#packaging

1 messages ยท Page 56 of 1

silk crown
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How can I solve this?

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Is it chaos not compatible with android devides?

mystic atlas
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That seems like a missing include on Epic's part.

inner willow
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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

simple sparrow
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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

simple sparrow
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Oh ok I was asked to make a web build and was told that's only way on ue4

mellow bane
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Not for the past 2 years

simple sparrow
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Ok

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Ty for the help

near condor
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anyone knows what causes this error or how to fix it ?

covert kiln
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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.

tired wraith
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I'm trying to build a project on Linux, but I have such a mistake, how can it be fixed?

spice hatch
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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

mystic atlas
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That's not an error.

spice hatch
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yeah, but packaging doens't continue. just logs this thing over and over ๐Ÿค”

mystic atlas
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That's normal I think.

summer dock
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I'm seeing too, I left it to run for an hour, stuck. Stop, rebuild, works. Reproduced on several devices, both Mac and PC

spice hatch
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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

whole hearth
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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...

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I'm launching a basic "UE4PrereqSetup_x64.exe /q" for installing the prerequisites right now

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I got this popup (once). More recent version ofc (i'm on windows 11)

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Seems i'm not the only one with that question, yet there's no answer ๐Ÿ˜ฆ https://forums.unrealengine.com/t/net-3-5-redistribution-question/153183

quick talon
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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."

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I deleted the Intermediate folder and after that the log is this:

winged moss
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non-ASCII characters in folder name is a big issue

dire oak
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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! ๐Ÿ™‚

dire oak
winged moss
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depends on the platform, with steam you have separate depots in your app for each platform

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and you use their tools to upload

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steam handles delta patching

dire oak
winged moss
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oh not, good luck

dire oak
brittle geyser
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Anyone knows if there is a way to use a different DefaultGame.ini on the packaging process?

winged moss
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UE4 or 5? UE5 has a way nicer way of doing it

simple sparrow
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I was trying to package and it kept crashing the packaging process

simple sparrow
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This is the crash log

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idk how to fix

queen mortar
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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.

queen mortar
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so i should be good to go for now

queen mortar
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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.

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i want to have it so maybe pakchunk0.pak would be called entities.pak

simple sparrow
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Anyone have any clue what this means?

blazing flame
# simple sparrow Anyone have any clue what this means?
simple sparrow
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Ty for the site tho

blazing flame
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If all options relating to chunks are off, I don't see why you would be getting that error message ๐Ÿค”

simple sparrow
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My http chunk install data directory is off so idk

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Worth a try

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Well idk what happened but it didn't fix it it seemed to make it repeat the text lol

simple sparrow
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Turns out I had to put it as the same

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Put staging directory and install data as the game

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On the link they have it on different ones

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Big help ty tons

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Can't thank you enough

open rapids
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Hi, im getting this crash in my package game, can any one help me ?

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[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

jade edge
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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

jade edge
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GameNameRedirector solved the problem, but I guess I need to further investigate this

quick talon
plain lodge
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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

mellow bane
plain lodge
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checked all that everything is disabled

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performance is normally ultra smooth, theres nothing in the scene xD

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and it never drops below 75

mellow bane
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So what's the frame time for the GPU rendering?

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Empty scene with no vsync or max fps should normally result in constant framerate

mellow bane
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And what does profilegpu tell you?

plain lodge
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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

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but for some reason it never goes over 75

mellow bane
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Assuming all those unreadable numbers are in the 0.x range, yeah, probably a configuration issue

plain lodge
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Any idea where I could start looking?

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Ini files perhaps?

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k fixed it

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I had vsync on globally in control panel (nvidia) wtf nvidia why?

mellow bane
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vsync is normally something you always want

plain lodge
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set fpx cap to 150 and its never dropping below even in our biggest map with thousands of actors, noice

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well, yeah but I kinda hate mouselag

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we're making an fps game

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it'll be an option though

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so no worries ๐Ÿ˜„

mellow bane
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You don't really have less visual lag without vsync though

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Your screen is still incapable of updating faster

plain lodge
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more fps feels a lot smoother imo

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I really do notice a difference

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maybe its just me though

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feels much snappier

mellow bane
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There's zero difference in visual lag

plain lodge
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I beg to differ in terms of feeling

mellow bane
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In terms of physics, the visual lag is the same

