#packaging

1 messages Β· Page 55 of 1

mellow bane
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No work required

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You'll have like 90% less upload

worn kindle
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Thanks bow2

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getting rid of plugins reduced it to 270mb

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which gets to 190mb zipped

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a step up from 340mb (250 zipped)

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thanks for the tips!

winged moss
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I can't believe that gplay still has ridiculous file size limits and expects you to foot the bill for content delivery when they take 30% of every transaction

ember widget
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Hi, Devs. I am trying to package the UE5 City Sample on Win10 in Shippining config. I started packaging right away in the "Startup" Level (where you are shown the recommended specs).
It fails with "LogAssetRegistry: Error: Failed to open file for write H:/Epic/UE_projects/CitySample/Intermediate/CachedAssetRegistry.bin.tmp", is it simply a disk error from my drive? Should I try package again without any changes?

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Has anyone succeeded in packaging the City Sample for Windows platform?

pearl robin
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for ue5, it's not normal to have 0 debug strings being printed or any debug log on a packaged debug game build right

twilit flame
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ERROR: Platform android is not a valid platform to build. Check that the SDK is installed properly

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help

mellow bane
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Don't multi post your questions to multiple channels, please

rustic cave
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im back with this again, it started when we added metahumans to our game

mellow bane
rustic cave
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its not, last time we let it go for 10h at nothing happened

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when we remove intermediate and binaries its goes fast

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but if we do that every time we rebuild game it will take 1 additional hour every time

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its a lot

mellow bane
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You have to let it complete once and it'll be way faster

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Though arguably it looks stuck here

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IIRC there's a log in this case that tells you which asset is stuck

rustic cave
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i was looking for it previously

mellow bane
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I've been on UE5 for a year so maybe that's new though

rustic cave
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i cant find anything like that, so maybe thats new

mellow bane
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Welp, no idea then - you can try disabling RHIs from the packaging options to see if e.g. Vulkan support is the one that breaks it, etc

rustic cave
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thanks, will try that

rustic cave
mellow bane
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Nah sorry I don't remember the exact text

rustic cave
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ok

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thx anyway

mild shell
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is there a way for me to know/set the action/axis mappings of a shipping packaged build? it seems they are not the same as they are in project settings for users who download my project.

mellow bane
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Use UInputSettings

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AddActionMapping, etc

mild shell
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yeah I use those

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it's just that there seems to be some issues regarding some players not being able to use some, it's probably just my crappy programming lol

simple sparrow
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I keep trying to package my game but I am having this issue. I dont understand what this means so any help on what to do would be nice. Thank You in advance.

mild shell
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there's been some confusion with it because I was doing experimental tests, it broke some peoples keybinds

eternal flare
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how can I convince UE5 that Visual Studio is already installed when packaging a release build? UE4 has no issues with the same project...

eternal flare
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huh... perhaps vs 2017 isn't supported... uninstalling it and installing 2019 seems to have made it work

eternal flare
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hmm... it's been 20 minutes now for something that takes UE4 about 3 minutes...

eternal flare
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😭

devout tangle
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ERROR: Non-editor build cannot depend on non-redistributable modules.
getting this error with plugin

mystic atlas
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You have linked to editor-only stuff in a runtime module.

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You aren't allowed to do that.

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If you link to anything with Editor in it, you need to specifically specify something as editor only in uproject/uplugin file or only use editor modules / includes based on build target

summer tartan
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Is it possible for someone to hide malware in a packaged ue4/ue5 game with a digital signature from Epic Games? In other words, should I trust small developers' games that are shared with me?

winged moss
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If it’s signed by Epic then it’s probably a BP only game

lucid laurel
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Hi, I am trying to quick launch my game but its showing me this error: LogPlayLevel: Error: ERROR: Targets cannot be built in the Debug configuration with this engine distribution.

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I added the editor symbols for debugging but it's still not working

mellow bane
lucid laurel
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quick launch from the engine

mellow bane
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If you're not specifically trying to debug a packaged game from VS you probably want Development

lucid laurel
mellow bane
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What are the options?

lucid laurel
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Debug/Development/Shipping

mellow bane
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Probably want it to be Development

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No idea what quick launch does anyway, that's a new one

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If you're trying to play the game outside editor righrt-click the .uproject file and hit launch

open rapids
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Hi, i have a strange issue, my package game crashes 3-4 times and when launching it the 5th time it starts normally but only for some players, the logs seems strange, there is normal load (like usually) but it stops without any error or warning in the logs, just the window is closed, the logs does not show any close request from game or windows :/ Any tips how can i debug it more or did someone had the same issue ?

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As you can see there is nothing about closing the window 😦

mystic atlas
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Is that the last line of the log?

shut cypress
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Hi

I'm using UE5 and I'm unable to package the project for the moment it keeps telling me this : (see screenshots)

After looking on internet, most of answers I've got comes from Visual Studio, but I've downloaded the latest windows SDK and still unable to package the projet

If I clicked on continue it opens Epic games launcher but it does nothing

If you have any ideas I'm lost 😦

lunar heron
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Someone got this error when packaging with UE5 ? (Shipping)

mystic atlas
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I keep seeing it posted around.

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Haven't the faintest idea how people fix it, though.

eternal flare
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UE5 really doesn't like me, and I reinstalled VS for it and everything 😦

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at least it now only takes a few seconds to reach this, instead of an hour like it took yesterday

winged dagger
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Ue5, cant build even clear project some one can help me ?

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please

eternal flare
# winged dagger

At least your error message gives you a hint (try adding packages in the VS installer)

shut cypress
severe basalt
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AWS Gamekit Plug-in package error, also plugin stucks engine for few minutes

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Anyone has experience with this plugin?

glossy mica
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Why is so difficult to package stuff..? I thought you just needed to set it to shipping and that's it. No you need need install WindowsDesktop runtime 3.1.15.. Do you need visualstudio too? I also have MS .NET SDK 6.0.201 and still getting errors such as...
LogLinker: Warning: Failed to load '/Game/ThirdPersonBP/ThirdPersonOverview': Can't find file.
LogLinker: Warning: Failed to load '/Game/ThirdPersonBP/ThirdPersonOverview': Can't find file.
LogUObjectGlobals: Warning: Failed to find object 'Class /Game/ThirdPersonBP/ThirdPersonOverview.ThirdPersonOverview_C'

mellow bane
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Those are just warnings you can ignore

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(that come from content you removed without resaving affected assets)

glossy mica
mellow bane
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That you have multiple game modules, apparently, instead of just one

glossy mica
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and how would you fix this ? what does multiple game modules mean? what should be looking for can you perhaps give me a example?

mellow bane
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No idea what your project looks like, and I've never seen that error, so some context would be helpful

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Game codes goes into modules

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Normally you have a single game target and as many plugin modules as you want

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Sounds like your project has multiple modules marked as game

glossy mica
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Thanks for the extra info. I did migrate some stuff from different free packages. Does this help? How could I find those multiple modules?

mellow bane
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Try removing your Intermediate folder - looks like your project was renamed

glossy mica
mellow bane
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Yeah

lunar heron
eternal flare
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"unable to start communication" Google hits: 0... great 😡

round kraken
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hey i think it is imposible but just in case i wanna ask so lets say you built an android apk file from unreal project file.
Is there any way to do the reverse and unpackage it? πŸ˜„

round kraken
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basically create unreal project out of apk

winged moss
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not really and the unreal editor has very limited support for opening cooked assets

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which was actually for mod support more than any practical development use

round kraken
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I see. that helps me sleep at night.
My friend who i was doing the project with decided to dip on me.
I was doing all the project work so all he has is an apk file, was wondering if there's any way he might steal my work.

winged moss
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i'm not sure why people get paranoid about that

round kraken
winged moss
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about someone you were working with stealing your work

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though I suppose if you were doing this properly you would've had a contract with the person anyway

round kraken
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Yeah we didn't sign anything. I though since only I had the project files, he couldn't steal anything even if he wanted to.

trail hound
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hey everyone, not sure if this is the right channel for it but i've seen the same message pop up for people during packaging. i'm getting the following when i try to open a specific level:

Assertion failed: ReaderPos + Num <= ReaderSize [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Serialization\BufferReader.h] [Line: 52]

has anyone had the same issue or can recommend a place to start looking for a fix?

vernal elm
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Anyone know what would be causing this

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PhysicsCore: Error: PHYSX: (D:\Build\++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\src\PsFoundation.cpp 180) eINVALID_OPERATION : Foundation destruction failed due to pending module references. Close/release all depending modules first. UATHelper: Packaging (Windows (64-bit)): LogGameAnalyticsAnalytics: Display: FAnalyticsGameAnalytics Destructor

mild shell
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is there a way that a user of my packaged, shipping game can delete their input keymappings manually so they reset? Is there a file saved somewhere? maybe in appdata?

viral mulch
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is there a fix to this?

winged moss
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why is BuildCookRun trying to sign the game exe when I've specified -nosign

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ah because of -buildmachine but there's -nosign AND -nocodesign

light urchin
light urchin
flint ridge
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Does anyone know how to download an unreal file unto the oculus?

winged moss
undone ravine
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UATHelper: Packaging (Windows): ERROR: Download support for building Win64 Game targets from the launcher.
PackagingResults: Error: Download support for building Win64 Game targets from the launcher.

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What the hell is this?

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Using UE5.0

undone ravine
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The Binaries for this Target Platform are not currently installed, would you like to use the Launcher to download them?

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Clicking yes does nothing

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Opens the launcher, but doesn't do anything

undone ravine
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Verifying the engine doesn't fix this

open rapids
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ya im having the same issue rn

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i reinstalled the engine to make sure and its still giving me the same error

mystic atlas
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Your installation is missing Windows sdk 10.0.18362.0.

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Apparently?

maiden cedar
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Hey guys I am trying to package my project for android but I am getting this error. I searched on some forums with people that has the same problem as me but it didn't work for me.

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PackagingResults: Error: failed writing to 'Z:\app\build\intermediates\runtime_symbol_list\debug\R.txt': The data is invalid. (13).
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ERROR: cmd.exe failed with args /c "C:\Users\thijs\Documents\Unreal Projects\EndlessRunner\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
PackagingResults: Error: cmd.exe failed with args /c "C:\Users\thijs\Documents\Unreal Projects\EndlessRunner\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug

eager yoke
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Cant package projects in UE5 (full release)
Only after installing it fresh i can package a new project.
Then once i open a different project i cant package anymore.
UE says than its missing SDK and tells me if i want to open the launcher to download them. (Does nothing but open epic launcher)
Going back than to the newly made project the problem persists.
I have googled for 2 days and tried.
A: reinstalling Visual studio 2019 (as said in tutorials)
B: visual studio 2022 instead
C: .Net 3.1 + copying a file from specific folder into automation tool folder (tutorial)
D: verifiy UE5 multiple times
C: remove all plugins (unistall)
E: multiple windows 10 sdk's
F: windows 11 sdk

I have depleated google searches so can anyone help here maybe?

eager yoke
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I also read through this section and it seems im not the only one having this issue.
Wonder if you guys found a solution.

north depot
eager yoke
undone ravine
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Thank god. I thought I was the only one

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Still no progress here. Trying to get a test build out to the team and literally can't build lmao

eager yoke
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I get the impression the automation tool is the issue.

north depot
undone ravine
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I tried this and it didn't work for me

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But maybe you'll have better luck

eager yoke
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No same, already tried that

north depot
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Same here

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What have you guys got for your, DOTNET_ROOT, environment variable, set as?

eager yoke
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Tried again after reverify and got this new log. (still same result tho)

eager yoke
north depot
eager yoke
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It seems it does not have anything dotnet related

north depot
# eager yoke

I read a post somewhere in relation to the 3.1 dotnet stuff and it stated to ensure this is set. Will hunt for the info again...

