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    Originally posted by Parvan View Post
    I can pack it with no issues.

    In the other thread you said you just installed Visual Studio 2015. Did you install the C++ Tools? It's an option you need to install called "Common Tools For Visual C++ 2015".

    Can you package it without the plugin?

    [ATTACH=CONFIG]134762[/ATTACH]
    How do I know if I installed it?

    Yes, without the plugin I can pack my project.

    It seems to me that a plugin on UE4 is already compiled and that it does not need to be re-compiled again.
    Last edited by Scozor; 03-26-2017, 11:53 AM.

    Comment


      Originally posted by Scozor View Post
      How do I know if I installed it?

      Yes, without the plugin I can pack my project.

      It seems to me that a plugin on UE4 is already compiled and that it does not need to be re-compiled again.
      do you have your packaging error log? I don't see where you have listed anything in this thread.


      Consider supporting me on patreon

      My Open source tools and plugins
      Advanced Sessions Plugin
      VR Expansion Plugin

      Comment


        With the plugin enabled but without using it in my plans I get the following message: Packaging Failed

        Log :
        LogPlatformFile: Not using cached read wrapper
        LogInitisplay: RandInit(-1315475082) SRandInit(-1315475082).
        LogTaskGraph: Started task graph with 5 named threads and 8 total threads with 1 sets of task threads.
        LogStats: Stats thread started at 0.085490
        LogInit: Using libcurl 7.47.1
        LogInit: - built for x86_64-pc-win32
        LogInit: - supports SSL with OpenSSL/1.0.2g
        LogInit: - supports HTTP deflate (compression) using libz 1.2.8
        LogInit: - other features:
        LogInit: CURL_VERSION_SSL
        LogInit: CURL_VERSION_LIBZ
        LogInit: CURL_VERSION_IPV6
        LogInit: CURL_VERSION_ASYNCHDNS
        LogInit: CURL_VERSION_LARGEFILE
        LogInit: CURL_VERSION_IDN
        LogInit: CurlRequestOptions (configurable via config and command line):
        LogInit: - bVerifyPeer = false - Libcurl will NOT verify peer certificate
        LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
        LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
        LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
        LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
        LogInit: Build: ++UE4+Release-4.15-CL-3348071
        LogInit: Engine Version: 4.15.1-3348071+++UE4+Release-4.15
        LogInit: Compatible Engine Version: 4.15.0-3299760+++UE4+Release-4.15
        LogInit: Net CL: 3299760
        LogDevObjectVersion: Number of dev versions registered: 14
        LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 8
        LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
        LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
        LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 14
        LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 22
        LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
        LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
        LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
        LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
        LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
        LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 12
        LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 3
        LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
        LogDevObjectVersion: Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
        LogInit: Compiled (64-bit): Mar 15 2017 16:52:47
        LogInit: Compiled with Visual C++: 19.00.23026.00
        LogInit: Build Configuration: Development
        LogInit: Branch Name: ++UE4+Release-4.15
        LogInit: Command line:
        LogInit: Base directory: D:/Jeux PC/Installer/Epic Games/UE_4.15/Engine/Binaries/Win64/
        LogInit: Installed Engine Build: 1
        LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
        LogInit: Object subsystem initialized
        LogInit: Selected Device Profile: [Windows]
        LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
        LogInit: Computer: SCOZOR-PC
        LogInit: User: Scozor
        LogInit: CPU Page size=65536, Cores=4
        LogInit: High frequency timer resolution =3.417962 MHz
        LogMemory: Memory total: Physical=11.9GB (12GB approx)
        LogMemory: Platform Memory Stats for Windows
        LogMemory: Process Physical Memory: 265.90 MB used, 265.90 MB peak
        LogMemory: Process Virtual Memory: 263.93 MB used, 263.93 MB peak
        LogMemory: Physical Memory: 5414.28 MB used, 6806.46 MB free, 12220.74 MB total
