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    4.8.0 HTML5 package error

    Hello, I've been successfuly packaging my project to HTML5 in version 4.7.6, but in 4.8.0 an error occurs that actually gives me no hints
    One line seems interesting: "MemoryError"
    After installing new engine version I only set Python path and Emscripten path in the new HTML5 SDK settings. I didn't change anything in the .ini file.

    Here is the error log:


    Packaging (HTML5): UnrealBuildTool: INFO root: (Emscripten: Running sanity checks)
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: C:\Program Files\Emscripten\emscripten\1.29.0\system\lib\libc\musl\src\math\fma.c:276:22: warning: ^ has lower precedence than !=; != will be evaluated first [-Wparentheses]
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: if (bits_lost != 1 ^ (int)(uhi.i & 1)) {
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: ~~~~~~~~~~~~~~~^
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: C:\Program Files\Emscripten\emscripten\1.29.0\system\lib\libc\musl\src\math\fma.c:276:22: note: place parentheses around the '!=' expression to silence this warning
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: if (bits_lost != 1 ^ (int)(uhi.i & 1)) {
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: ^
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: ( )
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: C:\Program Files\Emscripten\emscripten\1.29.0\system\lib\libc\musl\src\math\fma.c:276:22: note: place parentheses around the ^ expression to evaluate it first
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: if (bits_lost != 1 ^ (int)(uhi.i & 1)) {
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: ^
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: ( )
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: 1 warning generated.
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: WARNING root: emcc: link command line is very long, even with response file -- use paths with no spaces
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: Traceback (most recent call last):
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\emcc", line 1529, in <module>
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: flush_js_optimizer_queue()
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\emcc", line 1438, in flush_js_optimizer_queue
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: run_passes(chunks[i], 'js_opts_' + str(i), just_split='receiveJSON' in chunks[i], just_concat='emitJSON' in chunks[i])
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\emcc", line 1409, in run_passes
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: final = shared.Building.js_optimizer(final, passes, jcache, debug_level >= 4, js_optimizer_extra_info, just_split=just_split, just_concat=just_concat)
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\tools\shared.py", line 1637, in js_optimizer
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: ret = js_optimizer.run(filename, passes, NODE_JS, jcache, debug, extra_info, just_split, just_concat)
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\tools\js_optimizer.py", line 479, in run
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: return temp_files.run_and_clean(lambda: run_on_js(filename, passes, js_engine, jcache, source_map, extra_info, just_split, just_concat))
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\tools\tempfiles.py", line 39, in run_and_clean
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: return func()
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\tools\js_optimizer.py", line 479, in <lambda>
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: return temp_files.run_and_clean(lambda: run_on_js(filename, passes, js_engine, jcache, source_map, extra_info, just_split, just_concat))
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\tools\js_optimizer.py", line 194, in run_on_js
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: js = open(filename).read()
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: MemoryError
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\projekty\Phobos\aplikacja\projekt\Phobos\Binaries\HTML5\Phobos.js
    MainFrameActions: Packaging (HTML5): UnrealBuildTool: Total build time: 346,59 seconds
    MainFrameActions: Packaging (HTML5): CommandUtils.Run: Run: Took 346,7302614s to run UnrealBuildTool.exe, ExitCode=5
    MainFrameActions: Packaging (HTML5): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:5): D:\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe Phobos HTML5 Development D:\projekty\Phobos\aplikacja\projekt\Phobos\Phobos.uproject -noxge -rocket -NoHotReloadFrom
    MainFrameActions: Packaging (HTML5): IDE -ignorejunk. See logfile for details: 'UnrealBuildTool.txt'
    MainFrameActions: Packaging (HTML5): BuildCommand.Execute: ERROR: BUILD FAILED
    MainFrameActions: Packaging (HTML5): Program.Main: ERROR: AutomationTool terminated with exception:
    MainFrameActions: Packaging (HTML5): Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:5): D:\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe Phobos HTML5 Development D:\projekty\Phobos\aplikacja\projekt\Phobos\Phobos.uproject -noxge -rocket -NoHotReloadFrom
    MainFrameActions: Packaging (HTML5): IDE -ignorejunk. See logfile for details: 'UnrealBuildTool.txt'
    MainFrameActions: Packaging (HTML5): Stacktrace: w AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
    MainFrameActions: Packaging (HTML5): w AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
    MainFrameActions: Packaging (HTML5): w AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
    MainFrameActions: Packaging (HTML5): w AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, Dictionary`2 PlatformEnvVars)
    MainFrameActions: Packaging (HTML5): w Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
    MainFrameActions: Packaging (HTML5): w BuildCookRun.DoBuildCookRun(ProjectParams Params)
    MainFrameActions: Packaging (HTML5): w BuildCommand.Execute()
    MainFrameActions: Packaging (HTML5): w AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    MainFrameActions: Packaging (HTML5): w AutomationTool.Automation.Process(String[] CommandLine)
    MainFrameActions: Packaging (HTML5): w AutomationTool.Program.MainProc(Object Param)
    MainFrameActions: Packaging (HTML5): w AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
    MainFrameActions: Packaging (HTML5): w AutomationTool.Program.Main()
    MainFrameActions: Packaging (HTML5): Program.Main: ERROR: Command failed (Result:5): D:\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe Phobos HTML5 Development D:\projekty\Phobos\aplikacja\projekt\Phobos\Phobos.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool.txt'
    MainFrameActions: Packaging (HTML5): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Packaging (HTML5): Program.Main: AutomationTool exiting with ExitCode=5
    MainFrameActions: Packaging (HTML5): Domain_ProcessExit
    MainFrameActions: Packaging (HTML5): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Packaging (HTML5): copying UAT log files...
    MainFrameActions: Packaging (HTML5): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    MainFrameActions: Packaging (HTML5): BUILD FAILED