Incidently, have you read this post: https://www.reddit.com/r/unrealengine/comments/nm6nuz/are_you_unable_to_package_windows_projects_in_ue5/

Within, Lightshades, states:
This didn't fix it for me, tried most stuff I found out and didn't change anything.

Then I found this tip:

If you're using a x64 system, change the environment variable DOTNET_ROOT to the x64 version one.

So for some reason the targeted folder (by default?) is the x84 version, so I changed that, and now it let's me generate project files

eager yoke
north depot
eager yoke
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Oh yes! Litterally cant move forward without this fixed

north depot
eager yoke
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From ue4 to UE5 EA, than preview 2 then UE5

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over the course of weeks

north depot
eager yoke
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This is the post about the DOTNET_ROOT (no succes on my end)

eager yoke
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Going to test again from a clean UE5 install, see if the buildconfiguration.xml is different

eager yoke
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First thing i get now is this. (lets continue and see)
I removed all visual studio installs and sdk's installed over the past days.
Removed UE5 rrestarted and Installed a fresh UE5.
So if currently there is any sdk installed its done by UE5.

eager yoke
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So after trying this it would try to package ater pressing continue, But i got the known dotnet missing in the log.
So i installed this version.

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Link: https://dotnet.microsoft.com/en-us/download/dotnet

Unreal Engine 5 - SDK and Packaging bug fix
"The SDK for Windows is not installed properly, which is needed to generate data. Check the SDK section of the Launch On menu in the main toolbar to update SDK"
UE5 'dotnet' is not recognized as an internal or external command
UE5 hostfxr.dll er...

β–Ά Play video
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Than i relaunched unreal and it packaged the test project.
It did this twice.
Then i went and tried to package my own project, and got a log output saying: .uproject does not look like uproject file but no targets have been found!
This led me to https://forums.unrealengine.com/t/uproject-does-not-look-like-uproject-file-but-no-targets-have-been-found/500274
So now reinstalling visual studio 2022 again to see the result.

eager yoke
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@willow burrow @undone ravine Its working now!

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I have managed to package a test and a old project.
1 thing i did not do during this process is click (update project) when asked in UE5.
Dont know if that makes any difference.
So above are the steps i took.
Starting with first getting rid of all previous visual studio installs, and packages i could find in windows remove programs and features. (only removed stuff added last couple of days and ofcourse all visual studio stuff.
The rest of the steps and the links i followed are above starting here: #packaging message

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Good luck! And i hope you guys can fix it as well.

eager yoke
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Well.. i installed 2 plugins from the marketplace, reopened my project and back to square 1.

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Uninstalling those plugins does not help.

north depot
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Man, respect your dedication here. Sorry it ended as it started, most frustrating.

undone ravine
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Well shit

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Oops. Can I say that here? πŸ˜›

eager yoke
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gentle dome
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Any ideas on what action I should take WRT this warning from Rider?

Modules and plugins "cannot be found" when launching packaged builds (even WindowsEditor builds), though the project runs fine in PIE.

I believe this started after upgrading to 5.0 from early access, though I'm not 100% sure about that. Didn't see anything about this in the migration guide.

north depot
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@eager yokeIn UE4, when you upgraded to another engine version, it used to flag up the plugin that needed to be recompiled with the new engine version.

What's strange, is that you finally managed to package 2 projects, then added 2 plugins (unsure to which of your 2 projects) thereafter and the package operation failed again.
Most frustrating.

On my PC, I have VS2019 and now VS2022.
VS2019 works fine for UE4.27.2, so I'm reluctant to remove it as yet.
The project, I upgraded from UE4.27.2 to UE5.0, I will remove all the pkugins and try again and let you know.

Best of luck getting your projects packaged.

glossy mica
mellow bane
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Warning, not error

inner solar
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People, help me please. (UE4) I got an error that didn't exist before. I did not change the project, everything worked perfectly. Tell me what to do?

UATHelper: Packaging (Android (ETC2)): ERROR: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editorn targets.
PackagingResults: Error: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
PackagingResults: Error: Unknown Error

exotic canyon
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Hey, anyone managed to include Crash Report in UE5? It worked before normally on UE4 but on 5 it doesn't hook anymore on my packaged game

eternal flare
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Why do shipping builds in UE5 include on-screen debug messages and the console?

mystic atlas
vestal wolf
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Hi. Can somebody help me to connect device (Android) to pc? I have connection done, but when i try to run game on phone i have error, because it can't install package. The same is when i copy packed file and try to install directly on device.

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I don't know what i did wrong with configuration

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sweet turtle
# eternal flare Why do shipping builds in UE5 include on-screen debug messages and the console?

I don't think its actually doing a shipping build, I have the same issue of debug messages & console availability.

My Relevant Packaging Settings are:
Build Config: Shipping
For Distribution: True

Set to "Shipping" on "Platforms->Windows->Binary Configuration"

I have a branch checking "IsPackagedForDistribution" with prints on begin play @ controller,
The branch from it is coming out false with the above mentioned settings.

I have tried a full rebuild with no improvement.

sweet turtle
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Thanks for the workaround!

eternal flare
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Right, found it now as well. But no idea how to build anything from that menu...

eternal flare
small bolt
sweet turtle
eager yoke
# north depot <@450759303817592832>In UE4, when you upgraded to another engine version, it use...

So i currently found that the runtimes in the Engine\Binaries\DotNET\UnrealBuildTool\runtimes\win\lib folder have to do with the issue.
I basically copied runtimes from C:\Program Files\dotnet\ and replaced the ones in the unreal folder.
And it changed the error in unreal engine. So at the very least, its the runtimes in the unrealbuildtool folder that are being used.
Further investigation is needed.

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And for enyone wanting to help!
Multiple of us cant package anything in UE5 saying it missed sdk's even when we have it all installed.

undone ravine
# eager yoke And for enyone wanting to help! Multiple of us cant package anything in UE5 sayi...

Okay. I think I resolved the issue. My project is actually building. It's been going for 10 minutes, and stuff is happening in the log.

Start with installing both the x86 and x64 installers and binaries from:
https://dotnet.microsoft.com/en-us/download/dotnet/3.1

I also fully uninstalled visual studio and reinstalled it, but not sure if it's required

Microsoft

.NET Core 3.1 downloads for Linux, macOS, and Windows. .NET is a free, cross-platform, open-source developer platform for building many different types of applications.

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In my case I also found the UE-prerequisites installer in the engine folder, ran that, uninstalled it, and reinstalled.

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You HAVE to reboot after doing this

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I installed those .net files and didn't reboot, and things didn't work. But once I rebooted everything worked

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You may want to verify your editor files, especially if you made changes.

winged moss
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why would you install anything but the x64 installer?

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it should be enough as long as dotnet --list-sdks lists 3.1

eager yoke
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C:\Users\Savvy>dotnet --list-sdks
3.1.409 [C:\Program Files\dotnet\sdk]

C:\Users\Savvy>

eager yoke
winged moss
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well you shouldn't be replacing engine files

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for a start

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at least now you should be verifying your engine installation

eager yoke
winged moss
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so verify your engine installation and share the log

eager yoke
winged moss
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how is that anything to do the error in the original link

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with the binary engine, it'll look for a .target file for the type of build you're trying to make and if it doesn't exist then it emits that error

eager yoke
winged moss
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have you tried a shipping build?

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or a debuggame build?

eager yoke
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Only development and shipping.
Going to try shipping now and share the log

winged moss
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does UE_5.0\Engine\Binaries\Win64\UnrealGame.target exist for you?

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I'm glad I don't have to deal with this precompiled stuff on a source build

eager yoke
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It only shows these

winged moss
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that might be why if shipping or debuggame works

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though you shouldn't use the windows search because it sucks

eager yoke
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It specifically says the same each time UATHelper: Packaging (Windows): ERROR: Download support for building Win64 Game targets from the launcher.
PackagingResults: Error: Download support for building Win64 Game targets from the launcher.

winged moss
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this was also an attempt at a development build

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not shipping

eager yoke
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No shipping

winged moss
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the log clearly shows development

eager yoke
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I simply set it to shipping like this and hit the package project button

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So now im back at the start of the whole bug cycle again.
No matter what i choose it will always show this.

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It might be following the launcher settings instead of that menu

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As this is still set to development

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Ok so using the Project Launcher with a custom profile i can actually Package in shipping mode.

eager yoke
# winged moss the log clearly shows development

Well i think that overal its a UE5 bug.
Because i can Package using the project launcher.
But as soon as i use the little "Platforms" menu and try to package from there its not working.
However for now im helped and i want to thank you for pointing direction.
Your find of it being stuck in development led me to this. πŸ‘πŸ»

winged moss
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I find packaging from UFE or command line is usually a bit easier in the long run anyway

eager yoke
#

Today i learned

winged moss
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Especially when using a source build

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Since Test builds can be used quite a lot, which still has some debugging tools available but most of them are stripped out

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Then you can get into all kinds of advanced use cases… like buildgraph

eager yoke
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@north depot @undone ravine From here you can package your game as well, this worked for me with a fresh install of visual studio 2022 and UE5.
I made a custom profile using the + button in the project launcher and set all the cook and package details there.

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Ok im going to leave it at this, and update my post on the unreal forum.
Lets get back to building stuff.
Thanks for all the help!

undone ravine
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Sweet. Well, as long as it works.

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Glad you figured it out

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I'll write up my solution in your forum post too, incase it helps someone

winged moss
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Though what you put is probably way too convoluted and it’s probably just one of the things

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Like just the .NET Core SDK on its own is likely enough for that step

eager yoke
violet isle
#

Hey not sure if anyone can help me here, I've got a fairly specific issue.

I have a hat system in my game, based off of this one here. (https://www.youtube.com/watch?v=hJVeuAZyP3c&list=PL9z3tc0RL6Z5qzQr3AWiMjIuBLAUhfZsI&index=1)

Now, in the editor, everything works fine. I purchase a hat from my store, go into a new level, and my purchased hat is on my character.
but after packaging, I no longer have my hat on the character after purchase.

My funds, and owned hats array saves out, and gets its save information without issue in between levels and play sessions, however with the hat itself, it doesn't appear. This system works 100% flawlessly in editor, but only after packing do I encounter this.

Any thoughts or insight?

winged moss
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So did the assets for the hat (BP and/or data asset in addition to the art) package?

