So I’ve been debugging this issue for a few days and it’s got me 100% stumped.
I’m using the unreal dashboard to build localization files, and it’s generating locres files and everything exactly as expected. It works locally, and even when I package locally it works perfectly, but when we build it with our automated build system, all the builds crash immediately on startup with the following error:
Fatal error: [File:OURGAMEDIR\UnrealEngine\Engine\Source\Runtime\Core\Private\HAL\FileManagerGeneric.cpp] [Line: 605]
Invalid BufferCount=0 while reading OURGAMEDIR/LatestCookedBuild/WindowsNoEditor/OURGAME/Content/Localization/Game/en/Game.locres. Pos=43412, Size=19876, PrecacheSize=2147483647, PrecacheOffset=43412
It looks like the game thinks the locres file is almost 2 times larger than it actually is, or maybe that it thinks the start of the file should be offset into another file like a pak file or something.
We’re building using this command in the script running on our build machine:
call ..\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -project="%CD%\OURGAME.uproject" -noP4 -platform=Win64 -clientconfig=Development -cook -allmaps -compile -stage -pak -archive -archivedirectory="%CD%\..\out" -Build
I’ve tried setting it to package a number of ways including just copying the localization directory into content without including it in the pak file and I have no idea where to even start with this. Any help would be great.