    #2
    Hey Kosmo,

    In 4.8.0, have you tried going into the Project Settings and scrolling down to HTML5 and changing the size of the memory? This has been linked to a few memory issues I've seen with HTML5 packaged projects. However, I wanted to let you know that I am able to successfully package HTML5 games and check them on a simple python server. I'm using Emscripten 1.29.0.

    Here is how my HTML5Engine.ini file looks:
    [Audio]
    AudioDeviceModuleName=HTML5Audio

    [OnlineSubsystemMcp]
    benabled=false

    [SystemSettings]
    r.setres=800x600

    ; These following settings have moved to the User inis and can be set from the editor
    ; These old value are left as reference until all old code paths are removed
    ;[BuildSettings]
    ;HeapSize=1024

    ;[HTML5DevicesWindows]
    ;Firefox Nightly (64 bit)="C:/Program Files/Nightly/firefox.exe"
    ;Firefox Nightly (32 bit)="C:/Program Files (x86)/Nightly/firefox.exe"
    ;Firefox (32 bit)="C:/Program Files (x86)/Mozilla Firefox/firefox.exe"
    ;Firefox Aurora (32 bit)="C:/Program Files (x86)/Aurora/firefox.exe"
    ;Chrome="C:/Program Files (x86)/Google/Chrome/Application/chrome.exe"

    ;all browsers on mac are 64 bit, 64 bit browsers can allocate more than 512MB of memory to around 1.5 GB.
    ;[HTML5DevicesMac]
    ;Safari="/Applications/Safari.app/Contents/MacOS/Safari"
    ;Firefox="/Applications/Firefox.app/Contents/MacOS/firefox-bin"
    ;Firefox (Aurora)="/Applications/FirefoxAurora.app/Contents/MacOS/firefox-bin"

    ;[HTML5DevicesLinux]
    ;Firefox="/usr/bin/firefox"

    ;[HTML5SDKPaths]
    ;Mac="/path/to/emscripten/sdk"

    If you have any further questions regarding the trouble you're having with your HTML5 project, feel free to submit a new question to our AnswerHub and we'll assist you further.

    Thanks!
    Twitter @UnrealSamantha
    Mobile Development Troubleshooting Guide | Package and Deployment Troubleshooting | How do I report a bug?
    Call me to a thread by posting this: [MENTION]Samantha Sutton[/MENTION]

    Comment


      #3
      Hey Samantha,

      Thank you for support. I've checked .ini file - looks the same and I've changed memory heap to 4096. Unfortunately there's still error, looks a bit different... interesting.
      I'll try with clean projects later to be sure...