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How are the references to cosmetics even managed?

violet isle
violet isle
winged moss
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If you’re using paks you can use UnrealPak.exe to list the files in them

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Yeah that sounds like something that wouldn’t have any kind of hard or soft reference to manage it

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You can specify directories to always cook from project settings

violet isle
violet isle
worldly sable
#

what do these warnings mean ?

gentle dome
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Never considered a typo there... just assumed there would have been a compiler error had I gotten that wrong. Lesson learned!

open rapids
#

anything reguarding the missing Win64 binaries error?

stray harness
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Hey guys, my engine is crashing when trying to build lighting on a large world composition level. Says out of memory. My 32GB of RAM is getting maxxed out. Any tips to prevent this from happening?

mystic atlas
#

Buy more ram.

strange ledge
strange ledge
stray harness
strange ledge
stray harness
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What are you building, elden ring?

winged moss
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static lighting and a large open world is going to use up your RAM real quick

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and then you'll end up with a huge BuiltData file too

versed patio
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hello, Why do i keep having this message "PackagingResults: Error: SDK Not Found" when i try to pack my project?

soft wing
#

I got a weird issue, can't find solution on google about it... someone know it all about ???? here the message when I packaging it.... LogSubsurfaceProfile: Warning: Dipole model has already been upgraded to Burley

#

repetitive message in log, only warning be it flood it.. I use UE5

winged moss
#

well warnings would not prevent a build

#

so dig up the log and search "error"

round sorrel
#

Hi Guys!

#

Can anyone tell me what these are for?

#

Ive been Multi option for a long time now (some youtube tutorial asked me to).. Want to know if I can safely select anything else?

#

I see these are texture formats. So if I select multi, are my textures going to be packaged 3 times and then appropriate one is used based on the device?

undone ravine
versed patio
#

i just needed to install Visual Studio 2022

#

πŸ™‚

versed patio
#

hello,

strange ledge
# versed patio what does that mean?

out of RAM. check the system drive have enough free memory. check the win sys settings -> pagefile should be setup as dynamic ( not capped by curtain value )

versed patio
#

ok

#

thx!

mellow bane
#

16GB is a bit on the low side for gamedev, yeah

versed patio
#

my problem is that on task manager it seems that i use only the 12 of them

#

and i have 4 more

strange ledge
versed patio
#

oooh i see...

#

well

#

found the issue

#

my pagefile couldn't increase itself as i had little disk space

versed patio
#

Missing UnrealGame binary.
You may have to build the UE project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UnrealGame <Platform> <Configuration>

#

What is Dizz??

#

i've been waiting 2 hours for the game to be built and then i got this....

mellow bane
versed patio
#

it's "ValleyOfTheAncient"

#

i dunno anything else

#

@mellow bane

mellow bane
#

Neither do I

versed patio
#

how can i check that @mellow bane ?

mellow bane
#

And I guess check for a Source folder in the project

#

And in every plugin under Plugins

versed patio
mellow bane
#

No error in there.

foggy blade
#

Digital Foundry discussed on how UE games have shader compiling issues in runtime because of the amount of shader used in the final game. Is there a way of precompiling these shaders on PC when you open the game?
https://youtu.be/9SZLIGTFqiQ?t=2099

With the glut of triple-A releases over, the games industry continues to lull into a state of near-hibernation - not great when you're looking to produce a weekly chat show on the latest gaming and technology news. But we have a bunch of reports/rumours to respond to! The Witcher 3's next-gen upgrade has been delayed and news is starting to emer...

β–Ά Play video
mellow bane
foggy blade
#

I think the stutter issues in UE games are from shader compiling in runtime

mellow bane
#

I don't think that's true

foggy blade
#

for PC, you can't compile them to machine code for the GPU because you don't know the end users GPU

#

at least that's what I know and it does make sense, because GPU architectures differ from generation to generation even from one vendor

#

Pascal, Vega, RDNA, RDNA 2 are all different

#

Polaris not Pascal

mellow bane
#

Every Unreal game still comes with a large global precompiled shader cache that's usually a significant fraction of the fresh packaging time

#

I don't know enough to confirm whether additional cooking is done at runtime, but I'm skeptical that it's the case

#

Obviously you'd need to profile it, but in my experience stuttering in Unreal is more linked to asset loading

runic stump
runic stump
runic stump
#

Interestingly, Steam has some Vulkan shader precompilation thing that is supposed to solve similar issue. Though it is extremely underdocumented.

swift pulsar
#

So unreal 4 see's my quest 2 (vr headset) as a device but doest give me the option to package to it directly. Any help?

modest quarry
#

Hey everyone, So I have been trying to package my game for quest 2, but I have been getting errors that I can't solve.

In the beginning I got an error saying "ProjectName" is trying to modify the value of bForceEnableRTTI which is not allowed: now my project.target.cs was not doing that but UE4Game.Target.cs was, so out of curiosity I removed that line from UE4Game.Target.cs and then I got the ol undefined symbol typeinfo errors(a lot of them). So I figured it's best to not touch UE4Game.Target.cs. But now I am stuck at a point where anything I do gives me either of these above mentioned errors.
I have tried removing the bForceEnableRTTI from ue4.target, project.target, I have tried adding bUseRTTI to plugins that are using typeid and dynamic_cast but nothing works.
Any suggestion will be much appreciated, since I am at a point where I have no clue what to do

simple portal
#

Does anyone knows what should I do here, it says that one file is in diffrent file path than it should and I tred to search up for this path but as it turned out it doesn't even exist...

fallow bison
#

Hey everyone, I'm having a bit of trouble with this 'Failed to open descriptor file' error when trying to do a shipped package of my game on Windows64 with UE4. I've searched around Google but most of the issues seem to be with Android which is not a problem in my case. If you'd like to help, you can download the build from over here and I would very much appreciate it! -> https://drive.google.com/drive/folders/1fq5RfdHa0yw2FsiDHBAAw1OGiHge6_E1?usp=sharing

Strangely the .exe runs fine on my computer but anyone I've sent it to gets this error. Super frustrating to not being able to share at the end of a project! Grrr!

strange ledge
strange ledge
strange ledge
fallow bison
#

Thanks for the quick reply btw

weak spoke
#

Hello, I ve a very strange issue, and it is quite hard to tell but i will try. At the start of the level there are 4 functions in order; 1- play a sequence 2- hide HUD 3- delay 4- Create a skip widget . typical skipable cinematic logic. In my editor mode / standalone mode, this logic is working perfect. but here is the wierd one, when i pack the project, i see Hud is not hidden. but 3 and 4 nd steps are fired. Have you ever have issues like this. Some functions dont work in package version?

rare relic
#

While packaging for Linux Dedicated server I am noticing a lot of shaders being compiled. This would seem strange as I assumed the dedicated server would not include any shaders.
Have I messed something up?
LogMaterial: Display: Missing cached shadermap for MA_RainSplash in VULKAN_SM5, Low, SM5 (DDC key hash: 3E5A2D4C6F7B574808AD9B44570429087CC79165), compiling.

wary sparrow
#

Any recommendations for a cloud hosted unreal server? I've made a procedural music generator with video, and just need it to stream. It's not interactive, just needs to output. I'm also not certain if this is the best place to ask this question, feel free to redirect me.

pastel marlin
#

When packaging, should it only cook the assets required for included maps? (Our project seems to be cooking alot of stuff)

mellow bane
exotic canyon
#

hey, anyone managed to package your game with CrashReporter included in UE5? seems mine stopped being hooked after UE5

static prawn
#

Anyone seen this error regarding world partition?
LogPackageName: Illegal call to DoesPackageExist: Input '/Memory/UEDPIE_1_WPRT_DesertMoon_Map_MainGrid_Cell_L0_X-28_Y-13_DL0' is not a child of an existing mount point.

strange ledge
strange ledge
strange ledge
strange ledge
rare relic
# strange ledge VULKAN on Linux DS ? interesting) please ubt build params

Thanks for the reply.
This is the cmd: BuildCookRun -project=MyProject\MyProject.uproject -noP4 -platform=Win64 -allmaps -build -noclient -server -ServerConfig=Development -ServerPlatform=Linux -cook -pak -stage -CrashReporter
I noticed this for the first time today after switching from 4.27.0 to 5.0 but maybe it was happening previously but just not reported, or I didn't see it?

#

Zipped size of Linux server package has gone from 700mb (4.27.0) to 916mb (5.0.0) fwiw

next dome
#

Is there any resources available on packaging using chunks for Quest? Oculus requires that any additional OBB's (other than the 'main' OBB) always be named the same when uploading new builds. I figured if I separate assets into chunks, I could get something that works with that system. Can't seem to get it to work though.

strange ledge
strange ledge
tame oracle
#

I am getting these errors while packaging. Could anyone help?

wary ridge
#

Unreal frontend 5.0 not creating WindowsClient, even though it is checked. Anyone else seeing this one? Or, know how to fix?

stiff lance
lunar heron
#

Hello, trying to compile but stuck on a step, without any error, just never end.

Unreal 5.0.1 / i already try to turn off modules
Thu Apr 21 23:13:42 CEST 2022 Log UATHelper Packaging (Windows): [8/10] Compile Module.ETL.gen.4_of_5.cpp

Any clue how i can fix that ?

tame oracle
#

I will also attach my launch settings

winged moss
#

what are you trying to run here

tame oracle
#

this is a game that I am trying to upload to steam

#

it's supposed to to be an executable

winged moss
#

why aren't you using the bootstrap exe in the root directory?

#

and where is it getting "NeededAssets" from?

tame oracle
#

I renamed the file from NeededAssets to CoreIris

#

I will show you the current build right now

winged moss
#

I would recommend not renaming stuff manually

tame oracle
#

should I reset the name(s)?

winged moss
#

the bootstrap exe also reads info from a resource key

tame oracle
#

im sorry if im not getting it but there are two exes (which is confusing me also) so which would be the bootstrap exe

winged moss
#

the one in the root

#

and it reads a path embedded into the exe by UBT

#

that's why you don't manually rename it

#

that's done in WinPlatform.Automation.cs in the StageBootstrapExecutable function

tame oracle
#

so to fix it i should revert the name and then use the original name

winged moss
#

it'll likely work if you don't rename anything

tame oracle
#

are there any problems with the launch options besides the fact that they are renamed

#

I will rename them now and update

#

revert the names*

lunar heron
#

-> Still stuck on this package, if anyone have any idea, i take, cause i'm hopeless.

winged moss
#

try disabling unity compile and see if it gives a clearer picture

#

bUseUnity = false; in ETL.Build.cs

lunar heron
#

Thanks sswire ! I will try this.
(i also just deleted intermediate, saved, and build just in case)

tame oracle
#

No luck, I am still getting the same errors

winged moss
#

well you renamed the project folder too and you didn't change that back

#

which is shown by the error pretty clearly

tall shuttle
#

Hi, is there an option to only package a directory of files during a server build? So for example Content/ServerData will only be included in server packaging and excluded in client package?

tall shuttle
#

Yeah

winged moss
#

UDataTable has this which just feeds into NeedsLoadForClient

tall shuttle
#

Perfect, thanks

winged moss
#

there are probably other things to think about like some ini command line magic but that should do it

#

I would verify your pak files after cooking to make sure it's behaving as expected

#

there could also be having a server-only game module

tall shuttle
#

I'll look into that

#

ty

next dome
#

What are "optional" pak files that are generated?

