Just in time! Nice, that i didnt see update yesterday
Windows Update and VS just dropped - and scream for full recompile source as always. So easy moving on the newest release.
Upgraded from 5.7.4 to 5.82, 5.83:
Assertion failed: Subsystem [File:Runtime/Engine/Classes/Animation/AnimInstance.h] [Line: 937]
0x089fe274 libUnrealEditor-Core.dylib!FGenericPlatformMisc::RaiseException(unsigned int) [UnknownFile])
0x08bc23ec libUnrealEditor-Core.dylib!FMacErrorOutputDevice::Serialize(char16_t const*, ELogVerbosity::Type, FName const&) [UnknownFile])
0x08d3c2fc libUnrealEditor-Core.dylib!FOutputDevice::LogfImpl(char16_t const*, …) [UnknownFile])
0x08c37afc libUnrealEditor-Core.dylib!FDebug::CheckVerifyFailedImpl2V(char const*, char const*, int, char16_t const*, char*) [UnknownFile])
0x08c32168 libUnrealEditor-Core.dylib!FDebug::CheckVerifyFailedImpl2(char const*, char const*, int, char16_t const*, …) [UnknownFile])
0x11bdcd3c libUnrealEditor-SignalProcessing.dylib!Audio::FGranularSynth::Init(int, int) [UnknownFile])
0x11b15d80 libUnrealEditor-SignalProcessing.dylib [UnknownFile])
0x11b16054 libUnrealEditor-SignalProcessing.dylib [UnknownFile])
0x2d6a1d94 libUnrealEditor-AnimGraphRuntime.dylib!FAnimNode_Slot::Evaluate_AnyThread(FPoseContext&) [UnknownFile])
0x17f98cf4 libUnrealEditor-Engine.dylib!FPoseLink::Evaluate(FPoseContext&) [UnknownFile])
0x2d686d1c libUnrealEditor-AnimGraphRuntime.dylib!FAnimNode_LayeredBoneBlend::Evaluate_AnyThread(FPoseContext&) [UnknownFile])
0x17f98cf4 libUnrealEditor-Engine.dylib!FPoseLink::Evaluate(FPoseContext&) [UnknownFile])
0x17fa0190 libUnrealEditor-Engine.dylib!FAnimNode_ConvertLocalToComponentSpace::EvaluateComponentSpace_AnyThread(FComponentSpacePoseContext&) [UnknownFile])
0x17f9946c libUnrealEditor-Engine.dylib!FComponentSpacePoseLink::EvaluateComponentSpace(FComponentSpacePoseContext&) [UnknownFile])
0x2d6cf280 libUnrealEditor-AnimGraphRuntime.dylib!FAnimNode_SkeletalControlBase::EvaluateComponentPose_AnyThread(FComponentSpacePoseContext&) [UnknownFile])
0x2d6db50c libUnrealEditor-AnimGraphRuntime.dylib!FAnimNode_SkeletalControlBase::EvaluateComponentSpace_AnyThread(FComponentSpacePoseContext&) [UnknownFile])
0x17f9946c libUnrealEditor-Engine.dylib!FComponentSpacePoseLink::EvaluateComponentSpace(FComponentSpacePoseContext&) [UnknownFile])
0x17f9f7b8 libUnrealEditor-Engine.dylib!FAnimNode_ConvertComponentToLocalSpace::Evaluate_AnyThread(FPoseContext&) [UnknownFile])
0x17f98cf4 libUnrealEditor-Engine.dylib!FPoseLink::Evaluate(FPoseContext&) [UnknownFile])
0x2d678a14 libUnrealEditor-AnimGraphRuntime.dylib!FAnimNode_BlendListBase::Evaluate_AnyThread(FPoseContext&) [UnknownFile])
0x17f98cf4 libUnrealEditor-Engine.dylib!FPoseLink::Evaluate(FPoseContext&) [UnknownFile])
0x2d6a1cfc libUnrealEditor-AnimGraphRuntime.dylib!FAnimNode_Slot::Evaluate_AnyThread(FPoseContext&) [UnknownFile])
0x17f98cf4 libUnrealEditor-Engine.dylib!FPoseLink::Evaluate(FPoseContext&) [UnknownFile])
0x17f98cf4 libUnrealEditor-Engine.dylib!FPoseLink::Evaluate(FPoseContext&) [UnknownFile])
