#

Does the mesh has collision data -> physx

#

Simple stuff

river ibex
#

let me try something\

mellow bane
#

Rebuilding the collision shape on the asset is a likely fix

river ibex
#

so I have this destructible mesh that has no physical asset on it, do you think this is the case?

mellow bane
#

Does it have collision data ?

river ibex
#

How Do i check that?

mellow bane
#

Open it and click collision

river ibex
#

it's a destructible it does not those options :/

mellow bane
#

I mean let's be real destructible implies PhysX too

#

If that mesh has only warnings, leave it be

river ibex
#

okey , then how do I pass that error then ?(D:\Build++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp 198) eINVALID_PARAMETER : Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!

mellow bane
#

Try recreating the collision volume for the source mesh

river ibex
#

this was the initial mesh

#

It has collision

mellow bane
#

Looks fine I guess, try recreating the destructible

river ibex
#

okey let me try it

#

I have a tone of scripting with the DM so it will be a pain

river ibex
#

GUYS I've managed to export it just fine

#

THANK YOU SO MUCH STRANGER

#

I really appreciate your help

#

God bless you

mellow bane
#

You're welcome !

river ibex
#

One more thing I need to rectify before I package it for good, I have a Small script with a light function to turn on and off for a bulb on the ceiling, I've managed to turn on off the light just fine, but I want the bulb to have the emissive set to 0 when the light is off

mellow bane
#

Sounds like you want a material instance dynamic

#

And a parameter

river ibex
#

I've managed to do it!!

frail ermine
#

As I cook content for our test project this keeps happening, any ideas on how to debug this?

#

Ensure condition failed on GetWorldContextPinName but the stack trace just references a bunch of unkown functions?

mellow bane
#

One that uses GetWorldContext

frail ermine
#

allright, so it could be any random pin in the BP that has a GetWorldContext call? Not necessarily related to the GetWorldContext call itself?

mellow bane
thin mortar
#

Hello everyone I'm getting this error called."PackagingResults: Error: Unknown Cook Failure"

#

Any idea how to fix it?

#

I've looked up some info about the error, I changed some settings in the packaging but nothing.

winged moss
#

would need the full error log for that

thin mortar
winged moss
#

a txt file as an attachment or hosted on a pastebin/gist

thin mortar
#

@winged moss Okay the packaging is working now, but when I tested it out I fall through the level.

#

When I play test in the editor it doesn't do this. it's only the packaged version that does this.

mellow bane
#

Do you test your editor build by right clicking the uproject and hitting Launch ?

thin mortar
#

No

#

I've just been testing in the viewport

mellow bane
#

Well, try that

#

PIE isn't exactly close to what your game does

thin mortar
#

So to fix the spawn issue I'm having would I just reposition it slightly higher on the z axis?

mellow bane
#

Maybe, but first confirm in editor (yes, right click launch is editor) that you reproduce

#

So that you don't need to package to confirm the bug is fixed

thin mortar
#

Okay seems like I still get that bug

mellow bane
#

Cool, so it's not a packaging issue and just a matter of play in editor being a bit too nice

thin mortar
#

Well now I'm getting this bug with the grass. lol

#

Oh wait nevermind

#

I had a graphic setting system implement, and for some reason it default on low graphics

#

But yeah, any suggestions on how I fix the issue with everything falling through the ground?

mellow bane
#

Check your player starts.

thin mortar
#

But the NPC's I place also fall through the ground, so would I just change the location?

coarse fiber
#

Im trying to package my game for Mac but I keep getting the following error: The system cannot find the file specified. Im not sure how to solve this. Does this have something to do with the a missing sdk? Stack trace is attached.

mellow bane
#

Full log

frail ermine
spark spruce
#

Hello folks!

Is there a way to automatically package a project into a new folder, for example with time and date or similar, when using the project launcher window?

mellow bane
#

No, use your own scripts for that and call UAT directly

spark spruce
#

I am calling UAT inside the window with custom commands, but I am not sure what commands to go for to achieve this

mellow bane
#

There isn't one, your own code needs to do it

#

Personally I have a ~200l Python script for producing builds using the Git commit ID or tag as a release name, moving PDBs to the named release dir, trimming unused assets & engine debug files etc

spark spruce
#

Are there any guides/tutorials for writing something like that?

mellow bane
#

Not really, it's essentially up to you to know what are your needs

#

UAT produces a game package with some option but there is a lot of post-processing that can be useful and that's kinda project dependent

#

Like what to do with PDBs and such is not really an Unreal issue

spark spruce
#

In my case I just want the .ipa that comes out of it in a unique folder every time I press build

#

So they don't override

mellow bane
#

Then do a script that calls UAT and then renames the output to a random name

spark spruce
#

I am not good at this scripting, that's why I come here for help. I don't know how to write that.

mellow bane
#

Gonna need to learn - the feature doesn't exist so you have to invent it yourself. I said Python but any script language will work

spark spruce
#

Ok thanks I guess

little fjord
#

NVM, a restart somehow fixed it. Wont say no to that hehe.

frozen grove
#

Hello, I need some help building for Quest 2. Unreal gives Java errors of variables already being defined at GameActivity.java. I try to solve it directly in the file, but the packaging tool overwrites it. What should I do?

#

Managed to generate apk by running the Gradle build manually after changing GameActitity.java, let's see if it runs properly.

frozen grove
#

It ran just as a black screen...

midnight glacier
#

I built our source build and when I run UnrealFrontend it opens a lot of dialogs saying "Failed to load plugin" with the error of "ue4 module <pluginname> entry specified an unrecognized module type uncookedonly". Ideas?

winged moss
#

It’s good to be specific about what they are

coarse fiber
# mellow bane Full log

Not sure if this was directed at me, but that is pretty much all unreal gave me. I attached another text document that includes everything in my output log, but a lot of it is unrelated to the issue I think.

mellow bane
midnight glacier
#

Forgot I asked a question in here lol.

