[Solved] Steam Crashing Packaged Games, Including ShooterGame Beta5. Only Packaged Shootergame works with 480

Most interesting lines to me, near the top of the call stack:

tailMerge_steam_api64.dll  (address not found)
FOnlineSubsystemSteam::InitSteamworksClient() //rest of error

Background Info and Logs

Please note I am not doing anything with Steam immediately upon game launch in any post begin play

This is just the standard loading process and steam not getting along in packaged game.


Previously I had packaged games working just fine, including open IP multiplayer

I added this to my defaultengine.ini

[Core.Log]
LogNet=Log
LogOnline=verbose ;online logging
LogAnalytics=log

[/Script/Engine.GameEngine]
!NetDriverDefinitions=ClearArray
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystem.IpNetDriver")
+NetDriverDefinitions=(DefName="NoSteamNetDriver",DriverClassName="OnlineSubsystem.IpNetDriver",DriverClassNameFallback="OnlineSubsystem.IpNetDriver")

[OnlineSubsystem]
;DefaultPlatformService=Null
DefaultPlatformService=Steam
PollingIntervalInMs=20

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
;SteamDevAppId=212960
GameServerQueryPort=27015
bRelaunchInSteam=false
GameVersion=1.0.0.0
bVACEnabled=1
bAllowP2PPacketRelay=true
P2PConnectionTimeout=90
Achievement_0_Id="ACH_FRAG_SOMEONE"
Achievement_1_Id="ACH_DIE_ONCE"
Achievement_2_Id="ACH_FINISH_MATCH"
; This is to prevent subsystem from reading other achievements that may be defined in parent .ini
Achievement_3_Id=""


[OnlineSubsystemNull]
Achievement_0_Id=frag-someone
Achievement_0_bIsHidden=false
Achievement_0_Title="Fragged"
Achievement_0_LockedDesc="Frag someone"
Achievement_0_UnlockedDesc="Fragged someone"

Achievement_1_Id=die-once
Achievement_1_bIsHidden=false
Achievement_1_Title="Died"
Achievement_1_LockedDesc="Die at least once"
Achievement_1_UnlockedDesc="Died at least once"

Achievement_2_Id=finish-match
Achievement_2_bIsHidden=false
Achievement_2_Title="Finished match"
Achievement_2_LockedDesc="Finish at least one match"
Achievement_2_UnlockedDesc="Finished at least one match"

; This is to prevent subsystem from reading other achievements that may be defined in parent .ini
Achievement_3_Id=""

[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
AllowDownloads=false

then I packaged my game

then I ran my packaged game including -PAK and -Log


It always instantly crashes on loading with these errors below


It seems as though steam is crashing the game

And steam is also the only major addition I have made since my previous packaged game

#Engine.ini

in the packaged game, saved/config/engine.ini is blank

Log file open, 11/20/13 12:33:31
LogLoad:  Loading PreInit Modules: 0.00 seconds
LogLoad:  Loading Game Modules: 0.00 seconds
LogGenericPlatformMisc: Culture is EN-US
LogInit: Version: 1904627
LogInit: Compiled (64-bit): Nov  6 2013 12:31:24
LogInit: Build Configuration: Development
LogInit: Branch Name: UE4-Rocket/Beta5
LogInit: Command line: -pak -log
LogInit: Base directory: E:/VictoryPackaged/WindowsNoEditor/VictoryGame/Binaries/Win64/
[0000.49][  1]LogInit: Computer: VICTORY
[0000.49][  1]LogInit: User: Rama
[0000.49][  1]LogInit: CPU Page size=4096, Cores=4
[0000.49][  1]LogInit: High frequency timer resolution =3.515693 MHz
[0000.49][  1]LogInit: Memory total: Physical=7.9GB (8GB approx) Pagefile=15.8GB Virtual=8192.0GB
[0000.49][  1]LogLoad:  Platform Initialization: 0.00 seconds
[0000.78][  1]LogWindows: === Critical error: ===


[0000.78][  1]LogWindows: Fatal error!

