I have a custom launch profile in the frontend which cooks for windows. The initial map is set properly along with the default map properties in project settings. Yet when the frontend finishes then it starts the game by loading the alphabetically first map which happens to be a streamed level so the player never spawns.
At the top of the frontend log is this line
Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=D:/Projects/DroneAlone/DroneAlone.uproject -noP4 -clientconfig=Development -serverconfig=Development -rocket -platform=Win64 -build -cook -map=Apartment_Evening+Apartment_Morning+Apartment_Noon+Apartment_Persistent+Apartment_Sunset -stage -deploy -cmdline=Apartment_Persistent -Messaging -device=Windows@COSMOS -addcmdline=-SessionId=310CB7004732FD1813247587CBB10871 -SessionOwner=Zoltan -SessionName='Drone Alone - Windows' -vsync -run -nokill -NoCompile
“Apartment_Persistent” should be loaded when starting the game, which will stream in “Apartment_Morning”. However I end up on “Apartment_Evening” instead. Opening the persistent level from the console loads it up and it works as expected.
Hi ,
Can you attach the entirety of the UFE output logs to this thread? Further, do you mind posting a screenshot of your custom UFE launch profile?
Out of curiosity, have you tried packaging through the editor itself and not UFE and see if you get the same problem?
Thanks very much!
When packaging from the editor then the game is not started automatically at the end of the cook. Starting the generated exe manually works fine, the proper map loads. I’ve just found the cooked version in the StageBuilds folder and starting it manually works too.
I tried UFE so I could exclude maps from the cook and tweak settings if necessary.
Hi ,
Sorry for the late response, I’ve reached out to a developer who is more familiar with the UFE to see if he can assist. Are you still seeing the problem?
Just tried in 4.7.5 and it’s the same.
Is there a way to change what and how gets cooked when I start the process from the editor? Then I wouldn’t care about custom profiles.
Hi Zoltan, is it possible for me to see the log from the game you have packaged and are running.
I can see this:
-cmdline=Apartment_Persistent
but I suspect that the actual commandline might have something that is prefixed to the commandline prior to this map.
/
Logs
The archive contains all the logs:
- ProjectLauncher.log was saved from UFE.
- DroneAlone.log was generated by the running game. I started the game simply by starting the exe, no command line parameters. When started this way it loads up the expected map, as defined in project settings.
- UnrealFrontend.log and Client.log are files which were created around the time the cooking was happening. I’ve not known about them until now. Interestingly Client.log shows command line parametes with the wrong map name.
I also checked all ini files for that map name but only EditorUserSettings.ini contained it in places like the MRU list.
D:\Projects\DroneAlone\Saved\StagedBuilds\WindowsNoEditor\UE4CommandLine.txt
contains the following:
…/…/…/DroneAlone/DroneAlone.uproject Apartment_Persistent -Messaging -SessionId=D3DB8ADF422EC7234188998D65CDB485 -SessionOwner=Zoltan -SessionName=‘Drone Alone - Windows’
The map reference is proper.
Yeah, this does look like a bug. im looking at client.log.
Try opening the UE4Commandline.txt file in the directory:
D:/Projects/DroneAlone/Saved/StagedBuilds/WindowsNoEditor/DroneAlone/
Is there anything other than the project name in here?
/T
It seems that all your maps are being added to MapsToRun as opposed to MapsToCook.
Can I see your Game/Config/DefaultGame.ini file?
/T
Here you go:
[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Shipping
StagingDirectory=(Path="D:/Projects/DroneAlone_release")
FullRebuild=True
ForDistribution=False
IncludeDebugFiles=False
UsePakFile=True
bGenerateChunks=False
IncludePrerequisites=True
IncludeCrashReporter=True
InternationalizationPreset=English
-CulturesToStage=en
+CulturesToStage=en
That ini is also found in D:\Projects\DroneAlone\Saved\StagedBuilds\WindowsNoEditor\DroneAlone\Config and has the same contents.
Hi , apologies for the delay in getting back to you. This is a strange, I have entered a JIRA to investigate possible workflows that could cause this, UEPLAT-796. If you find anything, Id definitely be interested in hearing about it
/
Alright I’ll give it another go with final 4.8.
The issue seems to be fixed, the proper map is loaded in 4.8 with the custom launch profile.