#

sec

#

and many more

#

Like 100+ etc. I have to hold down enter to get through all of them and it still doesn't stop them. lol I have to kill UF via task manager.

#

I rebuilt the entire engine so I don't think so? It could've missed something, but I doubt it.

#

I'll regenerate solution and try again.

coarse fiber
#

I also get this message as well.

mellow bane
#

That's not a big deal

#

Dunno about the real issue

#

Other than, are you doing it on Mac of course

coarse fiber
#

oh wait, we need to be using a Mac to build for Mac?

#

ok, well I guess I cant build for Mac then lol. I just assumed that Unreal lets you build for other platforms like Unity does. I guess it makes sense tho.

mellow bane
#

Pretty sure yes

#

Unreal lets you build for other platforms that allow it

#

Apple does not

coarse fiber
torn summit
#

any solution?

midnight glacier
#

Doh! Had to build editor first. I guess that makes sense.

midnight glacier
torn summit
winged moss
#

it literally gives you the path the log in the screenshot you supercropped

mellow bane
#

Also the screenshot is the log, just ctrl a + ctrl c + ctrl v

mild shell
#

anyone have experience with the localization dashboard? I can't seem to get it working.
i've selected different languages, gathered the text, and compiled translations, but when I use the node to set current culture, nothing happens

mellow bane
mild shell
mellow bane
#

Can you screenshot the dashboard

mild shell
#

so 1 thing I was thinking could be a problem is

mellow bane
#

You have no translations here so nothing can happen

mild shell
#

well I compiled the translations

#

and imported them

#

but when I import them

#

it says it didn't make any changes

mellow bane
#

You didn't import the proper folder

mild shell
#

could this be an issue?

#

it says I have no localized packages

#

that's in packaging settings

mellow bane
#

Should import the folder at the root of localization, not the language folder

mild shell
#

there aren't any files there to import

#

so I'm in content/localization

#

do i go to my created GameLocalization folder from there?

mellow bane
#

If you have no localized content at all there will be zero way to test that it works

#

So the general process is gather text -> export text -> translate in PoEdit or whatever -> import text -> make sure the % counter is set to 100 and doesn't show conflicts -> compile

#

All steps required

#

Import and export to the same folder

mild shell
#

yes that's what I did tho

#

i will restart and try again

mellow bane
#

So do you have localized po files

#

With actual translations

mild shell
#

yes i had them

#

but when I imported it showed that nothing changed

mellow bane
#

You didn't import the proper folder

#

Import the top level folder above all languages

#

Same as export

#

not the language folder

mild shell
#

ok i'm restarting, trying again

#

wait, am I supposed to manually enter in the translations for each language?

#

i thought when you compiled, it made the translations automatically

#

@mellow bane

mellow bane
#

So the general process is gather text -> export text -> translate in PoEdit or whatever -> import text -> make sure the % counter is set to 100 and doesn't show conflicts -> compile

#

That's really it

#

You just have to pick the correct folder

#

Does all cultures at once

mild shell
#

ok but then what is this step "translate in PoEdit or whatever"

mellow bane
#

That's the part where you do the actual localization work

#

On the .po files you just exported

mild shell
#

ok that's what I'm asking

#

so yes i have to manually enter in the localization

#

ok that would explain why nothing was happening

mellow bane
#

You can do whatever you want with the po file

#

Automated, manual, handed over to a loc company

#

Just need to edit that

mild shell
#

ok now I understand that's where I got confused i thought that it automatically did the translations.

#

ty for the info

mellow bane
#

Yeah no

#

That's not possible

mild shell
#

i mean, idk about impossible but would def be a ton of work to make that

mellow bane
#

Impossible

mild shell
#

i mean does google translate not do that?

#

or other translating services

mellow bane
#

That barely works and is completely unsuitable

mild shell
#

perhaps i am ignorant about it

#

yes that is true, it wouldn't be accurate

mellow bane
#

The quality is entirely unacceptable and in many cases it is wrong or impossible to understand

#

Auto translate is a pipe dream

mild shell
#

yes you're correct about that

#

you really think so? even in the future it couldn't be done well?

mellow bane
#

If your game has literally nothing in it that doesn't exist elsewhere maybe, 20 years from now

mild shell
#

hmm interesting. ok ty again for the info

#

just did a test with 1 word only to confirm it works and it does. this is great ty for helping

clear oracle
#

Hi there! Does anyone knows if that is possible to add an INI file post-packaging which would override values set in DefaultGame.ini? Or, alternatively, I have a custom INI created from override of UDeveloperSettings class, called DefaultMygame.ini (or something). Can I override values in this INI with a post-package created INI file? I "pak" my game, so original INI used in the project are not exposed to the end users, but I want to give them an ability to override some settings. Thanks and cheers!

pliant iris
#

Hi... I want to package a mod editor... We have used simple ugc to create mod support... But now I need to package an editor for my game so that modders can use it for modding ..
Would be really great if someone can help..

ornate pecan
#

if i remmeber right, when you open the visual studio on the project you working on there are different kinds of builds such as "debug, development, editor " end etc

#

it's a dropdown bo

#

box

#

try to aim it to the editor one (can't remmber exact name)

#

and compile it

#

see what it gives ya

pliant iris
#

No I mean that is building the unreal editor... it does not includes game content..

