#packaging

1 messages · Page 52 of 1

plain sierra
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Thanks for the help I think I figure it out

winged moss
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the only good thing to do with mcafee is to uninstall it

plain sierra
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That would probably be smart but it’s not my laptop so I can’t do that unfortunately

winged moss
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I would just add the engine directory to exceptions too so it never scans it

plain sierra
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Thanks it actually worked it was McAfee

sullen spindle
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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

winged moss
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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

sullen spindle
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both

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im downloading the source version bc people said it would be easier to identify there

winged moss
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well you just need to download the symbols so at least you get a readable callstack from the error

subtle crown
barren quiver
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is there any reason why my buttons in game build doesn't work?

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but when I play it on the UE4 Editor Play Preview it works just as fine

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is there a tutorial in which I could follow to fully package my game?

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is it because of Blueprint Nativization Method? I had it disabled.

mellow bane
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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

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problem will likely reproduce

barren quiver
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can this help?

mellow bane
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Yeah, that's nativization breaking the build

barren quiver
mellow bane
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Just disable it

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UE5 removes it alltogether

barren quiver
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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.

barren quiver
mellow bane
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Project settings, nativization somewhere, set it to disabled

barren quiver
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oh

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what is Blueprint Nativization Method for anyways?

mellow bane
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It's for controlling which assets get nativized

barren quiver
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so I just... disable it?

mellow bane
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Yes

barren quiver
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something's wrong with packaging

mellow bane
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Well yeah, nativization

barren quiver
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oh

mellow bane
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Disable it, problem gone

barren quiver
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I turned it off

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yeah

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but now my buttons still doesn't work

mellow bane
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Package will work now

barren quiver
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mmm yes it did

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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

mellow bane
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If it works in right click / Launch and not in packaged, check your packaging log for warnings

crisp patrol
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Is there any reason that the Async Loading Thread feature isn't enabled by default?

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It says that it halves load times when enabled

mellow bane
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It's not ?

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Thought it was

crisp patrol
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I wonder why

subtle crown
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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

lusty ivy
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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?

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And if I have only updated blueprints and other stuff, can I leave cooking maps unchecked?

subtle crown
# subtle crown I really lost as to why this is failing... Can anyone help point me in the right...

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.

royal bough
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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.

zenith summit
royal bough
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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.

royal bough
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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....

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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?

dusty iris
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what am i doing wrong im trying to pack up a mod for a game

barren quiver
winged moss
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no, it'll depend on what is consuming the event and what it's doing with it

inner socket
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Has anyone successfully automated building UE5 from source?

mint leaf
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ye it works fine?

inner socket
# mint leaf 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?

mint leaf
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I think C4668 is a warn not error, so you could also probably just stop treating warnings as errors

winged moss
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the engine treats warnings as errors by default

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and it's probably the wrong win sdk

jade spade
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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?

inner socket
winged moss
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it usually says in the release notes, but yeah UE5 isn't something ready for production use

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4.27 is Windows SDK 10.0.18362

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as is 4.26

inner socket
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Found it! Will try that tomorrow, thank you very much!

royal bough
inner socket
jade spade
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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...

jade spade
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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.

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Just remove the pin and it works.

lucid laurel
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Does someone know what are those errors?

jade spade
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Looks like the map was edited and saved in a newer engine version

crisp sleet
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Does anyone know why my game scene gets squashed to the left, while my widgets remain the right size when I package it?

regal elbow
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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

regal elbow
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suyre

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sure*

zenith summit
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What engine version are you using?

regal elbow
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4.27

mellow bane
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Guessing you used to have a UtilityCombatPlugin plugin that you don't anymore

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In any case, /UtilityCombatPlugin/Mannequin/Character/Textures/UE4_Mannequin__normals apparently doesn't exist

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So re-save any asset that previously used it and you should be fine

regal elbow
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Thanks!!

paper cipher
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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?
oblique shale
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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.

oblique shale
winged moss
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generally you disable plugins you don't use, engine modules aren't as trivial to disable

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506 things to build probably takes less than 10 minutes?

oblique shale
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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.

oblique shale
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It worked, from [506] to [301], saved a few minutes of compiling and reduced 500Kb on the .EXE.

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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}
    
open rapids
open rapids
open rapids
oblique shale
oblique shale
oblique shale
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Indeed, I miss read the line from UnrealPak building.

oblique shale
# open rapids if you also find a solution, please share it with me)

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>()"

noble egret
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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.

