Packaging failed due to system.drawing.common?

I’ve been trying to package my game for testing but it always fails with the error:

“ ‘system.drawing.common’ 4.7.0 has a known critical severity vulnerability”.

I’ve “repaired” visual studio, I’ve uninstalled and reinstalled UE5.2, and still no change. When I Google system.drawing.common nothing makes sense. It looks like it’s part of the .Net framework? But it also looks like my latest version of .Net is far past 4.7. How do I fix this?

1 Like

Hello,

I had the same problem and found the solution. This is an issue specifically with that version, I don’t know if it was fixed in UE 5.3.

How to fix it ?

You need to manually change the lines containing the System.Drawing.Common version in the unreal engine source code.

For each of the needed files, search for the line below

<PackageReference Include="System.Drawing.Common" Version="4.7.0" />

And modify the version to 4.7.2

<PackageReference Include="System.Drawing.Common" Version="4.7.2" />

What files do you need to modify ?

The following paths start at the root of the engine source code (Epic Games/UE_*version*/)

Mandatory files

/Engine/Source/Programs/AutomationTool/BuildGraph/BuildGraph.Automation.csproj
/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj
/Engine/Source/Programs/AutomationTool/AutomationUtils/AutomationUtils.Automation.csproj

Variable files
Among the following files, only modify the ones relevant to your targetted platform, as your project may not need the other ones

/Engine/Source/Programs/AutomationTool/IOS/IOS.Automation.csproj
/Engine/Source/Programs/AutomationTool/Linux/Linux.Automation.csproj
/Engine/Source/Programs/AutomationTool/Mac/Mac.Automation.csproj
/Engine/Source/Programs/AutomationTool/SteamDeck/SteamDeck.Automation.csproj
/Engine/Source/Programs/AutomationTool/TurnKey/TurnKey.Automation.csproj
/Engine/Source/Programs/AutomationTool/TVOS/TVOS.Automation.csproj
/Engine/Source/Programs/AutomationTool/Win/Win.Automation.csproj

The last step

You can now recompile the project, either via the .uproject or the RunUAT file and it should work.

4 Likes

Awesome! This solution fixed the issue for me.

Thank you so much! That probably would’ve worked, but in my case it actually turned out to be a plugin issue. The plugin’s use of .Net was conflicting with my computer’s somehow. Anyways, the plugin owner corrected it and it all started working again.

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