#packaging
1 messages ยท Page 56 of 1
That seems like a missing include on Epic's part.
hey everyone
when packaging in shipping mode it still give the option to turn on command line in the shipped package
any idea how to turn that off? in ue4 it was closed in shipping mode
So how do I package my game as a html5 I can't find out how to do it I am on ue 4.27
Not possible anymore
Oh ok I was asked to make a web build and was told that's only way on ue4
There isn't any way in Unreal
Not for the past 2 years
What tools do I start with to debug a project for Oculus Quest 2? I've finished a demo game and packaged it but it immediately crashes when I run it on my quest. I've looked around and can't find any logs to sift through.
I'm trying to build a project on Linux, but I have such a mistake, how can it be fixed?
packaging android has recently started giving this error and doesn't finish. what could this mean? UATHelper: Packaging (Android (ETC2)): LogCook: Display: Cook Diagnostics: OpenFileHandles=7865, VirtualMemory=3517MiB
That's not an error.
yeah, but packaging doens't continue. just logs this thing over and over ๐ค
That's normal I think.
I'm seeing too, I left it to run for an hour, stuck. Stop, rebuild, works. Reproduced on several devices, both Mac and PC
after second packaging it didn't occur and packages fine, but occurs later again when packaging again. just figuring out the root cause of it
Alright, this is weird. I reinstalled Windows and installing the prerequisites (bundled with the shipping build, using UE4) had a popup asking for installing net framework 3.5 . Yet, it is not in the prerequisite list, I thus refused to install it, and my program is working fine even without it. Is there a way to disable that prompt ? I want to install the prerequisites silently...
I'm launching a basic "UE4PrereqSetup_x64.exe /q" for installing the prerequisites right now
I got this popup (once). More recent version ofc (i'm on windows 11)
Seems i'm not the only one with that question, yet there's no answer ๐ฆ https://forums.unrealengine.com/t/net-3-5-redistribution-question/153183
Iโm making a deployment package for UE4 but one thing that prevents me from making it truly silent is the .net 3.5 installer as part of the prerequisit setup (Engine\Extras\Redist\en-us\UE4PrereqSetup_x64.exe") that normally happens during the initial run of UE4 through the launcher. I can run this manually with /quiet but it still prompts for u...
Does anyone know what this means and how I could fix it? "PackagingResults: Error: Multiple game targets found for project. Specify the desired target using the -Target=... argument."
I deleted the Intermediate folder and after that the log is this:
non-ASCII characters in folder name is a big issue
Hello! I am wondering what the process is like to ship & distribute a finished, packaged client-build of a game? I would like to distribute this client app through a brand website, and not through Steam or another App Store.
What sorts of Install / Update wizards are typically used for unreal client packages? I would appreciate any guidance, thanks! ๐
I'm looking to distribute for macOS and Windows separately, and am looking for advice for either
depends on the platform, with steam you have separate depots in your app for each platform
and you use their tools to upload
steam handles delta patching
I'm not looking to use Steam or an App Store. I'm hoping to provide the game as a download from our own brand website. And I'm wondering how to manage installation/updates via this approach
oh not, good luck
And yeah, if there are Windows or macOS install wizards that are recommended, and delta patching wizards
Anyone knows if there is a way to use a different DefaultGame.ini on the packaging process?
UE4 or 5? UE5 has a way nicer way of doing it
I was trying to package and it kept crashing the packaging process
i am fairly new to unreal engine when it comes to developing games. i am wondering how to setup the splitting of .pak files. for example the textures go into their own .pak file and the music goes into its own .pak file. and not everything in the game would get crammed into one .pak file.
i just found this documentation page: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Patching/GeneralPatching/CookingAndChunking/
so i should be good to go for now
ok now i have a question that this documentation doesnt answer. am i able to assign custom names to each .pack? because right now they are just called pakchunk0.pak etc.
i want to have it so maybe pakchunk0.pak would be called entities.pak
This seems closely related, however this post mainly relates to HTML5 export: https://forums.unrealengine.com/t/receiving-an-error-createchunkinstall-must-specify-the-chunk-install-data-directory-with/426584
I am attempting to compile and package an HTML5 build with the following results: Any help would be appreciated thanks UATHelper: Packaging (HTML5): Running AutomationToolโฆ UATHelper: Packaging (HTML5): Parsing command line: -ScriptsForProject=โJ:/dData/Unreal Projects/Earth2Orbit/EarthOrbitEntryOil.uprojectโ BuildCookRun -nocompile -nocompil...
What's funny is I was looking into doing a html5 but it wasn't available and I didn't change any packaging setting lol
Ty for the site tho
If all options relating to chunks are off, I don't see why you would be getting that error message ๐ค
My http chunk install data directory is off so idk
Worth a try
Well idk what happened but it didn't fix it it seemed to make it repeat the text lol
Hey ty
Turns out I had to put it as the same
Put staging directory and install data as the game
On the link they have it on different ones
Big help ty tons
Can't thank you enough
Hi, im getting this crash in my package game, can any one help me ?
[2022.05.12-07.22.28:591][697]LogBlueprintUserMessages: [MainButton_C_2147479703] -1
[2022.05.12-07.22.28:986][697]LogRHI: Error: Present Fail Count 1
[2022.05.12-07.22.28:986][697]LogRHI: Error: SyncInterval 0
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.BufferDesc.Width 3440
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.BufferDesc.Height 1440
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.BufferDesc.RefreshRate.Numerator 0
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.BufferDesc.RefreshRate.Denominator 0
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.BufferDesc.Format 24
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.BufferDesc.ScanlineOrdering 0
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.BufferDesc.Scaling 0
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.SampleDesc.Count 1
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.SampleDesc.Quality 0
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.BufferUsage 48
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.BufferCount 2
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.OutputWindow 000000000003107C
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.Windowed true
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.SwapEffect 4
[2022.05.12-07.22.28:986][697]LogRHI: Error: SwapChainDesc.Flags 2050
Where should I check to find the source of this problem?
Display: LogStreaming: Error: Couldn't find file for package /Script/LyraGame requested by async loading code. NameToLoad: /Script/LyraGame
GameNameRedirector solved the problem, but I guess I need to further investigate this
I would also be interested to hear if the above is possible?
I'm only getting 75 fps, never lower and never higher? I tried using t.MaxFPS 200 but it has no effect and game user settings to disable vsync doesnt work either. How do I uncap my fps? o_O
Check vsync, editor vsync (not the same), framerate smoothing max fps, and obviously performance
checked all that everything is disabled
performance is normally ultra smooth, theres nothing in the scene xD
and it never drops below 75
So what's the frame time for the GPU rendering?
Empty scene with no vsync or max fps should normally result in constant framerate
And what does profilegpu tell you?
scene has few static meshes and thats it, I get this framerate everywhere in every map of our game. Game feels super smooth, feels like it can easily hit 150+ fps
but for some reason it never goes over 75
Assuming all those unreadable numbers are in the 0.x range, yeah, probably a configuration issue
Any idea where I could start looking?
Ini files perhaps?
k fixed it
I had vsync on globally in control panel (nvidia) wtf nvidia why?
vsync is normally something you always want
set fpx cap to 150 and its never dropping below even in our biggest map with thousands of actors, noice
well, yeah but I kinda hate mouselag
we're making an fps game
it'll be an option though
so no worries ๐
You don't really have less visual lag without vsync though
Your screen is still incapable of updating faster
more fps feels a lot smoother imo
I really do notice a difference
maybe its just me though
feels much snappier
There's zero difference in visual lag
I beg to differ in terms of feeling
In terms of physics, the visual lag is the same
You do get a lower input reaction time
yeah thats the thing I mean mainly
looking around is more responsive
but yeah visually its the same
for me it feels snappier ๐
it doesn't
You get a 5ms edge in pvp shooters, so that part is real
(for a 75fps to 150fps bump)
with vsync enabled there seems to be a slight delay between moving my mouse and watching my camera turn
without it's near instant
yeah I can only say what I experience right? xD
And I can see it's entirely in your head, too
(And arguably you do get some lower response time, half the time, for about a few ms)
Anyway, some people feel very strongly about that etc
Yeah true, it's a feels thing lol
FWIW the Valorant answer to this was to "simply" run the input stack multiple times per frame
Just need to do it 2-3 times and it negates completely any advantage of disabling vsync
If I use a plugin, for example the Water plugin, will it increase the filesize once packaged?
I want an ocean for an absurdly small part of my game, and if it increases size I will probs just skip it or find another way
Yeah I see. I figured maybe once packaged it would be converted to a mesh or material etc so it wouldn't take up too much space.
Does anyone know how to make print strings invisible in the packaged version of a project. I am using the Shipping configuration but they still appear.
Hey all, having an issue trying to cross-compile a dedicated server for linux on a source build for ue 5.0.1.
I've gotten Linux server to show up in Visual Studio, can build successfully, & have run Setup / Regenerated solution. It shows my SDK is the proper version (v19) & recognized from the engine as installed, it even shows the icon & not the warning symbol, but i'm still unable to package for linux. Any ideas?
Hey, so i compiled a project, it went ok, no errors, just warnings for unused materials and such so no issues, but when i try to launch the .exe nothing happens... the gamemode is the default 3rd person, the maps and modes are set yet nothing
Anything in the log?
yeah it was an issue regarding a unloaded plugin
Hi mates! ๐ Does anyone know how to Uncap the Frame Rate in a Packaged Game?
t.maxfps 200 works to uncap the FPS in Editor.
But using that console command does not work in a Packaged Game, even if I execute the command in Blueprint.
Anyone got a solution? Thx
Okay - solved the issue. You can actually Uncap FPS in a Development Packaged game with the console command t.maxfps <number> as normal. There was a Setting in my Project that was forcing VSync and Vsync caps the FPS at the Monitor Refresh Rate.
Hi all, got a packaging issue.
I cant add anything to my project (for instance, make a new Material, or strut), as when I make the apk and then move it across to my quest, it breaks.
SOLVED: Click this to make it true, if you are on oculus quest.
How do i change the C:\Engine\Source\Programs\AutomationTool\AutomationUtils\AutomationUtils.Automation.csproj path for the Project Launcher - Specifically using Building AutomationTool
As it defaults to C:\ where i need it to point to C:\dev\Engine
Hello, while packaging my game for android (astc, etc2 and other does not matter, they all have the same error) this error came up. I figured out it comes from this build.cs from a plugin I'm using that is crucial to the project. If I delete the "addattribute" line the game packages but crashed on startup.
Does someone have a solution?
If yes feel free to ping me
Thx
Is there any way to prevent user from overriding game .ini settings in their Saved dir? I mean, user currently can just create Saved/Engine.ini and change GameDefaultMap there, so game would start up with a different initial map.
Why is that? This is a very wide attack surface.
The attack surface on a client is the entire program
Clients can always take full control of the entire game
This is an extremely easy to use vector. Even my granma can do that.
Pretty sure passing the map as a parameter works too, if you want easier
Launching a random map has no security implications
Shipping builds ignore commandline.
Shipping definitely does not ignore command line (maybe that particular one though)
map is just an example. User can override any UPROPERTY(config) option.
Yes
That's what Config means
user configurable
This isn't a bug
Anything that happens on the client is not meant to have any sort of protection
Yeah, so that specific override.
Anyway, if you want to control what the client does you need dedicated servers
I don't see any reason to prevent that via commandline if user can just do exactly the same via .ini.
anyway, understood.
But I believe that there should be a separation between "ini settings for end-user and ini settings for game developer".