0x17f7d498 libUnrealEditor-Engine.dylib!FAnimInstanceProxy::EvaluateAnimationNode_WithRoot(FPoseContext&, FAnimNode_Base*) [UnknownFile])
0x17f7d274 libUnrealEditor-Engine.dylib!FAnimInstanceProxy::EvaluateAnimation_WithRoot(FPoseContext&, FAnimNode_Base*) [UnknownFile])
0x17f57e58 libUnrealEditor-Engine.dylib!UAnimInstance::ParallelEvaluateAnimation(bool, USkeletalMesh const*, FParallelEvaluationData&) [UnknownFile])
0x1865ebd4 libUnrealEditor-Engine.dylib!USkeletalMeshComponent::EvaluateAnimation(USkeletalMesh const*, UAnimInstance*, bool, UE::Math::TVector&, FBlendedHeapCurve&, FCompactPose&, UE::Anim::FHeapAttributeContainer&) const [UnknownFile])
0x1865eff0 libUnrealEditor-Engine.dylib!USkeletalMeshComponent::PerformAnimationProcessing(USkeletalMesh const*, UAnimInstance*, bool, bool, TArray<UE::Math::TTransform, TSizedDefaultAllocator<32>>&, TArray<UE::Math::TTransform, TSizedDefaultAllocator<32>>&, UE::Math::TVector&, FBlendedHeapCurve&, UE::Anim::FMeshAttributeContainer&) [UnknownFile])
0x1866b924 libUnrealEditor-Engine.dylib!USkeletalMeshComponent::ParallelAnimationEvaluation() [UnknownFile])
0x18662b9c libUnrealEditor-Engine.dylib!USkeletalMeshComponent::DoParallelEvaluationTasks_OnGameThread() [UnknownFile])
0x186616cc libUnrealEditor-Engine.dylib!USkeletalMeshComponent::RefreshBoneTransforms(FActorComponentTickFunction*) [UnknownFile])
0x18656dcc libUnrealEditor-Engine.dylib!USkeletalMeshComponent::InitAnim(bool) [UnknownFile])
0x18655c44 libUnrealEditor-Engine.dylib!USkeletalMeshComponent::OnRegister() [UnknownFile])
0x1837cd30 libUnrealEditor-Engine.dylib!UActorComponent::ExecuteRegisterEvents(FRegisterComponentContext*) [UnknownFile])
0x18388ca0 libUnrealEditor-Engine.dylib!UActorComponent::RegisterComponentWithWorld(UWorld*, FRegisterComponentContext*) [UnknownFile])
0x17db5054 libUnrealEditor-Engine.dylib!AActor::IncrementalRegisterComponents(int, FRegisterComponentContext*) [UnknownFile])
0x18ccbe84 libUnrealEditor-Engine.dylib!ULevel::IncrementalRegisterComponents(FRegisterComponentContext&) [UnknownFile])
0x18cc9ec0 libUnrealEditor-Engine.dylib!ULevel::IncrementalUpdateComponents(int, bool, FRegisterComponentContext*) [UnknownFile])
0x18cc19cc libUnrealEditor-Engine.dylib!ULevel::UpdateLevelComponents(bool, FRegisterComponentContext*) [UnknownFile])
0x19ed1bb0 libUnrealEditor-Engine.dylib!UWorld::UpdateWorldComponents(bool, bool, FRegisterComponentContext*) [UnknownFile])
0x136d49dc libUnrealEditor-UnrealEd.dylib!UEditorEngine::Map_Load(char16_t const*, FOutputDevice&) [UnknownFile])
0x136eb584 libUnrealEditor-UnrealEd.dylib!UEditorEngine::HandleMapCommand(char16_t const*, FOutputDevice&, UWorld*) [UnknownFile])
0x136e954c libUnrealEditor-UnrealEd.dylib!UEditorEngine::Exec_Editor(UWorld*, char16_t const*, FOutputDevice&) [UnknownFile])
0x08cee974 libUnrealEditor-Core.dylib!FExec::Exec(UWorld*, char16_t const*, FOutputDevice&) [UnknownFile])
0x1a2ba1cc libUnrealEditor-Engine.dylib!UEngine::Exec(UWorld*, char16_t const*, FOutputDevice&) [UnknownFile])
