#packaging
1 messages · Page 52 of 1
the only good thing to do with mcafee is to uninstall it
That would probably be smart but it’s not my laptop so I can’t do that unfortunately
I would just add the engine directory to exceptions too so it never scans it
Thanks it actually worked it was McAfee
need help in trying to see the source in this packaging error, this has been infuriatingly annoying when showing up after 7 hours of packaging
i just started making stuff in unreal but i dont know what is going on at the error (yes i formatted out all unused files)
you don't have engine symbols
not sure how it takes 7 hours to package though unless you're on an extremely low spec machine or your project is overly complex
both
im downloading the source version bc people said it would be easier to identify there
well you just need to download the symbols so at least you get a readable callstack from the error
Anyone have any idea why this cook is failing? I've tried deleting saved/intermediate and rebuilding but to no avail. I fixed all the warnings I could find and the stack trace just points towards something in the array class... https://pastebin.com/5779kkHa
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is there any reason why my buttons in game build doesn't work?
but when I play it on the UE4 Editor Play Preview it works just as fine
is there a tutorial in which I could follow to fully package my game?
is it because of Blueprint Nativization Method? I had it disabled.
Hard to understand the issue without more detail but it's likely not a packaging issue, right click your .uproject file in the source dir and hit Launch
problem will likely reproduce
can this help?
Yeah, that's nativization breaking the build
ow
this?
UATHelper: Packaging (Windows (64-bit)): D:\GAMPRG2 P2 Tower Defense\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_LightStudio__pf1079297466.h(108): warning C4996: 'UAtmosphericFogComponent': Please use the SkyAtmosphere component instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
how do I disable it?
Project settings, nativization somewhere, set it to disabled
It's for controlling which assets get nativized
so I just... disable it?
Yes
it didn't
something's wrong with packaging
Well yeah, nativization
oh
Disable it, problem gone
Package will work now
mmm yes it did
I'm just puzzled why my UI buttons doesn't work in the packaged build; when in Launching the game in the Source File and playing it through the editor... it works fine
If it works in right click / Launch and not in packaged, check your packaging log for warnings
0 warnings it says
Is there any reason that the Async Loading Thread feature isn't enabled by default?
It says that it halves load times when enabled
Packaged Build
"Launch Game"
Nah it doesn't seem to be in a fresh project
I wonder why
I really lost as to why this is failing... Can anyone help point me in the right direction? I've rebuilt the engine / project and trying to package now. The error it gives doesn't really give me any information on what's wrong with it.
Error here: "LogWindows: Error: Assertion failed: SerializedElementSize == 0 || SerializedElementSize == ElementSize [File:C:\dev\UE5-5.0\UnrealEngine\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 1269]"
Logs here https://pastebin.com/bEB376dz and https://pastebin.com/7VA2F97r
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Hi, anyone know if when I package a patch, do I need to book all the map's in my game or do I only need to "check" to cook the maps that were modified?
And if I have only updated blueprints and other stuff, can I leave cooking maps unchecked?
I found out what was going on for anyone who searches and finds this. I went through and resaved each of my assets and it turns out when I opened up one of the starter contents maps, I had an exception thrown which was the exact one that the build process was failing on. I just removed that asset from the windows directory as even deleting from the content browser threw the same and the packaging was able to complete.
Anyone know where save data is stored other than the SavedGames folder?
I am getting really frustrated.
I tested my game in the editor. The game auto saves.
I figured, it works, time to build, and upload.
I delete the Saved games in the [projectName]/Saved/SaveGames/ folder, and then play again in the editor, and it starts from the beginning.
So I build.
Then I test my build, but the build starts from the saved point, I got to when testing earlier.
How do I get rid of that? This is the first time this happened.
I can not upload a new build if its going to start 20% into the game.
Did you build in Shipping? Try %userprofile%\AppData\Local\[GameName].
yeah. I now always build in shipping, but this is the first time I had this issue. My solution (short term) was to just load the build, clear saved game, then save. So now the build has a clean start, but it also has a saved game on purchase (which is strange).
I will check the directory you suggested.
That's so evil.
Yeah. I found it where you said, but it was very difficult to find.
ThisPC>Win10Prox64(c:)>Users>{myName]>ApData>Local>[CurrentUnrealFileName]>Saved>SavedGames>
And there they were my two save files....
Deleted them, but I see that past Files also have this.
Why did I not have this issue with the build before?
This is the first time, I ever cleared all save data from the Unreal File, built, and found a save in the build.
I never cleared this area, and yet all other builds opened with no save.
there must be a line of code that checked in the wrong spot for the save, right?
what am i doing wrong im trying to pack up a mod for a game
my buttons still doesn't work, is it because I used Event Dispatcher on them?
no, it'll depend on what is consuming the event and what it's doing with it
Has anyone successfully automated building UE5 from source?
ye it works fine?
I'm getting this error when trying to create an installed build of UE5
C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(211): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif
How can I fix it?
it used to compile just fine, but that looks like a win sdk error
I think C4668 is a warn not error, so you could also probably just stop treating warnings as errors
I upgraded from 4.26 to 4.27 and now my build doesn't cook/package. It just throws an unknown error. I assume this has to be asset related but any key places I should look first?
Do you know which SDK the correct one is?
it usually says in the release notes, but yeah UE5 isn't something ready for production use
4.27 is Windows SDK 10.0.18362
as is 4.26
Found it! Will try that tomorrow, thank you very much!
The receiving event actors need to have a 'BindEvent to EMP Tower Clicked' node with the a target (that the blue pin on the left of the node) looking for Whatever is calling the event... for you, I am guessing its the player character. For me, a lot of the eventDispatchers are called from the GameMode, so I have a variable GameMode that connects to the pin.
That was it, thanks!
Turns out that my project does actually package fine in 4.27.1. So the issue is there is something I created in Blueprint that compiles fine but doesn't package...
For anyone who might run into this, I found the issue. Sometimes UE4 adds a World Context input put to a function in your Function Library. This will actually prevent your project from packaging.
Just remove the pin and it works.
Does someone know what are those errors?
Looks like the map was edited and saved in a newer engine version
Does anyone know why my game scene gets squashed to the left, while my widgets remain the right size when I package it?
I get everytime an error when i package my game, it gaves an error about an plugin but i already uninstalled the plugin how do i fix this
Show error(s).
What engine version are you using?
4.27
Guessing you used to have a UtilityCombatPlugin plugin that you don't anymore
In any case, /UtilityCombatPlugin/Mannequin/Character/Textures/UE4_Mannequin__normals apparently doesn't exist
So re-save any asset that previously used it and you should be fine
Thanks!!
I'm having the hardest time tracking down an error. So I recently renamed my project and such as well as set up core redirectors.
When I validate assets in folder or try to package my project I get this:
LogOutputDevice: Error: Ensure condition failed: TargetFunction [File:D:/Engines/UE_Oculus_4.27/UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_CallArrayFunction.cpp] [Line: 256]```
Followed by a ton of other stack trace shit. None of it points to any of the files in my project, but rather just to the engine. How can I go about finding the source of the error?
Hi all! How do I disable modules from packaging that I'm not using in my game?
I have a UE5EA (from source, build as Shipping), a Blank project with no plugins enable (no Chaos, Niagara, no anything), packaging for Shipping + Full Rebuild + For Distribution, but everytime the engine compiles a lot of things [506] that aren't used at all.
I think I find the solution inside \Unreal\UE_5\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs , here after pre-select the useful modules for my project, it goes into a foreach that select all other modules too.
generally you disable plugins you don't use, engine modules aren't as trivial to disable
506 things to build probably takes less than 10 minutes?
Took almost 30 minutes.
I don't understand why it build modules like EyeTracker.cpp, Advertising.cpp, Movie+Media, if all those plugins are disabled. I'm going to bypass this foreach and see if the package still works.
It worked, from [506] to [301], saved a few minutes of compiling and reduced 500Kb on the .EXE.
I bypass modules that are "UEBuildModuleExternal" and let only those "UEBuildModuleCPP" to continue packaging:
-
[38] {IntelExtensionsFramework} UnrealBuildTool.UEBuildModule {UnrealBuildTool.UEBuildModuleExternal} -
[39] {D3D11RHI} UnrealBuildTool.UEBuildModule {UnrealBuildTool.UEBuildModuleCPP}
I asked this question answers.unrealengine .... I have 1200 and it is every time when i package
I'm not sure it's correct but I first compile all these files and then change the settings here/// this helped to exclude these files from compilation
if you also find a solution, please share it with me)
Wow, in your case even when the platform is set to Win64 it is still building for Arm64 too.
Interesting, I'll gonna try it change this setting here too.
this only android building ) x64
Indeed, I miss read the line from UnrealPak building.
I made changes on \Unreal\UE_5\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs , there are 2 calls like this:
GetAllDependencyModules(bIncludeDynamicallyLoaded: false, bForceCircular: false);
It was true for both parameters before and I changed to false.
Looks like OodleData made the CircularDependency parameter to activate all modules.
And also changed some ForEach:
foreach (UEBuildModuleCPP Module in Modules.Values.OfType<UEBuildModuleCPP>())
From "in Modules" to "in Modules.Values.OfType<UEBuildModuleCPP>()"
Crosspost from #cpp: Hmmm... I have a plugin that I've written, that's causing packaging to fail. It's an editor only plugin ("Type": "Editor" in the uplugin) and packaging is failing on a call to GetMutableDefault<UScooterUtilsSettings>()->UpdateApplicationScale(); because of UnrealEditor-Slate.dll!UnknownFunction [] - do I need to do something else to make sure this plugin isn't loaded during packaging? — Happens to be UE5, but I suspect this would happen in UE4 too.
I assume, like slate, my plug-in shouldn’t even be loaded, due to it being an editor module…? How do I do that?
would help to have symbols
I can code around the bug itself, that doesn't seem like the right solution. What this is telling me is that my editor plugin is being packaged in like a runtime plugin. Slate is editor only, so it's not loaded (ie. the missing dll error above) - shouldn't editor plugin modules do the same?
If in the Project Launcher I'm cooking by the book and I tick a level checkbox, will it also cook the sublevels or do I also have to tick the checkboxes for those?
Yes it will
Thank you. 🙂
By the way, have you ever had a problem with the Project Launcher not saving custom profiles properly?
No idea, never used it
Ah, okay.
I’m being hit with short path error when packaging. Usually when this happens i find the BP responsible and recreate the variables in that BP till the “NoneNone” disappears. Does anyone know the root cause of this issue? It happens randomly and it’s annoying..
I made a game a couple of years ago, and was trying to play it again. Its been packaged and runs perfectly fine on my desktop (just tried it), however i put it on my laptop (which i bought recently and is more powerful) and i get the little blue ring next to the mouse showing me a program is loading/opening and then nothing happens. no program opens, no black screen, nothing. anybody had a similar issue?
Ive run as administrator, ive allowed it through windows firewalls, etc
no crash error or anything
its like i never opened the file in the first place
update: by going into details panel in task manager, i can see that the program launches for about 2-3 seconds, and immediately closes itself. But there are no crash errors or anything and no game window appears
does it produce a log? do you have the pre-reqs installed?
I know this is probably a simple question. but can anyone tell me why a shipping build will not run steam but a dev build will? And how to get steam to actually run on a shipping build.
Did you add the required settings to Target.cs?
Is there a way to see which specific packages remain during cooking? I've got a strange bug where if I cook, it's fine, but then if I cook again without restarting my PC the final 3 remaining packages just seem to be stuck forever
Nvm, found you can change project setting "Engine - Cooker - Cooker Progress Display Mode" to show Name and Remaining Packages
Can anyone help me figure out how to resolve this lol?
ERROR: Failed to copy H:\Source_4.26\Engine\Extras\Redist\en-us\UE4PrereqSetup_x64.exe
it gives no output log at all. I've had other people download the game and play it and it works for them
then do a non-shipping build or enable logging for shipping
show the relevant parts of the packaging log
and not a screenshot
I doubt it's because of the analytics events
How do I do that
OK I'm waiting for it to repack I went it to windows firewall to allow it I don't think it will work
why not just share the log from that cook attempt?
it'll be in %APPDATA%\Unreal Engine\AutomationTool\Logs\ somewhere
Should it be possible to package as a Shipping build at any time, or is a unique identifier or similar required from Epic first?