Address = 0xfda19e5d (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
__delayLoadHelper2() 0x41bb3d3d + 0 bytes [File=f:\dd\vctools\delayimp\delayhlp.cpp:315] [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
_tailMerge_steam_api64_dll() Address = 0x417bb96d (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
FOnlineSubsystemSteam::InitSteamworksClient() Address = 0x411f9f64 (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
FOnlineSubsystemSteam::Init() Address = 0x411f80e2 (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
FOnlineSubsystemSteamModule::StartupModule() Address = 0x41214d03 (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
FModuleManager::LoadModuleWithFailureReason() Address = 0x3fcb580c (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
FModuleManager::LoadModule() Address = 0x3fcb5288 (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
TMapBase >::TBaseIterator<0>::Key() Address = 0x4092c3e8 (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
FOnlineSubsystemModule::StartupModule() Address = 0x4093d207 (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
FModuleManager::LoadModuleWithFailureReason() Address = 0x3fcb580c (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
FModuleManager::LoadModule() Address = 0x3fcb5288 (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
FApp::Init() Address = 0x3fc65947 (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
FEngineLoop::PreInit() Address = 0x411adccf (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
GuardedMain() Address = 0x411a9d6b (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
GuardedMainWrapper() Address = 0x411a9e7a (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
WinMain() Address = 0x411b2bb1 (filename not found) [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
__tmainCRTStartup() 0x41bb4b68 + 21 bytes [File=f:\dd\vctools\crt_bld\self_64_amd64\crt\src\crtexe.c:528] [in E:\VictoryPackaged\WindowsNoEditor\VictoryGame\Binaries\Win64\VictoryGame.exe]
Address = 0x7776652d (filename not found) [in C:\Windows\system32\kernel32.dll]
Address = 0x7789c521 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]
Address = 0x7789c521 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]

#Steam Crashes Packaged ShooterGame in Beta5

I have downloaded the most recent ShooterGame and have tested that it runs in unpackaged form

When I package Shootergame myself, It does not crash as hard as my game does

but it still quits without EVER loading the game world

#Steam Does Still Seem to be the Culprit

//the below does NOT happen when I load the unpackaged form of ShooterGame

[0000.51][  1]LogLoad:  Platform Initialization: 0.00 seconds
[0000.77][  1]LogOnline: STEAM: Steam Client API initialized 1
[0000.77][  1]LogOnline:Error: STEAM: Steam User is NOT subscribed, exiting.
[0000.77][  1]LogWindows: FPlatformMisc::RequestExit(0)
[0000.77][  1]LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()
[0000.78][  1]LogOnline:Warning: STEAM: Steam API failed to initialize!
[0000.78][  1]LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()
[0000.78][  1]LogOnline:Warning: Unable to load default OnlineSubsystem module Steam, using NULL interface

here’s the entire log:

