The game isn’t failing when built. No errors shown in Editor. No changes in the game since it was working fine.
Packed game is 200 Mb smaller than it should be.
Tried to clean Saved, Intermediate and Cache, nothing is helping.
though i bet it’s a nullptr access somewhere. you should check that you’re using UPROPERTIES and then ensure you don’t have any other error that leads to nullptr access.
can you try packaging for development and share the logs?
i don’t recall atm if you can enable logs on testing (i think you need a source build).
Not sure if this is relevant but this is the only error I have found:
‘Alpha-Win64-Shipping.exe’ (Win32): Loaded ‘C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.19041.5915_none_60b4b9d171f9c7c7\comctl32.dll’.
[OVRPlugin][ERROR] ovr_Initialize failed: Unable to load LibOVRRT DLL
(software\oculussdk\integrations\ovrplugin\main\src\util\compositorcapi.cpp:78)
I’m not supporting Hololens or Oculus in my game, only Windows and Mac PC versions.
With Oculus I just removed the plunging and now there is no error about it.
Meanwhile trying to do what you have suggested. Assets verified successfully with no issues, and I have not touched it for a long time.
bUseLoggingInShipping = true;
This line makes the build fail on compilation
About the Test build here is the error:
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: F:\UnrealEngine\UE_4.27\Engine\Binaries\DotNET\UnrealBuildTool.exe Alpha Win64 Test -Project=F:\UnrealEngine\Projects\RTS_BP\Alpha.uproject -Clean -NoHotReload F:\UnrealEngine\Projects\RTS_BP\Alpha.uproject -NoUBTMakefiles -remoteini=“F:\UnrealEngine\Projects\RTS_BP” -skipdeploy -nobuilduht -log=“C:\Users\Al
ex\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UnrealEngine+UE_4.27\UBT-Alpha-Win64-Test.txt”
UATHelper: Packaging (Windows (64-bit)): Cleaning Alpha binaries…
UATHelper: Packaging (Windows (64-bit)): Took 0.6027005s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): Running: F:\UnrealEngine\UE_4.27\Engine\Binaries\DotNET\UnrealBuildTool.exe Alpha Win64 Test -Project=F:\UnrealEngine\Projects\RTS_BP\Alpha.uproject F:\UnrealEngine\Projects\RTS_BP\Alpha.uproject -NoUBTMakefiles -remoteini=“F:\UnrealEngine\Projects\RTS_BP” -skipdeploy -Manifest=F:\UnrealEngine\Projects\RTS_BP\Interm
ediate\Build\Manifest.xml -NoHotReload -log=“C:\Users\Alex\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UnrealEngine+UE_4.27\UBT-Alpha-Win64-Test_2.txt”
UATHelper: Packaging (Windows (64-bit)): Using ‘git status’ to determine working set for adaptive non-unity build (F:\UnrealEngine\Projects\RTS_BP).
UATHelper: Packaging (Windows (64-bit)): ERROR: Targets cannot be built in the Test configuration with this engine distribution.
PackagingResults: Error: Targets cannot be built in the Test configuration with this engine distribution.
UATHelper: Packaging (Windows (64-bit)): Took 0.645211s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (
"LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] F:\UnrealEngine\Projects\RTS_BP\Content\WesterTown\Procedural\Nature_Cactus_3.uasset: Failed to load '/Script/FoliagePlugin': Can't find file.
LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] F:\UnrealEngine\Projects\RTS_BP\Content\WesterTown\Procedural\Nature_Cactus_2.uasset: Failed to load '/Script/FoliagePlugin': Can't find file.
LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] F:\UnrealEngine\Projects\RTS_BP\Content\WesterTown\Procedural\Nature_Cactus_1.uasset: Failed to load '/Script/FoliagePlugin': Can't find file.
LogInit: Display: LogPhysicsCore: Warning: PHYSX: (D:\Build\++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\convex\QuickHullConvexHullLib.cpp 937) eINTERNAL_ERROR : QuickHullConvexHullLib::findSimplex: Simplex input points appers to be coplanar.
LogInit: Display: LogPhysics: Warning: Failed to cook convex: /Game/Buildings/SM_IDEA_Lumbermill.SM_IDEA_Lumbermill 9 (FlipX:0). The remaining elements will not get cooked.
LogInit: Display: LogPhysics: Warning: Failed to cook convex: /Game/Buildings/SM_IDEA_Lumbermill.SM_IDEA_Lumbermill 9 (FlipX:1). The remaining elements will not get cooked.
LogInit: Display: LogPhysics: Warning: Attempt to build physics data for /Game/Buildings/SM_IDEA_Lumbermill.SM_IDEA_Lumbermill:BodySetup_0 when we are unable to.
LogInit: Display: LogPhysics: Warning: Failed to cook convex: /Game/Buildings/SM_IDEA_Blacksmith.SM_IDEA_Blacksmith 9 (FlipX:0). The remaining elements will not get cooked.
LogInit: Display: LogPhysics: Warning: Failed to cook convex: /Game/Buildings/SM_IDEA_Blacksmith.SM_IDEA_Blacksmith 9 (FlipX:1). The remaining elements will not get cooked.
LogInit: Display: LogPhysics: Warning: Attempt to build physics data for /Game/Buildings/SM_IDEA_Blacksmith.SM_IDEA_Blacksmith:BodySetup_0 when we are unable to.
i wonder if any of those are problematic. some have issues with physx and require resaving the file. some require a missing plugin “foliage”.
there’s also this one which i don’t really know if it’s a problem or how to solve it, but might be.
LogCook: Warning: Unable to find package for cooking /Game/GameSettings/RTSGameMode
i wonder if you imported some assets that required a plugin, or deleted some things that you needed.
Thanks, I also saw it but no idea, today morning everything was fine, then I add some debug function in PlayerController, but nothing new, and after that I cannot build in Shipping. verything that comes from Content\WesterTown is long time here with no changes and I can open it and it works fine.
I do not see any plugin available for Foliage so not sure what is needs.
are you sure it was just adding those debug functions?
would you mind sharing those debug functions? at least the declaration.
it you added some #ifdef it might be causing issues on shipping, that would make sense.
also sometimes there’s an issue that is brewing for some time and we find later.
do you use git or perforce? a good option is to do a “binary search” between a know good date and today, and bisect which change broke the build. it could take a day or so to do that, but usually it gives the best results. just make sure to clear intermediate and binaries, and closing the engine before restoring another version.
that’ be a plugin, not part of the .ini. just to be clear semantically. it might still have data in the .ini even if it’s disabled.
i wonder what the issue with it is, i’m not sure sorry.
Tried today to pack an empty project, and it works, so the issue is in my project specifically.
Also found that an empty project has Warnings as well, and it doesn’t break the build.
UATHelper: Packaging (Windows (64-bit)): LogCook: Warning: Unable to find package for cooking /Game/TopDownBP/Character/TopDownSkeletalMesh UATHelper: Packaging (Windows (64-bit)): LogCook: Warning: Unable to find package for cooking /Game/TopDownBP/Character/TopDownIdleRun UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 0 Packages Remain 88 Total 88 PackagingResults: Warning: Unable to find package for cooking /Game/TopDownBP/Character/TopDownSkeletalMesh UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cook Diagnostics: OpenFileHandles=212, VirtualMemory=588MiB PackagingResults: Warning: Unable to find package for cooking /Game/TopDownBP/Character/TopDownIdleRun
Will dig deeper today. Just sharing my findings for the future.