UE4 HTML5 package crash with plugin

Hi,

my project crashes while packaging my project while having a plugin enabled.

I tried making a blank project and enabling the Low Entry Json plugin or VaRest plugin but it seems like neither my own project and my blank project can package for HTML5 with whatever plugin i use.

It seems to be packaging fine without any plugin but whenever I enable them I get an error during the package.
This is the error I get :

UATHelper: Packaging (HTML5): UnrealBuildTool: assert os.path.exists(target), 'Failed to run llvm optimizations: ’ + output
UATHelper: Packaging (HTML5): UnrealBuildTool: AssertionError: Failed to run llvm optimizations:
UATHelper: Packaging (HTML5): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\UNREAL PROJECTS\PLUGINTESTHTML5\Binaries\HTML5\PLUGINTESTHTML5.js

I tried googling the issue but have not found any answers.
Anyone know how to fix the issue?

,

If your project is crashing with a third party plugin enabled, you’re going to need to contact the creator of that plugin to resolve the crash. Have you done that yet?

I have not done that yet but it seems to be an UE4 problem as most plugins say it works for ue4 and every plugin gives the same error as above.

I am not having any trouble without any plugins. So if there is an issue going on with a third party plugin or plugins, you’ll need to speak with the creator of those plugins first.

I have checked and I do not see any bugs currently opened about plugins causing any crashes or errors.

Make sure that you have all of the platforms, etc added to your editor version. You can do this by opening the Epic Games Launcher and clicking on the down-arrow and selecting ‘Options’.

Have you tried the Varest plugin? This is the one I specifically need for my project.

I have tried packaging on another laptop right now and it also crashes and gives the same error not just with the Varest plugin. The only thing I do is enable the plugin after I start a blank empty project so it must be either the plugin causing issues or UE4 causing an issue with packaging for HTML5 while having a plugin enabled.

And yes. I have the HTML5 option installed for 4.14

Please upload the full error output logs from the failure WITHOUT using any plugins.

Thank you! :slight_smile:

This is the paste of the output log on the blank project while having a plugin enabled(crash) :

and this is the blank project output log witout having a plugin enabled (this one doesn’t crash) :

,

When a third-party plugin causes your project to crash, but it doesn’t crash when you’re not using it - then it’s an issue where the creator of the third-party plugin needs to review the code of the plugins. It’s possible that the plugin was updated for 4.14 but when we released our hot fix, it caused some of their code not to match up any longer.

,

I’ve contacted the maker of the plugin and he checked the logs. He said it seemed to be an UE4 html5 packaging issue with any third-party plugin enabled and not just his plugin alone.

So it is not something the plugin makers can fix as a result.

i see the error in your first pastebin link showing this:

error: Linking globals named ‘_Z14UELinkerFixupsv’: symbol multiply defined!

see if the following post helps:

Hi , , ,nick.shin

I have exactly same problem.
When I pack totally new blank project with Low Entry 's socket connection plugin turned on,
packing process fails showing exact same error.

  Linking globals named '_Z14UELinkerFixupsv': symbol multiply defined!

I read through what , ,nick.shin discussed so far
and turned off all third party plugins and Built-in plugins
except
Low Entry - Extend Standard Library and Low Entry Socket Connection for third party plugin
Visual studio integration for Built-in plugin
(only those 3 plugins are turned on when packing)
Blank project still fails to pack and shows same error has.
[ Linking globals named ‘_Z14UELinkerFixupsv’: symbol multiply defined!]

I am the one of the guys who want to know how to fix it .

The link that nick.shin pasted shows how to avoid this error
Linking globals named ‘_Z14UELinkerFixupsv’: symbol multiply defined!
only when all third party plugins are turned off in order to pack HTML5 without error.

But and I need to know here is how to avoid this error
keeping Low Entry 's third party plugins turned on when packing HTML5.

Thank you. (^^)

Hey nick, trinity.

I have seen the thread you talked about before and nothing has helped.

How I fixed it is implement my own code for the plugins I needed and made sure I disabled all plugins.
So technically I did not fix it at all, I just avoided the issue.

I hope your project is not to dependant on the plugins trinity, otherwise you probably need to look for other solutions.

Best of luck.

Hi

How I fixed it is implement my own code for the plugins I needed and made sure I disabled all plugins. So technically I did not fix it at all, I just avoided the issue.

Do you mean
that you turned off all plugins (both all Built-in plugins and all third party plugins) including Low Entry Json plugin and VaRest
then
you made your own plugin by coding yourself instead of using Low Entry Json plugin?

Correct. I disabled the plugins that were causing my package to crash and implemented my own version that would do the same as the plugins.

Since you implemented your own way , were you able to resolve the issue you were originally running in to?

Hi , I still have same problem were originally running in to.

I made thread myself just in case this issue is forgotten.

,

As said before by me :

“How I fixed it is implement my own code for the plugins I needed and made sure I disabled all plugins. So technically I did not fix it at all, I just avoided the issue.”

That means I was not able to resolve the issue.

I got a reply from the folks at Emscripten… It’s not the answer we want, but it is an actual answer as to what is going on.

[emsdk-issues-with-UE4][1]

Unreal Engine · Issue #4963 · emscripten-core/emscripten · GitHub

for the benefit of the visitors here:

you will need to recompile all of the 3rd party libraries whenever you use a new/different toolchain version. (your project will most likely crash due to different run time instructions…)

you can fire off the build scripts from: Engine/Build/BatchFiles/HTML5/BuildThirdParty.bat

and then, with a new toolchain version – do a FULL rebuild when packaging your HTML5 game.