I have a problem with packaging my project for Windows 64 bit it stuck everytime i add something to my project like a object from marketplace or something else.
If i delete this uasset it stucks on other uasset.
For example if i add Animation starter pack to my project i can’t pack my project to exe. If i delete Animation starter pack i can pack my project to exe.
But default and blank project i can pack without problems for Windows 64 bit.
This could be due to a multitude of reasons so let’s try to narrow it down as much as possible. First, can you provide the log file itself from one of these failed attempts? While I understand that it most likely never gives you an error message and just endlessly packages, having the information from the log would still be useful. You can find it in the form of a text file in your project’s directory under Saved/Logs.
After that, could you upload your DxDiag information? We’ve had a few issues similar to this in the past that were related to processor speed and other hardware issues, so it would be nice to take a look at this as well.
I created a new third person project with starter content. After that i add Infinity Blade: Weapons from Marketplace this is Compatible with UE 4.12.3.
And again stucks on uasset.
In attach i add log from dxdiag and log from Saved/Logs.
The speed at which your project packages is heavily affected by your CPU and your available RAM. From looking at your DxDiag, you seem to be on the lower end up the spectrum. We tend to recommend this level of hardware where your processor is about on par but your RAM is a bit low, sitting at 6 GB. This would warrant a long packaging process but not a complete stall.
To see if we can at least get it packaging, lets see if we can try to reduce the amount of assets it’s trying to package, assuming that you’re not using all of the assets in both Starter Content and Infinity Blade: Weapons. To do this, open Edit > Project Settings > Packaging and expand the options via the little arrow at the bottom of the settings list. Look for the entry for “List of maps to include in a packaged build” and hit the + button for each map that your project has. You can then hit the “…” to browse for the maps in your content folder.
If you set these maps up, whenever you package, it should only package these maps and the content that is referenced within them, ignoring anything that isn’t being used. Please give that a try and see how that works for you.
It seems to be “bottlenecking” on the processor which would explain the slow packaging. I’ll be testing on a computer with similar hardware to see if I can get it to stall on my end as well. In the meantime I’m glad that the method I mentioned works as a workaround.
Hello jasko81, is the workaround continuing to work for you? I’ve tried testing to reproduce the issue you’re experiencing on a computer with similar specs but haven’t had any luck unfortunately.
Unfortunately since I’m not able to reproduce this on similar hardware, I’ll be resolving this issue. As mentioned we do have a working workaround which is usually good practice when you have content in your project that you’re not using, as it avoids packaging unnecessary content. If you get blocked by this issue again, please let me know and I’ll make more attempts to reproduce the problem.