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UnrealEd packaging failure

hi, I am trying to use fbxfactory in standalone, so i can use fbxfactory only if UnrealEd is in PublicDependencyModuleNames. when i click on compile button everything works, but when i try to do the package for windows i will get this error: http://i.imgur.com/45SCSBJ.png

has anyone had a problem like this? anyone know how to fix it? Any answer is always welcome.

Product Version: UE 4.10
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asked Jan 08 '16 at 08:54 PM in Packaging & Deployment

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PeppeDK
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avatar image PeppeDK Jan 12 '16 at 07:16 PM

help please :\

avatar image Matthew J Jan 13 '16 at 07:20 PM

Hello PeppeDK,

Can you post the entire crash log? This screenshot is only a small fraction of everything that happened during the packaging attempt and doesn't seem to contain the actual error.

avatar image PeppeDK Jan 13 '16 at 08:58 PM

hi, thank you for your reply, i have only added "UnrealEd" in my PublicDependencyModuleNames in .build.cs it is my entire packaging log: http://pastebin.com/URGz0qWZ

i think it is my problem:

MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: Unable to open input file 'HACD_64.lib' MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------

i hope you can help me.

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1 answer: sort voted first

I should've realized sooner but I actually saw an issue related to this previously on our forums. This module is only for editor use and isn't able to be included in packaged games. You'll need to remove UnrealEd from the module list when you wish to package your project.

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answered Jan 13 '16 at 09:37 PM

avatar image PeppeDK Jan 13 '16 at 11:52 PM

yes i know, but if i remove UnrealEd from the module list i cant build because will return fbxfactory error like this: "__declspec(dllimport)". i need to include fbxfactory or another method to import fbx 3d model in runtime in standalone. you know another method to import a fbx in standalone?

avatar image Matthew J Jan 14 '16 at 02:10 PM

Unfortunately we currently don't support importing things at runtime. fbxfactory currently requires UnrealEd to be able to work and is meant to only be used in the editor. It is currently being worked on to be made into its own module but it will still be an editor only module as it requires doing certain things that can only be done in the editor, such as building collision, LODs and so on.

avatar image PeppeDK Jan 14 '16 at 03:22 PM

ok, thank you for your reply, a last question: so there is no way to import a FBX at runtime in standalone?

avatar image Matthew J Jan 14 '16 at 03:34 PM

There may be ways to import other types of data but that would require setting up your own implementation in the source code. As for FBXs, it's not possible natively.

avatar image PeppeDK Jan 14 '16 at 03:37 PM

ok, can you suggest a way for importing an fbx in standalone?

avatar image Matthew J Jan 14 '16 at 03:46 PM

I apologize but that is not my area of expertise and would require an immense amount of knowledge about converting FBX data. If you wish to ask the community about a method, I would suggest posting a question in the Using UE4 section or on our Forums.

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