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[Closed] Packaged game gives black screen

After packaging game I got black screen. But if I input "disconnect" to console, I goes to default map.

But Game Default Map, Editor Startup Map and Server Startup Map are equals. What's wrong?

Product Version: UE 4.10
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asked Mar 22 '16 at 03:48 PM in Packaging & Deployment

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broly
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The question has been closed Aug 16 '16 at 09:24 PM by Steve Hardister for the following reason:

The question is answered, right answer was accepted


1 answer: sort voted first

hi Broly, I am not Kakka Carrot Cake.

Anyway, make sure these are filled in with your custom maps/ game modes.

I hope this answers your question.

Also, make sure you rebuild the game.

Hope this is helpful, if you don't understand, let me know

-Mo

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brol.fw.png (244.9 kB)
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answered Mar 22 '16 at 04:04 PM

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Moynzy
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avatar image broly Mar 22 '16 at 04:13 PM

Oh maaaan :D I filled these the blanks for maps.a long time ago. Game modes? Settings of maps in Game mode? More please.

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selected_maps.png (23.0 kB)
avatar image Moynzy Mar 22 '16 at 04:20 PM

My man,

You are doing a login screen?

avatar image broly Mar 22 '16 at 04:23 PM

so exactly. Login screen for logging in!

avatar image Moynzy Mar 22 '16 at 05:01 PM

I see, so when you open game, it should go to login screen, right?

avatar image broly Mar 22 '16 at 05:55 PM

Yes. But I see just black screen. I placed print functions to BeginPlay of login screen map and game mode. And these prints are not fired after game start. But if typed command "disconnect" to console, I immediately teleports to right login screen map with right game mode.

In project settings GameMode is specified too. I think after start application conntects to strange place. But I not understand why it does without my instructions!

avatar image Moynzy Mar 22 '16 at 05:57 PM

Okay, in your level blue print, add your widget. Do you even add a widget to view port?

avatar image broly Mar 22 '16 at 06:00 PM

In level blueprint I placed print function, but function is not fired after executable is start, consequently this startup map is not right map (selected in Project Settings). I adds login widget through the actor in the level, in C++. Print in this actor is not fired too.

avatar image Moynzy Mar 22 '16 at 07:54 PM

link text

My man, check out my login system before we tackle yours.

I send stuff to the server, but my socket misses first packet.

avatar image broly Mar 23 '16 at 07:37 AM

Okay. My friend Yogi gave an answer for you

avatar image Moynzy Mar 23 '16 at 03:59 PM

Sorry, how is your situation coming along?

avatar image broly Mar 23 '16 at 06:11 PM

Still unclear. I'm not understand whats difference between launched game in editor and standalone executable... Configs? Maybe specific settings, but editing settings not give me any results

UPD:

launched in editor just login map is good (see login map with all prints)

launched in editor as Standalone game is bad (black screen withot anything, but settings in Maps and Modes setted correctly)

UPD2:

GetWorld()->GetMapName() gives me "Untitled" string.

avatar image Moynzy Mar 23 '16 at 06:33 PM

Make a new project, make sure maps and modes are filled in :P xz

avatar image broly Mar 23 '16 at 06:55 PM

I used next hack in GameInstance::Init method and it helps me...

 #if !WITH_EDITOR
     UGameplayStatics::OpenLevel(GetWorld(), "LoginMap");
 #endif

But it's not good I think... lol

avatar image Moynzy Mar 23 '16 at 07:00 PM

Oh god, you are doing it in CPP :P

Does this actually work?

I would have recommended doing the easy things in blue prints, since it's faster and dirtier :P.

But fair play if you've got it to work. So in the Init method, you just open up this map.

You see, I tend to tell my level blue print to open up the map in the game instance. But if it works, it works.

avatar image Moynzy Mar 23 '16 at 07:03 PM

@broly I hope the staff don't mind we are going off topic. If you are using a third party software, then be careful. I manage to connect to my C# server, and send login info. It works.

When my friend connects from a remote location, my server sends the packet, but he does not get, then disconnects.

It works locally on my computer, I.E I can open up 5 instances of the game, and connect to Server and login with different accounts. But! when I connect to the server on the same LAN, with my laptop, which has the IP 192.168.0.15, It can successfully connect to the server which is on 192.168.0.15, but when It has troubles getting packets from server. There should be no lag, since it's local right.

avatar image Yogi Mar 24 '16 at 11:13 AM

@Moynzy if I understood correctly, your friend try to connect to your third party server and server get connection from your frind and send response, but you friend dont get it? So also when you try to connect to your third party server you have got problems with packet

avatar image Moynzy Mar 24 '16 at 12:54 PM

If I host the server on my PC, and run the client on my PC then I can connect, and the game + server are perfect.

If I run the host on my PC, and access it from my laptop, then I miss a packet, and lose connection.

avatar image Yogi Mar 24 '16 at 01:08 PM

I guess Are you using TCP? I have yet one question)) What IP the server listens to? I mean something like 127.0.0.1 or outer IP like 192.168.0.15.

avatar image Moynzy Mar 24 '16 at 04:57 PM

I use TCP only between master server and client. The server listens on 192.168.0.18...and client connects to 192.168.0.18 (or my public IP if I open ports)

avatar image Yogi Mar 24 '16 at 06:32 PM

Something strange! Can you show code of how you use tcp socket on the server? And yet one easy question, did you test ping from laptop to PC?

avatar image Moynzy Mar 24 '16 at 06:43 PM

Source code for server

proper simple, easy to read, if you've done C#

avatar image Yogi Mar 24 '16 at 06:55 PM

Ok, tomorrow I'll see it.

avatar image Moynzy Mar 24 '16 at 08:38 PM

Brother Yogi,

My friend didn't open his port lmao, so his PC was blocking it.

All fixed :P

avatar image VSZ May 06 '16 at 10:41 AM

@Moynzy - thank you for sharing that screenshot! This made me realize why I was getting a black screen in standalone mode. My issue was that I had a custom game instance in C++ where I had overriden StartGameInstance() without calling Super::StartGameInstance(). Adding that fixed the black screen for me!

Hope this helps someone.

avatar image Moynzy May 07 '16 at 06:27 AM

@VSZ no problem, yeah, you always need to call the super method when you override methods. Very happy this helped, thank you for you thanking me!!

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