# \#shipping-build

**URL:** https://forums.unrealengine.com/tag/shipping-build/1604.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

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## [Steam overlay not working in Shipping build](https://forums.unrealengine.com/t/steam-overlay-not-working-in-shipping-build/312531)

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**Author:** [@Fervensmiber](https://forums.unrealengine.com/u/Fervensmiber)\
**Replies:** 11\
**Last updated:** [May 14, 2026, 5:01pm UTC](https://forums.unrealengine.com/t/steam-overlay-not-working-in-shipping-build/312531 "2026-05-14T17:01:39Z")

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Branch: Binary Build version: 4.7.2-2467323 I’m having issue when trying to package our game in Shipping configuration. When I package game steam overlay isn’t working. It works fine when I play game through editor …

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## [Android Shipping build fails with undefined symbol: LowLevelTasks::FTask::ActiveTask (UE 5.6.1) ](https://forums.unrealengine.com/t/android-shipping-build-fails-with-undefined-symbol-lowleveltasks-activetask-ue-5-6-1/2718321)

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**Author:** [@muhammadhammad12](https://forums.unrealengine.com/u/muhammadhammad12)\
**Replies:** 0\
**Last updated:** [April 27, 2026, 2:54pm UTC](https://forums.unrealengine.com/t/android-shipping-build-fails-with-undefined-symbol-lowleveltasks-activetask-ue-5-6-1/2718321 "2026-04-27T14:54:28Z")

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Hi, I’m encountering a linker error when building an Android Shipping build in Unreal Engine 5.6.1. The project builds successfully in Development and DebugGame, but fails consistently in Shipping. Error ld.lld: error…

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## [Missing the texture on foliage after packaging](https://forums.unrealengine.com/t/missing-the-texture-on-foliage-after-packaging/450586)

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**Author:** [@Pieniak3](https://forums.unrealengine.com/u/Pieniak3)\
**Replies:** 10\
**Last updated:** [July 22, 2025, 1:43am UTC](https://forums.unrealengine.com/t/missing-the-texture-on-foliage-after-packaging/450586 "2025-07-22T01:43:39Z")

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I have some trouble with the foliage when running a stand alone game. Everying is fine in unreal editor. I found similar topics but no working solution.

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## [UE5 Oculus Quest 2 launching app in shipping build loads forever](https://forums.unrealengine.com/t/ue5-oculus-quest-2-launching-app-in-shipping-build-loads-forever/1198833)

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**Author:** [@lyaflora](https://forums.unrealengine.com/u/lyaflora)\
**Replies:** 9\
**Last updated:** [July 18, 2025, 4:42pm UTC](https://forums.unrealengine.com/t/ue5-oculus-quest-2-launching-app-in-shipping-build-loads-forever/1198833 "2025-07-18T16:42:40Z")

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Hi guys, I have a problem with running apps for Oculus Quest 2 in UE 5.1+ (have not tested in 5.0). Everything works fine in 4.27. In UE 5.1 and 5.2, launching any app in shipping build causes the app to be stuck at the…

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## [BlueprintImplementableEvent and Shipping Build (Windows) UE 5.5](https://forums.unrealengine.com/t/blueprintimplementableevent-and-shipping-build-windows-ue-5-5/2601977)

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**Author:** [@frozenheart32](https://forums.unrealengine.com/u/frozenheart32)\
**Replies:** 5\
**Last updated:** [July 14, 2025, 7:59am UTC](https://forums.unrealengine.com/t/blueprintimplementableevent-and-shipping-build-windows-ue-5-5/2601977 "2025-07-14T07:59:33Z")

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C++ parent: UFUNCTION(BlueprintImplementableEvent, Category = “Soul”) void GoToNewLocation(FVector NewLocation); Blueprint implementation exists to blueprint child. Editor build and development build - Ok. Shipping …

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## [Orientation issue when shipping for iOS/iPad ](https://forums.unrealengine.com/t/orientation-issue-when-shipping-for-ios-ipad/2481298)

