Package Fails to Build

Hi,

I keep having an error when trying to package the 3rd Person Template project for use with GearVR. I have reinstalled CodeWorks and in the module manager choosen ‘Full’ as installation option.

I have Visual Studio Community 2015 installed and when the module manager tries to install NSight I get an error telling me Express editions of Visual Studio are not allowed.

I’ve also reinstalled CodeWorks numerous times skipping the install of NSight due to the above error. My project has all the settings for mobile and I’ve made no changes to the 3rd Person Template.

Here is my error log:

link text

I’m not to sure where I’m going wrong, I’ve followed all the documentation available for setting up GearVR and Android prerequisites to be able to develop for Android.

Hi ScrotieFlapWack,

You will want to fix this error in your log and see if that resolves the issue first:

WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015.

Once you resolve that see if the build was able to finish. If not please post back here with your new log.

Thank you!

Tim

Hi Tim,

It seems that installing the files for VS Community 2015 mentioned above didn’t do the trick.

Here is a new log:

link text

Can you post a screenshot of your Android Settings and your Android SDK settings from the Project Settings window?

Also, what NDK do you have installed? If it’s in the r12 versions I’m not sure these are fully supported yet and you’ll need r10 or r11 versions. These are the ones I have that work on my end.

Depending on what is setup here this may refer to this line in the error log for No Modules found to build:

MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.

Hi Tim,

I have NDK version r10e

Here is my Android settings

Sorry for all the screenshots. I hope that helps.

I just want to add that I installed CodeWorks from the Extras folder within the engines directory.

Actually looking back I want to revisit the initial post I made and point to the warning you’re getting here:

WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015.

You’ll need to make sure that you’ve got the Common Tools properly installed in order to build for VS 2015. Without these, it will not work for building the package.

Hi Tim,

I will uninstall Visual Studio Community 2015 and reinstall it again with the Common Tools checked.

You shouldn’t need to uninstall it. If you go to Programs in your Windows installed list you can select Change/Uninstall and then add the checkbox there for Common Tools to install them.

Hi Tim,

Just checked this and Common Tools is installed.

One thing to add, I have Visual Studio Community 2015 installed on my D drive. Does it matter it isn’t installed on the same drive as my operating system?

Talking with one of the coder-types on our support team he said it should be installed with the drive that Window’s is on since it needs to reference sys32 files.

Hi Tim,

Still no fix here. I have tried to package the project again and it’s still failing to package.

I have a new log here, no complaints about Visual Studio in this log so that fresh install your recommended seemed to work.

link text

When checking the log I can see that I am still getting the following error:

“UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.”

I’ve tried reinstalling CodeWorks again, this doesn’t seem to solve the problem though.

This issue can be marked as resolved now.

After reinstalling Visual Studio Community 2015 that got rid of the error above but I also removed a plugin which was causing a problem. The MODO Material plugin was stopping the game from being packaged.

One other issue I am having now though (which isn’t really part of this problem) is that I can’t seem to run my game when I put my handset into the GearVR.

The app shows on my home screen and I can run it but it doesn’t show splitscreen for the 3D effect, also when my handset is in the GearVR it takes me straight to Oculus Home and from there I am unable to load my app, this may be due to me not following one requirement in the documentation which shows you how to make a Blueprint for Oculus Home to be included in your game. I’ll do some further tests with that though but this issue can now be closed.

Thanks for all the help Tim!

Thanks for letting me know the status and the issue with the plugin causing it. To be honest, I wouldn’t have expected or known to suggest even checking that. I’ll run a test with that later and if I find it to be an issue I’ll submit a ticket for investigation.

For the other issue, check and make sure that you’ve enabled the GearVR Plugin in the plugin’s window, In the project settings > Android > make sure that configure the AndoridManifest for deployment to GearVR is enabled. Min and Target SDK versions set to 19.

I typically don’t mess with anything else regarding the GearVR when I’m testing it.

I reached out to our Marketplace lead to see what the process here should be for the MODO plugin. She suggested that if it’s something you want to do you should reach out to the developer of the plugin to bring it to their attention. Looking at the comments in the Marketplace it’s happened in 4.10 and 4.11 version’s as well. We’re going to reach out to them as well to pass along the information we’re aware of in hopes that this can be resolved by them.

Thank you so much for this post answer.

I have had the exact same problem when the Substance plugin is enabled. Been going crazy over why my project would not package and came across this post.

Disabled substance plugin and it now packages properly.

It would be a great benefit if an error message could be added to " check for potential third party plugin conflicts".

Using Ue4.12.5

Disable Substance plugin did the trick, thank you @Haskellf