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I assume, like slate, my plug-in shouldn’t even be loaded, due to it being an editor module…? How do I do that?

winged moss
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would help to have symbols

noble egret
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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?

zenith summit
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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?

mellow bane
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Yes it will

zenith summit
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By the way, have you ever had a problem with the Project Launcher not saving custom profiles properly?

mellow bane
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No idea, never used it

zenith summit
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Ah, okay.

round sorrel
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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..

viscid light
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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?

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Ive run as administrator, ive allowed it through windows firewalls, etc

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no crash error or anything

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its like i never opened the file in the first place

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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

winged moss
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does it produce a log? do you have the pre-reqs installed?

uncut palm
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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.

winged moss
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Did you add the required settings to Target.cs?

dreamy panther
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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

dreamy panther
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Nvm, found you can change project setting "Engine - Cooker - Cooker Progress Display Mode" to show Name and Remaining Packages

static sentinel
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Can anyone help me figure out how to resolve this lol?

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ERROR: Failed to copy H:\Source_4.26\Engine\Extras\Redist\en-us\UE4PrereqSetup_x64.exe

viscid light
winged moss
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then do a non-shipping build or enable logging for shipping

stoic mist
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Can someone help me please my game is not packing

winged moss
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show the relevant parts of the packaging log

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and not a screenshot

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I doubt it's because of the analytics events

stoic mist
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How do I do that

winged moss
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the file path is the part you drew a black line through

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share that file

stoic mist
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OK I'm waiting for it to repack I went it to windows firewall to allow it I don't think it will work

winged moss
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why not just share the log from that cook attempt?

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it'll be in %APPDATA%\Unreal Engine\AutomationTool\Logs\ somewhere

pastel bramble
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Should it be possible to package as a Shipping build at any time, or is a unique identifier or similar required from Epic first?

zenith summit
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Couldn't find object for bound event node OnTakeRadialDamage (None) from Source: /Game/FoliagePackV1/Maps/Overview.Overview:PersistentLevel.Overview

zenith summit
stoic mist
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ah okay cause i been using shipping

pastel bramble
zenith summit
# stoic mist ah okay cause i been using shipping

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

pastel bramble
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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.

zenith summit
pastel bramble
stoic mist
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Yo it worked thanks I deleted that map lol

winged moss
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you can pick which maps to cook

stoic mist
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I didn't know about that lol

hearty steppe
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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.

static sentinel
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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

winged moss
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does that file exist

static sentinel
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It does, but i dont know if its recognizing it

winged moss
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?

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its just doing a copy to the staging directory

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and you can choose NOT to stage the prereqs too

static sentinel
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Where can I find that option?

winged moss
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well that depends if you use UFE or UAT to cook the build

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it's not going to be in the basic packaging option

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and I would make sure that your workspace and staging directories are ignored by antivirus software

static sentinel
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Thank so much! I'll give those a go!

uncut palm
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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.

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Here are the settings that I have for UFE

tardy island
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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.

tardy island
fringe ravine
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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.

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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

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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.

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This is a blueprint project

fringe ravine
uncut palm
# zenith summit What error do you get?

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.

fringe ravine
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If you drag in the blendspace from the assets browser, it creates a "blendspace player", which works when packaged

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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

fallen gulch
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Does anybody know what might be causing this?

winged moss
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you don't have engine symbols so it's pretty difficult to tell you anything

fallen gulch
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What do you mean?

winged moss
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you do not have engine debugging symbols installed so it's impossible to ascertain anything because the entire stack trace says "UnknownFunction"

fallen gulch
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Alright, I'm gonna install them, try to package again and send a new Screenshot

zenith summit
zenith summit
winged moss
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so many people using UE5 for some reason

fringe ravine
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yeah of course, but i think you're able to do the same thing with UE4

winged moss
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a 6 month old pre-alpha build. great

fringe ravine
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plus, using it and finding possible bugs is excatly the point of alpha and beta builds

winged moss
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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?

fringe ravine
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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

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this one issue had me stumped, was hoping it may not have been unique to ue5

winged moss
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I suppose game jams are for those who want to voluntarily experience crunch

fringe ravine
uncut palm
fallen gulch
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After installing the debugging symbols the error was shortened to this, though I doubt it's helpful

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Tried packaging again and this looks like something that's useful. Does anybody know what the error here is?

winged moss
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and clues in the log preceding it?

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because there's something it doesn't like about shader compilation

fallen gulch
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Up to that point there aren't any warning or other errors in the log. Those are the lines preceding the errors.

winged moss
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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

fallen gulch
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I'm not quite familiar with C++ and VS. How would I do that?

winged moss
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do you know someone who is?