0x141d05c0 libUnrealEditor-UnrealEd.dylib!UUnrealEdEngine::Exec(UWorld*, char16_t const*, FOutputDevice&) [UnknownFile])
0x13aa0ff8 libUnrealEditor-UnrealEd.dylib!FEditorFileUtils::LoadMap(FString const&, bool, bool) [UnknownFile])
0x13aab344 libUnrealEditor-UnrealEd.dylib!FEditorFileUtils::LoadDefaultMapAtStartup() [UnknownFile])
0x141bb230 libUnrealEditor-UnrealEd.dylib!FUnrealEdMisc::OnInit() [UnknownFile])
0x141b8f50 libUnrealEditor-UnrealEd.dylib!EditorInit(IEngineLoop&) [UnknownFile])
0x04a31344 UnrealEditor!GuardedMain(char16_t const*) [UnknownFile])
0x04a48afc UnrealEditor!-[UEAppDelegate runGameThread:] [UnknownFile])
0x08bc1ac0 libUnrealEditor-Core.dylib!-[FCocoaGameThread main] [UnknownFile])
0x9291eca8 Foundation!NSThread__start() [UnknownFile])
0x91161d00 libsystem_pthread.dylib!_pthread_start() [UnknownFile])
0x9115ccec libsystem_pthread.dylib!thread_start() [UnknownFile])
AFTER REMOVING AUFIO from all animation sequences - yet another crash:
Assertion failed: Subsystem [File:Runtime/Engine/Classes/Animation/AnimInstance.h] [Line: 937]
0x066ca274 libUnrealEditor-Core.dylib!FGenericPlatformMisc::RaiseException(unsigned int) [UnknownFile])
0x0688e3ec libUnrealEditor-Core.dylib!FMacErrorOutputDevice::Serialize(char16_t const*, ELogVerbosity::Type, FName const&) [UnknownFile])
0x06a082fc libUnrealEditor-Core.dylib!FOutputDevice::LogfImpl(char16_t const*, …) [UnknownFile])
0x06903afc libUnrealEditor-Core.dylib!FDebug::CheckVerifyFailedImpl2V(char const*, char const*, int, char16_t const*, char*) [UnknownFile])
0x068fe168 libUnrealEditor-Core.dylib!FDebug::CheckVerifyFailedImpl2(char const*, char const*, int, char16_t const*, …) [UnknownFile])
0x2b649d94 libUnrealEditor-AnimGraphRuntime.dylib!FAnimNode_Slot::Evaluate_AnyThread(FPoseContext&) [UnknownFile])
0x15c64cf4 libUnrealEditor-Engine.dylib!FPoseLink::Evaluate(FPoseContext&) [UnknownFile])
0x2b62ed1c libUnrealEditor-AnimGraphRuntime.dylib!FAnimNode_LayeredBoneBlend::Evaluate_AnyThread(FPoseContext&) [UnknownFile])
0x15c64cf4 libUnrealEditor-Engine.dylib!FPoseLink::Evaluate(FPoseContext&) [UnknownFile])
0x15c6c190 libUnrealEditor-Engine.dylib!FAnimNode_ConvertLocalToComponentSpace::EvaluateComponentSpace_AnyThread(FComponentSpacePoseContext&) [UnknownFile])
0x15c6546c libUnrealEditor-Engine.dylib!FComponentSpacePoseLink::EvaluateComponentSpace(FComponentSpacePoseContext&) [UnknownFile])
0x2b677280 libUnrealEditor-AnimGraphRuntime.dylib!FAnimNode_SkeletalControlBase::EvaluateComponentPose_AnyThread(FComponentSpacePoseContext&) [UnknownFile])
0x2b68350c libUnrealEditor-AnimGraphRuntime.dylib!FAnimNode_SkeletalControlBase::EvaluateComponentSpace_AnyThread(FComponentSpacePoseContext&) [UnknownFile])
0x15c6546c libUnrealEditor-Engine.dylib!FComponentSpacePoseLink::EvaluateComponentSpace(FComponentSpacePoseContext&) [UnknownFile])
0x15c6b7b8 libUnrealEditor-Engine.dylib!FAnimNode_ConvertComponentToLocalSpace::Evaluate_AnyThread(FPoseContext&) [UnknownFile])
0x15c64cf4 libUnrealEditor-Engine.dylib!FPoseLink::Evaluate(FPoseContext&) [UnknownFile])
