I made a horror level and when I try to package it, it just shows the SDK not properly setup, even after I set up all “.net core3.1” and Windows 10 SDKs from VS2019. It just failes with CMD exit code-3.I attached a LOG file. Plz help!
Last Para of LOG:
[2023.01.16-15.47.54:729][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCook: Display: Cooked packages 146 Packages Remain 392 Total 538
[2023.01.16-15.47.54:729][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCookCommandlet: Display: Detected max mem exceeded - forcing shader compilation flush
[2023.01.16-15.47.54:740][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCookCommandlet: Display: Finished flushing shader jobs at 0
[2023.01.16-15.47.54:740][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCookCommandlet: Display: GarbageCollection… (Exceeded Max Memory)
[2023.01.16-15.47.54:740][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCookCommandlet: Display: Item Malloc calls = 0
[2023.01.16-15.47.54:740][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCookCommandlet: Display: Item Realloc calls = 0
[2023.01.16-15.47.54:740][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,
The log file you provided indicates that the packaging process is exceeding the maximum memory allocated for it. This could be caused by a number of factors, including having too many assets in your scene or high-resolution textures that are consuming too much memory.
To resolve this issue, try the following:
Remove any unnecessary assets from your scene
Reduce the resolution of textures used in the scene
Decrease the number of lightmap resolution of your scene
Reduce the number of materials used in the scene
Also, you can try packaging the project as a Windows or Mac build, to see if the problem is specific to the Android platform.
Yes, that is correct. When packaging for Android, you can select from a few versions:
Format
Description
ETC2
Supported by all OpenGL 3.x class devices and supports alpha compression.
DXT
Supported by Nvidia Tegra GPUs and supports alpha compression.
ASTC
Latest Texture compression format allowing more quality control by specifying block size and supports alpha compression. Available on some devices at this point.