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You do get a lower input reaction time

plain lodge
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yeah thats the thing I mean mainly

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looking around is more responsive

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but yeah visually its the same

mellow bane
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Looking around will feel the same

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Since it's literally the same

plain lodge
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for me it feels snappier ๐Ÿ˜›

mellow bane
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it doesn't

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You get a 5ms edge in pvp shooters, so that part is real

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(for a 75fps to 150fps bump)

plain lodge
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with vsync enabled there seems to be a slight delay between moving my mouse and watching my camera turn

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without it's near instant

mellow bane
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๐Ÿคท

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Anyway, good that you found the issue

plain lodge
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yeah I can only say what I experience right? xD

mellow bane
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And I can see it's entirely in your head, too

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(And arguably you do get some lower response time, half the time, for about a few ms)

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Anyway, some people feel very strongly about that etc

plain lodge
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Yeah true, it's a feels thing lol

mellow bane
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FWIW the Valorant answer to this was to "simply" run the input stack multiple times per frame

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Just need to do it 2-3 times and it negates completely any advantage of disabling vsync

nocturne kayak
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If I use a plugin, for example the Water plugin, will it increase the filesize once packaged?

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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

winged moss
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yes since it's code and content so of course it will

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and so will your own system

nocturne kayak
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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.

gloomy saffron
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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.

marble scaffold
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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?

bright zephyr
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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

weak scaffold
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Anything in the log?

bright zephyr
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yeah it was an issue regarding a unloaded plugin

tawny canopy
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Hi mates! ๐Ÿ™‚ Does anyone know how to Uncap the Frame Rate in a Packaged Game?

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t.maxfps 200 works to uncap the FPS in Editor.

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But using that console command does not work in a Packaged Game, even if I execute the command in Blueprint.

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Anyone got a solution? Thx

tawny canopy
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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.

rich wedge
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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.

rich wedge
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SOLVED: Click this to make it true, if you are on oculus quest.

daring lark
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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

tidal bronze
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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

runic stump
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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.

mellow bane
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I don't believe you easily can

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Shouldn't be an issue normally

runic stump
mellow bane
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The attack surface on a client is the entire program

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Clients can always take full control of the entire game

runic stump
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This is an extremely easy to use vector. Even my granma can do that.

mellow bane
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Pretty sure passing the map as a parameter works too, if you want easier

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Launching a random map has no security implications

runic stump
mellow bane
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Shipping definitely does not ignore command line (maybe that particular one though)

runic stump
mellow bane
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Yes

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That's what Config means

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user configurable

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This isn't a bug

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Anything that happens on the client is not meant to have any sort of protection

mellow bane
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Yeah, so that specific override.

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Anyway, if you want to control what the client does you need dedicated servers

runic stump
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I don't see any reason to prevent that via commandline if user can just do exactly the same via .ini.

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anyway, understood.

mellow bane
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I don't see either

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I guess it's just to avoid an easy vector

runic stump
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But I believe that there should be a separation between "ini settings for end-user and ini settings for game developer".

mellow bane
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Well, there isn't one

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And what you want is protection from cheaters

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But you cannot have that on clients, no matter how hard you try

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If this is a competitive game, you need to move to dedicated servers

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If its not, you need to let it go

runic stump
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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.

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And UE almost has thing for this: UCLASS(defaultconfig), but for whatever random reason it only affects config writing, but not reading.

mellow bane
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Just needs a go at UnrealPak which is universally available

runic stump
mellow bane
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Pak signing is also easily defeated

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Just takes one guy with a debugger and everyone gets the key

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There is literally a tutorial for that

runic stump
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"one guy with a debugger" is harder than "zero guys with a debugger"

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I'm not saying its impossible.

mellow bane
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It's harder sure, it'll take at least a week to happen

runic stump
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At extremes, user just throws away whole your client and writes a custom program to talk to your game servers.

daring lark
spark pine
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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

weak scaffold
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Sorry I don't remember the actual one, but you should find it with a quick look

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Also do an audit of your asset references and package. Make sure you aren't packaging unused assets

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BaseDeviceProfiles.ini

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Copy the relevant sections into a file called DefaultDeviceProfiles.ini in your project and modify there

spark pine
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Right

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yup that works !