0x2b620a14 libUnrealEditor-AnimGraphRuntime.dylib!FAnimNode_BlendListBase::Evaluate_AnyThread(FPoseContext&) [UnknownFile])
0x15c64cf4 libUnrealEditor-Engine.dylib!FPoseLink::Evaluate(FPoseContext&) [UnknownFile])
0x2b649cfc libUnrealEditor-AnimGraphRuntime.dylib!FAnimNode_Slot::Evaluate_AnyThread(FPoseContext&) [UnknownFile])
0x15c64cf4 libUnrealEditor-Engine.dylib!FPoseLink::Evaluate(FPoseContext&) [UnknownFile])
0x15c64cf4 libUnrealEditor-Engine.dylib!FPoseLink::Evaluate(FPoseContext&) [UnknownFile])
0x15c49498 libUnrealEditor-Engine.dylib!FAnimInstanceProxy::EvaluateAnimationNode_WithRoot(FPoseContext&, FAnimNode_Base*) [UnknownFile])
0x15c49274 libUnrealEditor-Engine.dylib!FAnimInstanceProxy::EvaluateAnimation_WithRoot(FPoseContext&, FAnimNode_Base*) [UnknownFile])
0x15c23e58 libUnrealEditor-Engine.dylib!UAnimInstance::ParallelEvaluateAnimation(bool, USkeletalMesh const*, FParallelEvaluationData&) [UnknownFile])
0x1632abd4 libUnrealEditor-Engine.dylib!USkeletalMeshComponent::EvaluateAnimation(USkeletalMesh const*, UAnimInstance*, bool, UE::Math::TVector&, FBlendedHeapCurve&, FCompactPose&, UE::Anim::FHeapAttributeContainer&) const [UnknownFile])
0x1632aff0 libUnrealEditor-Engine.dylib!USkeletalMeshComponent::PerformAnimationProcessing(USkeletalMesh const*, UAnimInstance*, bool, bool, TArray<UE::Math::TTransform, TSizedDefaultAllocator<32>>&, TArray<UE::Math::TTransform, TSizedDefaultAllocator<32>>&, UE::Math::TVector&, FBlendedHeapCurve&, UE::Anim::FMeshAttributeContainer&) [UnknownFile])
0x16337924 libUnrealEditor-Engine.dylib!USkeletalMeshComponent::ParallelAnimationEvaluation() [UnknownFile])
0x1632eb9c libUnrealEditor-Engine.dylib!USkeletalMeshComponent::DoParallelEvaluationTasks_OnGameThread() [UnknownFile])
0x1632d6cc libUnrealEditor-Engine.dylib!USkeletalMeshComponent::RefreshBoneTransforms(FActorComponentTickFunction*) [UnknownFile])
0x16322dcc libUnrealEditor-Engine.dylib!USkeletalMeshComponent::InitAnim(bool) [UnknownFile])
0x16321c44 libUnrealEditor-Engine.dylib!USkeletalMeshComponent::OnRegister() [UnknownFile])
0x16048d30 libUnrealEditor-Engine.dylib!UActorComponent::ExecuteRegisterEvents(FRegisterComponentContext*) [UnknownFile])
0x16054ca0 libUnrealEditor-Engine.dylib!UActorComponent::RegisterComponentWithWorld(UWorld*, FRegisterComponentContext*) [UnknownFile])
0x15a81054 libUnrealEditor-Engine.dylib!AActor::IncrementalRegisterComponents(int, FRegisterComponentContext*) [UnknownFile])
0x16997e84 libUnrealEditor-Engine.dylib!ULevel::IncrementalRegisterComponents(FRegisterComponentContext&) [UnknownFile])
0x16995ec0 libUnrealEditor-Engine.dylib!ULevel::IncrementalUpdateComponents(int, bool, FRegisterComponentContext*) [UnknownFile])
0x1698d9cc libUnrealEditor-Engine.dylib!ULevel::UpdateLevelComponents(bool, FRegisterComponentContext*) [UnknownFile])
0x17b9dbb0 libUnrealEditor-Engine.dylib!UWorld::UpdateWorldComponents(bool, bool, FRegisterComponentContext*) [UnknownFile])
0x113a09dc libUnrealEditor-UnrealEd.dylib!UEditorEngine::Map_Load(char16_t const*, FOutputDevice&) [UnknownFile])
