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?
Looks like something wrong with your paths. No files found to deploy for I:\UE4\flexDevelopment\ . Are you building a project from there or your desktop?
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
*** stack smashing detected ***: /home//work/LinuxUnreal/UE/Engine/Source/ThirdParty//FLEX-0.25/bin/linux64/flexDemoRelease terminated
[New Thread 0x7ffff0dfc700 (LWP 15461)]
Program received signal SIGABRT, Aborted.
0x00007ffff6529e37 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
56 ../nptl/sysdeps/unix/sysv/linux/raise.c: Arquivo ou diretĆ³rio nĆ£o encontrado.
(gdb) bt
#0 0x00007ffff6529e37 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
#1 0x00007ffff652b528 in __GI_abort () at abort.c:89
#2 0x00007ffff656b7a4 in __libc_message (do_abort=do_abort@entry=1, fmt=fmt@entry=0x7ffff66721e6 "*** %s ***: %s terminated
") at ../sysdeps/posix/libc_fatal.c:175
#3 0x00007ffff65ff2fc in __GI___fortify_fail (msg=<optimized out>, msg@entry=0x7ffff66721ce "stack smashing detected") at fortify_fail.c:37
#4 0x00007ffff65ff2a0 in __stack_chk_fail () at stack_chk_fail.c:28
#5 0x0000000000469806 in flexInit (version=25, errorFunc=0x41d140 <ErrorCallback(char const*, char const*, int)>) at ../../../../src/flex.cu:4612
#6 0x0000000100010000 in ?? ()
#7 0x0000000000000000 in ?? ()
(gdb)
hi im trying to run the flex demo under linux and wasnt able to understand whats going on completely, i wish i could provide more info, could you please help me to find a way to fix ?
the thing is i cant debug it properly as i dont have the source for flex.cu and i dont know exactly how it works under the hood, like where does that info come from? it seems it has hardcoded dependencies on libcudart-5.5 and Iāam using version 7.0 already, any help is greatly appreciated!
hi im trying to run the flex demo under linux and wasnt able to understand whats going on completely, i wish i could provide more info, could you please help me to find a way to fix ?
the thing is i cant debug it properly as i dont have the source for flex.cu and i dont know exactly how it works under the hood, like where does that info come from? it seems it has hardcoded dependencies on libcudart-5.5 and I'am using version 7.0 already, any help is greatly appreciated!
Will all of these gameworks features be for nvidia cards only for a long time? Iām deciding on getting either a titan X or 390X,
I think the 390x will be same performance as titanx but like half the cost?
Unless all these gameworks features wont work on amd cards until like 6 months or 1 year then I will just go with nvidia
Iām afraid we havenāt tested the FleX-UE4 integration broadly under Linux yet. I know that FleX itself will run on Linux, but as you noted it appears we are using and older version of CUDA. Is there no way to try it with CUDA-5.5?
The schedule for support (instead of CUDA) varies with the , and is determined by whether we are able to achieve the desired results with. Already VXGI, HBAO+ support, but FleX and WaveWorks are CUDA. Iām afraid I donāt have exact dates for availability of on those features yet.
SSR arenāt enough to render all reflections caused by indirect light sources and not just screen-space ones. I really hope VXGI adds reflections caused by litgh bounces so we can get real reflections like in real life.
is why you donāt rely solely on SSR, you use SSR together with reflection captures. Most ArchViz projects Iāve seen so far use static lighting and had decent reflections, at least from what I can tell.
VXGI will have to offer a replacement for the reflection captures as they only work with Lightmaps, but donāt expect anything great as realtime reflections outside screen-space would kill most machines (as far as my knowledge goes).
I think someone mentioned that we would need at least two bounces to get proper reflections or something like that. But if anyone wants to correct Iām eager to learn more!
Ahh, Iām sorry. That means you already know more than me, I thought someone else mentioned that ^^
I do hope that VXGI gets multiple bounces soon, but I guess we will have to wait. For now I just want to have 4.7
i wasnt able to run it under linux yet, which library gets its hardcoded dependency from cuda-5.5? cant you distribute its sources so we can build and debug ourselves?
Hi I saw Tomās Titan X demos today at GTC. They showed off the Unreal Engine 4 Kite demo and 2 Flex demos(balloon and red dress). Do you know if you can share these demos out to us or are they strictly private? is a link to the demos I am talking about ://www.twitch.tv/pcper/b/638116071?t=11m50s