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**Author:** [@kraken7788](https://forums.unrealengine.com/u/kraken7788)\
**Replies:** 0\
**Last updated:** [April 29, 2025, 1:19pm UTC](https://forums.unrealengine.com/t/orientation-issue-when-shipping-for-ios-ipad/2481298 "2025-04-29T13:19:42Z")

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Hello, I am trying to ship a game in landscape mode only, when I sent the game to apple they sent me back a screenshot from an iPad Air 5 with the very same issue you see in the picture I am working in 5.5 at the mom…

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## [Android Shipping Builds AFS APK issues](https://forums.unrealengine.com/t/android-shipping-builds-afs-apk-issues/2380225)

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**Author:** [@soulfuelgames](https://forums.unrealengine.com/u/soulfuelgames)\
**Replies:** 1\
**Last updated:** [March 10, 2025, 2:33pm UTC](https://forums.unrealengine.com/t/android-shipping-builds-afs-apk-issues/2380225 "2025-03-10T14:33:28Z")

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I’ve been scanning this forum and the interwebs for an answer, but didn’t quite find a straight-forward answer and I am quite stuck. I am cooking & packaging for Android - Shipping configuration & installing it on a Sam…

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## [Circular Referrence issue when Shipping](https://forums.unrealengine.com/t/circular-referrence-issue-when-shipping/2161558)

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**Author:** [@Get\_JJinxed](https://forums.unrealengine.com/u/Get_JJinxed)\
**Replies:** 0\
**Last updated:** [December 1, 2024, 2:48pm UTC](https://forums.unrealengine.com/t/circular-referrence-issue-when-shipping/2161558 "2024-12-01T14:48:58Z")

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Visual Studio 2022 compiler version 14.42.34433 is not a preferred version. Please use the latest preferred version 14.38.33130 Building UnrealGame - ProjectEcho\_CF\_Park - Win64 - Shipping Found circular reference to Eng…

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## [Enable output logs for Shipping Build](https://forums.unrealengine.com/t/enable-output-logs-for-shipping-build/439865)

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**Author:** [@glory13](https://forums.unrealengine.com/u/glory13)\
**Replies:** 5\
**Last updated:** [November 17, 2024, 6:54am UTC](https://forums.unrealengine.com/t/enable-output-logs-for-shipping-build/439865 "2024-11-17T06:54:32Z")

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I have a crash only in an IOS shipping build. I would like to see logging but have not been able to get it turned on in shipping builds. I have scoured the internet and have tried the following suggestions. (The name …

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## [Ios Testflight app screen stays black after launch screen](https://forums.unrealengine.com/t/ios-testflight-app-screen-stays-black-after-launch-screen/1903852)

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**Author:** [@Locopelican1](https://forums.unrealengine.com/u/Locopelican1)\
**Replies:** 2\
**Last updated:** [October 25, 2024, 3:05am UTC](https://forums.unrealengine.com/t/ios-testflight-app-screen-stays-black-after-launch-screen/1903852 "2024-10-25T03:05:22Z")

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I developed my game completely on windows and when it came time to finish I got my hands on a mac to attempt to package and ship the game for the first time ever. I watched all the video tutorials I could get my hands on…

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## [Best and automated way to sign executables on Windows?](https://forums.unrealengine.com/t/best-and-automated-way-to-sign-executables-on-windows/1241497)

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**Author:** [@balikamca](https://forums.unrealengine.com/u/balikamca)\
**Replies:** 3\
**Last updated:** [June 24, 2024, 8:58pm UTC](https://forums.unrealengine.com/t/best-and-automated-way-to-sign-executables-on-windows/1241497 "2024-06-24T20:58:33Z")

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Hi there. What I will ship is “Editor”, not game btw. I need to sign each executable UE generates during build from source code process and I have a valid certificate to sign my executables. I can use my certificate wi…

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## [Enable logging in shipping build using Installed Builds?](https://forums.unrealengine.com/t/enable-logging-in-shipping-build-using-installed-builds/1805603)