#

can't seem to find any information anywhere on the damned things

tame oracle
plain lodge
#

Hello, we are having build errors but we have no clue whatsoever what they are about. They are extremely vague. Referring to the blueprint compile manager? How can we find out what is causing the build errors?

#

Normally in all of the other build errors we have had thus far (and that's over hundreds if not thousands throughout years of development) it always clearly points to something specific like a blueprint or asset.

#

But for the first time, this doesn't seem to be the case as it's pointing towards the engine itself instead this time.

mystic atlas
#

Breakpoint that error message. Check the locals?

#

At the very least you'll find out which assets is causing the problem.

fallen rivet
#

hmm..
UATHelper: Packaging (Windows): LogWorldPartition: Warning: Invalid world bounds, grid partitioning will use a runtime grid with 1 cell.
is there a way to re-generate the world partition?

#

Searching the error up not finding anything either oh no >.<

olive quail
#

Hello, we're trying to package our project but a strange error is occurring that has something to do with parsing enums. This only occurs when nativization is enabled during packaging.
The only relevant error in the log appears to be the following:
LogInit: Display: LogK2Compiler: Error: FEmitHelper::LiteralTerm cannot parse map value "NewEnumerator3" error: class: /Temp/__TEMP_BP__/Game/Blueprints/BaseGamemode.BaseGamemode_C
For context, we're using enums as a keys in multiple maps in the BaseGamemode class. Searching for this error results in a few unanswered forum posts, so I'm asking here before we're moving on to trying a different solution as a last resort. The images below are the enums in question, but they don't seem to be malformed.

lunar heron
#

The compiler always stuck at the file 99/101, no matter what the file is.

#

(i already commented some file to check if they was the issue)

#

i'm still totally out of clue for this issue, really afraid by the fact there is absolutely no error, no log.

mystic atlas
#

How long have you left it?

lunar heron
#

already all the night, it end by a out of memory after multiple hours.

#

it's like if the compiler is an infinite while, or deadlock.

mystic atlas
#

Odd.

#

It'll probably be the same file it's compiling each time.

#

I'd track down which 2 files it isn't compiling each time.

#

The order of the other 99 don't matter, obv.

lunar heron
# mystic atlas Odd.

Yikes.

there is no way to have an verbose mode for the compiler ?
Cause i can't obviously comment all the code for every file.

mystic atlas
#

Track down which files aren't being compiled first.

lunar heron
#

Hum... how i can do that ? I mean, how i can know what files isn't compiled ? as i've got no feedback from the compiler.

mystic atlas
#

Well, it's telling you which 99 files are compiled.

#

Process of elimination. πŸ˜›

lunar heron
#

OH WAIT -> [99/101] Compile BL_PlayerController.cpp mean this file IS compiled ? not UNDER compilation ?

mystic atlas
#

Good question.

lunar heron
#

at least i've got a start, thanks a lot,
I keep you updated !

lunar heron
mystic atlas
#

Lol

lunar heron
#

Yup, for more info : i got some feedback on discord that UE5.0 to 5.0.1 break packaging in some case, and clean install help to fix that.

near lynx
#

How can I set the defaultgameusersettings.ini for a packaged game? So that the first time it runs, it has fps limiting (but the user can change it later in options)

mystic atlas
#

Package game. Run game.

#

File is generated.

#

Keep copy of file and note what folder it was in.

#

Use for future packages.

winged moss
#

not really possible for shipping builds that uses %LOCALAPPDATA%

#

I'm not entirely sure why a) you'd limit the framerate by default b) why you wouldn't just put that in your actual DefaultGameUserSettings.ini or the ctor of your custom game user settings class

near lynx
#

limit because my game can easily overheat your card if you dont limit the fps

#

also yeah! the answer is the .ini

#

just didnt know where to put the ini file

orchid cargo
#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000030

0x00007ff75198dc83 UE4Game-Win64-Shipping.exe!FICUInternationalization::HandleLanguageChanged() []
0x00007ff75198f9da UE4Game-Win64-Shipping.exe!FICUInternationalization::Initialize() []
0x00007ff751985d7e UE4Game-Win64-Shipping.exe!FInternationalization::Get() []
0x00007ff7519b1135 UE4Game-Win64-Shipping.exe!BeginInitTextLocalization() []
0x00007ff7512fa85d UE4Game-Win64-Shipping.exe!FEngineLoop::AppInit() []
0x00007ff7513048cf UE4Game-Win64-Shipping.exe!FEngineLoop::PreInitPreStartupScreen() []
0x00007ff7512fe0f6 UE4Game-Win64-Shipping.exe!GuardedMain() []
0x00007ff7512fe3ca UE4Game-Win64-Shipping.exe!GuardedMainWrapper() []
0x00007ff7512ffb14 UE4Game-Win64-Shipping.exe!LaunchWindowsStartup() []
0x00007ff751308754 UE4Game-Win64-Shipping.exe!WinMain() []
0x00007ff7540f4fd2 UE4Game-Win64-Shipping.exe!__scrt_common_main_seh() []
0x00007ff83d847034 KERNEL32.DLL!UnknownFunction []
0x00007ff83dec2651 ntdll.dll!UnknownFunction []

#

how can i fix this

tribal flame
#

Anybody ever stuck like this packaging a console platform and eternally stuck compiling one shader? (UE4.27.2)

winged moss
#

post on UDN for console stuff

tribal flame
rain lark
#

Hello! Iβ€˜d like to use assets from CS:GO but Iβ€˜m aware that I canβ€˜t just package them into my game. Would it be possible to extract the models at first startup of the game? (You must own CS:GO to be able to play my game) And how would I create the game with these assets during development phase?

mystic atlas
#

Pretty sure that using any models like that wouldn't be allowed.

rain lark
#

Valve is pretty relax with stuff like that as long as you donβ€˜t claim it as your own

rain lark
#

Oh, ok

#

Thanks

simple portal
crimson coral
#

Hi, I have speedtree assets in game that
look fine in the editor but render with no textures
(default world texture) in the packaged game. I get the
following in the output log during build. Driving me wild. Anybody got some suggestions please πŸ™

LogMaterial: Display: Missing cached shadermap for
Preview:SpeedTreeMaster in PCD3D_SM5…..

…LogSlate: Window 'SpeedTreeMaster' being
destroyed

mild phoenix
#

UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.InvalidDataException: Found invalid data while decoding.

#

can someone help me?

gentle dome
simple portal
#

What am I supposed to do in this case

orchid cargo
#

LowLevelFatalError [File:Unknown] [Line: 153]
ICU data directory was not discovered:
../../../Engine/Content/Internationalization
../../../Engine/Content/Internationalization

0x00007ffd25cd4f69 KERNELBASE.dll!UnknownFunction []
0x00007ff676483b46 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff67644552d UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff67638f3c9 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff676385d7e UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff6763b1135 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff675cfa85d UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff675d048cf UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff675cfe0f6 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff675cfe3ca UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff675cffb14 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff675d08754 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff678af4fd2 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ffd26657034 KERNEL32.DLL!UnknownFunction []
0x00007ffd28422651 ntdll.dll!UnknownFunction []

#

i have a issue with this ICU data not discovered how can i fix it?

#

I am using Unreal engine 4 V4.27.2

dawn quiver
#

UE5 Localization will not work in a packaged game. Languages ​​change smoothly in the game engine, but when we pack the game, the language settings do not work. Topics in all forums Is there an updated solution for ue4 to ue5?

mellow bane
dawn quiver
#

@mellow bane how do we pack the language? Are you able to help via teamviewer?

#

Or can you share the screen while doing this?

open leaf
#

How do I make sure my config.ini file is being packaged? right now it's not and if I paste it in manually it works as expected

dawn quiver
#

@open leaf can you help?

open leaf
dawn quiver
#

okey:D

dawn quiver
#

@mellow bane Some of the packaging in ue5 ue4 is missing

vital narwhal
#

Plugin inis are kind of mess, you might need to whitelist those specifically

vital narwhal
#

If there's nothing in the log you might need to debug CopyBuildToStagingDirectory.cs which is kind of a pain and I forget how exactly. You might be able to connect to a running UAT if it's slow enough, or try to launch from visual studio with the right params

kind dawn
#

Hi guys-- can someone list the steps or is there a flow chart for how a game goes from something you edit in Unreal to a playable, testable build? I'm new to the industry but trying to understand the flow of things. If this isn't the right spot for this, kindly point me in the right direction, ty!

coarse fiber
#

Im trying to debug a crash in a debug build, but the callstack is not giving me any good information. Just a bunch of UnknownFuntion() calls. I have debug symbols installed in the editor so Im not sure how to make it give me more helpful information like the name of the functions. Crash only happens on builds.

winged moss
coarse fiber
#

aahhh ok, yeah I had a feeling. Ill look into that. Thanks

dawn quiver
#

Can anyone help to set up unreal engine 5 localization packaging?

#

UE5 Localization will not work in a packaged game. Languages ​​change smoothly in the game engine, but when we pack the game, the language settings do not work. Topics in all forums Is there an updated solution for ue4 to ue5?

mellow bane
dawn quiver
#

this part is not available in unreal engine 5

#

unreal engine 4 has it, 5 doesn't

#

i think i found it

mellow bane
#

It should still be there in 5

dawn quiver
#

i will try

#

I did I did ::dD:d:D

#

@mellow bane thank you so much πŸ˜„

wary wasp
#

can you strip meshes from dedicated server builds?

supple dock
#

anyone know why my startup movies won't play in shipping build?
I have added proper mp4 to Content/Movies and configured startup movie in project settings. It's running when I'm using Play In Standalone, but not in cooked shipping build. Also I have added this video to list of videos to be cooked.

wanton drift
#

Iam planning to use either armv7 or arm64 build for my android packaging.Which one should I choose.Which is more compatible with most devices?!
Also among opengl es 3.1 and vulkan which one should I choose for most compatibility?!.

worldly sable
#

Anyone knows what the warning Duplicated actor descriptor guid [some id] detected: [Actor Name and ID] (existing [Actor name and id]) means and how to potentially fix it ? ..

Im getting over a thousand warnings atm, and most of those warnings are related to this duplicated actor descriptor thing :/

neon rivet
#

UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): Making .apk with Gradle...
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ERROR: JAVA_HOME is set to an invalid directory: Ciles/Android/Android Studio/jre
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): Please set the JAVA_HOME variable in your environment to match the
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): location of your Java installation.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ERROR: cmd.exe failed with args /c "C:\Users\MattMaster\Documents\Unreal Projects\ElinPelinQuiz\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): (see C:\Users\MattMaster\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+UnrealEngine+UE_4.27\Log.txt for full exception trace)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): BUILD FAILED
PackagingResults: Error: JAVA_HOME is set to an invalid directory: Ciles/Android/Android Studio/jre
PackagingResults: Error: cmd.exe failed with args /c "C:\Users\MattMaster\Documents\Unreal Projects\ElinPelinQuiz\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
PackagingResults: Error: Unknown Error

#

Can anybody help?

mint leaf
peak stratus
#

hey guys, i dont seam to be getting anywhere with this. does anyone know what might be causing this issue?

