I would like to report that this relic came back to hunt us!
There was a fix from Noland that we had to add to the DefaultEngineIni :
because it got renamed, in order to cure it.
In 4.12 it came back giving me thousands of warnings every time i try to compile, and my build fails (but i do not know if this is responsible for that).
Any solution to get rid of it?
Please take a look here:Project: Paper2D - C++ - Epic Developer Community Forums
I really dont think i could replicate this on a paper2d template because i started my paper2d project almost 2 years ago.
Problem is that with 4.12 that thing re emerged and now xb1,ps4 and pc drown with warnings for assets that have been removed or moved ages ago!
And not only that but i get loglink warnings as well for phantom assets like this one
MainFrameActions: Packaging (PlayStation 4): UE4Editor-Cmd: [2016.05.23-19.38.17:636][ 0]LogLinker:Warning: Can’t find file ‘/Game/CloudPlatform/Cloud_Platform/Frames/Cloud_Platform_05_png3’
Now all cooking fails. Maybe something went wrong when i moved to 4.12 pr4?
Also forgot to mention this:
MainFrameActions: Packaging (PlayStation 4): UE4Editor-Cmd: [2016.05.23-19.40.19:689][ 0]LogPhysics:Error: PHYSX: (d:\ori.cohen_g6217_physics\engine\source\thirdparty\physx\physx-3.3\source\physx\src\NpRigidBodyTemplate.h 437) eINVALID_PARAMETER : RigidBody::setRigidBodyFlag: kinematic bodies with CCD enabled are not supported! CCD will be ignored.
Do you have a backup on 4.11? It is not recommended to use the previews for active development, as they are not fully implemented and we cannot guarantee everything will work as expected. Having said this, have you been running regular cleanings for redirectors or references to assets that are no longer being used? If not, you may need to go through and clean this to get the errors to stop occurring. If you RMB the Content folder and press “Fix Up Redirectors”, does this stop the error you are experiencing from occurring?
I never ever use preview build but in this case i had no option. Everything regarding xbox is broken.
I had no issues whatsoever with re directors as i tend to clean them every time i delete something.(Even if i try it now,it cleans nothing because there is nothing to be found. Not even one leftover inside the folder structure if i look manually)
Is there a way for me to manually force my project to re calculate everything?
Ok i found what happened.
When we use Texturepacker to import sprite sheets it automatically creates two folders and one sprite sheet, For reasons that are beyond me 4.12 has broken the links between the sprite sheet and the actual sprites (how is that even possible?) . Everything is still there but when it compiles it complains that they dont exist!
I am trying to delete the spite sheets affected and compile again to see if it fixed.
For the mean time could you please check that ori cohen physx error that is red as a fire inside my log?
Do you have editor debugging tools enabled on your preview build? You can do this by uninstalling and reinstalling your editor, then select the checkbox here:
Try this and see if you continue to see this error.
and thank you for the tip.
But as i said earlier i found what the problem is and i dont think it has anything to do with debugging symbols. It does not crash, it just gave me warnings.
4.12 has broken the links between a spritesheet (imported from Texturepacker as a .paper2dsprites ) and the spites. That is the reason why it gave me 30000+ errors about LogLinker:Warning: Can’t find file XXX . You can log it as a bug report but i highly doubt that you could replicate that unless you import a spritesheet from TexturePacker inside 4.11 paper2d project and then upgrade to 4.12. Maybe it will do the same to you.
By deleting all the spritesheets ( which i do not think it is smart thing to do, but it works for now) all the warnings went away.
Now 4.12 has left me with 26 errors (Physx issue on compiling - World Creation - Epic Developer Community Forums) that prevent me from compiling my game for all platforms.
Any help welcome!
The reason I suggested setting up the debugging symbols is because we’ve found a known issue with compiling/packaging to platforms that requires these symbols to be turned on to do so. If you turn these on we can see if it resolves the compilation/packaging issue to various platforms.
Ok , i will try this and report back.
Because i am not using the launcher but instead github builds (because of consoles) do you happen to know how can i install those debugging symbols?
I discussed this with our programmers and it seems that the debugging symbols may already be active in github. To test this, can you install a copy of the 4.12 preview through the launcher with debugging symbols and attempt to compile your project to the desired platform? If it fails using this method it will allow us to eliminate this as the problem for certain.
We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment back with the requested information. Additionally, if you have a sample project this is occurring in you can provide, I’ll be happy to take a look and see what may be occurring.
I thought that i had replied. Sorry about that.
With your guidance i was able to find 3 level triggers that had CCD checked. They were inside one of my levels for almost 2 years!. Obviously something changed with 4.12 and it started complaining after all this time.
I unchecked them and all good.
Thank you for helping out!