Couldn't find object for bound event node OnTakeRadialDamage (None) from Source: /Game/FoliagePackV1/Maps/Overview.Overview:PersistentLevel.Overview
You can always package Shipping, it's only if you're trying to deploy it to some platforms or app stores that signing issues come into play.
ah okay cause i been using shipping
Ok thank you. It must be a technical issue then. I can build as anything but Shipping and everything works. Second i build a Shipping build, it just errors out trying to launch the packaged project. I am on Linux, building just for Linux.
The message about Shipping was to Hunanbean, your problem is this error:
Couldn't find object for bound event node OnTakeRadialDamage (None) from Source: /Game/FoliagePackV1/Maps/Overview.Overview:PersistentLevel.Overview
Ah, this might be a #linux issue.
Awaiting information on the actual error messages in that room. But, thank you for the peace of mind. It allows me to continue working, without a chunk of doubt in the back of my mind.
Good luck, hope you solve it soon. 🙂
Thanks 🙂
Yo it worked thanks I deleted that map lol
you can pick which maps to cook
I didn't know about that lol
Has anybody got UsdStageActor assets working in packaged builds? While USD assets import fine using the USD Importer it seems the models themselves don't show up - only shadows.
Can anyone help me figure out how to resolve this lol?
ERROR: Failed to copy H:\Source_4.26\Engine\Extras\Redist\en-us\UE4PrereqSetup_x64.exe
does that file exist
It does, but i dont know if its recognizing it
?
its just doing a copy to the staging directory
and you can choose NOT to stage the prereqs too
Where can I find that option?
well that depends if you use UFE or UAT to cook the build
it's not going to be in the basic packaging option
and I would make sure that your workspace and staging directories are ignored by antivirus software
Thank so much! I'll give those a go!
So here is the million dollar question hoping someone can answer for me. Why is it that I can package my game using the file package project method for a shipping build and it works without any issues. Yet when I set everything up in UFE and package a shipping build it does not work.
Here are the settings that I have for UFE
I tried packaging my little simple VR prototype project and I cannot for the life of me get it to package
I got the SDK, NDK, and JDK all correctly set up, and the error message I get pertains to the JDK where the gradle couldn't load some ReflectionCache
I looked online and people said to use JDK 8 and I was using JDK 17!!
Ok so I set up JDK 8 and now the error logs are saying i'm running out virtual memory and thus the Java Virtual Machine couldn't load. Looked everywhere for a fix, none worked. Couldn't find something for UE 4.27.1 although there's this video that shows a detailed step by step guide for unreal 4.25 and even a year later comments on the vid say it still works.
I'm starting to wonder if the project is just a little too big or not well optimized due to light mass or light volume
Posted in the wrong channel before, but im having a game crashing assertion on my packaged game. it's for a gamejam due in around 5 hours.
The error appears when I try to load the main level. I've tried removing the two BPs that have animations and it still crashes
My animator/modeler has to work their real job until after the deadline, so we're a little out of our depth searching through animation blueprints. Trying our best though.
This is a blueprint project
What error do you get?
Seems to be an issue with 1D blendspaces in UE5: https://forums.unrealengine.com/t/crash-using-any-blendspace-in-a-packaged-test/248684
Thanks for the response, I believe I found the issue. You can create a "blendspace" node, this works in the editor but throws the error when packaged.
see thats the thing is packages fully but when I run the game and hit create game it does not work. For some reason the project launcher does not pickup advanced sessions is the only conclusion I have come to as of yet.
If you drag in the blendspace from the assets browser, it creates a "blendspace player", which works when packaged
I probably just don't understand the difference between the two nodes, but it's a bit frustrating to be able to build a feature in the editor that's broken when built
Does anybody know what might be causing this?
you don't have engine symbols so it's pretty difficult to tell you anything
What do you mean?
you do not have engine debugging symbols installed so it's impossible to ascertain anything because the entire stack trace says "UnknownFunction"
Alright, I'm gonna install them, try to package again and send a new Screenshot
What do you mean by "advanced sessions"? Also, do you have the same problem via the UFE when not using iterative cooking?
Tbf UE5 is still considered unstable and not ready for production use.
so many people using UE5 for some reason
yeah of course, but i think you're able to do the same thing with UE4
a 6 month old pre-alpha build. great
Perfect for game jams. Getting familiar with new features in a low risk environment
plus, using it and finding possible bugs is excatly the point of alpha and beta builds
how it's perfect for game jams when you're on an extreme time budget and you could run into all sorts of problems without clear solutions?
Because it challenges my understanding of the engine. I've ran into tons of issues so far that I've had to solve without google or the discord. Have a much better understanding how a lot of things work now
this one issue had me stumped, was hoping it may not have been unique to ue5
I suppose game jams are for those who want to voluntarily experience crunch
yeah basically, plus we chose a month long one
will have to check if it is not iterative cooking, advanced session plugin is what i meant.
After installing the debugging symbols the error was shortened to this, though I doubt it's helpful
Tried packaging again and this looks like something that's useful. Does anybody know what the error here is?
and clues in the log preceding it?
because there's something it doesn't like about shader compilation
Up to that point there aren't any warning or other errors in the log. Those are the lines preceding the errors.
not sure what to suggest other than attaching a debugger from VS to UE4Editor-Cmd.exe and using that to try and work out the problematic shader
I'm not quite familiar with C++ and VS. How would I do that?
do you know someone who is?
because attaching is something that can be done from VS
and when an exception does happen, it'll break where the exception happened
and will reveal more about what's going on
How can I open VS so that it's linked to the editor?
well with the binary engine, you'd need C++ in your project
and then you can attach from the debug menu
you'd attach it to the running UE4Editor-Cmd.exe, as long as you can attach it before the error happens
Is there a way to change a project from Blueprint to C++ or would I need to create a new project for this?
yes by adding a C++ class from the editor menu
but this is a pretty advanced way of figuring it out
I've got the project in VS now, but UE4Editor-Cmd.exe is in the Engine folder itself. Can I still select it in VS somehow?
Ok I managed to attach the debugger to the process but it doesn't show anything. Everything is just blank.
Yes but when it errors it’ll break in the debugger, there isn’t much to look at until it does
How do I package for Using ARM(32-bit) architecture for deploying to HoloLens device. Mainly to test MRWebRTC.
We're using chunks for our assets. Is there a way to avoid the creation of the default .pak file? It's quite large and our patcher has some file size limitations that doesn't allow us to distribute the .pak file at it's current size.
what dose this error mean
ERROR: Could not find definition for module 'FPS', (referenced via FPS.Target.cs)
Due to a massive refactor (moving a lot of Blueprints to C++), we have a million compiler errors - However, I would still like to package the app to test the things already ported over. Though, despite no references pointing to any broken assets, packaging still lists those errors and hence fails the packaging. Is there any way around that? Or am I mistaken and something is pointing to those assets, without me knowing? As honestly, I remembered it so that it wouldnt fail packaging if an unused asset contains errors
Show errors
I have set up an input for TAB. In editor it works fine but packaged, pressing TAB just never fires? any ideas?
Not sure if this is the right place to ask but: I've built a level. I would like to package that level as a .pak file, to use with the ChunkDownloader. To create a .pak file, I'd make a DataAsset, all items in the folder of said DataAsset could be divided into a separate .pak chunk. However, the assets that populate the level I'd like to .pak, are in their own folder hierarchies.
Is there:
- A workaround
- A way to copy or move all assets in the level to their own folder?
I am trying to cook for windows and following fmod error occurs. I could not find much stuff how to fix it online, did anyone encountered this problem before?
you probably should get support from FMOD
this isn't really a channel for general help with any old plugin because that would be impossible
anyone know any possible solutions for packaging errors that result in Ran out of memory allocating 18446744072071572619 bytes with alignment 0
packagin moviescene.dll ? help me..
hey guys, the question has probably been asked a million times but. If i package my project, will it package everything, including all the stuff i have imported to my project and don't use or does it just package the essential ? If it packages everything, how to package a "cleaned" version of my prototype ?
Depends on whether you have a list of maps set
In packaging settings
Maps are primary assets that will in turn add their own dependencies
If you don't have maps it'll be the entire project
i have nothing about maps in packaging settings
Sounds like you should change that
i have only this
It's in there, either down below or under those small arrows
oh, this?
yes
ok so, now if i do a packaging, it will only package what's needed for this map, right ? or is it anything else i should check ?
It will only package core engine elements (there's a pretty big chunk of always included stuff), your level its dependencies, anything your core Blueprints like GameState or Player Controller depend on
damn i could really use a good tutorial about how to do a clean packaging / updating
Updating is just "send new package to your store" usually
This is helpful: https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/ReducingPackageSize/
All right, brainbender here - Anyone here experienced in Dependecy-Walking and how / why DLL's are linked to your application?
I am trying to figure out an issue preventing our app to run on AWS Windows Server 2012 servers, which seems to be due to the dependency of some Win10 umbrella dll's not existing on Windows 8.1. However, an empty UE4 project works fine.
Now I am trying to use a Dependency-Walker to find out some information about those dlls and possibly why / what includes them in our build.
Would just like someone to walk with, maybe even just for rubber-ducky-ing
If I use DependencyWalker on our .exe, I can see that those DLL's in question appear at the top level domain. I assume this means they are somehow directly linked, opposed to linked indirectly - As with the .exe of the empty test-project, I can find the same DLL's but only under the hood of other DLL's, such as DXCore.dll - What I then assume means that our app only wants to load DXCore.dll, which it finds on the executors PC in System32 or similar, and then that itself has those dependencies resolved internally. Meaning, out issue is that we link to some Win10 umbrealla DLLs direclty. However, since all third-party plugin DLL's are submodules / their own DLL's, that would also indicate that we link it in our project directly. As in, its not even some other third party plugin we use. But there's where it gets highly speculative for me
Well it’ll all depend on what your game modules and plugins are linking
Which will be in the Build.cs
A dedicated server shouldn’t be linking any DirectX dependencies
@winged moss that DXCore was just an example, to be honest
I don't think it's anything in the build.cs - I copied that and placed it into an otherwise empty blank UE project, which then does not include those DLLs
😭
why can't anything ever "just work"
I even went as far as to forcefully delete all our plugins and just temporarily nuke all the code that used those plugins
No change
And then the weirdest part being that it works fine on an empty project. So I am trying to near them to each other step by step, and see when one flips over from "working" to "not working" or vice versa
But so far without success, and I am running out of ideas on what to try
Can anyone help me please?
I am trying to accept sdk for android export but it wont work
I agree and noting happens
Can anyone give me a hint on how i can ensure that a plugin doesnt run on a linux server. Im trying to integrate VivoxCore using the original V5 SDK and am running into an issue where i cant build for linux because the libraries dont exist for it. Previously, i had put the vivox related stuff in an If(Not Linux) statement. Now, with the new features available to me, i dont think this is an option anymore. Is there any way i can specifically make a plugin blacklist from linux? I tried blacklisting the plugin from the uplugin file, but that doesnt seem to make a difference.
so, since i've started packaging, UE tells me that my disk begins to don't have enough space in the binaries. Does the packaging add new files to the engine folders? which one? can i delete them ?
Can someone explain me how to get rid of red and yellow errors/warnings on packaging that refer to levels I'm not even trying to package? Even after I deleted those old levels from the project I still get those errors though it doesn't cause the packaging to fail anymore
Also I've tested some plugins and then removed them, all the blueprint references before deactivating the plugins, and still, even though they are no longer in the blueprints, I still get similar errors that can't find this and that blueprint... so it seems like the data that they were in the project seems to be already packed into somewhere
System is literally complaining about some no longer existing plugins that were once used in levels that I've deleted. But I've seen this type of errors for example from that flying template UFO project that I once tested on the project, then deleted it, and still it keeps complaining about that flyingpawn no longer being in the project
Does anyone know of any issues when packaging games on Alderlake CPUS? I recently upgraded, and since then I've been unable to package a game without the Ram Usage Spiking to 100% and my entire system. I Upgraded from an I3 9100f with 16GB Memory, so if it could handle packaging the same game, I see no reason why my i5 12600K with 32GB shouldn't do better.