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because attaching is something that can be done from VS

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and when an exception does happen, it'll break where the exception happened

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and will reveal more about what's going on

fallen gulch
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How can I open VS so that it's linked to the editor?

winged moss
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well with the binary engine, you'd need C++ in your project

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and then you can attach from the debug menu

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you'd attach it to the running UE4Editor-Cmd.exe, as long as you can attach it before the error happens

fallen gulch
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Is there a way to change a project from Blueprint to C++ or would I need to create a new project for this?

winged moss
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yes by adding a C++ class from the editor menu

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but this is a pretty advanced way of figuring it out

fallen gulch
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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?

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Ok I managed to attach the debugger to the process but it doesn't show anything. Everything is just blank.

winged moss
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Yes but when it errors it’ll break in the debugger, there isn’t much to look at until it does

drowsy iron
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How do I package for Using ARM(32-bit) architecture for deploying to HoloLens device. Mainly to test MRWebRTC.

lament acorn
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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.

true thistle
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what dose this error mean

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ERROR: Could not find definition for module 'FPS', (referenced via FPS.Target.cs)

loud violet
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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

winged moss
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Show errors

echo oxide
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I have set up an input for TAB. In editor it works fine but packaged, pressing TAB just never fires? any ideas?

flint olive
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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:

  1. A workaround
  2. A way to copy or move all assets in the level to their own folder?
halcyon brook
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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?

winged moss
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you probably should get support from FMOD

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this isn't really a channel for general help with any old plugin because that would be impossible

simple summit
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anyone know any possible solutions for packaging errors that result in Ran out of memory allocating 18446744072071572619 bytes with alignment 0

abstract parcel
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packagin moviescene.dll ? help me..

abstract parcel
eternal olive
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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 ?

mellow bane
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In packaging settings

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Maps are primary assets that will in turn add their own dependencies

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If you don't have maps it'll be the entire project

eternal olive
mellow bane
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Sounds like you should change that

eternal olive
mellow bane
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It's in there, either down below or under those small arrows

mellow bane
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yes

eternal olive
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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 ?

mellow bane
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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

eternal olive
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damn i could really use a good tutorial about how to do a clean packaging / updating

mellow bane
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Updating is just "send new package to your store" usually

loud violet
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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.

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Would just like someone to walk with, maybe even just for rubber-ducky-ing

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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

winged moss
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Well it’ll all depend on what your game modules and plugins are linking

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Which will be in the Build.cs

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A dedicated server shouldn’t be linking any DirectX dependencies

loud violet
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@winged moss that DXCore was just an example, to be honest

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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

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😭

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why can't anything ever "just work"

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I even went as far as to forcefully delete all our plugins and just temporarily nuke all the code that used those plugins

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No change

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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

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But so far without success, and I am running out of ideas on what to try

regal panther
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Can anyone help me please?

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I am trying to accept sdk for android export but it wont work

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I agree and noting happens

alpine spoke
#

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.

eternal olive
#

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 ?

weak yacht
#

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

sweet crescent
#

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.

weak yacht
#

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

mellow bane
#

Use real source control instead

covert bay
#

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 🙂

woven mango
#

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?

manic leaf
#

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 :).

mellow bane
#

Probably want to clear up what you're doing with that file

manic leaf
#

I created particles using Niagara that are synchronized to any sound coming from the computer, that's why I imported the .wav file.

mellow bane
#

Right, but you don't usually read wav files directly so how you're doing it is probably relevant information

manic leaf
#

I just drag and dropped it into my scene, if that's what you need to know? 😅

mellow bane
#

Usually you'd import the .wav to the content browser, create a sound cue from it, and then play that

manic leaf
#

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?

mellow bane
#

I suspect that's what the wav file dragged into the scene does, but I have never tried that

manic leaf
#

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 :/

mellow bane
#

You can always try looking at the packaging log for errors - usually Blueprint projects that package without warnings will work well

manic leaf
#

Okay, thanks for your help

manic leaf
#

Well i didn't cook the content properly that's why, it is fixed now :D.

wind fiber
#

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

sweet crescent
sweet crescent
cosmic flare
#

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.

cosmic flare
#

It was a code error on my part. Thanks to anyone who looked at this.

neon path
mellow bane
paper drift
#

Does anyone have any insight into how core dump files are generated in Linux dedicated servers?

supple slate
#

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

clear mason
#

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??

mellow bane
#

Probably missing some dependencies, check your log file

clear mason
#

nope nothing popped up in my log

mellow bane
#

Which platform are you packaging for

clear mason
#

windows 64

mellow bane
#

Do you have C++ code or a C++ plugin?