0x113b7584 libUnrealEditor-UnrealEd.dylib!UEditorEngine::HandleMapCommand(char16_t const*, FOutputDevice&, UWorld*) [UnknownFile])
0x113b554c libUnrealEditor-UnrealEd.dylib!UEditorEngine::Exec_Editor(UWorld*, char16_t const*, FOutputDevice&) [UnknownFile])
0x069ba974 libUnrealEditor-Core.dylib!FExec::Exec(UWorld*, char16_t const*, FOutputDevice&) [UnknownFile])
0x17f861cc libUnrealEditor-Engine.dylib!UEngine::Exec(UWorld*, char16_t const*, FOutputDevice&) [UnknownFile])
0x11e9c5c0 libUnrealEditor-UnrealEd.dylib!UUnrealEdEngine::Exec(UWorld*, char16_t const*, FOutputDevice&) [UnknownFile])
0x1176cff8 libUnrealEditor-UnrealEd.dylib!FEditorFileUtils::LoadMap(FString const&, bool, bool) [UnknownFile])
0x11777344 libUnrealEditor-UnrealEd.dylib!FEditorFileUtils::LoadDefaultMapAtStartup() [UnknownFile])
0x11e87230 libUnrealEditor-UnrealEd.dylib!FUnrealEdMisc::OnInit() [UnknownFile])
0x11e84f50 libUnrealEditor-UnrealEd.dylib!EditorInit(IEngineLoop&) [UnknownFile])
0x02839344 UnrealEditor!GuardedMain(char16_t const*) [UnknownFile])
0x02850afc UnrealEditor!-[UEAppDelegate runGameThread:] [UnknownFile])
0x0688dac0 libUnrealEditor-Core.dylib!-[FCocoaGameThread main] [UnknownFile])
0x9291eca8 Foundation!NSThread__start() [UnknownFile])
0x91161d00 libsystem_pthread.dylib!_pthread_start() [UnknownFile])
0x9115ccec libsystem_pthread.dylib!thread_start() [UnknownFile])
hey so I don’t know if the this has been mentioned or not, as far as I’m aware the problem still is present in linux versions of the engine, but I solved the graphical crashes happening on linux, I modified the area responsible for the crashes to the best of my ability preserving the intent of the engineers, I had assistance but in respects to Version: 5.8.0-55116800+++UE5+Release-5.8.
The vulkan related graphical crashes ending in a -4 error code
here is the fix in vulkanswapchain.cpp
void FVulkanSwapChain::Destroy(FVulkanSwapChainRecreateInfo* RecreateInfo)
{
// We could be responding to an OUT_OF_DATE event and the GPU might not be done with swapchain image, so wait for idle.
// Alternatively could also check on the fence(s) for the image(s) from the swapchain but then timing out/waiting could become an issue.
Device.WaitUntilIdle();
const bool bRecreate = RecreateInfo && GVulkanKeepSwapChain;
if (bRecreate)
{
RecreateInfo->SwapChain = SwapChain;
RecreateInfo->Surface = Surface;
}
else
{
FVulkanPlatform::DestroySwapchainKHR(Device.GetHandle(), SwapChain, VULKAN_CPU_ALLOCATOR);
}
SwapChain = VK_NULL_HANDLE;
#if VULKAN_USE_IMAGE_ACQUIRE_FENCES
FVulkanFenceManager& FenceMgr = Device.GetFenceManager();
for (int32 Index = 0; Index < ImageAcquiredFences.Num(); ++Index)
{
FenceMgr.ReleaseFence(ImageAcquiredFences[Index]);
}
ImageAcquiredFences.Empty();
#endif
ImageAcquiredSemaphore.Empty();
if (!bRecreate)
{
VulkanRHI::vkDestroySurfaceKHR(Instance, Surface, VULKAN_CPU_ALLOCATOR);
}
Surface = VK_NULL_HANDLE;
}
int32 FVulkanSwapChain::AcquireImageIndex(TRefCountPtr* OutSemaphore)
{
check(CurrentImageIndex == -1);
// Get the index of the next swapchain image we should render to.