And for some reason its decided to work now. I moved both the project folder and build dir to the drive root and it built in just a few seconds. I think it may of been onedrive messing with my documents folder, or having the build dir in another drive. Im gonna bet it was onedrive.
I don't think you should use unreal projects from any directory that is synchronize to some online cloud automatically. I'm pretty sure it can lock files while it is updating them so that the uploaded file doesn't change middle of the upload/download
@sweet crescent
You should never put your work dir in OneDrive, it's a common cause for issues when building projects
Use real source control instead
Hi all 🙂 I'm not sure if that's a proper place to ask, but has anyone had a problem with a save system when ported a game to Nintendo Switch? Saving/Loading works in Development build, but not in Shipping. Are there some special settings to be tweaked to make save system work on Switch built for Shipping ? Please tag on reply. Thanks in advance 🙂
Hi everyone, I have a major issue with building from the 4.27 source engine in a packaged build. I have packaged and distributed a DebugGame version via Steam for testing purposes. It's intended at the moment to use the console to change maps since a full menu isn't implemented yet. If I use "open MapName" in the console, the map starts and I spawn, but there is no input available. I cannot move or look around. I can press F11 to toggle full screen / windowed mode and that is the ONLY keyboard button that does anything. Has anyone seen this before? There is nothing output to the logs
The game is otherwise running fine, it's just all input is disabled
I have a button on my main menu which starts a presence session (listen server). This DOES NOT have the same issue, input works just fine. Anyone seen something like this before?
Hello! When I package my project with a .wav file the .exe crashes. When I remove the .wav file my .exe opens up fine so this is cleary the issue but I don't know how to fix this. Do I need to set up anything before packaging my project? Thanks in advance :).
Probably want to clear up what you're doing with that file
I created particles using Niagara that are synchronized to any sound coming from the computer, that's why I imported the .wav file.
Right, but you don't usually read wav files directly so how you're doing it is probably relevant information
I just drag and dropped it into my scene, if that's what you need to know? 😅
Usually you'd import the .wav to the content browser, create a sound cue from it, and then play that
I see, so if I want the audio to play in the packaged project I should drag and drop the sound cue in the scene?
I suspect that's what the wav file dragged into the scene does, but I have never tried that
Because whenever there is audio in my scene it works fine in the play editor but the .exe doesn't even open it seems to make it crash :/
You can always try looking at the packaging log for errors - usually Blueprint projects that package without warnings will work well
Okay, thanks for your help
Well i didn't cook the content properly that's why, it is fixed now :D.
can unreal package multiple projects in parallel on the same pc, or will that break the DDC / something else?
I know UBT already has its own lock for building the engine so there is no problem there
I didnt put it in onedrive. Unreal Engines default project DIR is in documents. Windows 11 wouldnt let me turn off onedrive fully.
I use Jetbrains Space
I’m getting the error “Unable to start program ‘Intermediate/ProjectFiles/InvalidOutput’ cannot find the file specified” when trying to run a project in the UE5 early access.
Can anyone make something of this?
Right clicking the project and launching game works fine.
Works fine in editor.
Can’t launch from IDE or a packaged project.
It was a code error on my part. Thanks to anyone who looked at this.
is there a way to disable whatever causes the network access / firewall-exception thing (https://answers.unrealengine.com/questions/55714/why-does-a-packaged-game-want-a-firewall-exception.html) without making a Shipping build? I’m trying to avoid a crasher that only happens in the shipping build but I’d also like to not cause the firewall popup
Use Steam and enjoy popup free installation
Does anyone have any insight into how core dump files are generated in Linux dedicated servers?
Is -iostore supposed to work with world composition / sublevels? I'm finding that when I cook with that on the client, sublevels do not stream in
i am using ue 4.26 and when i try to package a game it is redirecting me to a page that does not exist anymore, am i doing something wrong??
Probably missing some dependencies, check your log file
nope nothing popped up in my log
Which platform are you packaging for
windows 64
Do you have C++ code or a C++ plugin?
yes
Make sure you have Visual Studio 2019 installed with C++ support + a Win10 SDK
i have vs 2022, should it be specifically 2019?
It should be 2019, 2022 is not officially supported and will raise a warning when compiling, though in my experience that doesn't cause the build to fail
Might be why it doesn't package, though
ok wil try with 2019 once
@mellow bane ty its working now
If there's a better channel to ask asset manager questions let me know, but I'm specifically trying to get assets organized in chunks. I'm trying to understand the relationship between the Primary Asset Rules and "types to scan" found in the project settings Asset Manager, and the primary asset labels you can create in the content browser ... do they work together or are those two discreet systems? Does one override the other? Very confusing even after watching Ben Zeigler's 90 minute explainer video 🙂
fyi, this is fixed in UE5 - https://github.com/EpicGames/UnrealEngine/commit/143ec7101b16996705109dd5cad502124307523c
Hello everyone. I finally managed to package to apk (ASTC) and installed it on my Oculus Quest 2 today as an unknown source app to use directly without the need to connect using the usb cable. But one problem arise as only one side of the Quest 2 can show the game (but it was showing both views of the goggles on that left side), the other blacked out. I tried to search but what comes up it's these unrelated contents
^ <@&213101288538374145>
:no_entry_sign: Mridul#3286 was banned.
handled
ty
how do you package a plugin in a project so others don't have to build it, since they might not have visual studio installed on their pc
Hi, does anyone know why a packaged game (development) wont run the .exe file? it packages no problem but the exe file just doesn't do anything?
Debug it
you mean sharing with a team? provide prebuilt binaries
ie. share the DLLs
for public distribution for marketplace, there's a whole process attached to that
yeah, sharing with the team
then simply share the DLLs with them
hmm... so I just need to share the binary folder in the plugin?
yes, even though it's pretty ghetto and if you have other programmers on the team then it might cause weird conflicts
it's much easier when you use perforce with UGS
does it produce a crash dump? a log? did you try attaching a debugger by launching the game with -waitfordebugger?
I used to use Perforce but currently I use tortoises, what is UGS? first time hearing it
I haven't and didnt even know you could do that lol where do i have to put that for it to give me some logs?
development builds make logs by default
-waitfordebugger is just a parameter for the exe where it'll wait for a debugger to be present to resume execution
Are those logs any different from the output log stuff that comes up while its packaging?
yes?
I see... hmm... will give it a try, I usually have a separate setup for source build just for debugging, since it's huge size and hard to distribute around
well if you're penny pinching with disk space, then that's not really going to help you in the future when you DO need a source build
UGS also has sync filters
which are much better than virtual streams
i see... okay, yeah i haven't find a good solution for sharing source build
let me look up UGS documentation, maybe that help me
thanks for the help
Hi, I have a problem where my Input Action Mappings don't work in the packaged game (Shipping version). The keybinds simply don't do anything. Any ideas?
How do you get logs to show up in a shipping build?
I tried this in my Target.cs file, but it wasn't working:
//Use these config options in shipping to enable logs, and to enable debugger.
if (Configuration == UnrealTargetConfiguration.Shipping)
{
BuildEnvironment = TargetBuildEnvironment.Unique;
bUseChecksInShipping = true;
bUseLoggingInShipping = true;
}
I don't see any place where the logs would be generated
It's a source build, right ?
Correct
Ok, found out from a link online I need to run it with -log, got it working
even without -log, it'll save log files
BuildEnvironment = TargetBuildEnvironment.Unique; is a bit of a tutorial looking line, since a proper source build is already a unique environment
I didn't see where the logs were being output though without -log. Where are they stored?
Saved/Logs
That's where I would expect it to show up on development/debug builds, but it doesn't on shipping builds for me
%LOCALAPPDATA%/ProjectName/Saved/Logs then
Hello guys! How are you all doing? I was wondering if anyone could help me with a problem relating to landscape error when I Package and try to run it on my Quest. Using version 4.26.2
So I'm making a game for VR and every time I try to package and run it on my Quest, it crashes and it says :
"Array index out of bounds: 73 from an array of size 77"
Array of 77 being the number of components of the Landscape so it should be an error because of the landscape because when I delete it and create a plane instead it doesn't show any errors and if I start the project on VR preview or launch has Android(ASTC) on the computer it doesn't show the error, only when I Package and run it on Quest.
Does anyone know what might be causing the error? Any help would be great! Thanks in advance! if you need any more details let me know
is my message too long to get a reply?
Probably just quite specific, not many people do Quest dev
damn so there is no way i could get help then 😦
thanks for the reply @mellow bane good man!
My package game won't launch and I don't see any errors in the log. All I see is "The system cannot find the path specified." which I don't know what's referring to and I saw some warnings. Does someone have a clue how to fix it?
anyone else get steam vr junk in their packaged builds ? i got it all disabled in plugins
Hi all, does anyone know how I can exclude modules from packaging (specifically Landscape.so, I don't need it and it's throwing an error)
is the error "Array index out of bounds"
?
hey thanks for the reply, no it's libUE4-Landscape.so: undefined symbol: CVarStaticMeshLODDistanceScale
Hey, I'm trying to submit a project for uni but when packaging for windows64 I keep getting errors. i've searched the internet but cant find a fix :/ If someone is interested in helping I can DM you the details
SHow the packaging log
Hey guys I'm trying to export my game to android. Previously I am doing this it's work perfectly. But after I reinstall the ue4 it's not working to me. My project is successfully exporting. But when I trying to install my apk it's saying "app not installed" can you anybody help me to solve this problem
Do PrimaryAssets always get packaged even if unreferenced?
is there a way to package a game with .sav inside?
Hey guys, are there anyone here that could help me out with packaging to android inside UE4? I've been banging my head for 6 hours, and I can't figure it out. Trying to package for android so I can run it on Quest
Are you starting from the beginning? Any setup with Android Studio installed for it yet?
hey guys, any help with this? i couldn't understand how to properly fix it
What Platform are you trying to build for?
Windows PC
Okay I am guessing then have Visual Studio 2019? And what is your packaging settings for it?
i do have vs2019 yes, my pacakging settings are set to Development, but even if i made it Shipping, still same error occurs
Have you tried running a rebuild in VS on the project to make sure all binaries are generated?
hi! i tried to package the shooter project (of epic games) but when i click on package for windows, it opens an website of unreal engine for how to package projects... how do i fix this
Will have to create a shooter project to figure out.
Okay
help me please!!
Seems like an issue when trying to build it isn't associating the project correctly. I am waiting for mine to compile shaders to test against.
Ok
So for the build are you running a script or just running the File>Package Project>Windows? And which Build Target?
Let me check
I think i’m running File>Package>Windows?
Okay. I was able to get mine to build. After you got the project did you generate Visual Studio Files?
No, i didn’t
So give that a try. Go to the file location where the project is and right-click the .uproject and Generate Visual Studio project files
Okay!
Make sure you have Visual Studio 2019 installed. I believe they deprecated 2017 for version 4.25
👍🏻
I see that i have to choose an application/file for opening the uproject file
What file do i have to choose?
You will want to choose the Unreal Engine you created the project for. It looks like you were trying for 4.27.
And it should be a blue Unreal Engine icon
Then go to the Epic Games Launcher and make sure it is installed in the Library. If it is might need to run a Verify on it
Just default that one level maybe 20-30 minutes? I haven't done packing for html5 so don't know the library overhead
Fair point
there's always going to be a minimum amount of time to package even very simple projects
I would start with a simple default project just to see how your machine handles it. Like sswires said there is always a set amount of time it will take to package just to convert and bake the engine into a compiled format.
And I would advise don't have any other high capacity processes running
and it would help not to be at the very low end for system specs when it comes to UE4
you'll struggle when there's more game just due to the RAM alone
Then some things you can do to help is just remove a lot of plugins you don't need since it sounds like you just want a simple project.
That's awesome if only 3 minutes!
If only need a project to just show 3d assets just make sure you have the HTML plugin I would guess since that probably has the libraries for it. Otherwise you don't really need others much
Yeah. Being able to render just 3D objects and world changing is part of the core.
