i am trying to ship my project maded in unreal engine 5.6.1. and i have a few errors going on.
Mainly my camera is not working, it should follow player and when two player moder, make a splitscreen, which doesn´t work at all. Camera is basically stucked in 0.0. and moving just on Z axis.
In editor is everything working perfectly, i have aswell another problems but this is currently crucial for me.
This is outpot log - i don´t see error relevant to my issue:
Visual Studio 2022 compiler is not a preferred version
Failed to find object ‘DataTable None.’
Actually, the compiler type and MSVS version are very important factors in solving the packaging issue. It depends on your target platform and the complexity of the target system you want to support. You need to install the required components to have a successful packaging process. For instance, you can follow my general component settings for Visual Studio Community 2022 here (Note that you need. Net api installed as well, which I didn’t include in these screenshots, but you can install V4.6.2, 4.7.2, 4.8, 8.0, 9.0, just to be safe):
editor fine but packaged broken on a camera that should follow the player is almost always a difference in how the map starts, not in the camera itself.
the usual suspects:
auto possess timing: if the camera comes from a camera actor with auto player activation, or the view target is set in level blueprint, the packaged build can start the player controller before that wiring runs, and the camera falls back to the default near origin, which drifts only on z. the packaged game writes a log file next to the executable, open it and search for “set view” and “possess”, if the view target gets set to something unexpected at startup that is your thread to pull.
splitscreen plus camera: with two players each player controller needs its own view target. if only player 0 gets one, player 1 has nothing, and in packaged builds that often shows as the frozen camera you are describing. set the view target per player controller in the game mode (handle starting new player for local splitscreen, or the controller’s begin play), not in level blueprint, because level blueprint timing differs between PIE and a cooked build.
your output log shows no errors, which fits this, it is not a crash it is ordering. drop print strings at every place you set the view target (they show up in the packaged log), run the package, and you will see exactly which call never fires or fires too early.