I followed the Downloading and Building UE4 Source tutorial. I got the editor working on my Windows 8. Then I created a level with simple level blueprint, meshes, materials and lights. I tried to pack it for windows. I got a problem there.
Looking for some information about that error I found this thread https://answers.unrealengine.com/questions/18891/packaging-failed.html where I read a possible solution, rebuild the entire solution in development mode instead developmentEditor. The problem is each time I try to do it I get the same error:
if I try to build it for Windowsx64:
UnrealLauncherDaemon does not support the Win64 platform
if I try to build it for Windowsx32:
UnrealLauncherDaemon does not support the Win32 platform
I cloned again the repository on my pc, re-installed Visual Studio 2013 and tried again to build the solution in the Development mode, but I still getting the same error.
How do I get an file.exe with the level I have created? Am I doing something wrong?
Since re-downloading and re-installing have you tried building Development Editor in Win64 first, then build Development in Win64, and then loading up your project and packaging it?
Yes. After downloading again all and reinstalling visual studio 2013 I recompiled all code in DevelopmentEditor in Win64 mode. Then I tried to build the Development mode in Win64 but I got this error again.
I can open the editor, add new content, play and simulate, but I still getting errors while packaging.
Same Problem here…
I have problems with the code-generating tools written in c#…
in FTP.cs the line
using Tools.DotNETCommon.ThreadSafeQueue
gives me the error
“Error 4 The type or namespace name ‘ThreadSafeQueue’ could not be found (are you missing a using directive or an assembly reference?) C:\GitHub\UnrealEngine\Engine\Source\Programs\Distill\Private\FTP.cs”
We apologize for the lack of follow up on this issue. Do you have any update on it? Is the problem still occurring for you, or were you able to find a solution?
Definitely please let us know if you were never able to get the editor to run, and we will be glad to discuss our options with you.
We are marking this as “resolved” for tracking purposes, until we hear back from you.
Well I’m still having problems with it. I’m using the 4.2.1 code from GitHub.
I created a new TPP project in C++. I tried Steve Allison’s proposition to run Development Editor first then Development. They both compile well. The first ran and loaded my project; the second asserted and failed.
The first of many assertions occurs at Internationalization.cpp:212 where a check fails on file icudt51l.dat.
The basic reason is that the DataDirectory is a mashup between Engine and Project locations.
My Engine directory is in Documents/Unreal Engine while the Projects directory is in Documents/UnrealProjects. Since the multiple …/ search paths are trying to revert from Projects to Engine, it fails to enter the correct directory for the Engine.
So, according to the search path, it seems that I need to checkout the Engine code inside My Unreal Projects directory ???
We apologize that we were not able to resolve this post at the time it was created. We have since improved our systems and workflows to provide better coverage going forward. Many changes have occurred to the Unreal Engine since this post was made, so we are marking this as Resolved for tracking purposes. If you still require assistance with this issue, please let us know. If the issue has changed in any way, we recommend you create a new post.