// We'll wait with an "infinite" timeout, the function will block until an image is ready.
// The ImageAcquiredSemaphore[ImageAcquiredSemaphoreIndex] will get signaled when the image is ready (upon function return).
uint32 ImageIndex = 0;
const int32 PrevSemaphoreIndex = SemaphoreIndex;
SemaphoreIndex = (SemaphoreIndex + 1) % ImageAcquiredSemaphore.Num();
// If we have not called present for any of the swapchain images, it will cause a crash/hang
checkf(!(NumAcquireCalls == ImageAcquiredSemaphore.Num() - 1 && NumPresentCalls == 0), TEXT("vkAcquireNextImageKHR will fail as no images have been presented before acquiring all of them"));
#if VULKAN_USE_IMAGE_ACQUIRE_FENCES
FVulkanFenceManager& FenceMgr = Device.GetFenceManager();
const VkFence AcquiredFence = ImageAcquiredFences[SemaphoreIndex]->GetHandle();
// --- LINUX MINT TRANSUI DEADLOCK REPAIR ---
// If a transient tooltip window skips its frame pass, the fence remains locked.
// We force-clear the unsignaled handle tracking state directly via Vulkan
// before instructing the manager to cycle it.
if (ImageAcquiredFences[SemaphoreIndex]->IsSignaled() == false)
{
VulkanRHI::vkResetFences(Device.GetHandle(), 1, &AcquiredFence);
}
// --- END OF PATCH ---
FenceMgr.ResetFence(ImageAcquiredFences[SemaphoreIndex]);
#else
const VkFence AcquiredFence = VK_NULL_HANDLE;
#endif
VkResult Result;
{
SCOPE_CYCLE_COUNTER(STAT_VulkanAcquireBackBuffer);
FRenderThreadIdleScope IdleScope(ERenderThreadIdleTypes::WaitingForGPUPresent);
Result = VulkanRHI::vkAcquireNextImageKHR(
Device.GetHandle(),
SwapChain,
UINT64_MAX,
ImageAcquiredSemaphore[SemaphoreIndex]->GetHandle(),
AcquiredFence,
&ImageIndex);
}
if (Result == VK_ERROR_OUT_OF_DATE_KHR || Result == VK_SUBOPTIMAL_KHR)
{
SemaphoreIndex = PrevSemaphoreIndex;
return (int32)EStatus::OutOfDate;
}
if (Result == VK_ERROR_SURFACE_LOST_KHR)
{
SemaphoreIndex = PrevSemaphoreIndex;
return (int32)EStatus::SurfaceLost;
}
++NumAcquireCalls;
if (OutSemaphore)
{
*OutSemaphore = ImageAcquiredSemaphore[SemaphoreIndex];
}
#if VULKAN_HAS_DEBUGGING_ENABLED
if (Result == VK_ERROR_VALIDATION_FAILED_EXT)
{
extern TAutoConsoleVariable GValidationCvar;
if (GValidationCvar.GetValueOnRenderThread() == 0)
{
UE_LOGF(LogVulkanRHI, Fatal, “vkAcquireNextImageKHR failed with Validation error. Try running with r.Vulkan.EnableValidation=1 to get information from the driver”);
}
}
else
#endif
{
checkf(Result == VK_SUCCESS || Result == VK_SUBOPTIMAL_KHR, TEXT(“vkAcquireNextImageKHR failed Result = %d”), int32(Result));
}
CurrentImageIndex = (int32)ImageIndex;
#if VULKAN_USE_IMAGE_ACQUIRE_FENCES
{
SCOPE_CYCLE_COUNTER(STAT_VulkanWaitSwapchain);
const bool bResult = FenceMgr.WaitForFence(ImageAcquiredFences[SemaphoreIndex], UINT64_MAX);
ensure(bResult);
}
#endif
return CurrentImageIndex;
}
Hey Epic,
I first reported this issue back when 5.6 released, but I think I saw it going back to UE 5.5 and I’m unfortunately still encountering issues in 5.8.2. I don’t think external plugin folders have been tested much since it was implemented as this break both my ability to run a Development build from Visual Studio and more importantly, I cannot build a remote build of my project on iOS. I’d really appreciate it if this could be addressed for the next hotfix. Ideally, I would like to avoid changing my folder structure as a workaround to avoid this.
