any tutorial help with either the save game objects or adding melee weapons into the game would be so cool, i have managed to get the melee weapons in game using your methods but i have a problem with the default pose for the melee weapons, it will only use the rifle pose regardless of the animation type on the weapon catagory, i added in my default pose for the melee weapon class and it still uses the rifle pose
Hi how would I change the camera to have it independent from character movement? Right now in 3rd person if you right thumstick to look left or right the character turns in that direction also.
Open BP_MainMenu the blueprint class, select Widget component, then you can adjust Draw Size in the under UI in the details panel.
I have follow up question @ , following your instructions I’m now able to detect number of players on a team thanks!
but I don’t know how to lock out a team In the blueprint. In image below I tried set available teams to just one team when team 1 is full however when the code runs no teams show up.
What the hell!!! has anyone actually tried to package this game? I spent the last 4 hours going through the blueprints and other content I added to see why this game would not package then I tried to package the Generic Shooter direct download from the marketplace itself without any modification and I am getting the same error. I’m using 4.8.3
“MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED”
Other projects package just fine except this one. Now I know Unreal is full of weird bugs that can effect individual users and that is why I will wait 24 hours before posting a review on the marketplace warning other users not to buy this package. If it was a case that it was just my version of the game that didn’t package then I would say fair enough but for the actually game from the marketplace not to package this is BS.
I have packaged it in 4.8.3 as it comes stock, no problems, also with all sorts of other stuff in it.
That kind of comment isn’t fair and very unprofessional. Your review could stop sales for someone that has worked extremely hard on this. Just because you have a mad fit of rage due to an individual problem unique to yourself.
The first steps to resolving your issue is first use the proper channels to find support. Join slack community/make a post/ finally Email directly.
On the flip side of this for the people who bought this pack and loved it don’t forget to rate the product on the marketplace
I’ll admit it is unfair to post a review warning people not to buy it if it is just me which is why I will wait until I am sure it is not a unique error just on my computer and also heard back from and tried all trouble shooting but the evidence is damning so far. In the next video you can see me package a project without any problems at all and then redownload GS from the market place and try to package that but it still fails. How can it be possible that one asset from the marketplace packages just fine but another won’t? That doesn’t sound like an individual problem unique to myself.
Hi tcla,
That does sound like a strange issue. First thing is can you get the logs for the fail to build.
You will probably find in the Log that something has failed to Compile (blueprint). If you find this open the BP and Compile and Save and exit and try again. But if you supply the logs it may be easier for someone to spot the issue when building.
I don’t want to spam the whole thread with a huge list of errors but the main errors I kept seeing pop up were Warning Unable to generate long package name. Is this a feature of unreal where if the file names are too long it won’t cook? Its the same file names everybody else gets from the default package.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:858] 0]LogInit:Display: CookResults:Warning: Warning Unable to generate long package name for …/…/…/GenericShooter/Content/GenericShooter/Maps/Menu_Desktop.umap
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:858] 0]LogInit:Display: LogCook:Warning: Unable to generate long package name for …/…/…/GenericShooter/Content/GenericShooter/Maps/Menu_Desktop.umap
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:859] 0]LogInit:Display: CookResults:Warning: Warning Unable to generate long package name for …/…/…/GenericShooter/Content/GenericShooter/Maps/Menu_Mobile.umap
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:859] 0]LogInit:Display: LogCook:Warning: Unable to generate long package name for …/…/…/GenericShooter/Content/GenericShooter/Maps/Menu_Mobile.umap
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:859] 0]LogInit:Display: CookResults:Warning: Warning Unable to generate long package name for …/…/…/GenericShooter/Content/GenericShooter/Maps/MenuShell.umap
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:859] 0]LogInit:Display: LogCook:Warning: Unable to generate long package name for …/…/…/GenericShooter/Content/GenericShooter/Maps/MenuShell.umap
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:860] 0]LogInit:Display: CookResults:Warning: Warning Unable to generate long package name for …/…/…/GenericShooter/Content/GenericShooter/Maps/ValAllar.umap
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:860] 0]LogInit:Display: LogCook:Warning: Unable to generate long package name for …/…/…/GenericShooter/Content/GenericShooter/Maps/ValAllar.umap