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Thanks ๐Ÿ™‚

tight matrix
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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 ๐Ÿ™‚ Thank you a lot in advance โค๏ธ

mellow bane
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stat unit, profilegpu

tight matrix
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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)

mellow bane
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And of course make sure to provide a settings menu with scalability controls

tight matrix
tight matrix
tight matrix
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thank you for helping a beginner, I will try that!

craggy cobalt
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hmmm seems like you need to rebuild the visual studio files

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but source build probably complicates that

quartz dune
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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?

quartz dune
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if anyone finds out let me know ๐Ÿ˜› in meantime will just build through commandline directly but its weird ๐Ÿ˜„

wind violet
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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

wind violet
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okay fixed it ๐Ÿ’€

winter rose
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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.

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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.

lethal pelican
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[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

severe hare
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anyone know how to use the BuildGraph to build the VersionSelector?

zealous remnant
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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.

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I am at my wit's end with this crash

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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

lament relic
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is there a way to package additional levels only in development builds? While Cook Only Maps is turned on in project settings.

strange ledge
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hi, did you resolve it?

brittle geyser
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Is tehre a way to override the chunk numeration using an ini setup?

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something like

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in Some.Ini
ChunkId 1000 becomes 1

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and so?

severe hare
valid sundial
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hello, I have a question about chunk IDs, usually where are compiled c++ classes stored?

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are they in a different location other than ID 0?

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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.

weak scaffold
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Aren't chhnks related to pak files? C++ classes don't go in pak files

mellow bane
sleek wasp
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Is there a way to have different DefaultGame.ini so that I only package certain maps out to alpha testers

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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

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which sounds like a waste of space for 1 file

mellow bane
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Python script that overrides DefaultGame with another one...

valid sundial
quick holly
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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

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Any ideas?

gloomy saffron
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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

copper pine
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does anybody know anything about this error?

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i was trying to package in ue5

copper pine
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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 []

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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 []

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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

mellow bane
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There are two errors

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One if that you have the latest VS2022 which breaks with UE5

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The other is an error in Mass, disable it if you don't use it

jade edge
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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?

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OK I guess I figured that out. There is a setting in package settings

mystic atlas
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Looks like it's something to do with disabling perforce something something (darkside)

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Hmm?

formal mesa
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getting this error on a packaged server build, any ideas?

mystic atlas
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P4 is generally a perforce abbreviation

merry plank
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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?

hallow quarry
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What does this error means, when i try to package the game?
ERROR: Only staged builds can be paked, use -stage or -skipstage.

oblique current
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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.

oblique current
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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

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What else can I try?

copper turtle
oblique current
#

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.

oblique current
#

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 ๐Ÿ˜…

copper pine
#

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

full lake
#

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?

mellow bane
#

The packaging logs have a full list of embedded assets

full lake
mellow bane
#

%USERPROFILE%\AppData\Roaming\Unreal Engine\AutomationTool\Logs\

shy shadow
#

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

frozen geyser
#

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

vestal breach
#

Greetings!
How I can Debug the packaging process? Is it possible to save packaging config as command line arguments?

teal cipher
#

Is that mandatory to put maps in Content/Maps/ for dedicated servers ? (I have a /Levels/ ...)

inland pine
#

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.

obtuse hollow
#

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 ?

velvet pike
#

Got an issue with Unreal engine 5 packaging
โ€œThe system cannot find the path specified.โ€ In Unreal Engine 5
Iโ€™m 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.

primal thorn
#

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.

silk holly
#

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?

winged moss
#

never had this issue in any language, are you sure your PO files are actually UTF-8?

restive vessel
#

Hi, I am a student need to submit a project I finished by tomorrow, but the project isnโ€™t packaging. This is what shows up when I try to package it for windows (64-bit). How can I get this to package?

winged moss
#

you're better showing the log rather than a low resolution screenshot

grand beacon
#

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.

compact rampart
#

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

prisma mesa
#

Is there any way for moving CPP files in chunks. while packaging\

mellow bane
prisma mesa
#

Thanks
While I am a chunking every thing goes in chunk 0

#

Chunk 1 has all levels but chunk 0 has all the files

open rapids
#

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 ๐Ÿ˜ฆ Any ideas why ? what i can do ?

visual latch
#

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?

inland pine
#

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?

