Hi guys im having problems packaging my project. I have cooked my content for windows and it keeps saying it failed. I then packaged my project for windows on development settings and that also failed. What am i doing wrong?
Are there steps to packaging because i tried cooking first then packaging. can someone tell me what is wrong with my packaging. I have uploaded pictures of the failed settings
there seems to be a problem with TPF. It says “failed while setting focus to the disabled TSF document manager” and also RunUAT.bat ERROR: automationTool was unable to run successful
I have been able to package the default programs but not the one i just created.
I dont know if its because of the blueprints Ive created or lighting issue. Ive been able to package my project during its early stages but now it keeps failing.
Hi mate,
Looks like it’s having a problem cooking because the package is too big.
FMemoryWriter does not support data larger than 2GB. Archive name: H:/grad project/MyProject/Content/Maps/Building_And_Land_And_Road1.umap.
This is problematic for many reasons, you don’t need to cut anything out but I would suggest splitting it up into different levels.
The persistent level can contain any number of levels, all these levels will be loaded when you load the persistent level in the editor.
Perhaps this tutorial will help. https://www…com/watch?v=YIKa3riX_MI
I’m sorry my bad…after migrating into a new project all lightmaps resolution was set back to default, thats why it worked again…the problem was all the time the lighmaps - the data was just too big overall.
I have this same problem but it isnt helped by splitting up the level. I’m working towards an ArchViz live walkthrough for a client. The game plays fine in the editor window. I’m really just after that as a .exe. I’m encountering this error :link text
I have fully unwrapped every model with Light Uvs Maximum lights UVs are 2048. The geometry spans roughly 40K square feet. I’m dealing with roughly 300 lights, which is a bit excessive but its the clients request.
Can you tell me exactly what you’ve done to split up your level? Have you tried streaming levels together so that it takes the load off of the umap file?
Hi all , I’m working on an Arch Viz Project ( 2BHK Apartment ) and I was getting the same 2GB limit error, So I split my entire level into 5 sub levels,and I have given Always load as the streaming method. but still I’m not able to cook/package the file.But If I delete the build data from the file it will work. Please help me out to solve the error ASAP.
Thank You
Hi, I am having similar problem.
My level has 23 meshes in it with Overridden Light Map Resolution of 2048, 2 EXR map for skydome, 2 Lighting Scenarios and no reflection captures.
Below are solutions that I’ve found online and tried but none of them are really good solutions to this issue.
1. Splitting the levels.
Doesnt work. My level only has 23 meshes in it. I split the level into 7 sublevels (approx. 3 meshes in each sublevel) and it still wont package the game.
2. Set Compress Lightmap to True.
It works, but lightmaps show visible lowres gradient banding. Not preferable for archvis works.
3. Reducing Overriden Light Map Resolution from 2048 to 1024.
It works.
4.Deleting Map Build Data
Build data contains the baked lightmaps. Deleting this will erase the baked lightmaps. So this is not a solution.
5. Reducing World Settings > Lighting Level Scale
This affects the look of final rendered results. This is not a solution too.
6. Pack for Shipping instead of Development
It doesnt work. Packing for Shipment still gets me the same error.
7. Too Many Reflection Captures.
I dont have sny reflection capture in my level, so I dont think this is the cause.
8. Set World Settings > Packed Light and Shadow Map Texture Size to 1024.
It doesnt work. It is 1024 by default when I have this problem.
These are what I found and have tried. If anyone or Epic has better solutions, kindly do share.
Thanks.