Staging trouble

Hello !

I have a problem since 2 days : when I build, cook, package game through game launcher, if the [game]\Saved\StagedBuilds isn’t empty, the dedicated server version isn’t updated, and it cause GUID mismatch when trying to play … I build WindowsNoEditor and WindowsServer, in the same time from the Unreal Frontend.

My settings didn’t change, and it worked before that, with the same engine version.

The only thing I changed is the main PlayerController. It was a Blueprint, I changed it for a blueprint derivated from a Cpp one, and there was an error message. I had to replace all references manually. I don’t know how it can interfere with the staging phase …

Thanks for reading !

Hello,

To clarify:

  • Is your game packaging successfully? If not, could you please provide the full output log?
  • Could you please explain in a bit more detail what the issue is that you are seeing?

Hello !

When I package my game through UnrealFrontend :

  • All 6 steps are running and there is no trouble (6 green ticks)
  • The WindowsNoEditor is updated (same "SRandInit than the last packaging)
  • The WindowsServer isn’t, and the files times don’t change.

But if I delete folders in [game]\Saved\StagedBuilds, all versions are created and up to date.

I don’t think that the player controller has someting to do with that.
Maybe a parameter changed ?

Thanks for reading !

I post a screenshot to show you : It’s just after a packaging process :wink:

http://img15.hostingpics.net/pics/611796Sanstitre1.png

[link text][2]

Do you have steps that we can follow to reproduce this in a clean project?

Ok so I made a project blueprint based with 4 wheeled template, config unreal frontend as my real project, and this trouble doesn’t appear …

Don’t worry it seems to be my bad, I may found one day :wink:
For the moment I just run a bat before compiling to delete these 2 folders.

Thank you !

So I don’t know what changed, but today there isn’t any trouble when compiling my game …