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**Author:** [@frisbone](https://forums.unrealengine.com/u/frisbone)\
**Replies:** 4\
**Last updated:** [April 30, 2024, 8:09am UTC](https://forums.unrealengine.com/t/enable-logging-in-shipping-build-using-installed-builds/1805603 "2024-04-30T08:09:11Z")

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Logging is enabled only in Debug and Development builds. To enable logging in Test and Shipping builds set “bUseLoggingInShipping=true” in your \*.Target.cs file. This is from Advanced Debugging in Unreal Engine | Tuto…

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## [How to add a file to copy in the Packaging Process](https://forums.unrealengine.com/t/how-to-add-a-file-to-copy-in-the-packaging-process/290122)

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**Author:** [@getnamo](https://forums.unrealengine.com/u/getnamo)\
**Replies:** 8\
**Last updated:** [March 8, 2024, 9:01am UTC](https://forums.unrealengine.com/t/how-to-add-a-file-to-copy-in-the-packaging-process/290122 "2024-03-08T09:01:01Z")

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Wondering if there is a way to add a specific file (such as a .dll in a plugin) to the packaging process and have it copied when a user packages their project. The Razer Hydra Plugin requires the sixense dll to be avail…

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## [iOS shipping builds failing on UE 5.3](https://forums.unrealengine.com/t/ios-shipping-builds-failing-on-ue-5-3/1334945)

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**Author:** [@ducksn](https://forums.unrealengine.com/u/ducksn)\
**Replies:** 11\
**Last updated:** [December 27, 2023, 11:11pm UTC](https://forums.unrealengine.com/t/ios-shipping-builds-failing-on-ue-5-3/1334945 "2023-12-27T23:11:29Z")

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Hello all, I followed instructions on a similar thread https://forums.unrealengine.com/t/ios-build-for-distribution-in-5-3/1295477 and followed the instructions of the selected answer, but ran into another issue. I’m g…

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## [Packaging Binary shipping, BuildTarget: Game](https://forums.unrealengine.com/t/packaging-binary-shipping-buildtarget-game/1177982)

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**Author:** [@Fendzilla](https://forums.unrealengine.com/u/Fendzilla)\
**Replies:** 2\
**Last updated:** [November 4, 2023, 7:01pm UTC](https://forums.unrealengine.com/t/packaging-binary-shipping-buildtarget-game/1177982 "2023-11-04T19:01:06Z")

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after cooking and the packaging is about to end this shows up: UATHelper: Packaging (Windows): Skip copying file C:\\UnrealEngine-5.1\\Engine\\Binaries\\Win64\\EpicWebHelper.exe because it doesn’t exist. UATHelper: Packagin…

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## [Shipping build do not accept comand line arguments](https://forums.unrealengine.com/t/shipping-build-do-not-accept-comand-line-arguments/302472)

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**Author:** [@\_h2o](https://forums.unrealengine.com/u/_h2o)\
**Replies:** 16\
**Last updated:** [May 5, 2023, 7:47am UTC](https://forums.unrealengine.com/t/shipping-build-do-not-accept-comand-line-arguments/302472 "2023-05-05T07:47:46Z")

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Tested with 4.5.1 and 4.6.0 and 4.6.1 Shipping build do not accept comand line arguments like “?Param1=Value1?Param2=Value2”. Is it a bug, or there is some trick to turn it on?

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## [Blurry textures after building PaperZD](https://forums.unrealengine.com/t/blurry-textures-after-building-paperzd/1258329)

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**Author:** [@JonasPK](https://forums.unrealengine.com/u/JonasPK)\
**Replies:** 0\
**Last updated:** [August 12, 2023, 12:26am UTC](https://forums.unrealengine.com/t/blurry-textures-after-building-paperzd/1258329 "2023-08-12T00:26:45Z")

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I have a PaperZD project that looks fine when run in the editor. After building however, certain textures are blurry, and others get weird artifacts. I can’t find another person with a similar problem. Has anybody encoun…

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## [UE5 - Building shipping package on Mac M1 for Intel architecture](https://forums.unrealengine.com/t/ue5-building-shipping-package-on-mac-m1-for-intel-architecture/780456)