Well, there isn't one
And what you want is protection from cheaters
But you cannot have that on clients, no matter how hard you try
If this is a competitive game, you need to move to dedicated servers
If its not, you need to let it go
I'm fully aware of that. I'm also aware that it is worth making it harder to alter your game behavior. Preventing loading random things from .ini definitely makes it harder.
And UE almost has thing for this: UCLASS(defaultconfig), but for whatever random reason it only affects config writing, but not reading.
Users can easily edit the default anyway
Just needs a go at UnrealPak which is universally available
No, they can't if you use pak signing.
Pak signing is also easily defeated
Just takes one guy with a debugger and everyone gets the key
There is literally a tutorial for that
"one guy with a debugger" is harder than "zero guys with a debugger"
I'm not saying its impossible.
It's harder sure, it'll take at least a week to happen
At extremes, user just throws away whole your client and writes a custom program to talk to your game servers.
Anyone have any commandline Ideas?
Hello guys,
I can't find an answer anywhere... I need to change the texture resolution bias per-platform. (like, max rez for PC, but say half rez or quarter rez for all textures for Android)
Do you know where to do this ?
Right now my project is 7GB big on PC, and that won't do on the Android OBB file 2GB limit
It's one of the ini files... Base something.ini in Engine/config I think
Sorry I don't remember the actual one, but you should find it with a quick look
Also do an audit of your asset references and package. Make sure you aren't packaging unused assets
BaseDeviceProfiles.ini
Copy the relevant sections into a file called DefaultDeviceProfiles.ini in your project and modify there
Hello together! I am not sure if this is the right channel to address this, but I have some serious performance problems with my shipped game. I think this is because the game loads too much in ram of the pc of the player (the game was very laggy for testers with 8 GB ram, but was perfectly fine and playable for people with 16 GB, both said that cpu and gpu cost was moderate but ram was high). However, as I played the shipped game on my computer it "just" needed 2GB RAM but uses 70% of the GPU. I sadly don't know anything about optimisation so I wonder if someone here could help or provide some useful tips what settings I need to take care of, or what are the most common issues that lead to high memory usage, so the packed/shipped game would perform better ๐ Thank you a lot in advance โค๏ธ
stat unit, profilegpu
i did this in the editor, should i watch this in the shipped version? if so, how may I access the console there?
depending on where I am in the level the gpu needs 11 (desert) to 36 ms (near metahuman or glass materials or when transitioning between dark cave and light environment)
You should probably do this on a machine that suffers in a development package
And of course make sure to provide a settings menu with scalability controls
do you mean package the project for development and then run the tests on it?
this actually makes a lot of sense ๐ฌ ๐๐ป
Yes
thank you for helping a beginner, I will try that!
hmmm seems like you need to rebuild the visual studio files
but source build probably complicates that
Anyone has experience with -CrashReporter not being packaged correctly when using profiles in ProjectLauncher? Seems fine when packaging regularly, but as soon as using ProjectLauncher and using -CrashReporter as additional argument it doesn't seem to work, is there a different way to do it?
if anyone finds out let me know ๐ in meantime will just build through commandline directly but its weird ๐
Hey i have problem with my project building and i have no idea what to do.
I am using wwise and Houdini plugins,
If you want the full crash report you can ask me i will send it to you,
I am so overwhelm i think i would pay someone if he find the solution . . .
Thanks if you try to help me
okay fixed it ๐
Has anyone ever had this error. It's driving me nuts. I'm using remote compile on UE5. Some plugins I have required me to convert to C++ and now I get this error.
It's creating a .ipa file. Deleting it. Then saying it can't find it to copy it and change its name. The logs are less than helpful.
[iOS remote build] Anyone else getting this build error ERROR: UnrealHeaderTool[36898:29332899] [UE4] Looking for binary: ../../../Engine/Programs/UnrealHeaderTool/Config/BinaryConfig.ini? It doesn't break the build, but I would like to figure out what this ini is used for and if it breaks something in the final exe
anyone know how to use the BuildGraph to build the VersionSelector?
Need help with a 4.27 project. Trying to package for Android and for some reason, the ShaderCompiler threads keep crashing.
Easy answers: Yes, I have tried reinstalling all the SDK/NDK stuff. Yes I have tried to clear Saved/Intermediates and Generate Project Files.
I am at my wit's end with this crash
And no, it's not a wrong asset, other members of the team are still able to package and I have managed to package on a previous computer at the exact changelist I'm on right now
is there a way to package additional levels only in development builds? While Cook Only Maps is turned on in project settings.
hi, did you resolve it?
Is tehre a way to override the chunk numeration using an ini setup?
something like
in Some.Ini
ChunkId 1000 becomes 1
and so?
For anyone that is interested. Add this line right after Line 150 inside of InstalledEngineBuild.xml
<Compile Target="UnrealVersionSelector" Configuration="Development" Platform="Win64"/>
When you use buildgraph it'll auto build this right after UnrealHeaderTool
hello, I have a question about chunk IDs, usually where are compiled c++ classes stored?
are they in a different location other than ID 0?
I want to leave my major static assets to id 0(tons of files). don't want to change it when c++ classes are modified.
Aren't chhnks related to pak files? C++ classes don't go in pak files
C++ classes are compiled into the executable.
Is there a way to have different DefaultGame.ini so that I only package certain maps out to alpha testers
Thinking here how we are going to have Jenkins make a specific build for alpha testers, the only thing that comes to mind is a separate stream on perforce
which sounds like a waste of space for 1 file
Python script that overrides DefaultGame with another one...
Thanks!
Hi, I just got my game transferred from ue4 (which worked fine) and I'm able to package the project now after a few issues I solved. But now my game crashes when I damage an enemy (i think?) This is what it says
Any ideas?
anyone know why i might be getting this message randomly? I've been building this project for months the same way and now I am missing something? Also when I select "yes" to download the binaries, the launcher just queues the download infinitely
MapCheck: Error: Level Script Blueprint references streamed actor sonic_idle_anm
MapCheck: Error: Level Script Blueprint references streamed actor sonic_idle_anm
LogMassRepresentation: Error: No associated meshes for this intanced static mesh type
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: InDescriptor.ChunkFragments.IsEmpty() [File:D:\build++UE5\Sync\Engine\Plugins\Runtime\MassEntity\Source\MassEntity\Private\MassEntitySubsystem.cpp] [Line: 471]
LogOutputDevice: Error: Adding new chunk fragments is not supported
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ff90e2452fa UnrealEditor-MassEntity.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff905571eca UnrealEditor-MassActors.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff905570632 UnrealEditor-MassActors.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff90e24b810 UnrealEditor-MassEntity.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff90e261f46 UnrealEditor-MassEntity.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff921eb410f UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff921ebb3f8 UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff93cd53a9d UnrealEditor-Core.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff93cd53f3e UnrealEditor-Core.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff93cd5d6af UnrealEditor-Core.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff921ed160a UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff921ed7fb0 UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff920f1c13f UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff920f24a70 UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff92d14e255 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff92dad9f56 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff704a182f6 UnrealEditor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff704a30d9c UnrealEditor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff704a30e8a UnrealEditor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff704a33c4d UnrealEditor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff704a45534 UnrealEditor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff704a486e6 UnrealEditor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff97ee87034 KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff980462651 ntdll.dll!UnknownFunction []
PackagingResults: Error: Unhandled exception: Dependency file "C:\Users\micha\Downloads\InfinityPlusUE5_v1.3\InfinityPlusUE5_v1.3\Intermediate\Build\Win64\UnrealGame\Development\InfinityPlusUE5\InfinityPlusUE5.cpp.json" version ("1.2") is not supported version
There are two errors
One if that you have the latest VS2022 which breaks with UE5
The other is an error in Mass, disable it if you don't use it
Is there something changed with Unreal Engine 5 or it only packages hard referenced assets? If so, how can I package every asset in the project?
OK I guess I figured that out. There is a setting in package settings
Looks like it's something to do with disabling perforce something something (darkside)
Hmm?
getting this error on a packaged server build, any ideas?
P4 is generally a perforce abbreviation
Hi everyone, today got a problem when trying to build client/server game on crossplatform: server will be run on Linux machine, clients now for Windows only. We are using build system with RunUAT, building server on Linux, building client on Windows correspondingly. Boths builds successful, but when running game during connection we got some errors:
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = NetChecksumMismatch
in client log, when creating character it fails and disconnects.
Builds are 100% made from the same source code and content, we are using git, and commit hash is the same on both client and server.
Anyone already had this kind of problem, any solutions?
What does this error means, when i try to package the game?
ERROR: Only staged builds can be paked, use -stage or -skipstage.
Did you ever figure this one out? I'm getting it as well and I see every time someone's asked about it on here, it got no replies.
Tried cleaning out everything, deleted Saved, Binaries, Intermediate, etc. and recompiled from scratch in UE5. Once that failed I did the same just through UAT
What else can I try?
I never found a solution just restart unreal or your pc and hope for the best
I did just that, I tried renaming the project folder, running the commands from a PowerShell with Admin Rights...nothing.
I can't understand the warning. It is literally making the StagedBuild.exe; Nothing else could be accessing it at the moment.
Moving the entire project folder to a different Drive and running the UAT script worked. But the build itself gives me a "fatal error". Fun times head ๐
MapCheck: Error: Level Script Blueprint references streamed actor sonic_idle_anm
PackagingResults: Error: Unhandled exception: Dependency file "C:\Users\micha\Downloads\InfinityPlusUE5_v1.3\InfinityPlusUE5_v1.3\Intermediate\Build\Win64\UnrealGame\Development\InfinityPlusUE5\InfinityPlusUE5.cpp.json" version ("1.2") is not supported version
i tried getting different version's of visual studios to work on unreal engine 5 and none of them seemed to be working
Quick question: Does using engine content (e.g. basic shapes and WorldGridMaterial) cook ALL engine content into your app or only the assets you use?
Looking to reduce package size and wondering if that's a thing.
Or rather, what would be a good way to find out if something large and unexpected is taking up package space?
As long as you set a correct list of maps to package, only used content is packaged
The packaging logs have a full list of embedded assets
Neat, thanks ^^
%USERPROFILE%\AppData\Roaming\Unreal Engine\AutomationTool\Logs\
Hey!
I'm working on my game's dedicated server, and I was wondering, for a fully released game, how would you package your dedicated server? In what configuration (DebugGame/Development/Shipping)
Shipping strips the logs out, which is a very painful spot, especially for dedicated servers, is it ok, if the final build of the dedicated server is packaged as Development?
Of course, game client must be packaged as Shipping, because Unreal puts a lot of debug features in the game that you cannot disable for some reason.
None of the tutorials or documentations even mention this. UE4 - 4.26
I dont know if this is the right channel for my question, but i quickly need someones help to help me move my unreal project to a different pc, because last time i tried it most of the files were missing
Greetings!
How I can Debug the packaging process? Is it possible to save packaging config as command line arguments?
Is that mandatory to put maps in Content/Maps/ for dedicated servers ? (I have a /Levels/ ...)
Hey Team! Getting this error when trying to build development server. Development editor builds fine. Kind of lost here errors are not leading me to anything. Any help much appreciated.
class Chaos::FComplex __cdecl Chaos::operator*(double,class Chaos::FComplex)" (??DChaos@@YA?AVFComplex@0@NV10@@Z) already defined in Module.AOA.cpp.obj
one or more multiply defined symbols found
Edit Solution: My Server.Target was missing " DefaultBuildSettings = BuildSettingsVersion.V2;". This will no longer compile in UE5 without it.
Hi, I try to build Lyra, but get Found multiple target type, with TargetType=Game: LyraGame, LyraGameEOSI use TargetType=Game. I try with LyraGame and LyraGameEOS but get same issue
So how can I build Lyra ?