We need to build a shipping build of the editor with game packages... so that some one can download the mod editor and have access to cooked game contents..

ornate pecan
#

ohhh

#

im guessing here but i would check the configuration for editor build

#

there should be some .cs files regrading the build process

#

where there are string list of the packages to inlcudel, something in the build .cs classes take a look there

pliant iris
#

We tried that.. I think we will need to do something with installed builds.. but not been able to completely figure out..

vital creek
#

Editor cannot be built in a shipping config - only debug/debuggame/development. If you want to make an installed build (which will still be in one of the mentioned configs) there's some documentation here: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DeployingTheEngine/UsinganInstalledBuild/
It's important to note that you are not allowed to redistribute any editor code or binaries except to other Unreal Engine licencees - you need to talk to epic if you want to redistribute the editor. You cannot just post editor binaries in a public place without an agreement from Epic.

pliant iris
#

Yes.. that is fine.. we can get all modders to sign the unreal license...
I have been built installed build but that builds the editor without the game content..

vital creek
#

Ok, then what's the issue?

pliant iris
#

We need to build the editor with cooked game content... That is something we are not able to achieve ..

vital creek
#

You cannot use cooked content with the editor.

pliant iris
#

Yes . That is fine.. we saw that.. we are giving basic blueprints for people to extend..

#

Only thing is we are not able to package cooked content with editor..

ornate pecan
#

wait wait

#

you can't let users have the blueprints on editor?

vital creek
#

You wouldn't be packing the already cooked content with a modding toolkit. The cooked content is stuff that should already exist in the game files.

ornate pecan
#

i can just add them as uassets?

vital creek
#

what?

ornate pecan
#

so they are editable

#

the game content

vital creek
#

they're asking about content that shouldn't be editable but needs to be provided for the purposes of modding

ornate pecan
#

oh i see

vital creek
#

if they wanted users to be able to edit things they wouldn't be trying to provide cooked content with an editor build

ornate pecan
#

i see

pliant iris
#

When I try creating installed build it only builds standard editor...

vital creek
#

Well yeah... you need to build editor binaries for your game as well

pliant iris
#

Yes.. but not sure how?

vital creek
#

just build the editor the same way you always do, but against the installed build.

#

The binaries folder in your project will contain the editor binaries

pliant iris
#

Default editor build for game creates only DLLs that standard editor loads..

#

It does not rebuild the entire editor for game...

vital creek
#

No, because there's no such thing. You have the unreal editor binaries which load the game editor binaries.

pliant iris
#

Yes...

vital creek
#

Any "modding" editors you see are just the standard unreal editor setup to load the project by default

#

possibly with engine modifications, but that's not relevant here

pliant iris
#

Ok.. and how to achieve that..

#

?

vital creek
#

First of all, if you haven't made any changes to the engine I wouldn't bother. Just tell people to download whatever launcher version they need and then open the uproject you provide.
If you have made changes to the engine, you could modify engine startup to auto-load the uproject, or set the engine association in the uproject file so that simply opening it opens the correct editor, or make a small "launcher" that opens the editor with the correct arguments.

#

I don't know that there's a simple config option somewhere to auto-load a uproject but really if you aren't at the point of digging into the engine code to figure that out then you probably shouldn't be shipping a custom installed build anyway - just ship the project and tell people to get whatever version of unreal they need. They have to have agreed to the unreal engine license through epic anyway.

pliant iris
#

We have made some changes to the engine.
We do not want to ship the game code, as there will be a lot of disparity in terms of different dev environment... We are trying to find out how to autoload a project.. so that it is simple for people..

#

I have been going through the runUAT and automation scripts.. but not able to completely figure out how to do that .

vital creek
#

You don't have to ship the game code... just provide the binaries directory

#

and the uproject, content directory (with only the content files you want to provide), etc.

pliant iris
#

Can we somehow put that all info in engine somewhere and build a binary out of it....
We want to put a custom editor on the epic marketplace so that no issues of license..

vital creek
#

talk to epic
you have to do that anyway if you want to put it on the epic launcher.

#

and as I've said multiple times - just ship the appropriate files from the project + the installed build. They can be in a single directory (project dir should be inside the engine directory).

pliant iris
#

Yes..we tried that.. I have put project directory in engine directory.. but then the editor is not able to to find that..
We also modified the engine's editortarget build.cs to include the project.. but it fails saying it can not find that ..

Any specific folder where that content has to be placed?

vital creek
#

and where the project can be placed (specifically, see the sentence about the association being left blank)

#

you should not be modifying any engine build.cs files for this

#

start by just copying your whole project into a subdirectory of the installed engine and clearing the engine association in the uproject. Trying to open the uproject file should open it via the installed build.
Delete your source directory (since you should already have binaries built), intermediate, and saved. There, you have a somewhat basic modding setup.

#

setup any cooked content per the earlier link, delete any uncooked content you don't want to ship with it

#

make a batch file or something at the root of the installed build if you don't want people to have to dig for the right launcher or have to install unreal version selector.

pliant iris
#

Yes but in that case you need to give a separate project and editor build.. your project will need to have a uproject file... I am not sure that will even be acceptable in marketplace..

vital creek
#

it's not separate though... you'd distribute them as one thing.

#

you're asking for some magical "editor that only runs my one project" that doesn't exist.

#

the only thing that does that is if you write some code that does that

pliant iris
#

Yes . But the use will not be opening the exe file but a uproject file.. right...

vital creek
#

make a batch file or something at the root of the installed build if you don't want people to have to dig for the right launcher or have to install unreal version selector.