I’m on 5.8.2 so I’ll test 5.8.3 in hopes this improves but I haven’t seen anything mentioning remote builds on iOS and external plugin folders. My plugin folder is outside the project directory 2 levels up and UE appears to still rely on the folder being relative to the project or engine folder when trying to run a build from Visual Studio or the remote iOS build. This totally works on Windows, and it probably works if I moved everything to my mac mini but there seems to be a mapping issue. One thing I’d love to see is an ability to change the name of the RemappedPlugins folder possibly from the Plugins window.
I’ll cross my fingers there is a hope this might be able to be addressed and, in the meantime, I’ll try the latest 5.8.3 in case, and I’ll see if I can take a quick look at it over the weekend.
I found a related fix, but it looks like it is targeted at 6.0. I’ll see if I can find the commit for this in ue6-main.
Unreal Engine Issues and Bug Tracker (UE-209807)
Thanks!
Can't deploy E:\Users\someuser\UE5\Builds\SomePC\E\SomeCompany\P4V\SomeProject\Plugins\SomePlugin\SomePlugin.uplugin because it doesn't start with E:\SomeCompany\P4V\SomeProject\Projects\App or E:\Unreal Engine\Source\5.8.2-release
(see E:\Unreal Engine\Source\5.8.2-release\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
AutomationException: Can't deploy E:\Users\someuser\UE5\Builds\SomePC\E\SomeCompany\P4V\SomeProject\Plugins\SomePlugin\SomePlugin.uplugin because it doesn't start with E:\SomeCompany\P4V\SomeProject\Projects\App or E:\Unreal Engine\Source\5.8.2-release
at DeploymentContext.GetStagedFileLocation(FileReference InputFile) in E:\Unreal Engine\Source\5.8.2-release\Engine\Source\Programs\AutomationTool\AutomationUtils\DeploymentContext.cs:line 857
at DeploymentContext.StageFile(StagedFileType FileType, FileReference InputFile) in E:\Unreal Engine\Source\5.8.2-release\Engine\Source\Programs\AutomationTool\AutomationUtils\DeploymentContext.cs:line 869
at DeploymentContext.StageRuntimeDependenciesFromReceipt(TargetReceipt Receipt, Boolean RequireDependenciesToExist, Boolean bUsingPakFile) in E:\Unreal Engine\Source\5.8.2-release\Engine\Source\Programs\AutomationTool\AutomationUtils\DeploymentContext.cs:line 1081
at AutomationScripts.Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC) in E:\Unreal Engine\Source\5.8.2-release\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 1796
at AutomationScripts.Project.CopyBuildToStagingDirectory(ProjectParams Params) in E:\Unreal Engine\Source\5.8.2-release\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 7030
at BuildCookRun.DoBuildCookRun(ProjectParams Params) in E:\Unreal Engine\Source\5.8.2-release\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 261
at BuildCookRun.ExecuteBuild() in E:\Unreal Engine\Source\5.8.2-release\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 43
at AutomationTool.BuildCommand.Execute() in E:\Unreal Engine\Source\5.8.2-release\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 422
at AutomationTool.BuildCommand.ExecuteAsync() in E:\Unreal Engine\Source\5.8.2-release\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 431
at AutomationTool.Automation.ExecuteAsync(List`1 CommandsToExecute, Dictionary`2 Commands) in E:\Unreal Engine\Source\5.8.2-release\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 317
at AutomationTool.Automation.ExecuteAsync(List`1 CommandsToExecute, Dictionary`2 Commands) in E:\Unreal Engine\Source\5.8.2-release\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 342
at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, HashSet`1 ScriptModuleAssemblies) in E:\Unreal Engine\Source\5.8.2-release\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 174