GynoidFactory cannot be packed or launched

Even though it can, it really doesn’t work at all. When Launched or packaged for WindowsNoEditor and ran, everything seems to be black, except the smoke and the chairs. I thought this was due to the Allegorithmic’s Substance plugin, but I have packaged Atlantis just fine and it works just fine too. I also thought that giving it some time to generate/inflate the textures would fix the thing (since I have noticed Atlantis being black for a while when packaged and ran, but fixes itself shortly afterwards)

This may not be the proper place to post this (probably Allegorithmic deserves this question) but… while it would be nice to see it fixed I’m mainly interested in this:
•why it works perfectly fine inside the editor which renders the whole map, while when Launched/Packaged, most of the “map” is black and can be passed thru. I can also fall thru the floor in some spots too.
•and how to notice and ‘expect’ similar behavior with our own projects? This is a nice way of asking “how to notice I’m reproducing the bug AND avoid reproducing it” before it’s a lost cause and can’t be easily fixed/avoided anymore.

The UI inconsistency made me post the question because up until now I figured - “how the game looks when Played is probably how it’ll look when Launched or Packaged then Ran” but this… this example baffled me. I’ve never seen such a great difference between playing in editor and playing outside the editor.

Thanks in advance and kind regards.

Howdy devshark,

Thank you for reporting this issue. I am going to need a bit more information before I begin looking into this issue. Would you be able to attach your DXdiag and your project log files to this post? Could you also provide your packaging build log? Any additional information would be greatly appreciated.

Thanks and have a great day!

Saved by running DXDiag

Opened project, started packaging for windows, saved whole output log

U:\Packaged\WindowsNoEditor\Gynoid\Saved\HardwareSurvey\dxdiag.txt

U:\Packaged\WindowsNoEditor\Gynoid\Saved\Logs\Gynoid.log.txt

What other log files would you need?

I grabbed some more info and two screenies to show you the severity of the bug/issue.

[Started launching project, grabbed output log][1]

Is what I gathered for you enough for starters or do you still need more? :slight_smile:

Hey devshark,

Seems like you got me all of the information asked for. I will begin investigating here shortly.

Thanks!

Have you seen this Performance Guideline on Mobile Deivice: Performance Guidelines for Mobile Devices in Unreal Engine | Unreal Engine Documentation ? Have you also rebuilt lighting before deploying?

Yes. No matter what I do, when launched or packaged it looks like the screenshot or worse if I rebuild lightning/visibility/all those things offered under Build.
EDIT:
What I meant to say was - no, originally I just made a new Ginoid project and launched/packaged. When I rebuild lightning, it looks even worse when launched or packaged+ran. Rebuilding lightning doesn’t seem to change anything for editor-play.

My problem is (I think) really more simple than that, or the link you mentioned. It’s just about not being able to Launch or Package this project - a demo project from the Marketplace - out of the box, for Windows. Since I didn’t even think to package it for Android to see how it runs, I didn’t really think that Mobile tips and optimizations would help me, as I don’t think I’ve messed anything up in that department (yet).

I just figured it would work fine out-of-the-box (as it does in-editor) and that it should work when packaged for Windows because the project is Desktop-only, or targets just Desktops for now. Around 4.2 I learned that projects not aimed for Mobile since step 1 aren’t going to miraculously start running on them just fine and that’s why I don’t even really try that sort of unsupported cross-platforming yet. So lets throw Mobile out of the picture for now and focus on getting a freshly-made Ginoid project working when packaged or launched, out of the box :slight_smile:

Hello,

I’m the community manager for Allegorithmic. I have alerted the Allegorithmic UE4 Plugin developers to check this thread. Please stay tuned.

Cheers,

If you need further assistance, feel free to ask. Email, Skype or here works fine for me.

But mind you - the plugin works OK (I think). The people that should perhaps be notified are the UE4 GynoidFactory authors/developers as they might be more suitable to fix the issue(s) at hand.

Any progress updates yet?

Howdy devshark,

Thank you for reporting this issue. I have attempted to package the Allegorithmic Gynoid project and has seen the Build failed error each time. I have gone ahead and entered TTP# 349036 into our bug database so that it may be fixed in a future release.

Thanks and have a great day!

So far it’s not been fixed with the UE4 v4.5.1 … Any roadmap on when it might be fixed?

I tried again on v4.5.1 using your new 4.5 version of the plugin… While the old plugin cannot be recompiled for the new version of the engine, the new plugin i got from your site (UE4SubstancePlugin_4500_Win.zip) didn’t seem to do the trick either and the issue is still there.

That being said, how are things on your side Wesley?

Howdy devshark,

This issue has been resolved by us being that it is not UE4 that is causing the issue. We have reached out to the Allegorithmic team and I will be sure to let you know anything once I hear about an update.

Thanks!

Ah, I understand. It wasn’t really your bug to begin with, and the issue is closed until they close it on their side as well - should’ve thought of that earlier but …

In any case, thanks for being patient with me. (y)

Hi devshark,

The Allegorithmic developers are working on the issue. I will have them comment here on the progress.

Cheers,

Any Update on this , still not working as of 4.11

Hi,

Very sorry for the delay on this. It looks like this was overlooked. I am now tracking it in our bug database. The fix is being added to our next UE4 dev sprint.