inland pine
winged moss
#

And the error is pretty indicative of not cooking

inland pine
#

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.

winged moss
#

Well your project launcher is building the wrong target for a start

inland pine
#

The variant? Sorry not sure what you are referring to

winged moss
#

Yes WindowsEditor would not be a target used for a packaged build

inland pine
#

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

winged moss
#

And with cook by the book?

inland pine
#

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

inland pine
#

Same error. Will try Windows Do Not Cook

winged moss
#

Show the error rather than doing something that wonโ€™t cook content

visual latch
#

My Projekt in UE5 has an Error with the packageing for Windows
What can i do?

winged moss
#

show the error

viral apex
#

It works fine in editor

winged moss
#

crash dump? tried attaching a debugger?

viral apex
#

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

winged moss
#

well if it crashes too quickly you can launch with the command line argument -waitfordebugger

teal cipher
#

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)

burnt remnant
#

What would cause this on the device?

Error: Failed to find shader map for default material DefaultDeferredDecalMaterial```
craggy cobalt
#

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

craggy cobalt
#

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 ๐Ÿ™‚

burnt remnant
#

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?

craggy cobalt
#

yes, DefaultScalability.ini

burnt remnant
#

cheers

craggy cobalt
#

it's not there by default but the docs are passable

burnt remnant
#

mine does appear to be present

craggy cobalt
#

ah nice

burnt remnant
#

there isn't an overall setting though, any idea what it should be? somthing like r.scalability?

burnt remnant
#

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

burnt remnant
#

now it's not packaging 80% of the game

#

I guess that's why the black screen

craggy cobalt
burnt remnant
#

Gotcha.

tepid dome
#

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

tiny gale
#

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 ?

stark rose
#

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?

stark rose
#

Oh nevermind, it was just an unreal engine bug... All i had to do was restart the editor ๐Ÿคฆโ€โ™‚๏ธ

lethal pelican
# teal cipher Hi, is that possible to analyze "what takes disk space in the .pak files" to try...

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

teal cipher
#

@lethal pelican thanks i'll try

ruby badger
#

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!

dusky fjord
#

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 :?

tepid dome
#

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?

craggy cobalt
#

or just, closed with no error dialog :-)

#

if you find no hints in there, check windows event viewer

open rapids
#

Thats form Windows event viewer

Name of the module cousing error : ucrtbase.dll, verison: 10.0.19041.789, Timestamp: 0x2bd748bf

deft lantern
#

game files required to initialize the global shader are missing

#

how do i fix this error?

#

when i try to play my packaged game

deft lantern
#

could someone help??????

mystic atlas
#

Did you google it?

deft lantern
#

ofc i did

#

i googled everything, tried everything

#

and now im here

mystic atlas
#

So what configuration are you packaging in? Or are you not packing and trying to open the editor?

deft lantern
#

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?

mystic atlas
#

Might be?

#

Have you tried packaging in a shorter path?

#

Random guess

#

UE has issues with long path names sometimes.

deft lantern
#

hm

#

i tried this

#

idk if i should try even shorter

mystic atlas
#

Nah that should be fine. But the space might get you ๐Ÿ˜„

deft lantern
#

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

mystic atlas
#

Maybe debug UATHelper and see what's causing the missing file issue?

deft lantern
#

what is that

#

oh

#

how do i debug it

mystic atlas
#

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.

deft lantern
#

yes im packaging from the editor

#

how else do i?

mystic atlas
#

Searching in the engine source, that is.

deft lantern
#

could it be that im using DX 12 and not 11?

#

the old project worked on DX 11

mystic atlas
#

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.

deft lantern
#

i hope it will work now

deft lantern
#

yep that was it

#

damn

half kiln
#
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.

half kiln
#

Fixed, there was an error with a folder. I think it got corrupted when I imported because I remember the engine crashed back then.

ebon plover
#

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'
mystic atlas
#

That's the c++ code, I think.

ebon plover
#

There's no cpp code inside the project

mystic atlas
#

There is in the engine.

ebon plover
#

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?

mystic atlas
#

Something like that, yes.

ebon plover
mystic atlas
#

Shrug

open rapids
#

its failing to load scripts and using fall backs

#

does everything compile without errors and warnings?

ebon plover
#

where are scripts defined though is my question?

open rapids
#

are you targeting the right build target?

ebon plover
#

nah, 4 errors, 13 warnings. cooking failed

open rapids
#

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

mystic atlas
#

It's a failed migration.

open rapids
#

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

ebon plover
#

are we talking about build scripts or what are scripts in this context anyway

open rapids
#

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

ebon plover
#

are these references to .uasset files?