clear mason
#

yes

mellow bane
#

Make sure you have Visual Studio 2019 installed with C++ support + a Win10 SDK

clear mason
#

i have vs 2022, should it be specifically 2019?

mellow bane
#

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

clear mason
#

ok wil try with 2019 once

clear mason
#

@mellow bane ty its working now

supple slate
#

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 🙂

white otter
#

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

winged moss
#

^ <@&213101288538374145>

stuck daggerBOT
#

:no_entry_sign: Mridul#3286 was banned.

ashen pewter
#

handled

winged moss
#

ty

desert anchor
#

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

mellow sand
#

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?

mellow bane
#

Debug it

winged moss
#

ie. share the DLLs

#

for public distribution for marketplace, there's a whole process attached to that

desert anchor
winged moss
#

then simply share the DLLs with them

desert anchor
#

hmm... so I just need to share the binary folder in the plugin?

winged moss
#

it's much easier when you use perforce with UGS

winged moss
desert anchor
winged moss
#

unrealgamesync

#

generally used with source builds only

mellow sand
winged moss
#

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

mellow sand
winged moss
#

yes?

desert anchor
winged moss
#

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

desert anchor
#

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

sullen sonnet
#

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?

abstract escarp
#

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

mellow bane
abstract escarp
abstract escarp
winged moss
#

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

abstract escarp
winged moss
#

Saved/Logs

abstract escarp
#

That's where I would expect it to show up on development/debug builds, but it doesn't on shipping builds for me

winged moss
#

%LOCALAPPDATA%/ProjectName/Saved/Logs then

red dock
#

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

red dock
#

is my message too long to get a reply?

mellow bane
#

Probably just quite specific, not many people do Quest dev

red dock
#

damn so there is no way i could get help then 😦

#

thanks for the reply @mellow bane good man!

lucid laurel
#

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?

kindred burrow
#

anyone else get steam vr junk in their packaged builds ? i got it all disabled in plugins

pulsar wharf
#

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)

red dock
#

?

pulsar wharf
devout bloom
#

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

mellow bane
#

SHow the packaging log

mortal cape
#

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

warped spire
#

Do PrimaryAssets always get packaged even if unreferenced?

vagrant cedar
#

is there a way to package a game with .sav inside?

minor hawk
frozen dagger
#

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

cerulean eagle
amber lake
#

hey guys, any help with this? i couldn't understand how to properly fix it

cerulean eagle
#

What Platform are you trying to build for?

amber lake
#

Windows PC

cerulean eagle
#

Okay I am guessing then have Visual Studio 2019? And what is your packaging settings for it?

amber lake
#

i do have vs2019 yes, my pacakging settings are set to Development, but even if i made it Shipping, still same error occurs

cerulean eagle
#

Have you tried running a rebuild in VS on the project to make sure all binaries are generated?

regal elbow
#

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

cerulean eagle
#

Will have to create a shooter project to figure out.

regal elbow
#

Okay

regal elbow
#

help me please!!

cerulean eagle
#

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.

regal elbow
#

Ok

cerulean eagle
#

So for the build are you running a script or just running the File>Package Project>Windows? And which Build Target?

regal elbow
#

Let me check

regal elbow
cerulean eagle
#

Okay. I was able to get mine to build. After you got the project did you generate Visual Studio Files?

regal elbow
#

No, i didn’t

cerulean eagle
#

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

regal elbow
#

Okay!

cerulean eagle
#

Make sure you have Visual Studio 2019 installed. I believe they deprecated 2017 for version 4.25

regal elbow
#

👍🏻

#

I see that i have to choose an application/file for opening the uproject file

#

What file do i have to choose?

cerulean eagle
#

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

regal elbow
#

Yes thanks!

#

It gives an error that 4.27 does not exist

cerulean eagle
#

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

cerulean eagle
#

Just default that one level maybe 20-30 minutes? I haven't done packing for html5 so don't know the library overhead

winged moss
#

with an i5 and 8GB RAM probably a lot longer

#

since 8GB is pretty low for UE4 work

cerulean eagle
#

Fair point

winged moss
#

there's always going to be a minimum amount of time to package even very simple projects

cerulean eagle
#

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

winged moss
#

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

cerulean eagle
#

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.

frozen dagger
cerulean eagle
#

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

regal elbow
#

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?

mellow bane
regal elbow
#

thanks for this tip! i think itch.io is a great idea

cosmic sigil
#

so at 4.27 UE4 has dropped 32 bit support for all platforms except android?