#

im not using eye tracking at all. just trying to build my project to the quest. I've removed all plugins and also deleted intermediate and build files. It still apears.

mystic atlas
#

Have you tried just deleting that module?

peak stratus
mystic atlas
#

Oh

peak stratus
#

so i just booted up the launcher after a restart and i now have an update. I'll see what happens.

mystic atlas
#

You're building for android, right?

peak stratus
#

Yes, the error only appeared after installing the mixed reality plugin and microsoft graphics tools as i was also working on a hololens project but they didnt work so moved that to ue5

mystic atlas
#

Does the listed file exist on your hard drive?

peak stratus
#

Update didn't work, but yeah the files exist on my hard drive.

#

should I genuinely try just removing the eye tracking folder?

#

tried deleting it, didnt work

peak stratus
mystic atlas
#

Nvm

#

Yes, try just deleting it.

#

The whole eyetracking folder.

#

It may or may not cause other issues.

peak stratus
#

i tried it causes other issue. Apparently other things are looking for it.

#

i get this once its removed.

mystic atlas
#

Oh well.

#

I'd try removing the hololens stuff you installed.

peak stratus
#

I have. I removed it all.

#

still no luck

mystic atlas
#

Reinstall 4.27?

peak stratus
#

I'm going to try that now.

#

i just cant figure out what caused this.

mystic atlas
#

It sounds like it got installed with your hololens stuff

#

And just wasn't removed.

peak stratus
#

Yeah. The only way I was able to get the holo working in the end was to use UE5 and go through git hub one by one and get the required content. I think there is something wrong with the microsoft openXR plugin

mystic atlas
#

It's definitely the eyetracking module.

#

I'm just curious why it doesn't actually work. It seems like it should.

peak stratus
# mystic atlas I'm just curious why it doesn't actually work. It seems like it should.

same, I honestly have no idea. I never actually touched out or planned on using it. it happened as soon as I installed the Microsoft openXR Plugin
https://www.unrealengine.com/marketplace/en-US/product/ef8930ca860148c498b46887da196239?sessionInvalidated=true

Unreal Engine

Microsoft OpenXR extensions providing additional functionality for mixed reality applications

peak stratus
#

Full reinstall seams to be working so far.

winter holly
#

Can anyone confirm Metahumans are package-able now on the current live build of UE5?

mint ocean
#

Hi, I'm getting the code sign error, i had tried creating new certificates allowed the certificates to be assessed in keychain access etc..

#

anyone got it before? whats the fix? or possible things that could have went wrong

frail ermine
#

Hello! I've enabled logging for shipping builds using bUseLoggingInShipping = true, where exactly are the logs created once I've launched the game?

vital narwhal
frail ermine
#

I've checked that folder, i.e /Saved/Logs but it appears to be empty πŸ€”

#

Am I missing some final setting?

mellow bane
frail ermine
#

No, it's installed, so I've added bOverrideBuildEnvironment = true aswell. Is that still supported? On UE4.27.2 btw

mellow bane
#

Yeah I'm afraid you have to build from source

#

Can confirm the folder above would be the correct one btw

frail ermine
#

I see... is that the only way to get logs out from shipping builds? or is there some other solution?

undone wolf
#
UATHelper: Packaging (Android (Multi:ETC2)): * What went wrong:
UATHelper: Packaging (Android (Multi:ETC2)): Execution failed for task ':app:signReleaseBundle'.
UATHelper: Packaging (Android (Multi:ETC2)): > A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
UATHelper: Packaging (Android (Multi:ETC2)):    > Failed to read key uegame  from store "D:\PolyRunner\Intermediate\Android\arm64\ExampleKey.keystore": Invalid keystore format
UATHelper: Packaging (Android (Multi:ETC2)): * Try:
UATHelper: Packaging (Android (Multi:ETC2)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
UATHelper: Packaging (Android (Multi:ETC2)): * Get more help at https://help.gradle.org
UATHelper: Packaging (Android (Multi:ETC2)): BUILD FAILED in 38s
UATHelper: Packaging (Android (Multi:ETC2)): 64 actionable tasks: 64 executed
UATHelper: Packaging (Android (Multi:ETC2)): ERROR: cmd.exe failed with args /c "D:\PolyRunner\Intermediate\Android\gradle\rungradle.bat" :app:bundleRelease
UATHelper: Packaging (Android (Multi:ETC2)):        (see C:\Users\Travis\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.0\Log.txt for full exception trace)
UATHelper: Packaging (Android (Multi:ETC2)): AutomationTool executed for 0h 1m 56s
UATHelper: Packaging (Android (Multi:ETC2)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (Multi:ETC2)): Updating environment variables set by a Turnkey sub-process
UATHelper: Packaging (Android (Multi:ETC2)): The system cannot find the path specified.
UATHelper: Packaging (Android (Multi:ETC2)): The system cannot find the path specified.```
Can anyone help I have been at this for hours?!?
mellow bane
#

But I could be wrong, not familiar with bOverrideBuildEnvironment

frail ermine
#

allright, thanks for your help! πŸ™‚

strange ledge
vital narwhal
#

Basically if you're doing ANYTHING weird with packaged games (Dedicated server or changing options) you'll need to compile the engine from github/source

#

The packaged builds made from the launcher version use partially-compiled versions of the engine for each of the supported target platforms

#

If anyone has released a game to a retail store (other than itch because they're anything goes) using the version of Shipping built by the launcher I am curious because I think it's probably very difficult to do in practice without having to customize something

strange ledge
#

Hi, I am digging about win exe in Fortnite game (FortniteClient-Win64-Shipping.exe) file for packaged game and have not idea how does Epics setup file description to Fortnite ( https://i.imgur.com/lLHKSm4.png ) and copyrights ( https://i.imgur.com/IR8az8Q.png ) copyright are setup in DefaultGame.ini via CopyrightNotice=blabla but have no affect in the packaged build

sour ivy
#

Alright I need help lol... I have this printing in my log whenever I try to run my server, and it's causing errors because this C++ class doesn't seem to exist in a cooked build.

[2022.04.26-20.17.55:015][ 0]LogStreaming: Warning: FAsyncPackage::LoadImports for /Game/Abilities/Devices/FootstepTracker/BP_FootstepIndicator: Skipping import Class /Script/Valhalla.ValIndicator, depends on missing native class

#

Why on earth would this class not exist in a cooked build?

valid sundial
#

hello, is development server not compatible with shipping client?

#

my client seems to fail to assign controller to character

young cedar
#

Hi, does anyone had the problem with Navigation after packaging navigation doesn’t work, (Btw In editor works fine) my settings are Dynamic and Main Nav Data checked

runic stump
strange ledge
young cedar
strange ledge
young cedar
# strange ledge does show navigation work on any map in your build?

Yep, everything is fine, actually one map only, but I remember before I didn’t need to check Main Nav Data to work, now I need to check that if I want to move on the map, but for some reason, after packing that Main Nav Data is unchecked, its like Unreal doesent remember that I check that.

mint ocean
#

how to fix the codesign error in ios packaging ?

robust goblet
#

How can I troubleshoot this kind of error? How can I scan my project for bad references?

mellow bane
#

MyCustomCharacterMod is referenced by some asset but doesn't exist as a module

robust goblet
#

Yes I know

#

But how can I find the asset referencing it, without having to manually use the reference viewer

mellow bane
robust goblet
#

Nice πŸ™‚ Annoying that there is no in-editor option to display invalid references

mellow bane
#

Re-saving all Blueprints will also fix that, fwiw

#

Opening the one responsible should also provide a warning

robust goblet
#

It was some materials

#

resaving fixed it πŸ™‚

ember widget
#

Why do I need to check Vulkan (SM5) in order to build a project with Vulkan backend?
It would fail to contain shader bundle if that's not checked. Is there a particular reason for that? Thanks!

simple portal
azure flume
#

Hello everyone - first time using this discord!

I'm testing dedicated server in UE5 and have packaged a small map project to run on a Linux AWS instance. Everything builds fine, but I'm concerned seeing the file size of the GameServer.debug file being 2.44GB. Uploading this seems like it will be a slow workflow, especially since this is just a my tutorial/test project. The project folder is around 80GB before packaging; perhaps just some world stuff is the cause? No clue what a normal sized server package size should be, and I'm hoping to figure that out.

I'm wondering if this file size is "normal" for a Server deployment, or what can/should be done to reduce it, how much it can be reduced by, etc. I'm still learning about the workflow.

winged moss
#

that isn't too bad, but if you have crappy internet then that'll be the only bottleneck really

#

there's also this advice

#

which is mostly: pak compression, only packaging the maps you need to package, setting folders to never package, disabling unused plugins

azure flume
winged moss
#

well it Depends

#

you can look at the pak files to see what's being packaged

naive widget
#

Hey, im trying to play a packaged build on quest 2, I have managaed to build and can install the game to the headset using sidequest or manual installer. I cant seem to actually play the game though, I have built it in arm7 and arm64, it either crashes right away or stays in a loading screen forever. if anyone has experience with this i would appreciate some help. i have pictures of all my android, android sdk and packing settings

strange ledge
naive widget
#

I wanted to make sure that there wasnt anything obvious about my build settings that I am missing as well.

devout oxide
#

hm, first time so...tried to build IOS >package project, and got error saying I need to check main menu, here in ue5, for , 'launch on menu', but I see no such entry,,,where might I find it ?? ;))

naive widget
#

Debug Instructions,

#

File path i have. Are these the same? @strange ledge

devout oxide
#

Anyone know why I'm getting this error on ios build, and I have visual studio installed, latest community one: UATHelper: Packaging (Windows): 'dotnet' is not recognized as an internal or external command,
UATHelper: Packaging (Windows): operable program or batch file.
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

azure flume
strange ledge
versed plover
#

I am not sure if this is the correct channel butI can't seem to solve this issue of me not being able to cook my project. I keep getting this error and I have no idea what to do. can anyone help me?

strange ledge
versed plover
#

@strange ledge Yeah it's level is 10001. Very hard to beat! When fighting it you get thrown into a complex puzzle. You do get help from the logs and the cook log but it is currently beyond my knowledge and understanding.

worthy blaze
#

If you create an UMG for mobile ( portrait ) do you need to rotate the buttons or will it be rotated correctly when you package?

strange ledge
rigid turret
#

How can I prevent a packaged game from reducing the FPS when focus is lost?

#

All I can find on the forums is one post where they say "Use t.IdleWhenNotForeground" but.... that doesn't do anything.

strange ledge
versed plover
strange ledge
versed plover
#

@strange ledge Already did that yesterday and couldn't understand it. Well honestly it tells me nothing 😦

severe basalt
#

How to exclude some unnecessary assets for server build?

