Map with media texture not packaging

I have a simple map with a Big-sphere and a pawn inside it. I use media texture and media player to play 360 video on it. But when I try to package it for windows-64 it fails while it tries to cook the map.

Yes all the videos are copied to Content/Movies first and then imported to UEProject as asset later.

This is very crucial to our project. One of our developer have already started to build the solution in Unity just in case if packaging issue does not resolve with media player in unreal.

Please help!

Hey himanshu810e,

The best way to figure out why your packaging is failing is to provide me with the logs of your most recent failed attempt. Look for anything that says ‘Error’ and use google to put all or parts of that error in quotes to help you search for any common or known issues.

I am assuming you are using the project I provided as a test case, but I would also need a way to reproduce the issue on my end. Therefore, if you can provide screenshots and steps on how to reproduce your issue, that would be most beneficial.

Thanks,

H

Hi

Thanks for responding :). Here is what I got in the error when I tried to package the project you have shared for windows-64(I did opened it on 4.14).

link text

Notice in your log it says “UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file ‘C:\Program Files (x86)\Epic Games\4.14\Engine\Plugins\Marketplace\AllrightRig\Binaries\Win64\UE4-ARigRuntime.lib’”

It appears you have a plugin that is either incompatible with the version of your engine, or it is just causing problems when trying to package. I would take a look at this plugin for starters.

Let me know if you have further questions.

Thank you,

Ah I see. That was the plugin issue. I was able to package your sample successfully.

Now when I try to package my actual project I get error while cooking (see attachment). The only thing I am doing different than the sample project is that I am getting my MediaSource from my GameInstance class as the level plyaing my 360 video is being opened from another level and based on user selection I play the respective video.link text

That could be your issue then. I would handle it within a self contained blueprint like my example project, so it is not dependent on an game instance, just if the blueprint exists in the current level.

Also, I am not sure how you are implementing a 360 video, but that sounds like something that might require the Ansel plugin or something of the like in order to have it playback correctly.

Since you were able to packaged my project successfully, this does not seem like a bug with the engine, but rather your own setup. You will need to run through your logs and fix your errors. Read the messages as they usually tell you exactly what the issue is and where it can be found.

For example in the logs you just provided:
“LogSavePackage:Warning: Obj in another map: videoMapbkup_C /Game/Maps/videoMapbkup.videoMapbkup:PersistentLevel.videoMapbkup_C_0”

This definitely means it cannot find the video because it is in a different level than the one that is currently loaded and calling the video to play.

Thank you,

No problem! Glad I could guide you in the right direction. As I mentioned, sometimes you just need to slowly read the output log and understand what the error message is telling you. More often than not, it will point you to a directory or specific file.

Cheers,

H.

Hi All

@AndrewHurley : Thank you so much with the troubleshooting. we got it fixed YAAAAAY!

I got my problem fixed by comparing my video playing logic to yours. The finding is that do not try to play video from level blueprint itself. Let the component play the video.

Well technically the error message was talking about missing object which is not hinting whatsoever that instead of using media player from level blueprint use it inside a blueprint actor. I think this should be the part of media player fw documentation.

@AndrewHurley I agree with @himanshu810e.

I ran into this same (followup) issue (same “warning” followed by same fatal error, nearly identical output log), but I am not trying to load a media source stored in reference outside the level. I only have one level in my project which just has a “VideoPlayer” blueprint and a PlayerStart.

In my Video Player BP I have a MediaPlayer reference with the default value assigned to a MediaPlayer created within the editor (content browser right-click). Whenever I try and implement an OnMediaOpened callback event for that MediaPlayer .uasset my packaging fails with that same error (log attached) and it is very unclear what causes the failure. More transparency would be greatly appreciated in these cases.

I’m still not able to cook if I implement any callbacks from the media player reference while its default value is set.

Hi, this problem was driving me nuts but after reading this thread & another thread from google I figured it out:

Put your media player variable in the game instance and control it by casting to the game instance in level/actor/whatever BPs

Thanks @FreshStaticSnow. I neglected to mention in my response that the workaround is to remove the default value for the MediaPlayer variable and then assign it at runtime using BP nodes.