64 Bit Windows 10, 8GB RAM, Decent Processor, Nvidia 960,(Android works + visual studio 2013)
I have Just verified files using the unreal launcher, and have installed Core components, Source code, Target platforms android, html5, windows, IOS.
Opening a new project, setting too Blank - Scalable 32/2d - Mobile platform.
First off, none of my editor settings from previous projects have been saved, and I can see that the layout is the Unreal Default. (Option too import is disabled)
So i will have too set everything by hand.
So now i will just straight open the current project on my mobile device, It detects my device, and begins launching.
Whats this? LogCook:Display: Cooking /Engine/Tutorial/SubEditors/TutorialAssets/icon_Editor_Preferences_General_40x -> C:/Users//Documents/Unreal Projects/BlankProject/Saved/Cooked/Android_ATC/Engine/Content/Tutorial/SubEditors/TutorialAssets/icon_Editor_Preferences_General_40x.uasset
LogPlayLevel: UE4Editor-Cmd: [2016.06.25-02.57.09:241] 0]LogSavePackage:Display: Finished SavePackage C:/Users//Documents/Unreal Projects/BlankProject/Saved/Cooked/Android_ATC/Engine/Content/Tutorial/SubEditors/TutorialAssets/icon_Editor_Preferences_General_4
Game is cooking Editor tutorial assets???
Ok, well I will disable the plugins for tutorials.
Only remaining plugins are: Plugin browser, android media, movie player, and visual studio integration.
Its compiling 190 shaders, and when its done lets launch.
Compiling 2,346 shaders WHAT? the current map has nothing on it?
Done compiling, and begins cooking.
LogSavePackage: Async saving from memory to 'C:/Users//Documents/Unreal Projects/BlankProject/Saved/Cooked/Android_ATC/Engine/Content/Tutorial/Mobile/TutorialAssets/IOS.uasset’
LogSavePackage:Display: Finished SavePackage C:/Users//Documents/Unreal Projects/BlankProject/Saved/Cooked/Android_ATC/Engine/Content/Tutorial/Mobile/TutorialAssets/IOS.uasset
LogCook:
Still cooking tutorial assets
And even VR assets(though VR is disabled in the plugin)
LogSavePackage: Async saving from memory to 'C:/Users//Documents/Unreal Projects/BlankProject/Saved/Cooked/Android_ATC/Engine/Content/VREditor/TransformGizmo/StretchingHandle.uasset’
LogSavePackage:Display: Finished SavePackage C:/Users//Documents/Unreal Projects/BlankProject/Saved/Cooked/Android_ATC/Engine/Content/VREditor/TransformGizmo/StretchingHandle.uasset
LogCook:Display: Cooking /Engine/VREditor/TransformGizmo/BoundingBoxCorner -> C:/Users/*/Documents/Unreal Projects/BlankProject/Saved/Cooked/Android_ATC/Engine/Content/VREditor/TransformGizmo/BoundingBoxCorner.uasset
LogSavePackage: Save=1.28ms
Game launches too the device, and i get error message:
Default property warnings and errors:
Error:CDO Constuctor (PaperSprite):
Failed to find / Paper2d/MaskedUnlitSpriteMaterial
Error:CDO Constuctor (PaperSprite):
Failed to find / Paper2d/MaskedUnlitSpriteMaterial
Error:CDO Constuctor (Paperflipbook):
Failed to find / Paper2d/MaskedUnlitSpriteMaterial
Error:CDO Constuctor (PaperTerrainComponent):
Failed to find / Paper2d/MaskedUnlitSpriteMaterial
Error:CDO Constuctor (PaperTileMap):
Failed to find / Paper2d/MaskedUnlitSpriteMaterial
Error:CDO Constuctor (PaperTileMapComponent):
Failed to find / Paper2d/MaskedUnlitSpriteMaterial
Even though the game should not be using ANY paper 2D Assets.
(I deleted the paper 2d file for this, then I verified unreal, which replaced the file, BUT now I get this error)
**
I have finished two games completely without using c++/visual studio.
If I have too use visual studio too disable libraries, I have no idea where too start.**
Or remove references too “Tutorial/VR/unused” assets
I would like a direction and some tips on how too remove these from my finished project, and making cooking and compiling quicker, and make my game lighter/less file size.
As for my current project, I cant even boot:
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users//Documents/Unreal Projects/s 4.12/.uproject BuildCookRun -project=C:/Users//Documents/Unreal Projects/4.12/.uproject -noP4 -clientconfig=Debug -serverconfig=Debug -nocompile -no
compileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Android_ATC -targetplatform=Android -cookflavor=ATC -map=/Game//Maps/MainMenu -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline=/Game/Assests/Maps/MainMenu -Messaging -device=Android_ATC@TA98* -addcmdline=-SessionId=
2B************* -SessionOwner=‘’ -SessionName=‘Launch On Device’ -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users*\Documents\Unreal Projects*4.12*.uproject
LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Stage Failed. Missing receipt '-Android-Debug.target’. Check that this target has been built.
LogPlayLevel: at Project.CreateDeploymentContext(ProjectParams Params, Boolean InDedicatedServer, Boolean DoCleanStage)
LogPlayLevel: at Project.CopyBuildToStagingDirectory(ProjectParams Params)
LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel: at AutomationTool.BuildCommand.Execute()
LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary
1 Commands)
LogPlayLevel: at AutomationTool.Automation.Process(String] CommandLine)
LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel: at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: copying UAT log files…
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.020284
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_0///####STATCAT_Advanced####
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000041
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
If you do tell me too re-install, do let me know Yes or No about whether it will clash with Visual studio or android works.