Got an issue with Unreal engine 5 packaging
โThe system cannot find the path specified.โ In Unreal Engine 5
Iโm trying to package a level but It gives me an output log like this.
Is there a way to fix this issue?
Here's my output log:
UATHelper: Packaging (Windows): LogPakFile: Display: Compression summary: 22.07% of original size. Compressed Size 18633994 bytes, Original Size 84438771 bytes.
UATHelper: Packaging (Windows): LogPakFile: Display: Encryption - DISABLED
UATHelper: Packaging (Windows): LogPakFile: Display: UnrealPak executed in 1.854693 seconds
UATHelper: Packaging (Windows): UnrealPak terminated with exit code 0
UATHelper: Packaging (Windows): Copying NonUFSFiles to staging directory: C:\Users\AlexHeller\Documents\Unreal Projects\TPS 5.0\Saved\StagedBuilds\Windows
UATHelper: Packaging (Windows): ********** STAGE COMMAND COMPLETED **********
UATHelper: Packaging (Windows): ********** PACKAGE COMMAND STARTED **********
UATHelper: Packaging (Windows): ********** PACKAGE COMMAND COMPLETED **********
UATHelper: Packaging (Windows): ********** ARCHIVE COMMAND STARTED **********
UATHelper: Packaging (Windows): Archiving to D:/New folder
UATHelper: Packaging (Windows): ********** ARCHIVE COMMAND COMPLETED **********
UATHelper: Packaging (Windows): BUILD SUCCESSFUL
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 37s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=0 (Success)
UATHelper: Packaging (Windows): Updating environment variables set by a Turnkey sub-process
UATHelper: Packaging (Windows): The system cannot find the path specified.
UATHelper: Packaging (Windows): The system cannot find the path specified.
hello on my packaged build i'm getting a lot of this error when i restart the level on my packaged build:
Error: ****DumpDependencies [Dependencies]:
Error: Export 3730 /Game/Maps/Sandbox/Sandbox.Sandbox:PersistentLevel.NewBlueprint8
Error: Linker is ../../../Prototype/Content/Maps/Sandbox/Sandbox.umap
Error: Dep C_BEFORE_S Export 1331 /Game/Maps/Sandbox/Sandbox.Sandbox:PersistentLevel.NewBlueprint8.Mesh (class DestructibleComponent)
Error: Dep S_BEFORE_C Import 371 /Game/Environments/InteractProp/Vase_BP.Vase_BP_C
Error: Dep S_BEFORE_C Import 2990 /Game/Environments/InteractProp/Vase_BP.Default__Vase_BP_C
Error: Dep S_BEFORE_C Import 938 /Game/Environments/InteractProp/Vase_BP.Default__Vase_BP_C:Mesh
Error: Dep C_BEFORE_C Export 1502 /Game/Maps/Sandbox/Sandbox.Sandbox:PersistentLevel (class Level)
Error: Missing Dependency, request for /Game/Environments/InteractProp/Vase_BP.Vase_BP_C but it hasn't been created yet.
Hi there, i'm not sure where i should post this but, Regarding import French language as localization .PO file in Localization dashboard, there are some accent characters that UE4 importas as "?" instead french accent. any clue to solve this?
never had this issue in any language, are you sure your PO files are actually UTF-8?
Hi, I am a student need to submit a project I finished by tomorrow, but the project isnโt packaging. This is what shows up when I try to package it for windows (64-bit). How can I get this to package?
you're better showing the log rather than a low resolution screenshot
Has anyone rebuilt the WebRTC plugin in UE4.27 with Linux AArch64 support? The end goal is to have Pixel Streaming working on an AArch64 device. I've followed/replicated the most work outlined in https://tensorworks.com.au/blog/pixel-streaming-for-linux-425/ ; but I'm running into some tedious build issues when building WebRTC M85 in CentOS8 with an arm cross compiler. I can provide alot more details, but I wanted to put out a feeler before writing a super detailed post.
Hi everyone, maybe you can help me with this. I am getting this packaging error and dont know what to do about it.
Does anybody know what i can do about it ?
Kind regards
Ingo
Is there any way for moving CPP files in chunks. while packaging\
CPP files are compiled into the executable file, so by definition they cannot be chunked
Thanks
While I am a chunking every thing goes in chunk 0
Chunk 1 has all levels but chunk 0 has all the files
Hi guys, im trying to pack my game into multiple .pak files, but i cant get my data assets to work with that, this is my set up, and i cant manage to pack my data asset to 102.pak, the game is creating 101.pak for the LabelBP but not the one for data assets ๐ฆ Any ideas why ? what i can do ?
this is the console outup when im trying to package a projekt and it dosent appear in the folder that i have selectet
can someone help me?
Hello Everyone!
Having this error after trying to open my built project. In UE4 I would just package project and get a folder "WindowsNoEditor". Now the folder is just labeled "Windows". Building in project launcher with do not cook still produces this error. Any help is much appreciated. Has something changed with UE5?
I noticed that this is running at the end of the packaging. Not sure if this is related. Full log attached https://pastebin.com/0juiStsv
Running: UnrealBuildTool\UnrealBuildTool.exe BootstrapPackagedGame Win64 Shipping -NoUBTMakefiles -BootstrapPackagedGame-Win64-Shipping.txt"
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
The WindowsNoEditor target was renamed just Windows in UE5
And the error is pretty indicative of not cooking
sswires to the rescue again
Perhaps i'm confused but I never had to do anything before building. I see the cook content button there but didn't recall needing to press that in UE4 when just testing a package.
Am I required to cook before every test?
At the end of the error it mentions running an uncooked build, which I assumed I was doing when packaging through project launcher with do not cook but I still got the same error.
Well your project launcher is building the wrong target for a start
The variant? Sorry not sure what you are referring to
Yes WindowsEditor would not be a target used for a packaged build
I assumed the default setting was packaging as windows which gave me the same error as packaging on windows editor, however I'm packaging right now with windows selected manually to see if it makes a difference
And with cook by the book?
not sure, package had the same error though, will run again
Hmm looks like the default setting after hitting show advanced for Windows variant is on the fly
Same error. Will try Windows Do Not Cook
Show the error rather than doing something that wonโt cook content
My Projekt in UE5 has an Error with the packageing for Windows
What can i do?
show the error
Anyone know why my packaged game crashes, I can't make sense of this
It works fine in editor
crash dump? tried attaching a debugger?
Sorry I'm not sure on how to do that, when I get a crash in the editor I can easily see the problem but I'm not sure how to attach the debugger outside of the editor
Gonna give that a try, running VStudio and using the Attach button
well if it crashes too quickly you can launch with the command line argument -waitfordebugger
Hi, is that possible to analyze "what takes disk space in the .pak files" to try optimize package size ?
(or other tools to analyse packaged project size)
What would cause this on the device?
Error: Failed to find shader map for default material DefaultDeferredDecalMaterial```
turn off pak files and look at the regular files for one thing
Im not sure what or any additional compression is added at the pak file specifically, but it's not going to be a drastic difference
hmm could be that the packager is failing to notice that the material is referenced during packaging-- so when you run it at runtime, it tries to find it but it fails. You might try adding that material as a specific asset to package in the Asset Manager configuration and see if it solves the issue. If it does, then the engine isn't noticing it's being referenced with the way you are using it
I'm not suggesting that you add every single folder/specific asset to Asset Manager, but rather use this as a way to test that this is whats going on versus some other failure, like failure to compile that shader map during packaging that for whatever reason is not fatal
You should also look in your packaging logs for this material name to see if it is complaining about it
probably do that first ๐
I'm fairly certain we don't use any decals
I think it was the discard-material-quality stuff. turning it off helped.
is there a way to set a default startup scalability level?
yes, DefaultScalability.ini
cheers
it's not there by default but the docs are passable
mine does appear to be present
ah nice
there isn't an overall setting though, any idea what it should be? somthing like r.scalability?
I've tracked down the cause of a lot of problems.
I'm using the project launcher to build an APK
most of the time it builds then puts an earlier APK in the build target directory. I just changed the entire rendering scheme and rebuilt 14k shaders, but it just spat the old APK back out even though I deleted it.
I have to delete Binaries/Android to force it to send fresh one
like the apk modification date is still from this morning, its not even re-zipping it
that's intolerably bad
nope, need to pick a number from 1-5 in several categories.
Gotcha.
I've been having this very annoying packaging error that I have not been able to solve, iv been trying different things for about a week.
I get one of 2 errors, the first is where there is already a <global namespace> which indicates a duplicate with the plugin that's causing the problem
the other is new, it says that there is a missing precompiled manifest for 'launch'
if anyone knows anything about these errors pls dm me
Hi, when I disable the Niagara plugin (i don't use it), my game can't launch : "Missing global shader FNiagaraSortKeyGenCS's permutation 0, Please make sure cooking was successful."
Anybody knows how to fix it ?
hi, i've been trying to fix this issue: i have created some instances of a blueprint and placed them across the level map, but i didnt like the location of some so i removed them but they still show when i package the project, what do i do?
Oh nevermind, it was just an unreal engine bug... All i had to do was restart the editor ๐คฆโโ๏ธ
Unreal actually has a very good (but hard to find) tool for what you want. (UnrealPak.exe)
Navigate to your Unreal Engine folder, then find \$EngineVersion$\Engine\Binaries\Win64\, click the file path in file explorer and type cmd to open a command prompt from the folder...
Now type: UnrealPak.exe C:\%PathToPAKFile%\%PakChunkName%.pak -list This will list everything inside the pak for you with all the info you're looking for!
Just make sure you got -list at the end, or you'll override the pak and remove all it's content
@lethal pelican thanks i'll try
Hey everyone! I have an issue with my packaged game. I am getting a LowLevelFatal Error about Async Loading. It is saying it cannot flush it while it is suspended. I don't understand. First off, I use blueprints. Secondly, I upgraded my project to UE5 (and I regret it only for reasons like this). Last, when I was packaging it wouldn't finish mentioning something about my Cinematics Master Sequence. I changed my settings to package only my maps and it works. Then I try to run my game. The first time it works then the second (and rest of) time I get that async error. Halp!
Hi, my game closes 3/4 times with no error, the last log info is this
can this be the reason of it ?
it seams only people with strange resolutions 16:10 cant open it, on 1920:1080 it works fine :?
I have a packaging error with a plugin where it says that there is already a definition for global namespace, which means that there is a duplicate somewhere, but I cannot find one anywhere. Does anyone have any Ideas?
closed with no reason according to Saved/Logs/thelogthatitmade.txt ?
or just, closed with no error dialog :-)
if you find no hints in there, check windows event viewer
with no reason
Thats form Windows event viewer
Name of the module cousing error : ucrtbase.dll, verison: 10.0.19041.789, Timestamp: 0x2bd748bf
game files required to initialize the global shader are missing
how do i fix this error?
when i try to play my packaged game
could someone help??????
Did you google it?
So what configuration are you packaging in? Or are you not packing and trying to open the editor?
Shipping
wdym about the second question?
UATHelper: Packaging (Windows): The system cannot find the path specified.
UATHelper: Packaging (Windows): The system cannot find the path specified.
i get these lines
in output
could that be some problem?
Might be?
Have you tried packaging in a shorter path?
Random guess
UE has issues with long path names sometimes.
Nah that should be fine. But the space might get you ๐
this is weird
it says its misisng from content
i packaged some other project
and they have same files in content
yet the old works
and this doesnt
Maybe debug UATHelper and see what's causing the missing file issue?
I don't even know. You're packaging from the editor? Try seraching for : The system cannot find the path specified. and put a breakpoint there.
