Ok I finally got this working. Here are the problems I faced and how I fixed them.
created the architectrual walk through using 4.9.2 and then opened in 4.10 as a copy. In 4.10 I then tried to package for html5 using in the packaging options:
Build configuration : Shipping
Full rebuild: ticked
use pak file: ticked
Include prerequisites: ticked
cook everything in the project content directory: ticked
Supported platforms (left menu of project settings window)
Windows: ticked
Html5: ticked
Everything else default.
Problems encountered during packaging:
warning: Unable to generate long package name.
Resolution was to close unreal, duplicate the entire project folder in windows, rename it, and also rename the project file. Re-open editor and re-package. This resolved this issue…must have been caused by opening a 9.2 project as a copy in 9.10
Packaging problem 2:
Unable to find various assets. On looking at the path, it sempt that the packaging process was looking for assets in a previous content browser layout (i dont know why) so I right clicked on all the top level folders in the content browser within unity and then clicked on fix up redirectors in folder…i’m not entirely sure what this does…but it worked.
Html5 packaging was now succesful. But I was unsure how to test locally using the html5launchhelper. So for anyone completely new to this (like me) run the html5launcherhelper and then go to your browser (must be the 64 bit version) and type in http://localhost:8000//ProjectName.html
At this point I got errors in the browser:
Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 536870912, (2) compile with ALLOW_MEMORY_GROWTH which adjusts the size at runtime but prevents some optimizations, or (3) set Module.TOTAL_MEMORY before the program runs.
I scoured the internet for hours trying to figure out what this meant and how to solve it, trying various things such as increasing the html 5 heap size in the project settings, platforms, html5 and changing heap size (mb) to higher than the largest reading in memreport…didnt work.
I then tried installing the various things on this page: Sharing and Releasing Projects for Unreal Engine | Unreal Engine 5.2 Documentation (please note that the instructions on this page arent very clear) once you’ve installed the two programs your HTML5Engine.ini file should (i beleive) look like this:
[HTML5SDKPaths]
Mac=“/path/to/emscripten/sdk”
Windows=“C:/Program Files/Emscripten/emscripten/1.35.0 (this number will vary depending on which version you have)”
Python=“C:/Python27”
Incidentally the file can be found at: C:\Program Files\Epic Games\4.10\Engine\Config\HTML5 (or wherever you installed to)
This still didnt solve the problem…and i’m not entirely sure what these programs do and i’m also not sure whether they’re necessary for the packaging process, or whether this is an outdated requirement…either way it didnt work, but again, I cant say for sure whether or not it was necessary.
Eventually, I reverted back to 4.92 re-packaged, ran the html5launchhelper.exe, opened up chrome 64 bit, entered the localhost address followed by the generated html file…and finally it worked without error, well…without error messages at least.
The problems I face now are…
My media textures (which are launched using blueprint at level start) dont seem to work…I dont know why…perhaps html5 doesnt support blueprints, or maybe doesnt support media textures?
lighting/exposure seems very dim compared to the version I packaged for windows.
Reflections seem almost non existant (they’re just about visible in 100% reflective surfaces such as mirrors, chrome etc)
effects such as bloom dont work
Some of the uv’s are completely messed up both on textures and also on the lightmaps (not sure why, everything is fine in the editor and in the version packaged for windows).
So questions I need to find answers for at the moment are:
can quality settings be defined at any point which may be affecting lighting/reflections ( i’m using static lighting only by the way)
are lightmass importance and post process volumes ignored in html5? this would explain the lack of bloom and possibly the exposure problems.
do blueprints work in html5
should media textures work in html5
Why would uvs of certain textures/lighmaps be messed up only in html5?
I hope some of this might be helpful for other newbs…and if anyone can help me answer the above questions and also maybe explain what part of my process actually made a difference (and why), that would be much appreciated.
Cheers