Missing UE4Game binary

I built from source code in Visual 2013, compiles no problem, but launching into Editor I run into issues trying to package, am attaching the Output Log. I wish the color coding stayed with previously yellow warnings and red Error, but note the process stops with the red Error Missing UE4 binary. (The yellow warnings are up about 60 lines from the bottom, search "Warning Unable to find package for cooking /Game… also, /Maps, would like to this resolved too, but lesser priority.)

I tried packaging a new project in 4.10.01, no issues. I then launched my project into same engine and packaged, see other issues, but at least I didn’t get the Missing MacGame binary error causing it to fail. I’ve also tried regenerating via GenerateProjectFiles.bat then rebuilding, debugging, but same results. I’m in Windows 10.

Thanks for time out of somebody’s busy day!

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Hi BenjvC,

Do you have VS 2015? 4.10 can be run with 2013, however you have to do additional setup for it. To do so, you need to navigate to your .bat file location for your editor version, press shift and RMB in the windows explorer window (in an empty space) to open the context menu>open command prompt at this location. Once you do this, type in ‘GenerateProjectFiles.bat -2013’ and press enter. This should give you a 2013 sln for your 4.10. The main thing to remember is make sure to type the name of the batch file exactly as it is seen in your windows explorer, and ensure there is a space between the .bat and the -2013 in the command line. Let me know if this fixes the error you are seeing.

Thanks, , will try this in the am when I’m back behind my machine. I take it adding that command line simply ensures the GenerateProjectFiles.bat aliases VS 2013 to create the sln. I do have VS 2015 loaded, even though I wasn’t using it to to edit source code, at least that’s been my assumption. When I simply opened GenerateProjectFiles.bat and it created the current sln file, is there a way to check which version of VS it was created by and linked to? I’ll follow you advice either way starting from a new UnrealEngine-release unzipped folder, will let you know. Again, big thanks.

The sln file will have a small 12 for VS 2013 or a small 14 for 2015.

Yup, see the small 12. I’m presently running the build, am also advised that I need to first target Development Editor Win 64, Build, then switch target to Development Win 64 to then build the binary. You concur? A third bit of advice comes from outside AnswerHub directing me to

  1. RMB UE4, select Properties
  2. open Common Properties
  3. select References
  4. Add New Reference
  5. not sure which item applied, friend was in car over phone

His memory of how this worked was based on the idea that VS needed to be told where to look for this binary, that it needed this reference added. Any thoughts about that?

It’s takes a village to raise an idiot ;^)

Thanks.

So, not much luck yet packaging the exe without the missing binary error, but to isolate the problem away from my particular project I launched the revised build of the engine into a new project, First Person Shooter, no error, exe runs as expected, that’s a step. But now what? How can I troubleshoot what it is in my project that’s not allowing the MacGame binary to be found? I’d gladly hire somebody to make this problem go away. Any ideas how to break this wall down are much appreciated.

Hi BenjvC,

asked me to dig a little bit deeper into the issue that you described. I made several attempts to reproduce what you described, but was unable to do so. Would you be able to provide some more details?

  • What version of the Engine was your project originally created in, and was it the binary version or did you build it from source code?
  • Was your project originally a code project, or was it a Blueprint project that you added code to?
  • What template did you use when you created your project?
  • What are the exact build settings that you are using?
  • Since you are not able to reproduce this yourself in a clean project, would it be possible to get a copy of the affected project to test with?

Hello ,

Thanks for your efforts. I managed to clear this issue by going back to a previous version of the build, opening that in the revised engine, and packaging. I’m curious how else I might have approached the problem, always interested to learn about debugging, but also know it’s often faster/better to not lose time chasing down a gremlin and work around it. Thanks for any advice.

Benjy

Debugging is generally more of an art form than anything else. It is something that you get better at with experience, and unfortunately it can’t really be “taught.” There are some tips and tricks that you can use to help when debugging, though. Websites like this one can provide you with some good information to get you started, but it is ultimately a question of how much experience you have that determines how quickly you can identify the cause of a bug (fixing the bug is occasionally a completely different matter).

One thing that I would recommend would be to keep a list of every bug you run into, what you found as a workaround (if anything), and the fix for the bug (if one was found). If you find a bug once, there’s a good you will find it again, or one very similar to it. Some gremlins are definitely worth tracking down, and others are better left for later. Being able to tell the difference between the two goes back to the amount of experience you have.

It can be incredibly frustrating trying to locate bugs at first, but gradually those “ah hah!” moments start to come more frequently.

Thanks, , makes good sense. Now that I have the build working and reliably packaging, I’d like to address a couple issues which I’ve posted elsewhere, but not getting any hits on, would greatly appreciate your input.

One concerns nested Blueprints, which I read are supported through “sub-class”, though can’t find any documentation explaining how to implement. I have (inherited from subcontractors) one BP featuring a flickering candle light effect, the open BP has the StaticMesh of the candle, a ParticleSystem for the animated flame, and a Pointlight providing the illumination, this latter element having a set of nodes in the EventGraph relating to the randomized flickering behavior. A second BP is the virtual character in a level where the user picks up one of these candles using it to light their way through a cave. That is, this BP is locked to the camera. The previous developer had built this VR_Char_Candle BP to present the same candle and animated flame as the first BP, but the light is different and doesn’t produce the flickering effect. (Instances of those BP candles are placed in various spots around the cave in other levels.)

If I simply drag the BP of the flickering candle into the VR_Char_Candle BP, even dropping it on Camera to parent it, compile, play mode, I see the effect of that light (having first zeroed intensity of the others). So, I’ve nested one BP inside another, the problem being two-fold, not seeing the flickering effect and when I navigate, this light doesn’t stay with the camera, is left behind.

I tried copy/pasting all the nodes relating to the flickering behavior into EventGraph of the VR_Char_Candle BP (see attached of that node architecture), but nothing. I also note this parent/child icon over the candle BP.

I’ll leave the other issue for later, would greatly appreciate help just on this for now. Big thanks for your time.