Searching in the engine source, that is.
Might be. Might have to toggle a few things on.
I just solved this. For me, it was having, in project settings, DirectX12 (Sm6, Experimental) checked in ue5 v 1.0.0. If you have it checked, it won't currently package.
i hope it will work now
UATHelper: Packaging (Windows): ERROR: Cook failed.
UATHelper: Packaging (Windows): (see C:\Users\david\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Editors+UE_5.0\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 18s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
I found that this error happened to more people but I don't know how to read properly the Log.txt. What should I look for in it?
I'm using UE5 btw.
Fixed, there was an error with a folder. I think it got corrupted when I imported because I remember the engine crashed back then.
What's the /Script thingy? Is that a folder? I have no clue where these things were defined.
UATHelper: Packaging (Windows): LogInit: Display: LogEngine: Error: Failed to load '/Script/ShooterGame.ShooterGameViewportClient', falling back to 'GameViewportClient'
UATHelper: Packaging (Windows): LogInit: Display: LogEngine: Error: Failed to load '/Script/ShooterGame.ShooterLocalPlayer', falling back to 'LocalPlayer'
UATHelper: Packaging (Windows): LogInit: Display: LogEngine: Error: Failed to load '/Script/ShooterGame.ShooterGameUserSettings', falling back to 'GameUserSettings'
That's the c++ code, I think.
There's no cpp code inside the project
There is in the engine.
I've migrated a subfolder with some blueprints from a project that was made via the ShooterGame sample project
Are there any residue references inside some of the blueprints?
Something like that, yes.
I don't understand... the errors refer to data found inside "ShooterGame" so I don't think this has anything to do with engine code right?
Shrug
its failing to load scripts and using fall backs
does everything compile without errors and warnings?
where are scripts defined though is my question?
are you targeting the right build target?
nah, 4 errors, 13 warnings. cooking failed
whta are the build errors?
if it fails to build it wont package eitehr
it sounds (dont hold me on it) as if youre networking but not replicating?
that or you are missing files
It's a failed migration.
that is a pain in the ahem
scripts location depend on project setup
but fallback usually means it doesnt get it or cant read it so its falling back to default
are we talking about build scripts or what are scripts in this context anyway
which will yeah screw up your build if there are dependancies
viewport, local and usersettings id say local
where they are, no idea depends on project setup
are these references to .uasset files?
or are we talking .ini setup files? python script files etc.?
tbh not sure, there should be a build log
it should tell you where that is on build
otherwise its somewhere deep in your install preferences
well depends, if using standard ue it should be somewhere in your prject files
if your communicating with the outside so to speak
it could be anywhere
this basically says something is going wrong, im falling back on defaults
which is bad generally
make sure your prject/bps etc compile properly and save
I'm still unfamiliar with the /Script/... thing
is that supposed to be a directory inside my project's Content folder?
if you still have errors reload/reboot or get an earlier version
do you only get errors on build on when compiling/saving?
well the project is super small, simple and limited in complexity so this ought not to be too hard to debug IMO
yes
I mean no
Only when I try to cook
otherwise when I try to run, compile, etc. it's all fine.
youre not getting errors when building/compiling?
thats weird
are you using hardware specific features?
only reason i can think of is if youre emulating features and than trying to 'run' em without the appropriate hardware
but that should give you an error in the editor
search for UAT_Log.txt in your project build
or erhm lemme see
Engine/Saved/Crashes/CrashReport-ProjectName/
that is for ue4 though not sure on ue5
Well, I did copy over the config files of the old project (so I didn't have to make 50 new input mappings)
this isnt a ps5 build youre running on pc right?
I'm currently just making a new project, migrating the content, cooking and if everything goes well I'll just copy over the input ini config file alone
it's just for Windows OS
probably best bet, something is malconfigured
if it used to run, but errors on import something probably went wrong
one of a 1000 things
got it working
thanks for the help!
note to future self: if migrating between projects, don't blindly copy all config files.
When packaging for Windows, Visual Studio 2022 is not a proper version for UE5 projects?
2022 is supported but not recommended - in particular, the latest versions have breaking bugs
Epic uses the latest 2019
I got this
UATHelper: Packaging (Windows): WARNING: Visual Studio 2022 is installed, but is missing the C++ toolchain. Please verify that the "MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)" component is selected in the Visual Studio 2022 installation options.
PackagingResults: Warning: Visual Studio 2022 is installed, but is missing the C++ toolchain. Please verify that the "MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)" component is selected in the Visual Studio 2022 installation options.
UATHelper: Packaging (Windows): ERROR: Visual Studio 2019 x64 must be installed in order to build this target.
PackagingResults: Error: Visual Studio 2019 x64 must be installed in order to build this target.
OK, I see
Thanks
That warning specifically means you installed 2022 but without a C++ compiler
If you're building a plugin, you also probably need 2019 too anyway
Yeah, I am downloading it now.
Make sure to not install the latest one but the oldest available
This?
For 2019, yes
For 2022, go to individual components and make sure to download the oldest revision of MSVC available
Since again, latest MSVC 2022 is broken
Codegen bugs, and a new output metadata format version that Unreal doesn't support for 5.0 releases
If you're unsure, remove 2022 and just use 2019 instead
That would be the last choice ๐ฅฒ
I mean I will try downloading that C++ toolchain. If it worked then perfect, if not then I am switching to the 2019 version.
I actually wanted to have the 2019 version, but couldn't download it for some reason, It said that I need to wait 24h
This is Microsoft lol
I don't understand for what security reasons they do that. I just want the installer of an old version
Hey! I am struggling with my packaging settings not being applied fully in UE5.02. I am running dx 12 in editor but in the packaged game it selects dx 11 by default. I can force it to the correct one with a shortcut with -dx12 added to it but I want to fix it properly.
Make sure to set DX12 as default RHI
It is set in project settings on windows, is there anywhere else I need to change it?
No, that should work AFAIK
I am using the project launcher if that makes a difference. After I updated to UE5 the normal packaging refuses to package in the shipping mode so debug messages are still displayed.
I'd start by looking into why shipping doesn't work, tbh
You can also delete the Saved/Config folder of the packaged game to ensure defaults
will make a build and test that. Do you have idea where I would start for figuring out the shipping issue? It was working fine in UE4 so I don't really know what is going wrong 
Post the full packaging log here
sure! just to be clear, It still builds to shipping correctly when I use the project launcher
@mellow bane oh I just found the issue! Will have to test if it is the same for the normal packing issue but I turned off this so I could test removing the config file like you said and suddenly it used dx12 correctly
Not sure if I was misunderstanding that setting or if it is a bug but it didn't make it pick the wrong one in UE4 
I have a Samsung tab s8 Ultra with the resolution of 1848 x 2960. I want to target that exact resolution/aspect ratio but it seems to be coming out at half that size, where are the settings to match the full resolution of the target device? Thanks in advance.
Hi, Can someone help me ? When I want tp package my project I get this errors and warnings. I am using the UE 5.02
Does anyone know the solution for this error?
ExitCode=25
By the way, I solved the sdk no setup error with this video. Could it be related to the error?
https://www.youtube.com/watch?v=2io8DLJCcCI
if you have problem packaging your game inside UE5 check this out. plus we will go through how to package the game when it says binaries are not installed , would you like to download them from launcher ? it is because of the plugins and in my case Nvidia's DLSS was responsible for it.
Link shown in the video : https://forums.unrealengine.com/t...
full cook log
Did anyone ever experience this?
[2022.05.31-19.29.04:710][ 0]LogShaders: Error: Missing shader resource for hash '79CA3FFA0D4E0E2B49338E7573AD18666703CA31' for shader platform 0 in the shader library
[2022.05.31-19.29.04:710][ 0]LogMaterial: Error: Tried to access an uncooked shader map ID in a cooked application
[2022.05.31-19.29.04:711][ 0]LogMaterial: Warning: Invalid shader map ID caching shaders for 'WorldGridMaterial', will use default material.
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp] [Line: 2152]
Failed to find shader map for default material WorldGridMaterial(/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial)! Please make sure cooking was successful (No inline shaders, null GTSM)
Task :app:compileDebugAidl FAILED
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): Execution failed for task ':app:compileDebugAidl'.
UATHelper: Packaging (Android (ASTC)): > 1 exception was raised by workers:
UATHelper: Packaging (Android (ASTC)): java.lang.RuntimeException: java.lang.RuntimeException: java.io.IOException: com.android.ide.common.process.ProcessException: Error while executing process C:\Users\andre\AppData\Local\Android\Sdk\build-tools\33.0.0-rc4\aidl.exe with arguments {-pC:\Users\andre\AppData\Local\Android\Sdk\platforms\android-32\framework.
aidl -oZ:\app\build\generated\aidl_source_output_dir\debug\out -IZ:\app\src\main\java -IZ:\app\src\debug\aidl -IC:\Users\andre.gradle\caches\transforms-2\files-2.1\f80ec6bddcb24f5d83a6bed26b6557a7\media-1.0.0\aidl -IC:\Users\andre.gradle\caches\transforms-2\files-2.1\7162e60636da360fd670aad70bf9109f\core-1.0.0\aidl -IC:\Users\andre.gradle\caches\transform
s-2\files-2.1\052e31f0dd5092c9af5bafa867a22c2f\versionedparcelable-1.0.0\aidl -
IZ:\downloader_library\build\intermediates\aidl_parcelable\debug\out -IZ:\permission_library\build\intermediates\aidl_parcelable\debug\out -dC:\Users\andre\AppData\Local\Temp\aidl3939715705422758247.d Z:\app\src\main\java\com\android\vending\licensing\ILicenseResultListener.aidl}
UATHelper: Packaging (Android (ASTC)): * Try:
UATHelper: Packaging (Android (ASTC)): 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 (ASTC)): * Get more help at https://help.gradle.org
UATHelper: Packaging (Android (ASTC)): BUILD FAILED in 15s
UATHelper: Packaging (Android (ASTC)): 1 actionable task: 1 executed
UATHelper: Packaging (Android (ASTC)): ERROR: cmd.exe failed with args /c "D:\AtlassiaSpriteDevTheThird\Intermediate\Android\arm64\gradle\rungradle.bat" :app:assembleDebug
UATHelper: Packaging (Android (ASTC)): (see C:\Users\andre\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UNREALENGINESTUFF+UE_4.27\Log.txt for full exception trace)
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED
PackagingResults: Error: Unknown Error
Getting really confused by the random error
Involving UATHelper and compileDebugAidl
i completed my game and exported for windows, is it possible to export for mac too?
Yes, but you need a Mac
anyone know why this is happening?
hey guys, I'm using UGC to add mod support to a simple test game. I've done everything mentioned in the quick start documentation about building the project in certain ways and with certain configurations. Everything seems to work fine until I try to export a mod, it says I'm missing something called DevelopmentAssetRegistry, do you guys have any info on the matter? thanks!
ProcessResult.StdOut: LogWindows: Error: === Critical error: ===
ProcessResult.StdOut: LogWindows: Error:
ProcessResult.StdOut: LogWindows: Error: Assertion failed: bSucceeded [File:E:/Documents/TGK/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/CookOnTheFlyServer.cpp] [Line: 6870]
ProcessResult.StdOut: LogWindows: Error: Failed to load DevelopmentAssetRegistry for platform WindowsNoEditor
Among other things, i get this error while exporting, can anyone help out?
Hi, I want to package Lyra but I get these Errors. I am using UE 5.02.
It says that there are multiple game targets founded
Anyone know how to fix?