        LogMemory: Virtual Memory: 645.09 MB used, 6806.46 MB free, 134217728.00 MB total
        LogTextLocalizationManager: No translations for ('fr-FR') exist, falling back to 'en' for localization and internationalization data.
        LogD3D11RHI: D3D11 adapters:
        LogD3D11RHI: 0. 'NVIDIA GeForce GTX 1060 6GB' (Feature Level 11_0)
        LogD3D11RHI: 6084/0/6110 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
        LogD3D11RHI: 1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
        LogD3D11RHI: 0/0/6110 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
        LogD3D11RHI: Chosen D3D11 Adapter: 0
        LogD3D11RHI: Creating new Direct3DDevice
        LogD3D11RHI: GPU DeviceId: 0x1c03 (for the marketing name, search the web for "GPU Device Id")
        LogWindows: EnumDisplayDevices:
        LogWindows: 0. 'NVIDIA GeForce GTX 1060 6GB' (P:1 D:1)
        LogWindows: 1. 'NVIDIA GeForce GTX 1060 6GB' (P:0 D:0)
        LogWindows: 2. 'NVIDIA GeForce GTX 1060 6GB' (P:0 D:0)
        LogWindows: 3. 'NVIDIA GeForce GTX 1060 6GB' (P:0 D:0)
        LogWindows: DebugString: FoundDriverCount:4
        LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 1060 6GB
        LogD3D11RHI: Driver Version: 378.66 (internal:21.21.13.7866, unified:378.66)
        LogD3D11RHI: Driver Date: 2-9-2017
        LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
        LogD3D11RHI: Async texture creation enabled
        LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
        LogShaderCompilers: Guid format shader working directory is -3 characters bigger than the processId version (C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Intermediate/Shaders/WorkingDirectory/9652/).
        LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/Scozor/AppData/Local/Temp/UnrealShaderWorkingDir/5AB9EFFE43D0E2FDA5138699B99DD53F/'.
        LogShaderCompilersisplay: Using Local Shader Compiler.
        LogTempisplay: Loaded TP AllDesktopTargetPlatform
        LogTempisplay: Loaded TP MacClientTargetPlatform
        LogTempisplay: Loaded TP MacNoEditorTargetPlatform
        LogTempisplay: Loaded TP MacServerTargetPlatform
        LogTempisplay: Loaded TP MacTargetPlatform
        LogTempisplay: Loaded TP WindowsClientTargetPlatform
        LogTempisplay: Loaded TP WindowsNoEditorTargetPlatform
        LogTempisplay: Loaded TP WindowsServerTargetPlatform
        LogTempisplay: Loaded TP WindowsTargetPlatform
        LogTempisplay: Loaded TP AndroidTargetPlatform
        LogTempisplay: Loaded TP Android_ASTCTargetPlatform
        LogTempisplay: Loaded TP Android_ATCTargetPlatform
        LogTempisplay: Loaded TP Android_DXTTargetPlatform
        LogTempisplay: Loaded TP Android_ETC1TargetPlatform
        LogTempisplay: Loaded TP Android_ETC2TargetPlatform
        LogTempisplay: Loaded TP Android_MultiTargetPlatform
        LogTempisplay: Loaded TP Android_PVRTCTargetPlatform
        LogTempisplay: Loaded TP HTML5TargetPlatform
        LogTempisplay: Loaded TP IOSTargetPlatform
        LogTempisplay: Loaded TP TVOSTargetPlatform
        LogTempisplay: Loaded TP LinuxClientTargetPlatform
        LogTempisplay: Loaded TP LinuxNoEditorTargetPlatform
        LogTempisplay: Loaded TP LinuxServerTargetPlatform
        LogTempisplay: Loaded TP LinuxTargetPlatform
        LogTargetPlatformManagerisplay: Building Assets For Windows
        LogDerivedDataCacheisplay: Max Cache Size: 512 MB
        LogDerivedDataCache: Loaded boot cache 0.05s 51MB C:/Users/Scozor/AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc.
        LogDerivedDataCacheisplay: Loaded Boot cache: C:/Users/Scozor/AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc
        LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file C:/Users/Scozor/Documents/Unreal Projects/Scozoras/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
        LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
        LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file C:/Users/Scozor/Documents/Unreal Projects/Scozoras/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
        LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
        LogDerivedDataCacheisplay: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
        LogDerivedDataCache: Using Local data cache path C:/Users/Scozor/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
        LogSlate: Using Freetype 2.6.0
        LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
        LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
        LogInit: Selected Device Profile: [Windows]
        LogContentStreaming: Texture pool size is 0.00 MB
        LogMeshUtilities: Using QuadricMeshReduction for automatic static mesh reduction