#

or are we talking .ini setup files? python script files etc.?

open rapids
#

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

ebon plover
#

I'm still unfamiliar with the /Script/... thing

#

is that supposed to be a directory inside my project's Content folder?

open rapids
#

if you still have errors reload/reboot or get an earlier version

#

do you only get errors on build on when compiling/saving?

ebon plover
#

well the project is super small, simple and limited in complexity so this ought not to be too hard to debug IMO

ebon plover
#

I mean no

#

Only when I try to cook

#

otherwise when I try to run, compile, etc. it's all fine.

open rapids
#

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

ebon plover
#

Well, I did copy over the config files of the old project (so I didn't have to make 50 new input mappings)

open rapids
#

this isnt a ps5 build youre running on pc right?

ebon plover
#

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

open rapids
#

probably best bet, something is malconfigured

#

if it used to run, but errors on import something probably went wrong

#

one of a 1000 things

ebon plover
#

got it working

#

thanks for the help!

#

note to future self: if migrating between projects, don't blindly copy all config files.

vocal holly
#

When packaging for Windows, Visual Studio 2022 is not a proper version for UE5 projects?

mellow bane
#

Epic uses the latest 2019

vocal holly
#

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.
mellow bane
#

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

vocal holly
mellow bane
#

Make sure to not install the latest one but the oldest available

vocal holly
mellow bane
#

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

vocal holly
#

That would be the last choice ๐Ÿฅฒ

mellow bane
#

Why?

#

2019 is what official releases compile with

vocal holly
#

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

keen raft
#

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.

mellow bane
#

Make sure to set DX12 as default RHI

keen raft
#

It is set in project settings on windows, is there anywhere else I need to change it?

keen raft
# mellow bane 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.

mellow bane
#

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

keen raft
#

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 girldmdead

mellow bane
#

Post the full packaging log here

keen raft
#

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

keen raft
#

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 derp

open rapids
#

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.

uncut pilot
#

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

misty jacinth
#

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...

โ–ถ Play video
misty jacinth
zealous wasp
#

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)
wind gyro
#

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

supple moon
#

i completed my game and exported for windows, is it possible to export for mac too?

tight pike
#

anyone know why this is happening?

last thicket
#

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?

uncut pilot
#

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?

mellow bane
#

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

uncut pilot
mellow bane
#

It's the tool that gets called when you click package

uncut pilot
mellow bane
#

Package once, get the UAT command line in the log and call it yourself in a command prompt with different arguments

mellow bane
#

I mean the Output Log window

uncut pilot
#

sorry for that many question. I am not so good with package projects. What should I do with the Output log?

mellow bane
#

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

uncut pilot
#

ok thanks

olive beacon
#

Someone give me document or build UE 5 dedicated server for Linux which use command line? It seems like removed from Epic document homepage

white latch
#

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

supple moon
mellow bane
#

No idea, I have literally never used a Mac

visual latch
#

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?

upbeat tangle
#

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!

tender bison
#

(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?

mystic atlas
#

UE doesn't build to websites any more.

tender bison
# mystic atlas 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...

mystic atlas
#

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.

tender bison
#

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.

upbeat tangle
upbeat tangle
#

5 dolla to whoever helps me solve this xD. Just gonna put it off for now^^

mystic atlas
tender bison
mystic atlas
#

You didn't mention that ๐Ÿ˜›

upbeat tangle
#

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.

mystic atlas
#

Have you removed it from the code as well?

#

The plugin being listed in your uproject file etc

upbeat tangle
#

I am not 100% sure thats the reason the exe file wont open, ITs not open in taskmanager either.

mystic atlas
#

Did it create a log when you ran it?

upbeat tangle
#

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

visual latch
#

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?

upbeat tangle
upbeat tangle
mystic atlas
#

No errors, apparently.

upbeat tangle
#

yeah just warnings about the plugin thats not existing anymore.. its weird that the exe wont launch work tho.

visual latch
upbeat tangle
visual latch
upbeat tangle
upbeat tangle
visual latch
upbeat tangle
#

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. ๐Ÿ™‚

winged moss
#

also you shared the cook log rather than the log of the game though

misty jacinth
#

settings

#

packaged game

#

why shipping package not working

winged moss
#

?

