Can'r run build - Failed to open descriptor file error!

Hi,

I am not able to run my development packaged game over a shared folder.
Ie I am trying to run it on a computer that is not itself hosting the packaged directory, but instead using a shared folder structure for the packaged project.

I keep getting this
"Failed to open descriptor file. ‘…/…/PROJECTNAME.uproject’ error message.

I have checked both the .exe files and they are correctly named projectname.exe. I see people in other threads being asked to rename these but that will not work for me as they are already correctly named.

Btw, this is a Blueprint only project, no c++.

What do I need to do to be able to run the game?

Cheers

,

Make sure that when you’ve packaged your project, you’ve read up on the following [documentation][1]. Make sure that you’re using the .exe that appears in [PackageDirectory]\WindowsNoEditor.

Thanks!

Packaging Unreal Engine Projects | Unreal Engine 5.1 Documentation

Hi ,

thanks for the link but I can’t see that I am doing anything wrong or getting a different result of what is said there.

The .exe is in the right place and correctly named.

The problem is when I am trying to run the .exe over networked shared folder, it is then that it fails. It works correctly when I copy the whole thing over to the other computer. But that takes a lot of extra time for every test build I am doing and also I want to be sure that I understand why this is not working correctly as it might impact users of the game.

Did anyone have any idea what was going wrong here?
Cheers,

,

Have you tried packaging your project for distribution and shipping to see whether or not you’re getting the same file descriptor error?

Yep same thing after renaming the Win64/ .exe

I zipped the WindowsNoEditor folder and uploaded it to our network and was able to run it without any trouble. My coworker verified he could too. Are you including the whole folder or just the .exe?

Thanks for checking it on your side.

When you ask if I am including the whole folder, well basically I want to be able to run the game from a network shared location, I have two windows PC’s and a simple ‘share’ networking of the folder level where I put my wip packaged projects.
So I don’t do anything to the folder structure. I was expecting it to just work the same as when I am starting the game on the local workstation PC on which I am building/packaging and storing the result.

Is there a fundamental difference in how your 'network ’ would work as compared to my ‘shared’ method?

EDIT: Or should I be checking any specific build files that might point to the .uproject mentioned in the original post?

,

Builds should be copied over locally. Sometimes the packaged builds will work on a network while others will not. I put a shipping and a development build in a different part of our network not directly linked to my computer and I too received the file descriptor error. With that being said, I have entered UE-39735 for further investigation.

Thanks!

Thanks for following up!
And good to know that it might not have been because of me doing anything wrong. (although I suppose that would have been better :slight_smile: )
Thank You!