        LogSimplygon: Simplygon DLL not present - disabling.
        LogMeshUtilities: Using SimplygonSwarm for distributed automatic mesh merging
        LogMeshUtilities: No automatic skeletal mesh reduction module available
        LogMeshUtilities: No automatic mesh merging module available
        LogNetVersion: GetLocalNetworkVersion: CL: 3299760, ProjectName: scozoras, ProjectVersion: , EngineNetworkVersion: 2, GameNetworkVersion: 0, NetworkChecksum: 2937592021
        LogAssetRegistry: FAssetRegistry took 0.0231 seconds to start up
        LogPackageLocalizationCache: Processed 3 localized package path(s) for 1 prioritized culture(s) in 0.013903 seconds
        LogUObjectArray: 32493 objects as part of root set at end of initial load.
        LogUObjectAllocator: 7077024 out of 0 bytes used by permanent object pool.
        LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
        LogTcpMessaging: Initializing TcpMessaging bridge
        LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
        LogMaterial: Uniform references updated for custom material expression Custom.
        SourceControl: Info Source control is disabled
        SourceControl: Info Source control is disabled
        SourceControl: Info Source control is disabled
        SourceControl: Info Source control is disabled
        LogEngine: Initializing Engine...
        LogHMD: Failed to initialize OpenVR with code 110
        LogAIModule: Creating AISystem for world Untitled
        LogInit: XAudio2 using 'Haut-parleurs (Logitech G933 Gaming Headset)' : 8 channels at 48 kHz using 16 bits per sample (channel mask 0x63f)
        LogInit: FAudioDevice initialized.
        LogDerivedDataCache: Saved boot cache 0.03s 51MB C:/Users/Scozor/AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc.
        LogInit: Texture streaming: Enabled
        LogEngineSessionManager: EngineSessionManager initialized
        LogInit: Transaction tracking system initialized
        BlueprintLog: New page: Editor Load
        LocalizationService: Info Localization service is disabled
        LogCookisplay: Max memory allowance for cook 16384mb min free memory 0mb
        LogCookisplay: Mobile HDR setting 1
        LogFileCache: Scanning file cache for directory 'C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Content/' took 0.01s
        SourceControl: Info Source control is disabled
        Cmd: MAP LOAD FILE="C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Content/Levels/MainMenu.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
        LightingResults: New page: Lighting Build
        MapCheck: New page: Map Check
        LightingResults: New page: Lighting Build
        LogAIModule: Creating AISystem for world MainMenu
        LogEditorServer: Finished looking for orphan Actors (0.000 secs)
        Cmd: MAP CHECKDEP NOCLEARLOG
        MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 30.614ms to complete.
        LogFileHelpers: Loading map 'MainMenu' took 0.451
        LogWindowsTextInputMethodSystemisplay: IME system now deactivated.
        LogCollectionManager: Loaded 1 collections in 0.002199 seconds
        LogFileCache: Scanning file cache for directory 'C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Saved/Collections/' took 0.01s
        LogFileCache: Scanning file cache for directory 'C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Content/Developers/Scozor/Collections/' took 0.01s
        LogFileCache: Scanning file cache for directory 'C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Content/Collections/' took 0.01s
        LogCollectionManager: Rebuilt the GUID cache for 1 collections in 0.000004 seconds
        LogCollectionManager: Rebuilt the hierarchy cache for 1 collections in 0.000000 seconds
        LogContentBrowser: Native class hierarchy populated in 0.0084 seconds. Added 2264 classes and 456 folders.
        LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s
        LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s
        LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0005 seconds. Added 0 classes and 0 folders.
        LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0005 seconds. Added 0 classes and 0 folders.
        LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0006 seconds. Added 1 classes and 2 folders.
        LogCrashTracker: Crashtracker disabled due to settings.
        LogUObjectGlobals:Warning: Failed to find object 'Class None.'
        LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0005 seconds. Added 1 classes and 2 folders.
        LogLoad: (Engine Initialization) Total time: 15.40 seconds
        LogLoad: (Engine Initialization) Total Blueprint compile time: 0.18 seconds