regal elbow
#

Hi! How can i see analytics of my ue4 game

mellow bane
#

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

cosmic sigil
mellow bane
#

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

cosmic sigil
#

hmm

#

ok

mellow bane
#

UE4 released with no 32b support at all, was added back later

#

Guess UE5 kills it completely

amber lake
#

What’s the right way to fix this exactly?

cerulean eagle
#

So those arrays should be commas, not semicolons after each entry.

cerulean eagle
midnight ferry
#

Is it possible to make a testing build with compressed pak files?

copper verge
#

What to do with OutOfMemoryError? The apk has exceeded 2G, and the package will report this error

#

Does anyone know?

stray maple
#

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?

merry plank
#

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?

mellow bane
#

Assign assets to chunks

severe hare
#

I want to create a File, during the building processing via C++ where would I look to do this?

midnight ferry
#

Is it possible to make a testing build with compressed pak files?

mellow bane
#

Define testing build

midnight ferry
#

im sorry.. the Test Build Configuration

mellow bane
wet orbit
#

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): /media/Data/UnrealEngine/Engine/Source/Runtime/Core/Public/Templates/TypeHash.h:102:27: error: unknown type name 'uint64_t' UATHelper: Packaging (Linux): inline uint32 GetTypeHash(uint64_t A) UATHelper: Packaging (Linux):  ^ PackagingResults: Error: unknown type name 'uint64_t'

Any idea how to fix it?

mellow bane
#

Which UE version is this ?

midnight ferry
wet orbit
#

from source

mellow bane
#

Weird

#

You can add the missing include for uint64_t

midnight ferry
wet orbit
mellow bane
midnight ferry
mellow bane
#

Just repackage again

midnight ferry
high folio
high folio
#

@stray maple what version of msvc are you using?

stray maple
high folio
#

hmm, ok. i see you have 2022 sdk as well, I'm wondering if that might be an issue.

stray maple
#

Yeah but can't really remove that

wet orbit
#

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?

mellow bane
#

Seems like you want to disable OpenXR

wet orbit
#

Is that before packaging?

mellow bane
#

In your plugins, yes

wet orbit
#

I have them disabled in the .uproject file:
{ "Name": "SteamVR", "Enabled": false }, { "Name": "OculusVR", "Enabled": false } ] }
Is that not enough?

mellow bane
#

I'd look for a plugin called OpenXR in the plugin editor

wet orbit
# mellow bane 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

high folio
#

@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.

stray maple
#

Did you just remove the 2022 with visual studio installer?

high folio
#

no, i just installed 2019 edition and rebuilt everything in that.

stray maple
#

You mean visual studio 2019?

high folio
#

yes

stray maple
#

Okay. Would have likee to have the speed benefits from 2022

high folio
#

same

#

maybe someone can figure out what's borked with 2022 and a quick patch can be made.

fleet crest
#

@tawny totem are you trying to get the editor running on arm for mac or a game on arm for mac?

tawny totem
#

currently i have unreal editor running under rosetta and i tried to package default starter project

tame rose
#

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...

tawny totem
#

you mentioned ue5, so newest ue 4.27 is not enough?

fleet crest
#

I looked a bit and it isn’t there in 4.27

fleet crest
#

< don’t know much about mac

tawny totem
#

i thought this mentioned that packaging should be possible

tame rose
#

Rosetta is the AOT+JIT x86 -> ARM transpiler and emulator yeah. Going from that to native is usually a 50-100% speedup still

fleet crest
#

That’s many asterisks

tawny totem
#

yeah, but i do not know where is explanation of them

fleet crest
#

Do you have a link to where you took that screenshot from?

tawny totem
#

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?

fleet crest
#

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.

#

Sk0g

#

Replied there

#

It seems like there are people who have built for 5 but not 4.27.2 afaik

tawny totem
#

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

fleet crest
#

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

tawny totem
#

at least i would be glad if it would be more performant than ue 4.27

#

i will download ue 5 and check

fleet crest
#

Can’t speak towards that haven’t used 5 but I imagine it likely isn’t slower

tawny totem
#

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

fleet crest
#

4.27 isn’t compatible with 5.0 but I believe 4.26 projects can be upgraded

tawny totem
#

i also read that somewhere

fleet crest
#

Lumen and Nanite are supposed to be optional but they’ve begun throwing features out for them so idk how true that will hold

tawny totem
narrow quarry
#

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!)

coral lance
#

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

winged moss
#

that's only in shipping packaged builds

regal elbow
#

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?

vital creek
#

...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.

regal elbow
#

Okay!

regal elbow
vital creek
#

That's not the same thing. Anyone can make a developer account.

regal elbow
vital creek
#

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.

regal elbow
#

Oh okay thanks for the info!

tawny totem
#

i have problem with packaging for mac, is it happening because i have newer xcode?

