Build and package on both Linux and Windows?

@NilsonLima
@Ripix

I’m been able to successfully build the Unreal Project. My laptop is a Inspirion15 3000 Series standard specifications running Windows 10. I’m attaching the log so maybe it will help. I’ built the project using Unreal 4.20.3. I think with no conversion of the project with a Windows 64-bit target. The project is made with 4.20 project files.

That log is what is to be expected from a regular packaging!

If were used the same files, we can assume the issue is with the machine with Windows 8 which is a dual with boot Linux. I am assuming there it is also installed the 4.20, if so, the alternatives still falls down to:

  • faulty Unreal installation
  • Windows 8 lacking updates - important to be 8.1 with all updates

The non-issue with the files are really good at this point, because we can ignore anything else besides above.

Verified, still failed on Win 8.1 here. Linux side used Win10 on laptop, and it packaged.

Win 8.1 should be up to date, it updated like two weeks ago, and I always accept them.

Could it be Visual Studio - it’s up to date as well, I just updated it a few days ago?

So, it’s this system, or this engine, or both I suppose it could be.

Here’s the full build log after verify on Win8.1:

It seems the packaging went a little bit further, but there is still a core issue happening.

The issue appears a little bit before these lines:
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooker output B169AFD34506C0042AE9A68DC58B2D8F: [2019.02.05-21.30.33:826] 0]LogWindows: Error: [Callstack] 0x00007ffb1ffd8e6c KERNELBASE.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooker output B169AFD34506C0042AE9A68DC58B2D8F: [2019.02.05-21.30.33:826] 0]LogWindows: Error: [Callstack] 0x00007ffb13086850 UE4Editor-ApplicationCore.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooker output B169AFD34506C0042AE9A68DC58B2D8F: [2019.02.05-21.30.33:828] 0]LogWindows: Error: [Callstack] 0x00007ffb05bf62fc UE4Editor-Core.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooker output B169AFD34506C0042AE9A68DC58B2D8F: [2019.02.05-21.30.33:829] 0]LogWindows: Error: [Callstack] 0x00007ffb05b851db UE4Editor-Core.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooker output B169AFD34506C0042AE9A68DC58B2D8F: [2019.02.05-21.30.33:831] 0]LogWindows: Error: [Callstack] 0x00007ffb0564a611 UE4Editor-CoreUObject.dll!UnknownFunction ]

KERNELBASE.dll is a Windows dll and the UE Editor is trying to call a function there and it can’t be found which causes the failures in the following other DLLs from UE:
UE4Editor-ApplicationCore.dll
UE4Editor-Core.dll
UE4Editor-CoreUObject.dll

being those 3 also happening to not find a function because it is a cascade failure.

My recommendations at this point is to try install a Windows 10 instead of using Windows 8.1 (are you sure the it is the 8.1 and not just 8 ?), but as you have bootcamp, it is highly recommended to have a full backup of the machine or the installer might corrupt the boot.

Good luck!

@NilsonLima If I brought Windows 10 64-bit Home. Would it be sufficient to package with that or do I need to get Windows 10 Pro? I prefer Pro but its too pricey and I would have to jury rig probably a used machine.

The system requirements does not mention Pro for either Windows 7 or 8.1 or 10, and if you have any legal copy of Windows 7 or 8.1 you are granted rights of free upgrade to Windows 10 Home and if 7 or 8.1 were Pro, you would receive a Windows 10 Pro rights.

You can download Windows 10 and install it for the sake of testing, so you will have absolute confidence it works, the only caveat is that you will have a water mark at the bottom right telling your copy is not yet activated. Once you confirmed it works, you can make your purchase and use the license key to activate the copy you already have installed.

I know I am a little late to this party. Not sure if I will get a reply, but here goes… I am just guessing, perhaps If the original author of this post would have used the GCC libraries to his/her windows desktop. Would that not have helped complete the build successfully, regardless of the driver requirement?