Log file open, 11/20/13 13:02:58
LogLoad:  Loading PreInit Modules: 0.00 seconds
LogLoad:  Loading Game Modules: 0.00 seconds
LogGenericPlatformMisc: Culture is EN-US
LogInit: Version: 1904627
LogInit: Compiled (64-bit): Nov  6 2013 12:31:24
LogInit: Build Configuration: Development
LogInit: Branch Name: UE4-Rocket/Beta5
LogInit: Command line: -PAK -log
LogInit: Base directory: E:/shooterpackaged/WindowsNoEditor/ShooterGame/Binaries/Win64/
[0000.51][  1]LogInit: Computer: VICTORY
[0000.51][  1]LogInit: User: Rama
[0000.51][  1]LogInit: CPU Page size=4096, Cores=4
[0000.51][  1]LogInit: High frequency timer resolution =3.515693 MHz
[0000.51][  1]LogInit: Memory total: Physical=7.9GB (8GB approx) Pagefile=15.8GB Virtual=8192.0GB
[0000.51][  1]LogLoad:  Platform Initialization: 0.00 seconds
[0000.77][  1]LogOnline: STEAM: Steam Client API initialized 1
[0000.77][  1]LogOnline:Error: STEAM: Steam User is NOT subscribed, exiting.
[0000.77][  1]LogWindows: FPlatformMisc::RequestExit(0)
[0000.77][  1]LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()
[0000.78][  1]LogOnline:Warning: STEAM: Steam API failed to initialize!
[0000.78][  1]LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()
[0000.78][  1]LogOnline:Warning: Unable to load default OnlineSubsystem module Steam, using NULL interface
[0000.78][  1]LogOnline:Verbose: NULL: Created thread (ID:6844).
[0000.78][  1]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[0000.79][  1]LogTaskGraph: Started task graph with 3 named threads and 4 total threads.
[0000.81][  1]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.81][  1]LogInit: Object subsystem initialized
[0000.84][  1]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 680 (Feature Level 11_0)
[0000.84][  1]LogD3D11RHI: Adapter has 1994MB of dedicated video memory, 0MB of dedicated system memory, and 2047MB of shared system memory
[0000.84][  1]LogRHI: Texture pool is 972 MB (50% of 1945 MB)
[0000.85][  1]LogD3D11RHI: Async texture creation enabled
[0005.86][  1]ImportText (Profiles): Missing closing parenthesis: (Name="IgnoreOnlyPawn", CollisionEnabled=QueryOnly, ObjectTypeName=WorldDynamic, CustomResponses=(  	(Channel=Pawn,				Response=ECR_Ignore),  	(Channel=Vehicle,			Response=ECR_Ignore)), \
[0006.21][  1]LogLoad:  Initial UObject load: 0.39 seconds
[0006.21][  1]LogLoad:  Loading Startup Packages: 0.00 seconds
[0006.22][  1]LogLoad:  Loading Startup Modules: 0.01 seconds
[0006.28][  1]LogLoad:  Loading Slate Textures: 0.05 seconds
[0006.28][  1]LogLoad:  Loading Game Modules: 0.00 seconds
[0006.30][  1]LogLoad:  Loading Game Modules: 0.00 seconds
[0006.30][  1]LogLoad:  Loading Game Modules: 0.00 seconds
[0006.30][  1]LogLoad:  Loading Game Modules: 0.00 seconds
[0006.30][  1]LogObj: 18141 objects as part of root set at end of initial load.
[0006.30][  1]LogUObjectAllocator: 4496520 out of 0 bytes used by permanent object pool.
[0006.30][  1]LogExit: Preparing to exit.
[0006.31][  1]LogExit: Object subsystem successfully closed.
[0006.31][  1]LogLoad: Engine Pre-Initialized: 6.31 seconds
[0006.32][  1]LogExit: Preparing to exit.
[0006.33][  1]LogOnline:Display: Unloading online subsystem: Null
[0006.33][  1]LogOnline:Display: NULL: FOnlineSubsystemNull::Shutdown()
[0006.35][  1]LogModuleManager: Shutting down and abandoning module ImageWrapper (20)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module Slate (19)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module SessionServices (18)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module Messaging (17)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module HeadMountedDisplay (16)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module XAudio2 (15)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module Core (14)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module InputCore (13)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module EditorStyle (12)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module ShaderCore (7)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module OpenGLDrv (6)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module D3D11RHI (5)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module Renderer (4)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module Engine (3)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module CoreUObject (2)
[0006.35][  1]LogModuleManager: Shutting down and abandoning module PakFile (1)
[0006.35][  1]LogExit: Exiting.
[0006.35][  1]Log file closed, 11/20/13 13:03:04

#FPlatformMisc::RequestExit(0)

why is Steam not being able to load a good reason to call RequestExit?

Seems like that should be handled differently

#so people who dont have Steam loaded can still play their game

I am not upset btw, I just made that big cause its reaaaallly important!

:heart:

Thanks for UE4, I am loving it!

Rama

#Unpackaged Shooter Game Steam Log

Here’s the entire log for successful loading of UNPACKAGED Shootergame

note that steam loads fine

I produced this log immediately after the log above, it’s my same computer, same steam, same account, steam still running,

everything is the same

#but packaged games + steam = crash every time

Log file open, 11/20/13 13:06:27
LogInit:Display: Running engine for game: ShooterGame
LogLoad:  Loading PreInit Modules: 0.01 seconds
LogLoad:  Loading Game Modules: 0.00 seconds
LogGenericPlatformMisc: Culture is EN-US
LogInit: Version: 1904627
LogInit: Compiled (64-bit): Nov  6 2013 12:04:34
LogInit: Build Configuration: Development
LogInit: Branch Name: UE4-Rocket/Beta5
LogInit: Command line: -ResX=1280 -ResY=960 -WinX=0 -WinY=0 -log -game
LogInit: Base directory: C:/Program Files/Rocket/Engine/Binaries/Win64/
[0000.51][  1]LogInit: Computer: VICTORY
[0000.51][  1]LogInit: User: Rama
[0000.51][  1]LogInit: CPU Page size=4096, Cores=4
[0000.51][  1]LogInit: High frequency timer resolution =3.515693 MHz
[0000.51][  1]LogInit: Memory total: Physical=7.9GB (8GB approx) Pagefile=15.8GB Virtual=8192.0GB
[0000.51][  1]LogLoad:  Platform Initialization: 0.00 seconds
[0000.59][  1]LogOnline: STEAM: Steam Client API initialized 1
[0000.59][  1]LogOnline: STEAM: Steam User is subscribed 1
[0000.59][  1]LogOnline:Verbose: STEAM: Initializing Steam Game Server IP: 0x00000000 Port: 7777 SteamPort: 7778 QueryPort: 27015
[0000.92][  1]LogOnline: STEAM: Steam Game Server API initialized 1
[0000.96][  1]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[0000.97][  1]LogOnline:Verbose: STEAM: Created thread (ID:9868).
[0001.07][  1]LogTaskGraph: Started task graph with 3 named threads and 4 total threads.
[0001.09][  1]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0001.09][  1]LogInit: Object subsystem initialized
[0001.12][  1]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 680 (Feature Level 11_0)
[0001.12][  1]LogD3D11RHI: Adapter has 1994MB of dedicated video memory, 0MB of dedicated system memory, and 2047MB of shared system memory
[0001.13][  1]LogRHI: Texture pool is 972 MB (50% of 1945 MB)
[0001.13][  1]LogD3D11RHI: Async texture creation enabled
[0001.43][  1]LogTargetPlatformManager:Display: Building Assets For Windows
[0001.45][  1]LogTargetPlatformManager:Display: Building Assets For Windows
[0001.49][  1]LogOnline:Warning: STEAM: Failed to obtain steam user stats, user: evernewjoy [0x1100001049375A8] has no stats entries
[0001.49][  1]LogOnline:Verbose: STEAM: FOnlineAsyncEventSteamStatsReceived bWasSuccessful: 0 User: evernewjoy [0x1100001049375A8] Result: '2' k_EResultFail (failure)
