NVIDIA GameWorks Integration

Flex pakaging possible?

Hi,

Sorry if is a dumb question but I did not know where else to ask.
I made a small demo using the fleX unreal engine version. I wanted to show what I made to a friend but when I tried packaging the game I got the error:


 MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: No files found to deploy for I:\UE4\flexDevelopment\UnrealEngine-FleX\Engine\Binaries\Win64 with wildcard UE4Game-Win64-Shipping.exe and exclusions
 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 AutomationTool: No files found to deploy for I:\UE4\flexDevelopment\UnrealEngine-FleX\Engine\Binaries\Win64 with wildcard UE4Game-Win64-Shipping.exe and exclusions 
 MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    bei DeploymentContext.StageFiles(StagedFi
 MainFrameActions: Packaging (Windows (64-bit)): leType FileType, String InPath, String Wildcard, Boolean bRecursive, String] ExcludeWildcard, String NewPath, Boolean bAllowNone, Boolean bRemap, String NewName) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\DeploymentContext.cs:Zeile 319.
 MainFrameActions: Packaging (Windows (64-bit)):    bei BaseWinPlatform.StageExecutable(String Ext, DeploymentContext SC, String InPath, String Wildcard, Boolean bRecursive, String] ExcludeWildcard, String NewPath, Boolean bAllowNone, StagedFileType InStageFileType, String NewName) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs:Zeile 20.
 MainFrameActions: Packaging (Windows (64-bit)):    bei BaseWinPlatform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs:Zeile 147.
 MainFrameActions: Packaging (Windows (64-bit)):    bei Win64Platform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs:Zeile 328.
 MainFrameActions: Packaging (Windows (64-bit)):    bei Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:Zeile 199.
 MainFrameActions: Packaging (Windows (64-bit)):    bei Project.CopyBuildToStagingDirectory(ProjectParams Params) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:Zeile 1101.
 MainFrameActions: Packaging (Windows (64-bit)):    bei BuildCookRun.DoBuildCookRun(ProjectParams Params) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:Zeile 258.
 MainFrameActions: Packaging (Windows (64-bit)):    bei BuildCommand.Execute() in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\BuildCommand.cs:Zeile 37.
 MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Automation.cs:Zeile 371.
 MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Automation.Process(String] CommandLine) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Automation.cs:Zeile 343.
 MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Program.MainProc(Object Param) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Program.cs:Zeile 167.
 MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Utils.cs:Zeile 649.
 MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Program.Main() in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Program.cs:Zeile 114.
 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: No files found to deploy for I:\UE4\flexDevelopment\UnrealEngine-FleX\Engine\Binaries\Win64 with wildcard UE4Game-Win64-Shipping.exe and exclusions 
 MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=30
 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)): AutomationToolLauncher exiting with ExitCode=30
 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


Is there fleX unreal engine not ready for packaging yet or is the error on my side?

Thanks for listening :slight_smile: