Hi there. I’m trying to enable some plugins on my blueprints based project but whenever I enable any plugin that isn’t enabled by default, my packaging always fails. I tried reinstalling Visual Studio 2017 with C++ compilers. I changed the default compiler in the toolchain project settings. Still getting package failed though. Does anyone know why this might be happening? I will attach my packaging log file. Thanks for any help in advance.
@blastertoad Hey blaster, this has been troubling me for days and was wondering if you had an idea why this might be happening? Any help would be appreciated.
Are the plugins being enabled provided by Epic? Which plugins in specific are you using? I tried enabling Online Subsystem Oculus and Online Subsystem Steam but did not receive any error when packaging. If you’re using a community plugin, you may need to contact the plugin creator
It’s anything that is not enabled when you first create the project. I started out by using a third party plugin (Advanced Sessions), figured it was that which was causing packing failing so I disabled it. Still got packaging errors, then I disabled the steam subsystem and packaging worked. To test it even further I tried enabling a random plugin that comes with the engine (Blueprint Stats) and I got packaging failed. I disabled it and packaging worked. I just tested it again twice to make sure I’m still getting the issue and I still am. Here is a more recent log of when the packaging fails and the only extra plugin I have enabled during this log is Blueprint Stats: link text
I enabled Blueprint Stats in a project locally and was able to package successfully. Can you reproduce this in a new project? If so, please provide the setup steps used.
Yeah I just created a new project, first thing i did was enable the blueprint stats plugin then restarted the editor for the plugin to become active. Then went straight to package project and it failed. Then for testing purposes I disabled the plugin, restarted, packaged and it worked. I recently updated my engine to 4.15 and imported my project to it. Could that be relevant?link text
Okay I figured it out. The issue was that I was using Visual Studio 2017 instead of 2015. I uninstalled Visual Studio 2017 and then installed 2015 with C++ compilers. I’m so glad that after days I’ve fixed this issue. Hope this helps anyone else that was having issues with packaging.