[0001.49][  1]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[0001.64][  1]LogDerivedDataCache: Loaded boot cache 0.15s 327MB C:/ProgramData/Epic/Rocket/DerivedDataCache/Boot.ddc.
[0001.64][  1]LogDerivedDataCache:Display: Loaded Boot cache: C:/ProgramData/Epic/Rocket/DerivedDataCache/Boot.ddc
[0001.65][  1]LogDerivedDataCache:Display: Pak cache opened for reading E:/RocketSamples/ShooterGame/DerivedDataCache/DDC.ddp.
[0001.65][  1]LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/DDC.ddp.
[0001.66][  1]LogDerivedDataCache: Using Local data cache path C:/ProgramData/Epic/Rocket/DerivedDataCache: Writable
[0001.76][  1]ImportText (Profiles): Missing closing parenthesis: (Name="IgnoreOnlyPawn", CollisionEnabled=QueryOnly, ObjectTypeName=WorldDynamic, CustomResponses=(  	(Channel=Pawn,				Response=ECR_Ignore),  	(Channel=Vehicle,			Response=ECR_Ignore)), \
[0001.77][  1]LogMeshUtilities: No automatic mesh reduction module available
[0001.78][  1]LogProperty:Warning: FindImportedObject is attempting to import [/Engine/Maps/Templates/Thumbnails/Default.Default] (class = Class /Script/Engine.Texture2D) with StaticLoadObject
[0001.78][  1]LogProperty:Warning: FindImportedObject is attempting to import [/Engine/Maps/Templates/Thumbnails/EmptyWithLighting.EmptyWithLighting] (class = Class /Script/Engine.Texture2D) with StaticLoadObject
[0001.99][  1]LogLoad:  Initial UObject load: 0.80 seconds
[0001.99][  1]LogLoad:  Loading Startup Packages: 0.00 seconds
[0002.02][  1]LogLoad:  Loading Startup Modules: 0.03 seconds
[0002.26][  1]LogLoad:  Loading Slate Textures: 0.24 seconds
[0002.26][  1]LogLoad:  Loading Game Modules: 0.00 seconds
[0002.29][  1]LogLoad:  Loading Game Modules: 0.00 seconds
[0002.82][  1]LogLoad:  Loading Game Modules: 0.53 seconds
[0002.82][  1]LogLoad:  Loading Game Modules: 0.00 seconds
[0002.83][  1]LogObj: 34611 objects as part of root set at end of initial load.
[0002.83][  1]LogUObjectAllocator: 7941032 out of 0 bytes used by permanent object pool.
[0003.05][  1]LogAutomationTest: FPlatformVerificationTest: Success
[0003.05][  1]LogAutomationTest: FDateTimeFormattingRulesTest: Success
[0003.05][  1]LogAutomationTest: FNumberFormattingRulesTest: Success
[0003.05][  1]LogAutomationTest: FTextTest: Success
[0003.05][  1]LogAutomationTest: FRangeBoundTest: Success
[0003.06][  1]LogAutomationTest: FRangeSetTest: Success
[0003.06][  1]LogAutomationTest: FRangeTest: Success
[0003.06][  1]LogAutomationTest: FVectorRegisterAbstractionTest: Success
[0003.06][  1]LogAutomationTest: FCircularBufferTest: Success
[0003.06][  1]LogAutomationTest: FCircularQueueTest: Success
[0003.06][  1]LogAutomationTest: FDateTimeTest: Success
[0003.06][  1]LogAutomationTest: FGuidTest: Success
[0003.06][  1]LogAutomationTest: FQueueTest: Success
[0003.06][  1]LogAutomationTest: FTimespanTest: Success
[0003.06][  1]LogAutomationTest: FVectorVMTest: Success
[0003.06][  1]LogAutomationTest: FJsonAutomationTest: Success
[0003.06][  1]LogAutomationTest: FIntSerializationTest: Success
[0003.06][  1]LogAutomationTest: FTextPropertyTest: Success
[0003.06][  1]LogAutomationTest: FIPv4AddressTest: Success
[0003.06][  1]LogLoad: Engine Pre-Initialized: 3.05 seconds
[0003.06][  1]LogEngine: Initializing Engine...
[0003.07][  1]LogHMD:Warning: No Oculus HMD detected!
[0003.07][  1]LogHMD:Warning: No Oculus Sensor detected!
[0003.07][  1]LogHMD: Oculus Latency Tester not found.
[0003.17][  1]LogInit: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
[0003.27][  1]LogInit: FAudioDevice initialized.
[0003.64][  1]LogDerivedDataCache: Saved boot cache 0.37s 170MB C:/ProgramData/Epic/Rocket/DerivedDataCache/Boot.ddc.
[0003.64][  1]LogInit: Texture streaming: Enabled
[0003.68][  1]LogAnalytics: Creating configured Analytics provider AnalyticsMulticast
[0003.68][  1]LogAnalytics: Creating configured Analytics provider AnalyticsSwrve
[0003.68][  1]LogAnalytics: Swrve APIKey = TWn7EDcoV0xHSxGhYwCd. APIServer = https://api.swrve.com/. AppVersion = 1.5.0.0.1904627
[0003.68][  1]LogAnalytics: Creating configured Analytics provider AnalyticsET
[0003.68][  1]LogAnalytics: ET APIKey = Rocket.Release. APIServer = http://udkprofiler.epicgames.com/ETAP/. AppVersion = 1.5.0.0.1904627
[0003.68][  1]LogAnalytics: SetUserId 08c29e28bb8f7cbc212a9a391fc21ebc
[0003.68][  1]LogAnalytics: SetUserId 08c29e28bb8f7cbc212a9a391fc21ebc
[0003.68][  1]LogAnalytics: AnalyticsSwrve::StartSession [TWn7EDcoV0xHSxGhYwCd]
[0003.86][  1]LogAnalytics: AnalyticsET::StartSession [Rocket.Release]
[0003.87][  1]LogInit: Selected device profile: Win 64
[0003.87][  1]LogLoad:  Engine Initialized: 0.81 seconds
[0003.87][  1]LogConsoleResponse:Display:   GraphicsQuality 1
[0003.90][  1]LogNet: Browse: /Game/Maps/ShooterEntry?Name=Player
[0003.90][  1]LogLoad: LoadMap: /Game/Maps/ShooterEntry?Name=Player
[0003.92][  1]
[0003.92][  1]Memory allocations reported by the OS: 513.41 MB (with 0.00 MB waste)
[0003.92][  1]Virtual memory tracked in the allocators: 481.45 MB (with 481.45 MB used, 0.00 MB slack and 0.00 MB waste)
[0003.92][  1]Physical memory tracked in the allocators: 513.41 MB (with 513.41 MB used, 0.00 MB slack and 0.00 MB waste)
[0003.92][  1]LogWorld: Game class is 'ShooterGame_Menu'
[0003.93][  1]LogWorld: Bringing World /Game/Maps/ShooterEntry.TheWorld up for play (0) at 2013.11.20-13.06.31
[0003.93][  1]LogWorld: Bringing up level for play took: 0.000404
[0003.96][  1]LogConsoleResponse:Display:   GraphicsQuality 1
[0003.96][  1]LogConsoleResponse:Display:   GraphicsQuality 1
[0003.96][  1]LogGameMode: Warning - PATHS NOT DEFINED or NO PLAYER