      MainFrameActions: Packaging (HTML5): UnrealBuildTool: INFO root: (Emscripten: Running sanity checks)
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: WARNING root: emcc: link command line is very long, even with response file -- use paths with no spaces
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: Traceback (most recent call last):
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\emcc", line 1529, in <module>
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: flush_js_optimizer_queue()
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\emcc", line 1438, in flush_js_optimizer_queue
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: run_passes(chunks[i], 'js_opts_' + str(i), just_split='receiveJSON' in chunks[i], just_concat='emitJSON' in chunks[i])
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\emcc", line 1409, in run_passes
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: final = shared.Building.js_optimizer(final, passes, jcache, debug_level >= 4, js_optimizer_extra_info, just_split=just_split, just_concat=just_concat)
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\tools\shared.py", line 1637, in js_optimizer
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: ret = js_optimizer.run(filename, passes, NODE_JS, jcache, debug, extra_info, just_split, just_concat)
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\tools\js_optimizer.py", line 479, in run
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: return temp_files.run_and_clean(lambda: run_on_js(filename, passes, js_engine, jcache, source_map, extra_info, just_split, just_concat))
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\tools\tempfiles.py", line 39, in run_and_clean
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: return func()
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\tools\js_optimizer.py", line 479, in <lambda>
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: return temp_files.run_and_clean(lambda: run_on_js(filename, passes, js_engine, jcache, source_map, extra_info, just_split, just_concat))
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.29.0\tools\js_optimizer.py", line 194, in run_on_js
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: js = open(filename).read()
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: MemoryError
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\projekty\Phobos\aplikacja\projekt\Phobos\Binaries\HTML5\Phobos.js
      MainFrameActions: Packaging (HTML5): UnrealBuildTool: Total build time: 426,38 seconds
      MainFrameActions: Packaging (HTML5): CommandUtils.Run: Run: Took 426,5004665s to run UnrealBuildTool.exe, ExitCode=5
      MainFrameActions: Packaging (HTML5): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:5): D:\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe Phobos HTML5 Development D:\projekty\Phobos\aplikacja\projekt\Phobos\Phobos.uproject -noxge -rocket -NoHotReloadFrom
      MainFrameActions: Packaging (HTML5): IDE -ignorejunk. See logfile for details: 'UnrealBuildTool.txt'
      MainFrameActions: Packaging (HTML5): BuildCommand.Execute: ERROR: BUILD FAILED
      MainFrameActions: Packaging (HTML5): Program.Main: ERROR: AutomationTool terminated with exception:
      MainFrameActions: Packaging (HTML5): Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:5): D:\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe Phobos HTML5 Development D:\projekty\Phobos\aplikacja\projekt\Phobos\Phobos.uproject -noxge -rocket -NoHotReloadFrom
      MainFrameActions: Packaging (HTML5): IDE -ignorejunk. See logfile for details: 'UnrealBuildTool.txt'
      MainFrameActions: Packaging (HTML5): Stacktrace: w AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
      MainFrameActions: Packaging (HTML5): w AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
      MainFrameActions: Packaging (HTML5): w AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
      MainFrameActions: Packaging (HTML5): w AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, Dictionary`2 PlatformEnvVars)
      MainFrameActions: Packaging (HTML5): w Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
      MainFrameActions: Packaging (HTML5): w BuildCookRun.DoBuildCookRun(ProjectParams Params)
      MainFrameActions: Packaging (HTML5): w BuildCommand.Execute()
      MainFrameActions: Packaging (HTML5): w AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
      MainFrameActions: Packaging (HTML5): w AutomationTool.Automation.Process(String[] CommandLine)
      MainFrameActions: Packaging (HTML5): w AutomationTool.Program.MainProc(Object Param)
      MainFrameActions: Packaging (HTML5): w AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
      MainFrameActions: Packaging (HTML5): w AutomationTool.Program.Main()
      MainFrameActions: Packaging (HTML5): Program.Main: ERROR: Command failed (Result:5): D:\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe Phobos HTML5 Development D:\projekty\Phobos\aplikacja\projekt\Phobos\Phobos.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool.txt'
      MainFrameActions: Packaging (HTML5): ProcessManager.KillAll: Trying to kill 0 spawned processes.
      MainFrameActions: Packaging (HTML5): Program.Main: AutomationTool exiting with ExitCode=5
      MainFrameActions: Packaging (HTML5): Domain_ProcessExit
      MainFrameActions: Packaging (HTML5): ProcessManager.KillAll: Trying to kill 0 spawned processes.
      MainFrameActions: Packaging (HTML5): copying UAT log files...
      MainFrameActions: Packaging (HTML5): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
      MainFrameActions: Packaging (HTML5): BUILD FAILED

      Comment


        #4
        Hey Kosmo,

        Could you please try running "python embuilder.py build struct_info" in the command line? Please let me know of the outcome.