#

that's clearly not your packaged build since a shipping build won't have the gameplay debugger

misty jacinth
#

this is a packed game :D?

misty jacinth
#

I know that too.

upbeat tangle
winged moss
#

yes so use -waitfordebugger

upbeat tangle
winged moss
#

what does "end of the target" mean in this context, it's a command-line parameter

upbeat tangle
winged moss
#

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

upbeat tangle
#

Ohhh, yeah, Ill give that a try

winged moss
#

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

upbeat tangle
#

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

winged moss
#

that went drastically the other way but sure

upbeat tangle
misty jacinth
upbeat tangle
dark trench
#

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

pure pond
#

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?

pure pond
#

tried downgrading GPU driver as well, same thing

pure pond
#

also tried verifying unreal engine

winged moss
winter tree
#

how do I setup launching my project to a windows tablet?

#

through wifi preferably

round harness
#

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?

mystic atlas
#

You don't need the intermediate folder at all, I don't think.

upbeat tangle
#

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

upbeat tangle
#

I assume a blueprint somewhere is causing this?

upbeat tangle
#

nvm

dawn quiver
#

I get this error in projects with dlss

mellow bane
#

You need Visual Studio.

dawn quiver
#

Is it enough if I just download it? @mellow bane

#

Does it do the rest while packing?

mellow bane
#

Follow the steps in the doc to enable C++ support, using the version of Visual Studio from the engine's release notes

dawn quiver
#

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

mellow bane
dawn quiver
#

Or do I have to build the project from scratch in C++?

mellow bane
#

Using the version in the release notes (so like VS2019 probably)

dawn quiver
#

thanx

#

I will try when visual studio is downloaded

olive beacon
#

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.
glacial forum
#

Where can I set an FPS limit for my packaged project?

vivid rain
#

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

granite bridge
dawn quiver
#

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.

tired nimbus
#

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.

open rapids
#

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?
vivid rain
#

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

open rapids
#

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

mellow bane
open rapids
#

but there is no conflicts here

mellow bane
#

Does ST_Menu ring a bell?

latent flume
#

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.

mellow bane
latent flume
#

So, is Unreal so much more compact on phones then?

mellow bane
#

Yes

latent flume
#

And there's nothing I can do to shrink the size further?

mellow bane
#

There's plenty, and it'll get you down to about 140MB

#

For the full project

#

The default is like 200

latent flume
#

But you can't get lower than 140?

mellow bane
#

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

latent flume
#

That's some BIG textures you're having then ๐Ÿค”
Well, I guess the engine has grown by a lot since UE4, because Deep Rock Galactic has an exe less than 100MB.

mellow bane
#

Not really 30MB per texture but 20 is fairly normal

latent flume
#

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

mellow bane
#

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

latent flume
mellow bane
#

The exe in UE5 after disabling unneeded plugins is about 90MB-100MB

latent flume
#

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

mellow bane
#

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

latent flume
#

It is weird. And the exe is 170MB in Shipping ๐Ÿค”

#

5.0.2

mellow bane
#

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?

latent flume
#

Yes

#

I've even created a new project and disabled all plugins there too. But again, 170Mb shipping exe

mellow bane
#

On Win64, 5.0.2?

latent flume
#

Yes

mellow bane
#

Oh, let me guess, this is a Blueprint project

latent flume
#

Yes

mellow bane
#

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

latent flume
#

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.

mellow bane
#

Yeah, sorry, should have asked upfront about Blueprint-only, common proiblem

mellow bane
#

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

latent flume
#

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.

mellow bane
#

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

dawn quiver
#

I'm getting this error now do you know why? @mellow bane

dawn quiver
#

this error happened after installing visual studio

mellow bane
#

It's a problem with DLSS

#

Make sure you follow the installation instructions from NVidia

dawn quiver
#

I did the installation correctly. works fine in game but doesn't pack

mellow bane
#

Try with a new project, by using a C++ project this time

dawn quiver
#

I reopened the project as C++, still gave the same error

mellow bane
#

I don't have issues with DLSS myself, so normally it should work

dawn quiver
#
  1. I deleted the plugins in the game engine
#

2.I added dlss as a plugin to the project.

