We are using 5.5 and have the issue.
We ended up using development builds.
I have not tested 5.6 that just came out though.
We are using 5.5 and have the issue.
We ended up using development builds.
I have not tested 5.6 that just came out though.
I just tracked down one issue with shipping builds that is - in hindsight - quite obvious:
Switchboard generally uses the following command line arguments:
-ini:Engine:[/Script/Engine.Engine]:GameEngine=/Script/DisplayCluster.DisplayClusterGameEngine,[/Script/Engine.Engine]:GameViewportClientClassName=/Script/DisplayCluster.DisplayClusterViewportClient,[/Script/Engine.UserInterfaceSettings]:bAllowHighDPIInGameMode=True
-ini:Game:[/Script/EngineSettings.GeneralProjectSettings]:bUseBorderlessWindow=True
-ini:Input:[/Script/Engine.InputSettings]:DefaultPlayerInputClass=/Script/DisplayCluster.DisplayClusterPlayerInput
As far as I can tell, those do NOT work in a shipping build. I noticed it for the Input class, if I set this in the configs before building, everything works as expected.
Can you try setting
[/Script/Engine.Engine]
GameEngine=/Script/DisplayCluster.DisplayClusterGameEngine
UnrealEdEngine=/Script/DisplayClusterEditor.DisplayClusterEditorEngine
GameViewportClientClassName=/Script/DisplayCluster.DisplayClusterViewportClient
manually in DefaultEngine.ini
before building a shipping build, see if that fixes the issue?
Sorry for the late reply. So, I incidentally think I found the same idea. I was attempting to play around with my ini files to learn how they work and I got my Development build to stop utilizing the nDisplay modules, acting exactly as if I had built for Shipping (default viewport and no waiting to connect to nodes).
With this, I suspect when building for shipping, passing command line arguments to tell the engine to run utilizing specific modules fails as maybe these are development commands only? So, this would mean the defaultengine.ini or userengine.ini or some other ini file needs to control this.
Regardless, I will attempt to perform this idea in the future, and if I can remember, post back on what I find.
So, I finally got a chance to test this out. I did not change the DefaultEngine.ini and packaged the project, instead I placed the above information into ./ProjectName/Config/UserEngine.ini and now the project worked for a shipping build.
So, I think this resolves the issue. The command line settings that Switchboard sends out are actually dev only commands, thus the engine ignores for a shipping build.
If you want a stand-alone, shipping build to work with nDisplay, the UserEngine.ini needs to have its settings set -OR- you need to package the project via the DefaultEngine.ini file with the same settings for nDisplay to start up. You can’t pass how to modify the Unreal engine to start up with different classes via the command line, like how Switchboard does, when packaged as Shipping.