Thanks for answering! Yes, I have followed couple of tutorials but found one that helped me install the correct versions of android studio and the rest. After the first succesfull packaging, I tumbled around and started new packing and it showed some error about java - so I kinda got tired of it and factory reseted whole pc so I could do a fresh start
Ah. Then yeah first is getting the right android studio again. I messed up that part at first
There was a link in the Setting up the Android SDK
hi! when i download my game for testing it gives everytime an message that the system things the file is dangerous, but its not. how do i fix this?
Two options : use something like Steam or itch.io to install games and have them marked as safe, or ignore the warning
so at 4.27 UE4 has dropped 32 bit support for all platforms except android?
Hi! How can i see analytics of my ue4 game
Pretty sure there's still support
But you need to pick either 32 or 64
Using bTarget32Bit in config, as of 4.26
But Linux has like 10 times the market share of 32 bits gamers
ye , I was more interested in running dedicated servers on some old 32 hardware I have
If it's 32b only it probably can't run any dedicated server
There's no 32b Linux to start with
As far as I know no PC CPU released this millenia lacks 64 bits support
UE4 released with no 32b support at all, was added back later
Guess UE5 kills it completely
What’s the right way to fix this exactly?
So those arrays should be commas, not semicolons after each entry.
Like this
Is it possible to make a testing build with compressed pak files?
What to do with OutOfMemoryError? The apk has exceeded 2G, and the package will report this error
Does anyone know?
I have fresh installation of 4.27.2 source and I'm trying to package our project but I'm getting a lot of errors from the AutomationTool when trying to do so
ATHelper: Packaging (Windows (64-bit)): Dependencies are out of date. Compiling scripts....
UATHelper: Packaging (Windows (64-bit)): BuildCMakeLib.Automation.cs(45,54): error CS1002: ; expected [C:\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): BuildCMakeLib.Automation.cs(45,87): error CS1519: Invalid token '(' in class, struct, or interface member declaration [C:\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): BuildCMakeLib.Automation.cs(51,57): error CS1002: ; expected [C:\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): BuildCMakeLib.Automation.cs(51,90): error CS1519: Invalid token '(' in class, struct, or interface member declaration [C:\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): BuildCMakeLib.Automation.cs(71,37): error CS1002: ; expected [C:\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): BuildCMakeLib.Automation.cs(71,44): error CS1519: Invalid token ';' in class, struct, or interface member declaration [C:\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): BuildCMakeLib.Automation.cs(92,49): error CS1002: ; expected [C:\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj]```
Is there something in the engine I have to rebuild manually to fix this?
Hi everyone! Is there way to split large pak file during packaging to small paks using UE tools not manually? i see only generate chunks flag, but it is better to control how it split content?
Assign assets to chunks
I want to create a File, during the building processing via C++ where would I look to do this?
Is it possible to make a testing build with compressed pak files?
Define testing build
im sorry.. the Test Build Configuration
You just need a source engine to be able to build Test
I have this error during packaging:
UATHelper: Packaging (Linux): In file included from /home/dev/src/airsim_unreal/Unreal/Environments/Blocks/Intermediate/Build/Linux/B4D820EA/Blocks/Shipping/Chaos/Module.Chaos.4_of_5.cpp:2: UATHelper: Packaging (Linux): In file included from /media/Data/UnrealEngine/Engine/Source/Runtime/Experimental/Chaos/Private/Chaos/PBDRigidDynamicSpringConstraints.cpp:3: UATHelper: Packaging (Linux): In file included from Runtime/Experimental/Chaos/Public/Chaos/PBDRigidDynamicSpringConstraints.h:4: UATHelper: Packaging (Linux): In file included from Runtime/Experimental/ChaosCore/Public/Chaos/Array.h:4: UATHelper: Packaging (Linux): [1m/media/Data/UnrealEngine/Engine/Source/Runtime/Core/Public/Templates/TypeHash.h:102:27: [0m[0;1;31merror: [0m[1munknown type name 'uint64_t'[0m UATHelper: Packaging (Linux): inline uint32 GetTypeHash(uint64_t A) UATHelper: Packaging (Linux): [0;1;32m ^ PackagingResults: Error: [0m[1munknown type name 'uint64_t'[0m
Any idea how to fix it?
Which UE version is this ?
so I do have that. I am running it with this setup. It works fine with a shipping build and fails while packaging on a test build.. this is specifically if I have Compress Content turned on
So what's the error
pak fail Unable to find inner node Boot for hierarchical cache Hierarchy
Should I add this in TypeHash.h?
Full log please
The first entry in the include chain where the type is explicitly used, since I suppoe Array.h and typeHash.h both are tmeplates
i am sorry I am pasting from what I googled when I faced this issue.. Is there a way to get to the old logs?
Just repackage again
thanks! will get back to you with that!
hey, just upgraded to .2 myself and have the same error, you haven't discovered a solution yet have you?
Not yet, sorry
@stray maple what version of msvc are you using?
hmm, ok. i see you have 2022 sdk as well, I'm wondering if that might be an issue.
Yeah but can't really remove that
I've packaged my application but when I run it, it throws a cryptic seg fault:
`./Blocks-Linux-Shipping
4.27.2-0+++UE4+Release-4.27 522 0
Disabling core dumps.
Looking for binary: ../../../Blocks/Config/BinaryConfig.ini
Error [GENERAL | | OpenXR-Loader] : RuntimeManifestFile::FindManifestFiles - failed to determine active runtime file path for this environment
Error [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : RuntimeInterface::LoadRuntimes - unknown error
Error [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : RuntimeInterface::LoadRuntimes - failed to load a runtime
Error [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : Failed to find default runtime with RuntimeInterface::LoadRuntime()
Error [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : Failed querying extension properties
MESA-INTEL: warning: Performance support disabled, consider sysctl dev.i915.perf_stream_paranoid=0
Error [GENERAL | | OpenXR-Loader] : RuntimeManifestFile::FindManifestFiles - failed to determine active runtime file path for this environment
Error [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : RuntimeInterface::LoadRuntimes - unknown error
Error [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : RuntimeInterface::LoadRuntimes - failed to load a runtime
Error [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : Failed to find default runtime with RuntimeInterface::LoadRuntime()
X Error of failed request: BadDrawable (invalid Pixmap or Window parameter)
Major opcode of failed request: 149 ()
Minor opcode of failed request: 4
Resource id in failed request: 0x5a0003b
Serial number of failed request: 320
Current serial number in output stream: 330
libc++abi: terminating with uncaught exception of type std::__1::system_error
Signal 6 caught.
Segmentation fault (core dumped)`
Any idea what it means? Is it looking for a XR module?
Seems like you want to disable OpenXR
Is that before packaging?
In your plugins, yes
I have them disabled in the .uproject file:
{ "Name": "SteamVR", "Enabled": false }, { "Name": "OculusVR", "Enabled": false } ] }
Is that not enough?
I'd look for a plugin called OpenXR in the plugin editor
Cheers that fixed the openxr error but I'm still getting:
MESA-INTEL: warning: Performance support disabled, consider sysctl dev.i915.perf_stream_paranoid=0 X Error of failed request: BadDrawable (invalid Pixmap or Window parameter) Major opcode of failed request: 149 () Minor opcode of failed request: 4 Resource id in failed request: 0x5a0003b Serial number of failed request: 320 Current serial number in output stream: 330 libc++abi: terminating with uncaught exception of type std::__1::system_error Signal 6 caught. Segmentation fault (core dumped)
I think its looking for intel drivers even though I'm on an nvidia card
Solved by adding -prefernvidia to the executable command
Probably better solution:
sudo apt purge mesa-vulkan-drivers vulkan-utils vulkan-tools sudo apt install vulkan-tools
Now it works without the -prefernvidia arg
@stray maple after spending a few hours recompiling the engine with 2019 sdk, things are now working fine. so my guess is the problem is related to 2022 somehow.
Did you just remove the 2022 with visual studio installer?
no, i just installed 2019 edition and rebuilt everything in that.
You mean visual studio 2019?
yes
Okay. Would have likee to have the speed benefits from 2022
same
maybe someone can figure out what's borked with 2022 and a quick patch can be made.
@tawny totem are you trying to get the editor running on arm for mac or a game on arm for mac?
currently i have unreal editor running under rosetta and i tried to package default starter project
For clarity, UE5 announced support for building for M1 Macs. The editor is still x86/Rosetta.
You should have three options - Intel, Apple Silicon, and a Universal one which is both, native
Unity does have both a native editor and builds. UE5 still performed better for me on my MBP...
you mentioned ue5, so newest ue 4.27 is not enough?
Rosetta is the x86 emulator?
< don’t know much about mac
i thought this mentioned that packaging should be possible
Rosetta is the AOT+JIT x86 -> ARM transpiler and emulator yeah. Going from that to native is usually a 50-100% speedup still
That’s many asterisks
yeah, but i do not know where is explanation of them
Do you have a link to where you took that screenshot from?
4.27 release notes
as i see in editor is like one button for packaging and thats it no more extra settings
maybe it is possible to package it but using some other IDE like xcode?
I looked through the notes and it sounds like the arm packages aren’t all there for everything yet
Like I’m looking for anyone who has built for M1 and I don’t see anything on the internet.
@ajm4k @UnrealEngine Yes, Mac development of Unreal Engine, Epic Online Services, and the Epic Games Store continues wholeheartedly.
131
Sk0g
Replied there
It seems like there are people who have built for 5 but not 4.27.2 afaik
yes, but it is kinda weird to use ue5 just for this when i will not use exclusively ue5 features and as i know things like lumen and nanite are not supproted
I don’t like those features either but they can be turned off
If your trying to just build the starter content, could try ue5 and see if the options are there
at least i would be glad if it would be more performant than ue 4.27
i will download ue 5 and check
Can’t speak towards that haven’t used 5 but I imagine it likely isn’t slower
as sk0g replied there are options included so it should work there
for sure it is derived from ue4
but i do not know how these two branches are handled
4.27 isn’t compatible with 5.0 but I believe 4.26 projects can be upgraded
i also read that somewhere
Lumen and Nanite are supposed to be optional but they’ve begun throwing features out for them so idk how true that will hold
Hi guys, was wondering if anyone can give me a hand with this? My very first project and I wanted to package it to consider it (trash) but done and the only error I can pluck out of this is:
UATHelper: Packaging (Windows (64-bit)): ERROR: C:\Users\Edarus\Documents\Unreal Projects\Maze\Maze.uproject does not look like uproject file but no targets have been found!
PackagingResults: Error: C:\Users\Edarus\Documents\Unreal Projects\Maze\Maze.uproject does not look like uproject file but no targets have been found!
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
Annnd ive got no idea what the hell that means 😦
(Many thanks in advance if anyone can make this make sense to a nub like me!)
Hello, Is there something specific that needs to be done to set the SavedGames location in packaged builds? Works fine in editor, in packaged builds I can't seem to find where the folder is created.
BTW this is a Windows64 build.
Ahh nevermond found it. For anyone else who needs it, it's here: /users/<username>/AppData/Local/<project name>/Saved/SavedGames
that's only in shipping packaged builds
I want to publish my ue4 game on Nintendo Switch but i did an request 8 hours ago but i didn’t received an message… what now?
...nothing? You can't publish to switch on a whim, you need to talk to nintendo and request access which is not a certain thing if you're not a well known publisher or studio.
Unless you're asking about switch access for unreal when you're already a registered developer with nintendo. In which case... you made a request on a weekend, just wait.
Okay!
I made an developer account by Nintendo
That's not the same thing. Anyone can make a developer account.
And i followed these steps: https://www.unrealengine.com/en-US/blog/launch-your-game-on-the-nintendo-switch-with-unreal-engine-4-16
Again, registering for a developer account is not enough. You must contact nintendo to sign an NDA and get access to the switch SDKs which is not something they just hand out to anyone.
If you have already done that, signed an NDA and have access to the switch SDKs then you need to fill out the form listed on that page and wait for Epic to respond.
Oh okay thanks for the info!
i have problem with packaging for mac, is it happening because i have newer xcode?
if thats the case can i override it somehow?
