CrashReportClient not being staged in packaged build.

I’m having an issue with getting CrashReportClient to be staged along with a Windows build of my project.

I’m currently working on migrating my project from source built UE 5.3.1 to 5.4.2 and the problem exists in regardless of which of the two versions of the engine I use.

In the DefaultGame.ini for both engine versions (separate perforce streams and workspaces) I have

[/Script/UnrealEd.ProjectPackagingSettings]
IncludeCrashReporter=True

I have packaged with both Project Launcher and a Build Graph recipe. My Build Graph is based on \Engine\Build\Graph\Examples\BuildEditorAndTools.xml, but after compiling tools, editor, and game target, I run a “Cook” node for the appropriate platform and then a node which launches this powershell to stage with RunUAT:

param()
$env:uebp_UATMutexNoWait = "1"
$env:IsBuildMachine = "1"
& "[workspace]\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun "-project=[project path].uproject" -nop4 -NoCodeSign "-platform=Win64" "-clientconfig=Development" -SkipCook -cook -pak  -stage "-stagingdirectory=Saved\StagedBuilds" -unattended -stdlog
exit $LastExitCode

Neither method results in a CrashReportClient executable being included in the resulting staged build. CRC executables are built and in the \Engine\Binaries dir of both machines I’ve tied this on:
image

What might be preventing CRC from being staged? Are there other config values I should check or some part of UAT/UBT I should start debugging at?

Found a solution for this: The “IncludeCrashReporter” packaging setting was not sufficient, but adding “-CrashReporter” flag to my RunUAT.bat BuildCookRun command line caused the crash report client to be built and staged. For the build graph recipe, adding Crash Report Client to the Compile node and “-CrashReporter” to the generated BuildCookRun script used for staging accomplishes the same.

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