#My Summary

My analysis is that

  • in unpackaged games with steam running the user is found to be subscribed and all is well

  • in packaged games with same exact steam and computer, the user is not found as subscribed and 1 - in my game crashes or 2 - in shootergame a requestexit is called by steam just cause it cannot load

  • I really dont think steam not being able to load should cause my game to instantly crash on launch every time, and cause shootergame packaged to instantly quit itself every time without ever loading the world

- I dont know why the packaged game cant find the steam user as being subscribed when the unpackaged version does

#Build Target Difference, bUsesSteam

The shootergame target looks like this

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.Collections.Generic;

public class ShooterGameTarget : TargetRules
{
    public ShooterGameTarget(TargetInfo Target)
	{
		Type = TargetType.Game;
		bUsesSteam = true;
	}

	//
	// TargetRules interface.
	//

	public override void SetupBinaries(
		TargetInfo Target,
		ref List OutBuildBinaryConfigurations,
		ref List OutExtraModuleNames
		)
	{
        OutExtraModuleNames.Add("ShooterGame");
	}
}

I have now added bUsesSteam = true; to my target to!

#AND NOW IT WOOOOOORRRKS!!!

#YAAY!!!

Rama

#Summary

  • Have to use 480 in packaged game, can’t use 212, causes auto-shutdown

  • Have to add bUsesSteam = true to the target.cs

    Source\YourGame\YourGame.Target.cs

like so

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.Collections.Generic;

public class ShooterGameTarget : TargetRules
{
    public ShooterGameTarget(TargetInfo Target)
    {
       Type = TargetType.Game;
       bUsesSteam = true;

Woohooo!!

#Thanks for all the help Josh!

#:heart:

Rama

This again comes down to that app id, at least as far as being “subscribed”. We are trying to sort the Rocket/Steam relationship internally, but for now app id 480 should get you past this.

I also have our QA looking at this to see if there is something going on with packaging that might not be taking Steam into account.

Dear Josh,

Great to hear from you!

But I was using 480 in both my steam_appid.txt in my binaries, even in the packaged version I have that file there

and also I was using 480 in my config file, as posted above

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
;SteamDevAppId=212960
GameServerQueryPort=27015

Ok thanks for the additional information, we’ll get this sorted out.

#Also why Does Unpackage 480 work?

And also it doesnt make sense that 480 and also the other appId both work in the unpackaged version

but not in the packaged version

this inconsistency cannot be due to the 480 vs a real steam app id alone

it has to have something to do with packaging in my opinion, given that I can get steam working and get real valid Server game numbers (thanks for that!) as we discussed in my other steam post, but only in unpackaged game

Well if you look at the Steam implementation, I don’t actually check subscriptions to an appid unless you are running the actual game/server (rather than the unpackaged editor). So it’s fibbing :slight_smile: It is that way for internal development reasons. This is part of Valve DRM, so I leave it off until the end.

bool bIsSubscribed = true;
if (FPlatformProperties::IsGameOnly() || FPlatformProperties::IsServerOnly())
{
	bIsSubscribed = SteamApps()->BIsSubscribed();
}

ahhh, very nice! glad you chose to bypass that for testing, sure does make things easier

:heart:

see below, Shootergame packaged 480 works, but not my game 480

Here is proof of 480 working for me in unpackaged game, and a major victory for my steam integration efforts, thanks so much!

but this exact setup in packaged game causes the crashes that are subject of htis thread

majorprogress.jpg

#Shootergame Packaged 480 Works

I changed the shootergame defaultengine.ini

to use this

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
;SteamDevAppId=212960
GameServerQueryPort=27015
bRelaunchInSteam=false
GameVersion=1.0.0.0
bVACEnabled=1
bAllowP2PPacketRelay=true
P2PConnectionTimeout=90

#Unpackaged

unpackaged shootergame works just fine with 480, as it did with the other ID

#Packaged shootergame

and then I packaged the shootergame Beta5

and tried to run it, with 480,

and

IT WORKED!!!

#Why does my game not work with 480, and also Crash?

how come 480 does not work with my packaged game

and my packaged game crashes, unlike shooter game which quite gracefully with 212960

and actually WORKS

with 480 ?

#My Packaged Game Is Creating the steam_appid.txt with 480

I just checked

both packaged shootergame and packaged my game create the steam_appid.txt

and it is set to 480

If I delete that file it gets persistently recreated and set to 480

but my game crashes just as in first post

and shootergame, packaged by me and made to use 480

works perfectly

what could the difference be?

I copied my config file from shootergame beta5

and it is in my first post :slight_smile:

#AFK

I am going afk for a few hours, I’m not sure if I will be back within 3 hours or not :slight_smile:

#Summary

Shootergame packaged works with 480 but my packaged game crashes just the same as first post


If you can help me resolve the difference, I will be good to go!

I have no idea what the difference could be since I copied my config from shootergame defaultengine.ini

Thanks!

Rama

#What Else Beside DefaultEngine.ini?

Any idea on what else could be different between my game and shootergame that packaged shootergame works with 480 and mine doesnt?

We’re almost there!

Rama