Http streaming chunks feature

Hello,

We are working on an app for both IOS and android that will be bigger than 100MB. To accomodate for its size, we were considering approaches such as using https chunks and streaming those using a webservice.

We managed to generate different chunks creating a “by the book” profile in the project launcher window.

Now we’d like to use the “Http chunk install data” to be able to stream the chunks at runtime, but enabling it generates the following error when launching using our custom profile:

BuildCommand.Execute: ERROR: BUILD FAILED
Program.Main: ERROR: AutomationTool terminated with exception:
Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe BuildPatchTool Win64 Development -clean  -nobuilduht -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.03.23-16.38.25.txt'
Stacktrace:    in AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
   in AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
   in AutomationTool.UE4Build.CleanWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform Platform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
   in AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
   in UE4BuildUtils.BuildProduct(BuildCommand Command, BuildTarget Target)
   in Project.EnsureBuildPatchToolExists()
   in Project.CreatePak(ProjectParams Params, DeploymentContext SC, Dictionary`2 UnrealPakResponseFile, String PakName)
   in Project.CreatePaksUsingChunkManifests(ProjectParams Params, DeploymentContext SC)
   in Project.ApplyStagingManifest(ProjectParams Params, DeploymentContext SC)
   in Project.CopyBuildToStagingDirectory(ProjectParams Params)
   in BuildCookRun.DoBuildCookRun(ProjectParams Params)
   in BuildCommand.Execute()
   in AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
   in AutomationTool.Automation.Process(String[] CommandLine)
   in AutomationTool.Program.MainProc(Object Param)
   in AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
   in AutomationTool.Program.Main()
ProcessManager.KillAll: Trying to kill 0 spawned processes.
Program.Main: AutomationTool exiting with ExitCode=5
Domain_ProcessExit
copying UAT log files...
RunUAT.bat ERROR: AutomationTool was unable to run successfully.
BUILD FAILED

The content of the log is:

Performing full C++ include scan (building a new target)
ERROR: Couldn't find target rules file for target 'BuildPatchTool' in rules assembly 'UE4ModuleRules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
Location: C:\Program Files (x86)\Epic Games\4.10\Engine\Intermediate\Build\BuildRules\UE4ModuleRules.dll
Target rules found:
	UE4Editor - C:\Program Files (x86)\Epic Games\4.10\Engine\Source\UE4Editor.Target.cs
	UE4Game - C:\Program Files (x86)\Epic Games\4.10\Engine\Source\UE4Game.Target.cs

This problem can be reproduced on our side by creating a new C++ project, creating a new level, enabling the experimental option “allow chunk id assignments” and manually assigning the new level to a new chunk (chunk 1). Then, on the project launcher, set Cook’s advanced settings like this:

Thanks in advance

The instructions that you provided do not allow me to even try and package the project. Could you please provide me with full screenshots to ensure I haven’t missed a step?

Also, have you tried this in 4.11.1 yet?

Thanks!

Hey Interconnessioni,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!

Does this work?