Starting a session and opening level works on editor but not on packaged game

I have a set of menus that work through game instance. Creating a session and opening a level works perfectly within the editor but fails on the packaged version. Instead all I see is a blackscreen.

How do I go about troubleshooting this?

UPDATE: If I have steam open then the level loads properly. I do not understand however since I am using the LAN option. I would think it wouldn’t require steam.

Have you defined which level loads first when you packaged your game? Project Settings → Project → Packaging → List of maps to include in a packaged built.

Oh I see now, it says 0 elements. But it still packages my beginning map. Do I really have to specify everything manually through that menu?

Actually I just tried it and it still didnt work

It depends. If you are streaming your levels from a persistent one then you only need to specify the persistent ones. If your levels are not streamed then you have to specify them all in order you want them to load, in case you have not scripted the order by which you want them to load.

When exactly do you see the black screen? Before the menu or after selecting a level from the menu or, does the game boot up with a black screen?

When you hit the button, the LunchLobby event runs?

I can see the main menu (which is where my first level is in), then once I hit the button that activates the blueprint shown I go to a black screen.

A bit of noob question. What do you mean by streaming levels?

The Level Streaming feature makes it possible to load and unload map files into memory as well as toggle their visibility during play. This makes it possible to have worlds broken up into smaller chunks so that only the relevant parts of the world are taking up resources and being rendered at any point. If done properly, this allows for the creation of very large, seamless games that can make the player feel as if they are playing within a world that dwarfs them in size.

In othere words you load a Level which is the persistent level (the one that always loads) and you attach to it other levels that make up your whole world. Then you decide either via script or Streaming Volumes in the level (they work like trigger volumes) when those levels and the meshes, lights or whatever you have assigned to them load or unload, become visible or not. A neat way to basically always play in a small part of your world while the rest is hidden since you don’t see it anyway. That is why some games have only one long loading at the begining and no loading afterwards event when they have a huge world, like the Witcher.

Hi ,

Please provide the project logs…

For PC:

  • UE4.log" Located: Engine\Saved\Logs\
  • ProjectName.log" Located: ProjectName\Saved\Logs\

For Mac

  • The UE4.log (Located: ~/Library/Logs/Unreal Engine/Editor/)
  • The ProjectName.log (Located: ~/Library/Logs/Unreal Engine/ProjectNameEditor/)

Thanks,

I noticed that the create session fails. But it works within the editor. How can this be?

I couldn’t find the UE4.log file. does not exist in the engine/saved folder

link text

What a great response. Thank you so much for the explanation and link!

@Sutorcen When converting your comment to the Answer to this post, the AnswerHub appears to have deleted it. Hence, please re-post that comment as the answer if you are able to.

@: It looked as though that response resolved your issue. If not, let me know and we will continue to help troubleshoot this issue.