Lyra is quite a complex project and it seems difficult to package. Try looking on the forums how people did it, or try navigating the command line suggested here by calling UAT directly to package
hi, Thanks. I already looked for hours trying to find the answer on forms but i did not find anything that helps. What does UAT mean?
It's the tool that gets called when you click package
and how can I call it directly?
Package once, get the UAT command line in the log and call it yourself in a command prompt with different arguments
you mean this?
I mean the Output Log window
sorry for that many question. I am not so good with package projects. What should I do with the Output log?
Scroll up to see an UAT command line after packaging, copy it, modify it, run it in a Windows command line prompt
Alternatively, don't use Lyra as a base until packaging it is better understood
ok thanks
Someone give me document or build UE 5 dedicated server for Linux which use command line? It seems like removed from Epic document homepage
(cross-posting from #linux because maybe here is more appropriate?) hi. I downloaded and installed the toolchain from https://docs.unrealengine.com/5.0/en-US/linux-development-requirements-for-unreal-engine/#cross-compiletoolchain (v20_clang-13.0.1-centos7.exe), but Linux doesn't appear in Project Launcher's platforms list even after rebooting my PC. Am I missing a step?
scratch that. I think there's a mess with my source copy of UE5. I'll try to figure it out and if I can't I'll just ask again
also in the mac, i always need visual studio?
No idea, I have literally never used a Mac
hi
i have the problem that when i play the preview in the editor everything works fine but when it is packeged the UI does not appear does anyone how how i can fix that?
I am having a problem running a test, I am packaging my project for shipping. the project packages successfully, but the .exe file does not open. I tried a few methods to see what the problem is. As far as I know, the only errors I have in the output log is a plugin I used to have but didnt use "Fmod studio" I have completely removed the plugin from my project and computer but its still showing some errors with it, I am unsure if this is resulting in the issue I am having. If anyone would be willing spend a few minutes and DM me or reply here to help resolve this issue I would appreciate it ! Thank you!
(Please let me know if I'm in the wrong channel!)
Hey folks! I don't know much about Unreal Engine, but I'm a proficient Cinema 4D user. I'm currently looking for a solution that would allow me to preview 3D models via an online website (if not possible, then via local exe app). Is Unreal capable of creating this kind of app? I would also like to implement some simple features, like the ability to click on an object to see a short description. Perhaps something similiar to SketchFab viewer?
UE doesn't build to websites any more.
Oh, okay - thanks! How about an executable? Would it be possible to create this kind of simple app so the client can have a look at the models "live"? Maybe there already are solutions like this? I've been searching on Google, but the results are irrelevant to what I'm looking for...
If you want a model viewer, there are definitely candidates out there.
If you want a model viewer specifically for imported unreal uassets then you could easily make one.
That's interesting! If you know any candidates I would really appreciate if you could point me in the right direction. General idea is that the assets are created in Cinema 4D and will be further rendered in Octane. However, I would like to convert the models (or scenes) to Unreal, which is supposedly very easy, and create a simple app for the client that would allow him to interact with the models to some degree. This would be a workaround for some complicated projects and would save me from exporting many many still frame previews.
Still trying to figure this out. Any takers?
5 dolla to whoever helps me solve this xD. Just gonna put it off for now^^
Just google "3d model viewer" and find one that supports one of the formats C4D will export.
That's the thing - I'll have to implement a way to highlight an object or create a pointing line with extra text description, so I need a bit more interactivity than just panning the camera around and zooming. I was hoping there might be some paid solutions/"plugins" allowing to do that, but I guess I'm out of luck...
You didn't mention that ๐
I am having a problem running a test, I am packaging my project for shipping. the project packages successfully, but the .exe file does not open. I tried a few methods to see what the problem is. As far as I know, the only errors I have in the output log is a plugin I used to have but didnt use "Fmod studio" I have completely removed the plugin from my project and computer but its still showing some errors with it, I am unsure if this is resulting in the issue I am having. If anyone would be willing spend a few minutes and DM me or reply here to help resolve this issue I would appreciate it ! Thank you!
Had this issue for a while now, willing to compensate whoever for time.
Have you removed it from the code as well?
The plugin being listed in your uproject file etc
Yeah, I edited the project file with notepad and removed the plugin from there, as well as removing it from all files.
I am not 100% sure thats the reason the exe file wont open, ITs not open in taskmanager either.
Did it create a log when you ran it?
I dont believe so, unless Im looking in the wrong place. I do keep an eye on the output log in unreal tho.
ill go ahead and pastebin
I have a problem that my UI does not open and i cant find the issue
the log shows no error message
can someone help my fix this?
Like when you run the game in viewport?
here is the output log pb: https://pastebin.com/DpFZceuw
No errors, apparently.
yeah just warnings about the plugin thats not existing anymore.. its weird that the exe wont launch work tho.
when i run the packeged game it just does not appear
I am pretty new to unreal myself, but You will need to make sure maps and modes in configured correctly in project settings
i have multiple UIs and the other ones work fine
thats odd. I assume ur using the same methods you used for the others. we are both in a no error pickle here haha. but my game just wont open at all xD
also made sure it wasnt a firewall issue either
i have some how fixed my problem by just creating the widget completly new
but know the physiks are mest up
Game exe wont open I am packaging for shipping. I have tried another project and it worked fine and game ran. but the one I want to work isnt opening, no errors in logs, and no indication of why it might not be opening, I have disabled firewall and any other protections to test it. I have shortened the path because why not. If anyone wants to sit in VC with me and help me fix this issue i wouldnt mind compensating for time if we fix the issue. ๐
launch the game with -waitfordebugger and attach your debugger of choice to the game process, that'll likely help narrow it down
also you shared the cook log rather than the log of the game though
?
that's clearly not your packaged build since a shipping build won't have the gameplay debugger
I'm here because it's already a bug.
I know that too.
part of the issue that when i launch it, no processes even pop up in the task manager
yes so use -waitfordebugger
I added -waitfordebugger to the end of the target outside the "". thats what you mean right?
what does "end of the target" mean in this context, it's a command-line parameter
I was thinking this is what you meant
well it is, and SpaceFrontier-Shipping-Win64.exe (if it's a shipping build) should launch and wait until you attach a debugger to the process
Ohhh, yeah, Ill give that a try
also if it's a shipping build, that's why you don't get logs
unless you enabled logging in shipping, which requires a source build
but you might want to consider a test build anyway
yeah you are 100% right, this is basically all for testing, just wanted to make sure it works before I proceed.
im packaging for debuggame rn
that went drastically the other way but sure
I was mainly checking to see if it even made a difference.
and honestly it didnt. It has to be something wrong with the game itself, cuz for some reason other projects i could package shipping and run them just fine
can someone help
Hey sswires, I think i know the culprit now.
After Packaging my Project and starting it Image Quality and Perforamnce is worse as in Editor (pre pass takes up 20ms while in editor Prepass is only 5ms)
In Editor
Nvm
just packaged again and now it is fine
I recently started encrountering errors when trying to package my game. Normally the errors give some kind of clue where to look for problems but now im getting generic function not found errors.
It's a blueprint project. I have tried removing intermideate and saved folders, clearing out APPDATA/Local/unreal folder but still get the same issue.
Haven't added any new plugins recently and can't find any blueprint errors in my project. Anyone know how to get better details on where to troubleshoot?
tried downgrading GPU driver as well, same thing
also tried verifying unreal engine
how would that error be anything to do with GPU drivers, you also do not have debugging symbols installed
I'm invoking RunUAT.bat BuildPlugin -Rocket -Plugin= /stuff/ (since I have VS 2019 but not VS 2017) and I end up with a folder with binaries/intermediate/resources/source/[redacted].uplugin, is this the expected packaging output? for some reason I feel like there was some kind of zip-type result for distributing plugins? Or am I just crazy?
You don't need the intermediate folder at all, I don't think.
Soo UATHelper: Cooking (Windows): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: QueuedRequests.Num() == 0 [File:D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp] [Line: 1633]
Got this lovely compilation error and there isn't much info on this
I assume a blueprint somewhere is causing this?
nvm
I get this error in projects with dlss
You need Visual Studio.
Follow the steps in the doc to enable C++ support, using the version of Visual Studio from the engine's release notes
Do I have to make the settings myself from within visual studio? I've never worked with Visual Studio and unreal engine, I don't know
Or does the game engine itself use visual studio while rendering?
@mellow bane
You just need it installed in order to compile DLSS
When setting up my project, I set it up with a blueprint, will it prevent it from completing the process?
Or do I have to build the project from scratch in C++?
Literally just install Visual Studio with C++ support
Using the version in the release notes (so like VS2019 probably)
I got the error
ld.lld: error: undefined symbol: FGuidReferences::~FGuidReferences()
> referenced by Tuple.h:77 (Runtime/Core/Public/Templates/Tuple.h:77)
and
/project/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Core/Editors/LaunchPad/Data/LaunchPadResource.cpp:6:10: fatal error: 'HAL/PlatformFilemanager.h' file not found
#include "HAL/PlatformFilemanager.h"
^~~~~~~~~~~~~~~~~~~~~~~~~~~
1 error generated.
Where can I set an FPS limit for my packaged project?
hey guys! i'm working on publishing my first mobile game and when i finally got it running it looks normal for a couple of seconds and then everything gets either over exposed and it's just a white screen or extremelly under exposed and it's just a black screen with a dot for the sun. everything else seems to run fine and i can sometimes see the normal lighting but then it goes right back to over and under exposing the image. please help because i can't seem to find any information about this online
if you guys have a link to a tutorial or a forum where this was answered it would be greatly appreciated
change the source file to use #include "HAL/PlatformFileManager.h"
UATHelper: Packaging (Windows): ERROR: Expecting to find a type to be declared in a module rules named 'DLSSUtility' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
I'm getting the error anyone know why?
PackagingResults: Error: Expecting to find a type to be declared in a module rules named 'DLSSUtility' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
Anyone know how to debug this? Can't figure out what is referencing this file. LogStreaming: Error: Couldn't find file for package /Game/Cinematics/Sequences/Sequence/SequenceMaster requested by async loading code. NameToLoad: /Game/Cinematics/Sequences/Sequence/SequenceMaster
Tried find with blueprints and doing a search through all my code.
Hi, I need a little bit of help with packaging.
PackagingResults: Error: Win64: Unable to find any Sdks that could be installed```
I found a forum post about it and followed it all way trough it still doesn't work. Any ideas?
So this is my game on android, everything looks good at the begining but then the exposure goes crazy for some reason. I have auto exposure on with a min and max value of 1
Hi, im getting a lot of warnings from localization when i build my game, can someone know what is that, how can i fix them
You have LOCTEXT keys that use the same name
but there is no conflicts here
Does ST_Menu ring a bell?
My %PackagedProject%\Binaries\Win64\%Project%.exe file is 170MB. Is there a way to cut it down? I feel like I'm doing something wrong, it can't be that big for an empty project with literally 0 plugins.
Trying to find how to reduce its size yields pretty much nothing, and yet, I remember I was able to make an android game with Unreal that'd fit into 50Mb a while ago.
On Windows with UE5, after removing as many plugins as possible you can get the minimal project size down to about 140MB
So, is Unreal so much more compact on phones then?
Yes
And there's nothing I can do to shrink the size further?
There's plenty, and it'll get you down to about 140MB
For the full project
The default is like 200
But you can't get lower than 140?
Not much no
You can always try to disable literally every single plugin, follow the documentation's instruction on reducing build size, blacklist heavy resources
But at the end of the day 140MB is like 4 textures
That's some BIG textures you're having then ๐ค
Well, I guess the engine has grown by a lot since UE4, because Deep Rock Galactic has an exe less than 100MB.