@winged mossYes, it's only in packaged builds. It's worthwhile to package every day or so to check that everything is still working.
development and testing builds don't use that path
it's ONLY shipping
and it's definitely NOT worth making daily shipping builds
ahh good to know
Been close to 12hr, just gonna give this one a quick bump if I may 🙂
TLDR getting this error in packaging and NFI how to fix:
UATHelper: Packaging (Windows (64-bit)): ERROR: C:\Users\Edarus\Documents\Unreal Projects\Maze\Maze.uproject does not look like uproject file but no targets have been found!
PackagingResults: Error: C:\Users\Edarus\Documents\Unreal Projects\Maze\Maze.uproject does not look like uproject file but no targets have been found!
Guys suddenly when I try to start the exe of my game I receive the error create process returned 570, only shipping build, dev works fine, already tried the full rebuild, do u have any suggestion?
Solved by opening the uproject file in notepad and removing some code referencing plugins that were enabled but unused... not sure why that caused such an issue, but figured i'd include the ghetto resolution in case others encounter this
Hi! I want to create a game launcher where players can launch the game and download/update games, how do i create one
Check out itch.io's butler tool that handles updating games efficiently, and use that as a basis with something like Qt or Electron to build your own UI on top
But usually that's a terrible idea, you're going to be on Steam if you want any players, and that already handles the updater part
Custom launchers only make sense for games that are strong enough to carry their own store and payment system (and community and friends system and...)
Oh oke thanks!
When players download my game windows say are you sure u trust this file and windows smart defender does the same… how do i fix this issue?
you need more people to download+play your game. basically windows has never seen your game before so it's warning other users.
I think you can do some signing stuff as well with microsoft to get your app whitelisted, but I've never done that.
Get your game installed by Steam
Or wait for a million people to have it downloaded first
Or pay Microsoft
How much does that cost
$100
Anyone know how to manually add PAK splits to an Android app bundle?
Currently my downloadable Asset packs on GooglePlayStore don't have any PAK splits, so when I go to download something I get multiple PAK files.
Specifically ASTC / DXT and ETC2 PAKs, which I'm trying to prevent. only a single one should be downloaded.
Want to add, I messed around with advanced app bundle features and tried to add folder formats that I believed would solved the issue above, but got errors saying "Modules cannot have supports-gl-texture in their manifest and texture targeted directories in modules"
Packaging error: Missing precompiled manifest for ‘launch’
Any idea how to fix this annoying problem ? : ((
hello, a question. After successfully building the game, cooking the game sometimes fails due to a bug in the code which we need to fix the bug, build the game, and cook it again. That causes losing 2-3 hours each time. Is there a compiler setting/option to make the compiler fail for a given code bug in build step, so that we fix it right a way before the cook step (make the compiler as sensitive as cook)?
would check build.cs file of your project to see if the launch module is included/listed there
Looks like i already have it : /
In line 17
found the file (Launch.build.cs) but don't know what needs to be done to fix
I chose packaging for Apple Silicon in UE5 but binary is still not native what could be wrong?
here is to hoping guys!
test build
UATHelper: Packaging (Windows (64-bit)): BUILD SUCCESSFUL
perf!
Anyone has bugsplat working on packaged games? it works fine on editor but even after putting the DefaultEngine.ini on WindowsNoEditor\Engine\Restricted\NoRedist\Programs\CrashReportClient\Config (WindowsNoEditor has the .exe) the crashreporter client doesn't shows up. IncludeCrashReporter and IncludeDebugFiles has been set to true. (UE4.26.2)
Hi there, I got a problem with FMod when I package my game, here's what it says : ERROR: System.ArgumentException: Staged filesystem reference may not start with a path separator or contain an empty path fragment (PnkRnr_Remake/Content/D:\\PunkRunner\\Audio\\Fmod\\EngineSound_Japanesei6_001\\Build\\Desktop/Desktop)
lol can't do the package because I have a folder called Apple inside my project
you can add an exception for stuff like that, same with Windows
Hi guys, after packaging my game, could I just give to people the .exe file or should I give them all the NoWindowsEditor folder too ?
should give everything
So everying inside the "WindowsNoEditor" Folder ?
Yes
Also there's a way to Put the .exe a bit show more clearly without having people looking for it in all the NoWindowsEditor folder ?
?
Next time, make a game with kiwis instead.
hi im trying to package my game for android but movie files are not coming in does anyone know how can i add them
Have you put all the movie files in Content\Movies folder in your project? It has to be there, otherwise the file won't be packaged along.
i did
Hey! Can you change the .ini files in a packaged game? Some Settings in DefaultGame.ini for example
I've noticed there are several ini files under the saved folder after you start the game for the first time
Yes
%LOCALAPPDATA%/GameName/Saved
For a Shipping game
Saved directory directly for a Development package
Nice, thank you! I'll try it out
Works perfectly!
Hi everyone.. whats the right way to get pak exclusion to work?
I have a DefaultPakFileRules.ini in the content folder with this:
[ExcludeContentForWindows]
Platforms="Win64"
Targets="Test"
bExcludeFromPaks=true
bOverrideChunkManifest=true
+Files=".../Content/Data/"```
this is my setting for building and cooking:
```"%ENGINE_ROOT%\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project="D:\Jenkins\workspace\%JOB_NAME%\Pentum\Pentum.uproject" -rocket -noP4 -clientconfig=%BUILD_CONFIGURATION% -serverconfig=%BUILD_CONFIGURATION% -utf8output -platform=Win64 -targetplatform=Win64 -build -cook -map=Mission_2+Mission_1 -pak -manifests -SkipCookingEditorContent -compressed -stage -package -stagingdirectory="D:/Builds/Release" -compile
right now, I get a CDO error for the files missing in the data folder, when I run the game. Also, I dont see the Content/Data folder in the build anyway. my engine version is 4.24.3
ahh.. looks like I understood it wrong.. so it doesnt cook these files at all?
what I want is that Content/Data be cooked, but not pak compressed? is this possible?
In Packaging Settings you can add Directories to Copy. Doesn't work for UE Assets though
I use it to copy some text files over to the packaged build
i have packaged a vr game and tried to open it in a different Pc i get a weird lighting glitch
Hey.. can someone help me , please?
I finished my game and I wanted to try it on my phone. In package i selected full rebuild and then made the install APK. Nothing works. I mean on PC now i have a lot of bugs. They were working perfectly before and on phone those bugs are working ,but there are still some other bugs. I don't know how to fix this
I just shared a packaged develop build with a teammate, and they told me there's an error: Failed to open descriptor file
Any solution?
figured it out. Was that I forgot to zip the file
I'm having some users consistently crash when trying to launch my shipping steam build. I'll enable logs next time, but this is all I get from them:
"GameOverlayRenderer64." Not everyone crashes though, only 2 have out of 10 people with the Steam account
why does this happen does any 1 know
try getting them to run a development build and get a callstack, or disabling fullscreen in the config maybe? Dxgi is Direct X display adapter crash IIRC, its a bit meaningless on its own
alot of ue games crash like this to me, id say its something with my drivers or graphic card
tried to fix it with no luck
very sad that i can't play satisfacory 😭
Was going to try the first way with a DebugGame build. Don’t know how to make it full screen in the config for a shipping build though. Do you know?
its in one of the config inis
Hm since my game and satisfactory have EOS in them, I was told the renderer64 error could be something with being behind on Epic Games Launcher client and services. Can you try updating that and then seeing if it works?
I am confirming that updating EOS through the Game Launcher and EOS services is the fix for my game.
That should fix any EOS-used game as well like Satisfactory
Has anyone encountered getting a "fatal error" upon opening a packaged build? We're you ever able to solve it?
For me, it crashes a development build
the most noticeable error is
Unhandled Exception: 0xc06d007e
I looked this up
1 person says to
update the graphics drivers (I already am running the latest drivers)
another person says
you need to enable the VR plugins - this doesnt make sense to me because I'm not using VR at all in my game
I generally move everything out of the windowsNoEditor folder and then zip everything up
I wish I knew how to build directly into the folder I specified without the 'windowsNoEditor"
I haven't been able to get an answer on this. I have found that If I migrate everything to a blank project with the respective plugins enabled. Then building works all of a sudden again...
I do not think its good enough to delete them as a miracle cure. You have to figure out where they are being reference. Otherwise everytime you run them, the project will go "Hey! where did those maps go? nowhere? well I'm not gonna do anything then."
What does it means when you set it to 'Never'?
Whats the difference between turning on or off of Blueprint Nativization?
@mellow bane have you ever come across this error before?
its the 'UnknownFunction []' that gets me
this is the main error I get
I send my build to some mates
and they get 'Fatal Error'
They've updated their graphics card drivers
and installed the UE4 prequeuisites
I'm led to believe that there is a poisonous variable in my blueprints somewhere
I had set this to package only single level that didn't use those plugins. I found out later however, that in editor I still had default map as another map and if that doesn't match to the single level you've selected to package, it will still complain about associations on that default level. Currently I got rid off all the missing references errors, earlier one way to achieve that (at least partly) was just migrate everything in to a new project.
Weird part of it still is, that even if something didn't exist in the other level currently, but had once existed there, it may still complain about not finding those assets... as if having run the game with some test assets baked their references into the level
The latest driver isn't necessarily the best one. I remember there have been cases reported by others where you actually had to roll back the driver
Get the crash dump generated by the build on your friend's machine, and debug it in VS - make sure you have engine debug symbols installed, and if your project has source code (project, plugin, nativization) you also need to package with PDBs - not to distridute them of course but to store them and be able to use them for debugging
is there a document I can refer to guide me through this sort of thing?
No idea
If you know you have zero source code including plugins you can simply ship an updated version of the game with debug symbols and the logs (since you're apparently shipping development builds) will have the functions at least
And then you can report the issue
If you do have source code you're supposed to know how to use a debugger
so i have to install my unreal engine with debug symbols
That's a given, yes
ok I'll do that first 🙂
Generally you build your project with PDBs, remove them from the package but keep them on your machine for every version ship, send the Shipping build to people, and then when it crashes you either ask for / upload from crash reporter the crash report folder from UE4
You can then debug the crash report against the PDB for that version
Again, if you have no source code in project, plugin or nativized BP, this doesn't concern you, it's an engine bug / computer issue and you probably can't fix it
oh ok, my project was completly blueprint based
Given how it's a rendering thread issue and you have no source code and you have prerequisites installed - sounds to me like this is a driver issue, unsupported GPU, or engine issue
Okay, I'll do what I can on my end to optimize everything. I have one or 2 ideas left to implement. IF they don't work, then yea I'm truly stuck and I'll have to speak to a UE Dev
A template project is consuming about 1gb on a specific platform, is this normal?
it doesn't have starter content added
could it be adding engine assets?
Depends if you have debug symbols, editor content, and if you correctly filled the list of maps to package
thats a pointer, its meaningless on its own, you need the callstack
Hello ! Would anyone know why on a packaged build my character doesn't spawn at the Player Start when transitioning to another level ?
well i'm talking about literal just a template project, and with 1gb i meant on memory, not package size
funny enough, the package itself is 200mb, unless the profiler is giving me overall memory usage, not just the game (system usage)
Hi! My ue4 game is false positive… what do i have to do??
Get your game released through a trusted third party (Steam)
Or pay for Microsoft to sign your game
👍🏻
Steam is by far the cheapest option
anyone knows if there is a way to edit this value using the Bulk edit ?
i got it on string but can't seem to copy/paste it
well that could be anything but is likely specific to your game
there's a texture used on the UI somewhere, you might be storing a reference to it but the texture gets GC'd and you have an invalid reference
Hi
I'm trying to pack my project with Pixel Streaming. I have the Pixel Streaming plugin enabled, and have undertaken all the pre-requisite steps outlined in step 1 of the guide, but I don't seem to have the PixelStreaming folder in the UE app directory outlined in step 2 of the guide.
The Guide is here: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/PixelStreaming/PixelStreamingIntro/
Hello. We have huge Maps filled with gigs of BIM data that need to be streamed into a master level. However, assigning one of these BIM Maps in a Data Table causes our builds to crash with an out of memory error.
Unassigning the reference to the Map lets us build again. So this reference to a huge Map is causing an out of memory crash while building. Has anyone experienced something like this?