        LogExternalProfiler: Found external profiler: VSPerf
        LogExternalProfiler: Using external profiler: VSPerf
        LogOcInput: OculusInput pre-init called
        LogAssetRegistry: Asset discovery search completed in 7.3724 seconds
        LogCollectionManager: Rebuilt the object cache for 1 collections in 0.000004 seconds (found 0 objects)
        LogCollectionManager: Fixed up redirectors for 1 collections in 0.000016 seconds (updated 0 objects)
        LogContentStreaming: Texture pool size now 1000 MB
        LogSlate: Took 0.000211 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
        LogSlate: Took 0.000209 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
        LogSlate: Took 0.000174 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K)
        LogSlate: Took 0.000248 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)
        LogRenderer: Reallocating scene render targets to support 1056x556 NumSamples 1 (Frame:2).
        LogDirectoryWatcher: A directory notification for '../../../Engine/Plugins/' was aborted.
        LogDirectoryWatcher: A directory notification for 'C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Plugins/' was aborted.
        LogSlate: Took 0.000182 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)
        LogContentBrowser: Native class hierarchy updated for 'BlueprintGraph' in 0.0009 seconds. Added 112 classes and 0 folders.
        LogSlate: Took 0.000219 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)
        LogSlate: Took 0.000190 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/Roboto-BoldCondensed.ttf' (158K)
        UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
        UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Scozoras.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Scozoras.uproject" -cook -stage -archive -archivedirectory=
        C:/Users/Scozor/Desktop -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
        UATHelper: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
        UATHelper: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Scozor\Documents\Unreal Projects\Scozoras\Scozoras.uproject
        LogSlate: Took 0.014435 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf' (77K)
        UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
        UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: D:\Jeux PC\Installer\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -remoteini="C:\Users\Scozor\Documents\Unreal Projects\Scozoras" -noxge -generatemanifest -NoHotReload
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
        UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1,801001s to run UnrealBuildTool.exe, ExitCode=5
        UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\Jeux PC\Installer\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -remoteini="C:\Users\Scozor\Documents\Unreal Projects\Scozoras" -n
        oxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2017.03.26-21.15.46.txt'
        UATHelper: Packaging (Windows (64-bit)): à AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
        UATHelper: Packaging (Windows (64-bit)): à AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
        UATHelper: Packaging (Windows (64-bit)): à AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
        UATHelper: Packaging (Windows (64-bit)): à AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
        UATHelper: Packaging (Windows (64-bit)): à AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
        UATHelper: Packaging (Windows (64-bit)): à AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Diction
        ary`2 InTargetToManifest)
        UATHelper: Packaging (Windows (64-bit)): à Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
        UATHelper: Packaging (Windows (64-bit)): à BuildCookRun.DoBuildCookRun(ProjectParams Params)
        UATHelper: Packaging (Windows (64-bit)): à BuildCookRun.ExecuteBuild()
        UATHelper: Packaging (Windows (64-bit)): à AutomationTool.BuildCommand.Execute()
        UATHelper: Packaging (Windows (64-bit)): à AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
        UATHelper: Packaging (Windows (64-bit)): à AutomationTool.Automation.Process(String[] Arguments)
        UATHelper: Packaging (Windows (64-bit)): à AutomationTool.Program.MainProc(Object Param)
        UATHelper: Packaging (Windows (64-bit)): à AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
        UATHelper: Packaging (Windows (64-bit)): à AutomationTool.Program.Main()
        UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
        UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
        PackagingResults:Error: Error Unknown Error