#

I want to cook only blueprints for server target

mellow bane
#

Define "cook only Blueprints"

severe basalt
mellow bane
#

What do you want to do and why?

severe basalt
#

I want to decrease server build size, it includes some huge assets such as build.map data & textures

mellow bane
#

The levels can't be removed - how else would the server know how to move objects?

#

Meshes can 't be removed (collision etc)

severe basalt
#

yep, meshes could not, but textures & build.map(render) data could

mellow bane
#
lyric ivy
#

any ideas on package failing on: Failed to find command BuildCookRun

mellow bane
#

Show the full log

lyric ivy
mellow bane
#

What's the command line you used here?

lyric ivy
#

just tried building thru editor, package settingsd were dont build code, and devolpment configuration

#

oh, for win64

#

seem to be missing the build tool entirely, engine might be missing some important stuff, not quite sure yet, digging into it but log didnt help me much

mellow bane
#

Source build?

lyric ivy
#

yeah, i didnt do the build tho, so possibly some stuff didnt get submitted to p4

#

well, thanks for responding haha, good to know im not missing somethign super obvious πŸ˜›

mellow bane
#

Alright then it's easier to understand

#

The builder didn't build or submit the tools, like you guessed

#

The engine solution has a bunch of programs and the entire thing is huge

lyric ivy
#

yea figures

devout oxide
#

UATHelper: Packaging (Windows): ERROR: Visual Studio 2019 x64 must be installed in order to build this target. , is there no way to get ue5 packaing to work with VS2022 ???

#

or is this error something else packaged as , above error ? lol

#

well no matter, I can remove and install 2019 if need be, I'd just rathner keep a 3 yr newer one which prob. has enhanced feature and bug fixes ;0-0

#

Hm, I think its fixed here , we

#

near end of thread, it states: " This is done by adding VisualStudioXXXX where XXXX is the year 2019, 2017, or 2022 or whichever in the XML file. I wrote a tutorial about it here : UE5 Visual Studio 2019 must be installed in order to build this target – Unreal Build Tool 7****

devout oxide
devout oxide
#

still wont' compile, and I set 2022 under editor preferences > source code

#

gah

severe hare
#

Whats the best way to share a Editor across the team but still compile the project with server/client?

#
..\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithClient=true -set:WithServer=true  -set:WithDDC=true -set:WithLinux=true -set:WithWin64=true -set:WithWin32=false -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLumin=false -set:WithLinuxAArch64=false -set:WithHoloLens=false -set:WithLuminMac=false -set:WithHoloLens=false WithLuminMac=false -set:WithFullDebugInfo=true -set:VS2019=true -clean
#

I thought this would work, but I end up getting. ERROR: Cannot open 'E:\UE_4.27Source\Engine\Build\InstalledEngineBuild'

#

file exists, it has contents

devout oxide
#

Why am I getting these errors, ty anyone UATHelper: Packaging (Windows): ERROR: Visual Studio 2022 x64 must be installed in order to build this target.
PackagingResults: Error: Visual Studio 2022 x64 must be installed in order to build this target.

#

It is installed, and its 64bit, windows 11, as of today

mystic atlas
#

Do you have all the windows packages installed?

#

On the vs installer. version 10.something something. I think there's 2-3 of them?

devout oxide
#

I assume when visual studio installed it installed prerequisites

#

I can try to check front page

#

ahhhhh crud

#

windows 11 sdk wasn't installed

#

here goes hope it fixes it ;0-

#

ok well, no dice after installing windows 11 sdk, I guess it wants 10 as well ? UGH

severe hare
devout oxide
#

meaning maybe, the engine is compiled against 10 libs

severe hare
#

for whateve reason it just says it cannot open the file

#

but nothing is accessing it

#

Even is accessible

devout oxide
#

sometimes I get , such errors I think are related, errors like, file X is checked out

#

which I have no idea why that would cause me problems

severe hare
#

hmm I pulled this from git, should I just delete the .git folder?

devout oxide
#

not sure I'd do that

#

files can be listed as checked out or in I guess...don't quote me

severe hare
#

i think that is for perforce

devout oxide
#

Ive only recently gotten source control to work

severe hare
#

idk about git

#

git I don't think does that

devout oxide
#

well that is wording for all source controll

#

git , perf. any of them pretty sure

#

but gotcha

#

learn something new πŸ˜‰

#

weird ;0-

#

oh , I think you mean push vs the other,,I see that yes in github desktop at top of UI

onyx mulch
#

can u pack anythin inna game feature

severe hare
#

figured it out

#
E:\UE_4.27Source\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="E:\UE_4.27Source\Engine\Build\InstalledEngineBuild.xml" -set:WithClient=true -set:WithServer=true  -set:WithDDC=true -set:WithLinux=true -set:WithWin64=true -set:WithWin32=false -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLumin=false -set:WithLinuxAArch64=false -set:WithHoloLens=false -set:WithLuminMac=false -set:WithHoloLens=false WithLuminMac=false -set:WithFullDebugInfo=true -set:VS2019=true -clean -set:GameConfigurations="Development;Shipping;DebugGame"

When your in powershell make sure you do "" around the script

#

and make sure the script is setup to be the actual full path

#

then it will trigger properly

#

Also GameConfigurations needs to have "" as well I found out

devout oxide
#

Maybe I didn't add in game dev c++ during install of VS2022, checking , hope that is IT tired of this error already :)ha

#

GOOd, getting much further ;)))yayyyy

winter holly
#

UE5 - Grooming Issue - Grooms vanish after packaging shipping build
Expected Result:
Grooms visible on all viable actors

Observed Result:
Grooms do not load, however, no errors from packaging.

Additional Details:
Curly Hair Pack

Anyone possibly able to take a stab at a few approaches?
I've managed to debug to a point there are no more errors in my project, but it's still not visible.

Again, I can see them in Play within editor, just not in a packaged build.

craggy cobalt
#

are you loading the grooms dynamically? you may need to ensure they are loaded into the asset system properly

#

often a foot gun when a game works in PIE/standalone but cooked version fails

craggy cobalt
#

if you have a Primary Asset type, but you have assets you are referring to which are not listed in Directories, then the cook build may omit that content, since nothing is referencing it.

celest viper
#

Does anyone know how I would go about debugging an Android APK? My game on Quest keeps crashing upon startup on the Oculus source build of 4.27, and I don't know what's causing it.

fluid bloom
#

Need some help with Nvcloth for mobile...

#
  1. I have compiled NvCloth-1.1.5 for android-arm64-v8a, puted libNvCloth.a into the \Engine\Source\ThirdParty\PhysX3\Lib\Android\ARM64 floder
#
  1. Changed NvCloth.Build.cs under Engine\Source\ThirdParty\PhysX3 like this...
#
  1. \Engine\Source\Programs\UnrealBuildTool\Platform\Android UEBuildAndroid.cs Changed Target.bCompileNvCloth = true;
#

Its will still not compile... then I made a c++ class and in the build.cs add PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "NvCloth" }); and added bCompileNvCloth = true; into Target.cs..

#

Now I just getting this error...PackagingResults: Error: 'WITH_NVCLOTH' macro redefined [-Werror,-Wmacro-redefined]

#

First time trying to do something like this, I don't know what caused this result..could really need some help...

rustic cave
#

not sure if it should be here, after migrating to UE5 i have a problem with steam, in UE4 every new build had a difference like 10-20mb, steam only uploaded that and players needed download only this much. but with ue5 every build is fully uploaded, 1.5gb, why? am i missing smth?

wanton drift
#

When I set my target SDK to 30,opening Google play leaderboard shows this message.Leaderboard works fine when target SDK is 22.Any solution?!

ember widget
#

Hi, I've written a Zstd compression plugin:

#

And I was loading this module in the UnrealPak.cpp:

#

But it complains that this module can't be found when packing, even though the "Compression Level" is printed on editor start:

#

The plugin loaded in the editor but not in the UnrealPak executable. Do you have any idea on how to integrate Zstd into UE5?

ember widget
oak orchid
#

Hopefully this is the right place to ask. I am new to UE4 and I am trying to package a project and get the following errors that I notice:

WARNING: Failed to delete directory D:\"file path to project"\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\DbgHelp in 10 attempts. PackagingResults: Error: Failed to delete staging directory. This could be because something is currently using the staging directory (ps4/xbox/etc)

No other program or hardware is accessing these folders. Could anyone perhaps point me in the direction of where I'm going wrong here

wary ridge
#

Unreal Frontend 5.0 does not create windowsClient. I just duplicated this issue using a fresh project. Any workarounds for this one, or hints on how to fix?

wary ridge
#

Thanks for the response. This is the command generated from frontend, which when run from the command line "RunUAT.bat" produces the same result. Is something missing?

RunUAT.bat -ScriptsForProject=D:/ue_project_build_tests/ExampleGame50/ExampleGame.uproject BuildCookRun -project=D:/ue_project_build_tests/ExampleGame50/ExampleGame.uproject -noP4 -clientconfig=Development -serverconfig=Development -utf8output -platform=Win64+Win64 -server -serverplatform=Linux+Win64 -server -noclient -server -noclient -client -cook -map=+Arena+EntryLevel+Dungeon+GuildHall+LobbyLevel+MyVault+SecondLevel+ThirdPersonExampleMap+TransitionLevel -CookCultures=en -unversionedcookedcontent -ddc=DerivedDataBackendGraph -compressed -stage -package -stagingdirectory=D:/ue_project_build_tests/ExampleGame50/packaged_builds/ -cmdline=" -Messaging" -addcmdline="-SessionId=8339E426467C7CD701C67E9F030C0FB8 -SessionOwner='Ed' -SessionName='ExampleGame 5.0 Build test'

#

Just noticed the "-noclient" argument in there, twice. I removed that, and now I have a WindowsClient folder. Is there an option inside frontend which is generating this? Any way to disable this behavior within frontend?

dire void
#

Running into an issue that is causing my game to fail to cook: "UATHelper: Cooking (Windows): LogInit: Display: LogStreaming: Error: Couldn't find file for package /Game/Cinematics/Sequences/VRSequence001 requested by async loading code. NameToLoad: /Game/Cinematics/Sequences/VRSequence001"

This file path doesn't exist and we haven't done anything with cinematics at all. I'm not sure where I could look to find this. Any ideas? Maybe some rogue thing somewhere?

#

I just searched through all dependencies of every asset on my project and none of my files have this dependency. I have also opened the entire folder in vscode to try and search for any possible redirector logs or anything like that. Nothing.

#

Found the issue. Apparently, even if a VR level sequence has no dependencies, it'll try and load some ghost file.

dire void
#

Just an FYI - for some reason, you can't package a game with the Stylus plugin enabled (auto-enables when using the modeling stuff, and if you disable it, it disables the modeling stuff) or the data validation plugin.

