VR 5.3 Project Build Package Failed

Hello! I am trying to package a VR project that I have been working on, but it is not packaging succesfully. I will leave the log and I will you brief what I have done.

  1. I got a template for VR from someone who made some tutorials, I only unzipped the file, launched the project and I packaged it (without me making any changes) and it worked, all good.

  2. I started to add an asset package from FAB and now if I try to package, it is failing. So before adding the asset from FAB, it was working and after I added it, the package failed.

Now, I am a beginner in development and I don’t know that causes this problem, but after I searched online I tought it may be the FAB plugin (I didn’t installed in the marketplace or does that even matter)? I saw that there are people who had problems with it so that’s why I am asking (I even deactivated the plugin from the project settings and still failed, :frowning:
Thank you for reading and reaching out!

Proba_Export_1_2.log (2.1 MB)

Hello there @RaMb0RO1!

Welcome to UE! Checking through your full log, I see that both Cooking and Staging steps were succesful, meaning your assets were processed properly, no conflicts. The procedure fails at the packaging step, and the critical error shows up in the following line:

Failed to find value when parsing C:\Users\alexa\Desktop\Proba_Export_1\Proba_Export_1\Config\DefaultEngine.ini, line 117: r.Streaming.PoolSize 16384

This points at a syntax error in your .ini file, which currently contains the line like this:

r.Streaming.PoolSize 16384

The correct form should contain a = symbol, like this:

r.Streaming.PoolSize=16384

UE can’t parse that line, and the whole packaging fails. In order to fix this, simply navigate to C:\Users\alexa\Desktop\Proba_Export_1\Proba_Export_1\Config\, open the DefaultEngine.ini file a notepad, search the line including “r.Streaming.PoolSize”. and add the missing =. After that, save the file and try to pack again. It should now work as intended.

As for why this happened, it is possible that the FAB asset you added contained it’s own version of the .ini file, with the typo, and that’s why disabling the FAB element did not fix the problem. Hope this helps, and good luck!

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Hello @brs-sebascova !
First of all, thank you much for taking time for responding, explaining and helping me, it means a lot :slight_smile:

Second, I understand everything you said and I have some questions:

  1. About the streaming pool size, I will put the “=” symbol but what I want to ask you is how what number should I put exatcly in order to reduce the stremaing pool size for the packaged project for VR? I saw that I need to put the VRAM in MB number, which in my case I have 16 VRAM and that means 16384 MB. Does this even matter for a packaged content?

  2. If it matters, should I put this command in the DefaultEngine.ini, or should I make a blueprint? (is that even possible :slight_smile: ?)

  3. About FAB, so in the future should I disable FAB plugin again for should I leave it just like it is?

  4. One more thing, does the scalability settings let’s say from Epic to Medium matter in packaged VR project, or they matter only in the Unreal Editor?

Thank you so much for time and responses @brs-sebascova and take care!

Hello again!

You are welcome :slight_smile: , let’s address those questions one by one:

About the streaming pool size
The number is in MB of VRAM. Your math is correct. with a 16 GB card, that’s 16384 MB. Yet, maxing that out is not a good idea, as UE needs a bit of headroom. I would set it around 70/80%, 12000 would be a good value. And yes, it does matter in a packaged build, because it controls how much texture data is streamed at runtime.

About DefaultEngine.ini’s location
The usual is to place the .ini file under SystemSettings, so it’s always applied when the game launches. You can set it in Blueprint, but that’s only if you need to change it on the fly.

About FAB
If you removed the FAB asset you were using, and you are not planning to add any other FAB assets, it’s safe to disable the plugin. The crash you got had nothing to with FAB itself.

About scalability settings
They do matter in packaged projects. What you see in editor is just a preview, but those scalability levels are read at runtime, as well. You can lock in those settings by editing the .ini file, and make the packaged build to always uses the correct level.

1 Like

First of all you are amazing @brs-sebascova and thank you from the heart for responding, explaining and helping me, it really really really means a lot :smiling_face_with_tear: . I am a beginner so I like to learn.
Now, for the questions:

1/2/3 I understood and thank you for the response sir!

  1. Oh so for locking those settings I need to go in the Engine.ini file and simply add the scalability commands, right?
    (Two more things here: The first is to better make the project scalability in blueprints or .ini file? And second, for .ini is there any good source with all the scalability commands that I need to put in the .ini file?)

And again, thank you so much @brs-sebascova !!! :slight_smile: