This is not my first time packaging, but this is the first time I get this error. What’s weird is that I only changed a post process volume (to fix a lighting problem) before packaging it again and now it gives this error upon trying to execute the file. Anyone knows how to fix this?
It’s been some time since this question was asked, but I ran into a problem and this was my solution:
I had to go to Edit > Project settings > Packaging, then scroll down to the “Project” tab and find “Full Rebuild” Tick that to true and that fixed my issue.
Ok it seems that some files were corrupted, maybe when interrupting a Launch Process that was taking too long. Each package after that gave error. Fortunately I’d backed up the whole project the day before, and restoring from the backup copy did the trick.
Ran into this issue and Full Rebuild didn’t seem to fix it.
I had an error during the compile process that looked something like this:
LogClass: Error: FloatProperty FLandscapeHeightPatchConvertToNativeParams::ZeroInEncoding is not initialized properly. Module:LandscapePatch File:Public/LandscapeTexturePatchPS.h
which the editor seemed fine with all the way through to the point of launching the .exe.
Hi I have some insight into this problem, I ran into this myself testing out different builds for marketplace plugins.
Error 570 is a windows specific application error. The reason this happens in the context of unreal engine is most likely due to the following →
A module you built (project or plugin) was built with a different toolchain than what your engine was built with.
Most people use the binary version of the engine you get from the epic games launcher. This means your engine is built with a very specific toolchain (again on windows only). The toolchain is derived from the visual studio version used to build the engine, which is usually the lowest compatible visual studio version advertised for the engine version.
The reason full rebuild may work for some, is that you have the correct toolchain the engine was built with, or you have the source build of the engine, with any of the compatible toolchains.
The reason is doesn’t work for some is that you aren’t using a c++ project and so full rebuild doesn’t really effect you, or you have a c++ project but have the wrong toolchain your engine was built with, and you don’t have a source build of the engine to rebuild with this new toolchain.
This really only occurs when you have versions of the engine that are dually supported by different toolchains. For example: UE5.1 can be built with VS2019 and VS2022, but is shipped only for the 2019 toolchain. For engine versions that only support one toolchain, there can only be one!
Hope this helps clear up issues for everyone, and understand why it was occurring.