#

if thats the case can i override it somehow?

coral lance
#

@winged mossYes, it's only in packaged builds. It's worthwhile to package every day or so to check that everything is still working.

winged moss
#

it's ONLY shipping

#

and it's definitely NOT worth making daily shipping builds

coral lance
#

ahh good to know

narrow quarry
# narrow quarry Hi guys, was wondering if anyone can give me a hand with this? My very first pro...

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!

desert garden
#

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?

mellow bane
narrow quarry
regal elbow
#

Hi! I want to create a game launcher where players can launch the game and download/update games, how do i create one

mellow bane
#

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...)

regal elbow
#

Oh oke thanks!

regal elbow
#

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?

high folio
#

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.

mellow bane
#

Or wait for a million people to have it downloaded first

#

Or pay Microsoft

regal elbow
mellow bane
#

$100

regal elbow
#

Oh okay

#

Thanks

lethal pelican
#

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"

amber lake
#

Packaging error: Missing precompiled manifest for ‘launch’

Any idea how to fix this annoying problem ? : ((

west copper
#

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)?

west copper
amber lake
#

found the file (Launch.build.cs) but don't know what needs to be done to fix

tawny totem
#

I chose packaging for Apple Silicon in UE5 but binary is still not native what could be wrong?

torpid river
#

here is to hoping guys!

#

test build

#

UATHelper: Packaging (Windows (64-bit)): BUILD SUCCESSFUL

#

perf!

brittle geyser
#

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)

tight valve
#

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)

strong oak
#

lol can't do the package because I have a folder called Apple inside my project

winged moss
#

you can add an exception for stuff like that, same with Windows

ripe void
#

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 ?

ripe void
tight valve
#

Yes

ripe void
#

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 ?

winged moss
#

?

ripe void
#

nevermind

#

also I have troubles pushing my editor project to github using git lfs

runic stump
waxen aspen
#

hi im trying to package my game for android but movie files are not coming in does anyone know how can i add them

indigo mortar
waxen aspen
#

i did

tame shadow
#

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

mellow bane
#

Yes

#

%LOCALAPPDATA%/GameName/Saved

#

For a Shipping game

#

Saved directory directly for a Development package

tame shadow
#

Nice, thank you! I'll try it out

tame shadow
#

Works perfectly!

midnight ferry
#

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?

midnight ferry
#

what I want is that Content/Data be cooked, but not pak compressed? is this possible?

tame shadow
#

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

midnight ferry
#

ahhh

#

let me see if it helps my case 😬

clear mason
dull seal
#

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

pallid coral
#

Is this just stuck, or really slow?

mellow bane
#

Slow

#

Give it an hour or two the first time

native acorn
#

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?

native acorn
#

figured it out. Was that I forgot to zip the file

abstract escarp
#

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

clear mason
mint leaf
# abstract escarp

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

plucky timber
#

tried to fix it with no luck

#

very sad that i can't play satisfacory 😭

abstract escarp
mint leaf
#

its in one of the config inis

abstract escarp
abstract escarp
abstract escarp
#

That should fix any EOS-used game as well like Satisfactory

fringe girder
#

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

fringe girder
#

I wish I knew how to build directly into the folder I specified without the 'windowsNoEditor"

fringe girder
fringe girder
fringe girder
fringe girder
#

@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

weak yacht
# fringe girder I do not think its good enough to delete them as a miracle cure. You have to fig...

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

weak yacht
mellow bane
# fringe girder this is the main error I get

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

fringe girder
#

is there a document I can refer to guide me through this sort of thing?

mellow bane
#

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

fringe girder
#

so i have to install my unreal engine with debug symbols

mellow bane
#

That's a given, yes

fringe girder
#

ok I'll do that first 🙂

mellow bane
#

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

fringe girder
#

oh ok, my project was completly blueprint based

mellow bane
#

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

fringe girder
#

hmm okay

#

that's kinda a bummer

#

so it means there's nothing I can do

mellow bane
#

Depends what the issue is

#

An engine update would fix engine issues, for example

fringe girder
#

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

abstract parcel
#

help me?