#

my problem is solved

mellow bane
#

I have DLSS as an engine plugin here

dawn quiver
#

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?

mellow bane
#

That's not where the doc tells you to install it, IIRC

#

I have it under Marketplace

dawn quiver
#

where is your dlss file

dawn quiver
mellow bane
#

Read the PDF in the DLSS archive

#

It tells you where to put it

sleek chasm
#

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 โค๏ธ )

oak shell
#

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?

winged moss
#

and I only just noticed "linux", does the binary engine even support targeting linux?

oak shell
#

Yes I got it from the epic launcher engine

winged moss
oak shell
#

Ah sorry, yes PowerIK does support linux

winged moss
#

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

oak shell
winged moss
#

I don't know why it's worth packaging a linux client though

oak shell
winged moss
oak shell
#

Yeah I've tried b, I'll try to find a source build

winged moss
#

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

oak shell
winged moss
#

that still pretty small when on steam proton is pretty close to native and has a fraction of the support headache

oak shell
#

Ah does steam proton allow linux users to run Windows apps?

#

That would make my life a lot easier

winged moss
#

yes, it's a custom distribution of wine and is what is allowing windows games to run on the steam deck

olive beacon
#

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)
robust goblet
#

Anyone has ever seen this error? My build finished successfully but my game instantly crashes. This only happens on non-shipping builds:

robust goblet
#

If I just comment out the validation it works. But I don't think that this is good practice ๐Ÿ˜„

reef badge
#

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

novel tusk
#

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

dawn axle
#

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 ๐Ÿ™‚

open rapids
#

Does anyone here know how to solve the Waiting for child processes to complete (0/1) problem?

supple moon
open rapids
#

@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!

supple moon
#

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

open rapids
left orchid
#

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

ruby lion
#

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?

mellow bane
#

Apple doesn't think game developers should target their computers

mystic atlas
#

Apple. It just works. Or not.

mellow bane
#

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

winged moss
#

Forcing notarisation killed Mac gaming on its own

mystic atlas
#

Notarisation? Having to get Apple to sign off on your stuff?

mellow bane
#

Yeah, for a fee on top

winged moss
#

Yeah itโ€™s 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 donโ€™t target Mac unless you have a good reason

#

Same with Linux desktop

mellow bane
#

Linux desktop in my experience was both really easy and really worthwile

winged moss
#

Just let Proton do it, native ports are barely worth the headache

mellow bane
#

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

winged moss
#

That wasnโ€™t true for the previous company I worked at which did have native Linux ports

mellow bane
#

Yeah I meant in Unreal, chances are it just works

winged moss
#

Mac was actually higher and that was even more of a burden

#

Like 4-5x the Linux amount

mellow bane
#

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

winged moss
#

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 โ€œjust workโ€ but I think thereโ€™s a certain player support burden that comes with it versus relying on Valveโ€™s work with Proton

mellow bane
#

We found that most Linux players were happy they were getting something, very eager to debug issues, and likely to quickly find workarounds

winged moss
#

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

mellow bane
#

Yeah, it is

signal bear
#

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.

stone sonnet
#

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?

mellow bane
#

There's a Steam Pipe GUI?

#

Try the command line and forget about the issue ๐Ÿ˜›

tender veldt
#

How do I fix this issue when using the project launcher?

clever solstice
#

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.
stone sonnet
wicked void
#

Packaging my project fails in UE5, anyone a idea why? There's no error i think?

mellow bane
#

Just read the log

wanton drift
wicked void
brisk thunder
#

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?

rare relic
brisk thunder
rare relic
brisk thunder
pastel sparrow
#

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)

keen moss
#

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:

vital creek
#

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.

keen moss
#

That worked.

oak crater
#

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

fierce pebble
#

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

oak crater
fierce pebble
#

i just tried to click the for distribution bool

#

still not working

#

i still have the console working

#

what is going on

winged moss
fierce pebble
#

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

winged moss
#

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

fierce pebble
#

but it is shipping

static prawn
#

@fierce pebble could you unbind the console key?

