UnrealEd packaging failure

hi, I am trying to use fbxfactory in standalone, so i can use fbxfactory only if UnrealEd is in PublicDependencyModuleNames. when i click on compile button everything works, but when i try to do the package for windows i will get this error: http://i.imgur.com/45SCSBJ.png

has anyone had a problem like this? anyone know how to fix it? Any answer is always welcome.

help please :\

Hello ,

Can you post the entire crash log? This screenshot is only a small fraction of everything that happened during the packaging attempt and doesn’t seem to contain the actual error.

hi, thank you for your reply, i have only added “UnrealEd” in my PublicDependencyModuleNames in .build.cs
it is my entire packaging log: http:///URGz0qWZ

i think it is my problem:

MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: Unable to open input file ‘HACD_64.lib’
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------

i hope you can help me.

I should’ve realized sooner but I actually saw an issue related to this previously on our forums. This module is only for editor use and isn’t able to be included in packaged games. You’ll need to remove UnrealEd from the module list when you wish to package your project.

yes i know, but if i remove UnrealEd from the module list i cant build because will return fbxfactory error like this: “__declspec(dllimport)”. i need to include fbxfactory or another method to import fbx 3d model in runtime in standalone.
you know another method to import a fbx in standalone?

Unfortunately we currently don’t support importing things at runtime. fbxfactory currently requires UnrealEd to be able to work and is meant to only be used in the editor. It is currently being worked on to be made into its own module but it will still be an editor only module as it requires doing certain things that can only be done in the editor, such as building collision, LODs and so on.

ok, thank you for your reply, a last question: so there is no way to import a FBX at runtime in standalone?

ok, can you suggest a way for importing an fbx in standalone?

There may be ways to import other types of data but that would require setting up your own implementation in the source code. As for FBXs, it’s not possible natively.

I apologize but that is not my area of expertise and would require an immense amount of knowledge about converting FBX data. If you wish to ask the community about a method, I would suggest posting a question in the Using UE4 section or on our Forums.