#

moviescene.dll ?

brittle geyser
#

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?

mellow bane
#

Depends if you have debug symbols, editor content, and if you correctly filled the list of maps to package

mint leaf
merry glen
#

Hello ! Would anyone know why on a packaged build my character doesn't spawn at the Player Start when transitioning to another level ?

brittle geyser
#

funny enough, the package itself is 200mb, unless the profiler is giving me overall memory usage, not just the game (system usage)

mellow bane
#

Ah, right, no idea about that

#

Though I'd expect that

regal elbow
#

Hi! My ue4 game is false positive… what do i have to do??

mellow bane
#

Get your game released through a trusted third party (Steam)

#

Or pay for Microsoft to sign your game

regal elbow
#

👍🏻

mellow bane
#

Steam is by far the cheapest option

brittle geyser
#

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

winged moss
#

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

idle horizon
#

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/

Get up and running streaming an Unreal Engine application from one computer to other computers and mobile devices on the same network.

wooden prawn
#

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?

vital creek
#

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.

wooden prawn
vital creek
#

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).

wooden prawn
#

Actually scratch that, I was already using a soft reference D:

vital creek
#

ah

#

then yeah, that it succeeds is likely due to the data not even being included in the build.

wooden prawn
#

Dang.

vital creek
#

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.

wooden prawn
#

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

vital creek
#

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.

wooden prawn
proud fjord
#

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
drifting thunder
#

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

simple dew
#

check the crash log, it should give explanation on what happened

unique reef
#

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

winged moss
#

Show an example

simple dew
#

check folder Saved> Crashes or Logs

unique reef
regal panther
#

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

lament light
#

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"

zenith summit
#

(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.)

lament light
zenith summit
# lament light That sure will come in handy thank you very much! Is there anything about making...

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.

lament light
#

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

zenith summit
# lament light This seems pretty complicated at first but at least i have something to start of...

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.

lament light
#

alright thats a lot but its better than nothing, thank you very much for your help

hearty flame
#

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

▶ Play video

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

gleaming saddle
#

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? 🙂

vast pumice
#

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?

regal elbow
#

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

polar surge
#

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

supple moon
#

Why ?can someone help me please?

broken orchid
#

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

jade edge
#

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?

jade edge
#

Yep, the thing I shared is already the Log.txt

jade edge
#

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.

supple moon
#

I had tried to export the game in "development" ... before exporting it in shipping are there any folders that I need to delete?

proud fjord
#

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.

open rapids
#

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 ?

haughty quarry
#

is there a way to get the full project from a dev build?

winged moss
merry karma
#

Where is the infinity loop

ashen finch
#

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

simple token
hearty flame
#

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

▶ Play video

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

#

[attached error image]

ocean hornet
#

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

nocturne arch
nocturne arch
indigo mortar
#

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.

idle horizon
#

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?

proper void
#

when uploading my app on google play store I am getting this error,
do anyone know how to fix it?

proper void
#

Yeah, I get it, I forgot to turn off the package apk file option.

tiny storm
#

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 ?

simple token
zenith summit
gilded night
#

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?

torpid pilot
#

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

sour ivy
#

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?

graceful tangle
#

Hi guys, just wondering is there any alternative for adamrehn/ue4-full docker images? Seems like adamrehn/ue4-full no longer exist.

wind mulch
#

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!

mortal cape
#

Anybody know in-game download option for Android games (like resources can be download after launching the game )

reef hatch
#

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.

rare relic
#

Or if your playtesters are technically minded, give them a link to download the zip and they can unpack/run it locally 🤷‍♀️

mellow bane
#

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

sand crest
#

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

mellow bane
#

Right click your uproject file, launch

#

Start there

sand crest
#

then?

#

the fact is

#

it works there

sand crest
mellow bane
sand crest
#

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

hearty flame
#

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.

sand crest
sand crest
#

@mellow bane do you have any idea what my issue could be caused by?

sand crest
#

Shoot

drowsy iron
#

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.

winged moss
#

you can only build for windows on a windows host

amber lake
#

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.

cinder flower
#

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

analog ore
#

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

summer dock
#

@cinder flower The jump to docs seems to happen if something is incorrect in setup. I attach my sdk config for reference.

summer dock
#

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

wild horizon
#

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?

merry stag
#

@wild horizon As far I know you need a Mac to build for mac.

raw shoal
#

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?

analog ore
#

seems like a lot of target issues with plugins........and basically no one is getting much help here

queen orchid
#

Is it possible to change the application name?

#

If my project is called "project_codename" or whatever, can I name the application to "GameName?"

zenith summit
queen orchid
#

Thank you

crisp patrol
#

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?

lost spruce
crisp patrol
#

Thanks I'll check that out

short path
#

Hello, good morning
i have a problem with packging when (inclusive blueprint)

then after packging it give me ( Unknow Error )

mellow bane
#

Put the output log here

analog ore
#

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!

gloomy garnet
#

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

#

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

analog ore
# analog ore UATHelper: Packaging (Windows (64-bit)): WARNING: Error while enumerating Visual...