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:860] 0]LogInit:Display: CookResults:Warning: Warning Unable to generate long package name for …/…/…/GenericShooter/Content/GenericShooter/Maps/Stairmaster.umap
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:861] 0]LogInit:Display: LogCook:Warning: Unable to generate long package name for …/…/…/GenericShooter/Content/GenericShooter/Maps/Stairmaster.umap
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:861] 0]LogInit:Display: CookResults:Warning: Warning Unable to generate long package name for …/…/…/GenericShooter/Content/GenericShooter/Maps/FiveRooms.umap
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:861] 0]LogInit:Display: LogCook:Warning: Unable to generate long package name for …/…/…/GenericShooter/Content/GenericShooter/Maps/FiveRooms.umap
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:861] 0]LogInit:Display: LogLinker:Warning: Asset ‘…/…/…/…/…/…/Users/User/Documents/Unreal Projects/GenericShooterSampleProje/Content/GenericShooter/BlueprintLogic/Engine/BP_GameInstance.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:862] 0]LogInit:Display: LogLinker:Warning: Asset ‘…/…/…/…/…/…/Users/User/Documents/Unreal Projects/GenericShooterSampleProje/Content/GenericShooter/BlueprintLogic/SMapInfo.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:862] 0]LogInit:Display: LogLinker:Warning: Asset ‘…/…/…/…/…/…/Users/User/Documents/Unreal Projects/GenericShooterSampleProje/Content/GenericShooter/BlueprintLogic/GameModes/BP_Deathmatch.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.11-14.12.57:863] 0]LogInit:Display: LogLinker:Warning: Asset ‘…/…/…/…/…/…/Users/User/Documents/Unreal Projects/GenericShooterSampleProje/Content/GenericShooter/BlueprintLogic/BP_GameState.uasset’ has been saved with empty en
MainFrameActions: Packaging (Windows (64-bit)): gine version. The asset will be loaded but may be incompatible.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 59.5634068s to run UE4Editor-Cmd.exe, ExitCode=1
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeCopyFile: SafeCopyFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Cook.4.txt C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\Cook.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Cook.4.txt
MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Cook failed.
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationScripts.Automation: BUILD FAILED: Failed while running Cook for C:\Users\User\Documents\Unreal Projects\GenericShooterSampleProje\GenericShooterSampleProje.uproject; see log C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\Cook.txt
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary
1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at A
MainFrameActions: Packaging (Windows (64-bit)): utomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: BUILD FAILED: Failed while running Cook for C:\Users\User\Documents\Unreal Projects\GenericShooterSampleProje\GenericShooterSampleProje.uproject; see log C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+E
MainFrameActions: Packaging (Windows (64-bit)): pic+Games+4.8\Cook.txt
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
Can you try something real quick and rename your project to just GenericShooter or GS.
Something shorter than that really long Project name.
Build again and let us know?
/Content/GenericShooter/BlueprintLogic/BP_GameState.uasset
/Content/GenericShooter/BlueprintLogic/GameModes/BP_Deathmatch.uasset’
/Content/GenericShooter/BlueprintLogic/SMapInfo.uasset’
/Content/GenericShooter/BlueprintLogic/Engine/BP_GameInstance.uasset’
Also it maybe worth going into this blueprints doing a Compile and Save and then save the whole Project over all. close it off re-open it and try again.
This combined with making the project name shorter, should give us a clearer log /or resolve the issue.
August 22nd.
Changed it to GS and the same problem. I will try your second suggestion next when I have time a little later. It sounds like you have a copy of GS. Can you try redownloading the current version and try packaging it unmodified? Right now its either a problem for everyone, a select few or just me and its another weird quirk of UE4 where something in this package doesn’t like something on my computer or the way 4.8.3 is installed on my computer.
Yeah initially I thought it was going to be the project name and might only happen to a select few due to shorter Windows directories than others. But I could see some warnings in the log for certain Uassets ‘has been saved with empty engine version. The asset will be loaded but may be incompatible.’
You can always Verify the Engine install as well. I will check what you asked when I’m on my development machine.
@tcla75, sorry I haven’t been able to respond in a timely matter, I had the MGSV fever.
I just tried to reproduce your issue with everything you’ve given and have had other users also try to reproduce it and its working fine on our end. Because I can’t reproduce it, I can’t give you a clear fix. If you’re still continuing to have problems, I’m quite frustrated that something is wrong that I can’t fix and I’d strongly urge you to get a refund. You can refer to this post when asking Epic to hopefully speed things up and streamline the “have you asked for support” questions they’ll prompt you with.