        Thank you!
        Twitter @UnrealSamantha
        Mobile Development Troubleshooting Guide | Package and Deployment Troubleshooting | How do I report a bug?
        Call me to a thread by posting this: [MENTION]Samantha Sutton[/MENTION]

        Comment


          #5
          Hey again Samantha,

          unfortunately "python embuilder.py build struct_info" gives "python: can't open file 'embuilder.py': [Errno 2] No such file or directory"

          Googling it gave me no results, but I've found a topic where [Ankitkk] STAFF suggested using Emscripten 1.25, which actually worked perfectly! So it looks like Emscripten 1.29+ is a no no, at least on my machine (Intel Core i5, Windows 8.1 x64, 8GB RAM).
          Next I've tested a clean C++ project on Chrome, Firefox and Nightly.

          Chrome - no errors - some FPS glitching, better in fullscreen
          Firefox - no errors - perfect FPS, premium class compared to Chrome
          Nightly:
          -------------------------------------------------------
          Error: uncaught exception: abort() at jsStackTrace@http://localhost/HTML5/HTML5Test.js:1:18192
          stackTrace@http://localhost/HTML5/HTML5Test.js:1:18375
          abort@http://localhost/HTML5/HTML5Test.js:242:81291
          assert@http://localhost/HTML5/HTML5Test.js:1:8281
          @http://localhost/HTML5/HTML5Test.js:1:19945

          If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information.
          -------------------------------------------------------

          // Edit: Mouse input didn't work, because I've packaged for mobile input my bad. Though, hidden cursor input acts weird, tiny shifts aren't registered properly.
          // Edit2: Ok hidden cursor input works as should in fullscreen mode. Best result settings:
          Target Hardware: Mobile/Tablet, Scalable 3D or 2D
          Input: User Mouse for Touch: false (only then mouse input works on Mobile target... weird)

          Desktop / Console + Maximum Quality = not really pretty, like resolution was lower and was scaled up
          Desktop / Console + Scalable 3D or 2D = black screen
          Mobile/Tablet + Maximum Quality = black screen
          Last edited by Kosmo; 06-13-2015, 09:04 AM.

          Comment


            #6
            Hey Kosmo,

            There is currently a Jira report in for Emscripten 1.30, we're hoping it'll be corrected in 4.9 however, I can't guarantee that. Were you able to downgrade your Emscripten to 1.25 and get your project working properly?

            Thanks!
            Twitter @UnrealSamantha
            Mobile Development Troubleshooting Guide | Package and Deployment Troubleshooting | How do I report a bug?
            Call me to a thread by posting this: [MENTION]Samantha Sutton[/MENTION]

            Comment


              #7
              Yes, as I've already mentioned, downgrading to 1.25 was what let me finaly compile my project. I was also having problems with cooking... which resolved automagically after packaging for Windows 64bit... like packaging for HTML5 actually lacked some files that are created during packaging for Windows 64bit

              Comment


                #8
                Hey,

                I wanted to verify that everything is good to go now?
                Twitter @UnrealSamantha
                Mobile Development Troubleshooting Guide | Package and Deployment Troubleshooting | How do I report a bug?
                Call me to a thread by posting this: [MENTION]Samantha Sutton[/MENTION]

                Comment


                  #9
                  Hey, yes for now it is all working, thank you for the help I will be testing more and more complex features in the coming days so we will see what will come up.

                  Comment


                    #10
                    You're very welcome Kosmo, please let us know if you have any further questions. We're on AnswerHub too.
                    Twitter @UnrealSamantha
                    Mobile Development Troubleshooting Guide | Package and Deployment Troubleshooting | How do I report a bug?
                    Call me to a thread by posting this: [MENTION]Samantha Sutton[/MENTION]

                    Comment


                      #11
                      So a thing came up. I'm loading a .json file through HTTP request and parsing its content. One of its fields is a string containing non-ASCII characters. Everything works fine in Editor, but in HTML5 a memory error occurrs when I try to log the string value or set it to a TextRender actor to display it in the scene. I'm keeping the non-ASCII characters value in an FString variable, there are no errors until I actually want to output it somehow... Do I need to set some encoding somehow, or store such characters in some other way?

                      Comment

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