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 😄

raw shoal
#

I also fixed my problem. I had to make a c++ project to make the ios package with the water plugin

analog ore
#

I think all you needed was visual studio installed. You should test this. @raw shoal

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...

subtle fossil
#

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)

mint leaf
gleaming creek
#

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

gloomy garnet
#

Im using unreal 4.27 and trying to package an android project. Could somebody please tell me how to solve the following error? Please?

magic lava
#

how much time does this take for a simple game

#

its showing this screen from 20 mins+

#

and yeah im using UE5

mellow bane
#

Will be faster for subsequent builds with the same engine version

magic lava
#

ggs completed

#

thanks anyways stranger sir

gloomy garnet
subtle fossil
gloomy garnet
#

listening....

subtle fossil
#

open up the log.txt mentioned in your screenshot to get the actual error

gloomy garnet
#

yeah i got the actual error

#

from the .txt

gloomy garnet
bitter orchid
#

@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

mild turtle
#

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>```
winged moss
#

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

mild turtle
#

It's only happening to a few people, not for me

mild turtle
cyan flume
#

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!

lethal pelican
cyan flume
#

Thanks Erik, is there any documentation that you recommend I review?

lethal pelican
cyan flume
#

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!

winged moss
#

nothing to do with pak chunking

#

smartly laid out pak files can help but probably not to the degree you're looking for

cyan flume
#

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.

winged moss
#

yeah and CDOs

cyan flume
#

CDO?

winged moss
#

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

cyan flume
#

The game is built in blueprints only.

#

I am assuming that isn't an issue...?

winged moss
#

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

cyan flume
#

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.

winged moss
#

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

cyan flume
#

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.

winged moss
#

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

cyan flume
#

Yeah, that is the key right now.

#

The game looks to load the entire PAK file on load.

winged moss
#

just because a pak is xGB doesn't mean it's taking up xGB of memory

cyan flume
#

Which from what you are saying is due to something in splash referencing a lot more stuff than it should be.

winged moss
#

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

cyan flume
#

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. 🙂

ivory wigeon
#

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

bitter orchid
#

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..
lofty garden
#

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```
mellow bane
#

ERROR: Targets with a unique build environment cannot be built an installed engine

#

Probably means you're trying to package a server ?

lofty garden
#

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

winged moss
#

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)

wild horizon
#

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.

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is it because ... the folder is named APPLE as in APPLE INC lol?

mellow bane
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List of restrictions is under that [Restrictions] line

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These folders are for whitelisting platform specific game content

wild horizon
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@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.

mellow bane
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A folder named Switch would be expected to be used for your Switch package, etc

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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

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That's 3 solutions

wild horizon
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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!

mellow bane
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"contain restricted folder names" is hardly incomprehensible

wild horizon
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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?

mellow bane
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Nope

wild horizon
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aight

dusk hill
mellow bane
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Check the log before that for errors

dusk hill
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that's the first time error occurs in the log

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@mellow bane ?

mellow bane
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Right, not much to look at there

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Probably can debug UAT and see where if the asset name can be found

full sparrow
#

Hello folks!, looks like I am missing Html5. Do I need install a plugin or something?} it's 4.24

vital creek
summer dock
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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/

API reference and implementation guidelines for the Google PAD API

lethal pelican
sharp goblet
#

Has anyone had a problem with the packager taking FORVER (80 minutes) to compress a single _BuiltData.ubulk file?

west copper
#

Hellooo, r there artifacts (ie files/folders) that I can see which maps have been cooked?

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ok, looks like they r in Saved/Cooked/

vivid trench
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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 🙂

eternal flare
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Does this mean that my "duplicate project" operation from the launcher failed somehow? Never seen this message before...

mellow bane
eternal flare
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it's a blueprint project, always has been

mellow bane
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And nativization is disabled and you have no code plugins?

eternal flare
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ah, thanks, I'll double check nativization! it's from 4.22 so maybe it was on back then

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damn, it's disabled, so that wasn't it... 😦

mellow bane
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I've seen that error before btw

eternal flare
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and it wasn't the 3DConnexion plugin either... don't think I have other 3rd party plugins enabled

mellow bane
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try removing intermediate, since you did a project duplication thing

eternal flare
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well, I just tested, an empty project gives the same error... hmmmmmm