PkgInfo not working

Trying to look into the package for my project to find out why it’s a gig, but I can’t get PkgInfoCommandlet to work. Every project, including an empty one (no templates or other content), gives the same warnings and failure. I’m curious if it has anything to do with the TopDown files that don’t exist (specifically asked about here: Looking for file that never existed - Community & Industry Discussion - Epic Developer Community Forums)

[link text][1]

114090-pkginfo2.txt (4.16 KB)

,

Please re-verify your engine version, delete the intermediate and saved folders from your project and disable all extra plugins from the engine. Once you’ve done that, please try to package again. If you run into the same error or another error, please upload those logs for me. Check to see if a newly created project has the same trouble.

Thanks!

Empty is a newly created project. Have re-verified the engine: still fails with same messages. Even faking the file it’s missing does nothing about the messages.

Is this happening in 4.13.2? Also, have you checked your 4.12 or 4.14 engine version to see whether or not the same issue occurs?

This is with 4.13.2.
Tried with 4.12.5 on a different, not yet upgraded, project: no warnings about the TopDown file, but still had warning about unrecognizable data.[link text][1]

114692-pkginfo.txt (2.92 KB)

Delete this pak file: D:/My Documents/builds/WindowsNoEditor/AITest/Content/Paks/AITest-WindowsNoEditor.pak and try again. let me see the updated logs, please.

here they are.

[link text][1]

[link text][2]

115015-pkginfo.txt (2.92 KB)
[2]: 115016-aitest.log (242 KB)

It looks like your AITest.log built successfully. Does that packaged build work for you?

Do you have new logs from after you deleted the pak file: D:/My Documents/builds/WindowsNoEditor/AITest/Content/Paks/AITest-WindowsNoEditor.pak (such as from 11/18/2016)?

Thanks!

yes the build works; that was never the problem. The problem is PkgInfo isn’t working. I’m trying to determine if there’s a way to reduce the size of a build, and the only ways to figure out what can be removed appear to be PkgInfo and brute force. Unless there’s a third option, I need PkgInfo to work.

Both of those logs are from after deleting the pak file.

Could you explain exactly how you’re setting them up and how you’re implementing them? Are you following our UDK documentation by any ?

If you follow the [Reducing APK Package Size documentation][1], this should guide you to a smaller APK size for your Android build. Blacklisting files in your folder will definitely help, without having to delete them from your project folder.

Optimization Guides for Android in Unreal Engine | Unreal Engine 5.1 Documentation

I’ve tried to follow the UDK documentation when I can, but prior experience has left me with little confidence in the accuracy or currency of said documentation.

Did not know about the Saved/Cooked folder; hopefully means I don’t need PkgInfo anymore. I am curious as to why the pak file for my project is approximately twice the sum of everything in the folder, though; is there something else that is added to the file, or is it just a consequence of the packaging process?

How exactly are you packaging your project? What changes in the project settings are you making?

If you use pakblacklisting, you’ll be able to blacklist unused files out of your project instead of using commandlets. It’ll also cause your project package out smaller builds because less data is included. When you’re packaging your project, you’re packaging all of the assets/files that you’ve included, as well as any files needed for the lighting, sound, blueprints and even the platform to work with. That would be why the pak files run on the larger side at times. If you’re using the distribution build, it’s also going to have more included from the engine, including logging than a shipping build would.

Please utilize our documentation page for additional information:

  • [UE4 Packaging][1]
  • [UE4 Mobile Game Development][2]
  • [UE4 Mobile Performance Tips and Tricks][3]
  • [UE4 Performance Guidelines for Mobile Devices][4]

Packaging Unreal Engine Projects | Unreal Engine 5.1 Documentation
[2]: General Mobile Development for Unreal Engine | Unreal Engine 5.1 Documentation
[3]: https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Performance/TipsAndTricks/index.html
[4]: Performance Guidelines for Mobile Devices in Unreal Engine | Unreal Engine 5.1 Documentation

Hey ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!