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**Author:** [@Talad](https://forums.unrealengine.com/u/Talad)\
**Replies:** 5\
**Last updated:** [August 6, 2023, 5:05am UTC](https://forums.unrealengine.com/t/ue5-building-shipping-package-on-mac-m1-for-intel-architecture/780456 "2023-08-06T05:05:13Z")

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Hi, similarly to the other thread I created for UE4 (which at the end works), I’m now creating this thread for UE5, as I’ve upgraded my project and I cannot find a way to package for Intel Architecture on M1 chip. I mi…

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## [Streaming levels will not work in Shipment built](https://forums.unrealengine.com/t/streaming-levels-will-not-work-in-shipment-built/1214209)

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**Author:** [@Roadified](https://forums.unrealengine.com/u/Roadified)\
**Replies:** 1\
**Last updated:** [July 3, 2023, 12:37pm UTC](https://forums.unrealengine.com/t/streaming-levels-will-not-work-in-shipment-built/1214209 "2023-07-03T12:37:42Z")

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Hi, LoadStreamLevel by Name or by Object Reference will work fine in the editor and in the Development builds, but will not in the Shipment builds. Of course logic does not change across these. I can see the level is a…

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## [Having problems running new exe after successful export](https://forums.unrealengine.com/t/having-problems-running-new-exe-after-successful-export/770974)

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**Author:** [@Avocardokat](https://forums.unrealengine.com/u/Avocardokat)\
**Replies:** 0\
**Last updated:** [February 15, 2023, 3:58am UTC](https://forums.unrealengine.com/t/having-problems-running-new-exe-after-successful-export/770974 "2023-02-15T03:58:07Z")

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After a successful build of the game, the application would not run at all. During the build process it would only show red errors though I was not informed none of them were fatal so this seemed kind of like a good sign…

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## [\#pragma once Packaging Errors](https://forums.unrealengine.com/t/pragma-once-packaging-errors/454425)

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**Author:** [@Sum3rian](https://forums.unrealengine.com/u/Sum3rian)\
**Replies:** 4\
**Last updated:** [January 13, 2023, 8:57pm UTC](https://forums.unrealengine.com/t/pragma-once-packaging-errors/454425 "2023-01-13T20:57:17Z")

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Hey everyone! I’m having an issue with the VictoryBP Plugin and packaging. When I try to package for win64 shipping, I get this error: "UATHelper: Packaging (Windows (64-bit)): D:\\Work\\project\\game\\Plugins\\VictoryP…

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## [UMG world widgets disappear in shipping build](https://forums.unrealengine.com/t/umg-world-widgets-disappear-in-shipping-build/411658)

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**Author:** [@inoxs](https://forums.unrealengine.com/u/inoxs)\
**Replies:** 6\
**Last updated:** [October 4, 2022, 2:06am UTC](https://forums.unrealengine.com/t/umg-world-widgets-disappear-in-shipping-build/411658 "2022-10-04T02:06:36Z")

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We have a few actors in our scene which have a WidgetComponent displaying different widgets in world space. This is used for our VR menu. Everything works fine in PIE as well as in Development builds, but when I try a Sh…

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## [Game works in editor. Crashes after packaging](https://forums.unrealengine.com/t/game-works-in-editor-crashes-after-packaging/490391)

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**Author:** [@EstebanUE4](https://forums.unrealengine.com/u/EstebanUE4)\
**Replies:** 3\
**Last updated:** [September 26, 2022, 1:40am UTC](https://forums.unrealengine.com/t/game-works-in-editor-crashes-after-packaging/490391 "2022-09-26T01:40:08Z")

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The current version is in 4.25.4 Entirely blueprint scripted. Windows 64-bit. I’ve been working on this game over 2 years now. I am nearing the end of production and I packaged the project for Windows 64-bit to see if…

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## [Shipping a project](https://forums.unrealengine.com/t/shipping-a-project/613352)

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**Author:** [@UnrealEnthusiast](https://forums.unrealengine.com/u/UnrealEnthusiast)\
**Replies:** 2\
**Last updated:** [July 25, 2022, 2:59pm UTC](https://forums.unrealengine.com/t/shipping-a-project/613352 "2022-07-25T14:59:39Z")