4.9 is giving me some issues with a few engine bugs so when those are resolved (4.9.1?) I’ll post an update.
VR polish is something I want to do but most likely will never be done. Migrating to 4.9 alone is causing some issues.
I seem to be having issues after packing the project. In the project settings for default map I have it as “Menu_Desktop”, which seems to be what it’s supposed to be. It was originally set to MenuShell which of course didn’t work once I put it to .exe.
After packing and opening the .exe the menu shows up. After choosing “Host Game”, click next, then click next again after the “Deathmatch Settings” screen, after that it just goes back to the main Menu_Desktop.
I tried creating a completely new project, all I did (again) was change the default map under project settings, and I got the same thing.
While in the unreal engine if I choose play during the Menu_Desktop map, I go through everything just fine. After clicking next the final time it loads into a game lobby and then into the game, but after exiting it says that there are errors in the message log (below).
Any help would be greatly appreciated!
Message Log Errors
Error Accessed None 'CallFunc_Create_ReturnValue' from node Bind Event to OnButtonPressed in graph 'EventGraph' in blueprint WB_ButtonBar
Error Accessed None 'CallFunc_Create_ReturnValue' from node Set NormalColor in graph 'EventGraph' in blueprint WB_ButtonBar
Error Attempt to assign variable through None from node Set NormalColor in graph 'EventGraph' in blueprint WB_ButtonBar
Error Accessed None 'CallFunc_Create_ReturnValue' from node Bind Event to OnButtonPressed in graph 'EventGraph' in blueprint WB_ButtonBar
Error Accessed None 'CallFunc_Create_ReturnValue' from node Set NormalColor in graph 'EventGraph' in blueprint WB_ButtonBar
Error Attempt to assign variable through None from node Set NormalColor in graph 'EventGraph' in blueprint WB_ButtonBar
Error Accessed None 'CallFunc_Create_ReturnValue' from node Bind Event to OnButtonPressed in graph 'EventGraph' in blueprint WB_ButtonBar
Error Accessed None 'CallFunc_Create_ReturnValue' from node Set NormalColor in graph 'EventGraph' in blueprint WB_ButtonBar
Error Attempt to assign variable through None from node Set NormalColor in graph 'EventGraph' in blueprint WB_ButtonBar
Error Accessed None 'CallFunc_Create_ReturnValue' from node Bind Event to OnButtonPressed in graph 'EventGraph' in blueprint WB_ButtonBar
Error Accessed None 'CallFunc_Create_ReturnValue' from node Set NormalColor in graph 'EventGraph' in blueprint WB_ButtonBar
Error Attempt to assign variable through None from node Set NormalColor in graph 'EventGraph' in blueprint WB_ButtonBar
Error Accessed None 'CallFunc_Create_ReturnValue' from node Bind Event to OnButtonPressed in graph 'EventGraph' in blueprint WB_ButtonBar
Error Accessed None 'CallFunc_Create_ReturnValue' from node Set NormalColor in graph 'EventGraph' in blueprint WB_ButtonBar
Error Attempt to assign variable through None from node Set NormalColor in graph 'EventGraph' in blueprint WB_ButtonBar
Error Accessed None 'CallFunc_Create_ReturnValue' from node Bind Event to OnButtonPressed in graph 'EventGraph' in blueprint WB_ButtonBar
Error Accessed None 'CallFunc_Create_ReturnValue' from node Set NormalColor in graph 'EventGraph' in blueprint WB_ButtonBar
Error Attempt to assign variable through None from node Set NormalColor in graph 'EventGraph' in blueprint WB_ButtonBar
Error Accessed None 'CallFunc_CreateMoveToProxyObject_ReturnValue' from node AI MoveTo in graph 'EventGraph' in blueprint BP_MainMenuPawnManager
Error Accessed None 'CallFunc_CreateMoveToProxyObject_ReturnValue' from node AI MoveTo in graph 'EventGraph' in blueprint BP_MainMenuPawnManager
I had this at first too… go to the start of this thread and watch the ‘adding your own maps’ (or something like that) video. I had to go in and set the path for the maps I wanted in the package, they were set wrong for my setup.
Thank you!
Checked the packaging settings under the list of maps to include in a packaged build, for some reason the directory was set wrong in there. Reset them all and now it works.