        Comment


          Awesome to hear!
          Is there any tutorial on Voice Chat setup? I've tried looking through the replies to this forum post, but can't find anything yet.

          Comment


            Originally posted by Scozor View Post
            With the plugin enabled but without using it in my plans I get the following message: Packaging Failed

            Log :
            Add the module to your projects build.cs file as the installation instructions specify.


            Consider supporting me on patreon

            My Open source tools and plugins
            Advanced Sessions Plugin
            VR Expansion Plugin

            Comment


              I followed the installation instructions.

              Here is an image of my file :

              Click image for larger version

Name:	Sans titre.jpg
Views:	1
Size:	28.8 KB
ID:	1125205

              If I'm wrong, then maybe it's because of the translation.

              Comment


                Originally posted by Scozor View Post
                I followed the installation instructions.

                Here is an image of my file :

                [ATTACH=CONFIG]134821[/ATTACH]

                If I'm wrong, then maybe it's because of the translation.
                Unless you install the plugin in the unreal engine directory like the launcher does, then as far as I am aware, all project level plugins still currently need to be linked in the build.cs for the project and the project needs to have at least a blank
                c++ class so that it generates code in order to package out the plugin.

                You can move the plugin into the engine/plugins folder where unreal is installed and it shouldn't have that requirement.


                Consider supporting me on patreon

                My Open source tools and plugins
                Advanced Sessions Plugin
                VR Expansion Plugin

                Comment


                  I did not understand everything, but following your instructions the package works and I can play using your plugin! Thank you

                  I get a warning:

                  LogDirectoryWatcher:Warning: Failed to begin reading directory changes for C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Plugins/. Error: Le fichier spécifié est introuvable. (0x00000002)
                  EDIT : By restarting UE4 the warning seems to have disappeared.
                  Last edited by Scozor; 03-26-2017, 09:42 PM.

                  Comment


                    Originally posted by mordentral View Post
                    Use bool UAdvancedVoiceLibrary::IsLocalPlayerTalking(uint8 LocalPlayerNum) instead for the local player.
                    Using IsLocalPlayerTalking was the first thing I've tried however it always returns False, no matter what. That was the reason why I asked for help on this thread.
                    Start Networked Voice, Stop Networked Voice are working perfectly, I have no clue what's wrong with IsLocalPlayerTalking.

                    Comment


                      Originally posted by VytautasR View Post
                      Using IsLocalPlayerTalking was the first thing I've tried however it always returns False, no matter what. That was the reason why I asked for help on this thread.
                      Start Networked Voice, Stop Networked Voice are working perfectly, I have no clue what's wrong with IsLocalPlayerTalking.
                      Didn't you originally post using it for remote clients though? You can use the unique player id from the local player controller for that node, and the one from the replicate player array for the remote talking node.

                      AFAIK nothing regarding that interface broke in 4.15


                      Consider supporting me on patreon

                      My Open source tools and plugins
                      Advanced Sessions Plugin
                      VR Expansion Plugin

                      Comment


                        Originally posted by mordentral View Post
                        Didn't you originally post using it for remote clients though? You can use the unique player id from the local player controller for that node, and the one from the replicate player array for the remote talking node.

                        AFAIK nothing regarding that interface broke in 4.15
                        Nope, it was your suggestion to use IsRemotePlayerTalking. I've tried iterating through all the players and setting variables from Game Mode. I did not achieve usable results. And now you offered IsLocalPlayerTalking (where I started) so it was a bit of a loop.

                        What you mean by "unique player id from the local player controller"? IsLocalPlayerTalking takes a LocalPlayerNum. "Get Player Controller" -> "Get Unique Net ID" gives a Net Id Structure.

                        Comment


                          Originally posted by VytautasR View Post
                          Nope, it was your suggestion to use IsRemotePlayerTalking. I've tried iterating through all the players and setting variables from Game Mode. I did not achieve usable results. And now you offered IsLocalPlayerTalking (where I started) so it was a bit of a loop.

                          What you mean by "unique player id from the local player controller"? IsLocalPlayerTalking takes a LocalPlayerNum. "Get Player Controller" -> "Get Unique Net ID" gives a Net Id Structure.
                          Yeah sorry, thats what I meant.


                          Consider supporting me on patreon

                          My Open source tools and plugins
                          Advanced Sessions Plugin
                          VR Expansion Plugin

                          Comment


                            So in short IsLocalPlayerTalking should just work as it is? Only it doesn't work. :-/

                            Click image for larger version

Name:	islocalplayertalking_node.png
Views:	1
Size:	15.2 KB
ID:	1125704

                            Comment


                              Originally posted by VytautasR View Post
                              So in short IsLocalPlayerTalking should just work as it is? Only it doesn't work. :-/

                              [ATTACH=CONFIG]135175[/ATTACH]
                              It should work, I can run some tests tonight, but the last time I went over the voice nodes they were fine. If it doesn't work then its something that the engine needs fixed on the back end.

                              At least on steam it directly checks if there are compressed voice bytes ready to send out, so they actually need to be talking at the time.
                              Last edited by mordentral; 03-29-2017, 10:23 AM.


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