#

and check in the settings if theres a way to disable it

#

project settings

fierce pebble
#

no that will not be the same

pallid lintel
#

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?

weak scaffold
pallid lintel
#

Okay

#

I will try that

#

Thanks

tranquil steppe
#

the packaging tab is missing from the project submenu

#

how do I fix it?

serene jolt
#

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

fervent heart
#

Is it possible to add only on client?

#

i`m having null pointer exception on package

pure pond
#

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

snow grotto
#

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

open rapids
#

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 theyโ€™ll 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?

pure pond
snow grotto
somber flower
#

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

keen moss
#

Anyone have any idea what this means? I have a Metahuman character for context.

keen moss
#

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?

crisp patrol
#

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)

keen moss
#

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.

open rapids
#

@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?

keen moss
#

I've done that for every place it exists. I've also deleted and re-added them using the reference viewer.

open rapids
#

you need to refresh the break node.

keen moss
#

Alright. I'll try refreshing all nodes just to make sure it's covered.

open rapids
#

I had this issue like 20 times it fixed it

#

no only the one thats given out in the log

keen moss
#

Thank m8. That did it

open rapids
#

no problem

keen moss
open rapids
#

its okay but its really takes forever

keen moss
#

It didn't do that with UE4?

open rapids
#

I cant remember but it didnt take that long also shader compling takes way longer

keen moss
#

That is strange. It doesn't for me.

open rapids
#

Okay done, but it took like 7-8 hours.

prisma mesa
#

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.

mellow bane
#

Chunk downloader isn't for game updates

#

Normally you would use your distribution platform (Steam, GOG, PSN, whatever) to deploy patches

prisma mesa
#

๐Ÿ‘
Thanks for this information.

sharp ocean
#

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.

sharp ocean
#

^ i'm stupid. it was just taking ages lol

north galleon
#

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

winged moss
north galleon
#

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

robust goblet
#

Anyone here who uses the Simple UGC Plugin in their projects?

errant solar
winged moss
north galleon
winged moss
#

You're even doing things like including kernelbase, a Windows DLL

native acorn
#
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?

winged moss
north galleon
#

Windows servers on PlayFab are the current orders of mine master

simple sparrow
#

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.

crisp patrol
#

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?

winged moss
#

it's the same as performing a rebuild

simple sparrow
#

wait so how do I fix it?

simple sparrow
blazing ivy
#

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?

plain lodge
#

Is it possible to record profiles in a development build?

mellow bane
#

Yes

plain lodge
#

Nice, thanks

forest token
#

ummm can i ask something about my project

#

when i export it to my phone
It turned like this

#

help me pls

mild shell
#

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?

winged moss
#

well show the callstack

mild shell
# winged moss 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

winged moss
#

you don't have the symbols for your game

#

the only thing you can kind tell is that it might be related to EOS

mild shell
#

ok

#

that gives me something at least thanks

simple summit
#

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

night trellis
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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.

somber flower
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Anyone knows what this is?

LogLevel: Warning: EnableInput on a LevelScript actor can not be specified for only one PlayerController. Enabling for all PlayerControllers.

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I get it on an empty level, not sure what to do

hearty granite
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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

shadow storm
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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?

shadow storm
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do I need to do a full rebuild everytime?

safe basin
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trying to pack eos to android , any idea what make it fail

mellow bane
winged moss
safe basin
winged moss
safe basin
winged moss
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yes so check the log from the device

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this is not that

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online subsystems don't typically load in the editor or for commandlets

safe basin
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oh so you are saying it fail because it is trying to be set in the console

winged moss
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what

mellow bane
safe basin
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ok i understand

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alright i will try to debug the generated apk

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am unity developer that why i didn't understand sorry lol

charred lagoon
fierce pebble
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Is there a way to exclude entire folders from packaging, that way they are not included anywhere, basicly ignored for the final product?

misty fjord
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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

fierce pebble
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the binaries folder just contains that

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the exe on the top most folder

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is the one you should use to start the game

mellow bane
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Make sure to not publish your PDB files (but keep them for debugging)

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Follow the documentation on reducing packaged size, too

fierce pebble
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pdb files?

deft shale
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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?

shadow storm
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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?

gleaming flint
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EVERYONE pla help

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this is ios

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DO i have to pay 100 pounds

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or is their a cheaper method

winged moss
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and if people are determined enough, they can find the key anyway

mellow bane
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Like sswires said, waste of time, focus on making a good game