Have you been able to build an HTML5 game in 4.10?

Hi,

I must be doing something wrong. I downloaded 4.10, took one of the example scenes, and built an html5 version.
It doesn’t work.

Tried with another example, same problem. “Invalid character”. Keep in mind this is 100% sample project and code from Unreal.

Now, I see questions here in the forums so I assume someone, somewhere has had some degree of success making it work.

Right?

Any suggestions?

Thank you,
-Chilton

I just built the 2d sidescroller example in 4.10 html5 and it seems to work just fine for me. Haven’t tried it with anything more substantial though.

I really wish someone would put a step by step video guide together showing how to package and deploy a html 5 game (or architectural walkthrough in my case)… The information i’ve found so far is incredibly badly explained/incomplete, probably not up to date, and beyond confusing.

So far i’ve managed to package the game (after hours of problems caused by opening a 4.9 file as a copy in 4.10, and then the packager looking at the old directory layout…), but now when testing locally i get:

uncaught exception: abort(“Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 536870912, (2) compile with ALLOW_MEMORY_GROWTH which adjusts the size at runtime but prevents some optimizations, or (3) set Module.TOTAL_MEMORY before the program runs.”) …

I’m just using the 4.10 editor, and packaging from there. No visual studio etc, havn’t downloaded any source code. I’m completely unclear as to whether or not I need the python and emscripten…I’ve installed them on a whim hoping it might be a magical cure…i’m guessing I probably didnt need them, as the firefox option was already showing in the launch menu in the unreal editor…but the Getting Started: Developing HTML5 Projects page on this site didnt really explain what it was or why I needed it…it’s definitely a trend with unreal that the information provided is quite badly explained (particularly for newcomers), resulting in hours of searching through others posts or even youtube/google, just because generally the people writing the knowledge articles don’t cater for users of all knowledge levels.

Packaging the game for windows was relatively easy…although I did get thrown off when it perpetually prompted me to install visual studio and wouldn’t let me continue until I had (turns out if you install the substance plugin (maybe all plugins?) you cant package without visual studio…)

Unreal really needs to make its knowledge base more in-depth and not just aimed at people who already have a good working knowledge of the product. For example on the Getting started: Devloping for html5 page it shows this:

Update your Engine\Config\HTML5\HTML5Engine.ini file (Tell us where it’s located!)
[HTML5SDKPaths]
Mac=“/path/to/emscripten/sdk”
Emscripten=“C:/Program Files/Emscripten/emscripten/1.29.0”
Python=“C:/Python27”

After continuing to get errors I found that the information was incomplete (not to mention vague), and should have read :

add this to your HTML5Engine.ini file (C:/Program Files/Unreal Engine/4.7/Config/HTML5/HTML5Engine.ini) right under the line for the SDK Mac path.

Windows=“C:/Program Files/Emscripten/emscripten/1.29.0(or whatever version you have)”

Now save the file and relaunch the editor.

Just little things like that, which seem obvious to the more skilled, can cause hours of wasted time for noobs (like me). So fingers crossed this can be improved upon…as i’d like to hold onto what little hair I have left.

But…why am I even having to manually type things into config files anyway!? Surely if these downloads are requirements of the product to operate correctly, the downloads should be prompted/ managed from within unreal, and any config files automagically updated…

I’ve managed to get my architectural visualisation working now in chrome…it’s not working perfectly, there are a few issues, but if anyone want to see my step by step process for packaging for html5 and testing (locally), here’s the post:

Cheers

have you managed to make it work from web host?

I’ve managed to get it to work in 4.10 by uncompressing all the .gz files.

Have you then edited out the .html file?

Also please Epic make compressions work, loading times are such a big deal with online stuff ;(…

Yes, removed all the .gz references in the html :).