A new problem has popped up: my UE5 packages are not opening in Windows. The packaging completes normally, no warmings or errors. I navigate to the project folder, double click, the cursor timer pops up for about 2 seconds, then disappears. Then nothing.
I can open earlier builds of the same project no problem. I can open current builds from UE4 no problem. I reinstalled UE5, the Visual Studio components, as well as any windows-based C++ and .net components. Same problem. Anyone else experiencing this? Any solutions?
Check your plugins and try disabling this plugin (along with any that use this plugin, it’ll prompt you when you disable it).
You may also get blueprint compiler errors if it’s being used when you try packaging again, follow the path that the output log shows (in red text generally) and unpin those nodes and you should be good. This is used for in-editor tools and shouldn’t be effected in a packaged project.
Switching off those plugins did trip something that caused a 7000 shader compile on loading the project again, despite only about 5 materials and 20 textures in the game currently.
About 30 new warning were introduced to the output log that were not there before. Most were related to things not being mounted.
The packaging itself took way longer than previous attempts.
However, the package went through and app was able to be opened without problems (so far).
So…here’s to hoping I can create the rest of the game without those plugins? I guess?
Or that Epic irons out these problems before I actually need them?
UE5 still seems very much in Early Access.
Anyway, thanks again. I can only imagine how much troubleshooting you went through to figure that out.