#

hell, make a simple program that just launches the editor with the right arguments

#

or modify the editor to auto-launch the uproject

#

there's like 20 different ways you could do this

pliant iris
pliant iris
vital creek
#

start digging into editor code

pliant iris
#

Ok. Will do...
I think there might be some simpler way to package the whole thing.. so that a simple build is generated while protecting the assets . 👍

vital creek
#

There's no such thing. And "protecting the assets" just involves shipping cooked content... which for certain asset types isn't possible.

pliant iris
#

Sure..

#

Let me see if I can find how to make the editor autolaunch the project . That sould serve a base.. but not sure if it will be accepted in marketplace .

Anyways thanks for help..

#

👍

clear oracle
winged moss
#

We distribute our editor in binary form on EGS, you can't legally distribute a modding editor any other way

stuck daggerBOT
#

:no_entry_sign: Woozypictures#5694 was banned.

ashen pewter
#

boink

past umbra
#

hello all, just like to say. ive been writing c++ for a grand total of 3 days. so im not really sure what im doing or looking at most of the time xD
but ive managed to write a small plugin to just ya know. do stuff and figure it all out.

but ive ran into an issue and im not sure how to solve it. my plugin will build perfectly in engine, it works as i want it to and its great.
so i go to the plugin, hit package and its giving me these errors
https://i.imgur.com/CIR5QE6.png
i can see a "use of undefined actor type 'AActor',
and im getting syntax errors and illegal else without matching if, but ive been though everything and triple checked and everything seem to be correct. and as i said, it builds and runs in editor ? so im kinda at a loss.

lament tusk
#

Hey guys, i have no clue why this is not packaging... any ideas?

zenith summit
lament tusk
#

@zenith summit

zenith summit
#

Are you on 4.27 or 4.27.1?

lament tusk
#

@zenith summit 4.27

zenith summit
lament tusk
#

@zenith summit will try it now and let u know

#

@zenith summit Weird... i don't have 4.27.1 as an option lol. closest thing says 4.27 chaos

zenith summit
lament tusk
#

@zenith summit In the epic games library, under the dropdown

zenith summit
#

You mean that here, you see an option to get 4.27 Chaos but not to get 4.27.1? Huh.

lament tusk
#

@zenith summit yeah... i clicked add version and I don't see that option

zenith summit
winged moss
lament tusk
#

@zenith summit It worked... ty my G... only issue is my game is 1/5th developed and is over 6gb lol... my god pc is running it at 20fps

zenith summit
lament tusk
#

@zenith summit Step by step... lol

past umbra
lusty ivy
#

Hi, Anyone know how it can be that when I build shipping build, my normal *.bat files I use to join the listen servers no longer works? i.e when running it will launch a separate standalone game. Everything works fine when packaging to Development, but once I package to Shipping then it seems like I can't join anymore. It's very hard to know why because there's no log 😦

coarse fiber
#

So does Unreal automatically exclude any plugins that you're not using in your project when packaging the game? I heard that plugins will get packaged with your game even if you're not using them. I didn't see this anywhere in the docs so Im not sure if this is true.

mellow bane
lusty ivy
#

all needs to run within the game itself

#

i guess this is to prevent users opening maps not meant to be opened and stuff

spice veldt
#

[LowLevelFatalError [File:Unknown] [Line: 5291] Invalid object in Async Objects Referencer] Any idea how to figure out what is causing this? Only happens in shipping builds, and at random times while playing. Causes hard crashes

regal elbow
#

I was packaging my game but it says cook failure and than Unknown cook failure how do i fix this?

mellow bane
#

Show the full packaging log

regal elbow
#

👍🏻

shy steeple
#

Hi guys! hey we need some help 😦 we are making the build of a small low polly game and the game uses 90% of the gpu, even tho the game is super low polly and the profiler says its ok

mellow bane
# regal elbow

Now open it and look for the string "error" - your errors start line 927. Probably you removed a bunch of stuff, like a "UtilityCombatPlugin" plugin, without cleanly removing dependent assets.

mellow bane
#

Using 100% of the GPU is a good thing usually, means you're using the hardware correctly

shy steeple
#

the Pgu usage

#

frames and everythign runs smoothly

#

gpu*

mellow bane
#

What's the framerate ?

shy steeple
#

we set the cap to 60}

#

but computer fans go nuts

mellow bane
#

Okay but what's the framerate

shy steeple
#

60

mellow bane
#

And what's the scalability settings like ? Usually you let users control quality so that people who don't want to use their GPU can lower the render quality

#

If your game uses 100% GPU at 60fps and max scalability on your target machine, I fail to see the problem

#

You can check the GPU profiler to see what to degrade if you feel like the game shouldn't use your player's hardware but usually you want the opposite

shy steeple
#

when we adjust the quallity to lower the visuals, but it looks horrible. The thing is that this project is for mid end computers. Thte thing is that it shount use that much of the gpu due to how small the project is

#

it is like if a mobile game is using 90% of a high end computer

mellow bane
#

"Small" and "low poly" really have nothing to do with "easy to run", the opposite is often true

#

So, well, check the GPU profiler and post a screenshot here

shy steeple
#

for more insight we exported a scene empty of that same project and it was using 90%

#

let me get the ss

mellow bane
#

% usage of GPUs is kinda unreliable btw, a more useful metric is how many ms your GPU thread takes

#

If you have 5ms rendering and a 60fps lock you have a real-world cap of about 30%

shy steeple
mellow bane
#

Well, stuff in there can be optimized, 2ms AO isn't nothing

small moss
#

anyone know why a DLL I'm including with a RuntimeDependencies wouldn't get included? it's a module under my main target, but the DLL doesn't seem to get copied anywhere, and the directory it's in isn't searched when loading it

shy steeple
# shy steeple

with this the game looks awful and uses 70% of the gpu

#

we can optimse

#

more yes

#

but is looks nasty af

mellow bane
#

This is what I'm not getting - focus on making the game look good ? And making it run well ? The % GPU use is completely irrelevant

