Thank you. So after trying to package your game, it looks like you’re having quite a few errors.
Here is an example: MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.06.27-12.24.04:850][ 0]LogInit:Display: LogLinker:Warning: Can’t find file for asset ‘/Game/game/Blueprints/trap_weapon/arrowbp’ while loading NULL.
This means that you are potentially using an asset that is referenced somewhere in your project, but that doesn’t exist in that particular filepath. You can try right-clicking on the Content folder in the Content Browser and clicking the Fix Up Redirectors in this Folder option, but if you’ve deleted any assets you’ll need to manually go and check for any extraneous references to those deleted assets.
Here’s another error I’m seeing as well that seems fairly easy to resolve:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.06.27-12.24.04:846][ 0]LogInit:Display: LogBlueprint:Error: [compiler gunbp] Error Spawn node SpawnActor NONE must have a class specified.
What you’ll need to do is attempt to package again, and then go through your output log and attempt to resolve the error messages that you see, as they are preventing the project from packaging successfully.
Let me know if you come across anything that you aren’t sure how to fix.
there are loads of errors i dont know how to fix…
in fact all of them. this is my first attempt at a game. i have no experience with packaging either. is there anything you can do to fix the errors that just prevent packaging?
For the error messages that relate to being unable to find an asset, as I’ve stated above you’ll need to find out where these are referenced in your project and remove these references to assets that don’t exist.
The log does a pretty good job of providing information regarding exactly what the error is, so you’ll just need to comb through it and make a note of which errors need fixing. It looked like a lot of the types of error messages were the same, so if you can fix one of them, you can go through and fix the others without much of an issue.
thank you so much i cant believe i didn’t see this. i hope that even 10 days late the offer still stands? i have a second copy. ive been trouble shooting and here is what i have come up with:
when the game is run in standalone SOMETIMES the call the map works.
when it doesnt work there is an interesting result. i have a print screen set to tell me “i have swung” in game when i attack. which still prints when i click the screen after i press play. this lead me to think the game assets are loading in the background but the map just isnt. i check the world edit tab on the right which showed the present assets and such as yes, arrows are being fired and destroyed, the player is there just the level hasnt loaded.
when i break the connection in the level blueprint between event play and menu (which is the start up page that the player presses play on) interestingly the level loads fine.
The problem I’m seeing is that you’re creating your main menu on Begin Play in your gamelevel_1. The issue here is that each time you’re hitting the Play button to open the level, you’re essentially recreating that Menu widget again.
What I did to fix this was create a new level called MainMenu, and set it to the Default Map. Then, I moved the content from the gamelevel_1 Level blueprint into the Main Menu level blueprint. That way, you start on the MainMenu level, and then when you hit play it loads gamelevel_1, which is no longer spawning that widget.
Look in Config/DefaultGame.ini of your source project for the paths to use. For example, you could use /DeepDriveKevindalePlugin/DeepDrive/Maps/DeepDriveSim_Kevindale_Full as the first argument if your DefaultGame.ini had the following MapsToCook specificed
Try to move that map into default Content directory and do fix up redirectores and also update the map location in maps to include in build and again assign the default map