Packaging for HTML5 fails with plugins

Hi,

Packaging an empty project for HTML5 with some Plugins enabled fails.
You might say it is the fault of third party programmers that causes the issue, which is true to some extent, as not all plugins cause the error. But on the other hand these programmers seem to be very competent and no one has a clue what is going on. Packaging for Windows works fine by the way.

So can someone from Epic maybe have a look into the issue?

The following Plugins are affected: (I have read in forums of other plugins being affected as well, but I didn’t test them myself)

  • VaRest

  • LE JSON

The error Log:

UATHelper: Packaging (HTML5):   [2/2] Link EmptyProject.js
UATHelper: Packaging (HTML5):   error: Linking globals named '_Z14UELinkerFixupsv': symbol multiply defined!
UATHelper: Packaging (HTML5):   ERROR:root:Failed to run llvm optimizations:
UATHelper: Packaging (HTML5):   WARNING:root:Note: Input file "@C:\Users\CADuser\AppData\Local\Temp\tmpg6oaqu.response" did not exist.
UATHelper: Packaging (HTML5):   Total build time: 35,65 seconds (Local executor: 33,27 seconds)
UATHelper: Packaging (HTML5): Took 35,8251576s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (HTML5): ERROR: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe EmptyProject HTML5 Development -Project="C:\Users\CADuser\Documents\Unreal Projects\EmptyProject\EmptyProject.uproject"  "C:\Users\CADuser\Documents\Unreal Projects\EmptyProject\EmptyProject.uproject" -NoUBTMakefiles
-remoteini="C:\Users\CADuser\Documents\Unreal Projects\EmptyProject" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.01.30-16.30.42.txt'
UATHelper: Packaging (HTML5):        (see C:\Users\CADuser\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
UATHelper: Packaging (HTML5): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (HTML5): BUILD FAILED
PackagingResults: Error: Unknown Error

Thank you!

Building the engine from source resolves the problem. Anyway, it still would be nice if the binary version supported this.

What do you mean by building the engine from source??