#

Just spent half an hour trying to figure out what was causing my game to not start after packaging. Ended up because of those two plugins.

runic stump
winter holly
dire void
tidal bronze
#

hello, i got this error when packaging for android etc2

UATHelper: Packaging (Android (ETC2)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ETC2)): * What went wrong:
UATHelper: Packaging (Android (ETC2)): Execution failed for task ':app:processDebugResources'.
UATHelper: Packaging (Android (ETC2)): > A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
UATHelper: Packaging (Android (ETC2)): > Android resource linking failed
UATHelper: Packaging (Android (ETC2)): Z:\app\src\main\AndroidManifest.xml:15:3-57:17: AAPT: error: resource style/UE4BaseTheme (aka com.instantrecycling:style/UE4BaseTheme) not found.
UATHelper: Packaging (Android (ETC2)): * Try:
UATHelper: Packaging (Android (ETC2)): 25 actionable tasks: 2 executed, 23 up-to-date
UATHelper: Packaging (Android (ETC2)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
UATHelper: Packaging (Android (ETC2)): * Get more help at https://help.gradle.org

#

can someone help me?

#

i think this is the most important thing:

Z:\app\src\main\AndroidManifest.xml:15:3-57:17: AAPT: error: resource style/UE4BaseTheme (aka com.instantrecycling:style/UE4BaseTheme) not found.

copper turtle
#

I keep getting this error when I try to package my game, iv got it working like onces or twice but most of the time i just get this error and i cant figure out the issue

#

PackagingResults: Error: System.IO.IOException: The process cannot access the file 'C:\Users\xmagh\Desktop\platformerue5\Windows\MyProject.exe' because it is being used by another process.

tepid nebula
#

hello i packaged my project, but it wont open

#

this is the log

#

i just implemented advanced steam sessions

#

i am in ue5.0

finite aurora
#

Running AutomationTool...
Parsing command line: -ScriptsForProject="D:/Epic Games/Unreal/UE_4.27/" BuildCookRun -project="D:/Epic Games/Unreal/UE_4.27/" -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe="D:\Epic Games\Unreal\UE_4.27\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -utf8output -platform=Win64 -targetplatform=Win64 -build -cook -map=B_nworld -pak -iterativecooking -compressed -stage -package -cmdline="B_nworld -Messaging" -addcmdline="-SessionId=6D8342CC4699010044E5CFBC34758855 -SessionOwner='User' -SessionName='New Profile 0' "
ERROR: Project 'D:/Epic Games/Unreal/UE_4.27/' does not exist
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED

#

I just built and did not receive this message before, then rebooted, and now I get 4.27 does not exist?

mellow bane
#

Command line is wrong.

finite aurora
#

how do I fix it?

mellow bane
#

How are you triggering the packaging?

finite aurora
#

project launcher

mellow bane
#

What's your project name?

finite aurora
#

Bergen_Test_Package

mellow bane
#

Check your project launcher to make sure the project is set to be packaged

finite aurora
#

boom perfect!

#

strange why would a reboot remove the package name from the launcher?

mellow bane
#

It probably didn't

#

But I wouldn't use the launcher anyway, write yourself a script to produce the UAT command line and do your own processing on top

finite aurora
#

pretty far outside of my expertise at the moment, zero coding skills.

#

but thanks for the help Weider, very much appreciated.

tepid nebula
#

Help me please

#

When i open my game

#

It just doesnt open

tepid nebula
marsh steppe
#

Hi! People, I have a pretty broad question, is there any general guide for making build that you would recommend as a bootstrap?

celest root
#

Hey everyone! I'd like to know if there's some best practices into packaging different sized texture assets for different platforms?

I know I can define min/max LOD sizes in defaultdeviceprofiles.ini, but that only affects what gets sent to renderer, not what gets built into the package. Let's say I have 4k textures on PC and define max 2k on mobile, it will not affect the package size.

Is there a way to actually package the assets themselves at different resolutions per platform?

brisk seal
#

anybody know what these files are for, in packaged games? can they be deleted? just curious

mellow bane
#

They can be deleted

vital narwhal
#

If you set it up properly in defaultdeviceprofiles.ini, the cooker reads that data and scales down the textures as required. I have gotten it to work on mobile before

#

It won't work if you try to set a super-specific profile like AndroidDevicesWithHighMem or whatever, but if you set it on the base Android profile the cooker should find it

teal cipher
#
No outstanding IO, no nodes in the queue, yet we still have 1774 'AddedNodes' in the graph (with 10 boot nodes).


0x00007ff7022e5461 Prototype_02-Win64-Shipping.exe!UnknownFunction []
[LOOP...]
0x00007ff7018748d4 Prototype_02-Win64-Shipping.exe!UnknownFunction []
0x00007ff70510496e Prototype_02-Win64-Shipping.exe!UnknownFunction []
0x00007ffd2f987034 KERNEL32.DLL!UnknownFunction []
0x00007ffd302c2651 ntdll.dll!UnknownFunction []

Hello, just another No outstanding IO, no nodes in the queue with UnknownFunction that time, at runtime (shipped), if anyone has any idea how to investigate this.. thanks..

winged moss
teal cipher
teal cipher
#

I was able to get the full message starting the game from the editor "on device"

teal cipher
celest root
#

If UE5 does this better, even more reason to hasten the upgrade.

muted kindle
#

Hello !
I am trying to add Steamsdk as a plugin for my game (using UE4.25)
All is working in the editor
But on Exported build it dosen't add the link path for the engine steam sdk
I have to move the file from WindowsNoEditor\Engine\Binaries\ThirdParty\Steamworks\Steamv147\Win64 close to the binary to work ...

I can't add steam stubsystem cause I am using a custom subsystem, but I still need some steam friends that I guess I can get from steamworks alone.
I am kind of lost and a lot of forum related topics are closed due to new forum ....

mellow bane
#

There's no need to integrate anything AFAIK

#

You just need to look at the Steam OSS plugin and see how it links against it

muted kindle
ebon marsh
#

When building for UE5. How do you package an installer to include the additional required software to run your windows desktop app? For example (if the user doesn’t have UE installed) it needs to install UE4 prerequisites and other .NET libraries. Is there a way to include these in my install or a work around this? I ask because a β€œless tech savvy” person may be confused. Trying to simplify.

mellow bane
#

Steam, GOG etc have support for deploying the required MSVC runtime + DX SDK which are the sole dependencies

#

Alternatively, yeah, run the prerequisites installer, for Blueprint projects or projects that use the MSVC version from the build farm the engine is compiled against (read the release notes)

ebon marsh
#

Thank you, for now I'll instruct folks to run the prerequisites and keep building to get it deployed on steam/other platforms using their SDK.

winged moss
#

there's posts about it on UDN

#

iirc this is a type of recursion where a CDO is loading an asset, but the asset trying to be loaded needs the CDO of the class that requested the load in the first place

tight meadow
#

How can I have certain traces to run in a packaged build?

#

in a standalone game it works but idk how to have it work for a packaged dev build

#

-trace=counters,cpu,frame,bookmark,gpu

#

I assumed I could just add this in the console but I was wrong

teal cipher
fossil helm
#

Anyone know how to resolve or what causes this packaging error? Seemed to show up out of nowhere in my project. Online searches only pointed me to an issue in 4.15 that was supposedly fixed in 4.16. (I'm using 4.26)

winged moss
#

you don't have editor symbols so it's hard to tell

fossil helm
winged moss
#

a readable callstack

fossil helm
fossil helm
#

Damn, those take up a lot of space...

#

Here's the error callstack with editor symbols. Can anyone help make sense of this?

nocturne kayak
#

Broad question but my game works fine in editor but when packaged I cannot open it at all. When I run the .exe it just doesnt open.

I made sure that the correct starting level is selected and stuff. Not sure what is wrong. Any help?

#

I had a previous game that worked fine, the only difference that I can tell is this game uses the Steam online subsystem.

#

my game is flagged by anti-virus but I allowed it as an exception and it still has this issue

winged moss
#

so did you check the logs

winged moss
#

and find out which BP is causing that

nocturne kayak
#

yeah the package logs were fine, it had some weird things about the sandbox level but that isnt mandatory for the game to work

winged moss
#

I'm not talking about packaging logs

#

I'm talking about the log generated when you run the game

nocturne kayak
#

oh, how do I check those?

winged moss
#

providing it's a Dev or Test build

nocturne kayak
#

ah, let me make a dev build then

winged moss
#

what AV is detecting your own game

nocturne kayak
#

to my knowledge, windows defender and Avast.

#

I don't mind Avast detecting it so much because Avast detects everything, but it needs to at least be considered safe by windows defender

winged moss
#

isn't avast kinda... bad

nocturne kayak
#

yes, I don't use it. Some of my friends do and they mentioned Avast detected it

#

I use windows defender at most, I hate anti-virus software

#

So I packaged my game as a development build and tried running the executable. Still the same issue, but where would I find the logs?

think I found them, saved/logs

#

LogPluginManager: Error: Unable to load plugin 'SteamShared'. Aborting.

I think this is coming from the Advanced Sessions plugin I installed, so at least I know what the issue is

#

nvm steam shared seems to be its own plugin

winged moss
#

steam shared is a module that handles loading the steam runtime

#

which the OSS depends on, and stuff like the steam controller and audio support

nocturne kayak
#

I see, I didn't manually enable it so I assume I need to keep it enabled for other Steam related stuff?

fossil helm
winged moss
#

open VS, debug > attach to process, attach it to the running cooker process

#

when it breaks, you can just dig through this when it hits UBlueprintGeneratedClass::NeedsLoadForClient anyway

nocturne kayak
#

From searching online it seems I cannot package my project without at least 1 C++ class for whatever reason.

if you want to package out a plugin you have to have at least 1 c++ class in your project.

Issue is my project is BP only so I don't have an option to create a C++ class. Thonk

brittle geyser
#

While packaging, is there a way to set something on DefaultGame.ini so i can rename an asset?

#

something like

#

-Name:AssetName
+Name:AsetName2

#

?

#

similiar to what RemapDirectories does but Instead RemapAssets?

fossil helm
winged moss
#

and that is what UnrealBuildTool is doing

teal cipher
#

Do you guys know if its possible to debug FEventLoadGraph::CheckForCycles ? I'm runing on device from the editor in debug mode but I dont get any break o_O

winged moss
#

Cool don’t believe me for something I’ve experienced and also corroborated on UDN

teal cipher
#

lol dude plz

#

I believe you, but I dont understand, so i'm stuck, how does this helps ?

#

Not questionning your experience, just trying to understand 🧐

twilit fern
#

Super curious if anyone has packaged/built to the Steam Deck

winged moss
#

It’s Linux x64 if you want native

#

But Proton works on the Windows build, might have to make some considerations if you have anti-cheat

vale sage
#

can i package to android x32 bits on UE5? (is there any way?)

sinful frigate
#

hey guys, is it possible for game paks to maintain the same size/hash if there are no content changes in the build? seems like they have different hashes for whatever reason each time we package the game, even if there are no content changes

mellow bane
tall locust
#

Anybody got a clue as to what could be causing these errors when Im packing my project in UE5? I packaged a sample project just fine, so it's project specific:

winged moss
#

kinda hard to tell since you don't have symbols installed

shy forge
mystic atlas
#

On the launcher, modify the engine and it should be there.

urban moat
#

anyone tried running a build on ue5?

LogPluginManager: Error: Unable to load plugin 'BlueprintMaterialTextureNodes'. Aborting.
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.