That's not really big no, a single asset with 4K maps for albedo/packed/normal is going to be 50MB
Not really 30MB per texture but 20 is fairly normal
I mean, yeah, but when the goal is to make a small lightweight game, having a 50mb exe vs a 150mb exe matters quite a lot
Small lightweight games is not something Unreal does
And by the way I did say 140MB for the full project
The executable is not meaningfully larger than UE4 era
So, it's not the exe size being 140, but the entire project?
The exe in UE5 after disabling unneeded plugins is about 90MB-100MB
I have an exe of 170 while having literary every single plugin from the plugin menu disabled.
And the common guidelines for reducing the size are aimed at the apk, rather than an exe
The guidelines are relevant any time you want to reduce the game size
As of 5.0.2 my shipping executable alone (just the .exe) is 92MB
Plus around 10MBs in other various DLLs, plus obviously the paks which include some ~40MB of base content after trimming it down
If your game executable alone in Shipping is 170MB after disabling all plugins well that's fairly weird
Here's a full breakdown for my title, including Steam, a custom crash reporter and DLSS (all of which are optional)
92,067,840 GameName\Binaries\Win64\GameName-Win64-Shipping.exe
5,191,600 GameName\Binaries\Win64\D3D12\D3D12Core.dll
9 GameName\Binaries\Win64\steam_appid.txt
383,488 GameName\Binaries\Win64\tbb.dll
440,232,961 GameName\Content\Paks\GameName-Windows-0.pak
3,235,987,361 GameName\Content\Paks\GameName-Windows-1.pak
1,185,136 GameName\Content\Splash\Splash.bmp
1,868,736 Engine\Binaries\ThirdParty\DbgHelp\dbghelp.dll
49,152 Engine\Binaries\ThirdParty\Ogg\Win64\VS2015\libogg_64.dll
265,504 Engine\Binaries\ThirdParty\Steamworks\Steamv151\Win64\steam_api64.dll
1,714,176 Engine\Binaries\ThirdParty\Vorbis\Win64\VS2015\libvorbis_64.dll
37,888 Engine\Binaries\ThirdParty\Vorbis\Win64\VS2015\libvorbisfile_64.dll
847,440 Engine\Binaries\ThirdParty\Windows\XAudio2_9\x64\xaudio2_9redist.dll
2,754,560 Engine\Binaries\Win64\CrashReportClient.exe
14,806,784 Engine\Plugins\Marketplace\DLSS\Binaries\ThirdParty\Win64\nvngx_dlss.dll```
Or 115MB before the paks, ~150MB for a trimmed down empty project
Are you sure you disabled all plugins you could find n the Plugins menu?
Yes
I've even created a new project and disabled all plugins there too. But again, 170Mb shipping exe
On Win64, 5.0.2?
Yes
Oh, let me guess, this is a Blueprint project
Yes
For Blueprint projects Unreal packages a prebuilt game executable that's got everything in it and removing plugins has no effect
You have to turn it into a C++ one so that it'll actually link what's used or not
This is practical because Blueprint users don't want to have Visual Studio installed, but that's one side effect
You're right. I have done nothing but packaged a c++ "blank" project and the exe is already 92mb
I'm so confused. It's not like choosing a c++ project disables blueprints.
Yeah, sorry, should have asked upfront about Blueprint-only, common proiblem
The issue is that pure Blueprint means you don't need a compiler (because, again, you'd need to go to Microsoft to get tools to package any game)
it's good that you don't need it
Just also means that you don't have the toolset to rebuild a trimmed down executable
I guess they could detect that you have the tools and do the process for Blueprint targets but I guess anyone who's trying to optimize things will want to have some stuff in C++ anyway
My palm refuses to leave my face.
Like, I get why it's like that, but its just one of those "how am I supposed to know that?"
Thank you very much.
Shipping your product in general could love some documentation, because on one side there's a File -> Package menu that does it all, but on the flip side I could probably do a GDC talk on improving your packaging
I'm getting this error now do you know why? @mellow bane
No, no idea
this error happened after installing visual studio
It's a problem with DLSS
Make sure you follow the installation instructions from NVidia
I did the installation correctly. works fine in game but doesn't pack
Try with a new project, by using a C++ project this time
I reopened the project as C++, still gave the same error
I don't have issues with DLSS myself, so normally it should work
- I deleted the plugins in the game engine
2.I added dlss as a plugin to the project.
my problem is solved
I have DLSS as an engine plugin here
Plugins don't work when I add them to the game engine. must be in the project.
What version of your game engine
E:\Unreal Engine 5\UE_5.0\Engine\Plugins\Runtime\Nvidia
I installed it here, right?
where is your dlss file
Can you post it as an extension like me?
What tools would you guys recommend for creating software installers (Im looking for something preferably open source, most importantly Im looking for something with high end compression)? (please ping on reply โค๏ธ )
So I tried packaging for linux but I get this error around the PowerIK plugin...
UATHelper: Packaging (Linux): ERROR: Missing precompiled manifest for 'PowerIKRuntime'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in PowerIKRuntime.build.cs to override.
The only issue is that when I open PowerIKRuntime.Build.cs this line is already there
PrecompileForTargets = PrecompileTargetsType.Any;
So what do I do?
where did you acquire the plugin and how is it installed, I'm also assuming you're using the epic launcher engine?
and I only just noticed "linux", does the binary engine even support targeting linux?
Yes I got it from the epic launcher engine
and the other questions?
Ah sorry, yes PowerIK does support linux
still I wouldn't expect you to be able to cook for linux from the launcher
and I doubt mp plugins even come with the necessary precompiled files for linux, it would likely work with a source build or if you moved the plugin to project
Sorry I don't think I've been clear ๐ I've been busy with other stuff so I couldn't fully explain
PowerIK has been installed as an editor plugin but is enabled on one of my projects. That project has been packaged successfully to Windows but throws the above error when I try to package out to Linux.
ok then it's the options I said
I don't know why it's worth packaging a linux client though
What options that you said? I'm not going to stress over it though I just wish I could fix it if it's something easy
a) use a source build, or b) move the plugin to project
Yeah I've tried b, I'll try to find a source build
all this for a linux client that 3 people will probably use lol
but when you move/copy to project, you'll need to exclude the binaries and intermediate folders
A bit pessimistic, I've had previous games get around 10% of their traffic from Linux users
that still pretty small when on steam proton is pretty close to native and has a fraction of the support headache
Ah does steam proton allow linux users to run Windows apps?
That would make my life a lot easier
yes, it's a custom distribution of wine and is what is allowing windows games to run on the steam deck
Someone help me to resolve this failure?
I built dedicated server from cli in Amazon Linux 2
[1/4] Link (lld) libUnrealEditor-SipherGameModuleRuntime.so
ld.lld: error: undefined symbol: FGuidReferences::~FGuidReferences()
>>> referenced by Tuple.h:77 (Runtime/Core/Public/Templates/Tuple.h:77)
>>> /home/ec2-user/lyra/Plugins/GameFeatures/GameModule/Intermediate/Build/Linux/B4D820EA/UnrealEditor/Development/GameModuleRuntime/Module.GameModuleRuntime.cpp.o:(TSparseArray<TSetElement<TTuple<int, FGuidReferences> >, TSparseArrayAllocator<TSizedDefaultAllocator<32>, FDefaultBitArrayAllocator> >::Empty(int))
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
Anyone has ever seen this error? My build finished successfully but my game instantly crashes. This only happens on non-shipping builds:
If I just comment out the validation it works. But I don't think that this is good practice ๐
I am packaging the game through the command line but I can't seem to find the output exe file. It created a release folder but that just contains .ucas .pak and utoc files. My build folder is empty. my build command is as follows:
C:\UE_5.0\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -project="C:\Users\jacob\Desktop\MP_Shooter\MP_Shooter\MP_Shooter\MP_Shooter.uproject" -platform=Win64 -configuration=Development -nocompileeditor -unattended -utf8output -clean -build -cook -stage -pak -prereqs -package -createreleaseversion=1
log?
ue4.26 (Packaging for Oculus 1)
Ndk21
SDK 33 (fixed the dx.jar and dx.bat files)
JDK 1 -8-0-321
project configured for android
been stuck with this error for a week now. Any help would be appreciated.
UATHelper: Packaging (Android (ASTC)): ERROR: cmd.exe failed with args /c "C:\Users\Jeremy\Documents\Unity Repos\NEW\HumanTraffickingRepo\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
PackagingResults: Error: cmd.exe failed with args /c "C:\Users\Jeremy\Documents\Unity Repos\NEW\HumanTraffickingRepo\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
Hey everyone, I have an issue with packaging for IOS on windows.
I've done everything in the documentation (https://docs.unrealengine.com/5.0/en-US/building-ios-projects-on-windows-in-unreal-engine/). The project builds successfully for ios on mac, no problem with the provision or certificate. There is no issue with the SSH connection between mac and windows. But when I try to package for IOS on Windows it throws an error saying "UATHelper: Packaging (IOS): ERROR: Unable to find mobile provision for TestProject."
Do I need to import the provision and certificate on windows too?
EDIT : To the people who are having this problem: Export your certificate's private key as a .p12 file on mac using keystore. Then you need to import the provision file and that .p12 file on windows. And you are good to go ๐
Does anyone here know how to solve the Waiting for child processes to complete (0/1) problem?
yes, you have to wait..then afterwards the packaging will continue you don't have to interrupt anything, just let it load
@supple moon Ah I see. It just seems to be taking a hell of a long time and is unique to this project. Will give it a go!
you will have a repeat list like this:
child processes to complete (0/1)
it is all normal at some point it will change and continue automatically the packaging
Awesome. Thanks for clearing that up.
Hello! I'm having a problem where editor debug symbols don't get included when packaging my project in unreal engine 5, I've scoured this channel and the internet and found no real info on what could be the problem. Anyone who might know how to include them? They used to work before when the project was a UE4 project so I'm pretty sure its something that changed with UE5
How do folks with windows machines package their projects for macs? Is there a way to package a project for macs using a windows machine?
You need to buy a Mac, and pay Apple for the notarization cost.
Apple doesn't think game developers should target their computers
Apple. It just works. Or not.
There's a lot of good to be said about Apple in many respects but computer gaming isn't something they've been any serious at in the past 20 years - terrible GPUs, worse drivers, expensive requirements for indies. That they have their own rendering API is a footnote at this point
Forcing notarisation killed Mac gaming on its own
Notarisation? Having to get Apple to sign off on your stuff?
Yeah, for a fee on top
Yeah itโs their term for code signing
And the cert has to be issued by Apple
Not like Windows where you can shop around for that
I worked on a Source engine game which was delivering 32-bit x86 binaries and rendering using OpenGL, all without code signing
So Apple effectively killed all of that almost over night
So in all, the lesson is donโt target Mac unless you have a good reason
Same with Linux desktop
Linux desktop in my experience was both really easy and really worthwile
Just let Proton do it, native ports are barely worth the headache
Proton wasn't a thing when we started doing it and frankly it's essentially no work
Sales were a double-digit percentage for us
Proton is definitely getting cool though
That wasnโt true for the previous company I worked at which did have native Linux ports
Yeah I meant in Unreal, chances are it just works
Mac was actually higher and that was even more of a burden
Like 4-5x the Linux amount
It'll depend heavily on the game, for us it was a space sim and loads of players are in the most Linux countries
3 people ever asked about Mac and there wasn't a Mac that could run the gam eanyway so
The M1s could probably run Sandstorm at a pinch but not the crappy old MacBooks with Nvidia chips
Which have equally bad drivers
It might โjust workโ but I think thereโs a certain player support burden that comes with it versus relying on Valveโs work with Proton
We found that most Linux players were happy they were getting something, very eager to debug issues, and likely to quickly find workarounds
While Linux users are generally more technically competent, it really is a burden to be providing bespoke tech support to a small fraction of the overall player base
Yeah, it is
Has anyone seen this error recently? I'm running into this issue with UE 5.0.2 and a packaged build. Packaging shows no errors, but I get this error, and insta-crashes my shipping build. I've verified UE5 install, moved the project to different drives, cleared all save and intermediate folders, etc. Not sure how to get passed this. Google isn't showing anything.
