HTML5 package on Server

I can’t find what I need to do in order to make my package work elsewhere than in the folder HTML5 produced after packaging (C:\UE4_builds\HTML5). I can’t even move the package in a diffent folder without getting an error see :

This is what I get when I use

I also tried to put it on a server see what I get on chrome and firefox nightly
chrome :

Firefox nightly:

I followed these tutorials :

And some Forum post like :

Does the browser’s web page console show any messages? (right-click on page, choose Inspect Element, then choose Console tab)

Do all the network downloads complete successfully with 200 OK and no HTTP 404? (the Network tab next to the Console tab should show all network transfers and their results)

Is there an online link or a zip file to build that could be used to check?

The link is :
cybereducation.ca/Logiciels/professeurs/InterfaceProfesseur-HTML5-Shipping.html
[link text][1]

On firefox with Inspect Element — Console Tab, I get :

" Current Browser : Mozilla/5.0 (Windows NT 6.3; WOW64; rv:29.0) Gecko/20100101 Firefox/29.0" InterfaceProfesseur-HTML5-Shipping.html:259
“We are running in 32 bit browser, clamping requested memory size of 1073741824 bytes to 536870912” InterfaceProfesseur-HTML5-Shipping.html:260
TypeError: asm.js type error: ‘min’ is not a standard Math builtin blob:6bfeac8d-5112-470c-b663-97e628c9f40a:3
Error: WebGL: texImage2D: with format of DEPTH_COMPONENT or DEPTH_STENCIL, target must be TEXTURE_2D, data must be nullptr, level must be zero blob:6bfeac8d-5112-470c-b663-97e628c9f40a:1
Error: WebGL: texSubImage2D: format blob:6bfeac8d-5112-470c-b663-97e628c9f40a:1
Cross-Origin Request Blocked: The Same Origin Policy disallows reading the remote resource at https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID={00291178-2E03-0917-002B-0332068D70B2}&AppID=UEGame.Rocket.Release|35105CBB4B8EE759804C47936EAAECDB|Interface%20Professeur&AppVersion=4.15.1-3348071%2B%2B%2BUE4%2BRelease-4.15&UserID=ANON-{00281A15-2E03-0917datarouter/api/v1/public/data?SessionID={00291178-2E03-0917-002B-0332068D70B2}&AppID. This can be fixed by moving the resource to the same domain or enabling CORS. data
“Source map information is not available, emscripten_log with EM_LOG_C_STACK will be ignored. Build with “–pre-js $EMSCRIPTEN/src/emscripten-source-map.min.js” linker flag to add source map loading to code.” InterfaceProfesseur-HTML5-Shipping.html:404
“warning: build with -s DEMANGLE_SUPPORT=1 to link in libcxxabi demangling” InterfaceProfesseur-HTML5-Shipping.html:404
"DebugBreak() called! …

Tried out the page, and works well at least on Firefox Nightly 55.0a1 (2017-03-17) (64-bit) on Mac OS X. The resize bug is there like expected, I think that will be fixed in UE 4.16. I wonder if the issue could be a 32-bit vs 64-bit…

the fix for the resize issue will be in for 4.16. it didn’t make it to the 4.15 lockdown.

but the following post may help:

*HTML5 Widget Interaction Area Offset - Platform & Builds - Epic Developer Community Forums

I’m having this issue as well:

"Source map information is not available, emscripten_log with EM_LOG_C_STACK will be ignored. Build with "--pre-js $EMSCRIPTEN/src/emscripten-source-map.min.js" linker flag to add source map loading to code." 

Did you ever find a fix for this?

we don’t use that feature anymore. UE4 use’s emscripten’s “–profiling-funcs” option to always (debug/developer builds only) have the call stack printable in demangled format ** NOTE: look at the console.log output to see this which may not be printed on the browser page **

https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Programs/UnrealBuildTool/Platform/HTML5/HTML5ToolChain.cs#L233-L250

so also note: shipping builds will go back to the mangled function name format. but, you can copy and paste the c++ name mangled lines to: https://demangler.com/ to get it back to “normal”.

This is happening on a shipping build that I have uploaded to a host. I’m a bit confused in your response on how I’m supposed to fix this error? My web console output is attached.

Any help would be super appreciated!

you’re asking me a different question than what the OP asked – a different runtime crash.

for the sake of clarity - please open a new post and PM me the link.

but first, i’m going to ask you to try the following:

  • get latest of UE4 (4.18 – note: 4.19 is just around the corner)
  • build developer version
  • getting the line number of where the assert is happening is vital to figuring out where in the code the check() is failing
  • your error message seems vaguely familiar… and i know something was fixed (i just don’t remember when – so i’m thinking 4.19 will fix your issue)

again, please post a new issue - this thread should be closed.