#

What's the target hardware here ?

shy steeple
#

ok , here is a more clear example we tested the build on a mid end pc, we set the quallity in the profiler to the lowest we could and it was using about 70% of the gpu and the game was not runing good. its not a big game with highpolly assets , its fairly small and simple but still it was making the computer go nuts

#

we dont know if we are packeging wrong of we are using somethig incorrectly

mellow bane
#

Okay so

  • forget about % GPU, it's a bullshit metric, focus on how many milliseconds it takes to render a frame
  • forget about "big game" or "low poly" whatever, you can kill performance in seconds without any asset by dragging a light in the scene
#

Here's what to do : get a full profilegpu output on a development build on the target machine and see what's too expensive

#

Then adjust that

#

Your shot above is at 8ms = about 120fps

#

In your screenshot above you have SSAO taking >25% of performance for a relatively invisible effect so maybe try toning that down quality wise

shy steeple
#

once we donde this chamges and if we are lost could you help us in vc? latter today or other day?

mellow bane
#

No, I don't do that, but you can post information and I can get you feedback on it

shy steeple
#

we are worried beacsue when u start the game tha computers fan go nuts and it looks like is going to fly xd

mellow bane
#

Okay but that's more of a computer problem than a game problem - if your game looks good and runs well, people who bought a 400W GPU that doubles as a heater probably were aware of that

#

Maybe the game is terribly optimized but if you've confirmed it runs at 60fps and it only takes 8ms to render then it's hardly 90% actual usage

#

It's actually less than 50%

delicate rose
#

i think i should shift my question to here as its an isolated packaging issue. ustaticmesh with complex collision as simple do not work for me in packaged build (UE5). wondering if anyone else has this issue

mellow bane
#

Is it a Nanite mesh, are you using EA builds

delicate rose
#

yes it is 5.0EA, no it is not a nanite mesh

#

should I move to another branch of 5.0?

mellow bane
#

It's safe to say that EA releases aren't intended to work while packaged, try on 5.0 from source

delicate rose
#

do you know of a working compiled source build?

#

thanks a lot btw!

mellow bane
#

Most of the 5.0 commits I've compiled worked

#

No idea about your particular issue, 5 is just not shipping ready

delicate rose
#

can I assume that these issues will be cleaned up before the release and continue work?

mellow bane
#

I think it's safe to assume complex collision will work in UE5 releases, yeah

#

Just saying it might work in source builds

delicate rose
#

ok. i'll look into compiling a source build later on, thanks!

hoary osprey
#

hi there. I couldnt package my bp only project due to plugin-missing-error. I added a c++ class (since this might help according to google)
restarted. Now I cant open my project anymore.
Deleted some files according to google but didnt help.
Pls help me get my project back 👀

#

can I somehow make it nonc++ and bp only again by removing / editing certain files in the explorer?

mellow bane
#

Delete the sources, remove the module in uproject

hoary osprey
#

Hi, do you mean this part?

mellow bane
#

Yeah, remove that entire selection to make it a Blueprint project

#

Probably also want to remove binaries & the .sln file

hoary osprey
#

oh thanks a lot its up running again

brazen orbit
#

Hey guys... I'm having an issue with APK signing and I have some kind of general questions...

#

I have used the verify tool, and scheme 2 returns true.

#

but when I upload the apk using ovr-util, it says I need to verify my apkERROR: Please sign or rebuild your APK using a production certificate or verify your keystore build settings are correct.

#

I'm building for the quest2... using build-tools 30.0.3.... I've googled this but I can't seem to get past this error

brazen orbit
#

Ok, I didn't run the APK sign command after generating the keystore... oops. False alarm...

willow saddle
#

Hey everyone,
I have noticed a new file in the Unreal packed project: turbojpeg.dll
Does anyone know if this is normal or not?

mellow bane
#

Yes, it's normal

willow saddle
#

any idea on why it's there now?
In my last project, Jan this year, I didn't have it there.
Also, googling about this is not showing much info.

mellow bane
#

It's been added in a recent UE4 release

willow saddle
#

aha,
OK.
Thanks for the info !

balmy vine
#

hey sorry does anyone know why my packaging is failing

grave hinge
#

pebbles, the cooker is apparently trying to cook an asset that either doesnt exists or invalid. Try fix up redirectors in project and look into editor and game console logs for broken stuff. Also the cook log might give you hints in previous lines (not visible on your screenshot) indicating problems. Fix all those up first, maybe helps.

pliant sentinel
#

hey does 4.26 package to mobile with no issues or should i stick to an earlier version?

grizzled sundial
#

I would take 4.27

raven thicket
#

anyone have any experience packaging for VR? my game works perfectly in the "VR preview" mode, but when i try to actually deploy it onto my headset, it doesn't seem to accept any button presses for input. the game loads and the motion controllers are tracked accurately, and my widget interaction is able to activate "hover" states on my main menu, but pressing the trigger or A button does nothing

#

the only error i can find that might be a clue is: Error: FOculusHMDModule::GetPluginWrapper().WaitToBeginFrame 995 failed

primal thorn
#

hello, i've been trying to package my game through File -> Package Project -> Windows (64-bit) and every time he re-cooks everything even with iterative cooking enabled. what can i do to only do the diffs?

