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Trying to package game, complains of missing files, in non-existant locations. any help please?

Updated: The project builds fine on an iMac, but still no joy on Windows.

Hi, for the project im working on in UE4, i need to package the level i'm working on as a standalone to demonstrate to my managers as a standalone, All the content is present and it plays just fine in standalone mode from the editor, but when i try to package, it hangs after about 10-15 mins, and in the logs it complians of missing files, which are in face present as far as im aware (there is no "Game" folder tho - is this normal? ive posted the outpuyt log below:

Output Log.txt

Product Version: UE 4.11
Tags:
output log.txt (32.8 kB)
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asked Apr 27 '16 at 01:35 PM in Packaging & Deployment

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DanielWhite2015
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2 answers: sort voted first

I managed to fix the issue by downloading the engine source, applying the fix described here: https://answers.unrealengine.com/questions/400490/ue-411-hangs-cooking-on-macbook-pro.html (turns out it's a dual-core issue even on windows) and using that version. I'm now able to package successfully:)

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answered May 19 '16 at 01:35 AM

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DanielWhite2015
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avatar image Matthew J May 19 '16 at 01:40 PM

Glad to hear that you were able to fix the issue. I didn't even consider that it might be a processor problem.

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Hello DanielWhite2015,

The Game folder is what the "Content" folder in your Windows Explorer is referred to by certain engine processes. You should look for these files in your Content folder and its sub-directories. If the files cannot be found, you may need to find the references being made to these missing files so that you can remove them. In the case of some of these, you could add the appropriate feature pack to get the file that you need, such as the FirstPersonOverview which is contained in the First Person Template feature pack. That can be added via the "Add New" button in the content browser and selecting "Add Feature or Content Pack".

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answered May 02 '16 at 04:23 PM

avatar image DanielWhite2015 May 03 '16 at 01:22 AM

ok thankyou I'll try that shortly - just waiting for shaders to compile atm :)

avatar image DanielWhite2015 May 03 '16 at 08:26 PM

Ok that seemed to fix it, its been cooking now for a few hours, a cpl of boneheaded mistakes of my own (letting it cook everything before removing unused assets) but it is now working at least - thanks:)

avatar image DanielWhite2015 May 08 '16 at 07:36 PM

cooking never finished - it just frezes now. ive tried everything - even down to reinstalling Windows 10 64bit, and UE4, with this project and creating blank project, packaing the blank and my project, and still no luck. UE4 just seems to stop working for hours, cooking no content or anything (the binary executables seem to create fine, but the assets don't seem to be doing anything.

avatar image Matthew J May 09 '16 at 02:18 PM

I'm sorry to hear that it is causing you so many problems. Can you provide a copy of the output from running dxdiag? The long packaging times could be related to your computer's specifications so it would be good to check.

avatar image DanielWhite2015 May 10 '16 at 07:33 PM

hi , trying to post the output but its not working - out of characters?

avatar image Matthew J May 10 '16 at 07:41 PM

It would be best to attach it inside of a .txt file, since the output is much too large to list here and would take up a lot of space.

avatar image DanielWhite2015 May 10 '16 at 07:41 PM

found it - here u go.

link text

dxdiag.txt (56.6 kB)
avatar image Matthew J May 10 '16 at 08:14 PM

The beginning of the file seems to be missing, that details the most important parts such as Windows version, RAM, Graphics adapter, driver versions, etc. Could you please include that part?

avatar image DanielWhite2015 May 10 '16 at 09:32 PM

[link text][1]

should all be in that one - just checked it, system info in it [1]: /storage/temp/90089-dxdiag.txt

dxdiag.txt (74.9 kB)
avatar image Matthew J May 10 '16 at 10:25 PM

Thank you for the information. From looking at your specs, the only thing that seems that could be slowing you down would be your processor. Due to your limited processing resources, I would suggest using the Unreal Frontend to package, so that you don't have to run the editor at the same time.

As for the messages that we were seeing previously with it not being able to find the FirstPersonExampleMap.umap among other things, are you still seeing those in the logs?

Another thing to try would be to set up exactly what maps you need to package instead of attempting to package everything. You can do this by going into Edit > Project Settings > Packaging and selecting the arrow at the bottom of the window to expand the extra settings. There is a field for "List of maps to package". Select the + icon beside this for each map you need to add and then fill the slots with the .umap files that correlate to the maps you would like to include. This should help packaging times by ignoring any files that aren't being used.

avatar image DanielWhite2015 May 10 '16 at 10:41 PM

theyre no longer showing, but I am getting warnings with HillTree_02 material - specifaucally the billboard- it refuses to compile:

MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.10-22.05.14:148][ 0]LogCook:Display: Invalidating cooked content because Engine:WindowsApplication.Accessibility:StickyKeysHotkey:False ini setting was out of date MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.10-22.10.16:696][ 0]LogMaterial:Warning: Failed to compile Material /Game/Environments/Trees/HillTree_02/M_CustomDepthBillboard.M_CustomDepthBillboard for platform PCD3D_SM4, Default Material will be used in game. MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.10-22.10.16:697][ 0]LogMaterial:Warning: (Node TransformPosition) input must be a vector (0.00000000: float) or a scalar (if source is Tangent) MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.10-22.10.16:697][ 0]LogMaterial:Warning: (Node TransformPosition) input must be a vector (1.00000000: float) or a scalar (if source is Tangent) MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.10-22.10.16:749][ 0]LogMaterial:Warning: Failed to compile Material /Game/Environments/Trees/HillTree_02/M_CustomDepthBillboard.M_CustomDepthBillboard for platform PCD3D_SM5, Default Material will be used in game. MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.10-22.10.16:750][ 0]LogMaterial:Warning: (Node TransformPosition) input must be a vector (0.00000000: float) or a scalar (if source is Tangent)

avatar image DanielWhite2015 May 10 '16 at 10:41 PM

thx for the advice on Unreal fnrontend btw

avatar image Matthew J May 11 '16 at 01:19 PM

Could you post the entire new log file in case there are other errors? Based off of what you've provided here though, it seems the warnings give specific information about what is wrong. This warning points to a specific problem with the material:

]LogMaterial:Warning: (Node TransformPosition) input must be a vector (0.00000000: float) or a scalar (if source is Tangent)

Could you take a look at the TransformPosition node in the material, if it is present, and see if you can fix the problem?

avatar image DanielWhite2015 May 11 '16 at 09:46 PM

heres the last log file:link text

tvmarena_2.log (27.6 kB)
avatar image DanielWhite2015 May 12 '16 at 12:08 AM

I've found the culprits that stopped the shader from compiling - the inputs were all set as constants, I replaced them with Constant3vectors, with the respective values, and the shader compiled without error. I am now running the packaging again.

avatar image Matthew J May 12 '16 at 02:00 PM

Glad to hear it. Please let me know if you get any different results. New logs to go along with it would be useful as well if you happen to run into another error/warning.

avatar image DanielWhite2015 May 13 '16 at 11:08 AM

Hi again, I tried again after having to re-install fresh, and re-importing the project, no shalink textder compiler errors this time, but 12 hours later the project is still packaging (its just 1 map, and a blank(empty) map. the ShaderCompilerWorker.exe ran for a few hours, but has since stopped and i cant find any outputted cooked data yet, i've attached the output log so far. The project packages fine on my Mac, and my co-worker's PCs but I'm still having this issue with my own.

outputlog2.txt (58.0 kB)
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