Not entirely Unreal related, but I have an issue where Steam Pipe doesn't want to upload my .pdb files
I've edited the depot .vdf file, but the Steam Pipe GUI re-generates this file before uploading, so my changes are undone
Anyone got any experience with this?
How do I fix this issue when using the project launcher?
When trying to cook contents i get this error, does anyone know what it means?
The global mode manager should not be created or accessed in a commandlet environment. Check that your mode or module is not accessing the global mode tools or that scriptable features of modes have been moved to subsystems.
LogCore: Error: appError called: Assertion failed: !IsRunningCommandlet() [File:./Editor/UnrealEd/Private/UnrealEdGlobals.cpp] [Line: 51]
The global mode manager should not be created or accessed in a commandlet environment. Check that your mode or module is not accessing the global mode tools or that scriptable features of modes have been moved to subsystems.
CommonUnixCrashHandler: Signal=11
Assertion failed: !IsRunningCommandlet() [File:./Editor/UnrealEd/Private/UnrealEdGlobals.cpp] [Line: 51]
The global mode manager should not be created or accessed in a commandlet environment. Check that your mode or module is not accessing the global mode tools or that scriptable features of modes have been moved to subsystems.
Turned out to be the correct solution. My god, the GUI just ignores your depot settings.
Packaging my project fails in UE5, anyone a idea why? There's no error i think?
C++ code errors
Just read the log
My armv7 version crashes at splash screen in mobile
right, i expected errors to become red. tx
since nobody's having a question thrown about in here atm... here goes.
I've made a little Image widget that loads the image in based on a string. Great and handy for a bunch of stuff.. However, it currently requires the image to be at least in any of the widgets at package time for the image to be taken along with packaging. Is there any way I can set the ImageReference in C++ so that it gets packaged along?
In Packaging Settings you can set Additional Directories To Cook which will package all assets in that folder regardless if it's referenced.
I'm aware. That's not solving what I need.. That still requires me to go into the project settings and to do a double-take on every image that I want added. I need a way for the widget to let the packaging know (for example in its constructor) what the passed in variable name is, so that it gets saved as an additional asset to cook
I've not tried it myself, but I think you could make the Widget a Primary Asset which can control the packaging of the assets it refers to
Thanks! I'll give that a shot then ๐
I enabled the Bink plugin to try and get some better performance while running in Quest2, but attempting to package it now results in this error and I'm unsure what to do :
UATHelper: Packaging (Android (ASTC)): ld.lld: error: C:/UE/UE_4.27_OCULUS/Engine/Plugins/Media/BinkMedia/Source/SDK/lib\libBinkUnrealAndroidArm32.a(binkplugin.obj) is incompatible with aarch64linux
(this is using Oculus' custom UE 4.27 fork btw)
Hey guys. I'm getting a set of assertion errors that I have no idea how to deal with. Here is my log file. If anyone can point me in the right direction I would really appreciate it:
Looks like a crash in a marketplace plugin you're using (FlatNodes)
[2022.06.09-23.30.55:282][ 21]PackagingResults: Error: === Critical error: ===
[2022.06.09-23.30.55:282][ 21]PackagingResults: Error: Assertion failed: IsValid() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1063]
[2022.06.09-23.30.55:282][ 21]PackagingResults: Error: [Callstack] 0x00007ffcda64170d UnrealEditor-Slate.dll!FSlateApplication::Get() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Public\Framework\Application\SlateApplication.h:228]
[2022.06.09-23.30.55:282][ 21]PackagingResults: Error: [Callstack] 0x00007ffc9bbf3630 UnrealEditor-FlatNodes.dll!FFlatNodesModule::ApplyEditorStyle() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\FlatNodes\Source\FlatNodes\Private\FlatNodes.cpp:65]
Disable it and see what happens.
Complain to the maintainer or take a look at what it's doing on the mentioned line if that fixes it.
Thank you!
That worked.
Hey, I'm wondering if anyone has come across this error when trying to package in UE5
PackageSplitter found the Generator package still in memory after it should have been deleted by GC.
I believe it has something to do with using Level Instances in a world partition level, but I'm not too sure
hello
why is it that when i package my game
the console in the game still works
shouldnt it be off?
i set the packaging mode to shipping
and deactivated debug mode
this is odd
Got it sorted by disabling Streaming in the world settings of the WP levels. Not ideal but at least I can hand in my assignment now ๐
i just tried to click the for distribution bool
still not working
i still have the console working
what is going on
You are either are not doing a shipping build, or you've explicitly enabled the console in shipping via Target.cs
i didnt
its shipping build
i put my settings just like i would in ue4
when i test the game and press the console button
it opens
with all the settings
but the files are fully encrypted
Then like I said, it's either a not a shipping build or you've made Target.cs alterations to enable it in shipping
File encryption is kind of a waste of time but nothing to do with the console
but it is shipping
@fierce pebble could you unbind the console key?
and check in the settings if theres a way to disable it
project settings
no that will not be the same
Does anybody know the "best" practice (fastest but still working) for building your dedicated servers? Right now, we are using jenkins and the build times on our server is about 1.5hrs. If I build this locally using the editor, I run a much shorter timeframe for building. However, when building from the source (to make a dedicated server) Jenkins takes about 1.5hrs
""C:\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project="C:\ZombieSurvival\source\zombieSurvival_2022.uproject" -noP4 -platform=Win64 -build -clientconfig=development -serverconfig=development -cook -stage -pak -server -serverplatform=Win64 -noclient -archive -archivedirectory="C:\ZombieSurvival\packaged_server"
that is what we use on JENKINS, does that make sense?
i think you can add -iterate to the build line to do incremental builds
sup everyone. im trying to package my game and im getting a pretty strange error. it says:
UATHelper: Packaging (Windows): Module.Titans.gen.4_of_4.cpp.obj : error LNK2019: unresolved external symbol "public: class FString __cdecl UUnitGameplayEffect::GetDisplayName(void)const " (?GetDisplayName@UUnitGameplayEffect@@QEBA?AVFString@@XZ) referenced in function "public: static void __cdecl UUnitGameplayEffect::execGetDisplayName(class UObject *,struct FFrame &,void * const)" (?execGetDisplayName@UUnitGameplayEffect@@SAXPEAVUObject@@AEAUFFrame@@QEAX@Z)
UATHelper: Packaging (Windows): Module.Titans.gen.4_of_4.cpp.obj : error LNK2019: unresolved external symbol "public: class FString __cdecl UUnitGameplayEffect::GetDescription(void)const " (?GetDescription@UUnitGameplayEffect@@QEBA?AVFString@@XZ) referenced in function "public: static void __cdecl UUnitGameplayEffect::execGetDescription(class UObject *,struct FFrame &,void * const)" (?execGetDescription@UUnitGameplayEffect@@SAXPEAVUObject@@AEAUFFrame@@QEAX@Z)
UATHelper: Packaging (Windows): D:\gamedev\Titans\Binaries\Win64\Titans.exe : fatal error LNK1120: 2 unresolved externals
here's the thing tho. those functions definitely do exist. what in the world could be happening?
i got it. it was FORCEINLINE in the header file. the definition of the function was in the cpp file rather than the header file
Is it possible to add only on client?
i`m having null pointer exception on package
After renaming my blueprint project packaging fails for me.
Any ideas what to do more than below? Or how to troubleshoot.
Changed .uproject name
Changed folder name
Updated the defaultengine.ini gamename variable
Updated folder redirections
Have removed intermediate, build, saved folders
Cleared the C:\Users\Boss\AppData\Local\Unreal
Clearing C:\Users\Boss\AppData\temp
Rebooting PC
hello!
I am trying to package a project on windows 11 to Linux platform but since the latest update I keep getting this error
I hope someone can help me because before it worked like a charm
I reinstalled clang v19 rebooted my pc...tried everything and still
So I have a problem. My game uses save references to save the players location every time they pass a checkpoint. Once the player dies theyโll spawn back at this spawn point. This transform is saved so that once the game is closed down and then opened again, they will spawn at their last checkpoint. This works completely fine in the editor version but not the packaged version. Any ideas on how to resolve this?
I tried disabling the ApexDestruction plugin to see what happened. Got the same error with the next plugin on the list. Is there something that needs to be done with plugins after renaming a project to be able to package again?
For anyone who has the same issue...: UPDATE TO CLANG V20
ue5.0.2 uses clang v20 so if you update to 5.0.2 but still on clang v19 the compiler raises this error...
I'm having some problems with warnings what I cannot resolve. Tried looking online but nada.
1: LogCollisionProfile: Warning: Profile (NoCollision) - Custom Channel Name = 'GameTraceChannel18' hasn't been found
no idea what this is because the profile doesn't have a gametracechannel18
I'm getting loads of these "LogStringTable: Warning: Failed to find string table entry for '/MenuSystemPro/Text/Menu/ST_Menu.ST_Menu' 'ControlsSettings_Bindings_MoveForward_Subtext'. Did you forget to add a string table redirector?" I know something went wrong with a string table but how do I fix it? Can't find what to do online
Anyone have any idea what this means? I have a Metahuman character for context.
I also have a marketplace asset called Niagara Footstep VFX which has been working fine from the start of the project but maybe is the problem now?
When doing automated packaging with flags like -noP4 -platform=Win64 -clientconfig=Shipping -serverconfig=Shipping -ForceUnity -clean -cook is there one that includes the prerequisites? It doesn't seem to include them by default
That or where to find a full list of flags would be really useful!
Looks like there's a -Prereqs flag (solved)
Now I'm getting an error that says it doesn't recognize a struct type that I'm using. Says its an unknowns struct even though I have verified its existence.
UATHelper: Packaging (Windows): LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/_BALLS/SaveAndLoad/BP_LabtastropheSaveGame.BP_LabtastropheSaveGame_C:SavedPlayerStats'. Unknown structure.
@keen moss open the blueprint and rightclick refresh on the structure node.
I package my game for like 7 hours now on ue5. is that normal?
I've done that for every place it exists. I've also deleted and re-added them using the reference viewer.
you need to refresh the break node.
Alright. I'll try refreshing all nodes just to make sure it's covered.
I had this issue like 20 times it fixed it
no only the one thats given out in the log
Thank m8. That did it
no problem
I'm not sure what's normal. I'm assuming your computer is decent and you have your project/unreal on an SSD?
its okay but its really takes forever
It didn't do that with UE4?
I cant remember but it didnt take that long also shader compling takes way longer
That is strange. It doesn't for me.
Okay done, but it took like 7-8 hours.
Can we update our C++ code after first release of our game.
Now I am using Chunk Downloader for versioning
Can we use Chunk Downloader for C++ code updating.
if not will anyone guide me to any proper solution.
Sure, just replace the executable
Chunk downloader isn't for game updates
Normally you would use your distribution platform (Steam, GOG, PSN, whatever) to deploy patches
๐
Thanks for this information.
hello slackers! i've been doing some packaging via RunUAT.bat but during the cooking phase the process gets stuck in a loop trying to cook some objects, and never progresses:
92 objects that have not yet returned true from IsCachedCookedPlatformDataLoaded
i'm gonna poke around in what happens in that fn ^, but does anyone have any ideas about fixing this? thx
some of the objects are from a in-house plugin, and some are from the engine
also Cooker has been blocked from saving the current packages for 120.000000 seconds.