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Hi everyone, Now this question might be out there somewhere but I haven’t been able to find it really. What is the process of shipping a game from UE4 to Steam ? I am asking about UE side not Steam side. Do I have to su…

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## [Cheat manager is working in shipping build](https://forums.unrealengine.com/t/cheat-manager-is-working-in-shipping-build/479255)

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**Author:** [@DomusLudus](https://forums.unrealengine.com/u/DomusLudus)\
**Replies:** 3\
**Last updated:** [July 21, 2022, 9:49am UTC](https://forums.unrealengine.com/t/cheat-manager-is-working-in-shipping-build/479255 "2022-07-21T09:49:00Z")

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According to the documentation the cheat manager does not work in shipping build. But are it doing it, have I missed a hidden checkbox?

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## [How can I change name of "GameName-Win32/64-Shipping.exe"?](https://forums.unrealengine.com/t/how-can-i-change-name-of-gamename-win32-64-shipping-exe/491703)

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**Author:** [@KAT\_Editor](https://forums.unrealengine.com/u/KAT_Editor)\
**Replies:** 0\
**Last updated:** [December 7, 2021, 7:52pm UTC](https://forums.unrealengine.com/t/how-can-i-change-name-of-gamename-win32-64-shipping-exe/491703 "2021-12-07T19:52:50Z")

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Hello, this file have old project name, so any ways to change name (no, you cant just rename this file, main exe file uses this one)?

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## [Some maps stopped working (Android shipping build)](https://forums.unrealengine.com/t/some-maps-stopped-working-android-shipping-build/491216)

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**Author:** [@Fusion\_The\_Best](https://forums.unrealengine.com/u/Fusion_The_Best)\
**Replies:** 3\
**Last updated:** [November 24, 2021, 10:54pm UTC](https://forums.unrealengine.com/t/some-maps-stopped-working-android-shipping-build/491216 "2021-11-24T22:54:54Z")

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Until one fine moment, everything worked well. But now, when you try to load the map somehow, the game crashes. Only the main menu level works. At the same time, everything works well in the development build, everything…

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## [Can be use default crash reporter for shipping game?](https://forums.unrealengine.com/t/can-be-use-default-crash-reporter-for-shipping-game/478703)

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**Author:** [@Leonraf88](https://forums.unrealengine.com/u/Leonraf88)\
**Replies:** 0\
**Last updated:** [February 12, 2021, 7:00pm UTC](https://forums.unrealengine.com/t/can-be-use-default-crash-reporter-for-shipping-game/478703 "2021-02-12T19:00:20Z")

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Hello, I have a game online on Steam. I have a question. There are some players that reporting to me about some crash of the game in theirs computers. I want to attach the default crash reporter of UE4 and backtrace.io …

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## [Packaging movies](https://forums.unrealengine.com/t/packaging-movies/448188)

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**Author:** [@X\_Starter\_X](https://forums.unrealengine.com/u/X_Starter_X)\
**Replies:** 3\
**Last updated:** [February 7, 2021, 4:19am UTC](https://forums.unrealengine.com/t/packaging-movies/448188 "2021-02-07T04:19:04Z")

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There are movies in my game. How can I pack movies in \* .pak files for shipping build?

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## [How do i allow end users to toggle Landscape Tessellation?](https://forums.unrealengine.com/t/how-do-i-allow-end-users-to-toggle-landscape-tessellation/477815)

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**Author:** [@Hunanbean](https://forums.unrealengine.com/u/Hunanbean)\
**Replies:** 7\
**Last updated:** [February 2, 2021, 8:28pm UTC](https://forums.unrealengine.com/t/how-do-i-allow-end-users-to-toggle-landscape-tessellation/477815 "2021-02-02T20:28:33Z")

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How do i give my end users an option to toggle Landscape Tessellation? I do not mind if it requires a full restart of the game. Looking for Any methods as i cannot find any way to do this, despite substantial time and r…

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