#

i'm having a crash only in packaged so for every try i need to wait 20 minutes for it to package

primal thorn
#

another question, this is the icon of the packaged exe, that shows because i haven't defined a custom icon?

mellow bane
#

Yup

raven thicket
calm prawn
#

Hey everyone, I hope your day is going well! I just tried to package my game with the steam API integrated and the steam overlay does not pop up in a packaged build. In standalone it works fine, but in a shipped build it does not. I have tried literally everything and I was wondering if someone could help me. I also wanted to ask how I could package the plugins in my project since when I package my project, the plugins are not in the finished build.

#

Thank you everyone, have a great night!

mellow bane
open rapids
#

Hello gyus quick question because i cant find answer on internet 😄 , are consol commands starting from "showflag." work in shipping build ? I need to disable grain in options so im using command "showflag.grain 0/1" but i dont know if it will work in package game

calm prawn
mellow bane
#

Did you launch your game from Steam ?

#

With the client, I mean

#

If you didn't, you need to add a steam appid file next to the game executable in gamename/binaries

calm prawn
#

O so I should create a text document in binaries and add the appid in it?

#

Like 480

#

Which is the text one I am using

mellow bane
#

Only if you need to start shipping builds with Steam support without using the Steam client

calm prawn
#

Test*

#

I am not ready to ship yet, I just wanted to test it

mellow bane
#

Then yeah, add a steam_appid.txt file with the id in it

calm prawn
#

And do I need that if I am fully releasing it on steam?

mellow bane
#

IIRC you don't, but it's going to be a 10 bytes text file so...

calm prawn
#

Sounds good I will try that!

#

I greatly appreciate it!

#

Sorry, I have one last question, my plugins do not package in a complete build, how can I get them to package?

#

Someone said to add a plugins folder into the actual build folder

mellow bane
#

Plugins get packaged, AFAIK

#

Not sure how you know yours didn't

calm prawn
#

Ok, sounds good

#

Must me an error

#

I will try repackaging

#

Thanks have a great day!

#

I just tried adding the steam_appid.txt file with 480 in it and the overlay did not pop up in a packaged build

mellow bane
#

Where did you put it ?

calm prawn
#

In my binaries

mellow bane
#

Where

#

Should be package root/GameName/Binaries/Win64/

calm prawn
#

Whoops did not put it there, I will try again, thx

#

When I open the txt document it already has {\rtf1}

#

Should I just put 480 after that?

mellow bane
#

No idea whatever was there

near lynx
#

Getting this error while packaging with nativized blueprints:
ERROR: Missing precompiled manifest for 'EditorStyle'

#

How can I find what plugin or blueprint is using that?

winged moss
#

and the error doesn't occur when nativisation is disabled?

#

because there's nothing in that module readily exposed to BP

full wyvern
#

Hello, I'm getting the following error when I try to build my game:

I've looked through all previous postings of this error in the discord channel and unfortunately, it seems no one has found a solution (or at least posted one).

I've tried the obvious here, putting the 'PrecompileForTargets = PrecompileTargetsType.Any;' in the Launch.build.cs, but this doesn't fix anything (the only Launch.build.cs on my entire computer is the one associated with the engine, rather than anything project specific). I've also tried the most common result when you google the problem, which is to put the project plugins in your engine plugin folder.
Does anyone have any suggestions? This happens even on blank projects. I'm using UE 4.26.2

Edit: I think it may have something to do with compiling with a Universal build instead of an Intel build on an Apple Silicon device. I'm gonna test a sample project in 4.27.1 and see if it persists.

Edit 2: The issue persists, I'm going to post about it on the Unreal engine forums but I'll leave this message up on the off chance someone knows a solution, since I've seen it pop up in this discord when I searched many times. A temporary (non) fix would be switching to an Intel only build, which should still run on ARM based Macs

primal thorn
mellow bane
#

So just uppercase the stuff

primal thorn
#

but it only happens on some of them and not all

#

that's the weird thing

mellow bane
#

Not that weird, just takes another identical name in the engine to have different case

#

Names cannot be used for display

#

Only text can be - native text properties, not conversions

primal thorn
#

got it, thanks 🙂

primal thorn
#

is there any special step required to package the project so it uses the supplied icon in the platform settings? i've tried setting my icon (256x256 ico) and when i package it it never uses it and in the taskbar it shows the wrong icon (not even the ue 4 one)

mellow bane
#

There is no special step, just add your ico in project settings

primal thorn
#

how do i clear the cache? restarting windows?

mellow bane
#

No idea, but right click the executable file and check its details

primal thorn
#

my taskbar icon is this

mellow bane
#

The right icon will be shown there

#

The taksbar one isn't reliable

primal thorn
#

if i go to the properties of the executable it shows this

mellow bane
#

What does it look like in project settings ?

primal thorn
#

just a sec

#

i'm using a random 256x256 icon i found online

#

to test it out

#

btw does it matter if the packaging is not shipping?

#

@mellow bane could also be that the icon doesn't support all of the intermediate sizes (16x16, 32x32, etc) and that's why it's not working

mellow bane
#

There are loads of services on the web that convert a png to a valid ico so try that

primal thorn
#

yeah i'm trying it

#

didn't make a difference

mellow bane
#

Weird, not sure what can go wrong there

primal thorn
#

i'm trying with a fresh third person template

#

that worked

mellow bane
#

Works for me here so it's something with the project

primal thorn
#

yeah

coral gull
#

It shows this while packaging and exporting my game?