Hey guys, something happened that's puzzling me a little. The guy in our studio that packages up and distributes our builds got this error but only when packaging for Android - our dedicated server built just fine. I thought I'd ask here, because it seems like it's failing to find a directory that is definitely there?
This is my first time around dealing with packaging apps for that platform, and I just thought maybe this kind of linker error is common, hopefully you might have an idea why it's happening in this scenario
this is low res and doesn't show the actual compilation error
Sorry it's what I got. I'm gonna take a minute and type it out because I can make it out. It wasn't my screenshot, but I'll try to provide better info
clang++: error: linker command failed with exit code 1 (use -v to see invocation)```
I also do have this in my build.cs which is definitely related:
// Add dynamic dlls required by all dedicated servers
RuntimeDependencies.Add("$(TargetOutputDir)/xinput1_3.dll", "$(ProjectDir)/Dependencies/Windows/xinput1_3.dll", StagedFileType.SystemNonUFS);
RuntimeDependencies.Add("$(TargetOutputDir)/concrt140.dll", "$(ProjectDir)/Dependencies/Windows/concrt140.dll", StagedFileType.SystemNonUFS);
RuntimeDependencies.Add("$(TargetOutputDir)/msvcp140.dll", "$(ProjectDir)/Dependencies/Windows/msvcp140.dll", StagedFileType.SystemNonUFS);
RuntimeDependencies.Add("$(TargetOutputDir)/msvcp140_1.dll", "$(ProjectDir)/Dependencies/Windows/msvcp140_1.dll", StagedFileType.SystemNonUFS);
RuntimeDependencies.Add("$(TargetOutputDir)/vccorlib140.dll", "$(ProjectDir)/Dependencies/Windows/vccorlib140.dll", StagedFileType.SystemNonUFS);
RuntimeDependencies.Add("$(TargetOutputDir)/vcruntime140.dll", "$(ProjectDir)/Dependencies/Windows/vcruntime140.dll", StagedFileType.SystemNonUFS);
RuntimeDependencies.Add("$(TargetOutputDir)/KernelBase.dll", "$(ProjectDir)/Dependencies/Windows/KernelBase.dll", StagedFileType.SystemNonUFS);
// Add dynamic dlls required by GSDK
RuntimeDependencies.Add("$(TargetOutputDir)/GSDK_CPP_Windows.lib", "$(ProjectDir)/Dependencies/dynamic/GSDK_CPP_Windows.lib", StagedFileType.SystemNonUFS);
RuntimeDependencies.Add("$(TargetOutputDir)/libcurl.lib", "$(ProjectDir)/Dependencies/libcurl-vc15-x64-release-dll-ssl-dll-ipv6-sspi/lib/libcurl.lib", StagedFileType.SystemNonUFS);
RuntimeDependencies.Add("$(TargetOutputDir)/libcurl.dll", "$(ProjectDir)/Dependencies/libcurl-vc15-x64-release-dll-ssl-dll-ipv6-sspi/bin/libcurl.dll", StagedFileType.SystemNonUFS);
RuntimeDependencies.Add("$(TargetOutputDir)/libssl-1_1-x64.dll", "$(ProjectDir)/Dependencies/openssl/libssl-1_1-x64.dll", StagedFileType.SystemNonUFS);
RuntimeDependencies.Add("$(TargetOutputDir)/libcrypto-1_1-x64.dll", "$(ProjectDir)/Dependencies/openssl/libcrypto-1_1-x64.dll", StagedFileType.SystemNonUFS);
// Add libraries required by GSDK
PublicAdditionalLibraries.Add("$(ProjectDir)/Dependencies/dynamic/GSDK_CPP_Windows.lib");
PublicAdditionalLibraries.Add("$(ProjectDir)/Dependencies/libcurl-vc15-x64-release-dll-ssl-dll-ipv6-sspi/lib/libcurl.lib");
PublicIncludePaths.Add("$(ProjectDir)/Dependencies/include");
Frankly you know, I'm currently building it without these files. I kinda inherited these from the previous guy in my position so I think maybe the client build doesnt need all this stuff anyhow
made it conditional to only add these dependencies in the server build so lets see how it goes
fingers crossed
Anyone here who uses the Simple UGC Plugin in their projects?
So. I am having some issues packaging my project for windows. It works fine in editor and running as "standalone" from editor. Here is the logs
what is this DLL hell going on? and most of these are included with pre-reqs
It's a dedicated server that gets hosted on the cloud, unfortunately the server simply doesn't start on the VM unless these are included
And you don't have some bootstrap script to install prereqs? Would've thought you would use Linux for servers anyway
You're even doing things like including kernelbase, a Windows DLL
PackagingResults: Error: logical not is only applied to the left hand side of this comparison [-Werror,-Wlogical-not-parentheses]
PackagingResults: Error: logical not is only applied to the left hand side of this comparison [-Werror,-Wlogical-not-parentheses]
PackagingResults: Error: Unknown Error```
What does this mean?
Well that only matters if you actually show the code
Hey, I'm just an employee lol
Windows servers on PlayFab are the current orders of mine master
So I tried launching and recieved this...
btw I mean launching to test the game
idk what it means hence why I came to ask you all.
If doing an automated packed and use the -clean flag, is this the same as if you had deleted all stuff in the binaries / intermediate folder etc. and freshly packaged?
it's the same as performing a rebuild
wait so how do I fix it?
Fixed it
I have built a dedicated server but it crashes on start up with like 3 errors all coming from a plugin. I am using a runtime mesh loading plugin plugin that uses third party libraries. the error is couldn't find file for package /script/runtimemeshloader and then a load of other ones about structs. Am I missing something stupidly obvious?
Is it possible to record profiles in a development build?
Yes
Nice, thanks
ummm can i ask something about my project
when i export it to my phone
It turned like this
help me pls
I'm getting this crash error in packaged builds
=== Critical error: ===
[2022.06.16-02.19.08:777][685]LogWindows: Error:
[2022.06.16-02.19.08:777][685]LogWindows: Error: Fatal error!
[2022.06.16-02.19.08:777][685]LogWindows: Error:
[2022.06.16-02.19.08:777][685]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000010
anyone know what this means?
well show the callstack
sorry, didn't know it was needed here it is:
[2022.06.16-02.19.08:777][685]LogWindows: Error: === Critical error: === [2022.06.16-02.19.08:777][685]LogWindows: Error: [2022.06.16-02.19.08:777][685]LogWindows: Error: Fatal error! [2022.06.16-02.19.08:777][685]LogWindows: Error: [2022.06.16-02.19.08:777][685]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000010 [2022.06.16-02.19.08:777][685]LogWindows: Error: [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff6369cd238 ProSoccerOnline-Win64-Shipping.exe!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff6369cb51e ProSoccerOnline-Win64-Shipping.exe!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff927d8fa9e EOSSDK-Win64-Shipping.dll!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff927d7a87f EOSSDK-Win64-Shipping.dll!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff927d4e9ea EOSSDK-Win64-Shipping.dll!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff927d4e3bc EOSSDK-Win64-Shipping.dll!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff927dc668b EOSSDK-Win64-Shipping.dll!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff6369ed6b4 ProSoccerOnline-Win64-Shipping.exe!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff636a9174b ProSoccerOnline-Win64-Shipping.exe!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff6362f3cfd ProSoccerOnline-Win64-Shipping.exe!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff6362f9ded ProSoccerOnline-Win64-Shipping.exe!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff6362f9e5a ProSoccerOnline-Win64-Shipping.exe!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff6363043df ProSoccerOnline-Win64-Shipping.exe!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff638c57ab2 ProSoccerOnline-Win64-Shipping.exe!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff98f2a7034 KERNEL32.DLL!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [Callstack] 0x00007ff9904c2651 ntdll.dll!UnknownFunction [] [2022.06.16-02.19.08:777][685]LogWindows: Error: [2022.06.16-02.19.08:788][685]LogExit: Executing StaticShutdownAfterError [2022.06.16-02.19.08:800][685]LogWindows: FPlatformMisc::RequestExit(1) [2022.06.16-02.19.08:801][685]LogCore: Engine exit requested (reason: Win RequestExit)
[2022.06.16-02.19.08:817][685]Log file closed, 06/15/22 21:19:08
you don't have the symbols for your game
the only thing you can kind tell is that it might be related to EOS
Trying to package for Android and I keep getting the java out of memory error...
Ive tried to have it rebuild Intermediate
ive tried to increase the memory in the engines gradlew.bat (I set it to use 5 GB in this case)
ive tried to move to a totally new project (migrating files obviously and replicating as much as I can in the settings, testing it was fine)
ive tried to clear physical storage thinking it may be the case (I currently have 20 GB available which should be enough)
Using the Launch option works and plays well on my phone
Ive gotten all these solutions by looking it up on the ue forums and none of them have worked for me and I have no clue why
here is my log: https://pastebin.com/g2k5asLy
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Hi Guys,
chunk system works perfectly for the first time but it did not update next time. I check the chunk size its change but it will not update.
Anyone knows what this is?
LogLevel: Warning: EnableInput on a LevelScript actor can not be specified for only one PlayerController. Enabling for all PlayerControllers.
I get it on an empty level, not sure what to do
Anyone else ever got persistent packaging errors about nodes / files that make no sense? First one already is asking for an orphaned get noded, which is present in the BP and can be called just fine, i recompiled the BP and refreshed all nodes and still it throws the error. the others are also similar
im having weird packing issues where certain things are showing up in a packed game and not on the editor, has anyone seen weird packing issues? if so, which folders can I delete to see if it fixes things?
do I need to do a full rebuild everytime?
example
trying to pack eos to android , any idea what make it fail
Looks like a completely successful build
yet again this is a cook log and is not the log from your game
i understand that it is cook log but it tell much info like eos failed to set
this is nothing to do with EOS running on the device
yes the build success and the eos login doesn't work
yes so check the log from the device
this is not that
online subsystems don't typically load in the editor or for commandlets
oh so you are saying it fail because it is trying to be set in the console
what
That's the packaging log, so EOS will never load there. You can safely ignore this log entirely
ok i understand
alright i will try to debug the generated apk
am unity developer that why i didn't understand sorry lol
does anyone know how to fix this error?
Is there a way to exclude entire folders from packaging, that way they are not included anywhere, basicly ignored for the final product?
I generated a windows build, there's a regular folder which is 1.4GB (which is probably way too much) but then there's another folder called Binaries->Win64-> which I can then access the app.exe, is that the full build (it's about 440MB)? I've tried it out and it seems to be the same as the regular .exe at the front of the package folder
the binaries folder just contains that
the exe on the top most folder
is the one you should use to start the game
You need the entire thing, not just Binaries.
Make sure to not publish your PDB files (but keep them for debugging)
Follow the documentation on reducing packaged size, too
pdb files?
Accidentally removed but having this issue rn whenever I try to package. As far as I know, I have never installed the megascan plugin, and it isn't used in the current project i'm trying to package. Is there some setting I need to change, or something similar, in order to not have it require this? Alternatively, any way to reinstall the file it is looking for?
ok so I think I have fixed all my issues and I am close to getting ready for release and was wondering which setting is everyone using? Is it true that if you encrypt you files your game will lag savagely?
EVERYONE pla help
this is ios
DO i have to pay 100 pounds
or is their a cheaper method
not really worth it
and if people are determined enough, they can find the key anyway
Here's my settings
Like sswires said, waste of time, focus on making a good game