I don't know much about that kind of data, but the way that hard asset references work in unreal is that loading one asset (the data table) that references another (your BIM map(s)) ends up loading both in full.
It sounds like the data you're loading is simply too large for whatever is trying to load it.
If you want to reference this data without forcing it to load, you should use a soft reference instead.
That said, I'm not sure it would help in this circumstance - it sounds like the cooker might be crashing just due to it loading this data. And for that data to be packaged as an unreal asset it needs to be cooked, so it isn't going to end up mattering if you use a soft reference here. I can't be sure unless you post more info, however.
Thanks a lot for taking the time. This actually builds fine if we just clear that reference, so if a soft reference still allows us to load/stream that level without chewing up all our RAM at build time we should be fine. We'll give it a shot, thanks!
It builds fine... but is it actually including that data in the build? If so, then yeah you're all clear and a soft ref should fix this (you may need to adjust how you access the data so that you don't cause a massive hitch loading it though).
Actually scratch that, I was already using a soft reference D:
ah
then yeah, that it succeeds is likely due to the data not even being included in the build.
Dang.
Unreal doesn't include everything in the content directory in a build unless you tell it to. By default it only includes assets referenced by levels or hardcoded in constructors (and assets referenced by those assets, and so on and so forth).
So by not including that reference, you're probably not even building that bit of content.
Yeah that makes sense. I didn't know the engine needs to actually process the level while building, was half thinking it might just dump the asset in the build but yeah. If it needs to cook it then we're in for a ride lol
That's basically what the engine does by default, but in doing so it has to load the asset and then resave it.
The engine has no insight into whether there's special stuff running as part of asset cooking, so it has to load the asset in, reserialize it (giving a chance to process the data), and write it out again.
Anyway, I'd look closer at the crash first and make sure that's actually what the problem is. Don't want to rewrite a bunch of code just to find out it wasn't the issue.
Will do. Knowing how the engine handles it could be helpful, though unfortunately we'll keep getting hit by gigabyte sized BIM data so this could get tricky without a beefier build machine. Thanks again
maybe I ask here also. what is that binaryconfig.init. and why it is not build in server package by default (no config dir under the package path at all) and how to get it?
gets stuck here when I try to start dedicatedserver..
Vyre1% ./VyreServer.sh -log
4.27.2-0+++UE4+Release-4.27 522 0
Disabling core dumps.
Looking for binary: ../../../Vyre/Config/BinaryConfig.ini
I'm trying to upgrade a project to 4.27, but the game fails to load paks created for the previous version: https://pastebin.com/nZ4hrStJ. The documentation, https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/VersioningAssetsAndPackages/ suggests this should/could work, but maybe the "Changelist: 0" of our engine is causing problems? EDIT: Posted to the forums: https://forums.unrealengine.com/t/pak-forward-compatibility/267986
Using customized serialization code and versioning to control how Objects are loaded from Assets and Packages
After upgrading our project from 4.26 to 4.27, I can no longer load .pak files created with 4.26. Cooking and packing the same assets with 4.27 creates .pak compatible with the upgraded project. I’m under the impression that assets should be forward compatible, and I’ve tried setting the Changelist property in the project from 0 to 18319896 to m...
check the crash log, it should give explanation on what happened
Hi I am trying to package my game, but I got this error : " Error: The following files are set to be staged, but contain restricted folder names ("Win32", "IOS", "Android", "Lumin")"
I tried to look for those folder but I can't even find it in my game directory
Show an example
check folder Saved> Crashes or Logs
Sorry if this is not the place to post I just thought some of u knowledgeable folks might know. Basically I get this error when trying to pack my game for android. It has seriously got me puzzled. THE ERROR ---> ERROR: cmd.exe failed with args /c "C:\Users\Glyn\Documents\Unreal Projects\Platformer Kit 2D 4.26 - 4.27\PlatformerKit2D_422_426\PlatformerKit2D\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
I dont really know where i should write this so im just gonna do it here sorry if its wrong tho
im currently developing a game and i really want to make it as lightweight as possible (its 2d btw) and i would really appreciate some tips on how i could do that, im grateful for everything that makes it "lighter to run"
(I think the text says "Android" because it was originally written for the "Reducing APK Package Size" page but over on that page it makes up the "Platform-Agnostic Techniques" section.)
That sure will come in handy thank you very much! Is there anything about making the game less cpu/gpu intensive too? the only thing i managed to do is turn to low the graphics and stuff but im sure there is more i can do right?
The UE website has loads of articles about profiling: https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/
Usually the way you start is doing stat unit and seeing which time is bigger, the game thread, the render thread or the GPU. If one of the former two you're CPU-bound (https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/CPU/), if the latter GPU-bound (https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/GPU/).
That CPU article seems a bit old — really if you're CPU-bound on the game thread you'll also be using Unreal Insights: run your game with, for example, -trace=log,counters,cpu,frame,bookmark,file,loadtime -statnamedevents and in Insights you'll get a breakdown of how the CPU is being used each frame. If you have a lot of "Self" in there then that means you need to add your own stats (eg see: https://nerivec.github.io/old-ue4-wiki/pages/profiling-how-to-count-cpu-cycles-of-specific-blocks-of-your-game-code.html).
But don't do anything before measuring. If you've already got a constant 60fps then there's no point decreasing your graphical quality, for example.
This seems pretty complicated at first but at least i have something to start off, thank you very much for all those useful links! one last question where do i put this exactly? -trace=log,counters,cpu,frame,bookmark,file,loadtime -statnamedevents
Several ways, one way is to put it in your Editor Preferences' "Additional Launch Parameters" field (in which case add -noverifygc to avoid GC verification spikes) and then just launch Standalone from within the editor, another is to open a command-line prompt in the folder containing your game executable and type the name of your game executable followed by those arguments. If you launch Insights before the game and tick "Live analysis" then you'll see the traces live. Best is to read the docs fully, it'll be your #1 profiling tool.
One last thing (since this is #packaging and not #profiling 😛 ), always make sure you compare like-for-like, eg don't compare full-screen vs windowed profiles.
alright thats a lot but its better than nothing, thank you very much for your help
Hey, so I’ve been struggling trying to get my project packaged (it’s far from complete, I just need to make sure I can get packaging to work). I’ve been trying to figure it out for over a week. I followed this tutorial initially: [video link]. But it wasn’t working. So, I went to the documentation to follow the steps there ([document link]) After some time and a few minor problems here and there, I got through it. But I am still unable to package the project. I am currently receiving this error: [attached error image]
Long story short. I am getting this error, can anyone help me work through this and any other errors that might come up, so that I can package my project?
[video link] https://www.youtube.com/watch?v=8sz4MbnsUlo&t=732s
[document link] https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/
Unreal Engine 4.27.2 Packaging For Android | Unreal Engine 4.27.2 Export Android Project .
Facebook Page : https://www.facebook.com/Code-Prof-110511874050372
[attached error image]
Hi guys - I packaged my game 4.26 - controller inputs no longer working… kind of float around like a drone now… anyone have any suggestions s please? 🙂
Hi all, I packaged development server and launched in my local machine and when I join using open 127.0.0.1 from my editor then I can join the game hosted on the local machine. However when I built the development apk and try to connect using open 127.0.0.1 or 192.168.0.1, I cannot join the server from my android. My pc and android are connected over same wifi. Why I am not able to join?
Hi! When i want to publish my game on microsoft it needs an appx file
How do i convert my ue4 game into a appx file
Merry xmas all, hope you well, I have built my demo i would like to share it with a friend how do i do this?
cheers
Why ?can someone help me please?
I could use some help as well. Trying to export one of the default ArchVis template projects.
I get this same error with the default Blank project as well
Couldn't find a solution on google, any pointers would be appreciated
Hey people, trying to package my project but I'm getting failure, here's the log.
I don't understand what is wrong, do you see any clue about the problem?
Yep, the thing I shared is already the Log.txt
Thanks. It's weird. I've read the file you mentioned too and couldn't notice anything, but there is a chance I'm missing something.
I was packaging the project through binary version of the engine. (Installed Build) I decided to package it again with source version of the engine, it took quite some time at first, I guess it was compiling some engine stuff and then it built it succesfully. (I had to unistall Norton, it was interfiering.)
Weird. Is there something wrong with my binary build? Because I can package it with the source version.
Edit: Sorry for the ping, I forgot to disable it.
I had tried to export the game in "development" ... before exporting it in shipping are there any folders that I need to delete?
This might be packaging issue. Windows client fails with linux server, works with windows server. linux server is crosscompiled on windows. GetObjectFromNetGUID: Network checksum mismatch is the error.
Packaging (Windows): ERROR: Win64: Unable to find any Sdks that could be installed I have this error when trying to package in UE5 , i have both reinstalled the engine and the dotnet sdk version 3.1 does enybody know how to solve this ?
is there a way to get the full project from a dev build?
what does that even mean?
Where is the infinity loop
Is there any way to bypass the need for source control in RunUAT? Our source control is down until the new year for an upgrade, but I need to get a build kicked off locally. I'm getting this from our build script, though:
LogInit: Display:
LogInit: Display: Warning/Error Summary (Unique only)
LogInit: Display: -----------------------------------
LogInit: Display: SourceControl: Error: P4ERROR: Failed to connect to source control provider.
LogInit: Display: SourceControl: Error: Connect to server failed; check $P4PORT.
TCP connect to [removed] failed.
connect: [removed]: WSAETIMEDOUT
LogInit: Display: SourceControl: Error: Port=[removed], User=[removed], ClientSpec=[removed], Ticket=
It's frustrating to have the build think it needs to be connected to anything, when I have the whole engine and project source locally
Try passing -nop4 to it
Hi, i can't package my game i don't know why, so here is the error log
Hey, so I’ve been struggling trying to get my project packaged (it’s far from complete, I just need to make sure I can get packaging to work). I’ve been trying to figure it out for over a week. I followed this tutorial initially: [video link]. But it wasn’t working. So, I went to the documentation to follow the steps there ([document link]) After some time and a few minor problems here and there, I got through it. But I am still unable to package the project. I am currently receiving this error: [attached error image]
Long story short. I am getting this error, can anyone help me work through this and any other errors that might come up, so that I can package my project?
[video link] https://www.youtube.com/watch?v=8sz4MbnsUlo&t=732s
[document link] https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/
Unreal Engine 4.27.2 Packaging For Android | Unreal Engine 4.27.2 Export Android Project .
Facebook Page : https://www.facebook.com/Code-Prof-110511874050372
[attached error image]
anyone know how to fix the "does not look like uproject file but no targets have been found" error" i googled it and tried like 10 solutions. none seem to work. seems odd as its just a really basic tutorial project that i was packaging. not very complex
seems like a lot of people run into that one
another project compiles perfectly fine. just not this one. i didnt do anything wild either
How to make my game as smaller as possible
I tried what in ue documentation
https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/ReducingPackageSize/
But it still very big
Are you in 4.27?
4.23.1
Ouch, that's quite far back.
If only you're in 4.27 and harness the power of Oodle compression to bring the size way down further.
Hmmmm, ok thx mate
I'm getting an issue with animation on my third person character when I package the project, whereby the head (which is set to animate and does so fine in the play mode in UE) remains in a static un-animated position above the third person character when the project is packaged. Is there a separate config for packaging, or some cache that might need clearing?
when uploading my app on google play store I am getting this error,
do anyone know how to fix it?
Read the first row
Yeah, I get it, I forgot to turn off the package apk file option.
Hey
I was looking for a Build engineer recently, looks to be a bit tricky. Where would you find one ?
There are not a lot of them out there right ?
Hi, i can't package my game i don't know why, so here is the error log
Problem seems to be here:
ParallelExecutor.ExecuteActions: E:\GitProjects\Cog\CallOfGrutyGame Defualt - copia\Source\CallOfGrutyGame\PhiniasCharacterC.cpp(5): fatal error C1083: No se puede abrir el archivo incluir: 'HeadMountedDisplayFunctionLibrary.h': No such file or directory
Hello, I currently package for android, I have looked for but no precise answer is given, everything is fine to configure on my side (sdk, ndk, java ...) I try: delete the intermediate folder and rename d8.bat by dx which fixed my basic problem but since then I have this error which persists and I do not seem to be the only one. How to deal with it?