#

it says packaging failed

mellow bane
#

Fix the errors

#

Those are warnings

primal thorn
#

@mellow bane got it to work, moved the icon to Build/Window/Application.ico and deleted the .ico and .rc i had in the source folder. the windows icon cache acted up so when i restarted the pc it showed up correctly and in the taskbar aswell

#

thanks for the help

mellow bane
#

Alright

coral gull
#

do i need to add/assign a static mesh to the actors?

grand breach
#

Hi, I'm using the Sound Visualization Plugin, and it works in the editor and a simulated game, but it doesn't work in the actual build. Any ideas? When I was googling, I saw a short thread about it, but all the links in the thread no longer exist, so I wasn't able to resolve the problem. Any help is greatly appreciated! Thanks.

mellow bane
coral gull
mellow bane
#

That's not an error

#

It says "warning", because it is a warning

#

You should fix it by removing those pointless meshes but it will not fix your packaging because that's not the error

coral gull
#

it has no error's

#

just the warning's

mellow bane
#

Sure it does

#

Put the full log up here

lusty ivy
#

Hi anyone know if Unreal4's patching works with C++ code change?

winged moss
#

patching isn't applicable to code

#

patching is for pak files

coral gull
#

ur right

#

it says i need to get visual studi

mellow bane
#

Yup

lusty ivy
winged moss
#

not sure what you mean by "release my whole game", pak patching is still applicable but you have a new game exe

lusty ivy
winged moss
#

Depends if they have content

lusty ivy
#

Ive been trying to package a patch but somehow it always re-cook everything and the patch files are huge :/

#

i only did small changes

mellow bane
#

But the patching process does work AFAIK - make sure you correctly generated a named release before

hollow haven
#

Greetings everyone. I have a smol problem and would really appreciate any help.

This returns true in editor play but not in packaged. 😦

#

All I want is to be able to load certain objects in a folder..

mellow bane
hollow haven
mellow bane
#

The asset manager is your friend

hollow haven
#

Sorry, I am really beginner at these stuff.

mellow bane
#

Though the very concept of folder is dubious

#

Usually what you actually want is to have chains of dependencies, like a list of characters - a data asset that has soft pointers to characters, that you can load asynchronously along with their dependencies

#

That way the packaging process can also determine exactly which assets are used

#

And you don't end up accidentally shipping unused 8K texture maps

hollow haven
#

I managed to be able to load a Data Asset.

#

Now that the Data Asset is loaded, I am trying to reach its soft references.

#

I can even lable the folder like this so things get referenced automaticaly

#

But how do I reach those references to load them?

#

Thats where I am stuck. 😔

mellow bane
hollow haven
mellow bane
#

Can't say I've done this much tbh, in C++ I just get all soft pointers from a regular DA and load them

hollow haven
#

But your soft references work in packaged as well?

mellow bane
#

Soft references work in packaged builds of course, kinda the point

hollow haven
#

Got it. Thank you. I am a bit scared because when it says "Editoronly", I immediately think it wont work in packaged >.<

#

I appreciate the help. ❤️

desert bluff
#

when trying to open my game on another pc im running into this error, it works on the pc where i created the game

mellow bane
#

Did you run the UE4 prereq installer on that other PC first ?

desert bluff
#

nope

#

do i need to do that?

mellow bane
#

Yes of course

desert bluff
#

lmao ive been using unreal for a week

#

ill try that, thank you

#

was using houdini before that

mellow bane
#

Any program you release to the public needs to install its dependencies

#

That's what installers do on top of copying files

#

Try that and see if that fixes the problem

#

Make sure the hardware on that PC matches the min specs too

desert bluff
#

like where do i get the installer from

#

i exported it as in the "development" state, maybe thats why?

mellow bane
#

And you should package for shipping

#

And of course UE5 is likely to not work at all when packaged, it's early access, pretty much guaranteed to not work well, etc

desert bluff
#

yeah i thought of that too

#

thanks for your help!

#

i will try that

compact timber
#

hello, anyone knows how to deal with html5 packaging? (UE4 4.20)
||i've been trying to test my game on a local server and when i package it it gives me a result with a bad quality and no particles nor UI, i've looked everywhere and i couldn't find one single thread related to my situation, i'm sorry if i'm in the wrong channel,||

mellow bane
#

Yes

inner island
#

Is this physical memory? Didn't think I had that many things open when I was packaging but if it is physical memory, that's still odd (32 gigs) ackagingResults: Warning: Freeing 33554432 bytes from backup pool to handle out of memory. PackagingResults: Warning: MemoryStats: UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: === UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 186] UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Ran out of memory allocating 3329638416 bytes with alignment 0 UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:

mellow bane
#

Likely a bug

inner island
#

I'll restart PC and see if it repeats - I think you're right though

dawn cipher
#

how much faster is a packaged shipping build compared to starting a game as standalone in the editor?

#

is it very noticable or just slightly faster?

mellow bane
#

Not to mention packed in a single file

dawn cipher
#

hm just got this error

inner island
main patrol
#

hello, hope everyone's day is going great 🙂 wanted to ask, is there a command to (re)build navigation when cooking the content for packaging? thanks 💙

ivory barn
#

Plz help me with this i am on this from past 2 months i have left all hopes plz i qant my thsi game to be completed

ivory barn
#

Can anybody tell how to fix unknown cook failure error while packaging for androdi

onyx igloo
#

How would i use staging option to stage a .pak file that could then be put in the folder with game's other pakchunk files to be loaded at startup so that the .pak file i stage will be read as part of the game

somber flower
#

I hope this is the correct place to ask I usually only point for blueprints help. Anyway. I have a customer telling me that his UE4 crash whenever he adds one of my packs to his projects (it's an environment pack that doesn't do anything fancy at all). I tried to add it to a test project and everything works fine. This is the error code provided `LoginId:b3e463ae436148a895614597542ce9b7
EpicAccountId:0c087ed56ee14ad88aa505a664493005

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:d:\build++portal\sync\engine\source\runtime\core\public\Containers/Array.h] [Line: 611] Array index out of bounds: -1878210080 from an array of size 252623424

EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
user32
user32
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
EpicGamesLauncher
kernel32
ntdll
`

#

What should I tell him? I don't think it's my fault

lapis path
#

So this is a fun one. My app packages and plays fine in Developer config, but crashes immediately w/ no error log or anything in a Shipping configuration, lol.

grizzled wadi
#

hello when packaging this error is showing up
ProcessResult.StdOut: MyProject3.init.gen.cpp
ProcessResult.StdOut: MyProject3.cpp
ProcessResult.StdOut: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.13.26128\INCLUDE\pplinterface.h(142): error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc
ProcessResult.StdOut: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.13.26128\INCLUDE\pplinterface.h(150): error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc
ProcessResult.StdOut: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.13.26128\INCLUDE\pplinterface.h(181): error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc

#

anyone knows what could be the issue?

calm prawn
#

Hey everyone! I am having a bit of problem understanding what the difference is between debug, development, test, and shipping. (In the project settings>packaging>project>build configuration.

Which one should I choose?

karmic elm
#

any ideas why a user might see this?
thanks

#

ah, their file failed to decompress fully, derp

willow saddle
#

Hey guys,
I have this problem with a packed game:

Message

Plugin 'AsyncLoadingScreen' failed to load because module 'AsyncLoadingScreen' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

OK

Any idea on how to fix it?

maiden knot
#

is there a way to just package the game UI for testing?

open rapids
#

Hi, ive packaged my game in UE5 but can't open it in file explorer. Any ideas? Packaging was successful

#

Thats what comes up

valid nimbus
# dawn cipher

I got the same/similar error, check to see how much free storage space you have left

#

I keep getting thousands of these warnings whenever I package my game. The packaging goes successful, but when I try to start the game, nothing happens. Any fix for this?

open rapids
# ivory barn

correctly install android studio. go to her "manager sdk" there download the sdk ndk you need

open rapids
# ivory barn

the second option. install "Command line tools only" and manually download the files you need

regal elbow
#

hi! when i package my game it gives an error: Editor Target not found... how do i fix this problem?

heady creek
#

Hello, first post here on the server! 🙂

I'm working in a large student project and are right now trying to make a build, solving some problems and finding others... As usual 😉

The latest progress is that I'm able to remove buggy files and fix all build issues except this last one. So I am asking for more eyes and minds to try and fix this. Any help would be appreciated! 🙂
Before posting this I searched for "Tag.Size" in the server, but found that all four previous post didn't get any reply. So I don't feel so lucky with getting a response on this one... 😕
But might get lucky anyway! 🙂

PackagingResults: Error: === Critical error: === PackagingResults: Error: Assertion failed: Tag.Size == Loaded [File:D:/build/++UE5/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp] [Line: 1499]

thin anchor
#

I would appreciate some help trying to solve this. I have been packaging the project (Android) just fine on a remote machine. Tried to set the environment up on other 3 different machines and I'm getting this error.

[2021.11.19-19.31.04:330][439]UATHelper: Packaging (Android (ASTC)): 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] [2021.11.19-19.31.04:507][439]UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names

I've tried forcing a recompile on all of my structs (aka create a new field, save, delete new field, save), used a "Refresh All Nodes" plugin and found an answer hub topic which told the OP to attach VS to the engine, play and check the call stack. But this only happens when packaging. So... 2 questions:

  1. Any ideas on how to solve this?
  2. Is there a way to attach a debugger to the packaging process?
plain sierra
#

Can anyone help me with this?

LogWindows: Warning: CreateProc failed: The system cannot find the file specified. (0x00000002)
LogWindows: Warning: URL: cmd.exe /c ""C:/Program Files/Epic Games/UE_4.26/Engine/Build/BatchFiles/RunUAT.bat" -ScriptsForProject="C:/Users/simon/Documents/Unreal Projects/FlappyBoat/FlappyBoat.uproject" BuildCookRun -nocompileeditor -installed -nop4 -project="C:/Users/simon/Documents/Unreal Projects/FlappyBoat/FlappyBoat.uproject" -cook -stage -archive -arc
hivedirectory="C:/Users/simon/Desktop/Package" -package -ue4exe="C:\Program Files\Epic Games\UE_4.26\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -ddc=InstalledDerivedDataBackendGraph -pak -prereqs -distribution -targetplatform=Win64 -clientconfig=Shipping -utf8output"

#

Bit confused of what’s happening and want to look for to fix

indigo mortar
plain sierra
plain sierra
regal elbow
#

When i download my game on my website for testing than when the download has finished it says: create process returned 2

winged moss
#

don't tell me you only uploaded the bootstrap exe rather than all of it

plain sierra
#

Is this me I don’t think I did I packaged to windows 64

winged moss
#

which is what it'll be since you're missing the UAT batch file and/or executable

plain sierra
#

Sweet I will try that

#

I was just wondering were I can do that. In my project, in epic games or so we’re else

winged moss
#

since you're using the binary version of the engine, then the epic launcher

#

and it's also a possibility that AV software on your PC quarantined the file as a false positive

plain sierra
#

Okay, thanks for the help will look at trying to fix this

plain sierra
winged moss
#

then see if your AV quarantined it then

cyan saffron
#

Hi, is it possible to check what engine version a pak file was cooked on before it is mounted?
We have community made levels that cause the game to crash on loading if they were cooked on an older engine version to the current game version. Thanks.

winged moss
#

we used mod metadata for that instead

#

for the mod upload, we generate a metadata blob like this

plain sierra
winged moss
#

I don't know because I'm not at your PC

#

and I don't know what AV you use

plain sierra
#

Right sorry, I use McaAfee but that prob won’t help u much