#

apparently thats a lib contained in the "editor" folder in the engine/plugins subdir

mellow bane
#

Works fine here, check your packaging log

urban moat
#

ye "blueprintfileutilities" plugin wasnt active ... weird .. everything still worked in the editor

nocturne kayak
#

When I package the game I need to manually place the steam_appid.txt file into the folder otherwise players won't be able to play online.

Is there anyway for me to do this automatically when packaged? Or can I have the appid elsewhere so people downloading the game can't just delete it

mellow bane
simple sparrow
#

Hey so I received an error saying

#

I have the map and it is in it so idk

#

I haven't had the issue till just recently. Any help helps.

mystic atlas
#

Is it in the packaged build?

simple sparrow
#

Yes

brittle geyser
#

i got a list of maps on DefaultGame.ini with

+MapsToCook=PATH1

And this works fine. however i wanted to define other maps, on other path, for different platforms, so on the <Platform>Game.ini i did

-MapsToCook=PATH1
+MapsToCook=PATH2

It seems it's still cooking Path1 map, what i'm attempting is possible?

#

"The way MapsToCook and AssetManagerSettings are accessed seems to indicate that there is not a current cooking platform available at that point, so they are not overridable per platform, this is not specific to iOS." gg

#

so now my question is, is there a way to set this list of maps when running from command line? (using RunUAT.bat)

hazy goblet
#

I have 2 plugins, both have a rapidJson as thirdparty libs, but both have different versions, so in the shipping version app crashes due to one plugin, Is there anyway where i can separate the 2 rapidJson in the final build ?

open rapids
#

Anyone know why it cannot find headmounteddisplayfunctionlibrary ?

ebon bane
#

Have a question, like if i cooked a material asset in 4.26 , is it possible to use it directly in a shipping project built with 4.27 ? Any ideas will be appreciate.

modest peak
#

Hi guys, urgently need help, I started packaging a project for apk for vr and am getting this error, I would be insanely happy if you can help me (This unreal engine 4)

fiery sinew
#

Can someone help me out with this? I just finished painfully bugfixing a JAVA_HOME issue and that's resolved, but now this issue appeared and I'm actually clueless and google doesn't quite help. Any help would be incredibly appreciated!

fiery sinew
#

I think it might be an outdated gradle version?

fiery sinew
#

Hitting dead end after dead end. I'm not sure what to do at this point.

brittle geyser
#

Can MapIniSection be used with RunUAT.bat ?

#

it seems it's ignoring it

acoustic tendon
#

Hey! I've packed the game, but the build crushes on start. I have no clue how to pinpoint the issue. I tried to find long filenames with directories, after project move all of them are under 160 characters. If the issue is illegal character - i have no clue how to find it

plucky wind
#

Hi, I am trying to package some maps for arm64/quest2. sometimes they load, other times they dont, any idea why that would happen?
[2022.05.07-20.01.27:736][249]LogPackageName: SearchForPackageOnDisk took 0.055s, but failed to resolve M_depths_1-1-1level.umap.
all I've done is added a few more maps to the package list, and now it cant load this one

arctic oasis
#

hello guys i faced problem while packaging un5 project

#

can anyone plz help me

plucky wind
#

you need to install build tools, looks like you dont have a windows sdk

arctic oasis
#

I install the sdk

#

I already install the sdk

#

but when package the game this error shows

#

I was working in the early access version when i faced this error i thought because it was the early access U5 but now it full and still have the same error plz help

weary birch
#

I'm having this "Packages Remain 1" forever situation intermittently as well in 4.27.2 on MacOS and Windows

#

when packaging/cooking a UE 4.27.2 project every once and a while it will get stuck cooking the last package. The odd part is that sometimes it will finish and others it will get stuck. I have this issue on MacOS and PC. But it more consistently is a problem on MacOS

weak scaffold
#

Any indication which asset it's halting on?

#

Does it happen on a blank project?

weary birch
#

when I do "Cooker" display asset name and remaining, it doesn't actually say the name of the last remaining asset to cook

#

just now I disabled the Substance plugin which flagged: "LogCook: Display: Previous cook had additional ini setting: SubstanceCoreVer:C52D92BED4A6A49C11E593249A6C11E5 current cook is missing this setting."

#

and then it packaged fine

#

then I tried to package again after this and it got stuck again

#

so my hack for now maybe to toggle that plugin off and on lol

weak scaffold
#

Interesting... Maybe have a poke around the project ini settings for substance. Are your config files checked into source control and set as readonly by default? Maybe it's trying to update them but can't write to the file?

weary birch
#

this project isn't check into Perforce

#

but I see this " To avoid this add blacklist setting to DefaultEditor.ini [CookSettings] Game:/Script/UnrealEd.ProjectPackagingSettings"

#

when the packaging gets stuck at 1

#

so I'll go poke aruond the that ini file

weak scaffold
weary birch
#

Packaging (Windows (64-bit)): LogCook: Display: Inisetting is different for Game /Script/UnrealEd.ProjectPackagingSettings StagingDirectory 0, value (Path="F:/CT_427_Builds/20220507_ImportNew_02") != (Path="G/CTBuild_Importer") invalidating cook
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: To avoid this add blacklist setting to DefaultEditor.ini [CookSettings] Game:/Script/UnrealEd.ProjectPackagingSettings
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Clearing all cooked content for platform WindowsNoEditor

#

I basically moved where I wanted it to stage/package the project, so it clears the old cooked data I guess

weak scaffold
#

invalidating cook
That definitely sounds like a candidate. Yeah give that ini setting a go

weary birch
#

the invalidating cook isn't an error though, I think it means it's just starting the cook over from scratch

weak scaffold
#

without more context, i don't know if it's invalidating the whole cook process, or just for that asset

#

ahh ok, so you've moved it, and now it's saying it's a different project setting so it can't trust the previously cooked data. yeah you are right

#

Ok, so that leads to the question then: you are doing incremental builds? Does the error occur when you force full builds?

weary birch
#

yeah I believe it still happens if I do a full build, the C++ portion of my code is tiny to rebuild

#

the weird one with MacOS, is I switched to an older Metal shader target and it worked

#

then built it again with the same Metal shader target and it got stuck

#

so I like have to do something drastic or it gets stuck

#

lol OK so toggling the Substance plugin is actually working

#

if I turn it off or on, from the last build it works

#

makes no sense

weak scaffold
#

It should do a full cook each time

#

obviously much slower, but it's a step to narrowing down the cause

weary birch
#

I don't believe doing the full rebuild fixes the issue, I can try that again, but I remember doing that on my MacOS build and it was no different

weak scaffold
weary birch
#

but I'm pretty sure if I don't change anything the package will get stuck

weak scaffold
#

I don't use substance, so forgive my ignorance: do you only use that in editor, or is there a runtime component? Can you always have it disabled for packaging?

#

does it get stuck even when disabled on successive builds?

weary birch
#

I believe it's an editor only plugin, and I don't even use it. It's not it being disabled that fixes the issue, it's when I enable/disable/change it that the build succeeds

weary birch
weak scaffold
#

yeah...

weary birch
#

for now I'm OK with the superstition of toggling probably any plugin off and on to work

#

but feels back lol

#

just tested the new packaged build and it works great

#

been building an FBX run time importer

#

going to try this Substance plugin toggle on my Mac now

weak scaffold
#

feels like voodoo is happening. My next step would be clear DDC caches, and make sure nothing is in there interfering.

weary birch
#

what is the safest way to do that?

#

on my Mac, I just moved the DDC location and had it rebuild from scratch

weak scaffold
#

are you using local DDC only or a shared one too?

weary birch
#

on my PC I'm too scared lol

#

just a local

weak scaffold
#

You can safely just delete the local one, as long as teh editor is closed

#

it's built on demand from the uncooked uassets

weary birch
#

it's like buried in the user/library/appdata in the number folders right?

#

too scared to touch it lol

#

going to go eat, really appreciate the chat

weak scaffold
#

don't know on mac exactly, on PC it's usually C:\Users\USER\AppData\Local\UnrealEngine\Common\DerivedDataCache
Don't delete the individual engine version folders, just the common one

#

You can check those INI files to find the location

#

No probs, wish i could provide more insight. strange issue

weary birch
weary birch
weak scaffold
#

You can do either. It rebuilds

#

That's what is buiot on first load when it takes ages

weary birch
#

if I have this issue again and the plugin toggle doesn't work I'll reset the DDC for sure

#

right now too scared lol

weak scaffold
#

It's safe, but if you are worried rename the folder Derived2, and then load or cook your project overnight to refill it

weak spoke
#

How can i include a movie to the package? My video is working in my pc when i packed but when i play the package in different system the video can not been seen

dapper kindle
#

https://gyazo.com/cd4910f89829a2941f19d68add37a2e3
i dont really understand this first error... somehow one out of my dozens of blueprint enums cant find its parent(whatever blueprint enums are children of)

the other i can prob fix since i only use map in a few places, and it looks like it goes through one of my interfaces because its affecting seemingly different shit

anybody have the first error in this picture and has solved it? (without excluding that asset type from nativization)

#

PackagingResults: Error: Failed to identify the asset package that '/Game/Core/Blueprints/Characters/AI/Data/E_AICombatBehaviorType' belongs to.

wooden jolt
#

Hi how are you friends, I'm facing error when i Package the IOS file, I'm using ue5 and remote mac.
please help me , i don't know why i facing this issue ?:(

mint leaf
wooden jolt
#

i setup each and everything. but i don't know why facing this issue

#

I'm using Visual Studio 2019 , maybe this version have issue

winged moss
#

iOS doesn't compile with VS

amber lake
#

Any help with this problem
\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
?

And these are the things I did:
1- Changed d8 to dx and did all that all of the versions just in case

rancid night
#

Is there a way to compile a 4.27 project for Apple M1?

mortal cave
#

I'm trying to share a packaged file for macOS with my colleague via google drive, but while the packaged file works fine locally, the downloaded version says "The Application 'xyz' cannot be opnened" does anybody know why that is and how I can fix it?

weary birch
rancid night
long abyss
rancid night
#

Oh damn, it's not possible to build a package for MacOS on Windows?

winged moss
#

no, you need a mac

outer lodge
#

upgraded my project from 4.27 to 5.0.1, cpp. Project will build in editor and VS (2019). Packaging fails with this error: Module.Engine.1_of_57.cpp.obj' is corrupt

#

UnrealBuildTool ExitCode 6

#

Any help is appreciated

#

ok nvm. I cleared out the intermediate, binaries, etc folders and tried again. it's doing... stuff now.

astral stirrup
#

If you keep a packaged build in your source control directory with the game, would it update for the rest of the team fine? Not sure the best approach for distributing builds often.

gusty rose
#

sorry to come in here without much introductions. I'm wondering if anyone would know why apex destruction or openXR aren't included when I package my game? I sent the exe and files to someone and they cant use it because the don't have openXR. Also apex destruction models just don't work or appear in the packaged game. Any suggestions?

long abyss
silk crown
#

Hi guys i get theese 2 errors while packaging. It seems the're due to chaos physics.
I'm currently using ue 4.27.2 and building for android (Quest 2) using packaging method astc.