Does anyone have any experience uploading large ue4 game packages to steam? My game packages fine it's just to big for the automated system and I can't figure out how to get it onto my steam store page now... kinda stuck and frustrated
Not sure what's up here, but whenever I package for a Linux server I have to completely delete my binaries/intermediate otherwise the packaged build just doesn't change. Any suggestions as to what I can change in my settings to fix this?
Hi guys, just wondering is there any alternative for adamrehn/ue4-full docker images? Seems like adamrehn/ue4-full no longer exist.
There is a way to do this, but it requires cherry picking a lot of stuff from UE5. It's easier to just have a side-by-side installation of VS2019, but if you really want to:
https://github.com/EpicGames/UnrealEngine/commit/973c5cbd7bb7613be07b66d9e362b9bbd20b86ec
https://github.com/EpicGames/UnrealEngine/commit/75edf837e1ca412bc7a72ca36633946038e567f8
https://github.com/EpicGames/UnrealEngine/commit/1290d6f521d2b52a2e874b55439f211df8d2905e
https://github.com/ProjectBorealisTeam/UnrealEngine/commit/bdcf46fdbb47566b73b9863a51fc64a32b7a6246
https://github.com/ProjectBorealisTeam/UnrealEngine/commit/c9357fd783cb117aee14b166ab829625a9bcae6a
Hey guys, I trying to package my game on UE4 27.2 for Windows, but there is error ERROR: D:\UE4 Projects\ForLearning\ForLearning.uproject does not look like uproject file but no targets have been found!
Anybody know in-game download option for Android games (like resources can be download after launching the game )
Would anyone have any suggestions about making a single-player game available online for player testing? I have an AWS server I used to run a little MMO on but it was python/django. I have zero experience with this sort of thing. Would I just follow instructions (assuming I find some step-by-step ones) of installing as a dedicated server? Or would I need to do things different?
I was hoping to find something like itch.io to run it for player testing, but I can't migrate backward to get html5 packaging, and they don't have the space for a game this size.
You could host it via Steam if you pay $100 to register an AppID. It's easy to generate keys for playtesting from there.
AWS could only really host the download file for you - you still need a client side installer. Ideally one that handles updates/patches/etc (like Steam client does).
Or if your playtesters are technically minded, give them a link to download the zip and they can unpack/run it locally 🤷♀️
No need for HTML5 at all, just let players install
No space limitation that I know of as long as you use the butler pipeline
i have a weird packaging problem
i made a simple grab blueprint (to grab items and rotate them infront of the camera) using the Grab Component at Location node, everything works in editor, but once i package the program, it just does not...
i would need to either know if this is a known error or know if i can somehow debug the release type package
and yeah, itch seems like the best solution
Cool, then it's actually a package issue. Check the packaging log for errors
none...
nah ok let me retry
uhhh its compiling
brb
This is the log, from the looks of it, no errors but i may be wrong
This is everything that came out by searching error:
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0,147ms to complete.
UATHelper: Packaging (Windows (64-bit)): Running UnrealHeaderTool "C:\Users\AGO061\Documents\Unreal Projects\HorrorGame\HorrorGame.uproject" "C:\Users\AGO061\Documents\Unreal Projects\HorrorGame\Intermediate\Build\Win64\HorrorGame\Development\HorrorGame.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErr
UATHelper: Packaging (Windows (64-bit)): [Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Success - 0 error(s), 0 warning(s)```
@mellow bane
no errors
Hello there, I've got my game packaged (development configuration) and I'm trying to install the SDK but it just wont install. When I try installing by moving the SDK to my phone and running it, it starts the install and then says "App not installed." And when attempted through the batch file, I get this error:
adb: failed to install BingoPlus_universal.apk: Failure [INSTALL_PARSE_FAILED_NO_CERTIFICATES: Failed collecting certificates for /data/app/vmdl1002302995.tmp/base.apk: Package /data/app/vmdl1002302995.tmp/base.apk has no certificates at entry AndroidManifest.xml]
But I don't really understand the error or how to fix it.
Check this out
https://stackoverflow.com/questions/2914105/what-is-install-parse-failed-no-certificates-error
@mellow bane do you have any idea what my issue could be caused by?
No idea sorry
Shoot
Is it possible to build for Win64 in the ghcr.io/epicgames/unreal-engine:dev-4.27 image?
/home/ue4/UnrealEngine/Engine/Build/BatchFiles/RunUAT.sh \ BuildCookRun \ -utf8output \ -platform=Win64 \ -clientconfig=Development \ -serverconfig=Development \ -project=/tmp/project/CollabViewer.uproject \ -noP4 -nodebuginfo -allmaps \ -cook -build -stage -prereqs -pak -archive \ -archivedirectory=/tmp/project/Packaged
ERROR: The Win64 platform is not supported from this engine distribution.
you can only build for windows on a windows host
Packaging drove me nuts: so this error has made me a miserable man, i couldn’t find much help with it, it’s saying to add a line into VS file so i did, nothing change 😢 please help out if anyone delt with this, been struggling for months.
Trying to package for Android, followed the docs ti'll my eyes bleed and still the package button sends me to the docs... Why?
UE 4.27, Android Studio 4
Windows 64 packaging error I don't understand:
LogMainFrame: Project requires temp target (DoublePrecisionUtils plugin is enabled)
LogLauncherProfile: Unable to use promoted target - G:/Unreal Projects/SweetleafTycoon/Binaries/Win64/UE4Game.target does not exist.
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject="G:/Unreal Projects/SweetleafTycoon/SweetleafTycoon.uproject" BuildCookRun -nocompileeditor -installed -nop4 -project="G:/Unreal Projects/SweetleafTycoon/SweetleafTycoon.uproject" -cook -stage -archive -archivedirectory="G:/Unreal Projects/SLT_UE4" -package -ue4exe="D:\Epic Gam
es\UE_4.27\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -compressed -ddc=InstalledDerivedDataBackendGraph -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -clientconfig=Development -utf8output
UATHelper: Packaging (Windows (64-bit)): WARNING: Error while enumerating Visual Studio toolchains
UATHelper: Packaging (Windows (64-bit)): WARNING: Assuming no compilation capability.
PackagingResults: Warning: Error while enumerating Visual Studio toolchains
PackagingResults: Warning: Assuming no compilation capability.
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for G:\Unreal Projects\SweetleafTycoon\SweetleafTycoon.uproject
UATHelper: Packaging (Windows (64-bit)): SweetleafTycoon.uproject requires a temporary target.cs to be generated (DoublePrecisionUtils plugin is enabled)
UATHelper: Packaging (Windows (64-bit)): ERROR: G:\Unreal Projects\SweetleafTycoon\SweetleafTycoon.uproject does not look like uproject file but no targets have been found!
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Tim\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.27\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
@cinder flower The jump to docs seems to happen if something is incorrect in setup. I attach my sdk config for reference.
Greetings fellows. I have this intermittent problem where I package successfully for android, deploy via 'Install_<mygame>-arm64.bat, and then, about 50% of the time I get "Download failed because the resources could not be found". Clues would be very welcome... At the moment it tends to clear up if I delete Intermediate folder, restart Unreal and package again. This is obviously a suboptimal solution : E
Hello guys, I'm on Windows 10 x64. I just finished and packaged my game for the very first time (for Windows as well). Everything was fine. Now one thing I wanted to try was packaging for Mac. Will it be as straightforward? Do I need to know anything beforehand? Or do I need a Mac myself?
@wild horizon As far I know you need a Mac to build for mac.
Hey, I'm getting an error when building for iOS saying: "Expecting at least one ProjectTarget to be associated with project 'my project destination .xcodeproj' in the TargetProjects list"
This error only happens when I include the water plugin, and also the Datasmith plugin. I can package the project when I disable the plugins. Any ideas?
seems like a lot of target issues with plugins........and basically no one is getting much help here
Is it possible to change the application name?
If my project is called "project_codename" or whatever, can I name the application to "GameName?"
Project Settings > Project Displayed Title.
Thank you
What's the easiest way to package a project without opening the editor? Is there a simple commandline command you can run?
Simply something like this?
RunUAT BuildCookRun -project="full_project_path_and_project_name.uproject" -noP4 -platform=Win64 -clientconfig=Development -serverconfig=Development -cook -allmaps -build -stage -pak -archive -archivedirectory="Output Directory"
Would this be identical to what the editor is doing or are there different / unnecessary arguments here?
when packaging from the editor, you can check the output logs to see the list of arguments it is using
Thanks I'll check that out
Hello, good morning
i have a problem with packging when (inclusive blueprint)
then after packging it give me ( Unknow Error )
Put the output log here
I am attempting to package an empty project using a specific plugin that apparently does not require Visual Studio (blueprint only)......yet I am getting these errors
UATHelper: Packaging (Windows (64-bit)): WARNING: Error while enumerating Visual Studio toolchains
UATHelper: Packaging (Windows (64-bit)): WARNING: Assuming no compilation capability.
PackagingResults: Warning: Error while enumerating Visual Studio toolchains
PackagingResults: Warning: Assuming no compilation capability.
Packaging fails on an emty test game. Specifically: UATHelper: Packaging (Windows (64-bit)): ERROR: G:\Testplugin\plugintest\plugintest.uproject does not look like uproject file but no targets have been found!
ensure you have all android sdks, ndks and java libraries installed
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/
https://forums.unrealengine.com/t/i-cant-package-my-project-for-android-it-just-opens-the-unreal-documentation-website/138850/18
hey im gonna post another updated tutorial on youtube for this in 4.26 in the near future. but heres how you make this work First of all, ignore every thing you see on the unreal website its very outdated and no longer works if youre going to put anything on the google play store it has to be android version 29 or higher (current is 30 but id...
these really helped me out
Also, guys, I need some help
I have a game i created and everytime i try to package it to android, it gives me the following error. Any ideas on how to solve it? Thanks
Since nobody answered my question.......I found the answer: Even for blueprint only projects that use code plugins.....you have to have visual studio at least installed. This strange bug has been around since v4.20 or so and it seems Epic didn't fix it since, in the end, the fix is simple enough. I think c++ plugin makers need to know this (documentation by Epic). They simply don't know about this issue because I asked them and they didn't understand why. Clear though, both had VS installed and I didn't. Have a nice day 😄
I also fixed my problem. I had to make a c++ project to make the ios package with the water plugin
I think all you needed was visual studio installed. You should test this. @raw shoal
It wasn't related to visual studio, which is installed. When you build for iOS you use xcode
But I found out that iOS desktop metal can't run the water plugin...
I've got a weird issue where my build fails to run when packaged as an apk, but runs fine when launched to device (quest 2) via the project launcher. Only difference I can think of is the packaging process and this seems to be the relevant error "LogUObjectBase: Warning: Error: CDO Constructor (VoxelFlattenTool): Failed to find /Voxel/ToolMaterials/ToolRenderingMaterial_Flatten" (and a few more like it)
But beyond adding that to additional directories to cook field in packaging settings, I have no idea where to look, and googles not turning up many relevant results.
Anyone seen something similar or know where to look? Thanks 🙂
(And I have checked the default maps)
thats beenknown for ageees
hi guys, trying to install the ValleyoftheAncient demo for ue5-main branch commit dac86f59584e848cfc39c4c7813d180ef5c47a5c, getting this error ```Unable to find plugin 'NiagaraSimulationStages' (referenced via ValleyoftheAncient.uproject). Install it and try again, or remove it from the required plugin list. ValleyoftheAncient C:\Valley\ValleyoftheAncient\Intermediate\ProjectFiles\UnrealBuildTool
Im using unreal 4.27 and trying to package an android project. Could somebody please tell me how to solve the following error? Please?
how much time does this take for a simple game
its showing this screen from 20 mins+
and yeah im using UE5
First time might be one hour
Will be faster for subsequent builds with the same engine version
for the same project or any project?
ggs completed
thanks anyways stranger sir
no one knows the answer to this?
