O*k,
so i went into this field,what´s new to me.the non linearic tutorials,sketchy hints and also the lack of certain important features what´s not fully documented is by Epic.
but Epic does not to do so,because they gave the user alot of freedom+access to nearly all features and it´s for free! i´m greatfull for this…
there are Alot of post´s to this topic and problem Fields what´s related to the Cooking and Packaging process.
No wonder,people loose the Overview and with that also the interest.*
---------------- Packaging and Run exe.as DX11 in 64bit ----------------- (Simple Version)
The Originator´s Post(Majic12),is Related to the 64bit Cooking and Packaging process.by Combined these with the Hint from the old forum,Brings the Fast and Wanted result.
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Go To:
- C:/UDK/UDK-2015-01/Binaries
- locate the “UnSetup.Manifests.xml”
- open the xml file with a editor,like Notepad++
- change in line 5 <AppToLaunch>Win32\UDK.exe</AppToLaunch> to Win64\UDK.exe
- as well in line 106 <string>Binaries/Win64</string> to Win32.
now,Cook your project in “UnrealFrontend” or “UDKFrontend” with Default settings,mostly unchecked.add your map and hit the button.
after you finished installing,simply Find the Shortcut Properties of the Launch Icon, and set the Target to C:\UDK\yourname\Binaries\Win64\UDK.exe -seekfreeloading -dx11.
*when you run the .Exe,it should appear in 64bit dx11.
you probably Noticed,the missing BSP´s as well missing Texture´s,on it+some other textures from the Epic Content…
leave the BSP´s Away.work instead only with your Imported Model´s(fbx) as well your Textures.and Avoid Map Names like “Dlight_light_opt.” prefix,suffix stuff…
you noticed also the insane loading time?not always the case…,Try 32bit in dx11 instead 64bit.
64bit works better with dx11.for the case,it might crash with dx9…
and you probably Noticed also,while you Cook and Package your Project with TranslucentShadows or Distorted Glass materials,
a Compile Problem,in Yellow.UDK will take the Default setting for this,to fix it.same goes for the Sound Cue and the Supported Game Type
But,That´s No Problem,
when you run your .exe in dx11,Materials will be re-Compiled and should work fine.
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Proper Basic Tutorial,Click Next,at the Bottom…*
https://subscription.packtpub.com/bo…ontent-browser
References:
https://forums.epicgames.com/udk/udk…ook-dx11-build
https://forums.epicgames.com/udk/udk…-packaged-game
Video Tutorials:
---------------- Packaging and Run exe.as DX11 in 64bit ----------------- (Advanced Version)
*…To say ,there is no other way,is not fully applyable to UDK,since the Unreal Engine provides multiple ways.with other words
“you can tweak the hell out of this engine”.
I came also across other Tutorials,which involves Deeper Solution to probs.what more Advanced Developer might one day face,you might look into it…*
https://forums.epicgames.com/udk/udk…custom-scripts
https://forums.epicgames.com/udk/udk…x11-by-default
https://forums.epicgames.com/udk/udk…t-save-problem
https://forums.beyondunreal.com/thre…s-help.180862/
https://www.epicgames.com/unrealtour…-packaging-map
https://forums.epicgames.com/udk/udk…p-getting-lost
https://forums.epicgames.com/udk/udk…-importing-ase
[https://forums.epicgames.com/udk/udk…-packaged-game
UDK.exe/Steam Doesn't Work | Torn Banner Forums](Foliage trees have no material in packaged game - Epic Games Forums)
*About the “My Game Launcher” project file from the download link…
https://www.youtube.com/watch?v=hgSq…ature=youtu.be
i left my UDK in 32bit,followed at the end the steps of inserting the launcher at the right place as well the DLL,but it´s not working…i placed it in the udk folder as well in my packaged exe. directory,but it´s not working!maybe because the developer is working with UDK 2011,don´t know for sure…
i have no VS,so i can´t look into and change the Path,for example in 64bit+dx11.should be a kind spirit arround here and read this,please provide the file in the correct form,so the path are set properly and in 64bit+possible dx11.*
something else…
when you change in line 5 of the “UnSetup.Manifests.xml” <AppToLaunch>Win32\UDK.exe</AppToLaunch> to <AppToLaunch>Win32\UDK.exe -dx11</AppToLaunch> as well,checked in frontend (exec commands )-dx11.
you will get along the exe installer a zipped directory what contains the Binaries,Config and the UDKGame+ a DotNetZip-idftvwp1.tmp !?
normally it vanish after the cooking,but it remained plus it zipped the other files…i´s *tlike a Portable version,Installed Mode? from the frontend?
i wish i could say “case closed”,but we´re dealing here with the Flexible unreal engine and every fifth,faces Individual problems.
Archoneater*