Problem creating different package

Hi,

I compiled my project with the project launcher. It works well.

My problem is that I wanted to try to create a small demo with just 3 maps. So I created a “New profile” in the Project Launcher by choosing the maps I needed and changing the “Default Map” in “Project Map & Modes” but it still compiles the entire project for me.

So I tried to make a copy of the project which I renamed to DEMO. In “packaging”, I deleted all the maps and I added only the 3 maps in “List of maps to include” that I wanted to package but it still compiles the whole thing for me even though it shouldn’t be more than 100 MB. However, the “Cook only map” box is checked.

I don’t understand. How can I create my demo with my 3 maps so that it compiles everything else ?

Thank you for your answers.

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Make an empty new project of the same type as yours. Migrate only the things you want from your main project to the new project. Check it works, then package the new project :slight_smile:

I thought about that too at first, but I thought I was missing something in an option.

Thanks, I will try this solution. I’ll come back and tell you if it’s ok when I’ve tested it. :slight_smile:

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I think it may be possible with just the Launcher config, but there documentation is so thin, it’s hard to be sure.

I created a new project. I opened my project to migrate a map but it wants to export everything to me which I don’t need.

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It can tell from system dependencies what is needed. What you’re seeing here, if the your maps DO need this stuff :slight_smile:

If you want to know why, right click on your map in the content browser, and find ‘reference viewer’.

It will be because you have a long dependency chain somewhere.

Yes, but he wants to export almost the entire project to me with all the cards. However, I designed the 3 maps of the demo linked just between them and the widgets. There, almost everything is taken from me, even videos.

Take a look at the reference viewer, it will tell you where the link is… :joy:

For instance, your character / player?

If the system says there is a link, there defintely is. Ignoring it will break the small project.

Another great way of becoming aware of it, is to right click on the map in the browser, and click ‘size map’. You can see all the stuff it needs to exist. I’m guessing, most of your project.

I understand better now why he includes everything with it. As I use the same Stack container to use the UICommon in the widgets or the loader or the HUDs, it takes everything from me. I don’t really know how I can do it then. Because even a background image that I use in other widgets is used in others.

It’s more complicated than I thought to design just a small demo. :expressionless:

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I hear you :slight_smile:

You know when people are always rabbiting on about ‘de coupling’ on these forums? That’s why.

If you had no dependecies ( or much less ), you would be able to separate everything.

You’ll probably find there’s only one or two really crucial areas. And you can de-couple things using the usual methods. Blueprint interface for example.

Or, maybe even easier. Instead of having variables of your object type, you can have variables of a more generic type, parent type. ( I’m talking about the variables that are causing the tight relationship, I don’t really know your setup ).

Yes but I thought that using the same things without recreating them made it possible to optimize the whole thing rather than having useless clones like in other programming software.

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Just try breaking one dependency first. Like I say, it could be as easy as using a more generic variable type. Or it might involve interfaces, for example.

Yes thank you I will look into it tomorrow. I keep you upto date.

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I meant to stress, ‘size map’ again yesterday.

It’s because a lot of connections in the viewer doesn’t necessarily mean a lot of space used.

So, it’s good to check the size map of the level ( map ) to see what is using all the space, and focus on that :slight_smile:

I remove all unnecessary dependencies and created other parent classes. On the other hand, I find it surprising that a simple mesh that I copied on a map references all the others.

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You will find the connection :sunglasses:

It’s OK. I managed to compile the 3 maps I needed by removing everything else.

Thanks for your help. However, there is something that I cannot resolve. I created a post here: https://forums.unrealengine.com/t/bad-description-in-app-details/1665542

The project launcher adds wrong information for the application shortcut icon. However, in the directory that he also created in Binaries\Win64 it contains the correct information.

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That I don’t know about, I’m afraid. Maybe someone else will pick it up :+1:

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