Did you set up android studio/ the android prereqs?
yes i did
listening....
open up the log.txt mentioned in your screenshot to get the actual error
it's the same red line here
@gloomy garnet I just resolved my own problem I had kinda the same problem but maybe my error is different
the red error doesn't tell you what the problem is
https://www.youtube.com/watch?v=8sz4MbnsUlo follow this tutorial and reinstall android studio again and see if it works
Unreal Engine 4.27.2 Packaging For Android | Unreal Engine 4.27.2 Export Android Project .
Facebook Page : https://www.facebook.com/Code-Prof-110511874050372
Hey, anyone knows why someone is getting this error when trying to launch my game?
The game process just opens for a few seconds and then closes. In the UE4 logs there is no error.
The game does run for them on a 'Debug' build but on any other build (DebugGame, Development, Shipping) it has this issue.
Faulting application name: SpaceVoxel.exe, version: 4.26.1.0, time stamp: 0x00000000
Faulting module name: ucrtbase.dll, version: 10.0.19041.789, time stamp: 0x2bd748bf
Exception code: 0xc0000409
Fault offset: 0x000000000007286e
Faulting process id: 0x27ec
Faulting application start time: 0x01d803ead1e16483
Faulting application path: D:\SteamLibrary\steamapps\common\Outerverse\SpaceVoxel\Binaries\Win64\SpaceVoxel.exe
Faulting module path: C:\WINDOWS\System32\ucrtbase.dll
Report Id: ee242efd-71d3-4992-9ca5-710a27f65338
Faulting package full name:
Faulting package-relative application ID:
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Application Error" />
<EventID Qualifiers="0">1000</EventID>
<Version>0</Version>
<Level>2</Level>
<Task>100</Task>
<Opcode>0</Opcode>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2022-01-07T17:20:11.2141541Z" />
<EventRecordID>55697</EventRecordID>
<Correlation />
<Execution ProcessID="0" ThreadID="0" />
<Channel>Application</Channel>
<Computer>imperiex</Computer>
<Security />
</System>
<EventData>
<Data>SpaceVoxel.exe</Data>
<Data>4.26.1.0</Data>
<Data>00000000</Data>
<Data>ucrtbase.dll</Data>
<Data>10.0.19041.789</Data>
<Data>2bd748bf</Data>
<Data>c0000409</Data>
<Data>000000000007286e</Data>
<Data>27ec</Data>
<Data>01d803ead1e16483</Data>
<Data>D:\SteamLibrary\steamapps\common\Outerverse\SpaceVoxel\Binaries\Win64\SpaceVoxel.exe</Data>
<Data>C:\WINDOWS\System32\ucrtbase.dll</Data>
<Data>ee242efd-71d3-4992-9ca5-710a27f65338</Data>```
would be good to have an actual crash log from Saved/Crashes
since this is from event viewer
you can run your game with -waitfordebugger and attach the VS debugger to it to try and catch it too
Hm would I be able to do this if the issue is not happening for me?
It's only happening to a few people, not for me
There is no crash :/
Hi All, Have a large game with around 5 GB or compressed content. I have started breaking apart the PAK file into multiple PAK files. I am wondering how to tell UE4 to hold off loading all but the first PAK file when the game starts to decrease execution time. Not seeing a ton of documentation and looking for a direction to head down.
Thanks!
GooglePAD and ChunkDownloader
Thanks Erik, is there any documentation that you recommend I review?
This would be the one : https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Patching/
I guess I was foolish in my reading. This seemed like it was for online only and my use is for a local only install. I will give this a look and see if I can figure it out. Thanks!
the startup time solely depends on what assets are being referenced by your startup map
nothing to do with pak chunking
smartly laid out pak files can help but probably not to the degree you're looking for
Thanks sswires. We have done some compression and texture optimization work and it has greatly reduced PAK size and load time. We must have a reference in our splash scene that is referencing other objects in the game that are loading.
yeah and CDOs
CDO?
class default objects
if you are using FObject/ClassFinder in C++ that can greatly affect startup times
which will also extend to the editor startup time
well it still will be but not during the splash
since BP has soft references too
but a BP only game, that's pretty rough
So it sounds like I need to go through and do a reference viewer on the splash screen and see where it is leaking out to something else that is calling in other assets.
Honestly we have done a ton in BP with no big hiccups and have had excellent speed with heavy computation such as generation a procedurally generated galaxy with 1024 stars having the capacity for 10 orbits each.
oh god I can't imagine the spaghetti there, but with BP your options are a bit more limited when it comes to how you load assets
you have some access to the asset manager but not a whole lot
The big issue is our fleets for each species in the game.
They are utilizing 2.5 GB of the 5 GB PAK file.
So finding some way to remove reference to them and have the game load it on call would dramatically decrease load time.
Which it sounds like from your comment above about references is the direction we need to head.
well it's not going to really change the size of your paks unless there are redundant assets being packaged
but it'll likely change what needs to load and overall memory utilisation
just because a pak is xGB doesn't mean it's taking up xGB of memory
Which from what you are saying is due to something in splash referencing a lot more stuff than it should be.
unless you're hard referencing everything, then it will
and practically your entire game has to load before it can even render a single frame
We are making hard references to things in BP. So perhaps that is our issue.
I really appreciate the info @winged moss. I have some reading, researching, and refactoring to do. 🙂
is the error stopping me from packing something about those CPP files or the developer module because with either i'm clueless on what to do
hello guys I'm trying to Package my project for android. and it succeeds but I can't open it on my phone it keeps saying "it has stopped"
so I check my log in saved folder and there are a few lines like this :
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
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 ```
could these be the problem ?
I found some approaches on the internet like delete intermediate and saved folders and try to open again but these won't disappear
it is the same for all my projects even if it's an empty new one
I think these are why the android apk keeps stopping and jumping out. have any of you come across this b4 ?
It's been a few days since I'm tryna get a clean package that's working but no success..
Where is the best place to raise stupid errors like this? the error is useless, it doesn't indicate where/what is wrong
c Games\UE_4.26\Engine\Binaries\Win64\UE4Editor-Win64-DebugGame-Cmd.exe" -compressed -ddc=InstalledDerivedDataBackendGraph -pak -targetplatform=Win64 -build -target=MortarMen -clientconfig=Shipping -utf8output
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for C:\Users\Kieran\dev\Unreal\mortarmen\MortarMen.uproject
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: G:\Epic Games\UE_4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe MortarMen Win64 Shipping -Project=C:\Users\Kieran\dev\Unreal\mortarmen\MortarMen.uproject C:\Users\Kieran\dev\Unreal\mortarmen\MortarMen.uproject -NoUBTMakefiles -remoteini="C:\Users\Kieran\dev\Unreal\mortarmen" -skipdeploy -Manifest=C:\Users\
Kieran\dev\Unreal\mortarmen\Intermediate\Build\Manifest.xml -NoHotReload -log="C:\Users\Kieran\AppData\Roaming\Unreal Engine\AutomationTool\Logs\G+Epic+Games+UE_4.26\UBT-MortarMen-Win64-Shipping.txt"
UATHelper: Packaging (Windows (64-bit)): Using 'git status' to determine working set for adaptive non-unity build (C:\Users\Kieran\dev\Unreal\mortarmen).
UATHelper: Packaging (Windows (64-bit)): ERROR: Targets with a unique build environment cannot be built an installed engine.
PackagingResults: Error: Targets with a unique build environment cannot be built an installed engine.
UATHelper: Packaging (Windows (64-bit)): Took 0.6901199s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Kieran\AppData\Roaming\Unreal Engine\AutomationTool\Logs\G+Epic+Games+UE_4.26\UBT-MortarMen-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error```
ERROR: Targets with a unique build environment cannot be built an installed engine
Probably means you're trying to package a server ?
Nope, i checked that straight away. We're just packaging the default target that gets created when you create a project
nothing has really changed in the past few days since the last build. We added a new component to the player controller and a new UMG widget
I'm assuming UE4 has corrupted something as is always the case, but the problem is there is no context to the error, so i don't know where to look. I've tried the usual delete intermediate, binaries, saved, etc
well you're doing something special in Target.cs that requires a source build or you're compiling an target unsupported by the binary engine (ie. anything but "game" such as server/client)
^
Guys why am I getting these weird errors? What does it mean? I have used the same folders, the same places and my first ever packaging went smoothly with no issues. Now all of a sudden it's giving me errors.
UATHelper: Packaging (Windows (64-bit)): ERROR: The following files are set to be staged, but contain restricted folder names ("Apple"):
And just like @lofty garden I above it exists with unknown error.
what doesn't make sense is that it asks to move the files out of "restricted folder" ... but the folder has no restriction, I've been using it since the beginning and as I said, the first packaging had no problems.
Full error
Bunch of things I can't make sense of
is it because ... the folder is named APPLE as in APPLE INC lol?
Yes
List of restrictions is under that [Restrictions] line
These folders are for whitelisting platform specific game content
@mellow bane I see, now I understand, thanks. It didn't occur to me that even folder names for such IP-related stuff would be an issue. But I really wonder why it's a problem. Do you know of what possible serious side effect there would be had it not been restricted? Or is this something expected in the industry.
A folder named Switch would be expected to be used for your Switch package, etc
From your own log file :
If these files are intended to be distributed in packaged builds, move the source files out of a restricted folder, or remap them during staging using the following syntax in DefaultGame.ini:
[Staging]
+RemapDirectories=(From="Foo/NoRedist", To="Foo")
Alternatively, whitelist them using this syntax in DefaultGame.ini:
[Staging]
+WhitelistDirectories=MyGame/Content/Foo
That's 3 solutions
I feel like a more noob friendly thing would be to just say: "folder name is not allowed" ... simpler language works wonders imo. Anyway, works now after changing all the folders to new names!
"contain restricted folder names" is hardly incomprehensible
It's not, just saying that sometimes when you're tired and stuff, which is usually at the end when you're packaging, a simpler message would not elicit panic mode. Just saying if devs are reading.
Anyway, is the Manifest_NonUFSFiles_Win64.txt file produced in the directory necessary when distributing?
Nope
aight
Hello!
I have Critical Error when cooking a build. It seems Niagara is causing it. Anyone have any clue what that could be or where to start looking. Here is the Log: https://paste.ofcode.org/tAMzraxXfxhSku2BrwU9vy
Check the log before that for errors
that's the first time error occurs in the log
here is the full Log https://paste.ofcode.org/36phwbXeVqQVzX4YK9eqV3M
@mellow bane ?
Right, not much to look at there
Probably can debug UAT and see where if the asset name can be found
Hello folks!, looks like I am missing Html5. Do I need install a plugin or something?} it's 4.24
HTML5 support was removed in 4.24. See the notice at the top of this page - https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/HTML5/GettingStarted/
Packaging BIG games for Android - wha'ts the situation? I'm finding links like ( https://forums.unrealengine.com/t/tutorial-how-to-create-android-app-bundle-at-unreal-engine/138830/3 ) that make you jump through a dozen hoops? Don't tell me it's that messy at the moment... : (
EDIT Maybe I should be looking at Google PAD? https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Distribution/GooglePlayAssetDeliveryReference/
You are indeed required to jump through several hoops to get it working. And The biggest solution currently is GooglePAD.
There is not a lot of forum posts and such for GooglePAD so you wouldn't find much help online, if that's not an issue, you should be fine.
Has anyone had a problem with the packager taking FORVER (80 minutes) to compress a single _BuiltData.ubulk file?
Hellooo, r there artifacts (ie files/folders) that I can see which maps have been cooked?
ok, looks like they r in Saved/Cooked/
Thanks ErikH
Hey guys. I have a Text3D component in a blank project and performing a multiline trace on it, which works as expected in PIE and standalone. But the trace goes through the Text3D component in the packaged build. Would love to know if anything can be done about it. Any help would be appreciated, thanks 🙂
Does this mean that my "duplicate project" operation from the launcher failed somehow? Never seen this message before...
it's a blueprint project, always has been
And nativization is disabled and you have no code plugins?
ah, thanks, I'll double check nativization! it's from 4.22 so maybe it was on back then
damn, it's disabled, so that wasn't it... 😦
I've seen that error before btw
and it wasn't the 3DConnexion plugin either... don't think I have other 3rd party plugins enabled
try removing intermediate, since you did a project duplication thing
well, I just tested, an empty project gives the same error... hmmmmmm